Risk (game)
From Wikipedia, the free encyclopedia
A typical game of Risk in play. |
|
Players | 2–6 |
Age range | 10+ |
Setup time | 5–10 minutes |
Playing time | 1–8 hours (player dependent) |
Random chance | medium |
Skills required | Tactics, Strategy, and Negotiation |
Risk is a commercial strategic board game, produced by Parker Brothers (now a division of Hasbro). It was invented in the early 1950s by French movie director Albert Lamorisse. It was originally released in 1957, as La Conquête du Monde (The Conquest of the World), in France.
Risk is a turn-based game for two to six players, and is played on a board depicting a stylised Napoleonic-era political map of the Earth, divided into forty-two territories, which are grouped into six continents. Players control armies, with which they attempt to capture territories from other players. The goal of the game is to control all the territories—or "conquer the world"—through the elimination of the other players. Using area movement, Risk ignores realistic limitations, such as the vast size of the world, and the logistics of long campaigns. Compared to other military board games, Risk is relatively simple and abstract.
Contents |
[edit] History and development
Risk is based on the French game La Conquête du Monde (The Conquest of the World), invented by Albert Lamorisse in the early 1950s. In 1957, it was published by the game manufacturer Miro, after a few slight modifications.[1][2] Due to a relationship between Miro and Parker Brothers, Parker Brothers was able to introduce a slightly modified version of the game, by the name of the RISK Continental Game, into the United States in 1959.[3] Although slight variants on game's title have surfaced with newer editions, e.g. in 1996 its name was changed to Risk: the Game of Global Domination,[3] it is commonly referred to as simply Risk.
[edit] Equipment and its evolution in design



Each Risk game comes with six sets of armies, each of a different colour. Individual sets of armies consist of infantry, cavalry, and artillery. If a player runs out of armies during the game, another colour may be used to substitute, or slips of paper to help keep track of his or her armies.[3] Standard equipment also comprises of five dice; two for the defender, and three for the attacker, both sets being colour coded as well.
Also included is a total of fifty-six Risk cards. Forty-two of these depict countries, in addition to a diagram of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three diagrams, they are mainly used to complete a Risk card set, in order to receive reinforcements. Twelve Mission cards also come with the game, but are used only in Secret Mission Risk.
Originally, the playing pieces were wooden, some rectangular representing one army with a few rounded triangular prisms representing ten armies[2] but they were changed to plastic, in order to reduce costs. In the 1980s, these were changed to Roman numeral pieces, in pieces of I, III, V, and X. The 1993 edition introduced infantry, cavalry, and artillery pieces, which were made of plastic. The 40th Anniversary Collector's Edition contained the same troop pieces, but made of metal, rather than plastic. Additionally, this version did not include the link from East Africa to Middle East, which was a confirmed error. Subsequent editions reverted to plastic pieces, and fixed the missing link.[4] While the European versions of Risk had included the variation "Secret Mission Risk" for some time, the US version did not have this added until 1993.[5]
[edit] Standard setup
Setting up the Risk board for play is more involved than in many other games. Players take turns claiming territories by placing armies on them until all the territories are occupied. Remaining armies are placed onto strategic territories to strengthen them. Once armies have been placed the actual game begins. The two-player game differs in that the players use Risk cards to determine where armies are placed. Similarly, in Lamorisse's original version, all players claimed territories based on the Risk cards they were dealt.
[edit] Player turn
[edit] Reinforcements
At the start of each player's turn, the player adds reinforcements to his or her armies. A player receives additional armies based on the number of territories he or she controls, the value of continents they control, and the value of any Risk card sets they turn in. The player receives one army for every three territories under his or her control, with a minimum of three armies per turn. The number of reinforcements for holding a continent varies. For holding Asia, the player receives seven extra armies; for North America and Europe, five; for Africa, three are given; and for the continents of Australia and South America, two reinforcements are placed on the board.
In addition to reinforcements from holding territories, players also gain reinforcements by turning in Risk card sets. During the attacking phase of their turn, if a player conquers at least one territory, they claim a Risk card, which is a card showing one of the forty-two territories, and a picture of an infantryman, a cavalryman, or a cannon. There are also two wild cards, which have a picture of all three Risk units, but no territory diagram; these may be used as either infantry, cavalry, or cannon, in order to finish a set of cards. A set of Risk cards is three cards showing the same unit (eg. all three cards have cavalry pictures), or three cards showing one of each type of Risk unit. The number of reinforcements awarded for a turned-in set increases as sets of cards are turned in. Also, turning in a card with a pictured territory owned by the player awards two additional armies to be placed in that territory.
