During The War: RISK x TUNNEL GOONS

I think I’ve made the classic board game RISK more interesting by stealing some inspiration from a rules-lite TTRPG…
Risk Combat
- 1D6 = One Troop
- 1D6 vs 1D6 = Troop vs Troop
- Whichever Troop rolled lowest dies
- the Defending Troop wins all ties
To save board space, reduce the cost of the game, and to increase the aesthetic—little plastic tokens are used to represent the dice you “have”
- Infantry (One Troop) = 1D6
- Cavalry (Five Troops) = 5D6
- Artillery (10 Troops) = 10D6
Replacing the dice with tokens also enforces the arbitrary rule that a battle consists of no more than three attacking troops, and two defending troops. The game box does this by only providing five dice divided into two colors
Personally, I don’t find it interesting that every battle fought has a minimum requirement of one troop death, and a maximum limit of three troop deaths. I want the ability to have a bloodless tie, or a sweeping victory…
Tunnel Goons Combat
- (2D6 + Modifiers) vs Difficulty Score
- Modifier: Relevant Skill Score
- Modifier: +1 per Relevant Item
- Difference = Damage
- Difficulty Score doubles as Health
Example A:
If a player character attacks with a total of 6 vs an NPC with a DS 8; then the PC would take 2 damage to their HP
Example B:
If a player character attacks with a total of 8 vs an NPC with a DS 8; no damage is dealt to either side
Example C:
If a player character attacks with a total of 10 vs an NPC with a DS 8; then the defender would take 2 damage, lowering their DS to 6
TUNNEL At Your Own RISK!
Use the standard rules for RISK, with the following changes to combat:
Basic Rules
- (1D6 + Modifier) vs (1D6 + Modifier)
- Modifier: Total Troops in Relevant Territory
Infantry (+1) Cavalry (+5) Artillery (+10) - Difference = Damage
Advanced Rules
- Roll 2D6 instead of 1D6 if you are attacking from, or defending, a Territory that matches a Territory Card in your possession
Let me know what you think, or tell me what color cloak you would choose, over on bluesky!