Risk comments

Eric Jome
Fri, 25 Oct 1996 16:02:34 CDT

in literally hundreds (if not thousands) of games of Risk, these are the rules i have learned:

notes on the game
   diplomacy and charisma are more important than anything else
   the best continent is North America
   Australia is easy to take, but too difficult to get out of
   When shooting for Europe, you must own Africa first
   the best optional rule you can use is a limit of 12 armies per country
   only a fool lets a player with one country live
   no one should attempt to elminiate a player unless virtually guaranteed of doing it
   if you want to dominate the game, read Sun Tzu, Art of War

conclusion
   Risk blows.  it is too simplistic and dull to really challenge a
   strategic mind... if you like charisma, play Diplomacy.  if you like
   beer & pretzels, play Blood Bowl or Ogre.

computer games
   in the MacOS version of Risk, if you want a "hard" game, choose
   6 players, all Neutral, with random placement, and fixed (ie. 5 per)
   card set.  If you can beat this setting, it is time for you to
   get a new hobby.
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Eric Jome's Two Player "Ultimate Risk"

Setup

Each player chooses three of the available colors. These are placed in front of each player in a line left to right and are called Army 1, Army 2, and Army 3. Count out for each color as many armies as would be used in a 6 player game. Shuffle and deal out all of the cards including the wild cards to each of the colors. That is, each player gets a set of 7 cards which is assigned to a color they have. Place one army on each country corresponding to a card you have; if you have a wild card, you may place one army on any country that you own (ie. specified by the other 6 cards). Roll for starting player, highest chooses to go first or second; colors then alternate Player 1, Army 1, Player 2, Army 1, Player 1, Army 2, etc.

Rules of Play

1) There is a limit of 12 armies per country.
2) Card sets are always worth 5 each.  The traditional reward for having
   cards of countries the color controls applies.
3) A Player may not trade cards or armies between colors he controls.
4) Different colors of the same Player may attack each other; the other
   player rolls the defence dice.
5) If a player takes a country from a color they control with a color
   they control, then they do not receive a card for that victory.
6) When a color is eliminated, the cards belonging to that color go to
   the discard if the color is eliminated by a color of the same player
   or to the eliminating color if it belongs to the opposite player.
7) If all colors for a single player are eliminated, the player with
   no colors can pick one color of the opponent.  This color becomes
   his; he may win with it as normal.  This color retains its same turn
   sequence; if it is the current color, the player taking control
   continues with the turn.
Winning The Game

A player may only win with one of the colors they control. They win if they take over the entire board (ie. normal victory conditions).

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eric