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jng113's Risk (Other)
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[January 24, 2011 07:30:42 PM]
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Interface: This game has a map of the world as the board, along with hundred of little men consisting of foot soldiers, horsemen, and cannons. The game has three red dice, two white dice, and a stack of cards. Each card has a country and either a foot soldier, horseman, or cannon.
Rules: For starters, Each country must be occupied with at least one soldier. Players take turns placing a soldier on each country. You only allowed to place one soldier at a time to set up the game. Once it is set up, you are only allowed to attack from a country that has at least two units, and you are only allowed to attack adjacent countries. You roll dice depending on how many units you have in the country you are attacking from, and when defending you allowed to roll dice depending on how many units you have in the defending country. You are only allowed to receive one card each turn you take. You are only allowed a card if you conquer at least one country. Each foot soldier is worth one unit, horseman three units, and cannon five units.
Entity Manipulation: You are allowed to attack from any country to any adjacent country as long as you have more than one unit there. By attacking you roll dice. If you have three or more attacking units you can roll anywhere from one to three dice. Defenders are allowed to roll up to two dice depending on how many units are on their country. Each turn involves this attacking phase. Once you are done with the attack (assuming it was successful) you can continue to attack other countries. Once you are done with attacking, you are allowed to make one location change. You can move as many units as you want from one country to the next assuming you leave on each country.
Goals: The goal of the game is to conquer the world. You can achieve this by making other goals, which include owning an entire continent, focusing on eliminating a certain opponent, or even making pacts with other players so that they won't annihilate you.
Diplomacy: To be great at this game you need a good "poker face" You need to be able to read your opponents as well to determine what will be required to win. Try very hard not to give away your intentions until it is too late for that specific player.
Strategies involved: Along with good diplomacy, Cards play a very big role in the game and when you decide to play them is as well. Try very hard to get a card every time, because you receive large unit bonuses when you turn them in. Also, allying neighboring players can be a great help allowing you to relocate your units to the battle zone (be careful who you ally though or you will get back stabbed. Make sure you agree on how many turns and exactly what the treaty is. A personal great strategy is to obtain australia, and place as many units as you can on Siam or Indonesia. This allows all your forces to be concentrated on one location rather than spread out. This makes you very dangerous. No one will want to use all of their units to weaken your massive force. Not only this but you are allowed unit bonuses each turn for owning the entire Australian continent. While other countries offer bigger bonuses, you also have to spread your forces out more in order to defend it, and it can be difficult obtaining every country due to everyone else trying to obtain it. Another strategy involves posing as a not as strong nation, and making alliances to survive as you build up your forces, then you must time your uprising very well. Breaking treaties will cause no one to trust you anymore, so you must be ready to face everyone at the same time if you plan on following that route.
Overall: I greatly enjoy this game. I greatly enjoy the strategy involved. The main downside to this game are three things, the game can last a very long time, depending on how players play. Also, the continents are not balanced. For instance, Australia will give you two extra reinforcements, while it only has one front to defend against. South America gives the same amount of bonus units as Australia, but has two fronts to defend against. Poor Africa only gets three bonus units but has three countries in which it can be attacked from. North America has the same amount of fronts to defend against as Africa, but grants five bonus units. While one may argue that North America you must own a couple more territories to own the continent, oftentimes they are not well defended territories, which are easily obtained. The third downside, is that cards are very strong. They change the tide of the game in an instant. If the game lasts long enough you will receive 40 units for just obtaining three territories in three separate turns. Overall though, I greatly enjoy this game and if you enjoy strategy games you will enjoy Risk.
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jng113's Risk (Other)
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Current Status: Playing
GameLog started on: Sunday 11 April, 2004
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