Risk

Risk
by Hasbro

Risk
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Product Summary

Manufacturer: Hasbro
Brand: Hasbro
Model: 00044
Product features:
  • The game of world conquest
  • Features a tri-fold game board that is a map of six continents divided into 42 territories
  • Includes five dice, 56 Risk cards, and six sets of armies that contain 360 miniatures
  • Play three variations: World Domination, Capital Risk, and Secret Mission Risk

Toys and Games Reviews of Risk

Customer Review: Great game, but with minor flaws
Summary: 4 Stars

I started playing this game when I was about ten years old. I couldn't really grasp all the intricacies of the game, and I inevitably went for Asia every time by the promise of seven bonus reinforcements per turn. For all of you who already play risk and are just looking at this to see other players' opinions about it, you know that my strategy was essentially stupid and that every time I was wiped out by someone from Europe or North America just because they were bored and felt like grabbing somebody's cards.

I picked it up again At 13 (I'm actually 14 now) and was instantly hooked. Once I learned how to watch the whole game at once instead of just my part of the board, I became instantly better. Now, Risk and Stratego tie for my coveted fave board game title.

For those of you who haven't played before, it seems really complicated to watch but it's actually really easy to learn. There are six continents, and controlling all of the territories, or countries (please note that the board is placed in the late 1700s-early 1800s) in a continent at the beginning of a turn will allot you a certain number of bonus reinforcements at the beginning of your turn along with the mandatory three or more reinforcements (more on that later). Smaller continents like Australia and South America are easier to capture and are less prone to invasion, but if all you do is sit and sit and sit in them then you will gradually become weaker in comparison to those people who control, say Africa or Europe. In the beginning of a game, if you have a small continent next to a larger one, then invade the larger one before they strike you. If you get a larger continent early on, take a smaller one so that it's not a threat.

If you decide to attack, or invade, a neighboring territory (please note that the territory must belong to another player), you roll dice to determine the outcome. You can lose, or defeat, up to two units per roll. Offense can roll up to three dice, and defense can roll up to two. Take the highest two numbers for offense and the number(s) for defense. Whoever has the higher number(s) wins, and the other person loses up to two armies (infantry people). However, to even out the odds, if a tie occurs the defense wins. So I guess no matter how much people say the game is mostly strategy involved, there will always some luck involved.

There are three units types. One is infantry, and it counts as one. Then is the cavalry, which counts as five. The newer versions have cannons, which count as ten. When you fight a battle, you can lose up to two or the enemy can lose up to two. Sort of like in monopoly or monopoly-based games, if you have eleven infantry on a space you can trade in ten of them and replace them with two horses or a cannon. But always leave a handful of infantry on a space, because if it come down to a battle you will inevitably be breaking down your cannons or horses, which can take a while with the newer infantry pieces so small.

My only lament about the pieces is this: you can't seem to get durability and quantity in the same package. In the older versions there are no cannons, which means that unless some players are eliminated you won't be able to create absolutely humungous armies. With the newer versions, if you step on an ifantry piece that was knocked off of the board onto the ground, you'll most likely break off half the gun or more. The cannons also tend to lose flags a lot.

So how do you get territories in the first place? there are two commonly used methods for allocating territories to the players in the beginning of the game. The first is dealing out cards that have territory names on them. The second is letting the players pick territories until there are none left unclaimed.

Sounds fairly simple until you add cards. If you have enough cards, you can cash them in recieve even more reinforcements. The value of a cash goes steadily up throughout the game, peaking at sixty. After that it resets beack to four.

The only thing I really dislike about this game is how long it is. Your average game will last anywhere from 2 to 8 hours, depending on how many players there are and how aggresive they are. You will often find yourself and your buddies carrying the game on for an extra day or two after you start.

Risk is a great game, but some people don't like it because of how long it takes. I personally highly recommend it. That's all I've got to say.

Description of Risk

In this classic game of military strategy, you will lead your armies as they sweep across vast continents to launch daring attacks against your enemies. But keep an eye on your flanks: your opponents are fighting to capture your troops and claim your territories. Reinforce your armies with additional infantry, cavalry and artillery, then attack with a throw of the dice. Now fortify your positions and prepare to defend your borders from rivals' attacks. Capture all 42 territories - and you conquer the world! Are you up to the challenge' Then embark on the classic Risk game of World Domination. For more challenge, use the rules variations for experts. And for a shorter variation, try the Capital Risk game. For the first time, Risk includes the European game variation called Secret Mission Risk, whose special cards give each player a specific "mission" to complete to win the game. So join the battle to conquer the world... and learn why, since 1959, millions of players have made Risk the military strategy game of choice. For 2 to 6 players. Game includes: game board; 5 battle dice; deck of 44 Risk cards and 12 secret mission cards; 6 sets of military miniatures: infantry, cavalry, artillery.
Risk--the game of world conquest--features a tri-fold game board that is a map of six continents divided into 42 territories. It's a game of strategy as you battle to win by launching daring attacks, defending your territory, and moving across continents with your cunning plan! Includes five dice, 56 Risk cards, and six sets of armies that contain 360 miniatures. Play three variations: World Domination, Capital Risk, and Secret Mission Risk. This game will engage and challenge any player to join the ranks of world leaders! --Margaret Quinn

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