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REVIEWS
10 Days in Africa
Acquire
Age of Mythology
Alhambra
Amazonas
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Apples to Apples
Around the World in 80 Days
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Bang
Basari
Bean Trader
Betrayal at House on the Hill
Blink
Bohnanza
Bohnanza - High Bohn
Bohnanza: Bohnaparte
Caeser & Cleopatra
Carcassonne
Carcassonne: Hunters & Gatherers
Carcassonne: Inns & Cathedrals
Carcassonne: King & Scout
Carcassonne: Princess & Dragon
Carcassonne: The City
Carcassonne: The Count
Carcassonne: Traders & Builders
Cartagena
Catch the Match
Catz Ratz and Batz
Cities & Knights of Catan
Civilization: Sid Meier's
Clans
Control Nut
David & Goliath
Diplomacy
Domaine
Elfenland
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Evo
F. B. I.
Fish Eat Fish
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Formula De
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Gopher It
Guillotine
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History of the World
Industria
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Kahuna
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King of the Beasts
Landlord
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Lilly's 3 For All
Loius XIV
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Lord of the Rings - The Confrontation
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Maya Madness
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Odin's Ravens
Pirate's Cove
Play Ball
Poison
Princes of Florence
Puerto Rico
Queen's Necklace
Quiddler
Ra
Rage
Railroad Tycoon
Right Turn, Left Turn
RISK
Risk 2210 A.D.
River Crossing
Robo Rally
Rush Hour
San Juan
San Marco
Scotland Yard
Seafarers of Catan
Sequence
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Settlers of the Stoneage
Shadows Over Camelot
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Shipwrecked
Simply Suspects

Slamwich

Sleuth
Spy Alley
St. Petersburg
Stratego
Sunda to Sahul
Take it Easy
Tantrix
The Analyst
The Game Ned Kelly
The Prince
Think Twice
Through the Desert

Ticket to Ride

Ticket to Ride: Europe
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Tongiaki
Tutankhamen
Vinci
Wheedle
Wizard
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Xactica
Ys
Zippy
 
RISK
- Game Review by Neil Thomson
Publisher: Parker Brothers (Hasbro)
Style: Wargame
Players: 2-6
Time: 1-2 hours
Ages: 10+
Difficulty: Moderate


Price: $80 - Buy Now
 
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.

 
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".

 
Pick-up & Play
 
These games can be picked up and learned in 30 minutes or less making it ideal for new players. The rules are straightforward and can often be clearly understood without even playing the game. These games are great for all ages due to the minimal rules and options available. Don't make the mistake of regarding this category as too easy though as truly great games can be found here and it would be a folly for experienced gamers to overlook them.
 
 
Moderate
 
Moderate games can still be learnt in approximately 30 minutes but are designed to offer a greater depth of strategy. Games at this level will often appear straightforward at first but after several plays a greater sophistication will become apparent. This adds much to the games re-playability and will appeal to gamers that enjoy the variety of options available to them. The rules for these games can sometimes take several reads due to their intricate nature and therefore several play tests are required to fully clarify them. These games can appeal to hard-core gamers and infrequent gamers alike. A large number of gamers will find themselves playing games in this category.
 
 
Challenging
 
These games can still be learnt and enjoyed by newcomers to gaming but on the whole are best suited to the experienced gamer. The rulebook can be more akin to a small journal at times and the complexity is mentally challenging. These games are without a doubt still very enjoyable but they will take more work to prepare for and often require a serious commitment to play (large part of a day or weekend). These games often appeal to lovers of a particular genre or the regular miniatures gamer.
 
 
 
 
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