Risk Europe Variants

By: Dennis B. B. Taylor

Risk Europe Variants

Hey there! Ready to dive into the exciting world of Risk Europe variants? Strap in, because I’m about to give you the lowdown on these awesome game variations.

First things first, let’s talk about what Risk Europe actually is. Risk Europe is a strategic board game that takes you back to the medieval era. Yep, you heard me right – you’ll be battling it out with knights, Vikings, and even mythical creatures!

Now, when it comes to variants, Risk Europe has got you covered. There are different versions of the game that offer unique twists and challenges. For instance, you’ve got the Risk Europe: Advanced Game variant, which introduces new gameplay mechanics and adds a layer of complexity to the original game.

But that’s not all! If you’re looking for a real challenge, you might want to check out the Risk Europe: Castle variant. In this version, you’ll be storming and defending castles, which adds a whole new strategic dimension to the game. It’s like a medieval siege right at your fingertips!

And if you’re a fan of epic battles, then you’ll love the Risk Europe: Mega Game variant. This one takes things to a whole new level by allowing up to ten players to join in on the action. Talk about an adrenaline rush!

Now, let’s talk strategy. When it comes to conquering Europe, you’ve got to be smart and strategic. It’s all about balancing your resources, making alliances, and planning your moves carefully. Just remember, every decision you make could have far-reaching consequences, so choose wisely!

So, whether you’re a history buff or just looking for a thrilling gaming experience, Risk Europe variants have something for everyone. Buckle up, gather your troops, and get ready to conquer the medieval world. The fate of Europe is in your hands!

Hey there! Let me show you how to add secret missions to your game for some extra fun. It’s simple: just make these modifications.

Adding Kingdom Missions to Crown Cards

First things first, you can’t buy crown cards with a spend order anymore. Instead, you’ll get a permanent crown only after completing a mission on a crown card.

Before you start the game, shuffle the crown cards and put them in a deck near the board.

When you reveal the King Me bonus action, grab the top two crown cards from the deck. Take a look at the missions on the back of each card. Now, secretly choose one of the missions and keep it all to yourself. Put the other mission back at the bottom of the deck.

Place the mission you picked face-down in front of you, and don’t let your opponents see it (but you can look at it whenever you want). It’s your little secret!

When you finish a mission, you can flip your card over and let everyone see it.

Your completed mission gives your kingdom a permanent crown and an extra bonus that lasts for the entire game. Each crown card has a different bonus listed at the bottom.

The crown value is added to your War Banner right away, but the bonus doesn’t come into play until the next round begins.

Saved By the Crown

If you complete a mission on a crown card, you won’t be eliminated even if you lose all of your city territories. You’ll still have one more round to try to take back a city territory and stay in the game, regardless of how many completed Kingdom Mission cards you have.

II. Mercenaries

A. Three-Player Variant

Hey there! Let’s talk about the set-up for the game. It’s pretty similar to the 4-player game, but there are a few changes you need to know about:

  1. First things first, each player gets to choose one of the four armies. One of these armies is called the Mercenary Army, and it has a special role. The Mercenary Army gets two City Bonus Tiles randomly selected. These tiles determine which Gold Crown City territories the Mercenary Army will start with. In one of these cities, called the starting city, there’s a castle and ten Mercenary Footmen, along with a crown. The other city, called the outpost, only has ten Mercenary Footmen and a crown. To top it off, the Mercenary Army starts with five coins plus the Tax Value of each of the two cities it controls.
  2. Next up, it’s time to bid for turn order, just like in the 4-player game. After that, each player gets to choose two starting cities. Here’s how it works: the first player picks a Gold Crown City territory and puts a crown and a castle there. They also place five Footmen divided between that city and a neighboring non-city territory. The second and third players do the same thing, one after the other. Once that’s done, the first player gets to pick a second Gold Crown City and put a crown there. They also put five Footmen between the second Gold Crown City territory and another non-city territory. However, the second city doesn’t have a castle. The other players then take turns doing the same thing. So, everyone starts with two Gold Crown City territories and two non-city territories. Except for the Mercenary Army, they only start with two Gold Crown City territories. And all players begin the first round with five coins, plus whatever Tax Value their two cities have. Got it? Good! #image.jpg
    Oh, and take a peek at this pic to get a better idea of what I just explained. #image.jpg

B. Two-Player Variant

When playing with just two players, there are a few changes to keep in mind:

Instead of choosing three armies, each player chooses two armies to use as Mercenary Armies. These armies will receive a City Bonus Tile, chosen randomly.

Each Mercenary Army starts with one castle, one crown, and ten Footmen. They are placed in the city territory specified on their City Bonus Tile.

Before the game begins, both players take turns selecting three city territories. Each chosen territory will have a crown and five Footmen, divided between the city territory and an adjacent non-city territory.

Each player selects two city territories to place their castle, leaving the third one empty.

When we start each round, we have to bid twice. First, we bid to control one Mercenary Army, and then we bid again to control the other Mercenary Army. The order in which we bid on the Mercenary Armies is determined by the player who has the First Player Marker at the beginning of the round.

Remember: It is possible for one player to win both bids.

We shuffle the King’s Orders decks for both Mercenary Armies and place one deck to the left of the first player, and the other deck to the right. The Mercenary Armies will always be positioned between the players for the rest of the game.

Whenever it’s a Mercenary Army’s turn in the game, the player who won the bid to control that army turns over the top card of that army’s deck and plays the turn for that army.

In order to win, a player must have ten or more crowns at the end of a round.

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