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1!! The tabletop game:
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3* CheeseStrategy: A well-known (and vehemently hated) strategy is to simply take over Australia, move all your armies into Siam, and sit there building up a massive force while your opponents do all the fighting either against each other or against the single entry point into Australia, except maybe taking an Asian province every turn to get the cards necessary to build up even ''more'' troops on top of Australia's 2 extra armies per turn.
4* EndingFatigue: Present in just about every variation:
5** 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.
6** 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.
7** Even with some of the mission cards, it's possible for two people to draw a card requiring that certain continents be held by them, and both of them need the same continent. This is frequently Asia. Occasionally, someone will end up drawing a card that requires Australia, and if they don't already have it...
8** ''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).
9* ItsEasySoItSucks: It's commonly looked down on by [[SeriousBusiness more serious]] wargamers both for being simple and for being entirely too luck-based with its dice-rolling mechanics. Compare TabletopGame/{{Diplomacy}}, which is much better regarded despite having just as simple (arguably even ''simpler'') rules thanks to superior balance and the complete excision of dice rolls.

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