Oh yah, now you are talking!
Regarding the sig - 200x100
Any one of them is fine.
If this helps, I am making a brief overview of Risk for familiar players:
A) Quick start ->shuffle the cards and divide between players
Everybody puts one unit to each of the card they've been given.
Everybody places men on the board in turn till they have 40 men on the board.
B) rules for card exchange:
3 of infantry -> 3 units
3 of cavalry -> 5 units
3 of artillery -> 10 units
one of each -> 3 bonus units
countries you own -> 1 bonus unit each
C) Armies exchange -> 4, 6, 8, 10, 12, 15, 20, 25, 30 etc by fives
D) Continent Values:
Asia 7
North America 5
Europe 5
Africa 3
South America 3
Australia 2
E) Start of turn - Resupply phase
Place 1 man per 3 countries you own, minimum 3.
Place continent bonus men
Optionally play cards, place men
F) Middle phase - Attack
You must leave one unit on the country you attack from.
At least 3 units move to the country you attack if you take it.
G) End of turn - Move troops and draw a card
I will also take a stab at rule design.
I recommend:
http://chir.ag/projects/team-maker/
For assigning the territories and distributing cards.
http://ditzie.com/
For displaying the map, and allowing players to move their own tokens.
(if you need directions, I would be happy to explain how)
Seems to me that there are only two issues.
1. Taking turns or getting through a round in a week.
2. Simulating the attack phase
Optional solutions to 1.
a. Have only two teams with a turn a week each.
b. Set aside two hours a week to play the turns of every team, fewest possible matchs per attack.
Optional solution to 2.
a. Fight 2-3 minute matches with team ratios equal to unit ratios, give defenders draws. The ratio of surviving men equals the ratio of attackers and defenders.
(I also recommend a small map where people can't run away like Arena or Custom)
Example math for determining team member numbers:
5 units attack 2 units
10 is our maximum team size.
5/7*10 rounding down 7 for team A
2/7*10 rounding up 3 for team B
(I recommend rounding to get closer to fair teams when possible)
Example math for determining units after a combat:
5 units from team A attacked 2 units from team b
7 men from team A fought 3 men from team b
6 men from team A survived and 1 man from team b survived
10 was the total number of men. (7+3)
6/10*5 rounding down 3
1/10*2 rounding down 0
(I recommend always rounding down to expedite the turns)
I could make an applet or document to quickly calculate the teams and units if you like.
Optional for the multiple teams scenario: Require teams to have a Strategist and General
Strategist plays the risk side
General leads warband combat side
They can be the same player, but that way when you hold the event you only have to have one person in your voip server to organize the Risk side.
If it is the same player, they might need to add ~m to their executable for the voip if they need to be in more than one voip at a time with two different push to talk buttons.
Last thing: You might want to separate the rules for combat from the rules for the risk side so that there is less confusion.