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Risk Game Tips

"Risk" was invented by French film director Albert Lamorisse in the 1950s. He originally titled it "Conquest of the World," but it became "Risk" once Parker Brothers purchased it. It has since become a staple of tabletop board games, with numerous variations and a fan base that loves its elegant use of basic tactics and strategy. Like all great games, "Risk" is easy to learn, but possesses a great deal of depth.
  1. Power Bases

    • A small, compact power base is more easily defended and makes a better marshaling ground for attacks than one with numerous vulnerabilities. The "Risk" board has a number of "choke points" that make ideal locations for centralizing power. Australia is a good spot for this, because it only has one point of attack, while South America only has two. Plus, holding a continent grants you additional armies every turn. If you don't have the luxury of seizing such locales, plan your strongholds around similar spots, with carefully chosen defensive locations that limit your opponent's options when attacking.

    Offense

    • Defense is key to maintaining your power base, but you won't win the game without taking the initiative. When attacking, look at the bigger picture. Consider how much territory can you consolidate once you've seized it and whether you can hold it against any counterattacks. Think about what your new territory gains you or how it hurts your opponents. Classic military strategy states that you need three times as many attackers as defenders when launching an offensive, which serves as a good rule of thumb in the game. Also, consider the vulnerability of your power base when you attack and whether you're leaving yourself open as you expand. Leave enough armies behind to deter potential attackers.

    Alliances

    • Diplomatic alliances are temporary things at best in "Risk." In the end, there can be only one victor. However, in games where one player is advancing rapidly, it behooves the others to band together and stop him. Two players attacking the same foe on different fronts force him to divide his armies, and in cases where a player controls a significant portion of the board (such as both North and South America), the other players need to stop him immediately or he will run roughshod over the lot of them. Alliances will shift as the game's power dynamics change, and there are no rules for conduct among your fellow players. As in real life, you need to watch your back and know when an erstwhile ally has outlived his usefulness.


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