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Risk 2.0 Headquarters

Discussion in 'Tournaments' started by AmericanTreeFrog, Jun 9, 2013.

  1. AmericanTreeFrog

    AmericanTreeFrog I eat Frogs

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    URPG Risk 2.0


    Risk has been attempted in the past and certain elements of it had worked and also failed. The goal of this version is to provide a fun game, with in a relevant time period. This version will be fluid and less structured to allow flexibility in game play.


    If you do not understand how the game of Risk is played, let me give you a short run-down of the concept and how it works. The classic game of Risk is a turn based strategy game that revolves around domination. The classic version is world domination, where one player or team conquers the world or map. The second version is called Mission Risk, where a player or team wins by achieving a number of objectives to win. In the game of Risk a team wins battles through a combination of luck and strategic assault upon the forces of the enemy. Obviously, we in the URPG want to emphasize the strategic portion of the game. Furthermore, to make things simple will we throw out Mission Risk and play the classic version.


    The map that will be used will be located here: Kanto*

    *Note: Not shown on the map, but number 3 will be connected to number 5; and number 13 will be connected to 12 and 14


    The biggest reason behind the struggle of URPG Risk (and other tournaments in general) boils down to one thing: activity. The easiest way to solve this problem is to make it short and simple. As such, URPG Risk will only be thirty-six days, forty-eight if you count the days for send. Each turn will last a period of three days, for a grand total of twelve turns total. The team with the most territory at the end will be declared the winners.


    There will be a total of four teams participating, so you will not be making your own up. The four teams will be as follows: Green, Yellow, Red, and Blue. Green Team will be start in Pallet Town. Yellow team will start in Pewter City. Red team will start in Rock Tunnel. Blue Team will start in Fuchsia City. These are simply starting points, they hold no special meaning.


    If you take a look at the map, you will see that there are a total of seventeen locations on the map. Each of those will be counted as one territory and one movement space. A team will be allowed three movements per turn. At the start of each turn, the Captain of each team will send their team’s moves to the organizer. Each of the three movements will be unique, meaning that if you have more than one player move to the same location as a turn it will count as one. Moving an individual will count as one turn. This is probably starting to sound confusing, so I’ll provide a couple of different examples.


    Let’s take a look at the map and start from turn one using Green and Yellow team as examples. Green Team has a total of eight players and so does Yellow.


    Captain Commands(Green):
    “Player A to Seaform Islands.”
    “Players B-E to Viridian City.”
    “Players F-H to Cinnabar Island.”


    So, from this example you can see that the Captain has moved his troops to three different locations, with a different amount of players to each location.


    Captain Commands(Yellow):
    “Player A to Viridian Forest.”
    “Players B-G to Cerulean City.”
    Player H stays at Pewter.”


    In this example, the leader has chosen to use two of his turns to advance two spaces in one direction and only one in another. He could have also chose to use all three in one direction, the discretion is up to him.


    Now, obvious ports can only be accessed through water from another city with a port. Also, a team can only advance as far as the neutral territory allows. For example, if Yellow ordered his troops to Cerulean, but another group from a different Team intercepts him at Mt. Moon. Before Yellow could proceed past, they would have to defeat the other team. If they failed, then the turn would end for that phase.


    A question that should arise is what would happen if both teams occupied the same territory, who would get it. To make things simple, there will be a priority. With four teams, and twelve turns it works out perfectly.


    Priority Order:
    Turn 1: Green > Yellow > Red >Blue
    Turn 2: Blue > Green > Yellow > Red
    Turn 3: Red > Blue > Green > Yellow
    Turn 4: Yellow > Red > Blue > Green


    Basically, every team gets a chance to be first priority, and after the first rotation of four turns, the cycle repeats so that the problem never arises.


    Next comes the battle phase. When defending or attacking the winner is determined by battling of course. Here is how it will work. Green attacks Yellow at Pewter City. Green is attacking with one person while Yellow is defending with three. For Green to win, in this case, Green must win at least one game without losing once. Basically, if Green 1 beat Yellow 1, Green would be ahead by essentially one. It is then up to Yellow 2 or 3 to fight if they want to hold on to the territory. If Yellow 2 won, then the territory would be tied. If Yellow 2 lost, then the territory automatically loses because Green would be up two, and Yellow 3 can only earn one ‘point’. If the score would remain tied, at one win apiece for both Green and Yellow, then the defending team wins by default. If this sounds confusion, look at it his way. Each battle for the territory results in a point for that team. Whoever has the most points at the end of the battle phase gets control on the territory. Now, if a player or team tries to avoid a battle to win or a hold a territory by stalling until the turn is over, then the territory will be forfeit and that team will lose a movement next turn. To be short, any attempts to dodge a battle will be punished and multiple offences will be cause for dismissal.


