Showing posts with label Risk. Show all posts
Showing posts with label Risk. Show all posts

Saturday, January 11, 2014

Day 10ish: RISK Tips

It is entirely possible that I got home last night and then promptly fell asleep for 12 hours. Kind of hoping I get Spider-Powers out of it, but more likely just a headache.

For now, I'm writing up Day 10's post, Day 11 will come tonight!

This post is going to be the first in a new, irregular series where I post different tips for board games I've played. These will be things I use, I do not know if they have other names or if there are even better tips -- I'm not doing research here, these are from my own experiences.

Most of the times, these tips will focus on gameplay, such as today. Down the line, a may add storage tips as well, seeing as how some of these games have an excessive amount of cards/tokens/whatever, and no established way to organize them (I'm looking at you, Eldritch Horror). I WON'T be explaining the rules during these posts unless I find a rule that is often confused. I may do a different series down the line focusing on how to play, but we'll see.

For now, let's talk about my favorite board game, RISK!

The most important thing to know about RISK is what version you are playing. To list the few that I have and their major differences:

RISK Classic: This is an older edition of RISK. The only difference here is that there are six playable factions. All later versions (that I own) allow five or four maximum players.

Units/Figures: Infantry Men (1 Army), Cavalry (3 Armies), Cannons (5 Armies).
Map: Earth

RISK Updated: The rules are almost exactly the same. There are only five playable factions, and the only actual change I remember off the top of my head is how recruitment is handled -- the values for getting troops after turning in cards has been reduced. "Mission" cards have been added to change the game's focus from "Global Domination" to whatever your card says, and capitols tokens have been added to add to this or add a simple game type I'll call "Capitol Domination," where you only need to own ever capitol as opposed to every territory.

Units/Figures: Small Arrows (1 Army), Big Arrows (3 Armies). BORING.
Map: Earth

RISK: Star Wars (Clone War Version): This has many rule differences, only has two factions that can be played by up to four players, and introduces a "rule 66" gimmick that almost sets a timer on the game. I've only played it once and did not enjoy it, though I'll eventually hunt down an original trilogy version of RISK because I've read that it's much different.

Units/Figures: I forget and don't feel like looking. I know their are at least Clone Troopers and Droids to separate factions, but after that I don't know.
Map: Again, can't quite remember but it was very boring and half the reason the game didn't interest me.

Europa! A very interesting map to play on.
RISK Godstorm: I LOVE this version of RISK. It is an evolution of a version I don't own yet (2210 A.D.) and adds Gods that act like generals, spells that can completely warp the game, and an almost mini-game addition where your defeated troops keep fighting in the Underworld. The map is also interesting, especially since an entire continent, Atlantis, can sink if the correct spell is cast.

Units/Figures: Warriors (1 Army), Elephants (3 Armies) and Greek Gods, which aren't armies but do impact gameplay and can move around the board with your troops.
Map: Europa, with Atlantis and Underworld additions.

RISK Legacy: This is my favorite version of RISK because it has a very unique series of changes that happen the first 15 or so times you play the game -- the board and rules become permanently altered as stickers (Scars that hurt or improve spaces or cities that make a territory more appealing) are added to the board and special sections of the rule book as certain conditions are met (such as the first time a faction is eliminated from the board, you are allowed to open a sealed packet that adds new cards and rules). Also the factions are different and continue to change from game to game, which is a wonderful addition. The first 15 games also have a very specific way to win, based on accruing "Stars," not necessarily by killing off your enemies. After the first 15 games, all the rules should be applied and then you can play however you want.
I've only managed to open two out of seven total compartments...

Units/Figures: Soldiers (1 Army, different appearance by faction), Advanced Units (3 Armies, different appearance by faction.
Map: Earth, but with potentially dramatic changes on any given space or continent (I just named Australia Barsoom and forever get a bonus when I control it...).

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... Now for the actual tips. For now, I'm focusing on classic/updated version, because other versions have so many different rules. I will either add to this post or do separate posts for each down the line.

