History TabletopGame / Risk

10th Jun '18 2:35:33 PM DrVonOppendown
Is there an issue? Send a Message


* HumongousMecha: One of the units in ''Risk Legacy''.

to:

* HumongousMecha: One of the units in ''Risk Legacy''. Aesthetically, at least, the look of all the units (besides the Commanders) from ''2210''.
30th May '18 3:01:03 AM KayEss
Is there an issue? Send a Message

Added DiffLines:

* PoliticalCorrectnessGoneMad: In some editions of the game (possibly beginning with german versions of the game in the 1980s), players do not conquer counties, they ''liberate'' them. Not by attacking, but by performing "Liberation Actions". However, when a player's turn ends, this well-meaning "Liberator" becomes an "Occupant" who defends his occupied countries against the "Liberation" by the other "Liberators".
7th Mar '18 6:05:27 PM TheFellMind
Is there an issue? Send a Message


->''"Second world war, Russian front, not a good idea... Hitler never played ''Risk'' when he was a kid... because, you know, playing ''Risk'', you could never hold onto Asia--that Asia / Eastern European area? You could never hold it, could you? Seven extra men at the beginning of every go, but you couldn't fucking hold it. Australasia, that was the one, all the purples, get everyone on Papua New Guinea and just build up, build up, build up..."''

to:

->''"Second world war, Russian front, not a good idea... idea ... Hitler never played ''Risk'' when he was a kid... kid ... because, you know, playing ''Risk'', you could never hold onto Asia--that Asia -- that Asia / Eastern European area? You could never hold it, could you? Seven extra men at the beginning of every go, but you couldn't fucking hold it. Australasia, that was the one, all the purples, get everyone on Papua New Guinea and just build up, build up, build up...up ..."''



* AfterTheEnd: One possibility for ''Risk Legacy'' after enough games have been played on the same board.

to:

* AfterTheEnd: AfterTheEnd:
**
One possibility for ''Risk Legacy'' after enough games have been played on the same board.



** Newer editions of vanilla Risk have cavalry figurines to represent 5 units and cannon figurines to represent 10 (as opposed to an infantryman being one unit). As awesome as it is to have cannons intimidatingly guarding your borders, get ready to waste time exchanging them for a horse and 3 men as you take losses, until you get fed up and just stick to using regular infantry for everything.

to:

** Newer editions of vanilla original Risk have cavalry figurines to represent 5 units and cannon figurines to represent 10 (as opposed to an infantryman being one unit). As awesome as it is to have cannons intimidatingly guarding your borders, get ready to waste time exchanging them for a horse and 3 men as you take losses, until you get fed up and just stick to using regular infantry for everything.



* ColorCodedForYourConvenience: Every continent has its own color. Along with each Army.

to:

* ColorCodedForYourConvenience: Every continent has its own color. Along with color, and so does each Army.



* CrapsackWorld: A board of ''Risk Legacy'' will most likely turn into this after enough games are played on it.
** Vanilla ''Risk'' is basically an up-to-six-way free-for-all spread across the whole world until one guy amasses enough force to utterly crush all opposition.

to:

* CrapsackWorld: CrapsackWorld:
**
A board of ''Risk Legacy'' will most likely turn into this after enough games are played on it.
** Vanilla Standard ''Risk'' is basically an up-to-six-way free-for-all spread across the whole world until one guy amasses enough force to utterly crush all opposition.



* EasyLogistics; Players are allowed to "fortify" one territory per round by moving forces from one territory to another as long as there's a direct path through friendly territory. Yes, it's possible to move 10 units all the way from Alaska to the Middle East in the time it took for an enemy to move 2 units from New Guinea to Japan, details like rations and supplies be damned.
** Even easier - the reinforcements you receive at the beginning of each turn can be placed anywhere. Even in territories you just captured last turn. Even if they are completely isolated from the rest of your territories. Hundreds of armies can appear where there was just one a moment ago with no visible source.
* EnemyMine: A common strategy but seeing how there's only one victor, the end result of this is [[ChronicBackstabbingDisorder easy to predict]].
* EpicFail: Imagine invading a territory that only has one guy in it with around five guys... then losing them all to extremely bad luck with the dice.
** Now imagine attacking Siam, holding 2 men, from Indonesia with over 40 men, and losing all but 2.
* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Kamchatka. It goes both ways too; woe betide the owner of Asia that fails to see the large army amassing on Alaska.

