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The worst blog on BGG AKA the Plastic Hell Designer Diary!

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7 Ways to make Risk a better game that will probably make it worse…

Mike Ricotta
United States
Norfolk
Virginia
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I’ve always been under the assumption (based on things I half remember reading, and box art) that Risk was set during the Napoleonic era. Perhaps it’s just the version that had little cannons and horses. Anyway the art on the cards and such in the version I have points this way. Of course nothing in the game play does! Anyway for the purposes of this discussion I’m going to assume that Risk is about the Napoleonic era. I’m of course talking about plain old regular Risk and not Godstorm, LOTR, Future one, Puppy Risk, NYC Risk, National Park Risk or whatever.

1) Seasons! Let’s assume that each game turn represents a season. It sort of makes sense, as I think most of the areas could be crossed by an army in a season. Anyway I’m going with seasons. Thus every fourth turn should be winter! Who doesn’t love a good winter turn. So winter should punish the attacker, something like it takes two armies to get one die or each loss costs two units to the attacker. Also sea travel shouldn’t be allowed into frozen harbors! Winter shall be the only thing to save Russia!

2) Europe! Lets face it, Europe should be where it’s at. The epic battle for Australia, not so much eh? So lets take the map and explode Europe, more territory, make it worth more, perhaps if you conquer Europe you win! I’m sure good old Napoleon would have thought so. As it stands you get more dude for taking Europe than say South America, but Europe is also harder to defend. To stay true to the era it should be worth much much more.

3) Overwhelming Force! When I was a young lad I had a computer game version of Risk. The best part of it was that as your army got bigger you got to use a bigger die. Thus a super sized army gets a d10 and one dude gets a lowly d4. A change like this would certainly help the “Rambo” scenario where one lone dude can hold off a much larger force! Plus throwing around different sized dice is fun!

4) Naval! In Risk navies fly around with no risk. Seems a little odd. I bet the British would be pissed if this is how real sea transport worked. So now we need to make a new assumption. Keep this in mind since it’s going to show up again. For every territory you own and then groups of territories and cards and such you gain new troops. Great, as troops are the only resource in the game this makes sense. But, in reality what you are probably receiving is the money and manpower to make new armies. So these resources could be directed towards other efforts if such things were possible in the boundaries of the game. So it wouldn’t be too much of a stretch to claim that these resources could be spent on naval things. So, instead of placing units in just territories they should be able to be placed on naval route lines as either a raider or an escort. So, if you wish to transports some dudes down a naval route the escorts and raiders fight and any remaining raiders get some shots at the transported troops. Seems like a good use of dudes! The navy was a big part of the era so at least a nod to it would be nice.

5) Sepoys! History of the era shows that if you take European troops to India or the islands they don’t do so well. Disease, terrain and so on all worked against them. Also I can’t imagine an Indian troop doing so well in the Russian winter. So why is it in Risk that your troops from South America work the same as the troops from the mother land? So, if we remember or resource discussion above we can come up with the following solution. It would be unfair to say that the resources from lets say India can only be spent on Indian troops. Clearly the riches of India helped the British more than that. So the solution may be that the bonus units (from cards or owning the continent) should be considered Sepoys and get a bonus in their land of origin and a penalty out of it. Also weakens the stupid Australia plan. European bonus troops should remain normal, making Europe even better as we discussed before.

6) Native Forces! Come on now, the major powers didn’t own everything when the war broke out. There where still tribal areas, smaller countries, German states and so on. Where is the love? So instead of dividing up the entire map each player should get a small set of territories to start out of and the rest of the map gets an assortment of neutral armies. They will defend themselves but not attack.

7) Leaders! A good general can win a battle. I just want a little plastic Napoleon to march around really. He can add a die or something. Lose a battle and he can get killed. IT would add some nice flavor.

Well that’s it. I’m sure that this would make Risk a complicated mess but I like it. As always this blathering have never been play tested or anything. Lazy
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Subscribe sub options Fri Sep 2, 2011 3:25 pm
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Everyone wants to be Chad Thriftington III
United States
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Oklahoma
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Back in the 70's when I played Risk we had winter rules. Every country on the colder side of the Tropic of Cancer and the Tropic of Capricorn would lose 1 army at the beginning of every 4th round. Naturally, this would sometimes empty out a country, leaving it up for grabs.