[edit] Attacking
After deploying reinforcements, the player may attack to gain territory and get a Risk card. Attacks occur between only two adjacent territories, one owned by the attacking player, and the other owned by a different player. The outcome of battles is decided by rolling dice. Each roll of the die is considered an individual attack, and the attacking player may attack as many times as he likes, provided the attacking territory maintains enough armies to attack. If an attacking player occupies a defender's last territory, eliminating them from the game, the attacker is rewarded with the defender's Risk cards.
If an attack successfully kills the last defending army, the attacking player is required to move armies from the attacking territory to occupy the defeated territory. The minimum number of armies is equal to the number of dice rolled, and there is no limit to the total number that may be moved, so long as at least one army remains in the attacking territory. Thus, if the attacker has three armies in a territory, he or she may roll only two dice, because only two armies are free to occupy the attacked territory. The defending player can roll a die for each army stationed on a territory, up to two. Thus, a territory defended by a single army is weaker than one defended by more.
In a typical attack in which both the attacker and defender have several armies, the attacking player may roll one, two, or three dice. The defending player rolls either one or two. The attacker's highest die is compared against the defender's highest die, and the attacker's second-highest die is compared against the defender's second-highest die (if the defender rolled two dice). The attacker's lowest die is disregarded. The defender loses an army if the attacker's die is greater than the defender's own, but the attacker loses an army if the defender's die is greater than or equal to his own.
[edit] Fortifying
When a player has finished attacking, he or she has the option to move any number of armies from one, and only one, of their territories, into a single adjacent territory that they occupy. The player must still leave at least one army in each territory. If the player captured at least one territory during the course of their turn, they must draw one Risk card from the deck. A player may not hold more than five cards at a time, therefore, after drawing their fifth Risk card, he or she will be required to turn in a Risk set upon his or her next turn. Play then proceeds clockwise to the next player.
[edit] Strategy
[edit] Basic strategy
The official rulebook gives three basic strategic tips for the classic rules. Firstly, 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. Thirdly, players should build up armies on their own borders for better defence.
[edit] Common strategies
Beside basic strategies listed in the official rulebook, there are several more strategies one can apply. Many of which revolve around the tactics of fortification. For instance, players often attempt to gain control of Australia early in the game, as Australia is the only continent that can be successfully defended by heavily fortifying one country (either Siam or Indonesia).[6] Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players.
In regards to tactics concerning Risk cards, it is recommended that one holds their Risk cards until they can cash them in for maximum reinforcements.[6] This is especially true earlier on in gameplay as extra armies make a greater difference in the beginning of the game.[6] Eliminating a weak player who holds a large number of Risk cards is also a good strategy,[6] as players who eliminate their opponents get possession of their opponents' Risk cards. Additionally, if a player's total Risk cards exceed five cards after taking another player's he/she can immediately turn the Risk cards in for reinforcements and continue attacking.
[edit] Dice probabilities
The attacker can use up to three dice and the defender can only use up to two dice. Since the defender wins the tie between two dice, it is to the advantage of the attacker to use more dice than the defender. The table below demonstrates the probabilities of the outcomes given different combinations of dice:
Probabilities of winning a dice roll in Risk (various dice combinations)[7] |
Attacker | ||||
---|---|---|---|---|---|
one die | two dice | three dice | |||
Defender | one die |
Attacker wins | 15/36 = 41.67% | 125/216 = 57.87% | 855/1296 = 65.97% |
Defender wins | 21/36 = 58.33% | 91/216 = 42.13% | 441/1296 = 34.03% | ||
two dice |
Attacker wins | 55/216 = 25.46% | 295/1296 = 22.76% | 2890/7776 = 37.17% | |
Defender wins | 161/216 = 74.54% | 581/1296 = 44.83% | 2275/7776 = 29.26% | ||
Both win one | n/a | 420/1296 = 32.41% | 2611/7776 = 33.58% |
[edit] Differences of rules
Over the years, Parker Brothers and Hasbro have published many different editions of rules for the game. In the most recent rulebook, three variations are given. Since playing Risk with two players is not always as engaging as games with more players, "World Domination Risk for 2 Players" recommends occupying some territories with neutral armies, to come close to the strategic value and fun of an actual three-way game. "Capital Risk" is recommended for a shorter world domination game in which each player has their "capital" in one of their initial territories, and the player to capture all capitals wins.[8]
The "Secret Mission Risk" variant, which has been the standard game in European editions for some decades, gives each player a specific mission short of complete world domination. The players do not reveal their mission to each other until the end of the game. Missions include conquering two larger or three smaller continents, eliminating one specific other player, or conquering any twenty-four territories. The first player to fulfill the condition of his or her mission displays his Secret Mission Card and wins the game.
The official rulebook suggests variations to the gameplay mechanics for "Risk experts," any or all of which can be used depending on player preference. The official variations reduce the speed at which Risk sets increase in value, allow for much faster redeployment of armies at the end of one's turn, disallow more than twelve armies per territory, give an attack advantage when attacking from or to a territory for which the attacker holds a Risk card, and simulates the effect of a "commander" in a battle. In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules.