to:

* EasyLogistics; EasyLogistics:
**
Players are allowed to "fortify" "fortify"[[note]]or "troop transfer" or "convoy"[[/note]] one territory per round by moving forces from one territory to another another, as long as there's a direct continuous path through friendly territory. Yes, it's possible to move 10 units all the way from Alaska to the Middle East in the time it took for an enemy to move 2 units from New Guinea to Japan, details like rations and supplies be damned.
** Even easier - -- the reinforcements you receive at the beginning of each turn can be placed anywhere. Even in territories you just captured last turn. Even if they are completely isolated from the rest of your territories. Hundreds of armies can appear where there was just one a moment ago with no visible source.
* EnemyMine: A common strategy strategy, but seeing how [[ThereCanOnlyBeOne there's only one victor, victor]], the end result of this is [[ChronicBackstabbingDisorder easy to predict]].
* EpicFail: Imagine invading a territory that only has one guy in it with around five guys... then losing them all to extremely Hilariously bad luck with the dice.
** Now imagine attacking Siam, holding 2 men, from Indonesia with over 40 men, and losing all
dice can result in [[DidntSeeThatComing unexpected slaughters]] dealt to superior forces. Generally WeHaveReserves does win the battle, but 2.
it's never a sure thing.
* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Kamchatka. It goes both ways too; woe betide the [[AwesomeButImpractical owner of Asia Asia]] that fails to see the large army amassing on Alaska.



* FromASingleCell / NotQuiteDead: Due to the mechanics of the reinforcements card trade in, it is possible for a player to be beaten to 1 troop in 1 territory only for him to suddenly [[{{DeusExMachina}} raise an army out of nowhere]]. This becomes especially interesting if you're playing with the U.S. rules, in which card sets increase in value throughout the game.

to:

* FromASingleCell / NotQuiteDead: NotQuiteDead:
**
Due to the mechanics of the reinforcements card trade in, it is possible for a player to be beaten to 1 troop in 1 territory only for him to suddenly [[{{DeusExMachina}} raise an army out of nowhere]]. This becomes especially interesting if you're playing with the U.S. rules, in which card sets increase in value throughout the game.



** In a milder case, no player can receive less than three reinforcements per turn, allowing a nearly defeated player to slowly build up if the other players are sufficiently merciful (or GenreBlind).



* HoldTheLine: Players on the receiving end of attacks roll their (up to) 2 dice to see if their forces can hold. Interestingly, even though the attacker can use up to 3 dice, the advantage is theoretically always with the defense since they win if the dice tie each other (possibly to represent the "home field advantage") though the attacking player can certainly make up for this with a [[WeHaveReserves large enough force making repeated attacks]]. TruthInTelevision in that defending a fortified position does tend to require less manpower than conquering one.

to:

* HoldTheLine: HoldTheLine:
**
Players on the receiving end of attacks roll their (up to) 2 dice to see if their forces can hold. Interestingly, even though the attacker can use up to 3 dice, the advantage is theoretically always with the defense defense, since they the defenders win a roll if the dice tie each other (possibly to represent the "home field advantage") -- though the attacking player can certainly make up for this with a [[WeHaveReserves large enough force making repeated attacks]]. TruthInTelevision in that defending a fortified position does tend to require less manpower than conquering one.one.
** Additionally, at least one army must remain in every territory, presumably to "hold the fort" in-universe, or more practically to denote which player currently owns it.



* ImpossibleTask: Holding the continent of Asia. Good luck if you draw a mission that requires Asia.

to:

* ImpossibleTask: Holding the continent of Asia. Good luck if you [[LuckBasedMission draw a mission mission]] that requires Asia.



* LuckBasedMission: Randomly drawing initial territories, as well as the aforementioned Mission cards.



* RandomNumberGod: The mechanics of the entire game are based on die rolls. Especially irritating if playing it as [[{{TheComputerIsACheatingBastard}} a video game.]]

to:

* RandomNumberGod: The mechanics of the entire game are based on die rolls. Especially irritating if playing it as [[{{TheComputerIsACheatingBastard}} [[TheComputerIsACheatingBastard a video game.]]game]].



