Follow TV Tropes

Following

History TabletopGame / Risk

Go To

OR

Is there an issue? Send a MessageReason:
None


Risk is a classic board game centred around commanding armies on a map of the world. The game starts with the random division of the world among up to eight players. Armies are gained according to how much territory each player has, whether they control entire continents, and special cards drawn from a deck. The object of the game is to control the entire world. ''Risk'' has been around for a long time and has many, many spinoffs and expansions. See ThemedStockBoardGame.

to:

Risk Risk[[note]]- first released in France in 1957 as ''La Conquête du Monde'' ("The Conquest of the World") before being bought by Parker Brothers and released worldwide in 1959 -[[/note]] is a classic board game centred around commanding armies on a map of the world. The game starts with the random division of the world among up to eight players. Armies are gained according to how much territory each player has, whether they control entire continents, and special cards drawn from a deck. The object of the game is to control the entire world. ''Risk'' has been around for a long time and has many, many spinoffs and expansions. See ThemedStockBoardGame.
Is there an issue? Send a MessageReason:
None


* HoldTheLine: Players on the receiving end of attacks roll their (up to) 2 dice to see how 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: Players on the receiving end of attacks roll their (up to) 2 dice to see how 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.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Great Britain includes Ireland. Many areas named after countries or states don't correspond to any historical borders of that country (kind of Justified with South Africa and Central Africa, as both can be interpreted as areas rather than countries).

to:

* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Great Britain includes Ireland. [[note]]Not entirely ''wrong'', but... well, suffice to say that it's a touchy subject.[[/note]] Many areas named after countries or states don't correspond to any historical borders of that country (kind of Justified with South Africa and Central Africa, as both can be interpreted as areas rather than countries).

Changed: 592

Removed: 324

Is there an issue? Send a MessageReason:
None


* RecycledInSpace: ''Risk 2210''
** Also ''Risk: Film/LordOfTheRings''
** And ''Risk: Film/{{Transformers}}''
** And ''Risk: VideoGame/MetalGearSolid''
** And ''Risk: VideoGame/{{Halo}}'', ''LordOfTheRings'', ''Godstorm'' (a generic fantasy flavored version)... it will likely never end.
** ''Franchise/MassEffect'' Risk has since become available for preorder.
** Risk: ''Walking Dead'' is now out.

to:

* RecycledInSpace: ''Risk 2210''
** Also
2210'' and ''Risk: Film/LordOfTheRings''
** And ''Risk: Film/{{Transformers}}''
** And ''Risk: VideoGame/MetalGearSolid''
** And ''Risk: VideoGame/{{Halo}}'', ''LordOfTheRings'', ''Godstorm''
Godstorm'' (a generic fantasy flavored version)... version).
** 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.
** ''Franchise/MassEffect'' Risk has since become available for preorder.
** Risk: ''Walking Dead'' is now out.
end.

Added: 445

Changed: 10

Removed: 445

Is there an issue? Send a MessageReason:
None


* CurbStompBattle: Usually after a player has turned in their cards for a massive number of reinforcements.



* CurbStompBattle: Usually after a player has turned in their cards for a massive number of reinforcements.



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



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



* RiskStyleMap: Risk uses an area-based map rather than a hex-base or grid map. It is the TropeNamer.



* RecycledINSPACE: ''Risk 2210''

to:

* RecycledINSPACE: RecycledInSpace: ''Risk 2210''


Added DiffLines:

* RiskStyleMap: Risk uses an area-based map rather than a hex-base or grid map. It is the TropeNamer.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DivineConflict: ''Risk: Godstorm'' pits the pantheons of the Egyptians, Greeks, Norse, Babylonians, and Celtics against each other in a fight for control of the ancient world.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Risk: ''Walking Dead'' is now out.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Many areas named after countries don't correspond to any historical borders of that country (kind of Justified with South Africa and Central Africa, as both can be interpreted as areas rather than countries).

to:

* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Great Britain includes Ireland. Many areas named after countries or states don't correspond to any historical borders of that country (kind of Justified with South Africa and Central Africa, as both can be interpreted as areas rather than countries).
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Many areas named after countries don't correspond to any historical borders of that country.

to:

* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include most of the actual Northern Europe but ''does'' include a large chunk of Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Many areas named after countries don't correspond to any historical borders of that country.country (kind of Justified with South Africa and Central Africa, as both can be interpreted as areas rather than countries).
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include Scandinavia but does include a large chunk of Central Europe. Many areas named after countries don't correspond to any historical borders of that country.

to:

* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include Scandinavia most of the actual Northern Europe but does ''does'' include a large chunk of Central Europe.Central and Western Europe. Related to that: Scandinavia includes Finland (which isn't Scandinavian) but lacks Denmark (which is). Many areas named after countries don't correspond to any historical borders of that country.
Is there an issue? Send a MessageReason:
None


* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe.

to:

* ArtisticLicenseGeography: The "Afghanistan" region doesn't even contain Afghanistan. The "Middle East" is one nation. Russia is required to hold Europe. "Northern Europe" doesn't include Scandinavia but does include a large chunk of Central Europe. Many areas named after countries don't correspond to any historical borders of that country.
Is there an issue? Send a MessageReason:
None


* HoldTheLine: Players on the receiving end of attacks roll their (up to) 2 dice to see how 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]].

to:

* HoldTheLine: Players on the receiving end of attacks roll their (up to) 2 dice to see how 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.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* 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: 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. \n** 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.unstoppable.
** 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.



