Introduction
"You can fool all the people some of the time, and some of the
people all the time, but you can't fool all the people all the time."
Abraham Lincoln
Risk is a game
of strategy. It is one the most flexible and abstract games. Once played,
it leaves the player a very long lasting effect. Risk is a game about war, but
even more so about diplomacy, politics, alliances and sometimes simple brute
force. The game itself is usually played using a Risk set with the card-board
map of the world.
Initially,
Risk may seem to have many complex and detailed rules. However, after a couple
of times of playing, the game tends to become obvious and the rules
self-explanatory. Unfortunately or fortunately there are many different set of
rules for risk as there are countries on this planet! In the end, it is a matter
of taste and past experience to choose a particular set of rules. Depending on
the rules used, the game might last very short or very long.
The set of
rules that I use are based on the classic game. The target for each player is to
conquer the entire world to win. It usually takes 3 or 4 hours to play
but this depends on the number of players as well.
I have divided
the guide into two three main parts:
·
A guide for beginners.
The beginners guide concerns the tactical side of the game. It covers the
usual techniques used in the game and is essential to know if anyone wants to
win the game.
·
A guide for more advanced players.
The advanced guide concerns the strategic goals of the game. This part is
intended for players who are experienced and are now seeking to find more
elaborate schemes to defeat the enemies.
·
Diplomacy.
This guide addresses the advanced issues in regard with diplomacy: The art of
winning the game without the use of brute force.
This guide in
general addresses the issues encountered for a player that dreams to conquer
the world. The differences between different set of rules could be ignored
since the strategy would roughly apply to any set of rules in this game.
I assume that
the reader is already familiar with some set of rules and knows the basic
principles of the game. Knowing the Risk world map (or having it in front of
you) will help in following this guide.
The rules
In this
section the rules of the game that I use are explained. Many variations exist
for Risk, though my
favourite is as follows: The rules are based on the classic game which is to
conquer the whole world. I use the standard map and also most of the
classic game rules.
In the first
stage of the game countries are chosen one by one by each player until all the
countries are divided between players. This will then continue until the correct
number of armies are placed on the board (depends on the number of players).
Hence,
countries are not divided between the players in a random order. In
practice this helps the players in forming their strategies right from the
beginning of the game and adds a lot of fun as well since some players may try
to compete with each other right from the beginning. It also gives you a chance
to see what everyone is after and you can then plan ahead to see which players
you may be confronted with in later stages of the game.
The attack and
fortification stages of the game give a lot of flexibility to the player. When a
player conquers a country, he/she can move as much armies as one likes to the
conquered country. The player can also attack as many times and with whatever
armies as one likes during the turn.
As for the
cards, if a player conquers at least one country in one turn, the player gets a
maximum of one card. For cashing them, the first person who has the set would
get 4 and the next player with a set would get 6 and then 8 and so on. If the
cards are finished, they would be shuffled and reused again. Experience shows
that with this rule the game usually finishes before the cards are finished
which is just about the right time.
At the start
of the turn, if a player owns any countries marked on the cards, he/she can
place two extra armies only into those particular countries, irrespective of the
other armies the player may collect. This means that some player might decide
not to cash their bonus card, so to keep the cards and collect these extra
armies for the specific country. The random presence of some breeding armies
on the map adds a lot more fun to the game. Notice that this is slightly
different from the classic version.
After the
attack stage, fortification is carried out. The fortification allows a player to
move any number of armies from only one country to another one
country only once, provided that those countries belong to the player and
also they are connected to each other by countries that belong to the same
player. This could only be done after the attack is finished, and basically is
the preparation move for the next turn.
When a
player is wiped out of the game, the conqueror will get the cards. If by this,
the total number of cards exceeds 4, then the player should immediately cash a
set of cards for the current bid and place them onto the map. The player can
continue attacking other players after placing the armies. This is why, getting
rid of a player towards the end of the game becomes extremely lucrative. This
rule also serves to shorten the game. After all nobody wants to play a very long
boring game only to loose!