• 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.


  • @Imperious:

    http://www.boardgamegeek.com/viewitem.php3?gameid=1794

    Dude, the game looks awesome!!!


  • Why are the Philippines not represented in the game of RISK? This would solve the advantage Australia has during game play.


  • You can dl the map and files for it


  • @Jermofoot:

    Risk is like a gateway drug:  it introduces you to bigger and better games.   :-D

    amen


  • If it weren’t for Risk there wouldn’t be games like Axis and Allies. Risk was a necessary step that led to the development of the better games that we have today.


  • @Moony:

    @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.

    amen


  • I seem to remember a game called castle risk and if I remember correctly, that game did suck.


  • Ugh risk is never ending at least A&A typically has a clear cut winner after turn 4…

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