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House Rules

House Rules are broken down into two basic types, which are not entirely binding but have options set at a default. There is the "speedy" game and the "Classic" game. The speedy game has some settings that expedite game play. In that rule set, the option of using the automatic dice rolls is locked to on. In the classic mode, the turn limit is locked to off and the victory conditions are likewise locked to global domination only.

When starting a room, you have the option of changing most of the rules options. If you are about to join a game viewing the rules might be a good idea.

Customizable Rules

If you want to create a custom game, here's a list of what every rule means...

  • Turn Limit: There are turn limits of 10, 20, 30, 40, 50, and none. Once the last turn has passed, a victor is declared based on a combination of armies, territories, and cards held.
  • Victory Condition: "Global Domination" requires a player to eliminate all opponents and control the entire board. “24 Territories” requires a player to control 24 territories at the end of his turn to win the game.
  • Turn times: This is the amount of time each player has during a given part of their turn. There are many turn timers in the game and they change based on the setting (fast/ medium/slow). If a player runs out of time the AI will take over for everything except attacking and card trade-ins. If a player neglects the game for 3 actions he will get stood up and the computer will take over. Note that if the turn timer is off a player can leave the game at a standstill; only turn the timer off if you know (and trust) everyone in the room.
  • Automatic dice roll: When checked, the dice will start rolling and keep rolling until the attacker retreats or a victor is decided. If it is unchecked each player may roll the dice manually.
  • Military advisor enabled: When checked, Club Pogo players will be able to see and get advice from the military advisor.
  • Automatic game setup: When checked, the game will randomly choose one of several pre-set layouts, placing the player and computer armies as well as deploying their forces. The layouts tend to be fairly balanced and are a good way to get into the game quickly.
  • Disable battle screen: When checked, the battle screen will not appear when a battle is decided. All action will take place on the map. The attacker may change the number of attack dice that appear at the top of the screen and likewise may click the retreat button at the bottom of the screen.
  • Award additional units for owned territories on cards: When checked, players will earn an additional 2 units for every territory card that has a territory they control when RISK cards are turned in. These bonus armies appear on said territories during the Reinforcement Phase.
  • Allow Surrender: When checked, this will allow the second-to-the-last player to officially surrender when facing overwhelming odds. The surrendering player will not suffer any penalties and the winner will still get the full rewards.
  • Always award the same number of units for a set of cards: When checked, the number of bonus armies do not increase over time. Instead, players are always awarded 8 units for turning in RISK cards.
  • Allow computer players to fill empty seats: Want to play a 3-player game with a couple friends? Turn this checkbox off, and any empty seats in the game will remain empty.
Tip:
When customizing your game know the audience. Most players will be turned off with manual dice rolls or may not like the automatic set-up option. Gather your hard core RISK friends and play a long, manual dice rolling, no time limit game, or grab a few strangers for an ultra-fast game with all the speediest settings chosen!

Comment:cleaverb@hotmail.com