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!
 
Sheriff Badge

The Mexican-American War Map is Here!

Mexican-American War Map

The New Manifest Destiny Series

Major Command is proud to introduce the first Map in the newest Manifest Destiny Series. The Mexican-American War Map of 1846-1848. It is a well-balanced map with some great features that will keep you challenged for a long time to come!

The map includes a US Navy vessel that has a two-way connection with Louisiana, but only allows to risk a one-way attack on Vera Cruz. You can move troops over to Vera Cruz only once after an attack, and then the troops are on their own. There’s no reinforcement, and there’s no going back! The new Mexican American War Map is great.

And of course, we have Medals!

Mex Bronze Mexican-American War medalMex Silver Mexican-American War medalMex Gold Mexican-American War medalMex Onyx Mexican-American War medal

The Image on the medallion is that of the Niños Heroes monument to this war in Chapultepec Park Mexico (image below).

Chapultepec park monument Mexican-American War

Now go and play some strategy games using the new Mexican-American War Map of Risk! As always, we want to say a huge thanks to our talented Map Maker Shepherd!

Three New Maps to Conquer

Maps to Conquer

We are blowing out the cartographic pipe here with three awesome new Maps to Conquer.  They are each very different and will require some keen strategy to master.

I’ll Shepherd, our Carto-General gives you the run down.

Conflict Africa Map

Shepherd: For starters, RjBeals has created Conflict: Africa. It’s a continent map, but with a unique twist and a nod to recent history; the map features eight Conflict Zones that reflect civil wars and strife over the past four decades. Entering the regions of conflict comes with a price, and you need to weigh the risks and rewards in your quest to unite and bring peace to Africa.

 

Africa Maps to Conquer Risk game

 

This month we also introduce the first map developed in our Map Studios, The Philippines. KungFuDuet launched the idea for this map back in January and saw the process through rigorous discussion and debate. Once we were satisfied that the map idea was worthy of play, Widowmakers stepped in and turned it into a fine piece of art. Winning on this map will require controlling both land and sea, as you hop from island to island while keeping a watchful eye on the navies lurking off shore.

The Philippines Map

Philippines Maps to Conquer Risk game

 

Finally, this month we offer up our first of what we hope will be many Bonus Maps, available exclusively to Strategist and Commander class users. Duck and Cover may look familiar to some, as it recalls an era when an atomic blast was something that could be survived by watching a short instructional film about hiding under a desk. It’s a small map for a time when it was a small world after all, and superpowers were poised to lob bombs at each other from afar.

Duck and Cover Map

Maps to Conquer Risk game

 

If you want to hop right into a game on these maps, click here. Or start one yourself with your own settings.

Remember to read that brief tab!  Good luck out there!

Risk Game Nuke Map adjustment

Risk Game Nuke map update

When we launched the Major Command Risk game nuke map a few months ago, it quickly became one of the most popular maps on the site, to the tune of over five hundred games played since its debut. However, after feedback from users, we’ve come to realize that the map lends itself a bit too well toward stalemate in two-player games. Specifically, the Spy regions are a bit overpowered, which can drag games out preposterously as the chances for the Spy to take out either the President/Premier or Target regions, thus preventing a nuclear launch, grew to well north of 90%. See www.majorcommand.com/wiki/Nukes.

Major-Command-Risk-nukes

The creators of the map have spent some time discussing potential fixes, and we think we have the overpowered Spy problem sorted out. Thus, we are rolling out a slightly altered version of the map which will replace the current map.

NUKES! will play virtually the same, with the following slight gameplay alterations:

  1. Each country, instead of having two Spy regions, now has one Spy Agency region and one Military Intel region.
  2. Spy Agency regions, represented by the GUN symbol, can bombard opposing “people”, the President/Premier and Research Centers
  3. Military Intel regions, represented by the EYE symbol, can bombard opposing “tech/equipment”, Targets and Satellites.

By splitting up the power of the Spy regions, the map now requires players to properly counter their opponent’s moves on the other side of the map, rather than just parking a giant stack in one Spy region and dragging the game into the stalemate. Also, once the Fog of War setting is implemented, players will be able to bombard their opponent’s Satellite, rendering their opponent blind.

This change will go into effect on 3/24, giving people ample time to prepare for the changeover. This should have a minimal effect on active games, and by simply altering the existing map we are preserving everyone’s Unique Defeated Opponents.

We firmly believe that this small changes will virtually eliminate the stalemate issue in two-player games. As always, we welcome feedback from everyone on Major Command Risk. We understand if people preferred the old version of the map, but rest assured we’re only making this change after around two months of discussion, both privately and publicly.

Thanks

Badorties and the MC Cartoteam.

Updated Images

Brief

New Map: The Twelve Domains map

The Twelve Domains map

The new twelve domains map has arrived. We at Major Command are starting off 2012 in style with our gorgeous new map designed and executed by our Studio chief himself, Shepherd.

Isn’t it pretty…

The Twelve Domains Risk Game Map

 

Now the twelve domains map is quite different than other maps so you should understand how it works before you jump right in. In this video, Shepherd fills you in on the mechanics and how to use those dreadful dragons.

There is more info on its wiki page and also a thread in the forums.  So let us know your thoughts on our first conquest map.  Enjoy!