nippersean wrote:Irather Nottell wrote:Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule.

Why?
The reality is that the CC version of risk is slightly simplified. Not only are attackers unable to select how many dice they roll, they are automaticaly forced to put only one army in the territory they conquer - in the original game, the number of dice sent into combat is the number placed on a conquered territory.
This would seriously change gameplay. Think about it, suddenly taking out a size 1 territory would result in the mandatory advancement of 3 troops, not one, if one wants the maximum chance of winning. Sending out one army against a one would be more effecient if you win, but you would only win two sixths of the time. Weighing
risks and odds would become a much heavier part of the game.
Now, such a game changing rule change can´t just be implemented the normal way. The change would be too big to enforce on all games, and we seriously don´t need yet another option cluttering the game descriptions. I would suggest implementing an "Original Risk" game type that is automatically set to the original dice system, no fog, escalating spoils, sequential, chained...in short, all of the original rules. Add a tournament, a few achievements for the original game, and people would play it - some would preffer it.
Who would have thought that implementing one of the rules of Risk into CC could be such a novel idea?