1. The best continent to control is any you feel you are able to defend its borders. Asia is impossible for any early game due to having so many different access points, Australia is the best with only one, but you run the risk of being boxed in if an enemy blocks Siam (Souther Asia) with enough troops. Also, depending on how you're playing, it may be too far removed from the action. I tend to start there anyway, making sure my first goal is to secure Siam and then SLOWLY advance towards Africa from there (taking over Asia isn't viable until late game, if ever).
When two people start on Australia...

2. You MUST control a continent early OR make sure no one else does. Even an additional 2 troops from Australia or South America will go a long way in the early game.

3. Do NOT allow an enemy to gain control of America, Europe, or Asia for more than a turn. Do this for as long as possible, knowing that you only have to take a single territory away from them before their turn comes back again. If they ever DO get the bonus, they will become almost impossible to penetrate again (Even America only has three points entry spots, which can be quickly reinforced with an additional 5 soldiers).
All you need is one guy to disrupt a continent bonus.

4. Don't be afraid to try and play players off of each other. Alliances and such are acceptable meta-game, but so is suggesting that a particular enemy owning North America for an entire turn is unhealthy for everyone is a reasonable statement. The NA player may not appreciate it, but it could potentially save you from having to attempt a cross-global assualt.

5. On the subject of making alliances, only make them with a player you trust and I STRONGLY suggest you set an end criteria. Whether this is after a certain enemy is defeated or a certain number of turns, it will be good to have any restrictions removed when you actually need to go through "allied" territory to win the game. Don't be afraid to throw your weight around if you have any -- very often I've offered the terms "I'll allow you to come in second place" when I want en enemy out of the way but don't necessarily want have a difficult fight for it. They can move the bulk of their army to a single, out of the way place, and you can steamroll their single army leftovers that are the only thing in your way.

6. No matter what, make sure you are able to take at least one territory each turn. This will get you a card at the end of the turn. If there is no actual point in expanding further, consider stopping there until you're ready for a big assault, but have a few options to take for the next turn. Overcoming every single-army space just because their easy will actually thin you out and potentially make you easy for the picking, and you may have gained nothing at all from the trade off.
Godstorm Territory cards.

7. Horde your cards until the latest you can. Some versions need cards to be played before the number of troops you get grows larger. In that case, play them when you can. Other versions allow to you get a set amount of troops based on the type/number of cards you have. Saving these cards can allow you to launch a massive surprise attack later in the game. Turns like that can usually end the game, if done correctly.

8. When defending a continent, there is little point keeping more than a single army on territories NOT threatened by an enemy territory. Instead, mass your armies at the borders that you share with enemies. If they break through there, you've lost the continent bonus anyway. If they get greedy and attack all your single-army spaces, they run the risk of spreading themselves too thin as well as losing extra troops because the defensive die gives you the most benefit with winning a tie (every time you roll a six, the enemy loses a troop, minimum).
Purple is a bit overzealous on defense, and costing himself useful armies.

9. When taking over a continent, I suggest trying to do it in no more than 2 turns. Use the first turn, if needed, to take a single space from the continent, removing their bonus for the next turn. On your next turn, their defense should be weaker and you can mount your full assault.

10. When taking over many spaces at once, plan your route carefully. You don't want to box yourself in by moving all your soldiers onto a conquered territory that only borders other territories you control -- no matter how massive the force, it is now stuck on that space until the reinforcement face, giving your enemies time to rebuild. Play it as if you are playing the old computer game, Snake. If you get trapped by your own body, you've wasted time and lost your momentum. You can take over the entire map in a single turn, if you are careful (I have done this many times).

Those are the first ten tips I'll offer. If I think of more for classic/updated versions, I'll add them here. When I eventually do the other versions, I'll also link them here, using the above list.

Wednesday, January 1, 2014

Day 1: Board Games!

Happy new year! Almost missed today's first post... you know, the beginning of "The Month of The Nerd" I mentioned last time!

