MajorCommand Presents George Orwell’s 1984 RISK Game Map

MajorCommand Presents 1984

1984_animation_for_Wordpress

Introduction to 1984

Shepherd has drawn from the writings of George Orwell to bring to you the newest MajorCommand Game Map, 1984. This newest RISK Game Map stays true to Orwell’s 1984 vision of a dystopian world, keeping elements like Eurasia, Oceania, and the Floating Fortresses, as part of the game play. One-way attacks, Superstates, and Martial Law Territories, all have roles in this 1984 game map.

Orwell’s 1984 is an advanced Risk game map, so some elements of game play may not be obvious at first, even to the experienced player. Hopefully this 1984 Risk Game Guide will help you get started.

How to Play Orwell’s 1984 RISK Game

 
There are 6 main Commands:

1984 Game Map

Superstates
(1) Oceania
(2) Eurasia
(3) Eastasia
Territories
(4) Oceania Territories
(5) Eastasia Territories
Disputed Zone
(6) Disputed Zone

The Superstates are all under Martial Law. Which means that if you leave only 1 troop located anywhere in the Superstates, it will revert to neutral at the beginning of your turn and you will lose that troop. You MUST leave a minimum of 2 troops on any region in the Superstates if you want them to survive.

Pro tip: If you leave 2 or more troops on a region in the Superstates, and another player knocks you down to 1 troop before your turn starts, you WILL lose that troop at the beginning of your turn when it reverts back to neutral, so Beware!

NOTE: The two Territories and the Disputed Zone are not subject to Martial Law, so leaving 1 troop is safe. It will not revert to neutral. Though, of course, it still may be attacked by another player.

Holding any one of the Territory Commands will give you a 2 troop bonus on your next turn.

Holding the Disputed Zone Command will give you a 2 troop bonus on your next turn. AND you get an additional +2 for every Superstate you hold in its entirety along with the Disputed Zone.

Bonus Weapons:

 
The are two (2) Floating Fortresses, and one (1) Rocket Bomb.

Floating Fortress

If you control the Oceania Superstate for a full round, then you will be given control both Floating Fortresses at the start of your next turn. NOTE: The Oceania Superstate is different then the Oceania territory.

Each Floating Fortress is worth 6 Troops that you can use to bomb the regions connected by the lines on the map.

Rocket Bombs

If you control the Eurasia Superstate for a full round, then you will be given control of the Rocket Bomb at the start of your next turn. NOTE: The Eurasia Superstate is different then the Eurasia territory.

The Rocket Bomb is worth 12 Troops that you can use to bomb the regions connected by the lines on the map.

Games Starting Soon!

We will be rolling out this map in stages, giving paying members the opportunity to test the game for bugs before it is released to the public.

August 15 2017 – Commander Class can create games, anyone can join.
August 22 2017 – Strategist Class can create games, anyone can join.
August 29 2017 – Open to the public.

(As usual, standard password protected games are only available to those with the password)

JOIN GAMES HERE
POST COMMENTS HERE

 
There are also several one-way paths of attack on the map, so be aware of those before planning your strategy.

Many thanks to Shepherd!

 
Have Fun and Good Luck!
 
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