** Also, on the licensed properties front, there's ''Risk: Film/LordOfTheRings'', ''Risk: Film/{{Transformers}}'', ''Risk: VideoGame/MetalGearSolid'', ''Risk: Franchise/{{Halo}}'' (in two seperate franchise-general and ''VideoGame/HaloWars'' editions), ''Risk: Franchise/MassEffect'', ''Risk: ComicBook/TheWalkingDead'', ''Risk: VideoGame/StarCraft'', ''Risk: VideoGame/{{Battlefield}}'', ''Risk: Franchise/StarWars'' (in seperate original and prequel trilogies flavors), ''Risk: Series/DoctorWho'', ''Risk: VideoGame/PlantsVsZombies''... it will likely never end.
* RedShirtArmy: It's pretty safe to assume that, after an hour or so of playing, all the pieces that were on the board to start with will be dead.
** And of course, some of the pieces actually are red.

to:

** Also, on the licensed properties front, there's ''Risk: Film/LordOfTheRings'', ''Risk: Film/{{Transformers}}'', ''Risk: VideoGame/MetalGearSolid'', ''Risk: Franchise/{{Halo}}'' (in two seperate franchise-general and ''VideoGame/HaloWars'' editions), ''Risk: Franchise/MassEffect'', ''Risk: ComicBook/TheWalkingDead'', ''Risk: VideoGame/StarCraft'', ''Risk: VideoGame/{{Battlefield}}'', ''Risk: Franchise/StarWars'' (in seperate separate original and prequel trilogies trilogy flavors), ''Risk: Series/DoctorWho'', ''Risk: VideoGame/PlantsVsZombies''... it will likely never end.
* RedShirtArmy: RedShirtArmy:
**
It's pretty safe to assume that, after an hour or so of playing, all the pieces that were on the board to start with the game [[AMillionIsAStatistic will be dead.
dead]].
** And of course, some of the pieces [[ColorCodedForYourConvenience actually are red.red]].



** The online Conquer Club map "Das Schloss" is notorious for this; its design can cause games to take months, and if you're using escalating cards . . . well, good luck defending against that 600 army drop.
** The entire combat system is based on this. You can have an army of fifty units going against an army of five but rather than being ten times as powerful all that means is that your enemy is more likely to run out of men before you do.

to:

** The online Conquer Club map "Das Schloss" is notorious for this; its design can cause games to take months, and if you're using escalating cards . . . cards ... well, good luck defending against [[ThisIsGonnaSuck that 600 army drop.
drop]].
** The entire combat system is based on this. You can have an army of fifty units going against an army of five five, but rather than being ten times as powerful powerful, all that means is that your enemy is more likely to run out of men before you do.
7th Mar '18 3:54:19 PM TheFellMind
Is there an issue? Send a Message


* AwesomeButImpractical: Asia. If you can control it long enough to actually start getting units from it, you can steamroll the other players in numbers. Problem is that it has many territories you need to take and can be attacked from very many provinces. Lose even one lousy territory and kiss your continental bonus goodbye until you can re-take it. You can get attacked by ''5'' different continents, with South America being the only one that cannot. Even if you manage to get a firm hold on Asia, expect the other players to start [[EnemyMine conspiring with one other to launch multi-pronged attacks]] before your large numbers of reinforcements become unstoppable.

to:

* AwesomeButImpractical: AwesomeButImpractical:
**
Asia. If you can control it long enough to actually start getting units from it, you can steamroll the other players in numbers. Problem is that it has many territories you need to take and can be attacked from very many provinces. Lose even one lousy territory and kiss your continental bonus goodbye until you can re-take it. You can get attacked by ''5'' different continents, with South America being the only one that cannot. Even if you manage to get a firm hold on Asia, expect the other players to start [[EnemyMine conspiring with one other to launch multi-pronged attacks]] before your large numbers of reinforcements become unstoppable.



* BoringButPractical: Australia. Only one way in or out (and the owner of Asia likely has bigger concerns at the start) and a total of 5 reinforcements each round (assuming that's all the player owns) means it's possible to amass an enormous army then conquer once everyone else has depleted themselves fighting each other. A good way to tell veterans from beginners is who thinks they got screwed over by getting 3 out of 4 Australia territories doled out to them and who thinks they've already won.
** In the {{Website/Pogo}} version of Risk, at least if playing against AI players, the winner is usually (though not always) whoever manages to grab Australia.
** In ''Risk 2210'', this doesn't work quite as well, between the existence of sea territory and the fact that taking Australia won't be enough to win the game for you on turn 5.

