Oligarchy
From Trinity Wiki
Oligarchy is the name given to our Risk variant.
General Cards
These are the cards so far.
Assault (Red) Cost: $0 Trigger: Play on your turn, before assaults are made. Effect: You may add +1 to any one die for each assault you make this turn.
Press the Field (Red) Cost: $0 Trigger: Play on your turn, before assaults are made. Effect: Any assaults you make this turn may be made with an additional army.
Sherman's March (Red) Cost: $0 Trigger: Play on your turn, before assaults are made. Effect: When you make a successful assault, you do not need to leave any armies in the attacking territory.
Blitzkrieg (Red) Cost: $15 Trigger: Play on any other turn. Effect: You may make an assault from a single territory you control.
Sabotage (Blue) Cost: $5 Trigger: Play on your turn. Effect: You may remove a single bank, fortress, or siege weapon from a territory adjacent to a territory you control.
Effective Transports (Blue) Cost: $4 Trigger: Play on your turn, when you reinforce. Effect: You may move troops from a single territory to any other territory you control, so long as they are connected.
Airlift (Blue) Cost: $8 Trigger: Play on your turn, when you reinforce. Effect: You may move troops from a single territory to any other territory you control.
Staged Revolution (Blue) Cost: $15 Trigger: Play on any turn, after assaults are made. Effect: The current player chooses one of their territories. Roll a die; if 1-4, that player must move all troops in that territory to other territories he controls, as though reinforcing; if 5, all troops in that territory are lost; if 6, all troops in that territory convert to your color. If the territory is left empty, you may move up to three armies from any territories you control to that territory.
Surplus (Green) Cost: $0 Trigger: Play on your turn. Effect: You gain $5.
Economic Advantage (Green) Cost: $0 Trigger: Play on any turn. Effect: One player of your choice loses $5.
Control the Market (Green) Cost: $10 Trigger: Play on your turn, before assaults are made. Effect: Other players cannot purchase banks until your next turn.
Entrenched (White) Cost: $0 Trigger: Play on any turn, before assaults are made. Effect: When you defend a territory this turn, you may defend with an additional army.
Defensive Measures (White) Cost: $0 Trigger: Play on any turn, before assaults are made. Effect: You may add +1 to any one die each time you defend a territory you control.
Geneva Convention (White) Cost: $10 Trigger: Play on your turn, before assaults are made. Effect: Other players cannot purchase siege weapons until your next turn.
Sue for Peace (Yellow) Cost: $10 Trigger: Play on any turn, before assaults are made. Effect: The current player cannot make assaults on territories you control this turn.
Strategic Retreat (Yellow) Cost: $0 Trigger: Play when one of your territories is assaulted. Effect: You may move any number of troops from the assaulted territory to any other connected territory you control. The attacker may move troops into it as though he had successfully assaulted the territory.
Psychological Warfare (Grey) Cost: $10 Trigger: Play on any turn, before assaults are made. Effect: Any assaults made this turn can only be made with one less army.
Rhythm of the War Drums (Grey) Cost: $0 Trigger: Play on any turn. Effect: The current player cannot reinforce this turn.