• It gets drawn out and takes a long, long, LOOOOOOONG time to finish.

    That said, the best version is the a-symmetrical Star Wars Clone Wars Risk.

    The reason is that it’s a team game, specifically 2v2. The rep team has the immediate advantage of more land and faster card drawing. The sep team however, has to dig in as long as they can. Once order 66 is called, the sep team rolls a 8 sided dice for each rep territory. The longer the sep players wait, the stronger o66 get. So calling o66 on turn 5 would only make number 1 convert a rep colony - a 1/8 chance. But if the sep players wait 10 turns to call it, numbers 1-7 convert a rep into a sep colony.

    Maybe it’s out of line to call it similar to A&A, but if I had to, I’d compare the Axis as the rep and the seps as the Allies. The reps have to strike fast and hard in order to stand a chance. But if the sep players hang on long enough, they will have the advantage, as the US does.

    The other Risk variants use the same equality thing that is boring. Imagine if A&A was the same for each force. Difference is what makes it interesting. So if you are going to try a Risk game, I highly suggest you play the Star Wars one. The asymmetry is what also gives A&A its exciting flavor.


  • Risk, I find, is much more of a social game that can be picked up and played with friends. Its simple and most people know how to play it anyway. The game is different each time (due to random positioning) and its alot more fun among your normal friends thanks to the ability to form treaties, etc. that can’t normally be done in A&A due to static teams.

    That being said, the strategic depth of Risk is very limited. It all comes down to positioning and timing. The nice thing about A&A (but at the same time, the thing that seems to limit it) is the varied unit types. If you want to play a good game of A&A you need five guys that know the rules and are devoted to the game with approximately equal playing ability. In Risk, you can slap together four+ players of decent caliber and you can have a good game.

    I like Risk because my friends seems to have a tough time wrapping their minds around A&A and the difference in skill is astounding. However, there is somthing about A&A that makes it so appealing. That somthing is the strategic depth, but I am repeating myself.

    I like Risk 2210. Its awesome. Many more options.
    I kinda like Risk Godstorm. Its cool to have gods, but I’ve found that 2210 is much more interesting.


  • @Gen:

    The only time I use my copy of Monopoly is when I need fortification pieces for A&A (I use the house and hotel pieces) :-)

    That’s actually a great forgin’ idea!  Do you have any house rules pertaining to these “fortifications”?


  • Oh, and sorry to ignore the original question (I may have posted in this regard already - not sure) I think Risk does suck.  To use Jermo’s metaphor that Risk is like a gateway drug, I guess smoking pot just doesn’t do it for me anymore…  :lol:


  • I think risk has its place, or places.

    I started playing risk as a kid, when my friend had it and we never even read the directions.  We ended up coming up with our own rules that were closer to A/A with some attack defend rules like Imp. Leader mentioned.
      We played it for years (even using the actual rules at times) until that day when at a hobby shop we saw that glorious box of A/A and jumped right in. 
      It is great with a bunch of people who aren’t committed enough to learn A/A at parties and such, but I do think of it as more of a starting point into strategy games, like stratego.  I think alot of the variants in risk and similar games (attack!) are trying to draw the audience that is not quite ready for A/A or other deeper strategic games.
        2210 is a good variant, but I like the Castle edition better.  It is based in Europe and has a number of empires to control rather than continents, along with cards that give additional reinforcements, diplomacy, spies, admirals, generals and such.  You pick a capital to place your castle chip in, and attacks can only use 2 dice in sieges.  A very nice twist on the classic.  And what was cool was that it had the Europe map on one side and the classic on the other, bonus!
        I’d like to try the Star Wars and LOTR editions, the Napoleon edition looks interesting too.


  • I thought risk was awesome! Then I found A&A classic, later I moved to A&A revise, A&A D-Day….

    I like it b/c its a strategy game you can start with at a young age untill you can move to more complex games like A&A. Like many of you said it has its place, I’m just not there any more.

