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As some of you will be aware, I am a big fan of strategy games, however I believe probably the best game ever invented in this genre is not a computer game at all, but is in fact the board game Risk. I've loved playing this for years from a small lad with my dad, and still enjoy a game or two today, so I thought I would give it the reviewing treatment.
Risk is a strategy board game made by the Hasbro Company, and is basically a game of world domination, which clearly appeals to my megalomaniac side. It is available from all good toy and game shops on the high street, as well as the usual places on the Internet and will cost in the region of £20 in a shop, and closer to £10 on the net. The board itself is a map of the world and is split up into the various geographical continents such as Africa, Asia, Europe etc, and from there the areas are then sub divided into various territories, such as Ontario, Alaska and Western USA for the North American continent. The game is for anywhere from two to six players, and the idea is very simple, the first person to capture all of the territories on the board wins the game. Sounds easy but it will take a great master of strategy to come out on top.
The board itself is very colourful, with the countries all clearly labelled, and the board is also very durable. I've had mine now for quite a few years and there are no visible signs of any wear and tear. The little army tokens are slightly more delicate as they are mass produced from cheap plastic, but to be fair you are given quite a lot of them with the game, and so the odd accident her and there is usually not fatal.
Setting up the game takes a fair bit of time to be honest, and the time required combined with the complexities of the strategy and the war theme makes the game unsuitable for children under the age of 10. This was around the age that I was bought my first version of the game and I have to say that although I wouldn't have understood the finer points of the game back then, I did find it a very good way of learning all about strategy and is probably where my keen interest in strategy computer games developed from.
There is an instruction booklet that comes with the game, and is written in the form of a command booklet, and to be fair is pretty clear and explains the general principles of the game quite well, however for me the real fun is to get straight into the game and only to refer to the booklet if something comes up which raises a question.
To set up the game, everyone throws a die and the highest scoring player picks a card. Each territory has a card, and the successful player places a coloured soldier on it to designate it as theirs. There are 3 different types of playing piece, the soldier represents one army, the cavalry officer represents five armies, and a cannon represents ten armies. The little soldiers and cannons are perfect for those who like "boys toys" and may also appeal to others who are into things like warcraft. The players then take it in turns to pick cards until the various players own all of them. This is where the strategy bit gets really interesting. You will still have extra armies to allocate and you can place these in any territory that you own again in an alternating form until all of your armies are in place. Once the game is under way players take it in turns to make their moves, and a turn is split up into 4 distinct phases.
Firstly it is the reinforcements stage. You gain 1 army for every three territories that you control, and in addition if you are totally control any of the continents; you get an additional bonus based upon the size of the continent. In addition if you have any reinforcement cards you can trade these in for extra reinforcements, but I will come onto these in a moment.
Once the player has placed the troops where they want we move onto the attacking phase. Basically countries can attack any of the ones that they border, as well as those on neighbouring continents, clearly marked with lines on the board, so an attack won't just come out of nowhere! You can attack an enemy with as many armies as you like from the attacking territory, but you must keep at least one in it. The battles are then decided using the good old-fashioned technique of the roll of a dice. The attacker takes the 3 red dice, and the defender takes the 2 blue ones. This gives the natural advantage to the attack to signify the advantage of surprise. The highest roll takes the first win, and the loser obviously loses a troop, the second highest roll then takes the second win, and again the loser has a troop removed. This goes on until either the territory runs out of defenders and falls, or all of the attacking troops are defeated. Should the attacker win, they can then choose how many of their troops they wish to move into their newly won territory.
If you win a battle, phase three allows you to collect a reinforcement card. You can only get one of these per turn no matter how many battles you win, and the cards can be exchanged for extra reinforcements when you get three of a kind, but not until the start of your next turn.
Finally phase four allows you to move your troops around. There is a limit stipulated in the instruction booklet to chivvy the game along, but you can always make this smaller if you want to speed things up further. We generally have a limit of 50 troops being moved in one turn. You can only move troops around using the same border idea as when attacking, and if moving longer distances, a single move is classed as from one territory to the next, so it may take some turns to reposition your armies as you want.
The game progresses in the same format until one person has completely taken over the whole world. I must confess here that it has been known for us to call a game off before the final coup de grace has been delivered, as once a player has approximately three quarters of the board under their control, you have reached the point of no return, and no matter how lucky you are with dice rolls, you will only be delaying the inevitable.
So to sum up the board game Risk, I would definitely recommend it to all budding dictators out there, as well as any fan of the strategy game genre. Risk is available as a computer game too, but it just isn't the same on that platform, with the real fun getting your hands on the little toy soldiers and watching the board slowly turn your colour as your hordes maraud around! Although dice are used to dictate the outcome of battles, I would say that 99% of the time this will not save a weaker player, and that it really is a game that helps to boost your tactical awareness, and as such is good for older children. It is also not a game that can be dipped into for a spare twenty minutes. You need a good few hours to get a game going and as such is a good way to get a family together and away from the evil television, and I still enjoy playing this with my family today.
Thanks for reading this review and it may also appear on Ciao under my same username.
Risk is a board game mostly featured around war, conquest and total
annihilation. It's as close to the adrenaline of gaining international power
and control as many of us can hope to achieve, but best of all, it can quite
often involve the humiliation of friends and family in a fun, innocent, yet
You begin the game with each player (usually 2-6 people) placing a capital
city (a small plastic piece) inside a country of their choosing, taking into
consideration enemy accessibility and self designed tactics (involving
the conquering of nations in the near future). Players usually decide which
order everyone gets to put their capital down by rolling a dice, the highest
winning and the rest continuing in a clock-wide fashion.
Cities are placed in designated spots (in certain game types) which aid in
the drafting of troops at the start of your go, explained later.
Soldiers are then, in turn placed on the board, and the amount granted at
the start is determined by the amount of people playing. Each player
must first place soldiers in their capital country, working their way out to
neighbouring countries as the turns pass by.
*There is no fighting between nations at this time, everything mentioned
so far is to do with the setting up of the game (a task which normally takes
no longer than 20 minutes)*
The tasks or 'objectives', with their rewards, are then placed in their spot
on the board (in certain game types) and players can start to think about
how they might acquire these objectives throughout the game. A typical
and reward will be something like, 'control the continent, Asia' with a
reward like 'Plus two troops at the start of each turn'.
Once everything mentioned is in place, the game and the fun can begin!
The first action you take once your go has begun is called 'drafting in
troops'. The amount of troops you are allowed to bring to the battle-field
is equal to the amount of countries and cities you own combined, divided
by 3, plus the capital city or cities you own, plus any continent bonuses
(a number bonus achieved if you own the whole of a continent - usually
between 3 and 7). Troops allocated can then be placed in any of the
countries you own which are connected (perhaps by a string of nations)
to your capital. You need to think about which countries (if any) you are
planning to attack, and any retaliation you may face after your go has
ended. Also, bare in mind each player is allowed one manoeuvre (from
one country to another) at the end of his/hers turn.
Attacking and defending different nations requires both players involved
to roll different amounts of dice. When attacking you must have at least
2 troops in the country you are attacking from (one to be left behind),
and each troop attacking (up to 3) is represented by a dice rolled.
The defender is limited to 2 troops for defending, or one if there is only
one in the country. As with attacking, a single dice represents each troop!
So, if the attacker rolls a 6,4,2 and the defender a 5,4 all you do is match
the highest of both sets of dice together (the lesser troop being
removed from the board), and the same with the second highest. In this
case the second highest for both sets its a 4. The defender always wins
draws, so the attacking troop is therefore removed. In this example, one
troop from each country in battle is removed.
