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r/Risk
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Risk Game Rules and Strategies

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What's the 'best' strategy to Risk?
r/Risk • 1
How do you guys view the game of Risk?
r/Risk • 2
Risk: is it supposed to feel this luck-based?
r/boardgames • 3
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Risk Game Rules and Strategies

TL;DR

  • Focus on controlling continents for bonus troops.
  • Use large armies strategically rather than spreading troops thinly.
  • Adapt your strategy based on the game dynamics and opponents' moves.

Strategic Placement and Army Management

A key strategy in Risk is to focus on controlling continents to gain bonus troops each turn. This often involves concentrating your forces at strategic points, such as the borders of a continent, rather than scattering small numbers of troops across multiple territories [1:2][1:4]. Players often recommend maintaining one large troop cluster to deter attacks, as opponents are less likely to engage if they know you can retaliate with a significant force [1:3].

Psychological and Diplomatic Play

Risk isn't just about military might; it's also a psychological game. Understanding your opponents and negotiating effectively can be crucial to success. Some players view Risk as a game of diplomacy where you must balance aggression with alliances and manage perceptions among other players [2:4]. Creating opportunities for others while positioning yourself advantageously can lead to victory [2:7].

Luck and Variance

Risk inherently involves a degree of luck due to its reliance on dice rolls. While strategic planning is essential, players need to accept that randomness can influence outcomes significantly [3:1][3:4]. The element of chance allows players of varying skill levels to compete together, which can make games more inclusive and unpredictable [3:5].

Continental Strategies

Different continents offer unique strategic advantages. Australia is often cited as a strong starting point due to its single-point entry, making it easier to defend [4:2][4:6]. However, some players prefer South America or Africa for their manageable fronts and potential to expand into North America or Europe [4:4]. The choice of continent should align with your overall strategy and the current board dynamics.

House Rules and Variations

To keep the game fresh and address some of its age-related design limitations, many players introduce house rules. These can include assassination rules, secret capitals, or additional missions to add layers of strategy and unpredictability [5:1][5:3]. Such variations can enhance the gameplay experience by introducing new tactical dimensions and reducing predictability.

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POST SUMMARY • [1]

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What's the 'best' strategy to Risk?

Posted by [deleted] · in r/Risk · 3 years ago
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ORIGINAL POST

At first- I thought the basics of Risk was to control your fort. I thought I figured the game out after two games.

In the early game, all the outer areas of my region, I'd place 2 or 3 so prevent it from being taken.

I'd protect my fort from being taken- then slowly grow my territory. And at the same time, ensure my continent wasn't disrupted so I could get the bonus troops and always try to prevent the enemy from forming a full continent. And once my numbers were strong, I'd put my eggs in 1 or 2 baskets and slaughter bit by bit. A rinse and repeat strat that seemed to work.

I thought that was how to win. I assumed the basics of conquering was to win by not attacking. Wait for the opponents to kill each other and swoop in at the right timing, balancing the ratio of troops while taking advantage of the 3-to-1.

But then- when this dude just placed all the troops in one area then slaughtered the shit out of me- I realised- aye, have I been playing this game wrong the whole time?

Cos- I thought Sun Tzu said that the best way to win was to not fight and I THOUGHT Risk used that method of warfare too.

Was I wrong? What the hell is the correct way to play this game?

If I can form a solid fort of 2s and 3s and slowly increase as time goes on but one dude destroys it with a single 30, then what was the point of building it bit by bit?

4 replies
Cade_Ezra · 3 years ago

I've seen people place 2s and 3s in random territories before and it doesn't make much sense. If you have troops, you should be stacking them on the borders of continents. It's also a tactical advantage to keep your largest army unblocked in case you need to break another player's army or kill another player.

There's a lot of minutiae that I'm not covering, but the basic answer is random small armies don't make much of a difference compared to one large one.

1 upvotes on reddit
[deleted] · 3 years ago

The logic as a noob for placing 2s and 3s is to prevent the 3-to-1 situation where an enemy can easily steal the territory.

So- if scattering troops around isn't the best move?

What's the key to Risk? Just placing big numbers and conquering?

1 upvotes on reddit
Cade_Ezra · 3 years ago

The key is to not waste troops trying to hold territory that doesn't matter. If it's a 1v1, the goal is to outearn your opponent in troops in successive turns to win. That requires breaking continents first and the number of territories second.

The key to risk is to defend continents with big armies. Small armies defending nothing doesn't make much sense.

1 upvotes on reddit
BobbybittmanJR · 3 years ago

Spreading out troops in small clusters like that will just get you killed.

For one it pisses the other players off because you’re preventing them from moving, for two they can just use their large troop cluster to mow you down.

You have to feel out your opponents. A lot of the time all you need to hold a continent is one large mass of troops. They won’t attack even if you have 1s on the countries because they know you’ll smack them with your big stack.

Every game is different and most games you’ll lose just because it’s a combo of luck on rolls, your opponents, where you spawn, cards etc.

Online Risk is about 75% luck as far as winning goes. Too many variables

You can have the best plan, be perfectly set up but if your opponents are idiots or someone on your border bots out you’re fucked.

I just lost a game where a “master”….who had Australia and was basically tied as the strongest player in the game with one other player spazzed out and attacked me with 90 troops or so to my 60. Then he took out another guy who had about 20 troops left.

He went from being in first to 3rd, behind a bot….and about 70-80 troops behind the lead player, who quickly took him out, before the bot even.

So the guy went from being strongest in the game to 3rd place just because he spazzed out.