[edit] Territories
The following is a representation of the Risk game board, with a table of the corresponding continent and territory names. The territory and continent links refer to the general use of those terms, outside of the context of the Risk board game.
The territories of Risk [9]
Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.
† On some versions sold in Canada, Alberta, Ontario and Quebec are known as Western Canada, Central Canada and Eastern Canada respectively.
[edit] Official board games
In addition to the original version of 1959, and a 40th Anniversary Edition with metal pieces, a number of official variants of Risk have been released over the years. In recent years, Hasbro has predominantly based its Risk variants off popular movies. The most recent example in this trend is the Transformers version, which is expected to be available in June 2007. In chronological order, the variations of Risk that have been released are:
- Castle Risk (1986) – A version focusing only on Europe in which each player's goal is to protect their castle from attack.
- Risk: Édition Napoléon (1999) – Adds generals, fortresses, and naval units.
- Risk: Édition Napoléon: Extension Empire Ottoman (2000) – Adds a sixth player to Risk: Édition Napoléon.
- Risk: 2210 A.D. (2001) – An award winning futuristic version, produced by Avalon Hill, another division of Hasbro. The game features Moon Territories, ocean territories and Commanders.
- Risk: the Lord of the Rings (2002) – 2–4 player version based on northern Middle-earth.
- Risk: the Lord of the Rings: Gondor & Mordor Expansion Set (2003) – Extension to Risk: the Lord of the Rings, also includes a 2-player Siege of Minas Tirith mini-game.
- Risk: the Lord of the Rings: Trilogy Edition (2003) – Combines the first two Lord of the Rings versions, but does not include the Siege of Minas Tirith mini-game.
- Risk Godstorm (2004) – A version based on the mythological pantheons of various ancient civilizations; produced by Avalon Hill.
- Risk: Star Wars: Clone Wars Edition (2005) – Set in the Star Wars universe during the Clone Wars. The player can fight on the side of the Separatists or the Republic, using either the classic Risk rules or the Clone Wars variations where altruism pays off.
- Risk: Star Wars Original Trilogy Edition (2006) – Set during the Galactic Civil War, players play as the Galactic Empire, the Rebel Alliance, or the Hutts. This version is unique in that each of the factions has a different set of goals and victory conditions.
- Risk Junior: Narnia (2006) – Based on The Lion, the Witch and the Wardrobe, players can play as either the forces of Aslan or as the forces of the White Witch.
- Risk: The Transformers Edition (2007) - Based on the Transformers film, players can either play on the side of the Autobots or the Decepticons on a Cybertron stylized map.
[edit] Computer implementations and video games
Risk has been adapted for the computer several times, the first being for the Macintosh, published by Virgin Mastertronic. More recently, publishers such as Parker Brothers, Hasbro Interactive, Infogrames, and Atari have released versions for Windows, Playstation, and Gameboy. The latest version is Risk II. In addition, there are hundreds of unofficial Risk clones.
[edit] Popular culture
Risk's seminal influence on strategy conquest board games is reflected by its uncounted references in popular culture. While individual references are too numerous to list, Risk has appeared in many movies and television series, as well as references in music.
The largest Risk tournament takes place annually in Pennsylvania and is called RISKTOC (Risk Tournament of Champions).
[edit] References
- ^ La Conquête du Monde information at boardgamegeek.com; last accessed January 6, 2007.
- ^ a b A history of Risk at indepthinfo.com; last accessed January 6, 2007.
- ^ a b c 40th Anniversary Risk Manual at hasbro.com; last accessed January 9, 2007.
- ^ Dave Shapiro (December 2002). Risk: The Evolution of a Game. The Games Journal. Retrieved on 2007-01-06.
- ^ Risk timeline at boardgames.about.com; last accessed January 6, 2007.
- ^ a b c d Risk strategies at hasbro.com; last accessed March 12, 2007.
- ^ HTML version of the probability distribution of Risk battles URL accessed January 6, 2007.
- ^ Risk II
- ^ “Risk territories.” The Gaming Corner. Accessed 2006-01-06.
[edit] External links
[edit] Official
- Hasbro’s official Risk page
- Hasbro's Risk rules
- 1959 edition of the Risk rules
- 1963 edition of the Risk rules
- 1975 edition of the Risk rules
- 1980 edition of the Risk rules
- 1990 edition of the Risk rules along with Castle Risk rules
- 1993 edition of the Risk rules
- 1999 edition of the Risk rules
- 1999 Risk 40th Anniversary Collector's edition of the Risk rules
[edit] Unofficial
- Risk, Strategies Explained Guides for beginners and advanced users on how to use diplomacy and cunning tactics to win the game.
- Risk FAQ A long-standing and comprehensive list of Frequently Asked Questions about Risk with answers.