by TheShiningSun on Sat Feb 16, 2008 8:57 am
Disclaimer this is just how I look at the game, feel free to disagree
Stregth is a rather abstract concept and varies from game to game, generally speaking you should look at 4 things in this order with the first being the most important and the last being the least important.
For a 2 person game. - Two person games are special because it is a zero-sum game. If you gain they lose and visa versa, so thats why when your determining their strength you cannot consider other people, hence the separate list.
1) Do they have a continent?
2) How many territories do they have? (this is especially important in a 2 player game because CC gives 1 army for every 3 territories held above nine so if they hold 18 territories, 18-9 /3 = 3 so in effect they have a "continent" worth 3 if you let them get too many territories)
3) how likely is it that they can get a continent within 1-2 turns?
4) how many cards do they have?
For any other Game.
1) Do they have a continent?
2) Are they unchallenged? (someone just sitting and building up armies is a major red flag for concern whereas two people fighting will wear each other down)
3) Is their base close to where you are buliding up? (unlike a 2 person game, if they are far, chances are someone else will take them out)
4) How many cards do they have?
Generally speaking the more yes or high number answers you have to those questions, they more of a threat they are. Of course with a game like risk, everything is relative. If they have 1 continent and you have 3, this chart is completely invalid. This is more for the beginning of the game when everyone is just starting to build up. Once everyone is set into place, stregth becomes a matter of armies and income (how many armies they get a turn). Add the number of armies they have to three times their income and the higher number is generally the more powerful one at the moment, again variable depending on the situation and only applies to multi person game. For two player games there is never going to be a built up phase, as a zero sum game you should always take out their territories instead of neutrals in order to go for the invisible continent of having many territories, as well as decreasing their revenue.