It happens all the time too, especially since the update. You can’t filter out the complete morons so it’s basically a coin flip who they suicide on or take out for no logical reason.

1 upvotes on reddit
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r/Risk • [2]

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How do you guys view the game of Risk?

Posted by 5r67 · in r/Risk · 3 years ago

I know this is pretty open-ended. But I am trying to grasp how people view it without bias. However, some examples for a better feel of the question are prudent.

Do you enter each game with a strategy? Do you wait for opportunity? Do you make opportunity? Do you play the odds? Are you confident in winning a majority of your games? Is it so about luck mitigation? Is it just luck? Do you try to pay bad opponents? Do you try to pit your opponents against each other? Do you try to identify and aid one player into throwing the game in your favor? Do you try to figure out opponents motivations and predict the future? Etc. Etc. So on and so forth.

I was just watching YouTube videos, so this is where examples came from (I think).

9 upvotes on reddit
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Bite_It_You_Scum · 3 years ago

Primarily a fixed capitol conquest player here.

Entering into the game, the first couple of turns my strategy is largely dictated by my board position and turn order. Can I place my cap in a natural choke point that isn't prone to being card blocked, and hold it until my turn? How disconnected are my troops, can I consolidate easily or will I be struggling to do so while also holding my capitol? Also, where are my opponents likely to play to, based on their capitol placement (if their turn is before mine) or where most of their troops are?

Sometimes I get lucky and have a good spot to place my capitol, other times I have to weigh my placement against competing factors. Early in the turn order, you have a bit more freedom since you can reinforce before others can blitz you while you're weak. Later in the turn order, you're almost always going to want to place your cap on one of your strongest positions, even if that means being in a bad spot, since losing your capitol before you even start is basically a guaranteed loss unless you get extremely lucky. Generally I seek to place my capitol in a place where I will not have someone elses directly next to mine, since I prefer to stay active and don't want all my troops to be tied down on defense. Given the choice between a natural choke point that I will have to fight and possibly die for, or a less advantageous spot where I can quietly build without being bothered by anyone, I will almost always choose the latter.

The initial few turns are about consolidating my position and getting a feel for my opponents. Figuring out who is passive and who is aggressive, who can be a good neighbor and who wants to play Mr Policeman and break everyone's bonus is very important for dictating the rest of my game.

My default strategy is to be a good neighbor unless I have a large enough advantage that I can bully without worrying about repercussions. I will sit back and take 10 turns to take a continent if it means that provides the opportunity for conflicts to arise elsewhere. I try to give my opponents little reason to attack me, both by discouraging them through making the stacks they need to go through large enough to be not worth attacking, and by opting for small armies on the borders and large "fuck with me and find out" counter attack armies. It all depends on the start of the game and the way my immediate neighbors play.

Mid game, I'm looking to anticipate people over-extending, or players botting out. Grabbing capitols when possible is important, but it's equally as important to understand that everyone else is thinking the same thing and you can use that to your advantage. Often I will see people overextend for a capitol, which causes comical chain reactions. In that situation, the person who has not thrown away half of their troops for the potential to gain 2 more per turn is usually the one who comes out on top. Having a feel for when to make a play or when to sit back and let others punch each other out for a capitol is dark art type stuff, it's a mix of gut feeling, experience, and luck. You can't always do this, as they say in Battlestar Galactica, "sometimes you gotta roll the hard six" and just make a move because the other option is to accept 2nd place or less, but with experience comes a better ability to understand other players motivations and avoid getting to the point where your options are limited.

One of the things about capitols that I like is being able to use them as bait. Kind of giving away the secret sauce here, but often times if I perceive that someone is angling to take one of my capitols, I will leave it defended enough to hurt them a lot but also weak enough to give them hope. Especially if it isn't important to guarding a continent bonus. As a good rule of thumb, a player will almost always lose 2x as many troops as as there are defenders. It's actually closer to 1.7 but there's enough variance that you can just call it two and be pretty safe. Sometimes it's better to write those troops and the +2 bonus off, knowing that whoever takes it will lose a lot of troops and weaken themselves, making them a target for other players (who will also weaken themselves) or causing them to leave a more strategically valuable position less defended. This is all situational obviously, but being able to identify those situations and capitalize (hehe) is a large part of what separates higher level players from weaker players.

Edit: Holy shit I wrote a novel, sorry. It's late and my brain is frazzled from playing games, I'm a bit rambly, and pleased as punch to see a nice post that will prompt some interesting discussion

3 upvotes on reddit
5r67 · OP · 3 years ago

This is a great comment. Thank you for writing this out. I especially like the trick them into wasting your on your Capitol bit. I'm fascinated that people either don't realize what you are doing it don't care.

That's some good out if the box thinking.

5 upvotes on reddit
BreddaCroaky · 3 years ago

I almost always lose, I watch the game and try to make things interesting without being too aggressive, like breaking borders and sticking my largest stack in there when I get bored and want to create some drama on the board give opportunities to other players, preventing easy cards by not allowing 1s around my territories especially towards non continent players. I get pissed off people play so boring and passively. Because I'm never playing to win I get myself into some situations which quite often end in someone suiciding on me, often disappointed. I like to think I win over the hearts of the other players with my moves to keep the game progressing. 15% win rate 6 player fixed over 60 hours Intermediate

3 upvotes on reddit
Johntballin · 3 years ago

I’m with u brother I win on a 1:5.5 ratio as well with the same game settings as you. It’s hard to give a shit about this game when there’s so many random suiciders. Last night alone I had 3 people suicide attack me instead of the person that took their continent. Like wtf did I do? But it is what it is. Then they reported me for something idk what and how I’m banned for a week. Risk players are the most sensitive gamers one can ever play against

1 upvotes on reddit
5r67 · OP · 3 years ago

It's interesting that you win around 1/6 of 6 player games with non approved methods. I wonder if playing randomly would need the same. Why not just play to create opportunities and win? It's the only way to win boring? Why not play different settings? Serious questions. I can't say how much developers care, but isn't this not "fair-play," as developers call it?