    -LT04


  • all you do is this:

    Infantry 1-2- cost 2 IPC moves 2
    Cavalry 2-2- cost 3 IPC moves 3
    Artillery 3-3- Cost 4 IPC moves 2

    artillery can either 1) move or attack but not both

    Take territories dont divide. The total value = the IPC you spend on units… when you turn in cards you get the IPC value instead of armies
    If you turn in any cards of territories you onw you get 1 inf.

    thats it. play on

  • Moderator

    OK this is pathetic! This thread is going into its 9th Month! Can someone explain to me what unique, witty, formatic, prose the title contains that has some infernal attachment to the “reply” button?!?!??!

    Venting, after posting and hating this thread in the past…

    GG


  • Not to pick a fight but didn’t you just hit the reply button and add to the patheticness (is that a word?) of the thread that you despise so much?

  • Moderator

    ironic isn’t it… Yes I did, but that was before I posted about the Reply button… So this is the “pathetic” post…


  • :lol: That theres funny I don’t care who you are!  :lol:

  • Moderator

    Glad it made you laugh… Making this my second ironic/pathetic post…


  • GG… where have you been?

  • Moderator

    very busy with school… Otherwise tied up with relocating debacles! I am trying to get back to the boards atleast once a month to catch up, and to make my post count look less, um, “thin”… Your looking spazzy though, like the avatar!

    GG


  • Well, I just want to say that Risk sucks when compared to A&A games and the like.  It’s like comparing Wolfenstein 3D to more modern games like Halo.  Same genre, but just not the same.  Now, I would have no problem getting down with the old school and playing Wolfenstein, so on the same note, maybe one of these days I’ll have to play Risk again…  :-)


  • Risk Historical Edition:

    Considerations:

    1. Get chips like they have in Axis and Allies
    2. Buy a real copy of risk. That would be the one you buy in Europe (specifically Hungry or England). All three units’ molds actually look decent. The chips are now used to indicate more than one (white=1 army, Red = 5 armies, Blue=10 armies).

    Units have new values: (Attack – Defence)
    Infantry:  1-2- cost 3 moves 2
    Cavalry: 2-2- cost 4 moves 3
    Artillery: 3-3- Cost 6 moves 2

    1. At the start of your turn you count your territories and buy more units using the cost values.

    2. The movement factor is the number of different attacks that can be made each turn. Each attack can be of unlimited duration. For example you can attack with infantry, taking a territory and then attack one additional territory. This constitutes 2 movements. Cavalry can perform this up to three times per turn.

    3. During combat if artillery rolls a ONE result they may select the type of unit they want to allocate as a hit. Otherwise this is the choice of the defender.

    4. During combat your cavalry can allow the retreat by the defender of units equal to the number of cavalry forces left defending at the end of a combat round. This is the only case where the defender can retreat.

    5. At the end of combat all units that did not make any attacks can now move within your own territories equal to their movement allowance.

    6. When you get cards they represent the actual piece you get as replacements. If the card is a wild card you get one unit each of all three types. For Example: if you get a Cavalry card then you may place this unit in your controlled territories. Cards are no longer turned in for growing sets.

    7. As usual you draw your card at the end of your turn and you then get to place your forces

    Optional rules:

    Adding new units: (Attack-Defense-Movement-Cost)
    Frigates:  3-4-2-7. These units can pick up two units and drop them off as an invasion.
    Grenadiers (elite infantry): 3-2-2-5
    Generals: +1 for all units in territory in either attack or defense. Each player gets one General, when you conquer somebody you obtain the service of an additional general.
    Fortress/Forts: two rolls of 4 each round, both preemptive (no return fire from hit units). Each level costs 6. Place chips under to denote the value of the fortress.

    Capitals: each player selects a home territory: this territory receives a free fort of 3 levels. If you lose your capital you lose the game.

    Starting Armies:
    Each player starts with 100 point army and the free 3 level fort for his home territory. His home territory is selected first when you randomly select positions. You decide how your army will be constructed.

    Imperious Leader-


  • @murraymoto:

    I think risk has its place, or places.

    Exactly.  I am playing Risk with my 6yr. old stepson right now, wondering when the time is right to bust out the A&A.

  • Moderator

    perhaps the oldest thread resurrection ever?


  • no way. i saw one guy respond to a post about 5 years old. I just left him alone to think a reply was forthcoming.


  • @Guerrilla:

    perhaps the oldest thread resurrection ever?

    lol.  Well, I was just wandering around the forums and found it.  I wanted to give my two cents about it since Risk does get knocked quite a bit.

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