*This must seem really confusing for someone who hasn't played Risk
before, but believe me it becomes more and more straight-forward as
the game goes on*
If all the defending troops in the country attacked are defeated, then the
attacking country moves its troops in (the amount of dice rolled by the
attacker matches the minimum amount of troops he/she must move in.
There are a few other rules involved, such as whenever a country is
taken over, the player who conquered it is allocated a card with a number
of stars on (one or two) and these can be used to aid in the drafting of
troops at the beginning of any of your coming goes.
Also, if your capital has been taken over, you cannot draft in any more
troops, but may attack back with any troops still in your possession to
regain that capital, and a foothold on the game.
Essentially, the aim of all this complex battling and conquering is to
capture and retain all of your enemies' capitals at once, therefore
winning the game and claiming your non-existent prize.
its a fantastically fun, intense game which can last an entire evening,
and should be enjoyed with only the solidest of friends, as well as a
collection of alcoholic beverage!
I bought this game about 2 months ago after playing for the first time around my friend's house. I got so fascinated with it that I had to buy it for myself. This game is excellent; it is a strategy game that is focused on world domination. There are so many great aspects to this game and Hasbro have made various versions including, 2210 A.D and Lord of the rings Risk. I however prefer the classic game because I know it so well and the concept of it is so awesome.
The first reason I love playing it so much is because the way you can select your troops in a certain way and move them is the direction of your choice. It is great when you attack people on this game and it makes you feel as if you can't lose when you have so many more troops then everyone else. The only thing I do not like about this game is when people team up for you it is very hard to come back.
The game is great because you can have as little as 2 people playing all the way up to 6 players which is when it starts to get very interesting. The game can last from as little as 1.5 hours up to infinity. My games normally last around 2 hours onwards and is best to play with at least 3 players.
This game could be so encouraging for some people because it can teach them how to make the right strategy not only on the game, but they can use this to their advantage in everyday life. This is a great game for family and friends and I really do not see how people could get bored of this amazing game. The first time I played it I really began to live. There are many versions of this game out there and are affordable prices. You can also buy this game on the iphone and the computer and I recommend checking them out too.
I hope this review has been helpful and I rate this game a phenomenal 5 out of 5!!
Next to the game Monopoly is Risk one of my childhood favourites. It's a game that you can play with the whole family and you can almost play the whole Sunday. It's perfect during Christmas but also fine for a night during the week. Just be careful with the time because before you know it you are playing for several hours.
With Risk you have the possibility to conquer the whole world with your army. Risk has been a successful game for years now and has been made by the same company who made Monopoly: Hasbro. You can play the game with 2 up to 6 players and I think the ideal number of players so somewhere in between. 2 players is fine but 3 or 4 players is more ideal due it's more strategy and like forming alliances. 6 players is too much for me because it can take up quiet a long time before it's your turn again.
The principle of Risk is very simple. It's all about world domination and destroying the army's of your fellow players. World Domination is my favourite because it's simply making sure you destroy every army on the board and conquering all the country. It's fun but also means the game can drag on for literally hours. The second way to play risk and maybe shorter is playing with a mission. Every play has to pick one of the card with a mission written down. This mission can involve conquering a certain continent, destroying a certain army or conquering up to 24 countries. What I like about the mission is that your fellow players don't know which mission you have. Of course also you don't know what the other players have so you have to watch them carefully to discover what they are up to.
Depending on the amount of players you are playing with you get in the beginning a certain amount of army's. This is your army and along the game you get reinforcement depending on the amount of countries you have conquered. You can also increase your amount of army's by a kind of bonus system. Every round if you have conquered a new country you get a card with a symbol. If you can make a certain match with three cards you get a amount of reinforcement. These cards will turn out to be very important because they can be very helpful. You can receive up to 10 extra army's which is quiet a lot.
Before you begin the game you have to count out the number of army's and then a equal amount of cards will be handed out to every player. On each of these cards there's a country and this means you have this country and you can put army's on them. Every country to get should have at least 1 army and depending on your mission you can decide which army gets more army's. For example if your mission is to conquer the continent of Australia you want to make sure you place more army's in order to be able to conquer Australia before another player conquers it.
When everybody is set up it's time to play the game and start conquering another players. You can only attack the country which is next to a country you control. The match is decided by rolling dices. The attacker gets 3 dices (when they got at least 3 army's) and the defender gets 2 (again they got at least 2 army's). Who rolls the highest numbers will win and every time a person wins the other person loses 1 army until there's nothing left.
What I love about Risk is that it's all about strategy. Where are you going to place your army's in order to defeat your enemy? The game can easily turn and especially in the beginning when it looks like one players is becoming the strongest player, it can all suddenly change when everybody else on the board decides to attack that person. At one point and often much later in the game it becomes obvious who's the strongest and that person becomes inevitable which can make it a little bit annoying and boring towards the end. It all the depends on how somebody is playing. If a player decides to defend himself a lot instead of attacking then the game can roll on for hours. What I also love is it simplicity to play. The game rules are very easy and everybody can play the game within minutes. It's only the strategy aspect that makes me more difficult and challenging.
Risk is a strategy based board game - the quest? Just a little bit of World Domination!!
The game consists of a fairly large board - think 1.5 monopoly boards, which has a picture of the world on it with the continents in different colours, within each continent several countries are marked out - these are not all modern countries on my Risk board, but more recent versions may be up to date. Then you have loads of different coloured little plastic soldiers (1 unit) horses (5 units), and cannons (10 units). Then there are a load of dice and cards - a card for each country.
Players pick a card each (face down is the usual) and places a unit on that country. Then each player will add additional troops into their countries of their choice. You use these armies to move into bordering countries and use dice to settle who wins the battle. The more troops you have, the better your odds. Although you don't have to worry about rolling for a whole army at once, you have a limit of three attacking dice, but you can just have this scenario multiple times.
The idea is to take many countries as you get bonus troops for every three countries held, on top of the standard number of troops you get each turn. Then if you can build up to holding a continent, you get even more bonus troops. Every turn where you make at least one successful invasion, you get a card which can also be traded in for bonus troops - yep, there is a lot of troops....
Everyone keeps playing until one person owns the whole world.
This is a very long game - I remember being a kid and playing this for a weekend, and that was only for one game. Truces will be made and broken, friends will stab you in the back, you will serve your revenge cold...
Now it is unfortunately, but quite predictably, a bit of a sad/geeky game. But if you can get past that, it is good fun - although rules need to be established i.e. duration of turn, amount of countries you can attack in a turn etc, so you can finish a game in 3 or 4 hours.
Risk is a popular board game of up to 8 players and can be summed up as a "WORLD DOMINATION" board game for all the family! Since it's original release, there are now a range of different variations, including Star Wars, Lord Of the Rings, Narnia, Transformers and Halo.
~~~CLARITY OF INSTRUCTIONS~~~
The instructions provided are extremely clear on how to play the game. They have clearly labelled headings and contents, even selected pictured illustrations.
The game facilitates game play for up to 8 players.
~~~GAMEPLAY AND ENJOYMENT~~~
Simply put, each player has a number of military, which are placed of designated areas of the "world", given through the cards dealt. Players take turns to place armies, attack, manoeuvre and so on.
The aim of the game is to complete your mission, conquer the whole world, eliminate everyone, or the many other variations of game play available.
