Showing posts with label risk. Show all posts
Showing posts with label risk. Show all posts

Risk Review

Risk
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This game has more than once helped transcend the boredom of a rainy day, putting you on the path for world conquest! Not really all that fun unless you have at least 3 players, but once you do be prepared for a game that could take you all day to finish. Using strategy and the luck of the dice you must try to conquer the world, using little plastic pieces!That's right, no one is actually hurt in this game! Attack or defend, reinforce or (depending on how you play) retreat. This has all the elements of a war on paper, the strategy and gameplay can get extremely intense. A good diversion for you hardcore chess players! If you ever need a game to get you and your family through a boring, rainy day you might want to pick this game up the next time you go to your local toy store or heck, buy it from Amazon!

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In this classic game of military strategy, you will lead your armies as they sweep across vast continents to launch daring attacks against your enemies. But keep an eye on your flanks: your opponents are fighting to capture your troops and claim your territories. Reinforce your armies with additional infantry, cavalry and artillery, then attack with a throw of the dice. Now fortify your positions and prepare to defend your borders from rivals' attacks. Capture all 42 territories - and you conquer the world! Are you up to the challenge' Then embark on the classic Risk game of World Domination. For more challenge, use the rules variations for experts. And for a shorter variation, try the Capital Risk game. For the first time, Risk includes the European game variation called Secret Mission Risk, whose special cards give each player a specific "mission" to complete to win the game. So join the battle to conquer the world... and learn why, since 1959, millions of players have made Risk the military strategy game of choice. For 2 to 6 players. Game includes: game board; 5 battle dice; deck of 44 Risk cards and 12 secret mission cards; 6 sets of military miniatures: infantry, cavalry, artillery.

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Hasbro Transformers Risk Game Review

Hasbro Transformers Risk Game
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If you're a fan of RISK and you're interested in a new variation of the game, then this version is for you. Like other themed RISK games there are new aspects to the game, like using leaders with attacking/defending advatages and a time limit to play, but this version also incorporates some unique aspects of the Transformers to make things really interesting. Of course, the Cybertronian leaders of your armies can transform, giving them different abilites depending on their mode, but my favorite thing about this version is that the game board itself changes form. Certain zones move according to your playing of cards, and you can use this to your advantage to reveal hidden areas, create new armies, destroy enemy forces, or block off/open access to other zones. The game play is pretty quick, with only 6 days to conquer Cybertron and needing only one card to play a card (instead of three matching ones in standard RISK), but of course you can vary the rules and play a longer version of the game. My main complaint is that the rules are a little vague in some instances, making battle with and loss of leaders confusing sometimes. The board is unique, but a little bland in that the thick borders of the zones block much of the detail of the well-drawn planet in the background. The armies all use the same figures, with one Decepticon force using an unfortunate purple color. The leaders available for the four different armies are Megatron, Prime, Bumblebee, and Blockade.

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Play for control of planet Cybertron - the robot's transforming world. In this edge-of-your-seat version of Risk, you can transform the game board to defend your army, or block and destroy encroaching opponents. Flip and transform your game pieces to switch them from strength to speed as you strategize about the best way to fight across different territories. No batteries required. For 2 to 4 players.