2 upvotes on reddit
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shcorpio · 3 years ago

These are great questions!

I think of FFA (free for all) multiplayer games as primarily psychological. Assuming everyone's on a level playing field, which is a big if, how can I negotiate sucessfully with my opponents? Such that I am able to give them what they want, up until and including the moment I am able to take the victory.

All of those sub questions are relevant. I start with a strategy and iterate towards a better one using information I learn from each game. I try my best to understand probability such that I make the most informed possible decisions. I understand the difference between good opponents and bad opponents and try to play to the particular situation. I allow and encourage my opponents to fight amongst themselves. I try to predict my opponents aims and give it to them where possible. I play over and over again until I've seen the scenario before, such that it only looks like I am predicting the future.

Thank you for the excellent post.

7 upvotes on reddit
5r67 · OP · 3 years ago

This is a great comment. It sounds like you "speak softly and carry a big stick." Or do you hide the stick? Can you elaborate on negotiating? Not trying to read into your words, but it sounds like they basically dictate while you are a few moves ahead.

3 upvotes on reddit
[deleted] · 3 years ago

I make my decisions based off of my starting deck of territories. Usually try consolidating one or two continents if possible.

3 upvotes on reddit
5r67 · OP · 3 years ago

Get strong and screen roll? But don't fight until it's too late?

2 upvotes on reddit
[deleted] · 3 years ago

Well no fighting when there’s opportunity is better. Working to constantly improve your situation while taking away others resources is how I like it

3 upvotes on reddit
Bloom90 · 3 years ago

Patience alone can get you to at least Expert.

3 upvotes on reddit
5r67 · OP · 3 years ago

So you try to wait out attrition? Make yourself unappetizing?

2 upvotes on reddit
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r/boardgames • [3]

Summarize

Risk: is it supposed to feel this luck-based?

Posted by Pedrosian96 · in r/boardgames · 3 years ago

Just came back from a match with my mother and stepdad. I had all of the north america and australia, a chunk of asia, and my mother owned south america and africa.

I was in a good spot, with 7 guaranteed bonus troops per turn, but she had 10, and it only took me taking over one territory to change that. She got into a scuffle with my stepdad trying to take over Europe, and diverted a lot of armies from south america. So I invaded. 7 troops vs 3 was a pretty quick victory. Her other territories there had 2 armies each so I opted against overextending.

Next turn, she puts every army on argentina (about 11 troops) and starts reconquering her way up to my borders. And that's when I start asking what use strategy is for in the face of what happens next. I had 5 people defending mexico. I roll 1 2, 1 4, 2- she just steam rolls with double sixes TWICE and finishes off with a five. Ok, big numbers asvantage, i was expecting to lose. But with 5 troops guarding the area I hoped to at least slow it down some mo--- Then she invades east america. I have two troops. I roll a 4 and a 5... BAM, DOUBLE SIXES. again. Oh come the f on. By now i lost the america bonus and even though I had almost twice as many troops guarding that continent than she had on her invading force, my armies just keep getting shredded by dice. By the time her turn ends, I lost half of north america, including Alasca, splitting my territory in two.

I decide this has to stop.

Right here.

My stepdad was already doomed to fail, surrounded in europe and bleeding armies against my mom's ever replenishing armies. Without america, i am only getting TWO troops per turn (plus territory bonuses) while my mom is still getting 10. On top of even higher territory boons. Ugh.

So.

I gather ALL MY TROOPS IN KAMTATCHA. I play ALL MY CARDS. Three. Entire. Sets.

In a single turn, i materialize an army of 28 troops from thin air and start reconquering the north americas.

Alasca falls swiftly.

Then my army falls swiftly.

She had about 10 troops holding power over north america. Yet my 28 troop invasion dies off before we even make it to mexico because I cant for the life of me roll higher than a draw. I lose 28 troops to take down six troops and two territories.

Wow.

Then she plays her own cards and obviously, i simply do not have the numbers anymore. My armies and territories fall one by one. I end up only woth 3 territories in australia, 3 troops, and only do not lose on the spot because her invading force ran out of soldiers.

This is not very fun.

I do like to lose. It is by losing that i learn how to improve. But i honestly feel pretty fucking robbed here. I had a plan, i had a backup plan, and I had countermeasures precisely to prevent her from taking control of the match.

Apparently, all it takes is praying to RNGesus to win at this game? She did all this barely knowing the rules, often leaving much of her army relocated in useless positions. I just do not get it. Dice roll mechanics ALWAYS fuck me over...

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TheZilloBeast · 3 years ago

Risk is an outdated game. I used to like it but it's really long and yeah, really luck based. If you like the feeling of Risk I suggest you try a modern area control, "dudes on a map" game.

Root which is more of a wargame but I think it has a lot of stuff in common with Risk, but you know, fun.

Kemet, Ankh, Blood Rage, Inis, Ethnos I haven't played these but are generally well loved games.