To start, I just wanted to write a bit about what has been catching my interest more and more lately: board games! I've always enjoyed them in various forms, but titles such as Monopoly and Sorry! aren't exactly what I'm talking about. Classic, mainstream board games are fun and almost anyone can play them and have a good time.
Well, I suppose you CAN spice it up...

Unfortunately, my preferences have always been a bit more difficult to get into and therefore make it difficult for me to find anyone to play with. Starting with Chess, a very common strategy game, there are many people who don't have any clue how to play and much less drive to learn. Bump it up to something like Stratego, and the real strategy is to just find someone willing to try it out!

My favorite games are competitive strategy games that have many techniques available and long enough to actually see progression. Risk would be the entry level board game here and I was fortunate enough to find a group of friends in college to play with. In fact, we played almost every single night. I've got multiple versions: "Updated" Risk, Godstorm, Star Wars (the prequel one, unfortunately), Halo, and, my favorite, Legacy. I'll eventually collect more, but my main quest with Risk at the moment is to find a steady group to finally play through multiple Legacy games -- the board actually has permanent changes and additions that add up to a unique version after 10-15 times played. I still don't know what all the changes will be because I'm trying to find a group that can enjoy all the transformations and not just random players who may never touch it again.
So much potential!

Thanks to Wil Wheaton's TableTop show on the Geek and Sundry YouTube Channel, I've been seeing a whole range of games that I'd never consider -- mostly due to having no one to play with, but also because they're generally expensive and I'm always loathe to try something new with no guarantee of enjoyment.

Very excited to add Cthulhu to my board gaming!
Since watching every single episode of TableTop (which comes out something like every other week), I've picked up Star Wars: X-Wing Miniatures, Forbidden Island, and Eldritch Horror (not featured on the show, but a similar title was). The last two are even cooperative titles, which usually doesn't interest me. The Wife and I enjoyed Forbidden Island and I'm still trying to get her to play a full game of Eldritch Horror -- the first attempt was a bit of a bust because I didn't know how lengthy the setup could be.

X-Wing Miniatures is enjoyable and scratches my collectible itch, which isn't always easy to do.

For those who struggle to find players in their own board game quest, I suggest you reach out to your local hobby shop. I have two relatively close to me that host regular game nights -- usually card games such as Magic: The Gathering, but if the shop sees an interest elsewhere, they're generally willing to branch out. I hope to stop in on one such night at TJ Collectibles in Milford, MA soon and see what board games they actually play and how open they are to suggestions. I'll do a further post on that when it comes to pass.

Anyone else have any board games they love but maybe aren't that well known? There are a lot of grand strategy titles I'd love to look into, but that will be a ways off until I can produce enough offspring to field a game of something like Twilight Imperium...
I have no idea what any of this does (Twilight Imperium)...

Enough rambling for now! No clue what's coming tomorrow, but it will definitely be something. Yeah, something.

Thursday, March 21, 2013

Geek & Sundry: I've been missing out!

I'm bad at YouTube. I follow a few channels, but I never seem to find time to watch videos that don't involve short clips of cats being adorable. This morning, thanks to Pinterest, I noticed that Felicia Day tried out parkour. I enjoy Felicia Day and I think parkour/free running is awesome -- what could go wrong? As a video, nothing! It was a lot of fun to watch.

Then I realized there was a ton more content. Yes, this was all realized today. I really don't keep up to date with web videos and I don't even follow too many blogs. I have the same issue with podcasts -- I get recommendations all the time, but when it comes down to it, I find my attention pulled to writing, reading, or playing a video game.

Well, this is my public apology for not being supportive of the channel Geek & Sundry until now. It is a channel that is all about the things I love from some amazing people, including, but in no way limited to, Felicia Day and Wil Wheaton. My unfamiliarity with the rest of the creators will be something I rectify ASAP!

