Jan
1, 2, 3 2009
For
this game we will be dividing into 6 Groups! and
using the "Spy Card" and Forced Assimilations.
Large
Teams will be kept together and augmented with
small teams and walk-ons. Starting positions will be
randomly selected then rotated clockwise each game
throughout the
weekend. Your starting judge will stick with your team
throughout the event. It is possible that a weak team will be assimilated
by a strong team, If a team is assimilated the victors will receive
the players and cards of the weaker team, but not their
points.
In
each game, the teams will have 25 minutes to capture other
continents. We strongly suggest as always our players wear
watches !!!
To successfully capture a continent a team must
turn up their color flag. AND occupy it with at
least one live player.
New
Rule on Assimilations: Assimilations can only occur
after lunch break each day. The three lowest scoring teams
(after scoring the round) are at risk of being
assimilated. If your base was judged captured;
your general will pick two numbers on a six sided dice, If
you number comes up, you are assimilated into the team that
just captured you. Your team will then continue
the rest of the event wearing a new color and taking orders
from a new general. Your cards will be turned over to their
general. Your points will be lost. There
will only be two assimilations during the entire weekend
event. Players arriving on Sunday will be asked to join the
weakest teams.
Continent points same as Risk Board Game.
5
Points North America |
5
points Europe |
7
points for Asia, |
2
Points South America |
3
Points Africa |
2
Points Australia |
Teams
earn one card per flag station turned to their color at end of
game. (In paintball Risk teams can earn more than one card per game)
Cards will be turned in for points. If a team has 5
or more cards they must cash in.
Following the end of the
1st
Game,
Cash in 5
Points
Following the end of the
2nd Game
Cash in 10
Points
Following the end of the
3rd
Game
Cash in 15
Points
and
so on....
There
will be one Risk Night game.
Cash
in Points will revert to 5 points for the first cash
in on Sunday morning. Due to this scoring strategy,
Risk will always be a two day event with all awards issued
at end of Sunday play, approximately 4pm.
Players
are encouraged to bring Nerf Rocket launchers and hand
grenades for use against enemy bases. And, as always players must alert a judge prior to
using a grenade or rocket launcher. Grenades bursting inside
a base will eliminate all players inside. Rockets
shall only count if they strike the exterior wall of a base.
Spy
Card: Only a general can play the spy card. The
general must hand one of his risk cards to his starting
judge, at his start base, prior to the start of a
game. Only one spy card can be played during a game. First
come first served. Using the spy card allows the
general to receive helpful information from all judges on
the field for the length of that game as long as the general
is alive.
Winning
team members will receive the World Forces pin on Sunday.
The Winning General will also receive the Best General
Trophy.
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