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Risk, the board game -- how to end

I'll second Hellhound on Risk 2210. Risk was the first game I ever loved (at 7 yrs old), and it has a fond place in my memories. But Risk 2210 is everything great about Risk, cranked up to 11, and much more fun. Despite how much I've always loved Risk, I'll probably never play it again.

And in your case Quas, you should have taken the turn in and caved in Ukraine! Never mess around with the weak sister when you can crush your biggest rival. ;)

PS
 

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IamTheTest said:
Nuclear Risk. If you control a nuclear power you can send a one missle (for every 10 armies in the your territory) to one territory. The missle immediatley devastates all armies in that territory and no other army may enter that territory for 3 more rounds (fallout). In my experience this has worked wonders for our game.

btw...Stratego rocks my socks.
Yes. Yes to both of these. (And really, IME - who doesn't play Nuclear Risk? ;))
 

arnwyn said:
Yes. Yes to both of these. (And really, IME - who doesn't play Nuclear Risk? ;))
I'll second the recommendation for 2210 - playing for only 5 turns is A LOT more fun than trying to play to domination.
 

IamTheTest said:
Nuclear Risk. If you control a nuclear power you can send a one missle (for every 10 armies in the your territory) to one territory. The missle immediatley devastates all armies in that territory and no other army may enter that territory for 3 more rounds (fallout). In my experience this has worked wonders for our game.
You can use this to isolate you enemy by creating a nuclear wasteland around his army: "Fine! You want Australia? Take it! I'll just nuke Indonesia back to primordial soup and and fry you at my leisure! Mwaahahahahahahahah!"

I don't know how we ever played Risk before the advent of nukes.
 

IamTheTest said:
Nuclear Risk. If you control a nuclear power you can send a one missle (for every 10 armies in the your territory) to one territory. The missle immediatley devastates all armies in that territory and no other army may enter that territory for 3 more rounds (fallout). In my experience this has worked wonders for our game.

You sound like a person who would enjoy Nuclear Escalation from Flying Buffalo. Much fun.
 

Dingleberry said:
You sound like a person who would enjoy Nuclear Escalation from Flying Buffalo. Much fun.

The Nuclear War games from FBI were brilliant. We used to play them a LOT back in the days of my University Gaming Club. But alas, FBI no longer has the core set for sale, just the expansions, and at very inflated prices.
 

Warrior Poet said:
I like to end a good Risk game by grabbing the game table in both hands and upending it with a cry of rage as I leap to my feet, scattering pieces and players alike in sudden turmoil as I reach for my six guns while uttering terrible oaths and calling for the hide of the low-down, no-good, lyin' in the dirt, cheatenest sumbitch what ever walked the earth.

But then, I don't play Risk much.
Sadly, a good many of my Risk games ended much like that. I haven't played it in a good 15 years, though. It's a more frustrating than fun game in my family.
 

Joshua Dyal said:
Sadly, a good many of my Risk games ended much like that. I haven't played it in a good 15 years, though. It's a more frustrating than fun game in my family.
Yes. I was never good at strategy games. I like RPGs because I can play in a game that doesn't necessarily require an intricate knowledge of battlefield tactics and resource management. But my brothers are awesome at strategy. So Chess, Stratego, Risk, Monopoly, Axis & Allies, and everything ever put out by Avalon Hill always meant losing for me. :heh: I tried to learn, and I tried to have fun, but it just never clicked.

Of course, then I discovered Scrabble, and board game life was good again (I guess there's some strategy involved, but my ability always hinged more on my vocabulary).

Warrior Poet
 

Quasqueton said:
Our recent game went 3.5 hours without anyone (of 3 players) being eliminated.

Quasqueton
Yes, Risk can degenerate into a frustrating sitzkrieg. The option that I mentioned above has worked very well for our group (average time per game around 1 hour+/-). It is very easy to win if you get lucky on a few rolls. Remember that the game ends immediately when the first person is put out. This means that if, in the course of taking them out, you are left with the highest number of territories, you win. Something else you might try is the elimination of the continents in conjunction with this. This will relieve some of the border build up that happens naturally, and makes Australia next to worthless. Simply count the number of territories you own at the beginning of your turn and divide by two for the number of armies recieved.

Nuclear Risk Rules! :D

and 2210 is the best incarnation of the game yet IMO.
 

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