Quasqueton
First Post
I played a game of Risk this past weekend on our normal D&D night. We played enough turns to run out of territory cards; we had worked up to 45 bonus armies. The game didn't look to be nearing completion, so we just all (3 of us) agreed to call it a draw.
The LotR Risk game has a good built-in game end mechanic (the Fellowship reach Mt. Doom). What is a good game end for standard Risk?
Call it after X-number of turns? But then you have a situation where everyone "goes for broke" on their last turn, or the last player has an advantage.
I thought about maybe each player rolling a d20 at the end of their turn. If the die comes up 20, the war ends "at the negotiating table" and the players then just count up their territories for a winner of the game.
Something else? What interesting, and Risk-appropriate, ending could keep a Risk game from going on indefinitely?
Quasqueton
The LotR Risk game has a good built-in game end mechanic (the Fellowship reach Mt. Doom). What is a good game end for standard Risk?
Call it after X-number of turns? But then you have a situation where everyone "goes for broke" on their last turn, or the last player has an advantage.
I thought about maybe each player rolling a d20 at the end of their turn. If the die comes up 20, the war ends "at the negotiating table" and the players then just count up their territories for a winner of the game.
Something else? What interesting, and Risk-appropriate, ending could keep a Risk game from going on indefinitely?
Quasqueton