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Risk

 
 
zedoktar
18:42 / 06.09.07
Risk... the game of megalomania and betrayal. So Barbeloids, who plays? Whats your favourite version? Do you do anything to set the mood?

I prefer 2210 played with modified rules so the game lasts more than 5 turns. Mind you, my Risk crew has never actually finished a game, of any version. After 6-8 hours we either all get bored or tired, and call it quits.
At one session we planned a super risk using several boards; a land board, a moon board, a special air board for flying colonies and aerial warfare, and an underwater board for serious deep sea havoc. Still have to build it, of course. We also considered a time war board using Risk and Risk 2210 combined, but never got around to it before I left the city.

I usually play war metal or industrial music for our sessions. Rammstein and Wumpscut just really suit the game, especially 2210.

My old crew actually used Risk and Monopoly to quit drugs, because the town they live in has literally nothing else to do for 8-9 months of the year. (Yukon. -40c in the winter and maybe 3 months of summer where the sun never sets)Suffice to say I don't much miss that place. My buddy Caleb actually owns every version made, but he's a super-geek and then some.

I bought my teenage brother Risk for his upcoming birthday so now I can impart the Napoleanic awsomeness onto the next generation of geek. Like they say, get 'em while their young!
 
 
My Mom Thinks I'm Cool
19:58 / 06.09.07
I don't think I've ever had either of those problems (game done in 5 turns, game not ever ending because people get bored.)

We used to modify the rules a lot in high school, to include rules for treaty type stuff and also hiding the size of the armies until they attack.

After playing Axis and Allies I've never been as happy with Risk. I don't mind that it's simpler (and you can't predict after four turns who's going to win) - but I hate the opening where your armies are spread all over the place. What's the other one where it's random and even worse, Shogun? I think so. Might not know what I'm talking about.

I've played the Lord of the Rings version and another one...Star Wars maybe? They didn't seem all that interesting. I liked Castle Risk more, actually - Admirals, Marshals, Generals, Capitals = Good.

I think the thing about turning in cards for armies is pretty quirky too. Didn't seem to serve any purpose except stretching out the game and adding in more weird randomness.
 
 
zedoktar
22:01 / 06.09.07
2210 is designed to end in 5 turns for whatever weird reason. It does have of a lot cards for nukes and random insanity plus blank cards.

I only ever tried total nuclear devastation once and mostly got my own countries. Went from win to France in about 7 seconds.
 
 
Elijah, Freelance Rabbi
02:50 / 07.09.07
Risk is the only reason I was able to impress people while watching Jeopardy by identifying Kamchakta on a map.

We used to spend ungodly amounts of time playing, games would stretch into entire weekends, only ending when someone was forced to sign an embarrassing treaty to avoid complete annihilation.

I have never played any of the variants, although the 2210 looked cool.

These days though I do my strategising with painted metal troops. It is far more expensive, but adds painting to the mix, so if someone asks about hobbies and I don't want to sound super geeky I can tell them I paint.
 
 
My Mom Thinks I'm Cool
13:04 / 07.09.07
2210 looked cool.

it certainly fucking sounds cool. might have to go look for that one.
 
 
MattShepherd: I WEDDED KALI!
13:53 / 07.09.07
Risk is cool, and some of the variants are neat, but there are some doors that once you've walked through, you can never go back.

One of those, for me, is diceless combat resolution.

Diplomacy was my Risk-killer, and still a candidate for the greatest board game of all time. Strategy, tactics, negotiation, conspiracies, betrayal -- and no dice. There is no such thing as "bad luck" in Diplomacy, only weak negotiation and poor strategy.

Playing Diplomacy is the first time I've ever seen a grown person cry over a board game. And more than once.

If the idea of getting six other people and committing six hours of your life to a board game is daunting (it doesn't seem to be, but who knows) isn't your forté, or if you want something with a bit more luck in it (but still no dice,) A Game of Thrones is an impressive conquest game with a card-driven engine but a luck-free combat mechanic. Cards dictate when you get armies and when you get supplies, but the actual tactics are implemented through hidden orders revealed simultaneously and dice-free fighting. Apparently it's an even better game if you read the novels, but I haven't and I'm still really impressed with it.

There are still a lot of "dicey" games that I love (Marvel Heroes springs to mind, and Arkham Horror), but I can't go back to Axis & Allies or Risk now that I've tried systems that don't use a handful of dice to determine battle outcomes.
 
 
My Mom Thinks I'm Cool
13:59 / 07.09.07
I think there should be some chance involved in a battle. I'm pretty sure history is full of examples where a battle wasn't pre-determined just because one army was twice as big or whatever. Like, probably every battle Napoleon was in, for one thing.

Diplomacy does sound really cool though.

One thing I always wanted was more differentiation between troops. I think that was something I liked more about Axis and Allies. It's not just "army" - it's tanks or planes or whatever and they're good at X and bad at Y.

Whenever we were playing Risk I'd always go off about how my troops in Romania were all vampires and they were going to kick ass, or whatever.
 
 
Baz Auckland
06:03 / 09.09.07
We could always try a Barbelith Diplomacy game again if anyone's interested in running it...
 
  
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