Risk

I have won a ton of games against human and computer opponents when all I had was Australia. Take a bite out of Asia, and you prevent an opponent from wrapping it up.

An online game would be pretty cool. Does such a thing exist?

How many players? I can see it happening with six, I used to play with four at most. Australia is very useful for keeping anyone from getting Asia though, that I agree with.

I don’t understand. The way I’m familiar with, I take Brazil with my campaign army, then Argentina, then Peru, and finally roll up Venezuela. Then I can hit Central America with the remaining force, or hole up until next turn.

How does your Blitz Rule differ from this?

You are keeping your forces in one army, it sounds like. Take Brazil, then Argentina, then Peru, then VEnezuela.

The end results are the same, honestly. But with the Blitz Rule as we have used it, you wouldn’t be able to go any farther that turn, no matter how many troops you had. And you would probably end up with more troops in all the territories, instead of a mere 1 in peru and argentina.

:confused: When I do it (often) I keep all my armies in Brazil, then get Argentina, move one in, take Peru, move one in, then Venezuela, and move in anyone needed for an attack on Central America. If you owned Central America, you could free move into it - but attack no further.

The rules I played, which upon reflection are not as close to yours as I thought, allowed you to move as many armies wanted into as many adjoining countries as desired for the free move.
If I’m not mistaken, your rule is like a free move per conquest, with the provisio that the turn is over for those armies, if not others. Is that right?

Possibly, though I have one confusion in your statement… you’re making mulitple attacks out of Brazil, leaving the bulk of your forces in Brazil after the win and only putting on troop in the territories you’ve taken?

As far as I know, that’s not normally how it goes… once you attack with a force (which doesn’t have to be the whole army) those troops are supposed to stay in the territory you’ve just taken, unless you attack with them again.

But yes, if I’m reading your post right, you are correct… you can move and attack, and then attack once more with a force, but that’s it.

Forget the bird, follow the river!

Actually, from here you only need to move in the number of armies equal to the number of attacking dice rolled. I’ve actually never played that way, and have always allowed 1 to n-1 armies moved in. No matter - with a ton of armies in Brazil the result is almost the same. I prefer not moving the armies around in order to protect against sneak attacks from Europe through North Africa. But if you play rules that most armies must be moved, I understand the purpose of the blitz rule much better.

I wonder how many people play using all the real rules? We usually play with the two player rules for initial placement of armies, no matter how many play.

We always have six players, and we deal the cards to determine starting countries. In all other cases, we follow the rules explicitly, although I’ve been lobbying for a “nuke card” variant.

Several people have said “always take a card”, but there is one situation where I don’t: if I’m the first or second player (of six), I’ll hold off on taking my fifth card until the next round. Once you have five cards, you MUST turn in a set, and the first or second player to turn in only gets two or four extra armies, a number too small to do much good. By waiting a round and letting everyone else turn in before me, my first turn-in gets 12-15 armies, a formidable force early in the game.

DICE WARS is a Risk knockoff game with free online play.

The main differences between Dice Wars and Risk are that in Dice Wars (1) you have no choice in army placement; and (2) you get new armies based upon the number of contiguous terrritories held at the end of each turn.

Just popping in to tout the superiority of the newer Risk variant: Risk 2210, which fixes most of the gameplay problems with original Risk.

Risk: Lord of the Rings is good too, as is Risk: Godstorm, I hear.

Dicewars is good.

Kdice is even better, as you’re playing against real people, and it has a ranking system.

CriticalDog is me, in case you run into my crushing hordes of dice.

I have always done well starting with Australia. Easiest continent to hold on to for the bonus. BUT, you MUST make certain that the Asian players are forced to defend attacks in the west and northeast, or you will never break out.

I remember back in '77 at a field school for archaeology in Southern Nevada, we introduced our professor to the game. We played every night for 6 weeks. Damn that was fun! :stuck_out_tongue:

I think that the Americas gambit is a good bet. Take N. America first; it will take time, but pays off enough per turn that I think it’s actually better than S. America. You have 3 good chokepoints & a lot of territory. Later, defeat the South American player (someone will be playing that starting position for the early armies) & you have the hemisphere, still with 3 good chokepoints.

Of course, if you’re using American-style ascending armies, that can trump position. But if you can stay in the card game, you may be able to burn off enough armies if invaded by The Really Big Push to do your own Really Big Push.

I am so frightened of your massive eight stacks. Oh no.

Sincerely,
JohnGalt on kdice