Author Topic: Risk strategy  (Read 21959 times)

Offline The Guardian

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Risk strategy
« on: August 21, 2008, 10:37:24 PM »
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So I played the original Risk game the other day with some friends. It was a full game (6 people) and I got beat pretty quick. I didn't have a great start with the territories I had (2 of my countries were among the countries with the most borders) and I really had no options from the get-go. I've never been a fan of games that rely so heavily on dice simply because of the luck involved but I figure if there's any game to play in order to overcome that, it's Risk.

I'm wondering what are some good strategies for playing Risk. Obviously a lot depends on your opening position, number of players, etc so feel free to include as much detail as you want.

One thing I took away from the game was that it pays to sit quietly. The first two players to seize a dominating position were eventually eliminated and the game came down to two players who had been sitting back quietly for most the game.
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Offline Alex_Olijar

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Re: Risk strategy
« Reply #1 on: August 21, 2008, 10:39:03 PM »
+1
Australia is key.

Lamborghini_diablo

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Re: Risk strategy
« Reply #2 on: August 21, 2008, 10:41:05 PM »
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Establish a base of operations. Just capture at least one or two countries and hold them. Save your units until your ready to overtake another one.

*goes to see if theres any free online RISK games*

Offline The Guardian

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Re: Risk strategy
« Reply #3 on: August 21, 2008, 10:44:37 PM »
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In my game, the player who controlled Australia from the start ended up getting 2nd. Easy to defend and those extra armies each turn can really add up.

Other pointers?
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Offline The Guardian

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Re: Risk strategy
« Reply #4 on: August 21, 2008, 10:48:05 PM »
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Establish a base of operations. Just capture at least one or two countries and hold them. Save your units until your ready to overtake another one.

*goes to see if theres any free online RISK games*

That's about what I tried to do. My closest countries were the Eastern Europe countries and Northwest Asia so I had about 4 connected countries. Like I mentioned earlier though, those countries had so many borders that I kept getting invaded.
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Offline Minister Polarius

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Re: Risk strategy
« Reply #5 on: August 22, 2008, 12:23:51 AM »
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Australia wins unless you fail to take the Americas into account.
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Offline TheKarazyvicePresidentRR

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Re: Risk strategy
« Reply #6 on: August 22, 2008, 01:31:44 AM »
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Australia/South america are very good bases of operation and are USUALY ignored so you can grab most of them early. Take over one (or both) and fortify it. If you need cards attacking mexico/the country connecting to austraila works them troop moving back so the opp takes it back.
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The Schaef

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Re: Risk strategy
« Reply #7 on: August 22, 2008, 06:57:01 AM »
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Yeah, just take Australia and then go make a sandwich while the rest of the game plays itself out.

I don't really want to be down on Risk because I have liked it for a long time.  It's just that the original map has a couple of key strategic areas (mentioned in the posts above) which if you take them, you can sweep through the rest of the board.  That combined with massive dice-rolling (chance) removes a lot of strategic thought from the game.  If there's one thing that bugs me, it's the potential to send a 20-army group into a country with 2 defenders and limp home empty-handed for no good reason other than poor dice rolls.

I think that I'm spoiled, though, because I have been exposed to many recent games that have excellent combat systems which add more variety and strategy to the game.  I personally recommend anything based on Richard Borg's "Command and Colors" system, including Battle Cry (Civil War-era game), C&C: Ancients, Memoir '44 (WW2 game), BattleLore (middle-ages era game, but you can also do it in a fantasy setting), or Star Wars: The Queen's Gambit (not designed by Borg, but "borrows" the combat mechanic), in my personal order from least to awesomest.

In those games, you have different forces in different areas of the board, and a deck of command cards which tell you that you can use certain units in certain places per turn.  Choose the cards to play from your hand, move your units, then attack your opponent.  Combat is still resolved by dice, but it's almost never as simple as just rolling 2d6 and adding the numbers; the dice have custom faces with different values/effects, and in M44 for example, terrain can affect movement and firing range, etc.  So there's still the chaos of chance, but it's significantly less, and it's mitigated by the different strategic choices you have available.