The rules might be difficult to grasp at the beginning as there is a lot to take in. However, after a few goes, it is easy to remember and play. There are lots of rules, but they are progressive and can be gradually picked up.
Playing this game is extremely fun, and takes absolutely FOREVER, however unlike Monopoly, this game requires skill and is not totally dependent on chance. Whilst one will argue that it IS based on chance, due to the dice rolling, this is also dependent on who attacks who, when and where which is user decided.
This strategic and tactical board game is one that provides lots of excitement, even angst, and can be an emotional experience, when your allies break the deal, or you are trapped or isolated?
It is around £20
I would recommend this game to everyone, however, it is quite a difficult game to grasp in the beginning, and might not be for everyone. This is one heavy board game which I personally love, but could be too much or too nerdy for some!
Also, it is not suitable for small children who might not understand the game and it would definitely be too complicated for them. I would say 7+, although it is dependent on the child. Also, a LOT of patience is required.
I would happily spend a night in playing this. Would you?
RISK is without doubt THE best board game I have EVER played. Upto 6 players can battle against each other for world domination.
How it works:
You have to win territories from each other via the roll of a dice. You can invade your opponents territories and try to win continents, when you do win continents you receive more battalions to do battle with.
To the reader, this may sound a little boring, but let me tell you, I've seen all age groups get EXTREMELY into this game. It requires not only skill and wit, but a great deal of negotiation and strategy planning.
It becomes hillarious when you are pitted against your friends or family in a war of dice to decide who wins who's territory, it isn't just a game of strategy, it is a great deal of FUN!!!
As you win more and more continents, your once so called friends will try almost anything to survive, it truely is hillarious watching grown-ups behave in such a way.......
BUY this game, if you don't, you are missing out on probably the best board game ever designed.
Well, I'll leave it upto you to decide if this is a bad point or not, but the game usually lasts several hours, and always will be if played properly. A little tough to get to grips with at first, but once you've got it, just brilliant!
Do you want a game that can last longer than YOU? Well good, you've come to the right place.
Risk is the ultimate in mans man board game. Its a game of skill stratagy and stabbing you best friend in the back just so you can re-take france.
Risk is essentially a terratorys game, The aim of the game is to either wipe out all your opponants armies OR achieve the mission given to you on a card at the start of the game, this could be "Control America" or "Wipe out Blue Army".
The game is played by moving pieces (that represent different amounts of troops) to a territory next to the one thay are already in. A Territory can never be left unguarded so you must leave at least one toop in each terretory you posses. To attack and oponant you say you wish to move in to thier territory, each player rolls 1 dice for each troop they have to attack/defend with. If the attacker rolls higher than the opponent on his/her die then the defender must remove that number of troops from the board, alternativly if the defender rolls equal or higher then the attacker must do the same. Once one opponant is defeated than the winning player takes that terretory.
Each players turn can last as long as he or she wishes moving as many or as few troops as they like. After all players have taken thier turn then reinforcements are distibuted depending on how many territories you own (the more you have the more people you can recruit in to your army).
Both these facts mean that games can last Hours, Days, Weeks, Months it has even been known to last years for a game of risk to be completed.
If your looking for a game that will require a little statagy then you dont want risk, if you want stratagy coming out your ears then this is the game for you.
There are many versions of Risk currently available, they tend to retail at about £15.
Risk is a truly wonderful game.
Basic idea of the game;
Before I actually played this game, I thought it was going to be hideously complicated. This is mainly because the boys on my corridor used to disappear off to play risk with an air of superiority while we girls tutted at their geekiness and watched diagnosis murder and the five afternoon movie. Had I but known the delight that a good game of risk can provide I would have gone with the boys! This game is so great because it is so simple.
The board is an impression of the world divided into continents and further subdivided into territories. These territories are split equally between the players, and each player puts an army on those he has been assigned. The game then enters the deployment phase. During this phase each player has a certain number of armies he can reinforce his territories with. As such at the end of this phase players have strengthened their force in certain areas of the board. The game then enters the attacking phase. During this phase each player takes turns during which they can deploy further armies (depending on the number of territories they hold) and attack neighbouring territories by rolling the attacking dice (1-3 dice depending on how many armies in the attacking territory). Whilst the defending player rolls the defending dice (1 or 2 dice depending on how many armies in the territory). If the player manages to take a territory they can take a risk card. If they manage to make a set of three risk cards they can deplot extra armies at the beginning of their turn. their is also a deployment bonus if you manage to hold a whole continent (not easy - especialy if many people are playing!). The game ends when the winner has annihalated the losers (a nice family game!). Alternatively you can play with mission cards, where the players all receive a mission at the beginning of the game, and the first to complete their mission wins.
I realise that after saying this game was delightfully simple I have made it sound very complicated - but I promise that when you play it, risk is not that complicated. Indeed I taught my 13 year old sister in ten minutes and she went on to completely annihalate me (i did not take this well!)
This game is a bit different from the standard board games (monopoly, trivial pursuit etc), and as far as board games go is very exciting. However, I will admit that it is very hard to be a nice person whilst playing risk. If I am winning I gloat alot, I have been know to cry if I lose a particuarly vital terratory! (I am 23 years old!). This game is perfect if you have a few people round for dinner and want to spice up the evening by seeing peoples true characters!
Overall this board game is alot of fun and I would thoroughly recommend it! You can pick it up for about twelve pounds newor considerably less than that second hand on ebay - it is worth every penny!
Risk is a super game which is all about using strategy cmbined with a bit of luck. The idea of the game is to secure world domination by invading different countries until you rule the world.
There are drawbacks to this game. First off it is very complicated and certainly we still need the rules to hand every time we play. Each game can take quite a long time to complete and I have seen games end in stalemate after well over an hour, also I do find the figures quite fiddly to move about and they keep falling over.
The game board is basically a map of the world divided up into countries or rather regions in some cases. Ideally you need at least three players to have a proper game. ach player is allocated a colour and receive pieces to place on the board, soldiers are worth one, cavalry five soldiers and artillery ten soldiers. The first player to go puts one soldier on a country they wish to own, then each player takes it in turn one go at a time until all the regiuons are controlled, you then take it in turn to add reinforcements to certain regions.
When this is completed you then take it in turns to battle for control of a neighbouring region using your pieces and a set of dice. It is rather complicated but the attacking player has three dice against the two of a defending team, the two highest dice decide who wins that battle, to win a war you need to remove all of the oppostion pieces. Before each move you get new soldiers dependant on how many countries you control with binus men if you control a whole continent.
This game is all about strategy, where you place your pieces at the start has a big impact and you need to have a strategy over which continent you will go after iniially.
The game can be a lot of fun but it is rather complicated and to be honest I have only scratched the surface of the rules otherwise this would be a 2000 word review.
What I like about the game is that it does make you think however luck still plays a part due to the use of the dice, to speed it up we sometimes change the rules of battle so that a whole war for a country is decided on one shake, that certainly helps speed it up a lot and can see lots of pieces removed in one go rather than the slow death that sometimes occurs in the game.
Overall the game is pretty good but it does have its limitations and to be honest is probably only suitable for children over ten although my twelve year old cousin soon got bored with it when he played it.
12 Armies against Kamchatka! Watch my glorious Green troops sweep across Asia, knocking aside the feeble Pink and Blue forces of my opponents!! *insert Imperialist cackle*.
My first experience of Risk was as an innocent 10 Yr old, well versed in the arts of such entertaining Family Games as Monopoly and Scrabble, but naïve to the all conquering tyranny of my Father's game play at this new and exciting game. After losing rather shockingly the first few dozen times we played, I resolved to hone my tactics and would spend hours of my summer holidays from school playing alone, monster 6 player games where I controlled each Army individually. I learnt the Arts of the game, Feint Attacks, Continent Bagging and other dark secrets.
