Sunday, August 9, 2015

The Best Strategic Game Board Game: Risk

By Cheryll Tefera


A board game is a game that involves counters or pieces moved or placed on a pre-marked surface or "board", according to a set of rules. Games can be based on pure strategy, chance (e.g. rolling dice), or a mixture of the two, and usually have a goal that a player aims to achieve. Early board games represented a battle between two armies, and most modern board games are still based on defeating opposing players in terms of counters, winning position, or accrual of points (often expressed as in-game currency). 'Risk' is a complex board game produced by Hasbro that involves both luck and skill. The goal is simple: take over the world. Despite this simple goal, the game is very complicated and dynamic. Players attempt to take over the world by eliminating all other players. 'Risk' can be an immensely enjoyable pastime. Children and adults can spend hours in the glorious splendor of their imaginary empires. An aspect of 'Risk' that has made it so popular over the years is its realism. It mimics actual geopolitical maneuverings in the diplomatic world.

Unless players are 'on their toes' and keep a track of the chances present in the game, they will face a tough time in surviving with their troops. Luck and aptitude form the crux of this game. Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls. It is well to note that if your tactics and strategy are sound you will do well. Yet, in a game of highly experienced players, the decisive factor will likely be diplomacy.

The game board is a map of the world divided into six continents comprised of 42 territories. Players may only move between adjacent territories, with the exception of few territories over water. Additionally, Alaska connects to Kamchatka, which is the easternmost territory in Asia. The official rule book gives three basic strategy: Players should control entire continents to get the bonus reinforcement armies. Secondly, players should watch their borders for buildups of armies that could imply an upcoming attack. Finally, players should build up armies on their own borders for better defense.

When deciding on a strategy at the beginning of the game, settle on a continent to take. Your army placements should augment your goal. Keep your armies and your countries as grouped together as possible. Armies that are far from your front lines are not particularly useful for attack or defense. You should therefore try to move them towards your border territories, where they can enter into battles. A realistic strategy to do well in this game is to occupy several adjacent territories in one or two continents. Then, after all 42 territories have been covered, you can place your additional armies in your border territories to defend your holdings and attack opponents.

The board can be unraveled by changing it into a pictorial-symmetrical representation where the areas are the centers and the lines between center points are the potential ways that can be taken from locale to district. One key to triumph is control over primary terrains. Players that hold fundamental terrains toward the beginning of a turn get additional strongholds in an entirety for the most part comparing to the compass of the landmass. In this way, the key positions on the board are the spaces on the edges of fundamental terrains.

There are two ways to determine the initial territories: Have each player roll a die (Standard Rules). The player that rolled the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the 42 territories on the board, players place their remaining armies onto territories they already claim in any order they choose.

Second way is to Deal out the deck of cards (Alternate Rules). Entire deck of card is used minus the two Wild cards and then each player needs to place one of their army pieces in each territory according to the cards they are holding. Turns should be taken to do this. The key disadvantage to attacking is that you usually lose armies as you gain territories; and even if you are lucky enough to not lose any armies in your battles, in a sense you become weaker with each territory you win since your armies are now dispersed over a larger number of territories. This gives the opponent more territories to attack with a greater chance of success.

When the sum total of what regions have been guaranteed, players continue to put the rest of their beginning troop assignments one by one in a clockwise manner. A mismatch in army strength is especially valuable early on. This means that you should try to redeem your Risk cards for reinforcements early on, when reinforcements count for more. That mismatch doesn't mean as much later on. The beginning troop distribution per player is subject to the quantity of players taking part in the game.

'Risk' can be an unpredictable most of the times, but it is fun, extreme and obliges abilities that will likewise advantage the player in this present reality. A new-comer will most likely be unable to actualize every one of the recommendations and may even find that they don't fit their own particular playing style.For several years the game stayed substantially the same. But as it came into its own, it began to evolve variations. There are many types of 'Risk' game available and all are very exciting in their own right.




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