Who has played Castle Risk???

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Ever Play Castle Risk???

 
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Soloman
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Who has played Castle Risk???

Post by Soloman »

It is my favorite Variation I have the original board and all the rules I taught my son his friend and my Little Brother(who is my sons age) howto play and while it is a 2 sided board we all play the castle more often then the regular version when playing together. It might be kool if a variation of it could be created for CC. what does everyone think?
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Ehriggn
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Post by Ehriggn »

hows it played?
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Uberwald
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Post by Uberwald »

yeah 2 sided board?

I played a risk game once with 2 boards and 4 players where the boards were (virtually) on top of each other and each country could also attack up or down.

what do you mean with 2 sided otherwise?
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Soloman
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Post by Soloman »

Ehriggn wrote:hows it played?


well the dice portion as far as attacking and defending is just like regular risk, you get bonuses for holding different empires and also a fixed amount based upon the number of your territories divided by 3(never ess the 3) but instead of getting armies at the beginning of your turn you collect your spoils at the end of your turn and you need only conquer your opponents castle to win. Once you Conquer there castle you double the amount of armies you collect at the end of each turn for territories owned(e.g. 4 for 12 wih 1 castle 8 for 12 with 2 castles 12 for 12 with 3 castles)

the cards is another major difference everbody get 3 at the beginning of the game and at the beginning of there turn always must bring there hand up till they have 4 cards(if they already have 4 they just get 1 card)
the cards are not of terrirtories but fall into multiple types

General- adds 1 to your highest attack die- you keep the general untill he loses in battle and he can only be used on a attack you can use only 1 general at a time

Marshall- adds 1 to your highest defense die- you keep the marshall untill he loses in battle and can only be used on defense only you can use only 1 marshall at a time

Admiral-allows 1 trip for any soldiers from 1 territory to attack any territory connect to that same body of water all soldiers are committed to the battle and you must once commited attack untill you win the territory or lose all the troops sent after that trip the admiral is discarded can only be used when attacking

Spy- allows the elimination of 1 of your opponents cards that are not in play the spy and the opponents card are then discarded can be used only at beginning of turn a spy can also stop another spy played against you rather then letting opponent choose a card to eliminate

Diplomat- Protects player for 1 turn against whomever it is placed on also prevents you from attacking that person for that same turn can be used only at beginning of turn

Reinforcement- always escalating only requires 1 card to play there are 12 with the last played being worth 14 troops which is the maximum amount of troops earned from playbefore it starts over again at 3, can play as many as you have at once but can be used only at beginning of turn

The original board is very similar to the europe board and a player receives four troops per turn for each empire the player controls the strategy is a lot different in some waysbut the basic strategy's remain the same you get a card at the end of each turn not matter what is one difference you still take your opponents cards when they are defeated and there are to variations for what happens to the armies left of a defeated castle 1 variation you gain control over those armies and in another they become neutral.

There is no fortification round due to the you gain your troops once you end your turn instead of at beginning so your placement is more thought out about the next round.

With the focus being on defending your castle and only collecting at the end of your turn people are are less likely to be to spread out as far as fron with there castle in mosts cases being heavily fortified and another large attack force gain groundalso in a six player game every sastle makes you collect more

that is what I know if any other questions shoot away
Last edited by Soloman on Wed Mar 28, 2007 3:38 pm, edited 5 times in total.
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Soloman
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Post by Soloman »

Uberwald wrote:yeah 2 sided board?

I played a risk game once with 2 boards and 4 players where the boards were (virtually) on top of each other and each country could also attack up or down.

what do you mean with 2 sided otherwise?