    This means, that when attacked or defending, each player can only battle once for that battle turn, unless it isn’t possible. In the example above, you will notice that Yellow 1 didn’t get a rematch. This is to prevent spamming of the best battlers to put one team ahead and make them practically unbeatable. No one wants to have face someone like WTP three times and win them all to take over a territory. This system applies to any number of combatants when battling, only the actual number of battles needed to defend or conquer changes based off the number people fighting.

    This would only apply for situations where the attacking team has three or more attackers than the defenders, who number two or less. Otherwise, it will remain the same.

    1) This only applies to the defender(s).
    2) Health carries over, status do not.
    3) At the end of each battle, any Pokémon KOed, will be revived at 50% health, with no additional boosts.
    3) At the end of each battle, for every number of attackers that the defender still has to face, the defender's Pokémon's health will be increased by 10% for each one.
    Ex.) WTP has to defend against four battlers. He defeats the first one and his Pokémon are at: A] 62% | B] 23% | C] 45% | D] 0%
    Following the rules above, since WTP has three attackers left to face, each of his Pokémon will gain 30%. So the new totals will look like this:
    A] 92% | B] 53% | C] 75% | D] 50%



    In order to attack, the territories have to be connected. If a team moves into a space that is owned by a team, but no player is there to defend it, then the attackers win by default. If a territory is conquered through battle, then it cannot be counter-attacked by the team who lost it for one turn. This is subject to change, but basically I don’t want spamming of the same battles over and over. Now, if a territory is attacked by more than one team, then priority will determine which teams fight first. If a team loses a territory, then are forced back to the nearest owned territory.


    Battle rules:
    3v3 - 6v6 (3v3 is the default for a neutral territory and 4v4 is the default for an owned territory. The number of Pokemon can move up if both battlers agree no matter the territory).
    Held Items[Off] (Can be on if both agree).
    OHKO/SLP/FRZ/EVA/Legend Clauses On
    Weather/Terrain set to Off
    All battles will be done in Revo, or BW Revo if both battlers agree.


    The final thing is Teams. If any of you have ever done the URPG War, then you will know about the vets teaming up and crushing the competition. This will not be the case here. Every team will have a fair shot and the talent spread evenly. Here is how it will work:
    When signing up, you will be placed into one of four categories. A | B | C | D


    A is the highest and reserved for the top battlers, while D is the lowest you can go. Since I’ll be running this thing I will be placing you in a category based off how I evaluate your skill. If you feel that you should be placed in a higher rank, simply post saying that you wished to be higher and list why. If your post receives five likes you will be moved up 99% of the time. At the end of the Sign-Up phase, the people will be randomly rolled into the teams evenly. So you will not find four A rankings on one team, that will not be happening.

    ~~~~~~~~~~~~~~~~~~~~~~~~

    :prizes:*

    1st team: Hard mon for each member, plus 4k each.

    2nd team: Medium for each member, plus 3k each.

    3rd team: Simple for each member, plus 2k each.

    4th team: Easiest for each member, plus 1k.

    Person with most wins: 1 Complex
    Highest percentage of wins(Min. 10 battles): One medium mon.

    *Note: Prizes are subject to change.

    This is a general discussion thread as the tournament advances.

     
    Last edited: Jun 28, 2013
  2. AmericanTreeFrog

    AmericanTreeFrog I eat Frogs

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    Tier A: We Taste Pies
    Fossil Fusion
    Ash K.
    Ataro
    Nitro
    The Evil Dookie
    WinterVines
    Dinobot

    Tier B:
    Synthesis
    Elamite
    Princess Crow
    GliscorMan
    Monbrey
    Chainreaction1
    Haze
    Neonsands

    Tier C:
    Airik
    Soulmaster
    Bluetowel
    Fawkes
    CommBA
    SLCalamity
    PokemonTrainerBlue
    Magikchicken
    PokeViper
    BK201

    Tier D:
    Felly
    Axion
    Skylark
    BestyXD
    Ayotui
    Smiles


    :Green Team:
    @Ash K.
    @Nitro
    @GliscorMan
    @BlueTowel
    @ayotui
    @Fawkes.
    @CommBA
    @Haze


    :Yellow:
    The Evil Dookie
    @Dinobot
    @Elamite
    @SLCalamity
    @Axion
    @Synthesis
    @Magikchicken
    @Neonsands


    :Red:
    @We Taste Pies...
    @Ataro
    @Princess Crow
    Pokémon Trainer Blue
    @Sky Lark
    @Airik
    @Felly
    @PokeViper


    :Blue:
    @Fossil Fusion
    @WinterVines
    @Monbrey
    @Soulmaster
    @bestyxD
    @Smiles
    @ChainReaction01
    @BK201
    @SiberianTiger


    Pick your captains and send moves. You have two days.
     
    Last edited: Jul 3, 2013
  3. AmericanTreeFrog

    AmericanTreeFrog I eat Frogs

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    Posting a few things to clear some stuff up based off what I've seen in the Blast Chats.

