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What's better than Risk? Online Risk, so there's no chance of being stabbed or strangled in real life when you betray someone. This is coming out on XBLA next week.
Ok, if you're anything like me, that right there just sold you on this game. But here's the nitty gritty:
EA borrowed some of the streamlined rules from Hasbro's 2008 update and added some story and humor to the game. The 2008 rules are more objective based and make the game go by faster. To win, players must meet three objectives. In a two person game there will be five possible goals, but as you add players more objectives become available, and everyone scrambles to meet them first. Examples include controlling four barracks, controlling three connected cities, or taking control of seven territories in one turn. You start each game by placing your capital, and even if you've achieved three objectives you can't win if you've lost control of that capital city.
But, of course, if all you want to do is play some classic Risk, you can do that, too.
Traditionally, you only have one Risk map to work with. EA has added multiple maps and dynamic terrain for Risk: Factions. For instance, you might find a dam on a map -- take control of it, and you can flood several territories, wiping out any armies stationed there. Other maps will include volcanoes that can cause a lot of destruction.
There are five playable factions in all, and you'll unlock a new one in each chapter. The factions don't have different abilities, so games will be balanced. They do all have their own comical attack animations, but you can also turn on "fast battle" and skip them if you want to speed up the game. EA has only unveiled three of the factions, so far: humans, cats, and robots. You'll start playing as the humans, switch to the cats, and then call in the robots to help out the humans.
Risk: Factions supports up to five players, both locally and online. When setting up a game, the available maps will be filtered depending on how many players are participating (not all maps work well for five players, for example). The maps are all part of one world, and as you spend time with the game you'll get to know the lay of the land.
We're excited for Risk: Factions. The focus is definitely on the new rules, but purists will still find reliable old Risk here, too.
I know I'm not the only Risk-geek out there. Can we turn this into a [Game On] in a week?
Just looking at the title I had my answer ready for why nobody was talking about this... then I watched the introductions. Awesome! So much charm and character.
Oh wow, didn't know it was coming out next week. It's a must-buy for me. But to be fair, I've bought most of the other board game stuff, like Catan and Greed Corp.
Its probably been 5 years since I've played Risk, how do these objective things work? Are you assigned them at the beginning of the game? Do the other players know your objectives?
chrono_traveller on
The trouble with having an open mind, of course, is that people will insist on coming along and trying to put things in it. ~ Terry Pratchett
I thought about making a thread about this about 3 weeks ago when I watched a couple of the teaser cartoons on Gametrailers. But I figured nobody would care since its just an XBLA game. Ahh well. I'll be buying it.
I can't resist taking over the world with Nazi Zombies.
I shall be easily day 1'ing this. I heard that they were putting Risk online, so if I ever had some random points I'd pick it up, but watching those intro trailers easily sold me.
I was actually laughing at work with some of them ... God this is going to be awesome.
Yeah I will probably jump in. I loves me some risk.
corin7 on
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Lord_AsmodeusgoeticSobriquet:Here is your magical cryptic riddle-tumour: I AM A TIME MACHINERegistered Userregular
edited June 2010
II'd love to play... if I had access to XBL
Lord_Asmodeus on
Capital is only the fruit of labor, and could never have existed if Labor had not first existed. Labor is superior to capital, and deserves much the higher consideration. - Lincoln
0
KorKnown to detonate from time to timeRegistered Userregular
This is Risk, one of the worst war board games out there, that's why nobodies talking about it. Wake me when they make a Diplomacy or Axis and Allies game, or even better A Game of Thrones or Twilight Imperium.
My friends swear up and down a certain continent always wins. Is this true?
I don't know about that, but I do know one thing:
THE UKRAINE IS WEAK!
Yes, if you control Asia you win. Unless of course you roll the die wrong, it's all about the die. You can wipe out an army of 100 with an army of 10 if the die will it (and this usually happens once every game). I always start in Australia and south east Asia because of the bottleneck and hope I roll good.
This is Risk, one of the worst war board games out there, that's why nobodies talking about it. Wake me when they make a Diplomacy or Axis and Allies game, or even better A Game of Thrones or Twilight Imperium.
Risk 2210 would be decent - especially with the Factions expansion, which is what I first thought of when I saw the thread title. Vanilla Risk is one of those games I just cannot go back to. Though to be fair, so is vanilla Axis and Allies.
As much as I enjoy Twilight Imperium as a PC/console game it would just be a significantly less complex, gimped MoO or GalCiv.
This is Risk, one of the worst war board games out there, that's why nobodies talking about it. Wake me when they make a Diplomacy or Axis and Allies game, or even better A Game of Thrones or Twilight Imperium.
While I normally agree that Risk is a terrible game, this looks much nicer because:
a) The game is using an objective-based variant, which fixes one of the largest problems with standard Risk.
b) The game is quite clearly not taking itself seriously.
c) SHINY!
Risk is also simple & fast enough (with an objective based victory variant) to get a game wrapped-up in half an hour or so, and is abstract enough that you can plug-in virtually any theme you like. Axis & Allies or Twilight Imperium, by comparison, can take hours to finish, and strongly emphasize their own themes.
My friends swear up and down a certain continent always wins. Is this true?
The strongest start in Risk is Australia, hands down, due to it's single chokepoint. You can hunker down and build-up your forces the entire games and then launch a blitzkrieg to take Asia after everyone else has thinned themselves out.
The strongest start in Risk is Australia, hands down, due to it's single chokepoint. You can hunker down and build-up your forces the entire games and then launch a blitzkrieg to take Asia after everyone else has thinned themselves out.
When I play classic risk with my friends, I've had pretty good luck with starting by taking over South America and bunkering there at first, and expanding to take over North America ASAP.
