Risk Chaos
- SpiteAndMalice
- DEMIGOD
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Risk Chaos
Is anyone interested in testing out a custom game of a game of Chaos where we play the match using victory conditions based on the board game Risk (also similar to The Ship).
In essence what this would involve would be that each player is given a target to try to kill within the game, victory would be handed to the player who 1st succeeds in killing their target.
(If someone else kills your target first I think you then probably have to revert to trying to kill everybody).
In essence what this would involve would be that each player is given a target to try to kill within the game, victory would be handed to the player who 1st succeeds in killing their target.
(If someone else kills your target first I think you then probably have to revert to trying to kill everybody).

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Re: Risk Chaos
Hey Spite,
I'd be up for anything like this as long as it is easy to setup, without being able to do actual restrictions in the matchmaker it can become a nightmare to setup custom games.
1st thing I thought of when you said Risk Chaos was a map where each city\location is a battle, would work with several players each taking turns to move around the map earning points for cities captured, when two wizards meet it zooms into a duel to see who wins.
Everybody could move at the same time as if 3 or 4 players meet there could be a 3way or 4way battle to settle etc. etc.
Would be nice to have some custom options like mana bonus at the start if you own a certain amount of cities or the use of talismans is unlocked as you earn victories etc. etc. but that becomes hard to manage with the current matchmaker.
would work with classic or equipped, equipped would be good as each player could play a different alliance (staff)
anyway I digress as I got carried away, basically any custom tourney count me in, although I have found getting the games started in the WOMC a bit of a challenge (mostly due to no map preview and players including myself accidently deploying with the wrong kit)
I'd be up for anything like this as long as it is easy to setup, without being able to do actual restrictions in the matchmaker it can become a nightmare to setup custom games.
1st thing I thought of when you said Risk Chaos was a map where each city\location is a battle, would work with several players each taking turns to move around the map earning points for cities captured, when two wizards meet it zooms into a duel to see who wins.
Everybody could move at the same time as if 3 or 4 players meet there could be a 3way or 4way battle to settle etc. etc.
Would be nice to have some custom options like mana bonus at the start if you own a certain amount of cities or the use of talismans is unlocked as you earn victories etc. etc. but that becomes hard to manage with the current matchmaker.
would work with classic or equipped, equipped would be good as each player could play a different alliance (staff)
anyway I digress as I got carried away, basically any custom tourney count me in, although I have found getting the games started in the WOMC a bit of a challenge (mostly due to no map preview and players including myself accidently deploying with the wrong kit)
Re: Risk Chaos
Somehow missed replying to this one when replying to the 'Classic' Chaos thread... Would be up for this - but would need a frequent reminder of the rules 

- Mr_Twister
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Re: Risk Chaos
Definitely Interested.
There's still the issue of another wizard killing your target, perhaps even accidentally (e.g. paladin retaliation). Also, it wouldn't be that much fun if an early kill would immediately finish the game.
I do have an alternative proposal :
In the trading card game Vampire The Eternal Struggle (2 to 6 players), victory conditions work as follows :
The only real difference I see, is that the game would end when the turn limit is reached. But you could give all surviving players a victory point (rule 4). One downside as well (if you may call it that), is that the game can end in a tie.
Under these conditions, you might even strategically kill a wizard that is not your prey. (because they are getting too strong, or because they are leading in victory points)
Let me know what you think Sam, just throwing out the idea. Don't mean to hijack your idea.
There's still the issue of another wizard killing your target, perhaps even accidentally (e.g. paladin retaliation). Also, it wouldn't be that much fun if an early kill would immediately finish the game.
I do have an alternative proposal :
In the trading card game Vampire The Eternal Struggle (2 to 6 players), victory conditions work as follows :
- The person to your left is your prey, the person to your right is your predator.
- When a player is ousted, that person's predator gains 1 victory point, no matter who made the final kill.
- This player's new prey will be the former prey of the now dead player. (which means rule 1 still applies, if you consider the dead player to no longer be there)
- The game ends when only 1 player is left, that person gains an additional victory point for surviving.
- Whoever has the most victory points wins the game. (so not necessarily the last man standing)
The only real difference I see, is that the game would end when the turn limit is reached. But you could give all surviving players a victory point (rule 4). One downside as well (if you may call it that), is that the game can end in a tie.
Under these conditions, you might even strategically kill a wizard that is not your prey. (because they are getting too strong, or because they are leading in victory points)
Let me know what you think Sam, just throwing out the idea. Don't mean to hijack your idea.

--------------------------------------------------
Oh you ****king fool - you left us carrying your useless pain and now we're trapped here until we die. Remains, remains, the residue. Remains, remains, now is it you ???
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Oh you ****king fool - you left us carrying your useless pain and now we're trapped here until we die. Remains, remains, the residue. Remains, remains, now is it you ???
(The Legendary Pink Dots - Spike)
- SpiteAndMalice
- DEMIGOD
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Re: Risk Chaos
Mr_Twister wrote:
Let me know what you think Sam, just throwing out the idea. Don't mean to hijack your idea.
Hey the more the merrier as far as I'm concerned


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- SpiteAndMalice
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Re: Risk Chaos
I think that makes 6 of us then - Next time I get a free asynch slot I'll try to set this up.

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- SlipperyJim
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Re: Risk Chaos
Hi all,
PM's have been sent with your targets.
REMEMBER do not reveal your target until after you have killed them!
Good luck all - only I know who is assigned to who.
Regards,
Jim
PM's have been sent with your targets.
REMEMBER do not reveal your target until after you have killed them!
Good luck all - only I know who is assigned to who.
Regards,
Jim
The Battlemage!
gary is my master now...
Current Unicoin Total: 54.2
Twitter / Steam: SlipperyJim72
gary is my master now...
Current Unicoin Total: 54.2
Twitter / Steam: SlipperyJim72
- SpiteAndMalice
- DEMIGOD
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Re: Risk Chaos
Mr_Twister wrote:Definitely Interested.
There's still the issue of another wizard killing your target, perhaps even accidentally (e.g. paladin retaliation). Also, it wouldn't be that much fun if an early kill would immediately finish the game.
I do have an alternative proposal :
In the trading card game Vampire The Eternal Struggle (2 to 6 players), victory conditions work as follows :I believe the same could easily be applied to a game of chaos reborn, without too much complications that you may have otherwise.
- The person to your left is your prey, the person to your right is your predator.
- When a player is ousted, that person's predator gains 1 victory point, no matter who made the final kill.
- This player's new prey will be the former prey of the now dead player. (which means rule 1 still applies, if you consider the dead player to no longer be there)
- The game ends when only 1 player is left, that person gains an additional victory point for surviving.
- Whoever has the most victory points wins the game. (so not necessarily the last man standing)
The only real difference I see, is that the game would end when the turn limit is reached. But you could give all surviving players a victory point (rule 4). One downside as well (if you may call it that), is that the game can end in a tie.
Under these conditions, you might even strategically kill a wizard that is not your prey. (because they are getting too strong, or because they are leading in victory points)
Let me know what you think Sam, just throwing out the idea. Don't mean to hijack your idea.
I think this is what we should have a go of next.


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