Game Options

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Major Command - Game Options

Game options complete.png


Major Command Risk like game has a variety of hand crafted and tested maps to take the action beyond the classic world map. Select the war map you would like to play by clicking on it. Use the black arrows to scroll and see more. You can click the 'zoom' link under each map for a larger view.


While playing the Major Command Risk like game you can select the number of players you want to play with, from head to head games with only two players to epic twenty-four people challenge. NOTE: team games will naturally limit your choice in number of players. For example, if you are playing triples, you can only select 6, 9, or 12 players.


The game's Objective determines how to win the game and to whom points are awarded. There are three different possible objectives.

  • Standard: Only the winner of the game gains points, at the expense of all other players/teams.
  • Mercenary: Players gain points from every other player they eliminate regardless of the final outcome of the game.
  • Assassin: Each player is randomly assigned a target, who is highlighted in the Intel tab and noted privately in the Chatter tab. The winner is the player whose target is eliminated, even if by a third party.

Mercenary and Assassin are currently only available in singles games


Choose whether to go fight alone or team up with other players. More on Team games.

  • Doubles: Teams of two, can be played with 4, 6, 8, 10, 12, or any even number up to 24 total players.
  • Triples: Teams of three, can be played with 6, 9, 12, 15, 18, 21, or 24 total players.
  • Quads: Teams of four, can be played with 8, 12, 16, 20, or 24 total players.
  • Fivers: Teams of five, can be played with 10, 15, or 20 total players.
  • Sixers: Teams of six, can be played with 12, 18, or 24 total players.
  • Crusade: Teams of twelve, can be played with 24 total players.

Turn Order

  • Sequential: the default play order for Major Command risk like games. Once a game is initialized, the players are randomly sorted into an order that will remain the same for the rest of the game. One player is randomly selected to play first, and players take their turns in the predefined order. In team games, teams trade off taking turns.


Reserves represent reserve troops that can be "called up" to the front when you have accumulated a set of three reserves. A single reserve is awarded to you at the end of the turn only if you've successfully attacked and captured at least one region that turn. More on Reserves.

  • Flat Rate: Each set called up is worth 6 troops
  • Escalate: Amount of troops per set increases at the following rate: 4, 6, 8, 10, 12, 15, 20, 25, 30... and +5 onwards.

NOTE: If you called up a set of 4, the next player will get to call up a set of 6, then 8 and so on.

  • Escalite: Amount of troops per set increases at a slower rate: 4, 5, 6, 7, 8... and +1 onwards.

NOTE: If you called up a set of 4, the next player will get to call up a set of 5, then 6 and so on.


At the end of a player's turn at games like Risk, they may choose to Reinforce their troops from one (or more) regions to to his regions or his teammate's. The number of reinforcements that can be made, and the distance that reinforcing troops can travel, are dependent on the game settings and the risk a player is willing to take in the war.

Reinforcement Allowance

Allowed number of reinforcement per turn:

  • one,
  • three,
  • unlimited or
  • none

Note: When playing a game of No Reinforcements, there would be NO deferred troops given. See more about Deferred Troops.

Reinforcement Type

  • Border: A player may only reinforce troops between regions that border each other.
  • Path: A player may only reinforce between two regions they control, which must be linked together by other friendly (ie. own regions or teammate's regions) regions in between.
  • Anywhere: A player may reinforce between any region they control (or a teammate's region).


The force option determines how the dice works in game.

  • Chance - the classic Risk dice rolls, where three dice are rolled by the attacker and two by the defender.
  • Fixed - When attacking, troops are at 1 to 1 killing ratio. When it is a 6v5, it will get to a 2v1. It is impossible to attack with a region that has one or two troops - only when a region has 3 troops or above can you invade another region. Still confused? Check out this clan page for some examples on the Frontline. 'The Loaded Dice' Fixed Force Club

Turn Length

This setting sets the length of your turn and pace of the game.

  • 24 Hours (casual): You have 24 hours to play, and your turn can last up to an hour. Games can last from a few days to a few months, though the more frequently players take their turns, the faster the game goes.
  • 5 Min (real time): You have five minutes to take your turn. Games can last over an hour.
  • 3 Min (real time): You have three minutes to take your turn. Games usually last well under an hour.

NOTE: All game lengths mentioned here are only approximations, as the actual game length would depend on a lot of various factors of the game.


Choose what players can join the game.

  • Public: Open to all.
  • Private: Open only to those who know the password (set by the game creator).