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Lasertag/Risk
- by Peter Montgomery
Concept
Team leaders move playing pieces on
a map and lasertag scenarios are played out to resolve combat when
2 or more pieces are on the same map space.
Set up
Players are divided in two or more
teams (example 4 v 4). Players use the Risk
game board, Risk game
pieces Risk cards. The
teams will need to agree on a playing field. It could be as simple
as playing around the house, or as elaborate as an arena. Since
there will be a large number of games played I recommend a small
field, about an acre maximum and limit the time to 5 minutes minimum
or 1 minute for every defending player (or army) involved in the
conflict.
How to play
The standard rule for Risk
are used. If two pieces land on the same space then the combat is
resolved by lasertag.
Combat resolution
Instead of rolling the dice conflict
is resolved by playing a game of lasertag. The number of players
on each team will be equal to the number of players represented
by the involved unit pieces. This is simple when the number of Risk
pieces/armies is less than the number of players on each team, but
a player recycling mechanism must be used when the number of armies
is greater then the number of human players.
For example if the Red team and the
Blue team each have four players and Red is attacking Great Britain
with four armies and Blue is defending Iceland with three armies,
then the four Red players play a lasertag game against the three
of the four Blue players. This means one of the Blue players must
sit out this one game, so it is important that this is done fairly
so that the same player is not always sitting out when there are
less armies than players in a conflict.
The player recycling mechanism is
used when there are more armies involved in the conflict than there
are players to represent them. It is called a player recycling mechanism
because when a player is tagged out, he gets "recycled"
by going back to his teams starting point, resetting his equipment
and re-enters the game. The number of player recycles is limited
by the number of armies involved in the conflict.
For example if the Red team and the
Blue team each have four players and Red team attacks Great Britain
with twelve armies and the Blue team defends Iceland with six armies,
then the four Red players play a lasertag game against the four
Blue players, but the Red team may recycle a total of eight players
and the Blue team may only recycle two.
Defending
In Risk
the defending team has a slight advantage to help compensate for
almost always being out numbered. Laser/Risk
mimics this by declaring that the defender wins and the attacker
must stop if there are still defenders in the playing field untagged
at the end of time for that conflict.
For example Red is attacking from
Western United States with ten armies, while Blue is defending Eastern
United States with eight armies. The lime limit is eight minutes
based on eight defenders. If after eight minutes Red still has six
players and Blue has only one, then Red can not attack this country
again this turn from this same group of armies. If Red has another
group of armies from Quebec for example, then those may be used
this turn to try and remove the remaining Blue player, but with
a new five minute time limit. Five minutes is the minimum game time
limit regardless of the number of defenders.
End of Game
When all countries are controlled
by one team or
When one team has eliminated all of
the opposition from the game or
When the opposing teams capital country
is captured or the
Team with the most countries controlled
at end of the game time. Example: either set a time limit (3 hours
of play) or number of turns (10).
Alternate Games
Other games can be substituted for
lasertag, such as; paintball, water guns, checkers, chess, any head
to head video game.
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