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Game Review by Neil Thomson |
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Publisher:
Parker Brothers (Hasbro)
Style: Wargame
Players: 2-6
Time: 1-2 hours
Ages: 10+
Difficulty: Moderate
Price: $80 - Buy
Now |
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| Game
Overview
Few
games can claim to have the pedigree of
Risk, which dates back to 1959. Each player
represents a colonial power seeking to become
the dominant influence over planet Earth
(read this as 'to win you must eliminate
all other players'). The game board depicts
the Earth with its 7 continents and these
are further divided into individual territories,
some 42 in all. Each player is given a number
of starting units (the total is dependent
on the number of players) and in turn each
player gains control of 1 territory by placing
a unit in it. This continues until all territories
are occupied. Players then reinforce these
territories with their remaining units.
By the end of set-up the stage is set as
players offensive and defensive lines are
obvious for all to see. The first turn is
always a turbulent affair as roughly a third
of all player's forces are wiped out in
a fierce grab for land. Risk's success is
based on a simple 3-phase turn for each
player. Phase 1 is reinforcement and allows
players to replace units lost on the field
of battle. Reinforcements are determined
by dividing all held land by 3 and also
by gaining rewards for controlling entire
continents (rewards vary based on the size
of the continents). The later part of this
equation is the driving force for much of
the games strategy. Rather than reward players
for ill-focused offensives, players are
instead encouraged to target whole continents.
Should they succeed in capturing a continent,
they will not be rewarded with the bonus
units unless they can hold it until the
start of their next turn. So players must
also pay attention to developing defensive
lines and buffer zones if they hope to maintain
these crucial advantages. Phase 2 is the
combat phase and this is where the action
happens. Units face-off and if the aggressor
is successful they can continue onto the
next adjacent territory should they win.
In this way players can launch devastating
wave attacks across whole continents. The
only restriction is that each captured territory
must always maintain a garrison in defence.
Therefore players must weigh up how adventurous
they can afford to be, as they don't want
to leave their lands open to a strong counter-offensive.
The final phase is friendly movement and
allows the units located in one territory
(that were not involved in battle) to move
to an adjacent friendly territory. Whilst
this appears to be of little importance,
it is actually a crucial means of reinforcing
key strategic territories and moving units
to a new frontline.
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| The
Final Word
Risk
is a game that hardly needs my stamp of
approval, as it is a game renowned for living
in the homes of even the most infrequent
gamer. Strategy and luck are almost required
in equal amounts and this offers the game
an edge that allows non-experienced gamers
a fair chance of victory against even the
most hardened of pros. The games pace is
fast and unrelenting as players continue
to jockey for position. Surprise is also
possible through the use of Territory cards,
which can offer a third and final means
to gaining reinforcements. In this way even
the most poorly positioned players can launch
devastating counter attacks and catch the
over confident opposition out. If you haven't
played Risk all I can say is "It's
about time you did".
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