Offline TheKarazyvicePresidentRR

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Re: Risk strategy
« Reply #8 on: August 22, 2008, 07:32:57 AM »
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Queens gambit falls pray to the dice rolls thing though. Our tanks were horrible compaired to our destroyer droids. I will agree it is less than risk though.
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Re: Risk strategy
« Reply #9 on: August 22, 2008, 08:27:33 AM »
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the alaska to kam is a nice connection

Offline TimMierz

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Re: Risk strategy
« Reply #10 on: August 22, 2008, 08:43:10 AM »
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The fact that so many people have the same advice for a cheap, lame way to nearly ensure victory tells me there's something wrong with the game. I've never been huge on any wargame bigger than Nexus Ops though. The painful length of the game (partially brought on by rewarding "turtling") combined with a too-large luck factor for its size and the fact that I stink at it make Risk and variants (Risk 2210 or whatever) unpleasant.

Nexus Ops rocks.
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The Schaef

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Re: Risk strategy
« Reply #11 on: August 22, 2008, 09:17:14 AM »
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Queens gambit falls pray to the dice rolls thing though. Our tanks were horrible compaired to our destroyer droids. I will agree it is less than risk though.

Well, sure, they all do.  And there's a bit of legitimacy to that because unexpected things happen in wars and in battles, and if everything was rote then you run the risk of having people "solve" the game and boil it down to the same 3-4 strategies.

I'm more forgiving of dice games than a lot of "real" gamers, I think, as long as it's not pure non-negotiable chance.  To Court the King > Yahtzee for that reason: Yahtzee is a chance roll, whereas TCtK allows you to "buy" cards with your roll that allow you to roll more dice, manipulate the results, etc.  So the key reason I encourage the C&C system over Risk is that Risk is pure dicefesting, and C&C has other factors that you can control to make it more than just crossing your fingers and praying.

To be honest, most of them (specifically M44 and BattleLore) are better than Queen's Gambit in that respect; QG still has substantially more chance than those two games.  I list it as my favorite based mostly on the theme.  :)

... and yes, Nexus Ops rocks.
« Last Edit: August 22, 2008, 09:18:59 AM by The Schaef »

Offline soul seeker

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Re: Risk strategy
« Reply #12 on: August 22, 2008, 09:44:21 AM »
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Hey Guardian,
   I would like to chime in because my strategy is two-fold depending on starting position.
     But 1st  (Jonathan's Golden Risk Rule: JGRR):  No matter what my starting position.  I try to avoid turning in cards (my definition of laying back) at all possible in the beginning...make no mistake I earn one every turn, but don't turn them in until it's more beneficial.
              Clearly the ideal situation is limit your fronts in risk but there are a couple of spots where that's just not possible.  I'm sure you are bright enough to know what to do with Australia, south America and North America to a larger extent.  You only lose these games by dice rolling, IMO.
       It is getting stuck in the middle (Asia or Europe) that you have to be more flexible, devious, and careful.  You need to use your "real-life" personable skills.  Intimidate if you have to (like threaten being a spoiler-->most opponents fear the spoiler.)  In the meantime, take at least one country while explaining "I just need to get a card."  During that time, make a drive towards either North America or Africa.  Solidfy that border once you get across.  Create a wedge to break in and try to weasel out of retribution through words.  Think about it:  how much chance to win do you have anyway without securing one of the larger footholds?  Enact JGRR, let other players get the instant gratification of 4, 6, 8 men while you wait for 10 or better...when you get it make your punch through the, possibly, high defended borders of Africa and N. America.  Then do NOT give your foothold up!!! 
     Lastly, if charm and tactics fail...go after the most inexperienced and youngest player...it may be dirty but you're not the first out.   ;)
   To validate my claims, I have never finished less than 2nd in my known memory of Risk.  I have played a variety of players and strategies and I haven't been failed yet.  May this advice help you....CONQUER THE WORLD!!!!
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The Schaef

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Re: Risk strategy
« Reply #13 on: August 22, 2008, 10:15:12 AM »
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But 1st  (Jonathan's Golden Risk Rule: JGRR):  No matter what my starting position.  I try to avoid turning in cards (my definition of laying back) at all possible in the beginning...make no mistake I earn one every turn, but don't turn them in until it's more beneficial.

... or until you draw your fifth card, right?

Lamborghini_diablo

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Re: Risk strategy
« Reply #14 on: August 22, 2008, 11:39:59 AM »
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Well after playing the computer version on Shockwave.com, i've discovered holding the americas is key.

