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Author Topic: Risk Board/PPT Game  (Read 452 times)

Offline GregoryTeacher

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Risk Board/PPT Game
« on: April 20, 2018, 03:24:13 PM »
***EDIT: this takes way too long, so I made shortened rules. Each team starts with 1 HQ and 10 troops. The first round, they can only move, not attack. Then they may move once and attack once per round.***


This is a PPT Risk (Risk-based) Game. I figure it'll take two classes.

Slide #2 is editable when in slideshow mode. More on that later.

Slide 3 is the board. Print it in color on B4 paper for as many teams as you want to have. I'm trying it with 6 teams of 4 students each.

(In a smaller class, you could just use these boards without the PPT if you fashion some sort of tokens to represent soldiers).

Slides 4-11 are the Risk Cards. Print double-sided and cut and laminate.

When playing, put slide 2 in slideshow mode. Each territory has an editable text box. Assign letters to the teams (Team A, B, C, etc.). For the headquarters, use a capital letter. For all other territories, use a lowercase letter.

For instance, if Team A wants their headquarters in Congo with 5 troops there, type in "A5" in the Congo text box.

Then Team B can choose a headquarters and how many troops they want to place there.

I'm using house (made-up) rules, so I'm allowing each of the six teams to choose 3 territories to start in, with one headquarter each. Each team will have 20 troops to start, and will gain 3 more each turn to place in any territory they own. If they own an entire continent, they get bonus troops at the start of their turn. I'm doing 2 for Australia, 3 for S.A., 4 for Africa, 5 for N.A. and Europe, and 7 for Asia. To keep the cards simple, they draw and retain one card for each territory they move into/conquer. If the territory on the card is one they possess, they can exchange it for one bonus troop. If they get three cards with matching symbols, they can exchange those 3 for 3 troops.

Dice rolling rules are the same as the original Risk game.

The objective is to steal all the other team's HQs. If a team loses their HQ, they are eliminated and all their cards turned over to the team that eliminated them. They can return their next turn by placing 4 troops in any unclaimed territory (if such exists).

The purpose of the laminated B4 printouts of the map (slide 3) is for each team to reference when they want to move or attack. The territories have unique/fabricated names sometimes, so this helps them tell me where they want to go. It's also for them to keep track of their troops and headquarters (with a whiteboard marker).

I'm hurrying before 4:30 to upload this, so let me know if I overlooked anything in the explanation.

You could adapt the rules (first to steal an HQ, for instance) to shorten the game or lengthen it. I figure it'll take two classes. I may save it for after exams.

(Oh! Since it'll take two classes, just hit "Save As" at the end of class, save it as "Risk Game Class 3-4" or whatever the name of the class it. When you open that file next week and put it in slideshow mode, all your A12 and B8 and C3s will be in the text boxes where you left them.)

Cheers!
« Last Edit: April 23, 2018, 12:43:35 PM by GregoryTeacher »