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    R15K
    R15K
    For 2-6 Players – AGES 10+
    R U L E S O F P L A Y
    —————-
    INTRODUCTION
    You are about to play a variation of the most unusual game that has appeared in many years. It is not difficult, but because it is so different you will find it worthwhile to read the rules completely through before starting play. No attempt has been made to teach strategy, as each player will develop his or her own as he becomes familiar with the game.

    This game is an update to the classic game of RISK to simulate the dynamics of cyber warfare of the modern age. In R15K, territory is down played in emphasis as the attacker can attack from anywhere on the globe and enemies can be found within one’s own territory. This is representative of the current situation. Bot-nets are networks of computers across the globe that can be synched unknowingly to carry out the bot-herder’s aims. Thus in the game R15K, units may be hijacked and one can be defeated from within one’s own territory. The cards also take on a whole new role as information does in this modern combat. They are valuable and like information can be lost, traded, and purchased in the game. The territory cards are akin to the keys to cipher encryption that most systems possess. If one has the key, one can gain control of the system. Also added is an element of anonymity in the exchange of information. When one is trading cards, unless there is only one other taker or everybody participates, one can be attacked without knowing from whom. Not surprisingly, the continents with the most advantageous bonuses in the original RISK game correspond with those in R15K. Those areas that are more developed than others have more infrastructures and are more robust in cyber warfare usually.



    OBJECT
    The object of the game is to eliminate or incapacitate all other players.

    EQUIPMENT
    A. Six sets of playing pieces, each set of a different color, consisting of a box of cubes and several oblong pieces in a separate box. Each cube represents one unit of infrastructure and the oblong pieces are equivalent to 10 units of infrastructure.
    B. A playing board showing a map of the six continents, each of which is subdivided into a number of territories.
    C. A deck of 44 cards.
    D. Six dice, 3 of which are red and 3 of which are ivory-colored.

    (basically a standard set of Risk game pieces and game board)


    PREPARATION

    The board is placed on a card table or some other flat surface. Each player selects a box of playing pieces of the color that he/she chooses, and all of the oblong pieces of that same color, to represent his/her infrastructures during the game. One player is selected to act as the dealer.


    THE CARDS

    Two of the cards in the pack are printed with three figures: a foot soldier, a horseman, and a cannon. These two cards are jokers. Each of the other 42 cards bears only one of the three figures along with a territory which approximates the shape of one of the territories on the board. There is one, and only one, card for each territory.

    THE SETUP

    The dealer removes the 2 jokers from the deck of cards. He/she shuffles the remaining cards thoroughly and deals them one at a time to each player, starting with the player to his/her left. All cards must be dealt. When four of five play, some players will have one more card than others, but this will not affect the play of the game.
    When all the cards have been dealt, each player turns his/her cards face-up in front of them and places one cube on each territory on the board for which he/she has the corresponding card. All players do this simultaneously. When each player has placed his/her units, there should be one and only one unit on each territory. Players now return all cards to the dealer, who puts the 2 jokers back in the deck. The dealer shuffles the deck again and redistributes the cards in the same fashion described above.


    THE PLAY

    a. ACCUMULATION OF INFRASTRUCTURE
    On each of his/her turns throughout the game a player is entitled to add to his/her infrastructure on the board. The number of additional units to which they are entitled is equal to a total arrived at by the methods described below.
    The player to the left of the dealer has the 1st turn. They are entitled to add one additional unit for each three territories that they occupy. Fractions do not count and are rounded down to the next factor of three. On each turn a player is entitled to a minimum of three units when he/she occupies fewer than nine territories.
    If at the start of their turn a player occupies all of the territories of a continent, he/she is entitled to extra units in accordance to the table on the playing board. He/she is entitled to theses bonuses every time they are in complete possession of one or more continents at the start of their turn.
    At the start of every turn a player first determines how many additional armies he/she is entitled to according to the above rules.

    b. PLACING OF INFRASTRUCTURE
    Once a player has determined the total number of units to which they are entitled, they must place them on the board on one or more of the territories that they already occupy in any way that they think is best. If there is an empty adjacent territory to a player’s occupied territory, a player may place units of infrastructure on it.

