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Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:19
  Old Post 28-12-2004 07:47
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I always play with picking the territories.

Urban Ranger is offline Urban Ranger
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The City State of Noosphere, CPA special envoy
May 1999
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  Old Post 28-12-2004 13:23
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Picking territories end up having the same arrangement every game (given that there are same number of players) if the players are any good.

PLATO is offline PLATO

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Of the occupied South
Dec 2002
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  Old Post 28-12-2004 20:57
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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.


Yeah, once you know the game, then the only way to play is a random dealing of the cards. Of course, an experienced player can easily recognize a hopeless start and then decide to determine the outcome in a particular player's favor. So, I guess, both methods have their drawbacks.

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Nov 2004
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  Old Post 28-12-2004 21:37
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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.

Shogun Gunner is offline Shogun Gunner

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Oct 2000
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  Old Post 29-12-2004 00:30 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Dealing the cards for territories.

Regarding "Rambo" army fighting off a horde at the chokepoints, I've seen some near fights over accusations of "not rolling the dice properly" and taunting the attacker a bit much during a courageous defense.

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Dec 2002
time: 23:19
  Old Post 29-12-2004 04:01
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quote:
Originally posted by Shogun Gunner
Dealing the cards for territories.

I've seen some near fights over accusations of "not rolling the dice properly" and taunting the attacker a bit much during a courageous defense.


I thought that this was just part of the game.

Dis is offline Dis
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  Old Post 30-12-2004 05:48 Visit Dis's homepage!
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when playing against the computer, I liked picking my own territories. But against other humans, doing the cards is best.

This thread really has me in the mood for risk. Anyone know where I can find the PC version for free?

Shogun Gunner is offline Shogun Gunner

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  Old Post 30-12-2004 07:01 Visit Shogun Gunner<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I bought the PC Risk game for 5 dollars at Best Buy last year.

A quick google gave me this link for a free download. I don't know if its the original classic game or a cheap rip off.

Urban Ranger is offline Urban Ranger
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  Old Post 30-12-2004 14:21
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Risk II has a setup variant where you bid on the territories. It's only good if a computer keeps the records.

Father Beast is offline Father Beast
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Feb 2000
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Exclamation  Old Post 30-12-2004 19:06
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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

DaveV is offline DaveV
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Jan 1970
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  Old Post 30-12-2004 21:56
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quote:
Originally posted by Dissident
This thread really has me in the mood for risk. Anyone know where I can find the PC version for free?


Try Turbo Risk (link). Standard risk rules, and you can script your own AI. I had some fun writing an AI, but got frustrated with the AIs provided with the game.

Last Conformist is offline Last Conformist
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Jul 2003
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  Old Post 30-12-2004 22:19
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I never tried chosing territories. Just as well, probably.

Urban Ranger is offline Urban Ranger
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  Old Post 04-01-2005 14:36
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FB,

My experience is slightly different. I have seen players held Europe but nobody could hold Asia. Anybody tried got ganged up on.

Dis is offline Dis
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  Old Post 06-01-2005 22:40 Visit Dis's homepage!
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usually the player who can hold Europe is already in a position to win.

Because in my opinion, you probably need Greenland, maybe 2 territories in Africa, and 2 territories in Asia to keep it safe.

Urban Ranger is offline Urban Ranger
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  Old Post 07-01-2005 13:13
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Yes, Europe was never safe for long in the games I played, though some managed to hold it for 10 turns or so.

GameGeek is offline GameGeek
Chieftain

Nov 2004
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  Old Post 13-01-2005 01:48
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Risk II also has some new territories, such as the Falkland Islands and Hawaii.

Dis is offline Dis
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  Old Post 15-01-2005 00:36 Visit Dis's homepage!
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I actually bought risk II for my computer. but it wouldn't work on my system for some reason (the only game I couldn't get to work on my computer), so I turned it back in.

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Nov 2004
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  Old Post 15-01-2005 03:36
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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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Chieftain

Nov 2004
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  Old Post 22-01-2005 01:25
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Well, I finally broke down and ordered Risk 2210. Now I just have to browbeat some friends into playing . . .

Dis is offline Dis
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  Old Post 22-01-2005 07:33 Visit Dis's homepage!
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yeah it had some cool stuff in there I remember. You'll find more strategy in the game. Though luck of the cards still plays a very important part.

And a time limit can keep the game short (though they will still take a few hours I'm sure)

and you can have territories on the moon.

Kinjiru is offline Kinjiru
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Jan 1970
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  Old Post 24-01-2005 04:31 Visit Kinjiru's homepage!
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Lunar territories are HARD to keep, as I recall.

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Nov 2004
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  Old Post 26-01-2005 21:19
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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.

Dis is offline Dis
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  Old Post 28-01-2005 00:58 Visit Dis's homepage!
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yep, you armies are based solely on your territory holdings iirc. But the cards still do impart a luck aspect of the game. So that part of the original is unchanged. The cards can be very important. Especially the last turn of the game.

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Nov 2004
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  Old Post 28-01-2005 20:21
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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."

Kinjiru is offline Kinjiru
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  Old Post 28-01-2005 21:51 Visit Kinjiru's homepage!
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The cards in 2210 are very interesting in and of themselves. Especially in the final turn, where some cards advance you so many places on the score chart. Others let you prevent one other player from using any cards that turn.

Therefore, one of the most evil and most fun, tactics in 2210 is to save the card that prevents others from using their cards until the very end. In a close match the cards that advance you on the chart could put you over the top. Imagine how great/awful (depending on which player you are) to be prevented from playing those cards!

Other cards are very much risk/reward... the ability to destroy any three armies on the board, but a bad roll could mean some of those armies are your own!

Plus I really like how the board itself gets modified by randomly selected four 'nuked' territories where no one may pass. Can make Europe actually holdable for instance!

Many I wish i could get my kids into these games...

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Chieftain

Nov 2004
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  Old Post 28-01-2005 22:31
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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!

Sikander is offline Sikander
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Jan 2000
time: 22:19
  Old Post 15-04-2005 17:56
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quote:
Originally posted by Urban Ranger
Risk! is mostly a game of luck with a tiny bit of strategy.


I've won ten in a row over good players, and well over 90 % of my games over the last 25 years. Yea it's a game of luck, like Poker.

I value the continents by assigning them values by dividing the army bonus the continent gives by the number of borders that the continent has. Australia is best vanilla continent here with a 2:1 ratio. This doesn't take into account size (which can be a considerable advantage obviously), but larger continents are harder to take and hold initially, so I think it pretty much evens out.

Of course there are some nice continent clusters that can give better returns, like combining Africa and Europe (and the Middle East) for a total of 8 bonus armies and four borders. Better is the combination of North and South America (7 bonus armies and 3 borders). Note that alliances can be used in the absence of actual control of territories, eg if you have Europe and your partner has Africa you can both concentrate your strengths on your other borders.

 
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