Terminology

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The Terminology of MajCom

Troop: The basic unit of play, players use Troops to assault their opponents and conquer Regions.

Deployment: Can be used to either refer to the first phase of a turn, when the player is given a set number of new Troops to deploy on Regions that player controls, or to the deployed Troops themselves.

Assault: Once the player has deployed all their Troops, the player can then Assault enemy Regions, hoping to overcome the defenders and conquer the Region.

Deferred Troops: When you miss a turn, the troops you would have been given are awarded to you at the end of the next turn you take.

Reinforcement: After a player has ended their assaults, they have the option to move one or more Troops from one Region to another. The specifics of Reinforcement is covered in Game Settings, below.

Force: The strength of attacking and defending Troops. At the beginning of a single assault, each Troop involved in the assault (up to three assailants and up to two defenders) is randomly assigned a Force from one to six. Then the assaulting Troop with the highest Force is matched up with the defending troop with the highest Force, and the second-highest of each (if applicable) are matched up against each other. If the assaulting Force is higher than the defending Force, then one defending Troop is destroyed, but if the defending Force is equal to or higher than the assaulting Force, one assaulting Troop is destroyed.

Region: The basic unit of Majcom maps, a Region is a single area, often depicting a country, city, or other cohesive geographical element, controlled by a single player.

Region Bonus: At the beginning of each player's turn, they receive a Region Bonus that is equal to the number of Regions that player controls, divided by 3 (and rounded down), with a minimum bonus of three Troops.

Command: A group of Regions that, when all held by a single player, give that player extra Troops above the Region Bonus.

Reserves: In all but non-Reserves games, at the end of every turn in which you successfully conquered a Region, you receive a Reserve. There are three types of Reserves: Battalion, Regiment, and Brigade. Reserves can be called-up for a Troop bonus when a player has three of one or one of each, and the troop bonus received depends on the game settings. Each Reserve is also labeled with a Region name, and if you control that Region when you call up that Reserve, two Troops are automatically deployed on that Region.

Game Settings

Objective

  • Standard - winner-take-all
  • Mercenary - a player gets points for eliminating another player
  • Assassin - each player is randomly assigned a target, and the winner is whoever's target is eliminated, even if that is by a third party
  • As One - teams are considered a single entity in team mercenary and assassin games

Teams

  • Singles - free-for-all where each player is on their own
  • Doubles/Triples/Quadruples - the player teams up with 1-3 other players against similarly-sized teams
    • As One - a special feature for terminator and target team games with more than two teams, "As One" treats each team as a unique entity, such that an entire team would need to be eliminated to satisfy the objective requirements. Otherwise, the elimination of a single player from a team would satisfy the objective requirements.

Turn Order

  • Sequential - players take their turns in the same predefined order in each turn
  • Campaign - players submit their orders, and then turns are played out simultaneously

Reserves

  • None - no reserves are awarded
  • Escalating - reserve call-up strength grows for each set of reserves called-up: 4,6,8,10,12,15,20,25,30,...
  • Escalite - reserve call-up strength grows, but at a slower rate than escalating: 4,5,6,7,8,...
  • Flat Rate - reserve call-up strength is set at 6 troops

Reinforcements

  • Border - troops can only be reinforced between adjacent regions
  • Path - troops can only be reinforced between regions that are connected by other regions that the player controls
  • Anywhere - troops can be reinforced to any other region the player controls
  • Number - No matter what the reinforcement setting, you can specify how many given Reinforcements a player can make per turn: one, three, or unlimited

Visibility

  • Sunny - all regions and troops on the board are visible
  • Fog of War - regions and troops that are not adjacent to a given player's regions are not visible and represented by a question mark

Turn Length

  • Casual - each player has 24 hours to play their turn
  • Speed - each player has only 5 minutes to play their turn