    c. HOW TO ATTACK
    The purpose of an attack is to eliminate opponents’ infrastructure. A player is never forced to attack and after collecting and placing the extra units may end his/her turn. The actual attack against an opponent’s territory is made by throwing dice and comparing them with dice thrown by the player whose being attacked. The attacker must state from what territory they are attacking and against what territory they are making their attack. An attacker must have at least one more unit than the number of dice that they throw. If he/she has two units on the territory, they may throw only one die. If they have three units, they may throw one or two dice. If they have four or more units, they may throw one, two, or three dice. Under no circumstance may they throw more than three dice.
    At the same time that the attacking player rolls his/her dice, the defending player also rolls. If the defender has two or more units in the territory, they may roll either one or two dice. If he/she has only one unit they may roll only a single die. Normally the attacker will roll more dice than the defender, but in some cases the defender may roll two dice against the one die of the attacker.
    Once the dice have been rolled, the attacker first compares his/her highest die with the highest die rolled by the defender. If the attacker’s die is higher, the defender removes from the board one of the units on the territory under attack and returns it to the box. If the defender’s die is equal to or higher than that of the attacker, the attacker must remove one of his/her units from the territory from which they are attacking. The defender always wins ties. When the attacker rolls two or three dice, and the defender rolls two dice, the attacker compares his/her second highest with the lower die of the defender. If it is higher, the defender must remove a unit; and if equal or lower, the attacker must remove a unit. At no time may a player lose more units than the number of dice that he/she rolls.
    The highest die of the attacker is always matched against the highest die of the defender when the attacker and the defender both throw more than one die, the second highest die of the attacker is always matched against the second highest die of the defender. Ties always go to the defender.

    d. WHERE TO ATTACK

    A player may attack any opponent in any territory from any territory, but must state which territories are attacking. Though attackers can attack from multiple territories, a defender can only defend from ones being attacked. If a territory is attacked that is occupied by more than one player, both players must defend according to the number of units they have in that territory.

    e. OPTION OF ATTACKER
    A player may continue to attack so long as they have at least two units on the board. The attacker has complete flexibility. They may attack one or more times from one territory then shift their attack to another area, and still return to attack again onto the original territory, if they wish. An attacker may also attack a single territory from multiple territories. They may continue to attack even when they lose on any roll or rolls of the dice. They may also discontinue their attacks, end their turn, and pass the turn to the player on their left whenever they feel it is their advantage to do so.

    f. CAPTURING ENEMY INFRASTRUCTURE
    If an attacker defeats an enemy territory and also possesses the card of that enemy’s territory, then the attacker gains control over the units it defeats rather than removing them from the board. If the attacker defeats an enemy unit in a territory it does not possess the card for, then the enemy unit is removed from the board. When a player loses all units from a territory, any player who occupies a territory adjacent to it may place a unit there on their turn.

    g. PLAY OF CARDS
    Cards have been somewhat discussed in the capturing of enemy infrastructure, but will be elaborated here.
    At the end of one’s turn, one may place a card face down offering a trade to other players who may pick it up upon the start of their turn, but must place a different card face down immediately to replace it until it comes back to the player who originally initiated the trade. Players may only trade one card per turn. However, all participants in the trade open themselves up to a special form of attack: Each participant rolls one die in secret, then a non-participant comes to each to check each roll and the roller must whisper the name of one other participant who they wish to attack or that they don’t wish to attack anyone and would like to only defend should they get attacked. Then, the non-participant tallies up the rolls; who is attacking/defending against whom, and announces the losses of each player. The losses are determined by the difference between the rolls of the attacker and the defender. The difference is only applied if the attacker rolls a higher number than the defender. If all players are participating in the trade, then this process is forgone and the turns continue uninterrupted.
    The symbols correlate to different abilities a player may use if they collect enough matching symbols. However, once the cards are played they are discarded to the side of the board and the ability to capture enemy infrastructure in the territory on the card is lost.
    If a player collects three soldiers, they may gain an additional 20 units that may be allocated at will among their territories.
    If a player collects three horsemen, they gain the ability of the Trojan Horse. If they are attacked by an enemy force, any units defeated by the defender become his/her in the attacking territory, similar to capturing the enemy’s infrastructure using the territory cards.
    If a player collects three cannons, they gain the ability of Traffic Jamming. When they attack, all their rolls are increased by 1. So, if they roll a five it becomes a six, however if they choose to play this card, they must lay it down prior to attacking and it is only applicable to attacking one territory.
    Discarded cards may be purchased from the pile for the removal of 8 units of a player’s infrastructure. Cards in a player’s hand may also be exchanged for an additional 5 units if they wish. They may do this anytime during their turn.



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    Sat, Mar 20, 2010  Permanent link

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