Battle Risk



    It all started with my liking to set up battles with the Risk pieces.  Finally, rules were applied and a new game was born.
Special Thanks to Sebastian Bucki, Chad Unruh, Paul Evans, Paul Hodgden, Will Lentz, and Jason Roelofs.  At least I think
those are the people who've worked on it thus far.

Rules:
I.  Game set-up:  Set up your troops, then choose the order of the players, determine treasuries (optional) then begin taking
        turns.  Winner is the last one standing.

II.  A turn:  Begin with a Roll of a die.  This determines how much your soldiers can move and whether or not you can fire your cannons.
        1.  Movement:  Your soldiers receive the number of move points from the number rolled.  Movements are:
                    Infantry:  .25"
                    Cavalry:  .75"
                    Cannon:  Must be moved via either an infantry or a cavalry unit.  When it does, it moves as the infantry would
                                    move.  Cannons must be "broken down" at the cost of 1 movement point, then can move.  "Setting
                                    up" the cannon costs another movement point.
        2.  Cannon:  Cannons can only be fired if the die reads 4, 5, or 6.
        3.  Your troops can move any number of points within the number that they have.  For example, if you roll a 4, a soldier
                    can move 0, 1, 2, 3, or 4 spaces.
        4.  You can move any number of soldiers, from none to your whole army, the movement number rolled.
        5.  Your troops can attack only once per turn.  They may move then attack, but they cannot move after attacking.

III.  Attacking (for Infantry and Cavalry):
        1.  A soldier may attack an enemy within range:
                    Infantry:  1"  (via muskets)
                    Cavalry:  Immediate (via sabers)
                        Note:  Attacks must be made with line-of-sight (i.e. they cannot shoot at what they cannot see, such as
                            around corners, in trenches, etc)
        2.  When attacking, the attacker states which soldier is attacking which enemy soldier.  He then rolls a die (known as
                    the "hit roll") for the soldier.
        3.  The defender rolls a "defense roll".
        4.  If the defense roll is greater than the "hit roll" no damage is taken.  If the hit roll is greater than or equal to the
                    defense roll, the defending soldier is hit.
        5.  In damage:  If the soldier is an Infantry, he is killed in battle.  If the soldier is a Cavalry, the defender rolls a die.  If
                    the roll is 4, 5, or 6, the Cavalry becomes an Infantry (his horse was shot from under him).  If the roll is 1, 2,
                    or 3, the Cavalry is killed in battle.

IV.  Cannon:
        1.  With a high enough roll, the Cannons may fire.  To fire, each Cannon must be manned by an Infantry (place the
                    Infantry exactly next to the Cannon to show that it is manning it) and "set up".  The Cannon can only target things
                    within a forty-five degree angle on either side of the barrel's present position.  Otherwise, the Cannon must be
                    "broken down", moved, and "set up" at the cost of 3 movement points.
        2.  The Cannon has a range of 10".
        3.  The Cannon can fire 3 types of shot:  Grape shot, Rolling shot, and Exploding shot.  To represent each, make paper
                    cut-outs:
                        Grape shot:  A triangular piece of paper 2" long and 1" in diameter at its widest.
                        Rolling shot:  A rectangular piece of paper 5" long and .5" in diameter.
                        Exploding shot:  A circular piece of paper 2" in diameter.
        4.  When firing the Cannon, the attacker declares what Cannon is firing, at what target area in its range, and what kind
                        of shot it is using.  The appropriate piece of paper is then applied to its target.  Any soldiers on the paper are
                        attacked, including friendly soldiers.  The Cannon rolls a hit roll for each attacked soldier.  The defending
                        soldiers each roll a defense roll.  If the hit roll is one, the Cannon "misfires" and the attacker makes a roll.  If
                        the roll produces a 1 or 2, the cannon is destroyed, but if the roll is 3, 4, 5, or 6, the cannon is okay (though
                        there is no attack).
        5.  If the defense roll is greater than the "hit roll" no damage is taken.  If the hit roll is greater than or equal to the
                    defense roll, the defending soldier is hit.
        5.  In damage:  If the soldier is an Infantry, he is killed in battle.  If the soldier is a Cavalry, the defender rolls a die.  If
                    the roll is 4, 5, or 6, the Cavalry becomes an Infantry (his horse was shot from under him).  If the roll is 1, 2,
                    or 3, the Cavalry is killed in battle.
        6.  When attacking a Cannon, a Infantry or Cavalry may "capture" it by killing the Infantry manning it.  It then may be
                    used by an Infantry of the attacker's side.
        7.  If a Cannon attacks another Cannon, the attack does not directly affect the Cannon.  If the Infantry manning the
                    defending Cannon is killed, the defender rolls a die.  If the roll is 1, 2, or 3, the Cannon is destroyed.  If the roll
                    is 4, 5, or 6, the Cannon is not destroyed and may be manned by another Infantry.

V.  Bonuses and Hindrances:
        1.  Cannon and Infantry can increase their ranges to 11" and 2" respectively if they are deemed on "high ground" (at
                    least 1" above the defender).  Conversely, the range of Cannon and Infantry are lessened to 9" and .5" if they
                    are on "low ground" (at least 1" below the defender).
        2.  Cavalry are allowed a "charge" maneuver, thus allowing +1 on their hit roll for sacrificing a movement point.  Only
                    one movement point may be sacrificed.  (example:  Roll 5, declare a Charge, move less than 4, roll 3, hit roll is
                    3+1= 4).
        3.  Commanders on the field get a "hero bonus" of +1 on each hit or defense roll.  However, if the commander is killed,
                    the friendly soldiers within 6" of him must make a "fear roll" to resist running in fear.  If the roll is 4, 5, or 6, the
                    soldier is safe.  If the roll is 1, 2, or 3, the soldiers move toward the nearest boundary of the battlefield.  They
                    move toward the edge and disappear from battle unless they come within 4" of another commander.
                    (Optional rule.)

VI.  Treasury (Optional):
        1.  At the beginning of the game, each player is awarded a treasury from which soldiers may be purchased.  Costs are:
                Infantry:    5
                Cavalry:    10
                Cannon:    15
                Infantry Commander:    10
                Cavalry Commander:    15
        2.  Every time you kill an enemy soldier, your treasury gets a bonus:
                Infantry:    2
                Cavalry:    3
                Cannon:    8
                Infantry Commander:    4
                Cavalry Commander:    6
        3.  At the beginning of your turn, you may purchase new soldiers with funds from your treasury.  These troops are
                placed at the edge of the battlefield (at least 12" from the nearest enemy) and are active immediately (meaning
                they can move and fight with the rest of the army the same turn they are placed).

VII.  Mercenaries (Optional):
        1.  Mercenaries are special troops that are better in battle than regulars.  They can be distinguished by either using
            different colors or paper markers under their stands.  Mercenaries are:
                Sharpshooters:    Improved Infantry, 2" rifle range.  Cost:  10
                Dragoons:  Improved Cavalry, 2" rifle range.  Cost:  20
                Automatic Cannon:  Does not require an Infantry for operation, cannot be used by enemy soldiers.




So there you have it.  These rules should work out all right, though this is really kind of a rough draft.  Feel free to send in comments.
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