Conquer Club

Risk

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.

Risk

Postby Davie.K on Mon Aug 16, 2010 7:30 am

As playing this game originally years ago got me into cc i was going to honour it in my own little world with setting up or joining a game that is most similar to its basic setup,but i need a few reminders what they were,can you please help ?
Of course it would be classic map,then after it would be no fog,standard,6 players,sequential,flat rate...but i'm not sure/can't remember the initial troops or reinforcements...?
Captain Davie.K
 
Posts: 383
Joined: Sun Dec 14, 2008 1:19 pm

Re: Risk

Postby eddie2 on Mon Aug 16, 2010 7:43 am

depends there were several different game plays for it but i remember it being manual.
User avatar
Lieutenant eddie2
 
Posts: 4263
Joined: Sun Sep 20, 2009 10:56 am
Location: Southampton uk

Re: Risk

Postby Davie.K on Mon Aug 16, 2010 7:52 am

I was thinking manual as well,thanks for that you've confirmed it for me. :)
just got to remember the reinforcements now...hmmm chained or adjacent seems more likely than unlimited
Captain Davie.K
 
Posts: 383
Joined: Sun Dec 14, 2008 1:19 pm

Re: Risk

Postby SirSebstar on Mon Aug 16, 2010 7:56 am

agreed. most rules called forsomething that looks closest to CC's manual reinforcements. ofcourse, cc is different from risk, but its the closest of all other settings.
User avatar
Major SirSebstar
 
Posts: 6969
Joined: Fri Oct 27, 2006 7:51 am
Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011

Re: Risk

Postby Arama86n on Mon Aug 16, 2010 8:21 am

Standard, manual, sequential, Flat rate/Escalating* chained, no fog.

*heard/seen escalating described as standard risk setting, even in IRL competitions, but the RISK boardgames I've played here in sweden have been flatrate :-s
User avatar
Major Arama86n
 
Posts: 2275
Joined: Thu Jul 23, 2009 1:32 pm
Location: Gothenburg, Sweden

Re: Risk

Postby Davie.K on Mon Aug 16, 2010 8:30 am

Fantastic guys,thanks loads....chained is the final link in the....well... chain.
good work and appreciate it,cheers.
Captain Davie.K
 
Posts: 383
Joined: Sun Dec 14, 2008 1:19 pm

Re: Risk

Postby drunkmonkey on Mon Aug 16, 2010 8:33 am

We always played adjacent fortifications. I'm almost positive those are the original rules.
Image
User avatar
Major drunkmonkey
 
Posts: 1704
Joined: Thu May 14, 2009 4:00 pm

Re: Risk

Postby Joodoo on Mon Aug 16, 2010 8:52 am

From my experience, it would be:
Standard
Manual
Sequential
Escalating
Adjacent
No Fog.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
User avatar
Lieutenant Joodoo
 
Posts: 1639
Joined: Fri Mar 21, 2008 12:19 am
Location: Greater Toronto, Canada

Re: Risk

Postby Arama86n on Mon Aug 16, 2010 9:38 am

I could indeed be wrong about "chained" forts, It was years ago I played risk irl.
User avatar
Major Arama86n
 
Posts: 2275
Joined: Thu Jul 23, 2009 1:32 pm
Location: Gothenburg, Sweden

Re: Risk

Postby iamkoolerthanu on Mon Aug 16, 2010 10:12 am

Arama86n wrote:I could indeed be wrong about "chained" forts, It was years ago I played risk irl.

I always played it chained. When I was younger we actually played it unlimited to make it easier.
User avatar
Corporal 1st Class iamkoolerthanu
 
Posts: 4119
Joined: Sun Dec 31, 2006 6:56 pm
Location: looking at my highest score: 2715, #170

Re: Risk

Postby MichelSableheart on Mon Aug 16, 2010 11:50 am

The exact settings we used to play at home aren't reproducable on CC.

We played manual, with a max of 4 troops per territoy, and chained reinforcements with a max of 7 troops moved.