Offline soul seeker

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Re: Risk strategy
« Reply #15 on: August 22, 2008, 12:14:10 PM »
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But 1st  (Jonathan's Golden Risk Rule: JGRR):  No matter what my starting position.  I try to avoid turning in cards (my definition of laying back) at all possible in the beginning...make no mistake I earn one every turn, but don't turn them in until it's more beneficial.

... or until you draw your fifth card, right?

well...yeah...especially if people are paying attention.  ;)  To be more specific, that's why I said "at all possible."  Sometimes holding off the conquest of the fifth card if it's just for 4 measly men.
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Lamborghini_diablo

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Re: Risk strategy
« Reply #16 on: August 22, 2008, 02:02:43 PM »
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Practice on here: http://www.shockwave.com/gamelanding/risk.jsp

*EDIT* Better version here:

http://gamescene.com/World_Conquest_game.html
« Last Edit: August 22, 2008, 06:25:44 PM by Lamborghini_diablo »

Offline TheKarazyvicePresidentRR

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Re: Risk strategy
« Reply #17 on: August 22, 2008, 07:24:05 PM »
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Also another strat is to grab a continent or country and kill ONE country a turn. Play all the cards you can. Stock pile troops in one country, when your force reaches o....round 300. Rush the world to win.
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Offline sk

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Re: Risk strategy
« Reply #18 on: August 22, 2008, 08:32:50 PM »
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Why is everyone playing without the 12-army limit?  You'd be laughed out of a Risk tournament for saying you win by stockpiling Australia.

Anyhow, a few tips:
- I agree that the America strategy tends to work the best.  Grab SoAm, then work north for NoAm.  If someone else tries for NoAm and ends up too powerful, head to Africa.
- Attack every turn.  You can't afford to fall behind on Risk cards.  Even if you lose the territory the next turn, you can make back the lost armies in Risk cards.
- You seem to already know this, but try to get countries with few borders, and as many countries nearby as you can.
- Always attack the player with the highest income if you have a choice, unless another player is about to go out.  If you can defeat the player, go for his/her Risk cards.
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The Schaef

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Re: Risk strategy
« Reply #19 on: August 22, 2008, 08:45:14 PM »
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Well, mostly because standard rules don't have a 12-army limit, and imposing one sort of negates the premise of conquering multiple continents.

House-ruling a 12-army limit only exemplifies the broken nature of the original map.

Lamborghini_diablo

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Re: Risk strategy
« Reply #20 on: August 22, 2008, 08:51:53 PM »
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Yeah, if you own both Americas... you only have three territories to defend, and get as many units as if you had Asia.

Also, 12-army limit? what fun is that?

Offline EmJayBee83

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Re: Risk strategy
« Reply #21 on: August 22, 2008, 08:59:06 PM »
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House-ruling a 12-army limit only exemplifies the broken nature of the original map.

The 12-army limit optional rule is found in the same section as the optional rule allowing you to fortify your position through contiguous countries.

I'm curious, does anyone not play where you can fortify your position at the end?

Offline Alex_Olijar

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Re: Risk strategy
« Reply #22 on: August 22, 2008, 09:32:39 PM »
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I play one territory move limit usually.

Offline Prof Underwood

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Re: Risk strategy
« Reply #23 on: August 22, 2008, 10:50:04 PM »
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The main thing that I see left out of this discussion so far is the most important part of RISK.  In my opinion, success at RISK depends on the following:

20% Initial set-up
20% Dice rolling
20% Tactical strategy
40% Personal diplomacy

This is by far what makes RISK a truly enjoyable game among experienced players.  All of the randomness of the dice is completely mitigated by the co-operative effort of all the players.  The basic rule to live by is to always put together a coalition to stop whichever player is winning, unless you are winning, and in that case to prevent any coalition from forming.

Offline Sean

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Re: Risk strategy
« Reply #24 on: August 22, 2008, 11:02:50 PM »
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I've played many games where the person who got Australia early was the first out.  If you have bad starting position you need to pile all your beginning troops into one place and "hide" in a corner while you collect a card per turn by just taking one country.  Keep all your troops in one country so nobody in their right mind attacks you.  Be the 4th person to turn in cards and then you should be able to expand into a continent that you have a chance of holding. (not necessarily immediately)

Another option is to play mission.  I find that this is the best because you don't have to kill everything to win and it can be difficult to figure out what everyone's mission is.

Also, it is generally wise to stay away from the middle of the map because, just like real life, that's where there is a lot of turmoil.

Sean
« Last Edit: August 22, 2008, 11:05:37 PM by Sean »
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