Risk game metal pieces




















A player using this strategy might remain in the game all the way to later stages and then mount an attack on the weakest player and start a chain elimination to remove one player after another to win the game. The player who uses this strategy is called a Turtle. Solutions to counteract this strategy using cooperation have been proposed by Ehsan Template:Not a typo.

The rules of Risk neither endorse nor prohibit alliances or truces. Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong.

Because these agreements are not enforceable by the rules, these agreements are often broken. Some players allow trading of Risk cards, but only during their turn.

This optional rule makes alliances more powerful. Defenders always win ties when dice are rolled. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use more dice offsets this advantage, as indicated in the dice probability charts below. Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities can be expressed analytically using Markov chains , [7] [8] [9] or studied numerically using stochastic simulation.

It is always advantageous to roll the maximum number of dice, unless an attacker wishes to avoid moving men into a 'dead-end' territory, in which case he may choose to roll fewer than three.

The table below states the probabilities of all possible outcomes of one attacker dice roll and one defender dice roll.

Green indicates an advantage to the attacker and red an advantage to the defender. Thus when rolling three dice against two dice the most each player can roll , three against one, or two against one, the attacker has a slight advantage, otherwise the defender has an advantage.

When large armies face off, a player will tend to gain a greater advantage over his opponent by attacking rather than defending. Multiple opponents can change the prudence of such a strategy, however. The following table shows the probabilities that the attacker wins a whole battle between two countries a sequence of dice rolls.

Green indicates an advantage to the attacker i. The number of attacking armies does not include the minimum one army that must be left behind in the territory e. A common situation is that the attacker wants to take over a whole region of countries during the same round, by a series of battles.

After each successful battle, the attacker leaves one army in that country, and continues with the remaining attacking armies into next country. The following table shows the average number of countries that the attacker can take over, as well as the 90 percentile , starting with a certain number of attacking armies in the first battle.

A fixed number of armies is assumed to defend each country. This variation dramatically shifts the balance of power towards defense. As shown in the following table, a defender in this variation has a 1-in-5 chance of holding a country with three defenders against eight armies in a whole battle excluding the one that must remain behind : [12] [13]. For comparison, under the standard rules in which the defender may roll up to only two dice at a time three armies would only have 1-in chance of holding a country against all-out attack by eight.

Over the years, Parker Brothers and Hasbro have published many different editions of rules for the game. This 2-player version is played according to the traditional rules of Risk. Each player takes 40 armies and alternately places one army on an unoccupied territory until each has occupied 14 territories.

The remaining armies are alternately distributed on the occupied territories. The remaining 14 territories are occupied by a force called the Allied Army. These armies are composed of playing pieces different in color from those used by the two players. Two Allied Armies will be placed on each unoccupied territory for a total of 28 armies.

Each player attacks according to the traditional rules. A player may attack the other player or the Allied Army. When a player attacks the Allied Army, the other player rolls the dice for the Allied Army. The game ends when one player loses all his territories. If the Allied Army loses all its territories, game play is continued according to the traditional rules. Each player has a "capitol" in one of the initially-occupied territories.

The player to capture all capitols wins. Any armies and territories that belong to the losing nation are turned over to the victor. Capitol Risk often leads to much shorter games. Secret Mission Risk was the standard game in European editions for some decades [3] and was introduced to US editions in This form of play gives each player a specific mission short of complete world domination. Players do not reveal their missions to each other until the end of the game.

The game ends when the first person to complete his mission reveals his Secret Mission card, thereby winning. Note: In the UK edition, if a player's mission is to destroy all armies of a particular color, and another player kills off the last armies of that color, their mission changes to capturing 24 territories.

In the US edition, no matter who eliminates the last army, the player with the mission wins automatically [15]. In some editions, the cards display either one or two stars. Cards may be exchanged to draft a number of armies depending on the sum of these stars limited from 2 to 10 stars according to the table below. The new armies are immediately deployed in any combination across the player's occupied territories.

If an Objective has been accomplished on the player's turn, that player is prohibited from also drawing a Risk card on that turn. The territory on the card is irrelevant when drafting troops. An additional card exchange regime is to offer a fixed number of armies depending on the emblem on the card. Three infantry would receive four armies, three cavalry would receive six armies, three cannons would receive eight armies, and one of each emblem would receive 10 armies.

Yet another card exchange regime follows the escalating exchange rules, but after awarding 15 armies for the sixth exchanged set the number is reset to the original four armies before increasing again with each exchange. The official rulebook suggests variations to the game-play mechanics for " Risk experts," any or all of which can be used depending on player preference. In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules.

These may include structure such as forts, freeplay players take turns simultaneously , or other rules. There have been other variations of Risk, essentially "house rules," complete with titles like "Ultimate Risk" which is played in the United States.

The following is a typical layout of the Risk game board, with a table of the corresponding continent and territory names. As such, the territory borders are drawn to resemble the geography of those regions.

This provides an interior space on which to place the army units, adds an element of realism to the game, and also adds complexity.

A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring. Game Types. Strategy Settlers of Catan. Zombie Dice. Sushi Go! Year's Best. Top Ten Games. Explore Wikis Community Central. Register Don't have an account? History Talk 0. How to Play Risk. Categories Strategy Tabletop s board games. Universal Conquest Wiki.

Copyright dates: , , , , , , , Released by: Parker Brothers Hasbro Issued through: General release. Currently army units consist of infantry, cavalry, and cannon; worth 1, 5, and 10 "armies" respectively.

In past editions there have been other variations. In , wooden cubes were worth 1 "army", while oblong wooden pieces were worth 10 "armies". This was replaced in the and editions for plastic triangle pieces worth 1 "army" and plastic stars worth 10 "armies". This change was reverted in the version, in favor of the plastic triangles and stars of previous editions.

