Risk: Legacy
Well, I don't know if either any of you have played the new Risk Legacy boardgame yet, but let me tell you, it's unbelievable amazing. It's the coolest boardgame I've ever played. I would like to create a map based on the rules of that game. However, this is LOTS of work and I need brainstorming on concepts of how it could be done on a starcraft 2 setting.
Originally, the boardgame works like this:
- You pick 5 of your friends to sit down and sign the actual board, agreeing that you all will play 15 games to see the outcome of the board.
- Everyone rolls to see who goes first. Starting with highest number and moving clockwise around the board. Highest member picks starting faction.
- There is 5 factions. Each getting a starting power that each player picks one from two options. They all have this own unique pieces.
- At the beginning, you also get to modify either 12 territory cards by adding one resource amount or 6 and adding two. Each territory starts with it's own named card w/ a picture and is worth one coin. There is also a stack of coin cards that are just by default worth one coin.
- Each player also gets 1 scar card. Each territory on the board has a scar spot. The scar's can go on the spots. The initial five scars are 2 bunkers and 3 munitions shortages. The bunkers add +1 to your highest dice while defending and the munitions are -1 while defending. The scars can also only be places onto the board per conditions of the card. The bunker states while defending place bunker on defending territory; the munitions is while attacking, place on defending territory.
- The person who goes first, takes his HQ and 8 troops and picks a legal starting zone to start in (The legal zone consists of a territory that has no scars in place). This goes around the board clockwise. Please note that the pieces are represented by 1 and 3. The HQ counts as a star and not a troop.
- The risk cards are the resource cards in this game. There is a pile for the cards, and a 1 2 3 4 slot on this cardboard layout. You turn the first 4 cards over and place them into the slots. You can only acquire a risk card, by taking a territory that is occupied by another player, and you have to own one of the territory cards that are face up. If you don't own one of the cards that are face up, you take a coin. If a coin is taken, you discard the card in slot 4, move the remaining cards down, and flip a new card over and place it in slot 1.
- After everyone has placed their HQ and starting troops, the person with the highest dice begins his turn. You get 3 troops at the beginning just like the original risk. Now seeings as there is only 5 territories on the map that have units on them, there is lots of unoccupied zones. You may move into any unoccupied zone as long as it's adjacent and you have to leave one troop behind to occupy it.
- It takes 4 stars to win a match. The starting HQ of each player is equal to one and at the first game everyone gets an additional star, so everyone starts with 2. You can get a star by either taking another persons HQ, turning in 4 resource cards at the start of your turn, completing a mission objective, or the coins run down to 0 on the cardholder board.
- There is 6 packs that have conditions before these packs are applied to the actual game. I don't remember them all offhand, but one being "Open this pack after the first faction is eliminated from the game." Now each one of these packs change the game forever. There is also a pack underneath the game pieces that states "Do not open. Ever." Have no idea what that pack does yet.
- After you win a match, you write on the actual board, the name of the winner, in the corresponding slot out of 15. The person who wins the most games, writes his name in the world winner slot. For each win you start the game with 1 missile and after your first win, you only start the game with 1 star, not two. The missiles work like this: After any dice role, you may choose to play your missile, the missile will change the picked dice to a unmodified 6. Once any missile is launched, any other player, may declare that they also will launch a missile. This can be done with however many dice that are on the current roll. Missiles have another role later in the game.
It really is a lot to digest, and this is just the starting base rules for the game. However, the game is really really fun and just amazing. Now, the problem is, how to develop this into a Starcraft II setting. The first thing that needs to be done is the terrain. The map needs to reflect each continent and each territory in this respective in game scale. I can do the basic outline for the terrain, but it's going to be a basic outline. I would need a terrainer to either buff it up after I'm done, or do it originally.
The main issue is, how does the ever evolving aspect work on battlenet? I mean, how will this pan out with different people playing? I mean it would work, if you decided to agree with a set 5 friends to play on day X at time X for 15 games, but what about the average Joe Smo who joins the game off of battlenet? Does the game needs two separate modes? This is the main issue that needs to be discussed.
After the main issue is decided upon, we can move forward into figuring out how everything else will go.
@michaelknives: Go
Those are good points. I still want to have a mode where you can play it like the actual boardgame with a dedicated group and then I guess the regular mode will be something like you suggested.
Simply make your custom map a Risk Legacy themed sc2 map. There are many Risk games already out and available for download. Simply modify the units to match the units in the board game. Customize the UI and follow the gameplay of already published risk maps (as far as gameplay mechanics)
Nobody on battle net is gonna wanna play a game over an hour. The best you can do is have each player have a hero unit that levels up and unlocks special abilities for the players faction that saves and carries over into a new game. Bonuses like extra credits or special units that are gained via leveling up.