15 upvotes on reddit
MisanthropicData · 3 years ago

Risk really isn't a good game. You should try Dune if you want a much more tactical area control game.

11 upvotes on reddit
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timmymayes · 3 years ago

Your last point shows high randomness working as intended. A feature of randomness is allowing players of different skill to play together. The variance can be huge. And it allows you to play with people who might otherwise not play because they have zero chance to win. The randomness gives him the chance and it played out in your game.

7 upvotes on reddit
snoodsnoo · 3 years ago

Yup even games with far less randommess can have extreme instances where the luck REALLY swings hard in one players favor. The trick to still enjoying any game is to learn how to accept a loss even when you know it was undeserved. At least you know why you lost- much harder to accept defeat when you dont't understand what happened.

1 upvotes on reddit
Skeime · 3 years ago

Risk is a dice game with a sizable luck component. You can make plans and usually the bigger army will win a fight, but a stroke of bad luck can take you down. You need to be willing to accept that: It is supposed to work that way.

(Also, you said that you turned in three sets of cards for extra armies on one turn. According to the rules I know, you have to turn in a set as soon as you have five cards at the beginning of your turn (because you’re guaranteed to have one at that point), so you can never turn in more than one set. But there are many versions (and house rules), so maybe your rules are different.)

33 upvotes on reddit
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DrexlSpiveySR · 3 years ago

Yeah I noticed that too. The only time you'll trade in two+ sets in a turn is when you eliminate someone and take their cards pushing you over the card limit.

9 upvotes on reddit
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AugustCharisma · 3 years ago

Yeah, that part jumped out immediately to me too.

It also sounds like they are doing the continent bonuses but not also the territories/3 with a minimum of 3.

6 upvotes on reddit
truck149 · 3 years ago

>I had a plan, i had a backup plan

Everyone has a plan until they get punched in the mouth

9 upvotes on reddit
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ImpracticallySharp · 3 years ago

"Risk: Is it supposed to feel like being punched in the mouth?"

13 upvotes on reddit
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drlecompte · 3 years ago

And then you get up and feel like 'oh it's not that bad, actually, I...' WOLLOP there we go again.

2 upvotes on reddit
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r/boardgames • [4]

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Risk strategies

Posted by Mean-Apple-9004 · in r/boardgames · 2 years ago

Hey! I've been playing Risk with my fam for over a year now (the secret mission mode) and I really enjoy it, despite I have never won. Do you have tips for me to use next time I play? I'm a fast learner and usually get pretty good at boardgames quickly, I really don't know what I'm doing wrong 🙃 thanks so much

4 upvotes on reddit
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fedors_sweater · 2 years ago

Never played secret mission mode. For regular Risk strategies, I like to try and conquer Australia, as there is only one way to attack its border. Just save up and defend your borders if you have a continent.

3 upvotes on reddit
newdadpb · 2 years ago

There’s some good stuff here. I’ll add a little strategy I play. When I’m trying to hold a continent, I’ll try to make sure my opponent has an easy country to take somewhere. A lot of turns are just “take one country, take my card, end turn.” As long as there’s an easy country for them to pick off somewhere, they’re not as motivated to break the continent.

3 upvotes on reddit
Drfunky0811 · 2 years ago

This might be a bit different than what others have said (Australia) but I always preferred to lock down SA and go for NA first from there.

  • although SA fights on two fronts vs Australia's 1, it's generally less contested
  • Australia can only move to Asia, which is huge/takes a lot of time and effort to win and can get attacked on a number of fronts once you've done it
  • Expanding from SA to NA increases your fronts from 2(manageable) for +2 reinforcements to 3 (very manageable) with +7 reinforcements. From there you can build up to go into Europe or Africa or Asia with a solid force for comparison, if I recall, Asia + Australia is 4 territories you need to stack up (the ones bordering Ukraine/Africa +Kamchatka) for +8 reinforcements.

So when placing armies, I'd always try to focus on SA and central America NA area if possible.

This is my normal risk strategy. But I guess it also involves a lot of tabletalk etc lol bc that's just how I play. Still though, give it a shot!

4 upvotes on reddit
GewoonSamNL · 1 year ago

Yup I agree with you, Me and my family play the game every year, and I did the Australia Strategy, I had a lot of trouble breaking out into asia and was always getting pushed back, While my cousin hiding in south America won

1 upvotes on reddit
2grim4u · 2 years ago

Take and hold Australia and don't let go. Africa and South America are the next easiest continents to hold. Never fight for Asia but never let your opponents hold it all either.

11 upvotes on reddit
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Demarchy · 2 years ago

Everyone's saying Australia, which is fair enough, but good luck if you are no where near it or other people have designs on it.

I recommend you go watch some "pro" risk players who play online on YouTube to get a sense of what you should be doing.

You will learn things like proper army placement and reinforcement, how to make sure you are unattractive to attack, always giving yourself something to attack easily to gain a card, as well as continent drifting to move to a more advantageous position. Also work on your diplomacy, it can be crucial to winning, especially in a more casual setting.

But I would be wary learning too much though. if you're playing in a casual setting with the same people repeatedly, someone who ends up studying any game and getting much better at than anyone else can potentially ruin it for everyone else and then everyone stops playing.

3 upvotes on reddit
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r/boardgames • [5]

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Any unique or interesting house rules for RISK?