Why am I posting about this? Because I'm going to make an effort to catch up on all the previous content on G&S AND keep current with new things, and I'll be posting a weekly favorites section where I link (and probably rave about) a video I thought was amazing and no one should miss out on (as I have been). This weeks is going to Felicia Day's parkour/free running adventure:


Also, I've been inspired. In college, a group of friends and I used to play RISK almost every night. When I moved to NY a few years ago, that stopped. Whelp, I'm planning on moving back to MA soon. This Summer would be the earliest. I'm hoping I can get my friends together regularly when I'm up there and I'd like to incorporate a Game Night series where I tape my friends and I playing different games (or just RISK, if that's all they're interested in) and work it into a feature on here.

If that sounds a bit dull or stupid... bear with me! This just came to me this morning!

Alright, now I'm going to get back to work...

Note: If I'm missing more wonderful channels on YouTube, let me know! The Nerd is always looking to increase his nerdy level.

Thursday, May 24, 2012

Now Playing, Opinions Included

Here's my now playing list as it stands:

360
Ghost Recon Future Soldier: I've never really been a fan of third person shooters, but with the advent of Starhawk and, now, Ghost Recon, I'm finding them to actually be enjoyable. I've only just started, but the mutliplayer can be tense and exciting (with a good team) or frustration (with no team communication). The game modes are lacking in my opinion, but I think I just want to see something different from shooters these days. The short time I spent in the campaign has me interested, which almost NEVER happens.

Deadly Premonition: Picked this up when I heard it was similar to Twin Peaks. Only played for an hour or so, but I can see this will be a game I enjoy. I think I might shelve it until I've finished Twin Peaks, though. The stories aren't related, I just don't want to over-saturate myself in the genre, that always burns me out.

Mortal Kombat: Played this for a couple days and was pleasantly surprised. I don't care for the online, but the story mode is easily the best story mode I've ever seen in a fighting game. DBZ games should take notes!

PS3
inFamous 1 (then 2): This is my favorite PS3 series. I actually haven't started playing them again yet, but I will. I got rid of Starhawk -- I enjoyed it, just don't enjoy PSN community and prefer single player games on PS3. inFamous 1 is my preference out of these 2, but I enjoy both of them and look forward to finally completing evil characters. Also, I wonder if 2 has gotten any interesting user created content...

3DS
Lent it to my brother who came to NY to help us move to our temporary apartment while ours is renovated. Was playing Chrono Trigger, but feel I need to focus more on that game than I am willing to at the moment.

Vita
Final Fantasy Tactics: Started again. God, I love this game. Strategy RPGs are my favorite genre, hands down, and this one holds a special place in my heart.

I also am considering picking up Mortal Kombat if I find it cheap. I enjoyed it enough on 360 and would like to finally own a Vita game...

PC
Star Wars: The Old Republic: Haven't been playing much. I enjoy it but, after guild drama, became guild leader. This caused undue stress when I wasn't looking for it. Mainly, it's an issue because we are on an unpopulated server with no room for growth, and playing with new/interesting people really fuels this game. There simply isn't enough varied content to keep me coming back without a decent crowd. For now this is on the back burner, though I will continue to play here and there.

Disciples 2: Enjoying this, but it is difficult and I find my time is spread a touch too thin to devote myself to it.

Board Game
Risk: I love Risk. I need to find people to play with around be, but don't have friends here in NY. In my senior year of college, I played almost every night with my MA friends. I also won every night but one, though that was due to Brandon back stabbing me and breaking our treaty. I'll never forget, Brandon! Main reason I want to play now is because I've picked up a Risk: Legacy board and it is an amazing concept but benefits most from a repeat group of players. The board is actively customized after each playthrough and that excited me more than I can say.



Next update will probably be comic oriented -- planning on picking up my Pull List this weekend. These updates tend to be far and few between due to my Comic Book store being in Jersey (shout out to Joker's Child), which is a bit far (have to go over the Tap and pay the toll...) to visit often/regularly. That being said, next comic post will focus on:

What's on my pull list and why.
What collections I have/am working on.
Why my favorite characters are my favorites.

Until then!