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- Ottoman Empire: Ottoman Empire, empire created by Turkish tribes that grew to be one of the most powerful states in the world in the 15th and 16th centuries.
- Risk Edition Napoleon: variations from standard risk. The Ottoman Empire Extension for Edition Napoleon adds neutral fleets as an option.
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When you hear the term “boardgames about war”, the first thing which comes to most people’s minds is probably Risk. This classic game of world domination was one of the first board games designed to simulate global conquest, imperialism, and war. When French film director Albert Lamorisse designed the game in 1957, it was soon licensed to major game and toy companies, so Risk became a game many children played in their childhoods. Since, the game has gone on to influence many other war boardgames.
Standard Setup In a six-player game, everyone counts out 20 infantry. Players then take turns placing units on empty spaces until no more unoccupied territories exist. Once this is done, everyone places the remainder of their units one-by-one on territories they control, massing their forces in strategically important regions. The Risk Board Game Logo In a 5-player game, players start with 25 military units.
A 4-player game requires people to place 30 units apiece. A 3-player games has each player places 35 units on the gameboard.
Castle Risk – 1986; Edition Napoleon – 1999; Edition Napoleon: Extension Empire Ottoman – 2000. Risk Board Game: Rules and Strategies for Winning Axis.
In the three-, four-, and five-player games, setup follows the same formula as the 6-player game. Only in the 2-man contest is setup different. In a two-man conflict, you set out 40 units for each player, then grab 40 military pieces from a neutral third-party army. Their units are placed by the two players alternately, therefore likely set up to thwart each player equally. These units never attack, but they do defend when attack. Whoever is not attacking rolls for these neutral armies.
Alternate Setup Rules In an alternate version for setting up the gameboard, you shuffle the deck of territory cards, then deal the entire deck randomly to the players. In this way, opponents gain territories by the luck of the draw. This was the standard method when my friends played as a child, but isn’t what’s stipulated in the rulebook. Turns in Risk Play revolves around the table in a clockwise fashion. Roll to see who goes first.
The order of play is as follows. Obtain and Place New Armies 2. Fortify When your turn starts, you’ll collect the armies which are coming to you. Your allotted number of new unit is determined by the number of territories you own, any continent bonuses you might have, and any Risk cards you might redeem.
Timing plays a certain factor in the game, since much-needed armies might arrive just in the nick of time to hold onto a key territory or even a continent. Also, escalation occurs in the game. When you collect three cards with the same picture on them or one of each card type (Infantry, Cavalry, Artillery), you receive an ever-larger number of cards. If you hold 5 cards, you must trade in 3 of them. The first set traded is worth 4 armies, then 6 armies, then 8, 19, 12, 15, 20, and +5 hereafter. Since it might be advantageous to hold cards until unit numbers increase, that’s why the 5-card limit rule exists.
A player get military units based on their territories divided by three, rounded to the nearest integer. If you have 16 territories, you would receive 5 units (1 left over, so round down).
If you have 17 territories, you would receive 6 units (2 left over, so round up). Attacking Phase Attacks are resolved with dice rolls. The attack may have up to 3 dice, determined by 1 + units in the attack (with three as the maximum). So if you have 1 army attacking, you roll 1 die. If you have 2 armies attacking, you roll two dice.
If you attack with 3 or more units, you roll three dice. You must have at least two units on a territory to attack from it, as one unit must be able to stay behind to hold the territory. Also, attacking only takes place between adjacent territories, though arrows might show which continents have the right to attack each other (and are considered adjacent). When defending, you get 1 die if you have one defending military force, while you get 2 dice if you have two or more dice defending.
Ties always go to the defender. Rolls are resolved in ascending order, so if an attacker rolls a 6-5-1 and the defender rolls a 5-4-1, the attacker wins two battles and the defender loses two armies. If the rolls were 5-4-1 versus 5-4, though, the defender would win two battles and the attacker would lose 2 units (since defense wins ties). The attacker can call off an attack at any time, but the defender can never retreat. Fortification Phase Once your attacks are over, you start fortifying or free move phase.
You can move any armies you want, but only one space and only onto regions you control. Alternate rules allow players to move units as many spaces as they want, but only if they are all contiguous. Under any circumstances, one army must be left on every territory you control. Continents and Armies When you control every region in a continent for a full round, you’ll get bonus armies at the start of your next turn. The bigger the continent, the harder it is to control, so the more units you acquire by holding it.
Parker Brothers Risk Game
This bonus continues from one of your turns to the next as long as you hold the continent. Bonus Units Per Continent. Asia – 7. Europe – 5. North America – 5. Africa – 3. South America – 2.
Australia – 2 North America and Europe have the same size of bonus, but it’s usually better to concentrate on North America first, because it’s easier to hold. You’ll only have to split your forces three ways (Greenland, Alaska, South America) to defend your stronghold, while Europe has to split forces four ways (Iceland, Russia, Southern Europe, Western Europe). Also, America can only be attacked from 3 regions, while Europe can be attacked from 6 different territories. Risk Strategies Collecting continents and their constant source of armies is important in Risk.
Many people prefer to focus on the smaller continents like Australia or South America, controlling a base of power. When trying to control a continent, you’ll want to control these choke points to hold out as many opponents as possible, working your way from there to control the continent. Once you control a full continent, it’s often best to control your continent and one space out from it towards all nearby continents, so your opponents won’t be able to build up forces nearby. For instance, if you control South America, it’s best for you to control Central America and North Africa, so no opponent can control either North America or Africa. Since those continents warrant more armies, an opponent who does so would be able to build up a larger army and destroy you in time. Someone controlling Australia would want to seize control of Siam for the same reason. The same idea goes for the bigger continents.
If you controlled Africa, you would want to seize Brazil (South America), The Middle East (Asia), and either Southern Europe or Western Europe to assure Europe doesn’t fall under an opponent’s control. Asia is the best continent to control, though it’s harder to seize, so Asia is usually an empire’s second or third continent to annex. Winning a Game of Risk To win, you must control every territory on the board. In many games, one player concedes before this happens, as their opponent controls an overwhelming number of armies and an unassailable bloc of territorial possessions. Other Risk Products With the popularity of the original game, new products have been released over the past 25 years to take advantage of that popularity. Below are games with the Risk name attached to them. Some of these use the same rules but with different maps.
Most of them are their own games, which might have some rules in common, but have their own challenges and gaming dynamics. Castle Risk – 1986. Edition Napoleon – 1999.
Edition Napoleon: Extension Empire Ottoman – 2000. 2210 A.D. – 2001. The Lord of the Rings – 2002. The Lord of the Rings: Gondor & Mordor Expansion Set – 2003. The Lord of the Rings: Trilogy Edition – 2003.
Godstorm – 2004. Star Wars: Clone Wars Edition – 2005. Star Wars: Original Trilogy Edition – 2006. Risk Junior: Narnia – 2006. Risk Express – 2006.
The Transformers Edition – 2007. Balance of Power – 2008. Black Ops – 2008. Reinvention, Factor, or Revised Edition – 2009. Onyx Edition – 2009. Risk 1959 – 2009.
Factions – 2010. Metal Gear Solid – 2011. Legacy – 2011-2012 See also:.