Posted by JoeB0b123 · in r/boardgames · 6 years ago

RISK is easily one of my favorite board games. It is traditional among my family to play with the cousins every Christmas. It helped my younger cousins get into strategy games. It’s one my favorites, but it doesn’t take a game designer genius to know that the age shows in its rules. My general strategy is to secure both of the Americas, and hold those before launching an invasion to Europe and Africa. 7 unit bonus with only three points of entry. Of course there is always the Australia Turtle strategy, but where’s the fun in that? I was wondering if any of you have any sort of unique rules you use to add more layers of strategic depth to the game. To make sure I’m giving and not just taking, here’s one from my table: Capitals.

They’re not very complex, but I’ve found them to shake the game up a little bit.

First person to conquer the entirety of a continent gets to declare the location of the capital for that continent and place it on a given territory within that continent. Capitals cannot be moved or destroyed once placed (you can use some sort of token or even a piece from a different game to represent the capital). There are a maximum of seven capitals, one for each continent.

During your recruitment phase you get additional troops equal to the number of capitals you control in addition to the usual continent and territory units.

When the defender during attack is defending from a territory that has a capital, they get an additional +1 to their defensive dice rolls.

Also when we want a shorter game, we play a mode called Controller. First person to capture all the capitals and hold them for a full round is winner.

That’s just one our rules at least. What are some of your rules?

3 upvotes on reddit
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Eklipse- · 6 years ago

We have what we call the “Earthquake”(invented by my dad and uncle when they played when they were kids) where you shake the board and destroy everything.

In all seriousness though, my friends and I usually play total dominance. It takes way longer but we find it more fun. Also, we totally ignore the territory rules and just play based on what we decide before it starts so it’s always different.

-1 upvotes on reddit
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TheSportsPanda · 6 years ago

For me, it's been more about game modes.

I've done the Capital as well, but it's more as in a "secret" capital, which causes the player to lose the game and forfeit all his/her troops, if the Capital city is lost. The Capital is a secret - written down on a piece of paper. It makes the game mode a bit quicker.

I've also played with an added mission, which gives a bit more option to work with in terms of strategy.

Total Domination is also one, but I've played this less and less, because it's too time consuming.

0 upvotes on reddit
murgs · 6 years ago

The one time I remember playing the group always used assassination rules. You distribute names/colours before the game to assign the targets. If you are the player to eliminate your target, you instantly win. (If somebody else eliminates them, nothing happens.)

1 upvotes on reddit
PizzaBoyMcGee · 6 years ago

This is cool. I will try this.

1 upvotes on reddit
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r/Risk • [6]

Summarize

Game strategies

Posted by ThisIsJLN · in r/Risk · 4 years ago

I am looking for strategies to play a classic game of Risk (I play on computer). I am in desperate need of strategies to help me to win. Would you give me some?

4 upvotes on reddit
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plurinshael · 4 years ago

Try to look at and think about everyone's position, and what strategy you would pursue in their place.

Keep a close eye on global troop totals. Your impression of the board can be wrong; global troop count is a really good rule-of-thumb to figure out who's winning. (I play fixed cards, not sure if this is quite as true in progressive)

Be willing to play for a while without a continent.

(Fixed cards only) Be willing to play a zero card strategy a.k.a. not attacking anyone for a while.

Keep on people's good side until you're fully ready to betray them.

Save your troops; don't expend them on pointless endeavors.

Spend your troops; don't save them up when you could use them to effect a beneficial change in the balance of power.

Think about the balance of power. Look at all the players on the board, not just the ones close to you. Sometimes countries in real life arm little rebel bands in faraway places, Risk is no different in this respect.

Don't play 60sec timer. A lot of people will disagree with me on this but it's silly. You need at least 90s or 120s to execute complex multi-stage attacks late in the game, and to think through alternatives when things go awry.

Don't always blitz roll! Throw the dice the normal way sometimes. It throws people off for one thing. But more importantly than that it allows you to execute granular plans: "If I don't lose more than 3 for this first attack I will proceed to plan A, if I lose no more than 8 then I have a plan B."

(Not blitz rolling all the time also helps you think about the true power you can wield... if I have a 7-stack and a 10-stack bordering the same enemy country, I actually have 17 that I can use against that country. But by performing that attack as two blitz rolls, I've significantly removed some of the efficacy of that attack by running the first stack down to zero before going to the other stack.)

Be willing to forgive. As in just straight up not seeking retribution for enemies who attack you. You will fume and boil inside, but sometimes the best play is legitimately just forgetting it. Winning 1st place is the best revenge.

Play every game to the end, every time.

5 upvotes on reddit
ThisIsJLN · OP · 4 years ago

Thank you!

4 upvotes on reddit
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plurinshael · 4 years ago

No problem. If I may add just a couple thoughts, one direct and one meta:

a. (Direct). Lines of attack. Unlike in real war, you cannot attack across territory you already own. Therefore expend considerable thought in not capturing certain territories, so as to allow you to bring a large army through at some later point. There are cases where you're better off not taking a card if it means keeping your lines of attack open for your mega-army. (And you can also think about your opponents' lines of attack: sometimes you can be a good ally by attacking your ally's single-troop territory and freeing up their army for a sortie. Other times you want to avoid freeing up the big bad's army: they lacked the foresight to prevent themselves from getting locked in, don't help them out of their mistake.) Line-of-attack discipline is like firearms discipline: "every single time."

