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:-
-
dominiate the world by eliminate all
the othe players; or
-
complete the secret mission which are
randomly assigned by the system from twelve different but fixed secret
missions at the beginning of the game. (European variant)
Objects
The are six kinds of objects:-
-
World - it is a world map containing
7 continents and 42 territories where the game will be played on it.
-
Continents - the 7 continents are Africa,
Asia, Australia, Europe, North America and South Amercia, the purpose of
the classified is for the sake of getting continent's bonus armies at the
beginning of the placement stage.
-
Territories - the places where the armies
stay and battle at.
-
Armies - the unit for attacking and
occupying territoires.
-
Cards - 44 cards (not include the 12
secret mission cards) for exchanging armies. Besides the two wild cards
that have all the three pictures (infantry, calvary and artillary or simply
call them as footman, horseman and cannon respectively), each of the other
42 cards is a normal card which has only one of the three pictures on them
and each represents one of the territories.
-
Secret Mission Cards - provided another
condition for a player to win.
-
Dices - there are 3 red dices and 2
white dices, all have 6 faces. The red is for attack white the white is
for defense. In our game, we haven't visually displayed the result of the
dices rolled, but we logically represent the dices rolling within the program
so that player can only know the quantity of army eliminated during a single/group
of battle.
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.