Risk
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Risk
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...?
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...?
- SirSebstar
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Re: Risk
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.
Re: Risk
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
*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
- drunkmonkey
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Re: Risk
We always played adjacent fortifications. I'm almost positive those are the original rules.

- iamkoolerthanu
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Re: Risk
I always played it chained. When I was younger we actually played it unlimited to make it easier.Arama86n wrote:I could indeed be wrong about "chained" forts, It was years ago I played risk irl.
- MichelSableheart
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Re: Risk
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.
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.
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brian fletcher
- SoC Training Adviser
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Re: Risk
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.
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.
- drunkmonkey
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Re: Risk
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.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.

- jrh_cardinal
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Re: Risk
ya, I agree with thatdrunkmonkey wrote: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.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.
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
- porkenbeans
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Re: Risk
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.drunkmonkey wrote: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.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.

- jrh_cardinal
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Re: Risk
just cause you played it that way doesnt mean it's most popularporkenbeans wrote:most popular
- porkenbeans
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Re: Risk
I am talking about the Original Risk board. Circa 1953 I think.jrh_cardinal wrote:just cause you played it that way doesnt mean it's most popularporkenbeans wrote:most popular. 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

- Irather Nottell
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Re: Risk
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.
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.