(Of course you might close off your own line of attack deliberately, to signal "I have no intention of attacking you", or even playing dumb and making yourself look like a less capable player. Remember: you're playing the enemy general, not the troops on the board.)

b. (Meta). Talk about the game. In another life I was a researcher of pedagogy (how do people learn) and the number one thing that the evidence shows is that students learn best by talking with their peers and putting the subject into their own words. Even just attempting to put your problem into words will help you resolve and clarify your understanding. And don't worry about not having it all figured out, just talk about what you do know, go right up to the edge of your understanding and usually you'll find yourself making new little connections in your mind. It's a fairly new concept honestly (<10years) but the adage in modern education circles now goes: "The student should be talking more than the teacher."

2 upvotes on reddit
[deleted] · 4 years ago

This is some of the most solid advice I've seen.

3 upvotes on reddit
S
shcorpio · 4 years ago

Do you like fixed or progressive?

2 upvotes on reddit
ThisIsJLN · OP · 4 years ago

Fixed

2 upvotes on reddit
S
shcorpio · 4 years ago

https://www.youtube.com/channel/UCCbc5tTgpnAg3XAncHnRsKw

Champ has put out a ton of work on fixed games on YT. You might like. They are very good.

2 upvotes on reddit
See 7 replies
r/boardgames • [7]

Summarize

Board games with the best elements of Risk, but not the worst?

Posted by Corchito42 · in r/boardgames · 4 months ago

We often find ourselves playing Risk (standard version), or at least starting it. I love the feeling of building an empire, defending it and expanding. I like the dice-roll mechanic, meaning that victories are never a sure thing. However it all becomes a chore long before the end. The armies get too big, the battles get too long and any progress is often undone in the next turn. There’s also not much room for tactics.

I tried Smallworld, which is very fun. But it doesn’t scratch that empire-building itch for me. I don’t get attached to my empire because it will be gone in a turn or two anyway, and each territory is just a means to an end. There's no "Yes! I've conquered North America!" moments. Also the combat is just a case of the bigger force wins, so there’s no tension there. No criticism of Smallworld intended – it’s great and it does what it does very well. It’s just not quite what I’m looking for.

Are there any games that allow me to build an empire and conquer territories, with tactical play than Risk, but which only take around an hour, and don’t get excessively complicated?

135 upvotes on reddit
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Quirky-Key · 4 months ago

Risk Legacy. It is literally exactly what you want in every way: 

  1. All the good parts of Risk (combat, empire building, tactics) because it IS Risk.

  2. The worst part (the frustrating victory conditions of conquering the entire world) is entirely removed, and replaced with several strategically interesting paths to victory points.

  3. Its complexity increases one piece at a time over the course of several games and never feels complicated.

  4. Even games late into the campaign, with all content unlocked, rarely run over 90 minutes.

Playing a Risk Legacy campaign was one of my favorite gaming experiences ever, so much so that I've done it four times and am looking for a fifth. Based on your post, I'm confident you all will absolutely love it 

163 upvotes on reddit
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billratio · 4 months ago

I used to love risk and risk legacy was amazing 

1 upvotes on reddit
Quirky-Key · 4 months ago

Not a stupid question at all! Rules as written, you can't reset, as there are permanent stickers applied to various parts. As the others have said, once your campaign is finished you will have your own unique version of the game, fully playable and a fantastic version of Risk.

That said, I have never played a post-campaign game, not because I don't think it would be fun, but because the campaign was even more fun and I craved to do it again. So to that end, you CAN make make the game reset-able by using non-permanent substitutions and writing everything down. It's extra work, fiddly, and goes against the spirit of the game (if your changes aren't permanent, there will always be a temptation to undo something, and the campaign is meant for your choices to have consequences), but it is completely possible.

My personal advice is, if the cost is reasonable for you, play a campaign as written with permanent changes, and if at the end you want to do another campaign, buy a second copy and then make that one reset-able. That way you get the full, unadulterated campaign experience, a unique copy at the end for future single games, and the option for future campaigns if you ever want to.

Oh, and if possible, play with a full five players. It makes for the best gameplay by far.

28 upvotes on reddit
hem_claw · 4 months ago

I'm confident that this is the best area control game out there. No faffing about, points if you win battles, no advantages to turtling, just an all out brawl.

I've been toying with introducing a fan made expansion with factions, and I think that's the only thing missing from it - some asymmetry

14 upvotes on reddit
V
Vergilkilla · 4 months ago

Yeah maybe it's better to remove some of the X's. I guess Risk is not 4X's technically - not a lot of exploring technically.

I just have always thought it's a damn crying shame that people always ask "what's a better Risk?" and ironically there are not a lot of good answers. "Dudes on a Map" went the way of maximum complexity long ago.

6 upvotes on reddit
SilasMarsh · 4 months ago

You play 15 games that shape the board, and then you have a custom board that you can play forever.

One con of Risk Legacy is the winner of each game gets a benefit, and that means things get wonky unless you play with the exact same people every time.

One thing I absolutely loved about Risk Legacy is that it actually feels like you are shaping the world and a story is emerging from your actions. Other legacy games I've played just feel like following a pre-written story.

13 upvotes on reddit
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Vergilkilla · 4 months ago

It is crazy how most of the responses on the post just completely ignored this part of your post:

but which only take around an hour, and don’t get excessively complicated

Take whatever people are saying here, go to Boardgamegeek, and crosscheck the game length and complexity on there. If it's over 3 - I promise you it's way more complex than Risk. If the playtime reads >90m on there - I promise you it's longer than 60 minutes.

The sensible suggestions here are Risk Legacy and Nexus Ops. Perhaps also Spheres of Influence... but good luck finding that.

There is a massive massive hole in the market for "simple 4x". Last Light kinda tried to do this? But even it is more complex than Risk and tried to ditch the dice combat.

