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Rewarding agressive play also shortens the game somewhat- we can generally conclude a game in 4 or 5 hours (even with three grizzled Risk addicts), while the game used to take 8 to ten hours under the old rules. I've just started playing Risk again after not playing for a couple of years. You can really learn a lot about your friends or family when you take them on to achieve dominion over the world. The attacker is able to wreak massive slaughter- but he must watch overextending perhaps even more than under the traditional rules. Break out the cigars, beverages and get down to it. Another thing I like about Risk is it's readily amenable to making your own variations- we like to discount all ties (instead of rewarding them as an army knocked off by the defender).
I could go into the depths my strategy has evolved into, but that would be telling. I'm so stoked to be back in the flow- this is a great game and a real brain-stretcher with level after level of strategy. I don't like any version but the 80's version with the plastic singles, 3's, 5's and 10's- none of this mission crap (Ewww- that's so Eurotrash). That alone would make defending virtually impossible, so we also let the defender roll 3 white dice if he has 3 armies in the country being attacked. We've named it "Steroid Risk" because it feels more muscular and aggressive. I hope Risk is undergoing as renaissance in popularity- I can't think of a better game for an all-nighter.
Risk is one of the all-time classics.
I played this game with my parents when I was young and had not played in a long time.When my niece and nephew were coming for a visit I decided to pick up a couple of board games, and of course Risk was one of them. It was the one they enjoyed the most and we spent hours in the evening after dinner playing.It was interesting to see how they developed strategy and understanding of the game over the course of a couple of days and their game play improved. For some reason the other games I bought were not as interesting (or interesting at all) and then this became the only one we played.Well worth having a copy for old times sake or when you have visitors of any age.
This was a game my son has played at school and he wanted the version with the canon's, horsemen and solders. Amazon was the best price and the game is great.
been playing this game for over 30 years now. It seems when you get to the point of "stepping on your opponent" I never have enough of the single army pieces and end up robbing another color not being used to make up for the shortage. My son has come to love it as well. The only thing that I wish they would do is add a few more of the single pieces to the game. a mild annoyance is all. Love the game though.
The objective of the game is simple. At the beginning of a players turn they gather reinforcements in accordance to the number of troops they have, if they conquered an entire continent, etc. The rules aren't complicated and with a couple of friends you'll be spending a lot of time trying to conquer each others territories. They only exist to prevent over crowding or to replace a certain number of units that are in one territory.
Every player controls territory on the map, meaning they have one of the plastic soldier figures in one of the spots on the board. RISK is a classic strategy board game and great for beginners. Conquer all territories or be the sole player with troops on the board. If you're looking for a strategy game and haven't played one before, then pick this up. On the board there are places to keep track of these numbers so it is easy for the players to reference.
There are also different types of rules you can follow, such as mission RISK, where players must complete certain number of missions given to them by mission cards to win the game.My only complaint is that I think that the cavalry and artillery units are useless. Even as a veteran strategy board game player, I find this game a great way to pass the time. The rules of RISK are simple. For example, a cavalry unit equals five soldiers, while an artillery equals ten soldiers or two cavalry units. Battles are decided by rolling dice, so there is an element of luck involved.
But the number of attackers is different from the number of defenders so careful planning and positioning of troops is also important. But there are enough soldiers to occupy the whole map and various positions that players will rarely turn to replacing the soldiers with the cavalry or artillery pieces at all.In general, RISK is a great game. This also makes for a great party game because the more players playing RISK, the more engaging the game becomes.
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