I used to play it. It's a good game.
We have a Risk game we bought in Italy.......Risiko.....just a collector's item for us.
I used to play it. It's a good game.
We have a Risk game we bought in Italy.......Risiko.....just a collector's item for us.
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IMPress Polly (11-28-2020),TheOneOnly2 (10-27-2020)
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TheOneOnly2 (10-27-2020)
Docthehun (10-28-2020)
I find that Australia turtling strategy can go bad if other players don't maintain balance and allow another player to hold Europe or North America. Even Africa. You may only have one border to defend with Australia but you will need to split that army up after one/two offensive move due to blocking yourself in. You are unlikely to be able to take Asia so your satellite army will need to break away from army defending Australia to take another continent and its likely this will get cut off and you won't be able to reinforce it with main army defending Australia. So it can often go wrong for Australian turtle.
South America only has two borders but generally player holding South America will get caught up in conflict with player seeking to hold Africa. Or worse North America. And due to lower troop bonus will be wanting to prevent player holding either Africa or North America. What I like to do when I take South America is to not defend either border and just build up one big army that can invade continent of Africa or North America if they invade me. In long run you will lose though due to low troop bonus.
Yeah. Africa would be good. Turn about is fair play and all.
(I've never played Risk.)
Africa is a sucker bet. It is far too easy to get attacked, as there are too many adjacent "countries" for the value of the continent (which imho is too low).
Here's a good summary of the game: https://en.wikipedia.org/wiki/Risk_(game)
At ISCL gamer conventions we used to play extended versions.
1) Hyperspace Risk, with three boards joined at Kamchatka and Alaska and three decks of cards. To hold a continent you in effect had to hold the same continent on all three boards. These were long games, typically 12-16 hours.
2) Nuclear Risk, where five 10-spot army units could be traded for a nuke. The nuke could be used on any adjacent country. For another five 10-spot army units you could put the nuke on an ICBM, that could be used against any country. These were typically short games (less than 4 hours).
3) Nuclear Hyperspace Risk, which was basically insane. Never played it, but knew people who did. They were not normal.
I've heard of variants such as Risk-Monopoly, and Risk-Diplomacy. These are hideously complicated and can last for days.
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