I digress - I'm much better at Risk now, and although this sort of warmongering is, I'd imagine, primarily a male reserve, it is a game that the whole family can enjoy. It's certainly fun when you take turns to gain and then lose territory, the balance of power seesawing between players until the decisive break comes - and then your younger sibling chucks a wobbly and stomps off declaring that it's unfair, and he never wanted to play the stupid game anyway. (We've all been there...).
When you unfold the map you see an array of colour coded continents split into sizeable countries. There are 40 countries in all, some are parts of a larger country (Western and Eastern United States), and some represent more than one country (Argentina is Argentina and Chile).
The countries are linked both by land and by sea where dotted black lines adjoin - for instance the sea route between Brazil and West Africa.
The basic premise of the game is to control all the countries on the map, or until your feeble enemies give in. The two options of the game are: multiplayer - where more than 2 players compete, and the 2 player game, which has a third Neutral player that can't attack. There are Mission Cards included to create shorter games, whereby your mission might be to destroy all Blue Armies or control 25 Countries.
Ok: to begin. There are 40 cards dealt out equally between players. These cards tell the player which country to place his armies in. The number of armies a player starts with depends on the number of players, but varies between 20 and 40, and the forces can be taken in 1, 5 and 10 army units - these neat triangular, pentagonal and hexagonal plastic blocks. Once you have at least one army in each Country, you are free to spread the rest out according to where you plan to attack/defend. If you had been dealt 3 of the 4 South American Countries for example you might choose to attack the fourth and cluster your troops accordingly.
Each player has a chance to carry out attacks each turn, until he runs out of armies to attack with (you must attack with at least 2 armies, as one must remain in each country you own). At the conclusion of the turn you receive a card which will help with new armies later.
Attacking involves upto 3 red dice, and defending up to 2 blue ones - the odds are in the defenders favour though as a draw is to their benefit (arguments do ensue). The skill in winning a new country is not to overextend yourself and leave weak single army flanks that an enemy can march straight through next turn.
On your second and successive turns, you will receive reinforcements - 1 for every 3 countries owned, and also a number of armies for each continent completely controlled by your forces - Australasia is worth 2 armies, and Asia 7 for example, and also armies for a set of 3 cards (the ones you received at the end of each turn) - each card contains a symbol above the country: Artillery, Infantry and Cavalry, and a set of 3 of each or 3 mixed will give you either 4,6,8, or 10 armies respectively. The reinforcements help you plan your next round of attacks.
It sounds complicated. It isn't really once you get the hang of though, and its immense fun sweeping away your opponents hard owned gains, and the stupid smile on his face too. The most important tip is: Slowly! Just win a few new countries each turn, and defend your borders well. By picking off the continents one at a time, you will build up an unstoppable force within a handful of turns and be ready to strike!
Overall: with fairly few rules (the instructions, including diagrams and variant options only stretch to a handful of pages), a colourful map and playing pieces and an addictive playing method this game is great fun for all the family. After all, we all know only Dad ever wins Trivial Pursuit (even if he has to cheat!).
I have always harboured latent desires to conquer the world and the only thing stopping me was the fact that my patent for a super laser and mind control ray was never taken seriously by the useless bank clerk who would not authorise my home improvement loan to fund the building of a prototype. Guess who will be up against the wall in front of a firing squad come the glorious day? As master of the world I did see my self as a benevolent and quite majestic leader, some may view my plans to convert Stamford Bridge into a leper colony a bit extreme however when Mourinho coaches them to dive it will be obvious as bits fall off, and the conversion to a new religion Wengerism will take time however I can assure you that Angelina Jolie will definitely have earned her medal for services to the state.
In the short term however I have to satisfy myself with ruling the world through the more genteel game of Risk although anyone who has witnessed the FDH family playing the game will realise that genteel is not the right word. Any family where each player has their own victory dance which they perform with every victory however small cannot be called genteel.
Risk is a highly successful board game made by Hasbro that has been in existence for many years. Anything from two to six players can take part and for two player games there is a slightly different version otherwise it would become a little boring. The ideal number in my opinion is four players as this means that you do not have to wait too long for your turn and also with this number there are enough players to ensure you will be defending territory quite often and also the possibility of forming alliances exists even if they are not encouraged in the rules.
The objective of the game is simple, world domination. To achieve this you need to control all of the territories on the playing board. The board itself is basically a map of the world with a set number of territories marked out in each continent e.g. in Europe you have Western Europe, Great Britain etc.
Each player then has their own coloured army which is made up of units. An infantry man is one unit, cavalry officer is equivalent to five units and a cannon equals ten. Initially it is the single units that you will have and the number you get at the start depends on how many players there are in the game. Other equipment includes three attacking red dice and two white defending dice and a pack of reinforcement cards which you collect during the game. Once you have decided the running order by a shake of the dice the first player puts one of his men on a territory which effectively claims it for them. The rest of the players then take it in turns until all of the territories have an army on them. Players then take it in terns to add their remaining pieces one at a time to the board to boost their strength in certain territories until all of the pieces have been deployed.
This is very much a game of strategy, where you place these pieces and the territories you control have a major impact on the game that follows, the dice do introduce an element of luck when it comes to the battles however a good strategy should still be able to overcome even the worst vagaries of the dice unless you are me, when even the combined might of two cannons and three infantry men will fail to claim Iceland which was defended by only four units. FDH your boys took one hell of a beating.
Each players turn can be made up of four different stages. The first is that you get to add reinforcements. There are a number of ways this is done. Firstly you add up the number of territories you control and divide that number by three. The remaining whole number is the number of units you get. If you control a whole continent then you get extra units as well depending on the size of the continent and finally as the game progresses and you win territories you get territory cards which can be exchanged for more units. Once these have been deployed the second phase is to decide whether to go into battle. You can only attack a neighbouring territory connected either by land or a sea route. You can attack with anything up to three units but must always have at least one unit left behind to defend the territory. The defending player can defend with up to two units at a time. Each battle then involves shaking the dice dependant upon the number of units each player has. The highest dice roll wins the battle and to fully invade a country you have to remove all of the opponents pieces in that country. Once achieved you take over the territory and pick up a card which is phase three. Finally you can fortify your position by moving forces between connecting countries.
It is safe to say that this is by no means a short game; it can go on for quite a bit of time and can become quite heated and competitive. The thing that I love about it is that you constantly have to be thinking about you next four or five moves ahead of time and then adapt your strategy when things go against you. Aimed at those 10 and above despite its military overtones it is a good game for children as it teaches them to think strategically and plan ahead. I have noticed that my 13 year old is getting better with each game and is clearly learning to change the way he approaches the game.
The version that we have is the basic standard version, there are a number of collectors editions on the market and featuring models from different eras or themed versions such as a Star Wars version. One thing I would say is that the plastic models are quite small and need to be looked after however if they were too big it would make the board very cluttered. The instructions are set out in a Command Manual which is well written in plain English. A couple of reads were enough for us to get a good understanding of the game and once you start playing it I found that we all picked it up really quickly. I also like the fact that within the manual there are a number of examples to explain the different scenarios that can occur.
Definitely a game I would recommend and currently at Amazon it is on sale for £9.99 which is £10 off the rrp.
Emperor FDH thanks you for reading and rating his review may the rain from his loins shower down on you in golden drops of nectar.
