orld War II has just started, and the seven major players – the United States, Great Britain, France, Germany, Russia, Japan and Italy – each try to forge the new world order. Your time has come to create one of those potential new Superpowers and lead its generals to victory by land, air and sea. Make alliances and then break them – anything to annihilate your opponents in the struggle for world domination – in KRIG you not only make history – you change it!
KRIG is a Real Time Turn Based (RTTB) online game inspired by the old board game RISK™. In fact, most of the rules from RISK™ apply, but instead of each player taking turns, everybody does their moves simultaneously and then the computer solves the outcome in an all out battle when the last player has finished making his/her move that turn. In addition to this, a leader and generals are introduced, which are needed to make diplomatic, land, war and sea attacks (as in the RISK 2210 AD™ variant) – to expand strategic possibilities.
Create your own Superpower!
There are no set continents when you start KRIG, instead, when you have conquered enough countries, you have the possibility to declare your own new Superpower to the world! This can be done in four "levels" – Federation, Empire, Reich and Superpower. You can choose to convert one level of Superpower into the next when you have annexed enough countries around it, or create two (or more) smaller Superpowers (for example two Federations), as you only lose "income" from one Federation if it is "punctured". Each country has a resource-value added to it (as in Axis & Allies™), which are summed up to create the additional units produced by that Superpower.
Federation: 4 countries are needed to create a Federation. Enables the possibility of 1 Alliance (with a leader in play). A Federation is needed to be able to install a new Ground Force General if he is lost in battle (If you don't have a Federation when your Ground Force General is lost, only one of your armies may invade other countries each turn, until you are able to create a Federation. If you have other types of generals in play they can attack as usual, provided you have the corresponding units).
Empire: 7 countries are needed to create an Empire. Enables 2 simultaneous alliances and the ability to install an Air Force General.
Reich: 11 countries are needed to create a "Reich". Enables 3 simultaneous alliances and the ability to install a Navy Force General.
Superpower: 15 countries are needed to create a Superpower. Enables 4 simultaneous alliances and a 25% increase in production every turn!
The most noteworthy change, though, is that units now are different and has somewhat different abilities, instead of just being interchangeable values. To accommodate the era, sea units and water territories have been applied. The different units are "produced" when the player has enough to exchange a number of less costly units to a new unit with new abilities. The list of units are as follows:
Soldier: Value of one. As before the core of any army. Can take one hit.
Jeep: 3 soldiers can be turned into a Jeep which gives the player +1 in defense for each Jeep produced as it quickly can move soldiers to safety. There must be no more than 3 soldiers per Jeep (it can't carry more) in each army for the defense rule to apply (otherwise the defense sum is subtracted from the number of excessive soldiers divided by 3). On the other hand, there must be at least one soldier for each Jeep as at least one person is needed to drive it. A Jeep without a driver cannot move from it's current position! A Jeep can take 2 hits. After each turn a Jeep can be turned back to 2 soldiers, if need be.
Tank: 5 soldiers (or 1 Jeep and 2 soldiers) can be turned into a tank which gives the player +1 in attack for each tank produced in the current army. There must be no more than 5 soldiers per tank as more soldiers would be considered a slowdown of the tanks fast attack capability. One soldier is needed to drive it. A tank can take 4 hits and be turned to 4 soldiers (or 1 Jeep and 1 soldier).
Fighter: 7 soldiers (or some combination of the above units) can be turned into a fighter which gives the player +2 in attack and also can make a first strike without the defender being able to strike back. If the fighter resides in a country being attacked, the defense sum is subtracted by 1 for each plane, as they are considered to be on the ground. However, under each subsequent attack, the fighters manages to take off one by one, and the subtracted sum restored by one. Needs one pilot (soldier) to fly it and can be exchanged to any units which corresponds to the value of 6 soldiers.
Bomber: 11 soldiers (or some combination of the above units) can be turned into a bomber which gives the player +4 in attack and also can make a first strike without the defender being able to strike back. If the bomber resides in a country being attacked, the defense sum is subtracted by 3 for each plane, as they are considered to be on the ground. However, under each subsequent attack, the bombers manages to take off one by one, and the subtracted sum restored by 1-3 if there are 1-3 soldiers for each bomber (one pilot and two gunners). Needs one pilot (soldier) to fly it and can be exchanged to any units which corresponds to the value of 10 soldiers.
Fortification: 5 soldiers. Increases the defense sum by 10% in the fortified country. When a Leader is in the same country the defense sum is +15%.
Iron Curtain: Not a unit per se, but when all countries in a superpower are fortified, and the player has at least two soldiers in each country, an Iron Curtain is formed around that superpower in the next turn. This additionally increases the defense sum by 10%, however – if a country's number of soldiers is reduced to 1, that specific country no longer has the Iron Curtain for the remainder of that turn, and the whole Iron Curtain fails in the next turn unless the number of units is restored with the end movement.
Capitol: 10 soldiers. When a leader is in the same country the defense sum is +25%, otherwise it is +15%.
Leaders and Generals
Leaders and Generals play a crucial part as they are needed to launch attacks in their special field of competence. If you don't have a Navy Force General for instance – your ships cannot move! (However, they can defend themselves) Available leaders/generals are the historical counterparts from each nation by name, and if that person is lost in battle the next person in chain of command takes his place. Hence, if, for instance, Stalin is taken out of the picture, Chrusjtjov takes his place and so on. Three replacements in each field is available. Types of generals are; Ground Force General, Air Force General and Navy Force General.
The initial Leader and Ground Force General is available from the start and the Air Force General is available when you have declared a Federation and the Navy General is available when you declare an Empire.
A leader/general requires 3 soldiers to install and cannot be changed back. They can only take one hit but are always the last to go in a battle. The generals increase the armies attack/defend capabilities by 15% when they are in, and/or attack/defend, to and from their respective field of competence. One additional general in the same army give a 10% increase to that army (but only when both generals field of competence apply!).
Leaders only give a 15% increase when defending, nothing when attacking. However, with leaders in play you may create alliances which are beneficial for both parties, as you get 20% (round up) of the other party's production each turn the alliance is in effect. For each declared "level" of Superpower you get the possibility to create a new alliance.
With a Leader in play you may create alliances which are beneficial for both parties as you get 20% (round up) of the other party's production each turn the alliance is in effect. For each declared "level" of Superpower you get the possibility to create 1 new alliance. Alliances are asked for and can thus only give effect at the start of the next turn, but only if the opponent also has requested an alliance that turn, otherwise it will take another turn before the alliance is made. An alliance is broken if one of the parties wage war on the other party (battles during the asking turn does not affect the alliance, however – the opponent might not be that reluctant to be in an alliance with you if you attack him in the same turn!). If the Leader dies, all Alliances are broken, and must be renegotiated with the new Leader. You can end an alliance at any turn without waging war. An alliance can be made with an opponent without it having a Superpower of it's own.