History TabletopGame / Risk

14th May '17 10:41:55 AM nombretomado
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** 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: Franchise/{{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.

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** 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: Franchise/{{StarCraft}}'', 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.
9th May '17 7:23:01 PM justanid
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3rd Apr '17 9:45:52 AM Trueman001
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** 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.
7th Mar '17 2:52:33 PM Matthewbr523
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* 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 Siam, details like rations and supplies be damned.

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* 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 Siam, Japan, details like rations and supplies be damned.



* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Japan and/or Kamchatka.

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* FailedASpotCheck: Woe betide the holder of North America who doesn't notice his enemy slowly adding units to Japan and/or Kamchatka.
7th Mar '17 2:37:03 PM Matthewbr523
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** Now imagine attacking Siam, holding 2 men, from Papua New Guinea with over 40 men, and losing all but 2.

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** Now imagine attacking Siam, holding 2 men, from Papua New Guinea Indonesia with over 40 men, and losing all but 2.
2nd May '16 10:50:37 PM Az_Tech341
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* 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 to New Guinea to Siam, details like rations and supplies be damned.

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* 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 to from New Guinea to Siam, details like rations and supplies be damned.
17th Jan '16 3:41:01 PM DarkHunter
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** A common tactic is to take over Australia, hoard its bonus armies, and defend Australia's one access point with everything until you have an unstoppable army that can easily rampage through everyone else's weakened territories. On the flipside, an opponent can just as easily StoneWall the one or two countries with access to Australia, effectively cutting that player off from ''the rest of the map'', possibly for the entire game.\\

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** A common tactic is to take over Australia, hoard its bonus armies, and defend Australia's one access point with everything until you have an unstoppable army that can easily rampage through everyone else's weakened territories. On the flipside, an opponent can just as easily StoneWall the one or two countries with access to Australia, effectively cutting that player off from ''the rest of the map'', possibly for the entire game.\\
16th Dec '15 1:41:04 AM Morgenthaler
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-->''"[[WorldWarII 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? [[{{WeHaveReserves}} Seven extra men]] at the beginning of every go, but you couldn't fucking [[{{HoldTheLine}} hold it.]] [[GameBreaker Australasia, that was the one, all the purples]], [[ShinyNewAustralia get everyone on Papua New Guinea and just]] [[{{ConstructAdditionalPylons}} build up, build up, build up...]]"''
-->--'''EddieIzzard'''



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-->''"[[WorldWarII Second -->''"Second world war]], 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? [[{{WeHaveReserves}} Seven extra men]] men at the beginning of every go, but you couldn't fucking [[{{HoldTheLine}} hold it.]] [[GameBreaker it. Australasia, that was the one, all the purples]], [[ShinyNewAustralia purples, get everyone on Papua New Guinea and just]] [[{{ConstructAdditionalPylons}} just build up, build up, build up...]]"''
-->--'''EddieIzzard'''


"''
-->--'''Creator/EddieIzzard'''
11th Aug '15 8:08:50 PM JackWhitehead
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** 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.
12th Jun '15 5:55:06 AM Ramidel
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* StoneWall: A common tactic is to take over Australia, hoard its bonus armies, and defend Australia's one access point with everything until you have an unstoppable army that can easily rampage through everyone else's weakened territories. On the flipside, an opponent can just as easily StoneWall the one or two countries with access to Australia, effectively cutting that player off from ''the rest of the map'', possibly for the entire game.\\
\\
In ''Risk 2210'', it becomes significantly easier to StoneWall any continent depending on the radiation tokens. South America can become just as troublesome when one of the two entry points are blocked by a nuclear wasteland. And then there is the issue when [[{{Unwinnable}} both entry points become uncrossable]].
** It's not technically {{Unwinnable}}, it just requires that the invading player a) hire a space commander, b) set up a space port, c) ship an army to the moon, c2) CONQUER THE MOON (optional), d) spend potentially copious amounts of energy cycling through the space commander deck until they come across one of the two "Invade Earth" cards, e) play said card and f) manage the lucky task of flipping over one of the two chosen countries' land cards. Otherwise, start all over from item d and hope the smug jerk holding South America doesn't decide to invade the moon in the meantime.

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* StoneWall: StoneWall:
**
A common tactic is to take over Australia, hoard its bonus armies, and defend Australia's one access point with everything until you have an unstoppable army that can easily rampage through everyone else's weakened territories. On the flipside, an opponent can just as easily StoneWall the one or two countries with access to Australia, effectively cutting that player off from ''the rest of the map'', possibly for the entire game.\\
\\
** In ''Risk 2210'', it becomes significantly easier to StoneWall any continent depending on the radiation tokens. South America can become just as troublesome when one of the two entry points are blocked by a nuclear wasteland. And then there is the issue when [[{{Unwinnable}} both entry points become uncrossable]].
** It's not technically {{Unwinnable}}, it just requires that the invading player a) hire a space commander, b) set up a space port, c) ship an army
uncrossable]]. [[note]]Technically, it's possible to the moon, c2) CONQUER THE MOON (optional), d) spend potentially copious amounts of energy cycling through the space commander deck until they come across one of the two "Invade Earth" cards, e) play said card and f) manage the lucky task of flipping over one of the two chosen countries' land cards. Otherwise, start all over from item d and hope the smug jerk holding in a blocked South America through a lucky use of the Invade Earth card. This doesn't decide to invade the moon in the meantime.happen often.[[/note]]
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