After reading Clydes85 Risk style axis and allies rules, I saw it was not finished, So I got Inspired to finish it and change a few things:
AXIS AND ALLIES: RISK STYLE
Objective: If playing on Europe board: If you control 12 VCs for one whole turn.
Pacific Board: if own 7 VCs for one round.
Global: if own 17 VCs for one round.
OR kill every Nation.
Setup:
choose a VC as your capital. Then place 5 Infantry, 3 Mech. Infantry, 2 Artillery, 1 Tank, 1 Fighter, 1 Tac. Bomber, 1 AA gun, 1 Major Complex, Air base, and a Navy Base (if not a coastal territory then get +1 AA Gun).
If your VC is in Phillipines, United Kingdom, New south whales, Japan, or Sweden place 1 transport in a sea zone next to it, but remove 2 Infantry.
NEW VCs:
Sweden, Brazil, Spain, and Turkey now have VCs in them.
Every nation starts with 10 IPCs, then in round 2 every nation collects it’s income.
Alliances:
You can make temporary alliances, but you can not move units into the same space.
What board to use:
If you have 4 or less players then play on one board. If 5 or more play with global board
Capitals:
If your capital is captured, the player who captured it gets all of the IPCs that the player had.
Then the next round the player can collect it’s income.
Puppet states:
When a capital is captured, the player who captured it rolls a dice. On 3 or less the player can install a puppet state. Roll a dice for each territory that the player who got his capital captured. On a 2 or less the territory is given to the player that captured the capital. The Units in that are in it become his too. Same with sea zones.
This rule can be optional.
Bonuses:
Empire Bonuses on global board:
Mediterranean Empire: +9 IPCs if own all of these territories: N. Italy, S. Italy, S. France, Spain, Turkey, Greece, Egypt, Syria and Algeria.
European Empire: + 12 IPCs if own all of these territories: Spain, Normandy, S. France, France, Holland/Belgium, Western Germany, Greater southern Germany, Germany, Poland, Yugoslavia, Albania, and Hungary/slovakia.
New Mongol Empire: +17 IPCs if own all of Chinese territories, Mongolia Territories, Korea, and Persian Territories.
American Empire: + 7 IPCs if own W. US, Central US, Eastern US, N. Mexico, Mexico, venezuela, Peru, and Ontario.
New Persia: + 8 IPCs if own Greece, Turkey, Syria, Israel, Iraq, Persian territories, Caucasus, and Egypt.
For Europe board:
Baltica: + 5 IPCs if own Sweden, norway, Finland, vyborg, Baltic states, Denmark, and Poland.
Europa: +9 IPCs if own Normandy, France, s. France, Germany, w. Germany, holland, Denmark, Poland , Switzerland, and greater s. Germany.
South American federation: + 7 IPCs if own south American territories, Mexico and north Mexico.
Arab nation: + 12 IPCs if own morocco, Algeria, libya, Tobruk, Alexandria, Egypt, Syria, Iraq and Saudi Arabia.
Pacific board:
China: + 12 IPCs if own all Chinese territories.
Russia: +7 IPCs if own all Russian territories.
Indonesian empire: +8 IPCs if own Malay, Sumatra, celebs, boreo, Java, and Siam.
Pacifica: + 10 IPCs if own Guam, Hawaii, Okinawa, Carolina islands, phillipines, wake and midway.
VC Bonuses:
+5 IPCs if own 5 VCs
- 8 IPCs if own 7 VCs
+12 IPCs if own 12 VCs
Convoys: every convoy on the board is worth 1 IPC. To capture you must have units go into the sea zone. Place a marker to show you own it.
The combat system and turn order is the same as axis and allies.
To know who goes first, roll a dice, who ever gets the highest goes first, then go clockwise.
ICs:
Minor ICs can be built in territories that are worth 2 or less.
Major ICs can be built in place that are worth 3 or more.
What do you think? If you try this please reply and tell us how the game was.