5 ms·
Continents are overrated; they are a big source of armies in the early game, but the primary goal of the early game is mere survival, and a skilled player can w
by jacobolus 5y ago
Continents are overrated; they are a big source of armies in the early game, but the primary goal of the early game is mere survival, and a skilled player can win without ever owning a continent until the last couple turns. After the early game, cards are where the real threat is in Risk – in particular, the way someone can eliminate an opponent and capture their cards (and when they end up with >5 cards, immediately turn some in in for armies) makes risk a very unstable game when played aggressively.
The best aggressive players wait for the right moment when they can go from minor threat to unquestionably dominant in the span of 1–2 turns, by toppling one opponent after another. The tricky part is the timing (and there is some luck involved with dice rolls and card matches). If you get it wrong and don’t quite take out one of the card-rich opponents along the chain, then (a) that extremely weakened player will be open to easy attack from the other players, and (b) you’ll be completely exposed having used all of your armies on at least one side of your territory in the attempt.
- fellowniusmonk 5y agoThis is especially true on more recent versions which have nerfed south america, that used to be a fairly easy and defendable play with high chance of winning.
- rattray 5y agoFunny, I've never played a game of Risk where a player got wiped out well before the end of the game – probably because I usually played with only 3~4 players. I could imagine with 4+ this would be a more useful strategy.