* BoringButPractical: Australia. Only one way in or out (and the owner of Asia likely has bigger concerns at the start) and a total of 3 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 and who thinks they've already won.

to:

* BoringButPractical: Australia. Only one way in or out (and the owner of Asia likely has bigger concerns at the start) and a total of 3 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.
Is there an issue? Send a MessageReason:
None


* PyrrhicVictory: Extremely common. Players that expend large numbers of troops to take territories or to finish taking control of continents often find themselves unable to actually hold it before reinforcements arrive.

to:

* PyrrhicVictory: Extremely common. Players that expend large numbers of troops to take territories or to finish taking control of continents often find themselves unable to actually hold it before reinforcements arrive. Every beginner has done this at least once, only to find that leaving the continent's borders lined with territories guarded by two men at most is ripe for the taking if someone else sees how weak you are.

Added: 456

Changed: 379

Is there an issue? Send a MessageReason:
None


* 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.
** You can get attacked through ''6'' different provinces.

to:

* 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.
provinces. Lose even one lousy territory and kiss your continental bonus goodbye until you can re-take it.
** You can get attacked through ''6'' by ''5'' different provinces.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.


Added DiffLines:

* HoldTheLine: Players on the receiving end of attacks roll their (up to) 2 dice to see how 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]].
Is there an issue? Send a MessageReason:
None


** ''MassEffect'' Risk has since become available for preorder.

to:

** ''MassEffect'' ''Franchise/MassEffect'' Risk has since become available for preorder.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** ''MassEffect'' Risk has since become available for preorder.
Is there an issue? Send a MessageReason:
None



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 . . . well, good luck defending against that 600 army drop.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.

Added: 1447

Changed: 2

Is there an issue? Send a MessageReason:
None


* BoringButPractical: Australia. Only one way in or out (and the owner of Asia likely has bigger concerns at the start) and a total of 3 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 and who thinks they've already won.



* 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.
* EnemyMine: A common strategy but seeing how there's only one victor, the end result of this is [[ChronicBackstabbingDisorder easy to predict]].



* InstantWinCondition: Versions of the game with Mission cards allow someone to win if they accomplish all 4 of theirs, regardless of how much they're losing or someone else is winning at the "conquer the world" objective.



* PyrrhicVictory: Extremely common. Players that expend large numbers of troops to take territories or to finish taking control of continents often find themselves unable to actually hold it before reinforcements arrive.



* 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.

to:

* RedShirtArmy: it's 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** It goes both ways: woe betide the owner of Asia that fails to see the large army amassing on Alaska.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

**And of course, some of the pieces actually are red.
Is there an issue? Send a MessageReason:
None


* NinjaPirateZombieRobot: It's not hard to find rules for combining Risk with {{Monopoly}}. It's only slightly harder to find the rules for Risk/Monopoly/Trivial Pursuit/Clue. No, seriously.

to:

* NinjaPirateZombieRobot: It's not hard to find rules for combining Risk with {{Monopoly}}.TabletopGame/{{Monopoly}}. It's only slightly harder to find the rules for Risk/Monopoly/Trivial Pursuit/Clue. No, seriously.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NinjaPirateZombieRobot: It's not hard to find rules for combining Risk with {{Monopoly}}. It's only slightly harder to find the rules for Risk/Monopoly/Trivial Pursuit/Clue. No, seriously.
Is there an issue? Send a MessageReason:
None


** And ''Risk: VideoGame/Halo'', ''LordOfTheRings'', ''Godstorm'' (a generic fantasy flavored version)... it will likely never end.

to:

** And ''Risk: VideoGame/Halo'', VideoGame/{{Halo}}'', ''LordOfTheRings'', ''Godstorm'' (a generic fantasy flavored version)... it will likely never end.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** And ''Risk: VideoGame/Halo'', ''LordOfTheRings'', ''Godstorm'' (a generic fantasy flavored version)... it will likely never end.
Is there an issue? Send a MessageReason:
None


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

to:

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

Added: 139

Removed: 149

Is there an issue? Send a MessageReason:
\"Everything\'s Worse With Bears\" clean-up


* BearsAreBadNews: One of the ''Risk: Legacy'' factions is the Enclave of the Bear, whose soldiers, um, [[{{CrazyAwesome}} ride on bears.]]



* EverythingsWorseWithBears: One of the ''Risk: Legacy'' factions is the Enclave of the Bear, whose soldiers, um, [[{{CrazyAwesome}} ride on bears.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** You can get attacked through ''6'' different provinces.

Top