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.