I am talking top bottom if you flip the board over it is a different map of europe and says castle risk while on the other side is the regular risk board, you can only buy it at a thrift store, collecter store or on e-bay it is hard to find the game since they no longer make that variation
Last edited by Soloman on Wed Mar 28, 2007 3:12 pm, edited 1 time in total.
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Soloman
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here is a link

Post by Soloman »

I got a wikipedia link that delves into some detail also

http://en.wikipedia.org/wiki/Castle_Risk
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red bull
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Post by red bull »

i have played ...............
the black knight enemy of spamalot
11-2 againts spamalot
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Soloman
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Post by Soloman »

for all those that have played or read the rules did ya like it would you like to see it or a variation here at CC???
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Post by Fireside Poet »

I have, own and play this one a lot. :)
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chessplaya
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Post by chessplaya »

Soloman wrote:
Ehriggn wrote:hows it played?


well the dice portion as far as attacking and defending is just like regular risk, you get bonuses for holding different empires and also a fixed amount based upon the number of your territories divided by 3(never ess the 3) but instead of getting armies at the beginning of your turn you collect your spoils at the end of your turn and you need only conquer your opponents castle to win. Once you Conquer there castle you double the amount of armies you collect at the end of each turn for territories owned(e.g. 4 for 12 wih 1 castle 8 for 12 with 2 castles 12 for 12 with 3 castles)

the cards is another major difference everbody get 3 at the beginning of the game and at the beginning of there turn always must bring there hand up till they have 4 cards(if they already have 4 they just get 1 card)
the cards are not of terrirtories but fall into multiple types

General- adds 1 to your highest attack die- you keep the general untill he loses in battle and he can only be used on a attack you can use only 1 general at a time

Marshall- adds 1 to your highest defense die- you keep the marshall untill he loses in battle and can only be used on defense only you can use only 1 marshall at a time

Admiral-allows 1 trip for any soldiers from 1 territory to attack any territory connect to that same body of water all soldiers are committed to the battle and you must once commited attack untill you win the territory or lose all the troops sent after that trip the admiral is discarded can only be used when attacking

Spy- allows the elimination of 1 of your opponents cards that are not in play the spy and the opponents card are then discarded can be used only at beginning of turn a spy can also stop another spy played against you rather then letting opponent choose a card to eliminate

Diplomat- Protects player for 1 turn against whomever it is placed on also prevents you from attacking that person for that same turn can be used only at beginning of turn

Reinforcement- always escalating only requires 1 card to play there are 12 with the last played being worth 14 troops which is the maximum amount of troops earned from playbefore it starts over again at 3, can play as many as you have at once but can be used only at beginning of turn

The original board is very similar to the europe board and a player receives four troops per turn for each empire the player controls the strategy is a lot different in some waysbut the basic strategy's remain the same you get a card at the end of each turn not matter what is one difference you still take your opponents cards when they are defeated and there are to variations for what happens to the armies left of a defeated castle 1 variation you gain control over those armies and in another they become neutral.

There is no fortification round due to the you gain your troops once you end your turn instead of at beginning so your placement is more thought out about the next round.

With the focus being on defending your castle and only collecting at the end of your turn people are are less likely to be to spread out as far as fron with there castle in mosts cases being heavily fortified and another large attack force gain groundalso in a six player game every sastle makes you collect more

that is what I know if any other questions shoot away


I'M NOT READING ALL THAT :lol:
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Post by Soloman »

chessplaya wrote:
Soloman wrote:
Ehriggn wrote:hows it played?


well the dice portion as far as attacking and defending is just like regular risk, you get bonuses for holding different empires and also a fixed amount based upon the number of your territories divided by 3(never ess the 3) but instead of getting armies at the beginning of your turn you collect your spoils at the end of your turn and you need only conquer your opponents castle to win. Once you Conquer there castle you double the amount of armies you collect at the end of each turn for territories owned(e.g. 4 for 12 wih 1 castle 8 for 12 with 2 castles 12 for 12 with 3 castles)

the cards is another major difference everbody get 3 at the beginning of the game and at the beginning of there turn always must bring there hand up till they have 4 cards(if they already have 4 they just get 1 card)
the cards are not of terrirtories but fall into multiple types

General- adds 1 to your highest attack die- you keep the general untill he loses in battle and he can only be used on a attack you can use only 1 general at a time

Marshall- adds 1 to your highest defense die- you keep the marshall untill he loses in battle and can only be used on defense only you can use only 1 marshall at a time

Admiral-allows 1 trip for any soldiers from 1 territory to attack any territory connect to that same body of water all soldiers are committed to the battle and you must once commited attack untill you win the territory or lose all the troops sent after that trip the admiral is discarded can only be used when attacking