Player order would then change during winter, with the player losing the least armies going first and so on.
 
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  • Posted Fri Sep 2, 2011 3:51 pm
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Ian Scrivins
United Kingdom
Brighton
Sussex
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Personally, I'd say that Risk works fine when players attack to the limit of their forces, but breaks down when everyone 'turtles'. So a simple change would be to have a supply rule, where at the end of a player's turn, if they have more than four armies in a territory, then the excess units are simply lost.
 
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  • Posted Fri Sep 2, 2011 4:12 pm
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Luke Morris
Japan
Nagoya
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Or you could write onto your board (or put counters) which means that different countries and regions can supply different amounts of armies. Meaning that Europe can support larger armies while the Ural mountains or wherever won't take big forces at all. Would mean that certain areas become more of a bloodbath while others see smaller skirmishes.
 
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  • Posted Fri Sep 2, 2011 5:02 pm
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Daniel Grant
Australia
Sydney
New South Wales
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Or, you could play one of the already existing variants of Risk that do a good job of improving on the base game. Risk 2210 A.D. and Risk: Star Wars Original Trilogy Edition come to mind. And the upcoming Risk Legacy.
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  • Posted Fri Sep 2, 2011 5:09 pm
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When I was a kid, I had a large NatGeo map of Europe and the Med+ N.Africa. It had all the current countries and lat/long lines in the water. I created some naval rules (ships could be taken in lieu of armies, and each ship could transport maybe 2 armies or so across water). Had a couple of spectacularly long 6-player slugfests, particularly since the ship rules meant a player was almost never out of it, being able to uproot and wander at sea (I don't think I had sea battle rules).

It was fun and different, but not really better than Risk.
 
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  • Edited Fri Sep 2, 2011 5:36 pm
  • Posted Fri Sep 2, 2011 5:35 pm
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Mike Ricotta
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dangrant88 wrote:
Or, you could play one of the already existing variants of Risk that do a good job of improving on the base game. Risk 2210 A.D. and Risk: Star Wars Original Trilogy Edition come to mind. And the upcoming Risk Legacy.


But the theme is different! I like old Naps,,,

My thoughts on the Legacy version are odd...thematically how does one game effect the next? I understand it's just a fun thing to do but still...Just seems like a strange gimmicky thing.
 
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  • Posted Fri Sep 2, 2011 6:25 pm
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Chad McCoy
United States
Cleveland
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Hey, Mike you have some good ideas.
Sounds like the beginnings of a new game entirely, somewhere between Risk and A&A in complexity.

One question: How could you keep track of which country was a sepoys native land? Maybe the unit itself could be a counter with the country's name written on it, instead of being another plastic unit?
 
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  • Posted Fri Sep 2, 2011 6:39 pm
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Lacombe
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Castle Risk has Europe, naval transport, leaders, and various other improvements.
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  • Posted Fri Sep 2, 2011 6:45 pm
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Lewis Goldberg
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Or you could just play Rise and Decline of the Third Reich

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  • Edited Fri Sep 2, 2011 6:50 pm
  • Posted Fri Sep 2, 2011 6:49 pm
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Mike Ricotta
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NateStraight wrote:
Castle Risk has Europe, naval transport, leaders, and various other improvements.


Castle risk is the worst!! The Admiral was so overpowered
 
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  • Posted Fri Sep 2, 2011 10:11 pm
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K A
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When I saw the Risk with the arrow pieces I thought, hey maybe you have to point the piece toward the territory it is defending or may invade next turn or some other innovation. Oh well.
 
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  • Edited Sat Sep 3, 2011 3:39 am
  • Posted Sat Sep 3, 2011 1:28 am
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Glenn Ironhat
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Syracuse
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Mike,

I can't tell if you really want to change Risk or not. But if you really want to add all these things to Risk, you might really like a game called War! Age of Imperialism. War! Age of Imperialism

It doesn't have your #1 or your #5, but it has the rest, plus some other things you haven't mentioned.

 
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  • Posted Sat Sep 3, 2011 3:56 am
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Ken Whitehurst
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Virginia Beach
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Mike, I'm with Glenn on this one. War! Age of Imperialism is a lot of fun. It's not exactly what you hqve here, but there are variable resources, and you have to fight natives in empty spaces.
 
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  • Posted Sun Sep 4, 2011 1:15 am
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