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AAFitz wrote:Well, I usually play risk as a drinking game, so I prefer Hasbro's version. For every lost army you take a drink. Its much safer with real dice, and It cant be played online without web-cams to insure accuracy in drink taking. Also, auto attack in the wrong situation, could be actual suicide, and not the virtual army suicide we usually refer to in here. So only for that reason do I prefer the original.
Unfortunately, I have absolutely no idea if im better at CC or real-life risk, since I have no idea if ive ive ever won or lost the real-life games...I only know it hurts a lot the next day either way.
This is completely made up, and never happened. Its just stupid. Dont do it, or even think about it because youll probably die, or get caught stealing a sheep, dressing it up as Little Bo Peep, and being the number one rated You-Tube video, until you get processed, and meet your new friend Bubba, you will make even the sheep jealous.
And to answer your next question. No. I did not just finish one of those games. I was just a bit bored.
AAFitz wrote:Well, I usually play risk as a drinking game, so I prefer Hasbro's version. For every lost army you take a drink. Its much safer with real dice, and It cant be played online without web-cams to insure accuracy in drink taking. Also, auto attack in the wrong situation, could be actual suicide, and not the virtual army suicide we usually refer to in here. So only for that reason do I prefer the original.
Unfortunately, I have absolutely no idea if im better at CC or real-life risk, since I have no idea if ive ive ever won or lost the real-life games...I only know it hurts a lot the next day either way.
This is completely made up, and never happened. Its just stupid. Dont do it, or even think about it because youll probably die, or get caught stealing a sheep, dressing it up as Little Bo Peep, and being the number one rated You-Tube video, until you get processed, and meet your new friend Bubba, you will make even the sheep jealous.
And to answer your next question. No. I did not just finish one of those games. I was just a bit bored.
Robinette wrote:I've never done Drinking Risk...
But I do enjoy Strip Risk... gives new meaning to escalating...
happy2seeyou wrote:Robinette wrote:I've never done Drinking Risk...
But I do enjoy Strip Risk... gives new meaning to escalating...
You just made many boys day with this...
Robinette wrote:happy2seeyou wrote:Robinette wrote:I've never done Drinking Risk...
But I do enjoy Strip Risk... gives new meaning to escalating...
You just made many boys day with this...
it's interesting that all these years i've never had a problem getting a game going...
maybe it's how i learned to take winning seriously... mnnnnn...
Robinette wrote:I've never done Drinking Risk...
But I do enjoy Strip Risk... gives new meaning to escalating...
AAFitz's feedback from NUKE wrote:Negative he plays risk in the nude
AAFitz's response: only my chair and neighbors have the right to complain about this
744941 NUKE ( 40-1 ) 2007-08-26 14:57:55
Hitman079 wrote:if CC is not RISK then what the hell is it?
Robinette wrote:Let's set the record straight... here are the differences between the following:
ConquerClub Rules,
the Original Risk Rules,
the IRTOC rules (International Risk Tournament of Champions),
and for fun we'll even add the Original French Rules when the game was known as The Conquest of the World...
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Original Risk rules... IROTC rules... Original French rules...
Bonus Cards for all have always been Escalating (4,6,8,10,12,15,20...)
And they ALL utilize the Classic map, Standard (no teams), Sequential, and 3-6 players 6p only for IROTC (typical)
In 1980 an optional 'Rule Varation for Risk Experts' was introduced to escalate by 1 (4,5,6,7...)
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Fortification...
Original Risk rule is Adjacent Fort
IRTOC uses Chained Fort
Original French rule is Adjacent Fort
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The Initial Setup...
CC Rules are random selection, with 3 armies on each territory
Original French Rules deal the cards and you start with ONLY 1 army on each territory
IRTOC rules deal the cards to determine initial territories which each get 1 army, and then players sequentially place reinforcements 1 army at a time.
Original Risk Rules players take turns selecting unoccupied countries and then continue in sequence placing reinforcements 1 army at a time.
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And finally, the Elimination of Opponents...there have been several official versions of this rule over the years, including one version that required you to have 6 cards before you could cash-in mid-turn, if you had only 5 cards after eliminating an opponent, you could NOT cash... listed in green is the Original and most prevalant version of this rule
CC Rules - must have 5 or more cards to cash a set
Original Risk Rules - any set can be cashed mid-turn, even if you have only 3 cards
IROTC Rules - same as Original Rules, 3 cards
Original French Rules same as Original Rules, 3 cards (this still needs to be verified)
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So what have we learned here...
if you want to play RISK and can't get your friends around the table, the closest thing to it here at CC is to play Classic, 3-6 player, Standard, Sequential, Escalating, Adjacent.
I personally choose to play as close to original RISK rules as possible with 6 players
(because it's the hardest setting to win, especially against skilled opponents)
But play whatever settings you want, because the whole point here is to have fun...
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