Spy- allows the elimination of 1 of your opponents cards that are not in play the spy and the opponents card are then discarded can be used only at beginning of turn a spy can also stop another spy played against you rather then letting opponent choose a card to eliminate

Diplomat- Protects player for 1 turn against whomever it is placed on also prevents you from attacking that person for that same turn can be used only at beginning of turn

Reinforcement- always escalating only requires 1 card to play there are 12 with the last played being worth 14 troops which is the maximum amount of troops earned from playbefore it starts over again at 3, can play as many as you have at once but can be used only at beginning of turn

The original board is very similar to the europe board and a player receives four troops per turn for each empire the player controls the strategy is a lot different in some waysbut the basic strategy's remain the same you get a card at the end of each turn not matter what is one difference you still take your opponents cards when they are defeated and there are to variations for what happens to the armies left of a defeated castle 1 variation you gain control over those armies and in another they become neutral.

There is no fortification round due to the you gain your troops once you end your turn instead of at beginning so your placement is more thought out about the next round.

With the focus being on defending your castle and only collecting at the end of your turn people are are less likely to be to spread out as far as fron with there castle in mosts cases being heavily fortified and another large attack force gain groundalso in a six player game every sastle makes you collect more

that is what I know if any other questions shoot away


I'M NOT READING ALL THAT :lol:
sadly that your loss might get ya syked and build some support and it is just a little longer then 1 page of the instructions anyways maybe just read a section at a time lol
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Post by Ehriggn »

sounds cool. very different, and more focused on strategic planning. something new like this would be refreshing. worth posting in the Suggestions forum.
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Post by Soloman »

Ehriggn wrote:sounds cool. very different, and more focused on strategic planning. something new like this would be refreshing. worth posting in the Suggestions forum.
:D :D :D did that :lol: :lol: :lol:
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Post by RobinJ »

Ehriggn wrote:sounds cool. very different, and more focused on strategic planning. something new like this would be refreshing. worth posting in the Suggestions forum.


I agree
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Soloman
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If you like...

Post by Soloman »

throw some support over in the suggestions area so we can get it looked at as a future possibility
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Post by Hologram »

Soloman wrote:for all those that have played or read the rules did ya like it would you like to see it or a variation here at CC???
It seems like a pretty fun idea, and it wouldn't hurt to have that variation, so sure.
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Post by trackersdream »

just wanted to see someone at a higher place then this grap about dugcar or whatever his name is talk about beating a dead horse...lol
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Post by risk master2000 »

I am the little brother
AFRO
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Post by rluzinski »

We had the two sided board and probably split our time between the two equally. Very fun.
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Post by Uberwald »

Never had it or played it but i already want to though i havent yet read all that text lol but i will!
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Post by risk master2000 »

he wtites 2 much but from what I see it all correct and that is how I learned to play but I showed him conquer club 1st he never knew about it before I told him
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Post by Bighab »

Uberwald wrote:yeah 2 sided board?

I played a risk game once with 2 boards and 4 players where the boards were (virtually) on top of each other and each country could also attack up or down.

what do you mean with 2 sided otherwise?


I used to play 8-9 player games with Gav88111. We used two boards side by side. Alaska world 1 was attached to Kamachatka of world 2.
Castle risk was a fun game but everyone tended to turtle in their castle worried about someone striking them with the dreaded admiral card.
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Post by Fireside Poet »

Bighab wrote:
Uberwald wrote:yeah 2 sided board?

I played a risk game once with 2 boards and 4 players where the boards were (virtually) on top of each other and each country could also attack up or down.

what do you mean with 2 sided otherwise?


I used to play 8-9 player games with Gav88111. We used two boards side by side. Alaska world 1 was attached to Kamachatka of world 2.
Castle risk was a fun game but everyone tended to turtle in their castle worried about someone striking them with the dreaded admiral card.


That's why you horde the spy cards. :)
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Post by Soloman »

well all those that support and would like to see this Great variation here go to suggestions and show the love :lol: :lol: :lol:
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Post by Fireside Poet »

While some of the aspects of Castle Risk, I don't care for - I do think the idea of having hidden armies would be a nice twist.
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