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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:

  1. 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.
  2. When you control a continent, position your armies to protect the points of attack much more so than the less vulnerable interior countries.
  3. 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.
  4. Try not to let other players control continents, but don't weaken yourself too much in the process.
  5. Whenever possible, attack with a large group rather than a medium-sized one.
  6. Hold on to wild cards as long as possible at any point in the game.
  7. 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:

  1. Risk is not a team game. Alliances -- if they exist at all -- are always, always, always, temporary.
  2. Don't spread yourself too thin. Other players could sweep through and capture all of your one-army countries quite easily.
  3. 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        

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More to come...