Concurrent
2012

Expansion of

Risk

Concurrent

3-8

players

120

min

8+

age

Categories

Negotiation
Territory Building
Wargame

Mechanics

Area Majority / Influence
Dice Rolling
Set Collection

Community Tags

Description

--- Concurrent is a simultaneous-action tabletop adaptation of Risk, where players secretly plan deployments and attacks to conquer global territories using biased dice battles. Key mechanics include: - *Simultaneous planning* Players write deployments, attacks, and surge attacks on paper each round before simultaneous reveal. - *Dynamic deployments* New units based on controlled countries, largest empire, continents, and traded card sets. - *Attack types* Border clashes (mutual attacks), mass invasions (multiple attackers), single invasions, spoils of war (post-conquest disputes), and surge attacks (bonus post-resolution). - *Biased dice resolution* Custom 12-sided dice with higher army sizes favoring better odds; lowest roll loses units scaled to smallest army; ties reroll. - *Victory condition* First to reach agreed territory control threshold (e.g., 60%) at round end wins. Concurrent is a competitive strategy board game adapting Risk with simultaneous rather than sequential turns. Players control armies on a world map of connected countries and territories, using cards for starting positions and plastic figures for units. Setup distributes territory cards and allocates starting armies proportional to player count. Each round begins with secret planning on paper: reinforcements from controlled territories, largest connected empire, continents, and redeemable matching card sets; attacks from adjacent territories (leaving ≥1 defender); and one optional surge attack for a bonus conquest if successful. After reveal and deployment, conflicts resolve sequentially—first border clashes (mutual attacks, no tie advantage), then mass invasions (multiple attackers on one target, attacker wins ties), single invasions (one-to-one), spoils of war (surviving attackers fight for control, like border clashes), and finally surge attacks (resolved as invasions or mass if contested, with spoils if needed). Battles use army-sized sets of custom 12-sided dice (1-6 distribution biased toward higher rolls for larger armies); compare lowest rolls, loser removes units equal to smallest army size in the fight, continuing until one side eliminated. Rounds repeat until a player ends with the predetermined control percentage (e.g., 60-80%) of territories. ---