Conquer Club IS NOT RISK!!!
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- peanutsdad
- Posts: 718
- Joined: Sun May 27, 2007 9:16 pm
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- Location: behind you
interesting discussion you people seem to be having on weather "CC" is or is not "Risk". I'd like to add my 2 cents in as well. As a person who had seen but never played the Risk game until after i was introduced to "CC" i find this discussion slightly escue. Is it not true that without the game of Risk, there would be no CC? Didn't CC arrive because someone had the brilliant idea of takeing the board game risk and turning it into an online game? now just because CC has become this juggernaught that it is today, that i and from what i see all of us luv, let us not forget it's origins and give it it's do. I therefore submit that while "CC" may not be "THE" risk game anymore because it has evolved, it is risk, at it's core, because without it's originality, there would be no CC..............

"A rose by any other name would smell as sweet" (William Shakespeare,john1099 wrote:Whats funny is I'm doing a paper on Romeo and Juliet as we speak.Mr_Adams wrote:Yes I'm sure of it now Act 2 scene 2Mr_Adams wrote:I believe the saying goesBavarian Raven wrote:a rose by any other name is still a rose...
"A rose by any other name would smell as sweet", William Shakespeare, Romeo and Juliet
JULIET
'Tis but thy name that is my enemy;
Thou art thyself, though not a Montague.
What's Montague? it is nor hand, nor foot,
Nor arm, nor face, nor any other part
Belonging to a man. O, be some other name!
What's in a name? that which we call a rose
By any other name would smell as sweet;
So Romeo would, were he not Romeo call'd,
Retain that dear perfection which he owes
Without that title. Romeo, doff thy name,
And for that name which is no part of thee
Take all myself.
However, when quoting, you should use proper techniques.
"A rose by any other name would smell as sweet" (William Shakespeare Act II scene ii).
Romeo and JulietAct II scene ii).
Re: Conquer Club IS NOT RISK!!!
It was a joke, I was earning the ass in my title.wicked wrote:Ask and ye shall receive. It wasn't obvious it was a suggestion since the form wasn't used. In fact, it came across as a joke so was treated as one. We have enough suggestions to wade through w/o having to muddle through jokes and such. Thanks for understanding.Coleman wrote:EDIT: This was a suggestion for changing the top of the site. I do not appreciate being moved to General without any explanation.
It really isn't the same though, there are enough rule disparities. You could say it was inspired by Risk. That's fair.
Warning: You may be reading a really old topic.
And in 2001 Hasbro released Risk 2 that introduced freestlye risk.snifner wrote:Wrong... in 1997 hasbro released risk to be played at mplayer.com and the only way we played it was "blind". I glad CC finanly got that risk feature..freezie wrote:It's not risk in the fact risk can't be played with Fog of war.
Other things too, of course. But FOG is the best exemple.
- Dvd Avins
- Posts: 23
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- Location: dvdavins at pobox dot com
Personally, I dn't think you should get all proud about the differences. Much of the strategy in Risk is in the placement of initial armes. Both the claiming of territories and the placements of your leftover initial armes makes a huge difference in the way the game plays out. I wish we had that here.
- KoE_Sirius
- Posts: 1651
- Joined: Mon Feb 27, 2006 7:08 pm
- Location: Somerset
Nice Banner btw
Conquerclub is a variation on a fantastic game designed by waddingtons.This couldnt be described as anything other then Risk
Highest Rank 4th.
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RoxorMcOwnage
- Posts: 4
- Joined: Thu Jul 05, 2007 12:42 am
but if you play on the classic board, with escalating/adjacent rules, no fog of war, no freestyle, and no teams. its exactly the same, just online. Now that may be a lot of ifs, but Ill bet youlll find a lot of games that look just like that. Now CC can be developed and have options added, but the core rules? they're the same as that conquering board game that-shall-not-be-named
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...
___________________________________________________
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...)
___________________________________________________
Fortification...
Original Risk rule is Adjacent Fort
IRTOC uses Chained Fort
Original French rule is Adjacent Fort
___________________________________________________
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.
___________________________________________________
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)
____________________________________________________
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...
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...
___________________________________________________
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...)
___________________________________________________
Fortification...
Original Risk rule is Adjacent Fort
IRTOC uses Chained Fort
Original French rule is Adjacent Fort
___________________________________________________
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.
___________________________________________________
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)
____________________________________________________
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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Wild_Tiger
- Posts: 809
- Joined: Sat Feb 03, 2007 3:39 pm
- Gender: Male
- Location: Netherlands
Visaoni wrote:Eh, they'd smell the same. It would just apparently be a parallel universe where human sense of smell was altered.Genghis Khan CA wrote:Not if you called them stenchblossoms.Mr_Adams wrote:I believe the saying goesBavarian Raven wrote:a rose by any other name is still a rose...
"A rose by any other name would smell as sweet", William Shakespeare, Romeo and Juliet
Or crap-weeds.
Edit: Well, I just realized... if I'm bringing parallel universes into this... the rose could just smell different. But then I suppose it wouldn't really be a rose... Perhaps I was better off not mentioning a parallel universe.
You can't recognise a classic Simpsons quote when you see one?