In , the infantry, cavalry, and cannon pieces were introduced and have been used ever since; though in varying designs. A version focusing on Europe in which each player's goal is to protect their castle from attack.

It is often considered to be a poor game, but many concepts were used again in later variations. Army units consist of plastic triangles, which represent 1 "army", and plastic stars, which represent 10 "armies".

For the special collectors' edition, army units are made of metal. Infantry pieces worth 1 "army"; cavalry, 5 "armies"; cannon, 10 "armies". The movement route between the territories of East Africa and Middle East was removed; this was later confirmed as a manufacturing error.

An award winning futuristic version of Risk. The game features Moon Territories, ocean territories and Commanders. In addition to normal plastic army figurines, each army also has commanders which can affect battles where they are present. Army units include 'light' armies or 'dark' armies. The 'light' armies consist of Elven Archers, Riders of Rohan and eagles. The 'dark' armies consist of orcs, Dark Riders and cavetrolls. A ring moves across the gameboard throughout after turns.

Once it reaches Mordor, the game ends. Also included leaders and strongholds. Players attempt to conquer Middle-earth from the Lord of the Rings. The 'dark' armies consist of orcs, dark riders and cavetrolls molds. In the European version: the 'light' armies consist of humans, horseman Rohirrim and Ents. Combines the first two Lord of the Rings versions, but does not include the Siege of Minas Tirith mini-game. A ring moves through the gameboard as the players take turns.

A version based on the mythological pantheons of various ancient civilizations. The map is a stylized continent flanked by the island of Atlantis. Dead units battle in the underworld for the chance for resurrection. In addition to normal plastic army figurines, each army also has gods which can affect battles where they are present. Join the adventure as you take on the role of a Captain, assemble your away team, command your ships, and complete quests in an epic journey across the galaxy.

Description: How will you shape your world? In Risk Legacy, every game you play will change every future game. A decision you make in Game 1 could come back to haunt you in Game The risks you take in Risk Legacy are not like those in any other board game.

You and the other players will shape how your world evolves: its history, its cities, even its factions and how they fight. Unlock new rules and watch events unfold as you play more games.

Featuring gameplay for 2 or 4 players across a TIE fighter-shaped gameboard, players can determine the fate of the Star Wars universe through 3 concurrent yet distinct battles.

Choose to play as either the Rebel Alliance or the Galactic Empire, and use the classic Risk dice to control characters and ships. The object of the game is to defend or destroy the Death Star.

In this suspenseful game, there are 3 battles going on simultaneously: the attack on the Death Star, the shield assault, and the battle between Luke Skywalker and Darth Vader. Opponents choose to either be a Rebel Alliance or Galactic Empire player. The mission of the Rebel player is to destroy the Death Star, but first they must destroy the shield generator protecting it on Endor. War has become privatized. It is an age where conflict occurs via proxy wars.

National leaders no longer have to risk any of their own people or soldiers; they must instead finance their conflicts by hiring PMCs. Because of the military might of the PMCs and the effect they have on the economy, war is to the 21st century what oil was to the 20th: the pillar that supports the global economy. Emotion and loyalty of each PMC are removed from which nation they will represent or which ideology they fight for in any given battle.

Which PMC will rise above all others through strategic conquest? Description: The Walking Dead Survival Edition, a brand new map set in the Southeastern region of the United States where players battle and scavenge for their very lives within 32 territories.

Fighting for survival at every turn, gamers must not only fend off attacks from the living that compete for precious, limited resources, but they also must maintain their self-preservation from the unrelenting hordes of the undead that would feast upon them. The tokens, dice and cards represent essential The Walking Dead items that are used to strategically plan and execute plans of attack and build defense throughout the game.

Description: The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshall your forces, send forth your troops, hit the right commanders and crush your enemies.

Build alliances if you dare, but also be wary of those who you call your friend. Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond.

The game contains over military pieces, plus five decks of Command Cards for tactical purposes. Description: Battle for the fate of the galaxy.

Led by Commander Shepard, a rag-tag army of the best and brightest soldiers in the galaxy is marshalled against the Reapers to ensure the light of civilisation never goes dark now in Mass Effect Risk.

Choose one of three factions, each with its own victory conditions, to battle for the fate of the universe. Special Features Custom galaxy map that brings the Mass Effect world to life 2 games in one — New Risk game play mechanic also works as a standalone mini game.

Game Play An ancient race, known as the Reapers, has launched an all-out invasion leaving nothing but destruction in its wake. The price of failure is extinction. Players choose to play as the System Alliance, Reapers or Cerberus and battle for the fate of the Galaxy.

Includes a bonus mini-game that works within the larger game or on its own. Description: The classic game of conquest travels into Middle-earth with this special edition of Risk.

Adapted after the battles waged in The Lord of the Rings, it features a highly detailed Middle-earth game board drawn by an official cartographer from the film, and a gold-tone pewter replica of The Ring. Uncover ancient Sites of Power around Middle-earth, maximize your powers before the Fellowship leaves the land, and use your leader to aid you in this time-honored game of strategy and daring.

Description: The war for galactic supremacy begins NOW! Includes 4 ways to play; Basic Training — quick and easy, Command Room — fast-paced and strategic, Total Domination — updated versions of the classic game, Team Play — take on your opponents in 2 v 2 and 3 v 3 game-modes.

Game comes complete with game pieces. Based on the Halo first-person shooter video game series. The Human-Covenant war rages on and you must choose a side. If you select the mighty strength of the Covenant, your mission is clear — eradicate all humans and fight back the infectious Flood.



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