Risk is a game of world domination. Players take control of a single color and create an army. Placing units in key locations and then moving your armies forward towards an overall goal of world domination. Along the way you encounter enemy forces, collect more units, and gain territory to expand your global empire. Up to 6 players can engage in combat at once, all with the same goal of global conquest.
Turns are taken in sequence from youngest to oldest. Each player can set a number of units each turn comparable to the number of territories they own. These extra units will allow your armies to push forward and defeat your opponent's forces. The strategy comes from the fact that the defender has a clear advantage during the showdown between forces. You roll dice to determine the winner, and if the defense rolls and ties the attacker then the defender is decided to have the advantage and win the round.
So the issue of strategy is now the concept of, do I risk my force in battle? If I do what is the consequence? How will this one turn affect the outcome of the game? And it all boils down to if you're willing to take a risk or not. Taking risks is part of the game, and often times can be quite rewarding, but at other times they can backfire with catastrophic results.
There are two kinds of risk players, both of equal importance, but with very different strategies. Your first kind is the conservative that will slow mass together forces and the strike after he sees a flaw in the opponent's plan. These are often times the more annoying variety of players to come against because games can take a long time to finish. The other kind of player is the win it all or lose it all person. They will mass forces on only a couple of countries and then try to march across the world with one dominating force. If they get lucky then this will work and the game ends in a matter of turns, it they are wrong, then it will end in miserable defeat early on for these players.
Adding to the playability to the game you have the addition of mission cards. These special cards will govern your armies purpose and direction in order to win. They can range from such objectives as, conquer all of Asia or Africa, or something as devious as, Destroy all of Red or Blue's Forces. Either way it adds a new dimension to the games overall appeal.
Risk is an excellent board game that requires little knowledge to play, and is a lot of fun as a family game, although it is better enjoyed by a group of friends with nothing better to do. The game teaches players logical thinking skills and cause and effect strategies. Overall it could be considered a good learning tool that will actually have benefits to playing.
Published by Chris Tidwell
Student at a local college View profile
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3 Comments
Post a CommentI love a good, long game of Risk. I'm reminded of that Seinfeld episode with the Ukrainian guy freaking out over Kramer calling Ukraine a "sitting duck."
Excellent review, this is one of my all time favorite games to play if you don't mind playing a long game. It's not Monopoly long, but it will still take a few hours.
Great Review! I love this game