Freebies

I make a lot of stuff. Most of it isn't fit to be shared with the world and shall forever occupy space on my computer, some of it is worth a few dollars and will appear in some form on my Etsy shop, and everything in between either cannot or should not cost anything so might as well be given away for free here. Enjoy!

Risk: Expanded Rules

Goal

Produce a set of cards and rules to expand the traditional Risk board game. I grew up playing this game. It has many faults, first and foremost it takes about ten years to finish a game, but it occupies a special place in my heart so I have worked on some little extra rules and mechanics to spice up the classic game of world domination. I've not tested these too extensively, so be prepared to edit the rules and cards as needed. 


Consider

This is for folks who already own the classic board game Risk who want to spice it up a bit. Just sayin' in case it wasn't clear. 

When defeating an army, place its token in front of you. Collect these until the tokens are needed (your opponent’s pool runs out). These may come into play in certain missions or events. 


Victory Conditions

Roll a D20 (20-sided die, Google it for online options, I've linked one here that seems fine) at the start of the game. Use the rolled number to set a corresponding condition. If any player achieves the goal, the game ends. This allows games to take less time to complete.

\\ 1-5: Fully control 4 continents for 2 full rounds. 

\\ 6-10: Maintain 100 or more armies for 2 full rounds. 

\\ 11-15: Complete 4 missions.

\\ 16-20: Fully control North America, Europe, and Asia for 2 full rounds.


Missions:

Each player will draw one mission card at the start of the game. These cards are kept secret. If the player achieves the goal, they reveal the card, collect the reward, then draw another. This continues until all cards are gone. These are available at the end of this little set of rules as a download that you can print and cut up. 


Great Generals:

Great generals have special abilities. If a player fully controls the continent a general is from (listed), increase the bonus from said continent by 1. Each player will draw from the general card pile to begin the game. The general does not count as an army. If the force occupied by a general is defeated, the general is removed from the game. These are available at the end of this little set of rules as a download that you can print and cut up.


Events:

Roll a D20 at the start of player 1's turn each round, the rolled number corresponds to an event that will last until the next is picked.

1. Natural disaster: draw a country card, this country has been devastated by a natural disaster. Remove all armies from the represented country except 1. 

2. Natural disaster: draw a country card, this country's infrastructure has been ravaged by a natural disaster. Armies cannot move out of or through this country for 1 round. 

3. Natural disaster:  draw a country card, this country's population has been wrecked by a natural disaster. For the next round, this country does not count toward army gain calculations (including continent bonus).

4. Assassination attempts: for each general active, roll a die. If 5 is rolled, remove the general from the board, you may place them again next round. If a 6 is rolled, remove the general, they have been eliminated. 

5. Population boom: draw a country card, the bonus of the continent of the drawn country is doubled for 1 round. 

6. Conscription fervor: add 5 armies to each force occupied by a general.

7. A special candidate: each player roll a die, if you roll a 3, draw a general card.

8. A poor harvest: reduce every player's number of gained armies by 1 for 1 round. 

9. A good harvest: increase every player's number of gained armies by 1 for 1 round.

10. A special discovery: each player roll a die, if you roll a 3, add 1 to every die roll for 1 full round.

11. A poor harvest: reduce every player's number of gained armies by 1 for 1 round. 

12. A good harvest: increase every player's number of gained armies by 1 for 1 round.

13. A poor harvest: reduce every player's number of gained armies by 1 for 1 round. 

14. A good harvest: increase every player's number of gained armies by 1 for 1 round.

15. Plague: draw a country card, remove all but 1 of the armies in this country. Remove half of the armies in all countries bordering the drawn country. Remove 1 army from all other forces in the continent(s) represented by the impacted countries. 

16. Intelligence leaks: each player roll a die, if you roll a 1, reveal your active mission.

17. Rough seas: forces moving over sea routes (dotted lines) lose 2 armies while crossing and reinforcements cannot be moved over these routes for 1 full round. 

18. Prisoner exchange: every player return half (round down) of the enemy army tokens in front of you to said token's owner. Place these back on the board now 1 at a time, similar to the initial placement of armies. 

19. Revolt: draw a country card, if there is only 1 army in this country: remove the 1 army, the player to the left of the player who did own this country now owns it and can put 5 armies in it. If more than 1 army were present, draw again until one is drawn that fits the requirement. 

20. New information: all players who wish to trade in their current mission for a new one place their mission cards into the unused mission pile, shuffle this deck, and redistribute missions to those who added cards.


The Great General and Mission download is just below this section. I'd recommend printing this on as thick of cardstock as will fit through your printer. I've included a page of blanks for both the missions and generals, get creative and make your own!

Risk: Expanded pdf

RiskExpanded_Print.pdf

Postcards

Wanna send out some snail mail to somebody special in your life? Maybe wanna pretend you've been some cool places? Here's some little prints I made for a couple neat locations. These are meant to be printed at 4 by 6 inches; preferably on some nice cardstock. Right click on the image you want, select 'open image in new tab', then right click the newly opened picture to save it someplace on your computer; now you can print it as many times as you want! If your printer allows: cut down your cardstock to 4" x 6" and feed it in, adjust print settings as needed, test print with the back image (the mostly white one with some lines and stuff) to make sure you can print in the right places, then print the ink-hungry image on the other side. If you can't feed non-letter size sheets into your printer, you may have to fiddle around with centering the images on the front and back, or simply forgo the back image then cut out the stock after printing. Next write a silly message on the left side of the back, address the right side, slap a stamp on the top right, and jam that sucker in the mail. Enjoy!

MORE TO COME!