Ok, now anyone who has bought RISK knows that the Manual is quite hard to understand. I am going to try to make them easier to understand here and hope that I succeed. It is worth noting, that depending on what edition of RISK you buy (I have about the last 4 editons) the rules do change slightly depending on what happens. Therefore it is worth checking slightly to see what your rules say, but the overview here should make it easier for you to understand them.
This will be a very long review as the rules are complex, but hopefully it should be useful for someone, if you know the game somewhat then just jump to the My Opinion part which will give you my thoughts.
I love this game and first played it when I was about 8. This is definetely a game to learn while playing from other players who know how to play.
Manufacturers Age: 10 Years and Up
Number of Players: 2 to 6
About the Game (RULES):
OK, first thing to say is that this game can be played in two different ways, Firstly you have World Conquest (see below for more details) and you have Mission Cards (again see below for more details). Both games use the same pieces and basic rules, but the aim of the Game is different.
I will begin to explain the Rules by stating the Aim of the Game and then go into how you play it, etc.
AIM OF THE GAME:
I will start with my favourite part which is WORLD CONQUEST: This basically means that in order to win the game you have to completely wipe out / defeat / kill all your enemies. Worth noting is that this version of the game can take ages. I have played World Conquest with 4 players before and the game has taken about 2 Days virtual solid playing to finish.
The second option is MISSION CARDS:
Now Mission cards are quite simple and can be quite a quick game. Baically the Aim of the Game is to complete a Mission that you get from Mission Cards (which come with the game with Mission Cards written on the back). These Mission include such as - ""You must conquer 24 Countries" or " You must take control of Europe, Australia and a 3rd Continent" or "You must take control of Europe and South America". Basic game play is that each player has a different mission (and there can be overlap in these as you can see above between Mission two and three that I have given as examples). Each player is therefore playing to win the game by completing the mission that he has got before any of his opponents finish their Mission.
SET UP OF THE GAME / BACKGROUND INFO:
Now the setup of the game is the same for both versions of the game.
First however I will give you a short background to what is included within Risk and how you set the board up.
Basically this is a Board Game and the Board is basically a Map of the World. This world is broken down into 6 continents (North america, South America, Europe, Africa, Asia and Australia). Each Continent is worth a different amount, depending on its ease of protection from opponents.
Also included within the game are Mission Cards (as explained above these include Missions if you choose to play that version), Cards (there are 44 cards, one for each country on the board and 2 Jokers - More about the cards below) and in the version shown here, player pieces (you have 6 different colours which make up the 6 Players) - these are made up of individual soldiers, Cannons and Cavalry. In the version that I play, the individual soldiers are worth 1 man, the cannon are worth 10 men and the Cavalry are worth 5 Men. This version makes the Cannon worth 3 and the Cavalry worth 5 if I remember correctly, but the only thing that matters is that make the decision before you start playing so that every player knows how many men each piece is worth. You also have included with the game 3 Red Dice and 2 Blue Dice which are used for attacking and defending your countries but more on this shortly.
OK, now you have an idea of the Board and what is included with the game, so how do you play?
HOW TO PLAY RISK:
Ok, what basically happens next depends on how many players are playing the game, this makes a difference on how many Men you start the game with (you get reinforcements as you go through the game, but I will talk about that later).
I will assume that you have 4 players which I believe is the optimum amount for World Conquest, for Mission Cards anything from 4 - 6 is excellent although the game can be played with less.
Within your manual it should say that with 4 players playing you start the game with 35 Men (or some figure close to that, this does vary slightly depending on the version). These are basically your Army and you will be using these and reinforecements as you go along.
Therefore you first need to count out 35 Men from your pile in front of you (Each player should take one colour as their Men). Now you should take the Playing Cards - minus the jokers (not the Mission Cards) and divide these by the amount of players, therefore in this case 4. As mentioned above each card has one country on it, you should therefore take from the pile of 35 Men that you have counted out, 1 Man and place it on the country that you have got on the card. Therefore you will have divided the world into your own territories (For example sake and to make this extremely simple, if your card says Ukraine on it, find Ukraine on the Map and place 1 Man on that country.
Once every player has done this, you should have one man on every country on the Board (if any country does not have a Man on it, then someone has made a mistake so check the cards again).
OK, now assuming that every country has a man on it, gather together all the cards and the two jokers and shuffle them and place them in a pile by the side of the Board, these are still important for the reinforecements but will explain that later.
Ok, now each player should still have the remainder of the pieces in front of him from the 35 first counted out (Note that I am still using the example of 35 which is if you have 4 players, do check the manual for 5 or 6 Players as you get less Men at the start if you have more players and more Men if you have only 2 or 3 Players.
Now at this point of the game the first part of the strategy comes in as you have to decide where to place your remaining men (You can place these Men only on your countries which were decided by the Cards, and the basic structure is that you all throw one dice and the person with the highest Dice gets to place one Man on a country of his choice (as long as it is his country). Then the next person on his left places one man and so on until all of the remaining 35 Men have been placed on a country of your choice.).
This is where the strategy comes in, if you are playing Mission Cards, then you should place your men where they will do you the most good in completing the Mission (Note that you will not be able to complete your mission in one go, and therefore you should think strategically and maybe aim to fulfill one part of the Mission and think long term about the Mission, for example, if you have conquer Europe and Australia, then maybe if you are in a position to do so, position your Men in Australia to conquer that continent and then aim to take over Europe later in the game when you have reinforcements.
If you are playing World Conquest, then the strategy is about placing your men, where you can best get reinforecements and build up a solid base to take over the world. Like in the real world when you are attacking something, you should consider not spreading your men too thin, but concentrate them within the same area / continent so that you can build up a base and work on taking over the world from there.
You have now set up the board and each player has its Men on the Board on its area. Now it is time to really talk about the reinforcements.
Ok, now there are three ways that you get reinforcements in risk. Firstly you only get reinforcements at the beginning of your turn (and not on your first GO - i.e. when you first place armies on the board). The three ways that you get reinforcements are as follows, firstly you get reinforcements if you hold a complete continent at the beginning of your GO. The number of men you get as reinforcements depends on which continent you hold, i.e. Australia equals 2 men reinforcements while Asia equals 7 Men reinforcements (NOTE: you must hold the complete continent when it is your turn, should you lose one country of the continent before your turn starts then you do not get reinforcements for that continent). The second way you get reinforcements is by counting how many countries you hold at the beginning of your turn and divide that amount by 3, i.e. if you hold 15 countries at the beginning of your turn, then you divide 15 by 3 and you get 5 Armies, equally if you have 14 countries then you would only get 4 men (14 divided by 3 is 4.66 and you always round down to the nearest full number). NOTE: the minimum reinforcements you get via this method is 3, therefore even if you hold less than 9 countries you still get 3 reinforcements.
The third method is by using the cards. See below shortly about the cards as it is a slightly longer method for the reinforcements.
Ok, you have counted up how many men reinforecments you get, for one last example to make this as plain as can be: e.g I currently hold the continent South America completely and have 16 countries which are mine (i.e. I have at least one of my men on that country). I would therefore get 2 Men reinforcements for South America and 5 Men reinforcements for the countries and therefore I would get in total 7 Men reinforcements. Ignore the cards here for now as I have not explained that yet.
OK now that is the basic rule of reinforcements. This is vitally important as the reinforcements give you more men to attack to complete your mission or start with your global plan to take over the world. Reinforcements can be put on any of your territories that you own to strengthen those territories and allow you to attack elsewhere.
