So... my friends and I play a lot of RISK.
For those of you that don't know, Risk is a world conquest game, kinda like the world-map bits of the Total War games with dice rolling to determine who wins the various battles.

I imagine there's at least a few Risk-lovers here. We've got the Lord of the Rings version, the regular version, and the Star Wars Clone Wars edition. None of our group who play really like the Star Wars one, and playing on the Regular and LOTR maps has become boring. We were talking and the subject came up of designing our own version.
We all suggested different things to add to the game, and a few of us set about making different things. I'm making a Final Fantasy one - another is making a World War II edition, and another is working on a Zelda version. Basically, it's not meant to be anything majorly professional or amazing, just something for us to take to a printers, laminate, and play on. We can use the pieces from the other Risk games we own, and we'll have a variety of different shape and size maps to play on.
So.. I basically took place and continent names from the Final Fantasy series and made a map. The actual map itself is Vana'diel from FF11 - it just had the best shape. The position of the continents and areas within each continent has nothing to do with the game it's from, so please don't hit me with "Costa Del Sol isn't next to Kalm!" comments as that's not the point. A few of the locations on there are just plain made up, and others are just names I pulled off the world maps posted on some FF websites.
So, my first attempt at a map that I did over the last few hours:
http://www.uffsite.net/Alex/risk/risk.jpg
The biggest FF-related twist is in the cards you pick up. I've created stuff that gives and takes away units, allows you to attack in a variety of different ways. There's stuff that makes defending easier, and stuff that makes attacking easier. Summon monsters give a bonus to your attacks (or, in the case of Alexander, as per the famous scene from FF9, defense), all that kinda stuff.
The biggest change to the game is the introduction of airships. With an airship card you can airlift troops from one location to another, and, with one, rare card, even launch airbourne attacks.
Examples:
http://www.uffsite.net/Alex/risk/sephiroth.jpghttp://www.uffsite.net/Alex/risk/alexander.jpghttp://www.uffsite.net/Alex/risk/highwind.jpghttp://www.uffsite.net/Alex/risk/turks.jpghttp://www.uffsite.net/Alex/risk/ifrit.jpg
...and so on and so forth.
Posting this to ask for a little help - anybody who's ever played Risk and knows how it works - what else would you add or change to make the game more interesting? Suggestions, comments... all that kinda stuff is welcome. Want to get this as good as possible before I show the rest of my band (who are the people I tend to play Risk with)
Will also play the Hyrule one whenever the other guy shows it me. I think it's using an adapted Twilight Princess map, though.
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You ever play the secret missions risk and things like that? I thought those were great additions to the game.
Yeah, that shit works really well.
As for the continents, yes. I made the map so it can be fractured and messed with quite easily - like, we could play without "Saronia" as part of the game if there weren't enough people to populate the whole map. If there were only three or four of us, we could just play the left hand side, excluding Baron, Balamb, Figaro AND Saronia. That was quite deliberate. Usually there's a shit-load of us playing, though, so I wanted a big map that we'd have to combine pieces from the LOTR and regular boards to play properly on.
XBL/PSN/Steam: APZonerunner
I've found the LOTR version of risk to be quite fun.
Usually the movie-to-risk crossovers suck clown and/or dentist scrotum (i'm looking at you, star wars), but this was quite entertaining.
The biggest point of interest is the addition of a timer - as the one ring moves every turn towards mount doom. Once there, the game ends.
With the addition of a visible timer, battles become more often, more desperate, and more fun to play out.
Gone is the mechanic of sitting and swelling behind your stronghold, and here is the chance for diplomacy (or lack thereof) and real strategy.
Pick up a copy and play it a few times, I think many facets of the game could add to your FF project.
Very good effort.
Oh, I've got it. It's one of our favourite ones. While we don't play by the LOTR rules all the tume, the game cards (passing through mountains, the heroes arriving and giving extra units and such) changes the game, and is the inspiration for the same thing in this version. LOTR board is great as well - we often play on that with "classic risk" rules instead of the normal board.
Although, the mention of a time limit has given me a certain idea about that Meteor from FF7...
XBL/PSN/Steam: APZonerunner