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Risk is a classic that introduced many
gamers to the genre of wargames. The roll of the dice means a lot in Risk,
but so do strategy and intelligent tactical decisions
Brief Summary
of Play:
Risk is patterned after military campaign strategies. First, players in
turn occupy all territories. Then players take turns initiating
battles. Each battle can have three parts: (1) deploying armies; (2)
attacking the opposition;(3) fortifying the territories held.
Some Useful Strategies:
- Australia is a good continent to control at the beginning of the
game, since it's easy to hold (it only has one point of attack). South
America, with only two points of attack, is almost as good (just beware
you don't get rammed by the players massing in Africa and N.A.).
North America is also a very good continent, with only 3 points of
attack and 5 army bonus, its the favourite choice of advanced players.
- When you control a continent, position your armies to protect the
points of attack much more so than the less vulnerable interior
countries.
- Don't bother conquering an entire continent unless you think you can
hold it for at least a full turn. Remember that controlling a continent
makes you an attractive target for other players to attack.
- Try not to let other players control continents, but don't weaken
yourself too much in the process.
- Whenever possible, attack with a large group rather than a
medium-sized one.
- Hold on to wild cards as long as possible at any point in the game.
- If you're defending a country, and you have an option of how many
dice to roll, always roll as many as possible. This increases your
chances of a successful defence.
Tips:
- Risk is not a team game. Alliances -- if they exist at all -- are
always, always, always, temporary.
- Don't spread yourself too thin. Other players could sweep through
and capture all of your one-army countries quite easily.
- Never trust Unc. There is something suspicious about
someone that laughs like a little girl and gets giddy when the dice are
rolling in his favour.
Dice Probabilities
| Attacker Rolls: |
Defender rolls: 2 dice |
1 die |
| 3 dice |
Attacker loses 2: 29.26% |
Attacker loses 1: 34.03% |
| Defender loses 2: 37.17% |
| Defender loses 1: 65.97% |
| Each lose 1: 33.58% |
|
2 dice |
Attacker loses 2: 44.83% |
Attacker loses 1: 42.13% |
| Defender loses 2: 22.76% |
| Defender loses 1: 57.87% |
| Each lose 1: 32.41% |
|
1 die |
Attacker loses 1: 74.54% |
Attacker loses 1: 58.33% |
| Defender loses 1: 25.46% |
Defender loses 1: 41.67% |
For even more interesting information, check out the
Risk
Probability Calculator.
Player Ranking:
Since there hasn't been too many
games played its rather hard to create an accurate ranking system.
But that should change as more games are played. In the meantime
here are some player stats containing wins as well as how many times they
have double-crossed, betrayed, or made questionable moves in order to
annoy other players on purpose.
| Player |
Wins |
Puppeting |
Puppet Mastery |
Backstabs/Irrational Moves etc. |
| Andrew |
2 |
|
|
|
| Shameem |
2 |
|
|
1 |
| Ayafor |
2 |
|
|
2 |
| Vafa |
1 |
|
1 |
1 |
| Martin |
1 |
|
3 |
1 |
| Gordon |
1 |
2 |
|
|
| Kamran |
1 |
|
|
|
| Justin |
|
2 |
|
2 |
| Aram |
|
|
|
1 |
| Marc |
|
|
|
|
| Elham |
|
|
|
|
| Shahrooz |
|
|
|
|
| Naysan |
|
|
|
|
| Rob |
|
|
|
|
| Phil |
|
|
|
|
comments
More to come...
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