OK NOW THE CARDS:
Now then, as mentioned above you have in total 44 cards, 42 of them with countries on them and 2 Jokers. Now what I have not mentioned yet is that the 42 cards with the country on them, also have another figure on them. Basically 14 of them have an Infantry Soldier on them, 14 of them an Artillery piece and 14 of them a Cavalry.
Each time you take a turn and conquer at least 1 territory, you should take at the end of your Go, one card. The maximum amount of cards that you are allowed to hold are 5 at any one time. When it is your turn and you have at the most 5 cards you will be able to hand in 3 cards to get reinforcements. You can hand in 3 cards when you have 3 cards to get reinforcemenets assuming that you one of the following sequences:
3 Artillery Cards (4 Men)
3 Cavalry Cards ( 8 Men)
3 Infantry Cards (6 Men)
1 Card of each (i.e. 1 Artillery Card, 1 Cavalry Card & 1 Infantry Card) (10 Men)
Note: The joker can be used as a substitute of anyone of the other cards as it has all three on it.
Therefore on your forth turn (as you have to wait at least until you have 3 cards) and assuming that you have one of the above sequences you can hand in the cards for reinforcements. In my game we play we use the above reinforcements as in the brackets, but the later versions have changed the order for reinforcements. Again please check the manuel, but the only important factor is that you decide beforehand what you are going to play.
NOTE: it is not always in your best interest to hand in your cards when you get your first sequence. It is always best to have one of each card as this is 10 Men and gives you the most reinforcements. Also you should use your reinforcements when you most need them in Battle, maybe you are weak and need to strengthen your borders, or maybe you want to attack and conquer something. Use your cards wisely!
OK, now that is basically all about reinforcements, now to to what is really the final point of the game, and also a slightly complicated factor. How do you win a Battle / How do you conquer a country?
HOW TO WIN A BATTLE / CONQUER A COUNTRY?
OK, first thing to know here is that there is always an attacker and a Defender. You can only attack someone when it is your turn, but you may always have to defend.
Now in order to attack, the procedure is that you must have at least 2 men on a country (basically at all time you must always have 1 person defending the country, and any others that you have you can use to attack).
Now the attacker uses the Red Dice (the defender uses the Blue Dice). When you decide to attack, you can only attack an adjacent country (right next to each other or connected by a black line - Note Alaska and Kamkatcha are connected by a black line even though they are on the opposite side of the Board.
Now when you attack you should always state where you are attacking from and what country you are attacking.
OK, now to the Dice, as an attacker you must decide how many men you are attacking with, this makes a difference in how many dice you are allowed to throw. Remember that we stated you always need one defender, therefore always discount 1 Man when attacking from your country as he is not allowed to leave. Thereafter you are allowed to throw 1 dice for every person attacking the country, up to a maximum of 3 dice. NOTE: if you decide to attack with 3 Men and throw 3 Red Dice then you must move 3 men into that country if you defeat all the defenders on that throw. Should you win your battle, but have not defeated all of the defenders then you must decide whether you want to attack again and state again, where you are attacking from and here you are attacking to and with how many men. I will explain in a second about how you win etc.
Now the defender has two Blue dice that he can defend his country with. He can only throw 2 dice in the official rules if he has a minimum of 3 men protecting his country (we have always played with a minimum of 2 men defending his country but this is up to you). NOTE: the defender can always decide to throw only 1 dice but he must state this before the attacker throws his dice (this is to stop the defender looking at the attackers dice and deciding that he would prefer only to defend with 1 dice.
OK, now how do you decide who has won or lost:
Basically both attacker and defender throw their dice. You then take the highest dice from the attacker and match this to the highest dice of the defender. If the defender is defending with 2 dice, then you then take the next highest attackers dice and again compare this to the next highest defenders dice. Whoever has the highest dice has basically killed 1 man of the opponents army. NOTE: If the dice has the same value, then the defender wins and the attacker has to remove 1 Man from his attacking force. (I would use the thought that the defender is in a fortress while the attacker is in open space and therefore if they both shot at the same time, the defender wins as he is behind secure walls).
Once you have decided who has lost men and had these removed from the board, it is then up to the attacker whether he wants to attack again or stop this attack. The attacker might decide that he wants to attack another country first and come back to this attack. That is his choice. NOTE: If the attacker loses men and wants to continue his fight, he must check to see how many men he has on the country that he is attacking from, for example if he only has one man then he cannot attack as that man must defend the country, if he only has 2 men, then he can only throw 1 attacking red dice, if he has 4 men or more then he can choose whether to throw 3 attacking red dice or maybe only 2 attacking dice. That is his choice.
OK, now I think that that is basically all of the important risk rules, and I hope that you are still with me and have not fallen asleep yet.
Basically you keep taking turns in attacking and getting reinforcements until someone has either completed their mission or conquered the entire world. This long instruction should help you understand the manuel that comes with the game, or at least I hope so because otherwise I have just wasted a complete load of time.
Ok, now that mammoth task is finished of how to play and the rules, what are my actual thoughts on this game?
Ok, now I must first say that I love this game, I find it entertaining, fun, involves both luck and skill and you really do need to work out a strategy to win and possibly find some allies.
Firstly how to set the game up, once you have learnt the basic rules and played a number of times, it is really simple and quick to set up. It is so easy that it takes virtually no time at all.
Do note that this game can take ages, even Mission Cards can take some time if you have players with really tough missions and / or simular missions. I have played as I mentioned above World Conquest for a couple of days on just one game. Simularly we used to play Mission Cards on Bank Holiday weekends and start playing at around 21.00 Sunday night and not finish the first Mission Card game until 03.00 Monday morning. Othertimes we would play 3 or 4 games in one night. NOTE therefore that if you are not willing to be patient and you want quick games stay away from Risk.
Second point to mention is that it is very easy to lose at Risk and not do very well. After all remember that this game depends all on Dice throws and basically Luck. There is some skill in deciding when and where to attack, etc. but whether you win does depend on the Dice. Therefore note that I have played this game before with Mission Cards with no chance of winning and if this bothers you a lot, then possibly don't play.
You will also find that when you play this a lot with the same people, that you get a lot of grudge matches going on, and sooner or later if you are good, you will be destroyed and ganged up on by everyone else.
This is however all part of the general fun of Risk. No other game quite gives you the thrill when you finally finish your mission or finally conquer the world. Equally when you are about to win and complete your mission and the person wins just before you can, this really is so annoying but equally great fun.
What else to say about Risk, it is about Strategy. Luck on the dice can get you so far, but knowing when to attack, who to attack, and possibly more important persudaing the other players to attack the person you think they should is all part of the game.
This is truly a great game for a lot of players, one kinda disappointing part is that if you are wiped out quite early in a game, then you can be sitting around for a number of hours until the game finishes. Worth noting for anyone who does not like this notion.
That is really all I can say about Risk, it truly is one of the greatest Strategic Board games that you can play and I recommend it to anyone who enjoys long games. Do not be put off at the beginning as you are still learning, but persevere and play it with people who know the game until you learn.
Did I mention that the game is actually quite easy to learn and most people do pick it up within 1 or 2 games. The trick is to learn from an existing player and learn while playing. None of us have ever been able to get all the rules from the Manual but have learnt from other people.
Note that this game does have variations and the rules are different depending on which edition you buy. Best thing to do is to check the basic rules that you all play before you start to ensure that you all have the same thoughts and rules in mind. We usually play the system that whoever's house we are playing in gets the final say in those little variations that we differ on.