85 upvotes on reddit
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Vergilkilla · 4 months ago

I love Kemet but compared to Risk it is orders of magnitude more complex. Put just the humongous pool of upgrade options in front of somebody who is easily spooked by boardgame complexity and... yeah... they are going to run away.

9 upvotes on reddit
HicSuntDracones2 · 4 months ago

And it satisfies the quick but tense battle resolution condition and as a plus it is a lot more about outguessing your opponent than rolling well.

5 upvotes on reddit
slxlucida · 4 months ago

I'm honestly surprised no one has mentioned Axis & Allies, it's been around about as long as Risk, and I personally find it much more palatable. There's also different flavors now including D&D and zombies among others. It's been awhile since I've played, 1 hour is possible, but the first couple of games I'd anticipate closer to 2.

43 upvotes on reddit
slxlucida · 4 months ago

Analysis paralysis? I've played a few different versions over the years, mostly 2 or 3 players, I don't recall taking much more than 2 hours other than having to learn the rules.

1 upvotes on reddit
trentsiggy · 4 months ago

At the end, you'll have a unique version of Risk that you can play infinite times. It will have been permanently modified.

1 upvotes on reddit
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r/Risk • [8]

Summarize

I keep losing most of my games, what are good strategy resources that I can go read?!

Posted by ZOSU_Studios · in r/Risk · 2 years ago

Noob help needed here, any good risk online strategy guides? Thanks

10 upvotes on reddit
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Jim_Bob86 · 2 years ago

Youtube:

  • Kill pete strategy
  • Risk4ever
  • Risky fil
  • Mr Slin

Also ask questions here about things you're struggling with. People here are generally friendly and more than happy to help with any questions.

12 upvotes on reddit
A
acallan1 · 2 years ago

Only major addition to this excellent list is to use Discord alongside this sub & YT comments for discussion/Q&A. The main Risk server is a good start then you can try different streamers/tourney servers if you like for deeper strategy discussions (eg Spuds Paradise, GM Arena once you rank up, etc)

1 upvotes on reddit
ZOSU_Studios · OP · 2 years ago

Thank you!!

2 upvotes on reddit
modvenger · 2 years ago

Babysteps. Easiest and first thing, play by yourself only on world map to see how computers behave. Once you got a grasp on when you will be attacked vs not when going for a continent, move back on to human opponents. Also, while there i want you to practice moving accross the world as fast as you can. Clicking, like in chess, means you should always be thinking when it’s not your turn, you should be trying to guess what your options are.

Next, move to world map progressive. Expect to lose, but i want you to notice the strategies used. Just back like the ai, learn against humans when owning a continent is worth fighting for and when not. It doesn’t matter if you lose but please never leave the game and always watch how the person that wins and what they did. If you have a good enough grasp, move back to world map fixed games and you then can start to play to win again.

There, again. World map only.

1 upvotes on reddit
Direct-Bike · 2 years ago

Don't over attack, try and do one attack and then fortify. Look for people your can take out easy either for a forced trade or 3 plus cards (progressive cards do this for the force trade when trade ins are higher)

1 upvotes on reddit
OliveXC1 · 2 years ago

I also have my own YouTube you can check out. I have a Tutor Tuesday series where I review another persons game and provide general tips and tricks to get better at the game of risk.

4 upvotes on reddit
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santawartooth · 2 years ago

Tudor Tuesday is such a good series. Getting real time advice about things in games people could do differently is a game changing.

1 upvotes on reddit
S
shcorpio · 2 years ago

What type of settings do you like to play?

1 upvotes on reddit
See 8 replies
r/Risk • [9]

Summarize

New to Risk, need some strategy advice

Posted by mbyrne628 · in r/Risk · 2 years ago

Hey everyone, like the title says I’m pretty new to the game, only have 15 or so games played. I find myself constantly coming in second place, and typically losing to the person who hits bonus first early in the game and goes unchallenged. My question is, is it worth it to attack this player early in the game? The few times I’ve attempted to I was faced with MAD. Any advice for the early game would be appreciated!

8 upvotes on reddit
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KingCrandall · 2 years ago

Are you playing progressive cards?

4 upvotes on reddit
mbyrne628 · OP · 2 years ago

A little bit of both, but I would say 70% fixed.

3 upvotes on reddit
KingCrandall · 2 years ago

I would say stay neutral as long as you can. Just get your territory for your card and that's it. Stay out of the way. Get a continent if you can, but it's not that important. Build up your borders if you have a continent. If you don't, keep your army on one territory. You're easier to beat if you're spread out.

4 upvotes on reddit
AlienOverlord53 · 2 years ago

Welcome to online risk (fixed)

Watch as you get 6 or 8 troops as a bonus on your 5th card while your opponents get 10 every third card.

Then the other players who get 6 or 8 decide to attack the other players getting 6 to 8 instead of the guy who owned most of Australia from turn 1 plus 10 troops per, and let them win because they're afraid

0 upvotes on reddit
mbyrne628 · OP · 2 years ago

Thanks for comment! I never realized how much strategy goes into the game, but I’m definitely digging it. Gonna look out for that though!

4 upvotes on reddit
AlienOverlord53 · 2 years ago

Literally just got done playing a game where I got a 10 bonus on every 3 cards + AUS on turn 2 (I got second because I don't play turtle, I play to have fun)

1 upvotes on reddit
anypsudonym · 2 years ago

Well my advice is to play maps other than classic. The whole Australia thing is really bothersome in my opinion, so I like maps where every territory has at least 2 sides.

