If youhave any other questions definitely email me at tehdiplomat AT ashotoforangejuice.com
Q What the hell is this?
A For some reason I decided a bit after the API for Google Maps came out that it would be awesome to be able to play Risk on it. About a month later it became apparent that everyone using the API was doing it for more useful things, such as gas price tracking and ::cough:: hotornot placement. I've always been a gamer and thought this was the perfect step.
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Q I just loaded your page, but I didn't know what to do.
A If you have questions about playing risk check out this
Risk FAQ already linked to on my site.
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Q I know how to play Risk, I don't know what to do with GMRisk
A Here's a brief overview.
When you first show up to this site, you should get an infowindow off of the risk card in the center. Currently, there are three game modes.
Minimal troops: Each country starts with 1 unit, countries are randomnly divvied up. (Whomever gets less countries gets to start first)
Base: Starts the same as minimal, but the players have to place the rest of their troops.
Full: Starts the same as minimal, but randmonly assigns the rest of the troops
Players get these amount of troops = 50 - (numofplayers * 5)
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Q What now it looks like there's a bunch of countries with different colors?
A Currently you are forced to play 6 players. Very shortly, you'll be able to choose how many players you actually want to have (if you have less than 6 you can have one neutral country.
Grab 5 friends and play. You should be able to add troops by clicking on the infantry, cavalry, or artillery icons in the country that you own to add reinforcements. You may also attack via the same infowindow when you have no troops left to place.
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Q I want to play a full game, but I dont want to click on all my countries to see where the troops are.
A That's not really a question, and that was only applicable in an older version. There are two telling methods now. If you have an infantry on the map, you have 1-4 troops, cavalry 5-9, artillery 10+. Also, when you hover over you should get the amount of troops (in parens) followed by the name of the countries
Also, if you click on your infantry in the turn order area. It will bring up a list of every country you own and how many troops are on each one. The list is sorted by continent so you can tell which continent you are most powerful in. Also, the countries are links so if you click on them it will open the appropriate infowindow for that country, basically making that area the stats and index portion.
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Q Wait, whose turn is it?
A There should be a border with the color of whose turn it is. If this isn't please email me with your OS, browser, and version number and I'll look into resolving it.
The markers in the atlantic ocean are in turn order from top to bottom. Currently, I'm neither removing nor displacing colors that are no longer in the game. I'm sure somewhere along the line that will be resolved.
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Q What the hell are those things in the Atlantic Ocean?
There are 3+ numplayers markers in the Atlantic Ocean. The infantries in a line represents the current turn order. (Although not specifically who goes first) Hovering over these icons will give you the amount of reinforcements available. During original placement, this shows how many everyone has left. During game play, it shows turn order top to bottom and how many units they get that turn. Also, it shows how many cards each player owns. Key for knowing whether sacrificing armies to taking out a player is worth it. Also clicking on these will show the country-index for a simple way to see where everything is
The other three markers are the Risk Card (used to cash in your cards), the Rook (to go into move/fortify phase) and the fast forward button to end your turn. If you try to fortify and there is no troops that have enough supply lines to move, also anytime during fortification if you cannot move anymore, your turn is immediately ended.

Example game
Choose a minimal game from the game menu. The board is randomnly divided by the number of players. Blue, Green, Red, Gold, Yellow and Teal are the normal colors. The first player to start is randmonly chosen. If anyone gets additional countries they have to wait their turn. Let's assume red starts
So here's the deal, all the red markers are countries you own. You'll get three armies to place to start (if you hover over the red infantry icon floating in the Atlantic Ocean, it says how many guys you get) After placing your units it switches to attack mode.
To attack click on the country to wish to attack from, type how many armies you wish to attack with and click on the button to attack.

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House Rules
Q Can I only defend with one die?
A Currently, no. Since GMRisk uses simultaneous dice, the probability is much better for the defender to roll two.
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Q What's the dealie with the cards?
A Cashing cards start at 4 troops, they will increase by 2 until they get to 20 and stop. I've found any number higher than 20 can lead to board clearing play once cashing in gets that high.
Also, the rule about +2 armies if you own the country on the card is not in effect because I don't feel like keeping track of what cards are what country.
A set that you can cash in are this. 3 of one kind, or one of each kind. There are 2 Wild cards and 14 of each type. For 44 cards.
Capture cards will be on. So yes, if someone next to you is pleading for their life, and you can take them out. I'd recommend you do it
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Q What's the deal with supply lines and the free move?
A Some people play one move only, I play one move per troop. So if you have 3 troops in Eastern Australia, it's gonna take a few turns to move them up to Indonesia. One move per troop, however, does let you move two troops from Eastern Australia up to Papau New Guina, then however many troops you had in Papau NG up to Indonesia. See? One move per troop. Also, you can be tricky and move from Western Australia one troop to East AUS and one up to Papau NG then one from each of there up to Indonesia. As per regular Risk rules, you need to have at least one troop on any country you own.
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Other
Q I think you misspelled X.
A Send me a note. Although, if you are talking about "winnar" or "Northwest Terrortories", those are quite intentional and will not be changed no matter how many emails I get about them. And yes, that is where Osama is hiding. (The Mounties told me)
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Q Your game isn't as good as X.(insert hyperlink here)
A You know what? You are probably right. My game doesn't do nearly as many things as any of those. I'm glad there are better versions of risk as a stand-alone game, but I wanted something easy that most modern browsers could handle ontop of the great technology of Google Maps. Personally, I prefer(red) MissionRisk when I felt like wasting time. But I didn't know anyone else who would play, and I'd either lose in the first turn or roll over the AI in 5-10. Plus there's no deal making, deal breaking which I love to take part in. I'm used to games where there would be stipulations for whomever broke the deal.
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Q How does the neutral player work? A The neutral player is just that. Neutral. Noone adding troops, noone gaining cards. Just bland troops to get in your way. You don't need to destroy them to win, but if you don't you won't be able to gain troops for that continent.
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Q You should have AI or Multiplayer.
A Yes yes, as the awesome
folks who make the card game Fluxx have been to known to say, those are both "In the Oven" and some improvements to the interface and fixes would be "On the Stove" if they don't mind me borrowing their verbiage. (They are quite nice people).
Also, you CAN play mutliplayer if you setup a netmeeting or VNC with whomever you wish to play with. I tested it out with my PC and Laptop and it worked, it's not quite pretty but it's definitely possible.
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Q Can implementing a popular game on a popular technology get you a job developing?
A I don't know yet.. It'd be nice if I could use GMRisk as leverage in getting a developers position (as opposed to just IT), I'll let you guys know if anyone is interested.
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Teh Diplomat and your friends at A Shot of Orange Juice.