to:

* BoringButPractical: BoringButPractical:
**
Australia. Only one way in or out (and the owner of Asia likely has bigger concerns at the start) and a total of 5 reinforcements each round (assuming that's all the player owns) means it's possible to amass an enormous army then conquer once everyone else has depleted themselves fighting each other. A good way to tell veterans from beginners is who thinks they got screwed over by getting 3 out of 4 Australia territories doled out to them and who thinks they've already won.
** *** In the {{Website/Pogo}} version of Risk, at least if playing against AI players, the winner is usually (though not always) whoever manages to grab Australia.
** *** In ''Risk 2210'', this doesn't work quite as well, between the existence of sea territory and the fact that taking Australia won't be enough to win the game for you on turn 5.5.
** North and South America, Africa and Europe can be this. None of them offers the high bonus of Asia, nor the StoneWall characteristics of Australia, but they can be useful territory all the same. North America in particular has three chokepoints in or out, ties with (more exposed) Europe for the biggest continental reinforcement bonus outside of Asia, and can allow a player to deny others total control over Asia, Europe or South America.
*** Conquer ''both'' Americas and the player ''still'' has only three chokepoints to defend, while gaining 7 bonus armies a turn -- all without the hassle of holding Asia together.



* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Kamchatka.
** It goes both ways: woe betide the owner of Asia that fails to see the large army amassing on Alaska.

to:

* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Kamchatka.
**
Kamchatka. It goes both ways: ways too; woe betide the owner of Asia that fails to see the large army amassing on Alaska.



* GaiasLament: ''Risk 2210'' has a war on a irradiated, polluted, Earth.

to:

* GaiasLament: ''Risk 2210'' has a war on a irradiated, polluted, polluted Earth.
30th Dec '17 9:55:11 PM FordPrefect
Is there an issue? Send a Message


** Newer editions of vanilla Risk have cavalry figurines to represent 5 units and cannon figurines to represent 10 (as opposed an infantryman being one unit). As awesome as it is to have cannons intimidatingly guarding your borders, get ready to waste time exchanging them for a horse and 3 men as you take losses, until you get fed up and just stick to using regular infantry for everything.

to:

** Newer editions of vanilla Risk have cavalry figurines to represent 5 units and cannon figurines to represent 10 (as opposed to an infantryman being one unit). As awesome as it is to have cannons intimidatingly guarding your borders, get ready to waste time exchanging them for a horse and 3 men as you take losses, until you get fed up and just stick to using regular infantry for everything.
8th Dec '17 8:55:47 AM infernape612
Is there an issue? Send a Message


-->''"Second world war, Russian front, not a good idea... Hitler never played ''Risk'' when he was a kid... because, you know, playing ''Risk'', you could never hold onto Asia--that Asia / Eastern European area? You could never hold it, could you? Seven extra men at the beginning of every go, but you couldn't fucking hold it. Australasia, that was the one, all the purples, get everyone on Papua New Guinea and just build up, build up, build up..."''

to:

-->''"Second ->''"Second world war, Russian front, not a good idea... Hitler never played ''Risk'' when he was a kid... because, you know, playing ''Risk'', you could never hold onto Asia--that Asia / Eastern European area? You could never hold it, could you? Seven extra men at the beginning of every go, but you couldn't fucking hold it. Australasia, that was the one, all the purples, get everyone on Papua New Guinea and just build up, build up, build up..."''
31st Oct '17 7:19:02 AM Ramidel
Is there an issue? Send a Message

Added DiffLines:

** In ''Risk 2210'', this doesn't work quite as well, between the existence of sea territory and the fact that taking Australia won't be enough to win the game for you on turn 5.
22nd Sep '17 11:01:21 AM dvorak
Is there an issue? Send a Message

Added DiffLines:

* DomedHometown: ''2210's'' undersea and lunar colonies.
22nd Sep '17 4:10:29 AM dvorak
Is there an issue? Send a Message

Added DiffLines:

** ''2210'' is set in the aftermath of a nuclear war.
18th Sep '17 1:01:47 AM dvorak
Is there an issue? Send a Message


* NewGamePlus: The point of ''Legacy''. The winner can found a city for the next game.

to:

* NewGamePlus: The point of ''Legacy''. The winner can found a city for the next game.permanently change something.
This list shows the last 10 events of 82. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=TabletopGame.Risk