Everyone's usually busy worrying about whoever started in Australia.
I seem to be in disagreement with most people in this thread. I actually really prefer classic Risk, it's one of my favorite board games. I also disagree that either Asia or Australia give you much of a chance at victory.
Asia is too wide open, making it hard to maintain borders and keep all of it conquered. Australia is too small, and thus doesn't give any reinforcement numbers worth a damn. The best continent choices start with places like South America, with only 2 entrances and a better reinforcement reward. From there you can expand to other comparable continents, like Africa and North America, gaining high reinforcements every turn with very few borders to place them on.
I seem to be in disagreement with most people in this thread. I actually really prefer classic Risk, it's one of my favorite board games. I also disagree that either Asia or Australia give you much of a chance at victory.
Asia is too wide open, making it hard to maintain boarders and keep all of it conquered. Australia is too small, and thus doesn't give any reinforcement numbers worth a damn. The best continent choices start with places like South America, with only 2 entrances and a better reinforcement reward. From there you can expand to other comparable continents, like Africa and North America, gaining high reinforcements every turn with very few borders to place them on.
I seem to be in disagreement with most people in this thread. I actually really prefer classic Risk, it's one of my favorite board games. I also disagree that either Asia or Australia give you much of a chance at victory.
Asia is too wide open, making it hard to maintain boarders and keep all of it conquered. Australia is too small, and thus doesn't give any reinforcement numbers worth a damn. The best continent choices start with places like South America, with only 2 entrances and a better reinforcement reward. From there you can expand to other comparable continents, like Africa and North America, gaining high reinforcements every turn with very few borders to place them on.
You and I are like this.
I am agreed on all accounts ... I haven't played objective based Risk, but I still love the classic Risk and my friends and I will play it time to time, booze or no booze.
Don't get me wrong, I know a lot of people who don't like Risk/Life/Monopoly, and that's fine, you can have your opinion.
- is there any option to see the AI's dice rolls versus you?
- is there a five player local mode (with pass-the-controller or somesuch)? They mentioned this in an interview, but it's starting to look like it didn't make it. This would make it an instant buy.
FyreWulff on
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KorKnown to detonate from time to timeRegistered Userregular
edited June 2010
- I've found no such option to see AI rolls.
- According to Rat, you have to log in to play, so there is no controller swapping. So it looks like at the least, you'd need 4 controllers, and not be able to play with 5 people.
Posts
Signed,
His Excellency Gary
The Raid
Did you just volunteer? :P
Is there any point to factions outside of aesthetics? Like are there special units or something?
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Nope, purely cosmetic. Which makes sense, as it removes balance issues.
My friend, the attacker, then went to roll and... yes.
Three 1's.
I had someone take a picture of that moment, I will cherish it forever.
I can't resist taking over the world with Nazi Zombies.
I was actually laughing at work with some of them ... God this is going to be awesome.
Those trailers are gold.
Pokemon Safari - Sneasel, Pawniard, ????
Next Wednesday.
Franky...since when did you get so high and mighty...that you could...*huff, snarl*...JUDGE ME?! - Mao
I don't know about that, but I do know one thing:
THE UKRAINE IS WEAK!
Yes, if you control Asia you win. Unless of course you roll the die wrong, it's all about the die. You can wipe out an army of 100 with an army of 10 if the die will it (and this usually happens once every game). I always start in Australia and south east Asia because of the bottleneck and hope I roll good.
Risk 2210 would be decent - especially with the Factions expansion, which is what I first thought of when I saw the thread title. Vanilla Risk is one of those games I just cannot go back to. Though to be fair, so is vanilla Axis and Allies.
As much as I enjoy Twilight Imperium as a PC/console game it would just be a significantly less complex, gimped MoO or GalCiv.
While I normally agree that Risk is a terrible game, this looks much nicer because:
a) The game is using an objective-based variant, which fixes one of the largest problems with standard Risk.
b) The game is quite clearly not taking itself seriously.
c) SHINY!
Risk is also simple & fast enough (with an objective based victory variant) to get a game wrapped-up in half an hour or so, and is abstract enough that you can plug-in virtually any theme you like. Axis & Allies or Twilight Imperium, by comparison, can take hours to finish, and strongly emphasize their own themes.
The strongest start in Risk is Australia, hands down, due to it's single chokepoint. You can hunker down and build-up your forces the entire games and then launch a blitzkrieg to take Asia after everyone else has thinned themselves out.
When I play classic risk with my friends, I've had pretty good luck with starting by taking over South America and bunkering there at first, and expanding to take over North America ASAP.
Everyone's usually busy worrying about whoever started in Australia.
Asia is too wide open, making it hard to maintain borders and keep all of it conquered. Australia is too small, and thus doesn't give any reinforcement numbers worth a damn. The best continent choices start with places like South America, with only 2 entrances and a better reinforcement reward. From there you can expand to other comparable continents, like Africa and North America, gaining high reinforcements every turn with very few borders to place them on.
You and I are like this.
I am agreed on all accounts ... I haven't played objective based Risk, but I still love the classic Risk and my friends and I will play it time to time, booze or no booze.
Don't get me wrong, I know a lot of people who don't like Risk/Life/Monopoly, and that's fine, you can have your opinion.
You're just wrong.
Only 2 borders and instant access to North America and Africa? Yes please.
- is there any option to see the AI's dice rolls versus you?
- is there a five player local mode (with pass-the-controller or somesuch)? They mentioned this in an interview, but it's starting to look like it didn't make it. This would make it an instant buy.
- According to Rat, you have to log in to play, so there is no controller swapping. So it looks like at the least, you'd need 4 controllers, and not be able to play with 5 people.
Pokemon Safari - Sneasel, Pawniard, ????