1 upvotes on reddit
CarsonTheGr8 · 2 years ago

just play your opponents. Try to shake things up and if everyone is playing too slow then find a new game lmao

2 upvotes on reddit
dutch_lootfairy · 2 years ago

Idk how New u are and what rank ... but i recommend if u are intermediair or higher filter ur games with ur rank or higher ... try to dont play against beginner or novice or bots ( u dont get ranked points for bots / and u lose more points if u lose against lower levels than u )

2 upvotes on reddit
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r/boardgames • [10]

Summarize

Risk rules

Posted by tmnrtl · in r/boardgames · 4 years ago

My family is playing a game of risk rn. We have a dispute over following: Risk, the board game. You take over a country with an army of 20 (just 5 available for dice). Now you can advance with the winning army of 20 to bordering territories of the land you just conquered.

Is this true? Answer would be greatly appreciated, with a source even better.

4 upvotes on reddit
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Stlpitwash · 4 years ago

You can move an army from the country that claimed victory. If you have enough army left to attack the neighboring country, you may do so. In most instances, this is only a good strategy if you want to finish a game with an obvious outcome. Otherwise you get attacked and wind up losing the country where you started.

2 upvotes on reddit
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G8kpr · 4 years ago

Its a bit unclear what you are meaning:

If you have an army of 20 and you attack and conquer a neighbouring territory, than you can move any number of armies into that new territory as long as you move a minimum of x (x= amount of dice you rolled in attack) and you leave a minimum of 1 army behind.

From that point, you can attack a new territory from the territory you just conquered.

This way you can sweep across continents and take over large amounts of land.

——————

The other thing you may be referring to is the reinforcement action. In original risk, after you are done attacking, you can move X amount of troops from one territory to one adjacent territory.

However in later versions of risk, there was a change to this rule, or possibly a variant to the rule, where you could move x amount of troops from one territory to one other territory that is connected in a chain (like a supply chain) of owned territories.

So if you owned n. And s. America, you could reinforce troops from argentina to alaska, as long as you owned a straight line of countries, but you could not reinforce to say, australia if there is no connection.

I personally prefer the old way myself

5 upvotes on reddit
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ElasmoGNC · 4 years ago

It’s a little hard to follow your language but I think you’re asking if armies that conquer and move to a territory can continue attacking from there, potentially conquering long chains of territories? If so the answer is yes, that’s how you do it.

7 upvotes on reddit
tmnrtl · OP · 4 years ago

Yes exactly that. We agree on that in our family aswell. But does this also work like this with an army of say 20?

2 upvotes on reddit
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ElasmoGNC · 4 years ago

It doesn’t matter how many armies are involved, just remember you have to move at least as many as the number of dice rolled after a victory. With large forces you want to plan a single line of attacks so that you can move most of the attackers every step and keep pressing.

7 upvotes on reddit
DarkHephaistos · 4 years ago

So example, if u have 10 units in the territory your attacking from, u roll and win, u have to move at least the units u won the battle with, so if u rolled with 4 then u have to move 4 into the conquered territory, THEN u can move whatever number of armies left from the attacking territory into the conquered one (must leave 1 unit in defending). Then when your attacking is done (not after each attack, but at the end of your attacking round), u have one fortifying move to make.. for example if u control Ukraine Middle East, India, Siam and Indonesia, they are all connected, say u have 10 troops on Indonesia, u can move 1-9 troops to Ukraine because they are connected, and u get 1 fortify move, then once u do, u end ur turn and collect card.

1 upvotes on reddit
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AI Answer

🤖

Risk game rules and strategies

Risk Game Rules

  1. Objective: The goal is to conquer the world by eliminating all opponents and controlling all territories.

  2. Setup:

    • Players choose their colors and receive a set number of armies based on the number of players.
    • Players take turns placing their armies on territories until all territories are occupied.
  3. Turn Structure:

    • Reinforcement Phase: Players receive new armies based on the number of territories they control, plus bonuses for continents.
    • Attack Phase: Players can attack adjacent territories to conquer them. Roll dice to determine the outcome.
    • Fortification Phase: Players can move armies between their territories to strengthen defenses.
  4. Combat Mechanics:

    • Attacking player rolls up to three dice; defending player rolls up to two.
    • Compare the highest dice from each player to determine losses (highest vs. highest, second highest vs. second highest).
  5. Winning the Game: A player wins by eliminating all opponents and controlling all territories.

Strategies

  1. Territorial Control: Focus on controlling entire continents for bonus armies. Australia is a good starting point due to its single entry point.

  2. Defensive Positioning: Build strong defenses in key territories, especially those that border multiple opponents.

  3. Alliances: Form temporary alliances with other players to target stronger opponents, but be cautious as alliances can shift.

  4. Balanced Expansion: Avoid overextending yourself. Expand gradually while maintaining a strong defense.

  5. Card Management: Collect and trade in Risk cards for additional armies. Aim to conquer territories to gain cards, but don’t overcommit.

  6. Adaptability: Be ready to change your strategy based on the actions of other players. Flexibility can lead to unexpected advantages.

Key Takeaways

  • Start Small: Begin with a few territories and build strength before expanding.
  • Observe Opponents: Pay attention to their strategies and adjust your approach accordingly.
  • Endgame Focus: As players are eliminated, shift your strategy to focus on controlling the remaining territories and preparing for final confrontations.

By combining these rules and strategies, you can enhance your chances of success in Risk!

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