Good luck all of you with your war and conquer the Risk world.
There are also other versions like a LORD OF THE RINGS Risk game which is supposed to be absolutely excellent. So keep an eye open for this as well!
I also recommend the Risk Computer game, it has an added benefit that you can play on your own against the computer and also online with multiplayer against real people. If you are a die hard Risk fan then get the computer game.
Verdict: 4 out of 5
Risk Board Game Ever wanted to know what it was like to pitch war against war with other dictators in a battle of wits and pure luck? Know you have the chance. (Big build up isn't it) ~ The Game ~ Risk is a board game where the board is a map of the world the size and shape depending on the version you have purchased. Version on retail sale now is wider then the older versions by about 33% across the width. But the map, boundaries and countries are all the same just a little more space to play on. Its for 2 to 6 players but the 2 player game is tedious at best so really best to have 3 players or above. At the start of the game the 42 country cards are dealt out to the players split up equally. I know 42 does not divide into 4 or 5 but in these cases one or two players will get an extra country to start off with its no big advantage can even prove a disadvantage. Each player is given a mission card if playing the "mission game" (read later about game types.) After gaining all the countries they can occupy they put one army on each country as you can desert or leave a country they must always have at least one army on them. They then get what is left of their 40 armies to space out across the board as they see accordingly this is normally done 1 army at a time by each player so there is no biased in going last or first at being able to see your opponents move. This however will take a while and it sometimes proves better to just place 2 down at a time increasing speed, 3 at a time gives too much advantage to the person going last. After all pieces are on the board each player takes a turn at rolling the dice to see who will go first, second through to last. First player has his goes it picks a country to attack from to attack to, and he can do this as much as they like before ending their go i
f they have taken over a country the get a card from the countries pile. (Read later about cards) After this players turn the person going next gets reinforcements at the start of their go and every will at the start of their go their forward. Count your countries you get one new army for each country you own with a minimum of 3 armies. If you own a whole continent you will get extra reinforcements, the number accordingly to the difficulty of the continent to own with Australia and South America only giving you an extra 2 as they are easy pickings with low amount of countries and easy to defend with only one or two entry points, Asia will give you 7 as it is the biggest and is connected on 3 sides by many countries borders. ~ Battling ~ The battles take place by a country attacking another where their boarders touch. Attackers can use up to 3 dice and the defence 2, the attackers can only attack if they have 2 or more troops. Attackers: 2 armies: 1 dice 3 armies: 2 dice 4+ armies: 3 dice. Defenders: 1 army: 1 dice 2+ armies: 2 dice When both set of dice you compare the top attacking dice to the defending ones, and the higher score wins if scores are level then the defending team because they only have 2 dice they win. Examples: If the Attackers roll 6, 4, 1 and the defenders roll 5, 4 Then you match up 6 to 5 and the defenders loose one Then you match up 4 to 4 and the attackers' loose one If the Attackers roll 5, 3, 2 and the defenders roll 3, 1 Then you match up 5 to 3 and the defenders loose one Then you match up 3 to 1 and the defenders loose another one If the Attackers roll 6, and the defenders roll 5, 4 Then you match up 6 to 5 and the defenders loose one ~ Game Types ~ Mission Based: Eac
h have a mission card given as above it has instructions on it once you fulfil these instructions then you have won the game its first to fulfil wins. This game is the more tactful one of the two but it can be over very quickly. Domination: No mission cards the idea of the game is to wipe out and away your opponents until you own all the countries on the board. Once a player is on top and owns a lot of the countries he will get more reinforcements granted but the other players will then tend to gang up as he owns more land and so more chance of having something that one of the other players' needs or wants. ~ Cards ~ The cards referred to previously that you get by taking over a new country has two features on it a country and either a man (infantry) a horse (cavalry) or a cannon (arsenal). For trading in 3 men you get: 4 armies 3 horses: 6 armies 3 cannons: 8 armies 1 of each: 10 armies Cards can only be traded in at the beginning of your go. No player can hold more then 5 cards at anytime. Cards can swing a game largely the can bring you back from the edge I know a lot of people whom have got heavily annoyed by the cards. But I personally think it adds an unexpected turn in the game that adds a lot more fun. ~ 2 Players Only ~ For 2 player missions there is no mission option the only way you can win is to wipe out your opponents. Due to the lack of players a neutral army is assigned. Divide the cards up still among the 3 of you. For each country the neutrals have place 2 men on each. When each player gains new forces before their go the other player gets the turn to place half (summing down 5 is 2.5 so becomes 2) the amount of neutrals down. ~ Pieces ~ The game is made up of little figures, these represent your armies they come in 6 colours. They represent: The Man (
infantry): 1 army The Horse (Cavalry) 5 armies The Cannon (Arsenal) 10 armies ~ Tactics ~ Going for your mission card head on will normally cause you to fail a few good tactics that I have found. Australia holds the key to the game. It only consists of 4 parts and only has one entrance. It is each to take over and once you've finished taking it over just pile up the defence in the one entrance. It will get you 2 extra armies every turn. Reserve yourself flying into every available battle may look welcoming but remember at the start of that persons go he will get more armies and spreading yourself way too thin it will be hard to recuperate. Cards can make the game for you with high player games I find it best to hold your cards until you have one of each, if this doesn't happen by the time you get 5 get rid of 3 and wait again for it. As it gives you the highest number and cards are valuable. All the rest is up to personally taste. I like to go for continents while my hun likes to take as many of my countries out to mare sure I don't get many reinforcements. ~ Problems ~ Australia is such a strong hold is may ruin the game. The luck based side of it, you may get annoyed when you mass army is wiped out by a single army. Mathematically possible and it does happen. Gets a bit repetitive not the game you can get out daily, more of a fortnightly game. When someone luckily has a mission which due to their positioning on the board is very easy to do and complete. Taking it too seriously may loose you friends ~ Overall ~ I enjoy the game and so do a few other people I know but some people really do not like it and really can not take to it. It really is a marmite thing; you love it or hate it. If you are interesting in tactual games that still involve the surp
rise of luck then you'll enjoy this game. Plus you can get it new for about £9.99 from Toys R Us. If you don't entertain a lot but you want to play it then you can buy it on PC or Playstation and play against the computer, and with your friends without all the setting up but it does not have the same atmosphere. Have a Nice Day © David Clark ~ Electronics (DaivdJamesClark@hotmail.com) Capital letters courtesy of: http://www.chuckleweb.co.uk/fixit.php
PROLOGUE. ------------- A long time ago I purchased the game ?RISK? to add to my vast collection of board games. I read the manual which made absolutely no sense; therefore the game was left and forgotten about. Then a few nights ago we had visitors who spotted the game, they dragged it out, dusted it off and taught my husband and I how to play. RISK. ------------- You are about to embark on the ultimate game of military strategy! You will be in charge of vast armies and your mission is ? ?to take over the world!!!? Use the roll of the dice to battle against enemy armies ? In order to gain control of territories, then entire continents; in your campaign for world domination. Rely on strategy to lead you army into victory! Only one force can triumph ? plan cautiously or else a promising victory could turn into a devastating defeat ! There have been many versions of RISK published by ?the Parker Brothers?. The first was published in 1959; each time the game has been re published since: the rules have been slightly adapted to make it more comprehensive. The latest was released 2004. ~~~I appreciate that the entirety of the rules and directions to play are not necessary to a review. However I shall try and summarise them ? my reason for this is that the ?manual? is incredibly intimidating. It was only after being taught the game and returning to the ?manual? it made any sense at all. This game is a super game ? I hope having read my simple description of the game, it will seem more approachable and prompt you to go; buy and try it !!! *** WARNING ? MODERATELY COMPLEX RULES IMPENDING *** (feel free to skim as appropriate!!!) There are two predominant ways to play this game. The first being ??World Domination?. The board is a colourful ?world map? consisting of 6 continents containing 42 territories. There are cards to represent these territories. At th
