I don't know how many eyes are going to see this, but I've gotten used to never getting any good feedback from play testers. Rather than try and tempt fate and work to get a bunch of people all signed up to test, this time I'm just going throw it out there and ask that somebody please send me back their results at some point.
I'm only testing a particular addition to the game Risk this time, to see if I've accomplished a particular design goal.
Preferably before you actually meet to play, make sure every player has a copy of the board you are working from, and these rules:
Using your preferred method, dole out the starting territory before anything else.
Players will plan out actions to happen at the beginning of their turn while playing the first 15 turns of the game.
There is a maximum of 1 action per turn.
Players are afforded [50/(no. of players) rounded up] units to place according to plan, while a maximum of 3 can be placed per turn.
5 players = 10
4 players = 13
3 players = 17
2 players = 25
Units that are placed on enemy territory automatically invade, while units placed on friendly territory simply reinforce.
Any Territory conquered in this method gives a the player a card towards a second pool of cards. This is considered entirely separate from the usual card, and the successful planned invasion does not count towards their being able to draw a card for their regular pool that turn. The second pool of cards can only be used as part of the pre-written plan.
Actions that can be planned in advance are, the placement of troops, movement of 3 troops one territory, turning in your second pool of cards.
If you do not own territory your trying to move troops to, it becomes an attack. If you do not have the troops there to move, it fails.
If you do not have the cards in the secondary pool to make a set, the action fails.
If you have already lost the game, your plans are considered void from that point forwards.