CANTABRIA RISK – A Cantabria-based version of the popular board game Lands of Cantabria, World of Oerth
Cantabria
Risk: This
version of the 'world conflict game' is based on a combination of
the original and the later 'Lord of the Rings' Risk. One or other
version is required (LotR for the cards). Play-testing so far
proves it is pretty good fun! Neutrals (option): Each player places only the number of armies specified here: 2 players = 14; 3 players = 11; 4 players = 8; 5 players = 7. Other territories get 2 neutral armies (that just defend). Stability (option): Each player gets 2 armies in each of their initial territories. PLAGUE! (option): D6 random territories are marked as Plague Lands. Any forces which enter there lose half their armies (round down, i.e. the survivors are rounded up). Leaders are unaffected. The One-Two-Three Rule: Each player may only make one 'invasion' (one territory versus another) on their first turn; two on the second; three on the third; but are unlimited thereafter. Map
Features: There
are 41 territories, showing the various regions , or 'duchies', of
Cantabria and Khalkidia (Griffildi and Municipia being parts of it
for ease of play), like continents in normal Risk. Also shown is
the elven forest of Elhadriel, which is usually impassable (see
later). [Print
A2 size] Castles indicate citadel towns, which give a bonus of +1 on the defender's highest die roll. The other symbols show cities, ruins and the dwarf city of Helm's Deep. All these are 'Places of Power', and conquest of one (by a Leader, if using that option) earns a Special card at the end of your turn. Territory Cards: As usual in Risk, you gain a territory card at the end of any turn in which you captured at least one territory, and can trade sets of them in for extra armies on later turns. A set of three different types gives 4 armies; footsoldiers 6; riders 8; eagles 10 (cannons, if old cards used). |
TRANSLATIONS
OF SPECIAL CARDS FROM 'LORD OF THE RINGS' RISK
Special Cards:
You
gain a Special card at the end of any turn in which one of your
leaders captures a ruin, citadel, or city (including Helm's
Deep).
Good
or Evil? Players
must choose whether to be Good or Evil when a card makes it
necessary. Their choice is irrevocable, lasting until the end...
1)
RING-RELATED CARDS (completely changed):
Faramir
Finds the Ringbearer:
Play
Immediately. “The Sword of Sarco is Found!” The
Sword-bearer is at once hailed as a hero of great renown, destined to
reunite Cantabria! Place a new Leader.
Hunt
for the Ringbearer:
Play
Anytime. “The Goddess Sif Inspires Us!” Gain 4 armies in
one territory OR a +1 bonus on highest rolls for one invasion
(attacks from one territory to another).
Boromir
Tries to Seize the Ring:
Play
Immediately. “Nurad's Heir Appears” Sarcophraz gains 10
armies if controlled by opposite alignment to the forces in Canton,
but loses 2 if same alignment.
A
Balrog is Come:
Play
Immediately. “Breulentod is Come!” The evil huge ancient
red dragon demi-god Breulentod flies from Mount Doom, slays the
Leader of your choice, and departs.
Shelob's
Lair:
Play
Immediately. “Clanggedin's Seat is Unearthed!” The Hold
becomes a citadel for the rest of the game. (Keep this card displayed
to signify this has occurred).
Smeagol:
Play
Immediately. “Kender Infestation” Diminutive
kleptomaniacs annoy Leaders too soft to simply kill them. All Good
Leaders lose their leadership bonus until the end of your next
turn.
Gollum:
Play
Immediately. “Arch-Mage has a Blast” An aged wrinkly
wizard devastates troops he deems threaten his city. One force of
your choice in/adjacent to Chia loses half it's armies (round
down).
Captured
by Orcs:
Play
Immediately. “The Goddess Ilmatar Heals Us!” Ilmatar's
servants, the White Orcs, turn up and perform miracles. Resurrect a
lost Leader or remove any one Plague (your choice).
Dangerous
Crossing:
Play
Anytime. You may send a force into Elhadriel – but it can only
leave if you roll 5+. Check each turn, if necessary. Leaving into
your own territory uses your 'Free Move'.
Knife
in the Dark:
Play
Immediately. “The Goddess Hel Plagues Us!” Hel causes
Plague in one of your territories, of your choice. Place a Plague
Marker there. (See above for 'Plague!' rules).
2)
SEA-TRAVEL CARDS (enabling seaborne invasions)
Black
Sails:
Play
When You Declare A Seaborne Invasion. Enables you to make up to three
seaborne invasions from any port to any other port. (Put 3 markers on
the card and remove one per use).
Corsairs
of Umbar:
Play
Immediately. “Corsairs of Schlegia” Until the end of your
next turn, seaborne travel is possible for any player paying the toll
of 1 army from each force carried, per journey.
Violent
Storms:
Play
When You Declare A Seaborne Invasion. Enables you to make this one
seaborne invasion from any port to any other port or, losing 3
armies, to any coastal territory.
3)
OTHER UNUSUAL CARDS (all a bit peculiar, but often fun)
Grima
Wormtongue:
“The
Elves Have Betrayed Us!” (Card usage unchanged).
Local
Uprising:
Play Immediately. The next time (one of) your Leader(s) captures a
Citadel (i.e. territory with a Castle icon) they gain the 4
battalions in that territory.