Escalating would be the standard setting in the USA, Flat rate in Europe.
User avatar
Colonel MichelSableheart
 
Posts: 780
Joined: Sat Jun 27, 2009 5:10 pm

Re: Risk

Postby ender516 on Mon Aug 16, 2010 2:18 pm

The Wikipedia entry for Risk has links to the rules from various editions of the game over the years.
User avatar
Sergeant 1st Class ender516
 
Posts: 4455
Joined: Wed Dec 17, 2008 6:07 pm
Location: Waterloo, Ontario

Re: Risk

Postby brian fletcher on Mon Aug 16, 2010 2:19 pm

Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.
Lieutenant brian fletcher
SoC Training Adviser
 
Posts: 570
Joined: Tue Mar 17, 2009 2:42 pm
Location: Bournemouth UK

Re: Risk

Postby drunkmonkey on Mon Aug 16, 2010 2:49 pm

brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.


Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.
Image
User avatar
Major drunkmonkey
 
Posts: 1704
Joined: Thu May 14, 2009 4:00 pm

Re: Risk

Postby jrh_cardinal on Mon Aug 16, 2010 2:55 pm

drunkmonkey wrote:
brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.


Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.

ya, I agree with that

for deploy- we played where you actually picked your territories. You go around in a circle, each person gets 1 troop to deploy on one of his own terts or on a tert that hadn't been taken yet. Kept doing that until everyone ran out of troops to deploy. So ya, I guess that's closest to manual.

I played escalating, chained, but I know others played differently
Image
User avatar
Sergeant 1st Class jrh_cardinal
 
Posts: 2688
Joined: Sat May 16, 2009 7:15 pm

Re: Risk

Postby porkenbeans on Mon Aug 16, 2010 3:55 pm

drunkmonkey wrote:
brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.


Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.
Yes this is correct, as is the adj. forts. There was also two ways to set up. First, and most popular was to deal out the cards to determine starting territs. Second, was to take turns placing an army on the country of your choice.
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Risk

Postby jrh_cardinal on Mon Aug 16, 2010 4:40 pm

porkenbeans wrote:most popular

just cause you played it that way doesnt mean it's most popular :P . I know there are plenty of variations, but I have 3 different versions (all just classic risk, no crazy spin-offs), and all say to pick your terts one by one. Only one version lists pickng cards as an alternative way
Image
User avatar
Sergeant 1st Class jrh_cardinal
 
Posts: 2688
Joined: Sat May 16, 2009 7:15 pm

Re: Risk

Postby porkenbeans on Mon Aug 16, 2010 5:31 pm

jrh_cardinal wrote:
porkenbeans wrote:most popular

just cause you played it that way doesnt mean it's most popular :P . I know there are plenty of variations, but I have 3 different versions (all just classic risk, no crazy spin-offs), and all say to pick your terts one by one. Only one version lists pickng cards as an alternative way
I am talking about the Original Risk board. Circa 1953 I think. ;)
Image
User avatar
Lieutenant porkenbeans
 
Posts: 2546
Joined: Mon Sep 10, 2007 4:06 pm

Re: Risk

Postby Irather Nottell on Mon Aug 16, 2010 8:38 pm

The standard setup for the board I played growing up was standard, no fog (obviously), manual placement with dealing cards as random option, chained, and escalating. As stated before, you had to send 1 guy for each dice rolled when attacking. In the back of the instruction booklet however, there was a section titled "Advanced Game-play" or something similar. This section had a variation on card sets that had the first set valued at 1, and then 2,3,4,5 and so on going up by 1 each time a set was traded in. It also had the adjacent reinforcement option.

This board had the European Theater of Castle Risk on the back, which provided some very different game-play with the addition of various cards such as an Admiral that allowed a territory bordering water to attack any other territory that touched a connecting body of water.

Risk 2210 AD is a fun one that allows the turn order to be switched up, but in a more strategic manner of bidding accumulated energy to pick your position each round. Risk Godstorm is very similar to this one.
Image
User avatar
Lieutenant Irather Nottell
 
Posts: 36
Joined: Sat Feb 20, 2010 6:03 pm


Return to Conquer Club Discussion

Who is online

Users browsing this forum: No registered users