Several factors combine to make the game entertaining.There is a definite need for strategy, yet much depends on luck (sounds a lot like real war, eh?) both in terms of the roll of the die as well as where you start out geographically on the board, as some areas are much easier to gain and hold than others.The game usually will involve a lot of turns of fortune, adding an interesting emotional component.And, in the end, the winner rules over the entire planet-and who, deep down in the inner sanctum of their imagination and ego, doesn't feel like that's the way it ought to be?
The game has an educational component-primarily from a geographic point of view.A lot of the larger countries are broken down into regions and states within the larger national framework.I first learned a lot of the names of places from the Risk! board.
There is the basic game board, armies (small pieces of plastic or wood (depending on the age of your game), a deck of cards (one for each "country") and dice.
A lot of games come and go.Risk! has been around a long, long time.That in itself speaks volumes.
This is a great game, especially for larger groups (6-8 players) and those with plenty of time on their hands.A typical game will last 3-5 hours.
Go ahead, give it your best shot and see if you have what it takes to conquer the world!I had looked at this game for years, blissfully ignorant of the addictive dreams that lurked within. Of course, I have always harboured secret desires leaning towards absolute power and control of the globe, so it was no surprise that "Risk" turned out to be perfect.
Basically, the game is played out between up to 6 players with various territories that are under their control. As players dominate entire continents, they gain bonus units for their forces. As they take over territories, they can collect cards for even more units. In this way, you can try to build up for using pure, brute force to achieve dominance.
However, one might like to get into some intrigue and conspiring. This, in my opinion, is where some of the best features of gameplay come out. Just the delicious opportunities to ally yourself with other players to crush a mutual enemy, and then turn on each other when the deed is done. The fluidity of gameplay is greatly enhanced, and the tension mounts with not really knowing who to trust. It is a very important part of the game's appeal and enjoyment, in my opinion.
There are lots of little pieces to the game, so that may be an issue for those with younger children in the house. It is a bit easy to lose pieces. Other than this issue, the pieces and board are quite durable and you should get years of enjoyment out of the game.
For the taste of strategy, crushing opponents like bugs, double-dealing and treachery, all spiced up with pure war, "Risk" is a very addictive and extremely cool game. It will entertain your for hours, and is a great way to spend an evening with friends.
Although, how long they remain friends is open to debate!
This game is a simulated war among 2 to 6 players for world domination. You get bonuses if you control a continent, plus as the game progresses you will have the opportunity to bring more and more reinforcements into battle. Luck is sadly a HUGE factor in risk since the roll of the dice always represents a 50-50 chance of victory. I have seen five units decimate an entire 30+ unit army. This is what will get things heated up. Risk's game play is built in a way that it WILL get the worst out of you, which is good when you're winning and getting on your friends and siblings nerves. There are some extra rules to push up the strategy factor but not enough to make a real difference. The new versions of Risk seem to get it right. So look for Lord of The Rings Risk, Risk 2210 and Risk Godstorm and have fun!
Risk has been around for some time and it has gone trough a gazillion face-lifts. First the game pieces were wooden Roman Numbers (I, V, X). Now we have beautifully detailed plastic soldiers. This version has more changes yet such as:
The cannons now come with its soldier.
New Map design with a Golden Cavalry marker to keep track of reinforcement's level.
Mission rules are remade. Now you have to complete four separate missions to win. The two mission cards are gone. This will avoid your opponents to predict your mission.
This is a new version for collectors and a better version for first timers. Have fun getting under your opponents skin and remember to never hate your enemy; it will affect your judgment.
Read Best Reviews of Risk Here
First, let me say that I do not really consider myself a South American person.Certainly not in the way some people are Australian strategists, who always start off with as many of the four areas of down under as they can get in the initial set up of "Risk."From Australia you have to go for Asia, but from South America you can move to North America or Africa.My objective in the first stage of the game is to have big armies in Central America, North Africa, Southern Europe and the Middle East and control of South America and Africa.This gives me not only control of two continents but denies other control of three more as well.
I have played a computer game version of Risk, but whipping a computer to conquer the world is no way near as much fun as sitting around a table playing with friends in college.Risk is a great game under such circumstances because you do not have to sit at the table the entire time; you can go off, make a sandwich, watching a game on the tube, or whatever, until it is either your turn or somebody yells out, Irkusk is under attack and you need to roll your defense dice.Then it comes down to how lucky you feel, for many an ego has been shot down by trying to take a country and seeing an army decimated by an opponent rolling fives and sixes.
This is also a great game for students of history and/or current events because there is an inherent tendency to provide the game with a narrative structure, especially when some undermanned army puts up a spirited defense.Then those gathered around the board will sing of the glory of the valiant defenders of Iceland, who were able to stave off the horde of "Green Meanies" attacking in three directions.My only complaint was having to pick up all the pieces every time you knocked the tray onto the floor...
Before there were computer games, before there was Dungeon & Dragons, there was Risk as the premier social game for college students.I am sure its rank in the world of competitive gamesmanship has been greatly reduced in the past couple of decades, but in its heyday Risk was the game of choice on weekends.
I feel sorry for people who say their favorite game is something like "Sorry," where a drawn card determines with blind luck the game's outcome. It is more of a diversion than an actual game. I am proud to say "RISK" is my favorite game -luck is one element, but so is strategy and brainpower.
The goal is simple: Rule the world. Unfortunately, there are 2 to 5 opponents in your way. The game tends to last for hours as weaknesses are tested, strategies are played out and brave (or foolish) conquests are carried out. Though many games can last for hours, the tide can turn in a single round. For those fans of strategy games, this is a must-have.
I did take one star off durability because the pieces are rather small. Be prepared to pick a few out of the carpet days after the game has ended. Other than that, take care of your gameboard, cards and pieces and I have no doubt it will last many years.
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