WISK

Introdution

This game is a stragetic board game for 2  to 6 players with the aim of dominating the world. The game is very playable as its rules are rather simple but the tactics can be complicate. There are a lot of related stuffs that you can find on the net, please refer to the resource section.Since it is a very old game, a lot of variants have been developed, the author tries to apply the most popular rules with some alternative rules as options. A very little portion of the rules was modified in the game to ease implementation, and we agree to add back the original rules in the course of improving our product quality. Thus, the rules described in here is based on the implementation of WISK and those special rules will be clearly stated for your reference.

Aim

To win the game, you can either:-

Objects

The are six kinds of objects:-

Stages

A game is divided into different stages, and each player plays by turn. The stages are as follows:-

Initial assignment

At the start of the game, each play has got a fixed number of armies according to the number of players in the game (including both human and robot players).

2 players, 40 armies each;
3 players, 35 armies each;
4 players, 30 armies each;
5 players; 25 armies each;
6 players; 20 armies each.

After get the armies, roll a die to determine who playing first (in WISK, always played first by the first human player counted clockwise from position 0, this position can also able to set the shared system option), and then play clockwise in turn. Each player use an army to claim an unoccupied terriotries in turn. After all the 42 territories have been claimed, players need to assignment the rest of the army to those previous claimed territories with 1 army in each turn. The initial assignment stage will be ended after all te players placed their armies. (Some players complaint the initial assignment stage take a long time and so the system will provide semi-automatic and automatic initial assignment option).
 

Getting & Placing New Armies

There are a number of ways to get armies for your placement, this is essential for you to replendish your armies to battle with other players.

Territories - for every 3 territories occupied, 1 army can be obtained. Even a player occupies less than 9 territories, still can obtain 3 armies, so 3 armies is the minimum.
Eg. 7 territories = 3 armies, 15 territories = 5 armies, 17 territories = 5 armies.

Continents - for each contential occupied, a fix number of armies will be obtained which is show in the follows. This armies can only be placed in the respective continent occupied.
Asia = 7 armies, Europe = 5 armies, N.America = 5 armies, Africa = 3 armies, Australia = 2 armies, S.America = 2 armies.

Cards - player can exchange cards for army for every 3 cards, if those cards have the pattern of three of a kind, three of different kinds, any two cards wth a wild card, or any card with 2 wild cards. This kinds are referred to infantry, calvary and artillary shown on the cards.

In standard rule, the number of armies exchanged depends on the the turn of exchange card among players. The number for armies in each turn are 4, 6, 8, 10, 12, 15, 20, ...and 5+ for each turn afterwards.

Another variant (French???) has the following number of armies exchanged:-

3 infantries = 4 armies, 3 cavalries = 6 armies, 3 artilleries = 8 armies, 1 of each kind = 10 armies, 2 cards and 1 wild card = 12 armies, 1 cards and 2 wild cards = 14 armies.

Cards with territories occupied - for the three changed cards, if anyone of these cards' territory is occupied by the player, 2 more armies are given and must place to that territory. (Note that in the standard rule, for any exchange, only one territory can have this kind of bonus armies, but this limitation is superseded in WISK implemantion).

If you have five or more cards, you must exchange armies with your card.
 

Attacking opponents

You can attack other players' territories from your own territories. The offending territoriy must have more than 1 army and attacks an adjacent opponent's territory. The offender can choose 1 to 3 armies to attack while the defender can choose 1 to 2 armies to defense. The maximum number of armies to attack/defense also depends on the armies available in that territories. Note that for the offender, since at least 1 army is required to stay in the home territories, so the maximum available armies for attacking should be the number of armies available in that territory less one.

The result of the the battle depends on the dice rolling. Since offender can roll 1 to 3 dices, while defender rolls 1 to 2 dices. Only the same number of dice rolling result will be counted from both sides, comparied with the biggest dices. Offender will lose an army if the the dice rolled is less than the defender, otherwise the defender will loss an army.
 

Occupying territories

After you have eliminated your oppenonent's armies in a territory, u must move at least the attacked dice number armies to that occupied territory and left one army in your home territory.

If you have eliminated that opponent, you can take all that eliminated opponent's cards. If you have six or more cards, you must use your card to exhange armies and continuing your attack.

After moved the armies, the system will check from the objectives to see the whether you win the game .

Fortifying armies

After you have finished all your attacks, you can fortify your enemy from one of your territory the another of your own territory next to it and then end the turn. Remember you should remain at least one army at the original territory. Of course you can select not to fortify any of you army and simply end the turn.

Resource

We developed WISK with reference to the materials found in the following resources, lots thanks to the provider of these resources. So you may find the following resource useful:- * indicates online java site.