RISK


RISK:
2 teams with 3 members each [1L (leader) + E1 (enforcer1), E2 (enforcer2) ]

It is set up in the tradition of Trump: one player can beat out another player on the base of rank, but any combination of two or three players of any rank can ultimately beat out a player of higher rank, once unison by all players has been achieved, the first team to stop collectively in unison, before the challenging team, advances.


TABLE OF RANK:

1L = 1L
E1 = E1
E2 = E2

1L > E1 or E2
E2 > E1
1L + E1 > E1 + E2
1L + E1 + E2 (uniform: all playing at same time) = 1L + E1 + E2

Game Play:
A team starts (by coin toss) with tactics designed for the enforcers by the 1L with uses of signals, gestures or sounds (so that the opposing team doesn't know what's being planned) and respond with a player or combination of players setting a fortification; in response, the opposing team retaliates with an agreeing fortification or an advanced setting (see: table of rank). When all players are set in uniform (both teams and all players playing at same time), the first team to stop their playing in unison, before the other team has an opportunity to break unison, or create stoppage themselves gains ground over other team, and has the option of starting or allowing other team to begin. Winner will ultimately be decided by a Charter (umpire).

Strategy:
The main goal of this game is to constantly stay ahead of the other team, or to fall back, depending on your directive strategy, or how much space you want the team to have before setting uniform and striking. For example, a team can set uniform, and the other team could also set uniform, but before the first team closes in unison, the second team could fall out of uniform, leaving the first team disqualified for ground advance, and having to start over from where the first team has set game: a chase for control.

Rule 1:
All three players (uniform) cannot begin on initial attack.

Rule 2:
All players in uniform position must discontinue offensive struggle in unison, before the opposing army discontinues, for control of battle position (round advantage).

IN SHORT: all three player from each team cannot begin at the same time, but when all six players from both teams are playing, the team that stops playing in unison before the opposing team stops, wins the round.

Setting:
1L's must sit back to back (so that each team cannot read each others game plan, or be witness to signal and gestures) and each of the E1's and E2's facing the 1L's, so that when the time comes for offensive struggle, the members of each team will know whether or not it's an E1 or E2 being played at any particular offense, and are able to fortify the uniform and stoppage properly and effectively; the E1 and E2 are essentially the 'rear view' mirror for the 1L's.

Charter (moderator):
The Charter acts as umpire/referee, and sits to the middle and sides of each of the two teams, so all is visible to him/her; upon deciding the winner of each round, a specific bell identifying each team will be rang.