    1) When a team is eradicated they are out and the members will move to a different team.
    ~ You do not have to take all territories to eradicate a team. If any team is reduced to one territory after the third turn, they are automatically out.

    2) If a team achieves complete map control, then the winning team will get a boost in terms of prizes.


    ------

    To clarify a few things, when a territory is taken, any occupying enemy troops will respawn at the end of all movements, not when the winning battle is done.
    An anchor means the territory can be seized from sea.
    The boat symbol only applies when there is more than on continent, which isn't the case here.
    When the situation arises where health carries over, the attacker is allowed to use different Pokemon, and they will determine which Pokemon of those new ones that have the handicap.
    Troops can move as many spaces as wanted in home territory with it counting as one movement.
    If two teams in adjacent territories attack each other in the same battle phase, priority would determine who is the defender and attacker, and the winner would take over the others' territory.
    If a team takes a territory from another, that team must wait 1 turn before they can attempt to take it back.

    /~~~~\

    Battle info:

    To figure out how many points are needed to take over a territory, simply look at the number of defenders. In order for the attacking team to win, they must acquire more points than the defenders can earn to win. So if there are five defenders, the attacking team must beat three of them. If there are 6 defenders, need to beat 4 etc. At the end of a battle phase, if the number of points are the same between both team, the defender win.


    I will keep this post updated with other faq as they come.​
     
    Last edited: Jul 10, 2013
  4. Ash K.

    Ash K. ★The Wrath of Hoenn★

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    @AmericanTreeFrog;

    I've been talking with several other people and many of us don't see the reason for this rule: ~ You do not have to take all territories to eradicate a team. If any team is reduced to one territory after the third turn, they are automatically out.

    Considering that you need to have the most territories, hanging on to just a single one seems like a terrible and pointless strategy that won't get you anywhere. Is there some reasoning behind this rule that I'm missing?
     
  5. AmericanTreeFrog

    AmericanTreeFrog I eat Frogs

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    In the real RISK you can be eliminated through losing all your territories. That is the origin of the rule. In the first Risk each team was given a headquarters, and if that one territory fell then a team was eliminated. I didn't think it would be fair to force people to defend one territory no matter what, so I changed it. As for only having one territory instead on 0, it would be a lot of battles to get done if the team had one territory because everyone would be in it, making it very hard to take it over. It should be hard to wipe out a team, but not too hard.

    I hoped that answered your question.​
     
  6. Fawkes.

    Fawkes. qq

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    @AmericanTreeFrog;

    If the rule of re-assigning players from an eliminated team is going to be followed through will prizes be altered to provide motivation for the players? if so i have a suggestion;

    "If a player chooses to be reassigned to another team they will then be eligible for their new teams prize minus one story rank"

    for example if a member of the green team was to be assigned to a team that eventually finishes first (hard rank) they will then be able to claim a mon up to the medium rank. to prevent everyone from potentially ending up on one of two teams there should be a limit on the amount of times a player can be eliminated, due to the amount of teams this should be once. This way a player that has been on an eliminated team still has a chance to participate but at the same time punished for being eliminated.

    Also, out of curiosity will anything be done to members that are inactive since they are essentially letting the rest of the team do the work and getting a free pokemon out of it
     
  7. AmericanTreeFrog

    AmericanTreeFrog I eat Frogs

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    I think it's too late to reconsider adjusting the prize in that manner, but if you get enough people to like your post I will consider it.

    I will look over everything at the end and see if there were any point who pretty much only inactive and not allow them to claim a Pokemon.

    Forgot to mention, if you are on Green, and want in a new team, just message me.​
     
  8. BlueTowel

    BlueTowel Member

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    New rules to deal with issues:
    If a player is too inactive to battle for a territory and does not inform their team, an official or the Risk Referee (BlueTowel) by the end of the turn, they forfeit their battle.
    If they do inform relevant persons then they don't count for being at the territory for attack/defense purposes, e.g. 2 defenders becomes 1 defender.

    If an in-progress battle is not active or completed by the end of the turn, the battle will be ruled in favour of whoever was winning at the last state of battle.
    If neither player has a good chance of winning, it will be declared a stalemate and no points will be awarded to either team.

    If a player uses a Pokémon they have already used in a Risk battle that turn, their health will remain the same, but status will be cured and PP will be restored, plus defender bonuses if applicable.
     
  9. BlueTowel

    BlueTowel Member

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    Turn 8 has been extended for an additional 4 days.

    Battle phases will now tend to last 7 or 8 days rather than 4, depending on which day of the week the end of turn falls on.
    Remember, battles can still be active at or around the deadline to count.
     
  10. BlueTowel

    BlueTowel Member

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    After discussion with the Head Ref (Monbrey), Risk is being ended early and prizes are being revised due to inactivity of participants.

    Good game, teams! New prizes should be awarded by the end of the week, touch wood.