Tabletop Simulator

Tabletop Simulator

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Tamriel Risk
   
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Type: Game
Complexity: Medium Complexity
File Size
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Updated
133.152 KB
31 Mar, 2017 @ 11:11am
22 Mar, 2021 @ 7:12am
2 Change Notes ( view )

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Tamriel Risk

Description
Just something for me and my friends to have fun with

RULES ARE AS FOLLOWS:

Introduction:
3-6 Players
Welcome to Tamriel! In this spin off of the "World Domination" mode in the classic "Risk" board game you are now fighting against the
enemy players to conquer the entire continent of Tameriel! As was in the original game, you must launch daring attacks
and defend your territories by any means necessary! Remember that the dangers, just as the rewards, are high so make
sure that your decisions will lead you to victory, otherwise your opponents could strike and take everything away!

Objective: To conquer and occupy all of Tamriel, thus eliminating your opponents.

Phases:
As the original game plays, your turn consists of three phases: 1. Army Placement Phase. 2. Attack Phase. 3. Fortify Phase.

Setup:
1. Select your colour and depending on the amount of players in the game, count out the amount of armies you'll need to start with.
If 3 are playing, each player will count out 35 infantry (No alliances)
If 4 are playing, each player will count out 30 infantry
If 5 are playing, each player will count out 25 infantry
If 6 are playing, each player will count out 20 infantry

2. Each player will roll one die. Whoever rolls the highest number will place their first army anywhere on the board
and claim that territory.

3. Starting from the left of the player who rolled the highest number, everyone in turn will place one army on the board
and claim a territory. Continue until all 66 territories are occupied.

4. After all 66 territories are claimed, each player in turn will place one additional army in any territory he/she already
occupies. Continue to do this until everyone has run out of armies. There is no limit to the amount of armies one can place
in a territory.

To complete the game setup, shuffle the deck of Risk cards and place it face down, by the side of the board. This forms the
draw pile. Whoever placed first army takes the first turn.

Troops/Troop Cards:
Sword - Regular Infantry (1 troop)
Dragon - Dragon (5 troops)
Dragon Priest Mask - Dragon Priest (10 troops)

Conquering:
As it is in the original game, once you have conquered a region you can draw a risk card from the deck to the left of the board.

Turns:
A full turn is going around the board completely until it comes back to the first player.

Alliance tokens:
Each player will see a stack of 6 tokens of the colour that they chose. These are alliance tokens.
If two players decide that they wish to join forces and ally, they must trade each other a token of their colour ultimately locking them into an alliance.
Once traded the alliance must last at least 10 turns before a player can decide to break it.

Alliances:
In Tamriel Risk two players can decide if they want to be allied. This comes with the benefit of being able to assist your ally in battle.
As long as at least two of your regions connect via sea route or land, during the fortify phase, you can send troops to your ally's region.
The max limit of troops you can send is 10 troops and there is no limit to how many of your ally's regions you want to fortify.
Once there, your troops only abilities are to defend that region or withdraw (as long as the route still exists) back to your lands and nothing else.
Whichever ally's troops dominate that region, they will be the one rolling the defending dice. If the ally who's being defended wishes to attack a connecting region,
they can only attack with their own troops and not the ones they have been given by their ally. To break an alliance, the troops must be withdrawn from that province.

Attrition:
During an alliance, if your route to your ally is cut off, the troops you have reinforced your ally with will suffer attrition due to them not being able to be
properly resupplied.
Each turn that passes, you will lose a troop until that route is regained.


Supplies (Reccommended for long games):
During your game at the start of every turn, somebody must place 'supplies' around the map. Supplies are in the form of a sapphire token.
To place supplies you must draw 3 cards from the deck to the right and whichever regions are drawn, that is where the supplies will be placed.
Supplies are vital to an alternate victory other than wiping out your enemies.
Players must fight for the supplies and move them to a safe area, stockpiling them until they reach 30.
Once 30 has been acquired they will achieve victory and the game will end.
To move supplies, the regions that you wish to move between must be connected and you can only move them 1 region per turn.

Generals:
Every player must choose a general given to you on the board, they will represent the 'leader' of your army.
Generals can be placed anywhere as can your armies, however it is vital that they are protected.
Generals provide bonuses when they are combined with your army whether that be attacking or defending with them by providing +2 to your 20 sided dice rolls.


Capitals:
Each province holds a capital and capturing these will provide a bonus reward of drawing a perk card to the left of the board.



Feel free to make up your own rules, introduce alliences and so forth.
10 Comments
Kinky Whiskey  [author] 22 Mar, 2021 @ 7:13am 
The cards are still there, when we made this we had a house rule with some tokens, but that isn't really important so I just removed those :)
RedSpade83 21 Mar, 2021 @ 12:51pm 
The images for the cards are no longer available
Kinky Whiskey  [author] 4 Sep, 2018 @ 9:42am 
I think the black hand was ment to be used as a wild card where it could just fill in the spot, feel free to make it up yourself with your friends as this really was just a small project for my friends and I've long since forgoten what it was all about, I might add general firgurines if i make custom ones, in our playthroughs we used figurines from other workshop games using copy/paste, thanks for suggestions though! :)
Blu_Caribou 3 Sep, 2018 @ 10:30pm 
What does the "Black Hand" card in the troop card deck mean? Is it a wild card of either sword, dragon, dragon priest; Or does it serve another purpose. Is there anyway to have a general piece created and a soldier piece formated in place of troop/pawn piece. I know this might be asking for alot but would definitely improve this already amazing design. Great Work! - Cheers
kood99 3 May, 2017 @ 9:42pm 
Oh.
Kinky Whiskey  [author] 2 May, 2017 @ 3:35am 
Black Marsh, also known as Argonia <--- First line of the wiki page
kood99 1 May, 2017 @ 11:42pm 
Argonia? Don't you mean Black Marsh?
Kinky Whiskey  [author] 10 Apr, 2017 @ 3:38pm 
Send me a link to your finished product when it's done, please!
Kinky Whiskey  [author] 10 Apr, 2017 @ 3:37pm 
Yes you may
HazWin 10 Apr, 2017 @ 2:57pm 
Can i use this map for dicewars and for own workshop title? I will credit you for the map.

It looks awesome btw, thank you for making this!