• @Grigoriy:

    @cystic:

    i actually find acid/base equations more interesting than a game of risk.

    Not a big chemistry fan, are you? :D

    BSc chem
    MSc biochem


  • In lord of the rings risk the game is a limited time (until the ring is destroyed).

    Does anyone know a link to the rules for A&A: Diplomacy?


  • @Drumstix:

    In lord of the rings risk the game is a limited time (until the ring is destroyed).

    Does anyone know a link to the rules for A&A: Diplomacy?

    Um…I’d like to see the game :D :D :D


  • I just want to say I think you are all nuts. :roll:
    Risk rules, but chess and Go are best for strategy. 8)


  • Lord of the Rings Risk is superior to regular Risk. For the forces of darkness, the 1 army piece is an orc, 3 is a Nazgul and 5 is a Cave Troll (forces of darkness have 2 armies - black & red). The other guys have the 1 army piece as an elf, 3 is a Rider of Rohan and 5 is an Eagle. Each side starts automatically in 9 territories each (forces of Darkness in Mines of Moria, Isengard, etc. and the good guys in Rohan, Rivendell, etc.). The ring begins in the shire and moves 1 space after each player takes their turn. If it gets to the last spot, the game ends and you decide the game by a point system. Their are ring cards that allow you to slow it down if you so choose. Their are also power cards like if someone attacks you you can use a reinforcements card to add 4 armies to your force. At all of the main “bases” on the board, the “home” army gets a +1 to defend (Isengard, Helms Deep, etc.). Each army begins with a commander that gives the group that it travels with +1 to attack and +1 to defend. Another point that distiguishes this from normal Risk is that no matter how many territories you gain in a turn, you only get one territory card (and 1 power card if you take over certain territories), so the armies don’t get out of hand. The # of armies for turning in a set does not go up either - the max. # of armies you can get from a set is 10 depending on what type of set you turn in. There are also impassable mountains, rivers that divide some territories and ports that connect some territories. For some reason, my wife, her sister and a lot of other people who would never play standard Risk, A&A or anything like that really enjoy this game (I think it’s just because they like LOTR). It still is a game of runs to a point, but it does not get so out of hand and a bit more strategy is involved (just the fact that you are teamed up with someone else makes a strategy necessary, because you can’t travel through eachother’s territories - many a time where a large force got boxed in due to poor planning!). It’s definitely worth checking out.


  • Another point that distiguishes this from normal Risk is that no matter how many territories you gain in a turn, you only get one territory card

    I thought this was a rule in regular Risk too.


  • Wow, thanks for the review, wardog42 ;)


  • I thought this was a rule in regular Risk too.

    I haven’t played standard Risk in a long time, but I’m fairly sure that you get a territory card for each territory you take over in a particular round.


  • yea, the ultimate strategy games are go and chess. ive had some hardcore games of each. in fact, i heard that it is said that a good general thinks of his troops as chess pieces


  • @wardog42:

    I haven’t played standard Risk in a long time, but I’m fairly sure that you get a territory card for each territory you take over in a particular round.

    Actually, now that I think about it, the rule is one card no matter what number of territories you take over.


  • Actually, now that I think about it, the rule is one card no matter what number of territories you take over.

    yes that is true……


  • @Janus1:

    yea, the ultimate strategy games are go and chess. ive had some hardcore games of each. in fact, i heard that it is said that a good general thinks of his troops as chess pieces

    I think so too but go is by far the king of strategy games.  It is so far beyond chess its unreal.


  • They can teach any supercomputer to play chess.  They have yet to teach a computer to play go.  Apparently there are way too many permutations to string together an intelligent AI script.


  • Not only that but there are just to many possibilities for a CPU to consider.  Also a good move in Go is not allways the move that give the biggest immediate return.  Some times a big capture is a game losing mistake.  Its far to subtle for a CPU.  Go is really a powerful testament to the power and intelligence of the human mind over a CPU.


  • You should try Risk 2210. It’s has more strategic options.


  • Nice thread!! 5 pages of rants against Risk?  LMFAO!  :-D :-D :-D :-D :-D


  • Spot on with the comparison of Risk to “War” with face cards.  A&A is king for WW2 action and scenario specific, but my favorite conquest game is still Diplomacy.  You have to out-trick the other guys, not out roll them.  The only thing is that you better have a big crowd for it (and hopefully they don’t get mad easy  :lol:


  • Haha, I love Risk, and Star Wars Risk.  :-D


  • i normally don’t respond to posts that don’t offer something positive or interesting to discuss, but your thread caught my eye;

    i hate to sound mean but……

    stop playing and ranting about risk, duh


  • critmonster:

    your awesome! That post sums up exactly what i wanted to say but didnt!

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