The
Ent Moot:
Play Immediately. Applies
to any one territory of your choice adjacent to Elhadriel, but if an
Evil force is there it loses 10 battalions (instead of just
2).
They've
Brought a Cave Troll!:
As
stated, but Moria = Southern Mountains.
Aragorn
Arrives:
Play
Immediately. “King Mark Arrives” Minas Tirith =
Canton
The
Black Gates Open:
Play
Immediately. “Greenskin Hordes Descend” Udun Vale =
Khalkidia (territory)
Winter
Storms:
Play
Immediately. “Winter Snowstorms” No player can move until
after the end of your next turn.
The
Mustering of Middle-Earth:
Play
Immediately. “The Mustering of Cantabria” Three random
territories each receive 3 extra battalions (armies).
Raiders:
Play
Immediately. Three random territories each lose half their armies
(round losses down, i.e. survivors up).
Random Territories –
use this method to select territories randomly...
Roll D6: 1 =
Denzalia; 2 = Inner Kingdom & Veloii; 3 = Uradili; 4 = Duettin; 5
= Istria; 6 = Khalkidia West. Then roll D6 again – if same
number is rolled again, the result is 7 = Khalkidia East.
Denzalia:
1 = Neswonnos; 2 = Lake Denzal; 3 = Berwick Moors (pr. BURR-wik); 4 =
Byed Marshes; 5 = City of Canton*; 6 = Inner Kingdom*. (*Actually in
The Inner Kingdom).
Veloii: 1 = Seawick Forest; 2 =
Cato-Sauvergne; 3 = Adinos Uplands; 4 = Soudal County; 5 = The Hold;
6 = Port Raz.
Uradili: 1 = Grafton; 2 = Barony of Quaz; 3 =
Candahar; 4 = Habyshire; 5 = Southern Mountains*; 6 = Chia*. (* Shown
on map as in Duettin).
Duettin: 1 = Cant Bridge; 2 = Beluni; 3 =
Duettin Heartlands; 4 = Nechratal Abbey; 5 = Sarcophraz; 6 = City of
Canton (again – hey, it's a big place!).
Istria: 1 = Benton;
2 = Alderien; 3 = River Kukulan; 4 = Gloucester (pr. gl-OW-sess-ter);
5 = Helm's Deep; 6 = Carmaletten.
Khalkidia West: 1 = Griffildi; 2
= Gnome Land; 3 = Black Tower; 4 = Valley of Death; 5 = Mountains of
Hel; 6 = Khalkidia (territory).
Khalkidia East: 1 = Plains Orc
Tribes; 2 = Forest Orc Tribes; 3 = Spider Plains; 4 = Riddle Swamp; 5
= Mount Doom; 6 = Municipia.
4)
BONUS-IF-YOU-GO-SOMEWHERE CARDS (just translating Middle-Earth places
to Cantabrian equivalents)
These
Special cards give bonus armies/cards if the player owns a certain
territory. Bonus armies appear immediately if they already own it, or
as soon as it is captured. (Unlike LotR Risk, it does not require a
Leader to visit the site).
Mount
Doom (anywhere):
=
Mount Doom! - extra armies anywhere
Gates
of Moria, Eregion:
=
Quasqueton, Barony of Quaz – extra armies in the Barony of
Quaz
Hobbiton,
The Shire (Eriador):
=
Lake Denzal – extra armies anywhere in Denzalia
Pelargir
(Gondor):
=
The Inner Kingdom – extra armies anywhere in Inner
Kingdom/Veloii
Erebor,
Esgaroth:
=
Helm's Deep – extra armies in Helm's Deep
Carn
Dum (Arnor):
=
Gloucester – extra armies anywhere in Istria
Harlond,
Harlindon:
=
Port Raz (extra territory card)
Tharbad,
Minhiriath (Rohan):
=
Habyshire – extra armies anywhere in Uradili
Grey
Havens, Mithlond:
=
Carmaletten - extra armies in Carmaletten
Weathertop,
Weather Hills (Arnor):
=
Black Tower – extra armies anywhere in Khalkidia
Osgiliath,
Ithilien (Gondor):
=
Neswonnos - place armies anywhere in Denzalia
Elven
Halls, North Mirkwood (anywhere):
=
Alderien - extra armies anywhere
Edoras,
Gap of Rohan:
=
The Hold (extra territory card)
Bree,
Fornost (Arnor):
=
Berwick - extra armies anywhere in Denzalia
Haradrim
Encampment, Khand (Haradwaith):
=
Griffildi - extra armies anywhere in Khalkidia
Rauros,
The Wold (Rhovanion):
=
Cant Bridge – extra armies anywhere in Duettin
Lothlorien,
Lorien:
=
Beluni (extra territory card)
Mount
Gundabad, Eastern Angmar (Arnor):
=
Mountains of Hel – extra armies anywhere in Khalkidia
Dagorlad,
Dead Marshes (Rhovanion):
=
Valley of Death – extra armies anywhere in Khalkidia
Easterling
Encampment, Brown Lands:
=
Municipia – extra armies in Municipia
Dol
Amroth, Belfalas:
=
Chia – extra armies in any port
Gather
the Oathbreakers:
As
stated, but Erech = Mountains of Hel. Extra battalions are packs of
ghouls, ubiquitous throughout the lands.