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GameGeek
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quote: Originally posted by Urban Ranger
Picking territories end up having the same arrangement every game (given that there are same number of players) if the players are any good. |
In college, I played quite a bit more frequently than I do now. We frequently had not only the same number of players, but also the very same players. So we always went with card-dealing, which is my preferred setup.
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Father Beast
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My head stuck permanently in my civ
Feb 2000 time: 22:19
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It's been a while, so I may misremember some of the names.
Australia - easy to hold, but you may be trapped there if you don't have any other holdings. makes for a cool final showdown when the big guy finally comes calling.
South America- not as easy as australia, but still just hold brazil and equador, though mexico and north africa are preferable due to pinching off a continent for someone else.
Africa - This is the one least ever tried for, probably because it is too hard to hold on the north. I've only seen it held when someone had most of europe, too.
North America - This is the easiest, best continent to go for. lots of territories, and only 3 choke points/ Alaska (prefer Kamchatka), Greenland (prefer Iceland), and Mexico (prefer Equador). if you have those, you can grow and be hard to beat, unless someone conquers the rest of the world.
Europe - This is sought after numerous times, but almost never held long enough to collect the armies. it's that border with africa that does you in. Iceland (Greenland), Ukraine, and Middle East are essential. but you have to hold 2 on the africa border, too.
Asia - the big prize, and not as hard to hold as europe. Kamchatka (Alaska), Thailand (Indonesia), Ukraine, and Middle East are all. One of the most successful Asia campiagns was when someone had australia and some asian holdings to start with, held australia and slowly picked up the odd extra asian territory for a while, not worrying about holding asia until he was ready. Then he took the big 4 (3 for him), and the rest of us united against him and couldn't break his hold. He won, natch
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GameGeek
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Risk II also has some new territories, such as the Falkland Islands and Hawaii.
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GameGeek
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I realize that I'm probably way behind the times, gamewise, but I just got Risk II & I like it.
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GameGeek
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I read through the rules last night and it looks like Risk 2210, in many ways, is an almost entirely different game from the original. No turning in cards for more armies when you get a set of 3? No more getting the cards from any opponent that you wipe out? Nonetheless, it looks good. Can't wait to play.
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GameGeek
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Yeah, but after years of basic Risk, It's going to be tough to get used to not doing that. After all, I've grown accustomed to keeping track of what the next set is worth and planning my strategy accordingly. Perhaps even more important, in Risk 2210, if you wipe out a player, that player's cards are discarded! Seems like a waste to me. I haven't played Risk in a while, but I seem to remember that if you have 6 or more cards you had to immediately turn in a set (this may have been a house rule, I don't recall). At any rate, that rule always led to things like this:
"Hmmm. . . I've 3 cards. Joe's got 4 cards. If I pile all of my armies in Greenland, I can make a long march through Europe and wipe out Joe . . . I'll get his cards and that'll give me 7, so I'll have to turn in cards. That'll give me an extra 12 armies mid-turn and then I can invade Asia from Ural, and keep Bob from getting those extra 7 armies."
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GameGeek
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quote: Originally posted by Kinjiru
Many I wish i could get my kids into these games... |
Yeah, my wife and I moved frequently for several years and I kept threatening that if I couldn't find a game group, by golly, we'd just have to make one!
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All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
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