Risk board game strategies
by Jon Peters
(Quebec, Canada)
Extra rules and diplomacy makes Risk even more fun
A typical game of Risk the board game requires tactics, luck, strategy and negotiation.
Risk is even more fun if you add more rules to it. For instance, "Territory grab" is where you get to choose where your provinces are. Choosing a Capital province always takes strategy, making sure it is well-guarded by surronding areas.
"Tatical move" is, after the attack turn, you transport your troops into other provinces, with no limit to the number of movements from one adjacent territory to another.
Throwing in some diplomacy is always fun: declaring war, alliances and border agreements, just to name a few.
The way I play it, Risk isn't about luck, it's about cunning diplomacy, making agreements sound good, then using it to your advantage. For instance, one game I was playing with a couple of friends. It was later in the game, so it was hard to take over a province.
I came up with a deal between Kamatchaka and Alaska, so that we would reconquer it back and forth. The object of that was so we would gain Risk cars every turn. I would end up keeping both provinces because my turn was last.
Eventually I came up with a massive army of 110 men in the Ukraine, I crushed armies leading me to Kamatchaka. Since I went last, it was my turn to conquer it and he had moved his armies elsewhere. I ended up conquering the world in one turn.
Editor's note: We will be publishing a set of additional rules for Risk, invented by The Beast himself, very soon.
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