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* ItsEasySoItSucks: It's commonly looked down on by "[[SeriousBusiness serious]]" wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics. Even if Risk happens to be far more in the spirit of actual warfare than "serious" wargames.

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* ItsEasySoItSucks: It's commonly looked down on by "[[SeriousBusiness serious]]" [[SeriousBusiness more serious]] wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics. Even if Risk happens Compare TabletopGame/Diplomacy, which is much better regarded despite having just as simple (arguably even ''simpler'') rules thanks to be far more in superior balance and the spirit complete excision of actual warfare than "serious" wargames.dice rolls.


** In Normal risk, getting someone out of [[StoneWall Australia]] will take a while, even with massive numbers on your side, mostly due to how the dice roll.
** In Capital risk, crafty players will place their capitals in places with only one or two chokepoints to them. And then some jerk will put his in Australia.

to:

** In Normal risk, normal Risk, getting someone out of [[StoneWall Australia]] will take a while, even with massive numbers on your side, mostly due to how the dice roll.
** In Capital risk, Risk, crafty players will place their capitals in places with only one or two chokepoints to them. And then some jerk will put his in Australia.



* ItsEasySoItSucks: It's commonly looked down on by "[[SeriousBusiness serious]]" wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics.

to:

* ItsEasySoItSucks: It's commonly looked down on by "[[SeriousBusiness serious]]" wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics. Even if Risk happens to be far more in the spirit of actual warfare than "serious" wargames.



** Moreso when playing with the "Secret Mission" cards,[[note]]A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release[[/note]] since there is a set of them that read "Kill all of X army's units." While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, it was later changed so that if the army is defeated by anyone and they do not fulfill their mission in the same instant, you win.

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** Moreso when playing with the "Secret Mission" cards,[[note]]A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release[[/note]] since there is a set of them that read "Kill all of X army's units." units". While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, it was later changed so that if the that particular army is defeated by anyone and they do not fulfill their mission in the same instant, you win.


* MagnificentBastard: There's at least as much potential to be one in Risk as {{Diplomacy}}.

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* MagnificentBastard: There's at least as much potential to be one in Risk as {{Diplomacy}}.TabletopGame/{{Diplomacy}}.

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** ''2210'' and ''Godstorm'' avert this with a five-turn time limit. The fifth turn is anything but boring, as everyone throws as many armies as they can into Hail Mary plays (especially the last player, who has no reason to consider defense and ''every'' reason to do as much damage as possible).

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** Largely averted in the ''Film/LordOfTheRings'' trilogy edition, since the game ends when the Ring is thrown into Mount Doom. If it lands on Mount Doom and keeps getting stalled by bad die rolls, however, you'll have a massive free-for-all with everyone attacking everything, hoping that theirs will be the last turn.


** Moreso when playing with the "Secret Mission" cards,[[hottip:*:A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release]] since there is a set of them that read "Kill all of X army's units." While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, it was later changed so that if the army is defeated by anyone and they do not fulfill their mission in the same instant, you win.

to:

** Moreso when playing with the "Secret Mission" cards,[[hottip:*:A cards,[[note]]A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release]] release[[/note]] since there is a set of them that read "Kill all of X army's units." While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, it was later changed so that if the army is defeated by anyone and they do not fulfill their mission in the same instant, you win.


* MagnificentBastard: There's at least as much potential to be one in risk as Diplomacy.

to:

* MagnificentBastard: There's at least as much potential to be one in risk Risk as Diplomacy.{{Diplomacy}}.


** in Normal risk, getting someone out of [[StoneWall Australia]] will take a while, even with massive numbers on your side, mostly due to how the dice roll.
** in Capital risk, crafty players will place their capitals in places with only one or two chokepoints to them. And then some jerk will put his in Australia.

to:

** in In Normal risk, getting someone out of [[StoneWall Australia]] will take a while, even with massive numbers on your side, mostly due to how the dice roll.
** in In Capital risk, crafty players will place their capitals in places with only one or two chokepoints to them. And then some jerk will put his in Australia.


* MagnificentBastard: there's at least as much potential to be one in risk as Diplomacy.

to:

* MagnificentBastard: there's There's at least as much potential to be one in risk as Diplomacy.


** Moreso when playing with the "Secret Mission" cards,[[hottip:*:A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release]] since there is a set of them that read "Kill all of X army's units." While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, recent releases changed the ruling to where if the army is defeated by anyone and they do not fulfill their mission in the same instant, you win.

to:

** Moreso when playing with the "Secret Mission" cards,[[hottip:*:A set of 12 or 14 cards that give a specific goal, NOT to be confused with the separate "Secret Mission Risk" release]] since there is a set of them that read "Kill all of X army's units." While older versions explicitly stated that you must destroy the last unit to claim victory on that goal, recent releases it was later changed the ruling to where so that if the army is defeated by anyone and they do not fulfill their mission in the same instant, you win.

Added DiffLines:

* ItsEasySoItSucks: It's commonly looked down on by "[[SeriousBusiness serious]]" wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics.

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