e beginning of the game the cards are shared between the players and you are given your military units. You take turns in placing your military units upon the board on the relevant territories, (these are little military playing pieces provided in the game) ready for play. A turn consists of 4 phases. PHASE 1; REINFORCEMENTS. (obtain more military units to defend and attack with.) ~Each turn you receive reinforcements (more military units). You divide the territories you own by three and that is the number of military units you receive (the minimum you can receive is three: irrelevant of how few territories you own). ~If you own entire continents you receive extra reinforcements, the number of military units you receive depends on which continent you own (there is a chart on the board to indicate this). ~?territory cards? are obtained if you conquer any enemy territory in your turn (a ?territory card? will have a picture of; infantry, cavalry or artillery upon it. There are also wild cards, which can be used as any.) If you have three of a kind or one of each ? you can exchange these for extra reinforcements (the number of military units you receive is indicated in the manual). PHASE 2; COMBAT. (battle with opponents to conquer territories and continents.) Once all reinforcements have been deployed you can prepare to launch your attack! To do this you have to own a territory that borders an enemy territory and you have to have at least two military units on the territory from which the attack is to be launched (one unit has to be left to protect the territory). You then have to announce; the territory from which you will attack; the territory in which you will be attacking and how many units you will use in the attack. The battle ? The attacker has 3 red dice and the defender 2 white dice (no matter how many units you attack with, you can only use 3 dice ? however if you have three or less units, the dice nu
mber reduces accordingly; as with the defence but the number of dice for the defender is 2). ~The attacker rolls their dice first, followed by the defender. ~The highest roll is compared ? the loser takes of a military unit. (If more than one dice has been rolled, the next highest roll is compared and the loser takes off one unit.) Should the rolls be equal, the defender always wins. ~Whoever wipes out all there opponents units, owns the territory at the end of the battle. You can launch as many attacks you want in a turn. However you cannot launch an attack from the same territory twice in one turn. PHASE 3; MOVEMENT. (move military units to defend or ready for attack.) Once you have completed all your attacks, you can make one move with your units to fortify your position; to protect your front line or in preparation for your next turn. This is a movement from one of your territories to another; the territories can be adjacent or to any of your territories: as long as the territories in-between are controlled by you. PHASE 4; COLLECTING A TERRITORY CARD.(collect a card with you can exchange for more military units when appropriate.) If you conquered at least one enemy territory on your turn, you receive one ?territory card? (regardless of how many territories you took ? you can only receive one card!). A ?territory card? will have a picture of; infantry, cavalry or artillery upon it. There are also wild cards, which can be used as any. If you have three of a kind or one of each ? you can exchange these for extra reinforcements (the number of military units you receive is indicated in the manual). The first player who eliminates all the enemy opponents and occupies all 42 territories is the winner. *** COMPLEXITY OVER!!! *** (for those who managed to read and understand my attempt of interpretation ? well done you !!! ) ~~~ This method of playing is so much fun, it can last hours and
hours and hours and hours (we played from 9pm until 5am, only then did we stop as everyone was struggling to function efficiently). Its great as you can form allies and target particular players, then when it suits, stab your ally in the back and go in for the kill !!! ?keep your friends close and your enemies even closer !!!? ============= The second is ? ?mission RISK?. Play is conducted the same as ?world domination?, besides the following ? Before you distribute your ?military units? initially, you will receive 4 mission cards (This is probably the biggest change in RISK on this release). They are ranked in level of difficulty; Captain, Major, Colonel and General. Some examples are; own twice as many territories as any one person on the board ? own one continent ? conquer 4 territories all on different continents. You can only claim one mission as complete, each turn; once you have achieved the said mission. After you have completed three missions, you are to turn the fourth and final ?mission card over? for all to see. You win by being the first player to achieve all missions or eliminating all your opponents. ~~~ This method again is a lot of fun; it generally is a shorter more practical way to play than world domination. For me it isn?t as satisfying as ?conquering the world?, however in the ?rat race? that is today ? very few of us have hours and hours and hours to commit to a board game therefore it is a great alternative. ============= Alternative ways to play are; ?2 player RISK? and ?Team RISK?. The rules vary slightly and should you know the general game of RISK ? it is easy to adapt accordingly. The directions to play are quite comprehensive in the manual and the ?turn sequence? remains the same. ============= ~~~Strategy is probably the most important element to this game; in any variation. You have a quest and you need to achieve
it; you need to stop people preventing you from doing so and prevent them from achieving the quest before you. Do this as cunningly as you like ? make allies and don?t be afraid to stab them in the back! Play callous and sneaky ? get out your eye patch and napoleon hat ? prepare to dominate the world !!! Place your ?military men? carefully and considered. It is good to own and keep at continent at all costs ? you will receive extra military men for this and be a stronger player. Defend your borders ? remember you have the upper hand when defending ? attack is not always advised. (ahhh ? but how many reinforcements will your enemies receive next turn ??? its risky business!!!) Prepare your self for many arguments, tempers raging and greedy determination ? you will all want to dominate the world !!! Your relationship with your opponents will be tested to their limits!!! EPILOGUE; ------------- I love this game ? It completely feeds my competitiveness and it brings out the worst in people. It is such a long fight to win and the satisfaction of doing so can not be equalled by any other board game. It can be so infuriating when the dice does not roll in your favour ? but there in lies the ?RISK? ? AND ? how downright annoying when an ally chooses to change allegiance (chose your allies cautiously). The people who play make the game ? The first time I played it, all players were highly competitive: and this made a great, tense and fickle atmosphere. For £19.99 ? at this moment I cannot think of any money better spent. I initially owned the 2003 version, after playing that first time I went to find the 2004 version. The ?manual? is more comprehensive and the missions are more challenging and varied. I have only seen the latest release in one shop so far ?toys R us. The 2003 version can be found in most toy shops, some super markets and a number of larger book stores. The ?military units? in the 2004 version are a lo
t more durable than previous versions. The game is said to be for 2 ? 6 players ? The game is not even close to being so enjoyable unless you have 3+ players. The more players there are usually means the longer the game. It is said to be suitable for 10yrs + ? I haven?t played this with a 10 year old but: I can only assume that with all the strategic/tactical planning, forming of allies and such ? that a 10 year old playing with adults; would be at a disadvantage or used as a pawn (of course I could be very wrong and it would depend on the child playing!). It would be my opinion that if a child does play seriously ? it should be against those of a similar age. My reluctant complaints are that the ?manual? is very complex and can be a deterrent (but then it is a complex game and all efforts should be used to understand the manual ? persevere ?you will not be disappointed!). Reading back ? even my directions still would appear confusing; to someone hoping to play it for the first time ? I truly don?t think the directions could be condensed further !!! I would advise that you throw yourselves in at the deep end ? begin to play and take it from there ? hopefully it will unfold itself and become obvious! (Then do as I did ? return to the manual, where it will all magically make sense!). The other complaint I have is that with so many little ?military units? they are easily misplaced ?I think if little pots were provided to keep them in, it would be far easier not to lose the buggars !!! This board game is incomparable ? It rules !!!