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Risk Review

Risk
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I used to hate Risk. A couple of my friends back in high school tried to get me to play a few times and I absolutely hated it. Seriously... playing with little tiny men, cannons, and horses; rolling dice to take over the world? NO thanks! But a funny thing happened. Fast forward 20 years and someone breaks out Risk at a small gathering. Begrudgingly I accept the offer to play, and wonder of wonders, I had a great time! After that night, a small group of Risk fans began to gather once a week to play Risk together. During one of our sessions, we discovered some rule variations in the back of the instruction manual, things like "Commander Roll" and "Capital Conquest" mode. We incorporated these rules and a few others and Risk only got better!
We were all quite excited when we recently saw a commercial on TV for a new version of Risk. It had a fresh new look to it and had new rules for playing that promised to speed up the game. So I bought it. Some of the new rules are the same as the rule variations from original Risk. The new guide book doesn't mention anything about "Commander Roll" but it does have new objectives and a very unique reward system that compliments the objectives. Rewards range from an extra attack dice, extra defense dice, an airfield, a guaranteed country card at the end of your turn, extra strategic maneuver at the end of your turn, and my personal favorite, an extra strategic maneuver at the START of your turn (can you say surprise attack!?).
Visually, the new game board is dramatic. Everything is a little darker but very bold. Gone are the soothing blue oceans and seas. They're now blood red with subtle stripes radiating from the bottom corner. Most of the countries have remained the same but a few names have changed. There also appears to be a few extra land bridges connecting some territories, which is helpful (unless you reside in that territory!). The playing pieces have changed. Gone are the diminutive soldiers, cannons, and horses. They are replaced with simple flat arrows, a short one indicating one troop and a longer one with three stripes on it indicating, that's right- three troops. They're roughly the same color as earlier versions of Risk but they are a lot harder to pluck up off the board during skirmishes and I don't think there's enough of a difference between the two arrows. This new version of Risk also has cities that are randomly placed about the board at the start of the game. If you control a territory with a city in it, you get to add a "+1" to your territory count before you divide by 3 to see how many troops you draft at the start of your turn.
Another change I really like is the country cards you receive at the end of your turn (if you defeated a neighboring territory). They no longer have soldiers, horses, or cannons on them. Instead they have either one or two stars. When you have at least two stars you can turn them in for troops. You can also collect as many cards as you want and turn in a larger number of stars for exponentially more troops. (2-stars=2 troops, 3-stars=4 troops, 4-stars=7 troops, etc).
There's a few other minor differences, but overall we all loved the new and improved Risk. I can't say that the game went any faster. It still took 4 of us over 2 hours to finish a game. Granted it was our first time playing this version and it will probably go faster next time. I think that next time we'll add some of our older rules to the mix which will help speed things up. Here's one of our favorites--the Country Card Re-Roll: when you receive a country card for winning a territory, if you later attack the country on the back of one of your country cards, you are allowed to re-roll one of your attack dice on each roll. It doesn't work when defending, but it can really help you overcome the defender advantage. And in case you don't have original Risk and have never heard of the Commander Roll, you must try it at least once! Once PER TURN (not per attack) you are allowed to change one of your attack dice to a six. This is kinda symbolic of your commander being present at that particular battle and helping deliver a more decisive defeat. It's great when you just wanna pop over to a neighboring continent and take one of your opponent's territory so they don't get the continent bonus at the beginning of their turn!
For more info on this new version of Risk, be sure to click on the "Watch it in action" link at the top of this page to see a great Flash overview.
UPDATE: Having played this new version of Risk many times since I wrote this review, I have to say I'm still a big fan! The game does go a lot faster (especially using our rule variations described above) and it's a lot more fun. Still don't like the little arrow pieces presenting soldiers. We still pull out an old version of Risk and use the soldiers, horses, and cannons from it. Parker Brothers: please change the army pieces!

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Hasbro 4037XXXX Risk (EA)

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Risk Star Wars Original Trilogy Edition Review

Risk Star Wars Original Trilogy Edition
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I remember receiving Star Wars Risk: Clone Wars Edition as a gift for Christmas a few years ago, and found it to be pleasant, but not extraordinary. It was the first variation of Risk I had ever played, and as I played on different boards I realized that the Clone Wars variation paled in comparison. The box, however, announced the upcoming release of an Original Trilogy variation, so for following year I looked forward its release.It took some time, but Hasbro finally developed and released an Original Trilogy variation of Risk, and I must say it is an immense improvement. The first thing I observed was how much nicer the board was than the Clone Wars variation. It featured a fresh, new design while preserving the spirit and style of the Original Trilogy of Star Wars.
Not only that, but the pieces were also much nicer, being larger and featuring more detail.More importantly, the elements of gameplay are vastly improved over the Clone Wars variation, which made use of Order 66. Order 66 tended to result in some sort of major imbalance in the game and just seemed, well, weird. There are differences in power in the Original Trilogy variation, but there are also different objectives of different difficulties for each faction, which evens things out.Finally, one of the best things about the Original Trilogy is the multitude of elements, such as the Death Star, the Force meter, ships (a pleasant carry-over from the Clone Wars variation), and the Hutt faction. I applaud Hasbro for successfully meshing all these different elements together to create a seamless, sophisticated game.Overall, Star Wars Risk, Original Trilogy edition is a significant improvement over the Clone Wars variation and a great game overall. If you're a fan of Risk, Star Wars, or both, I highly recommend it.May the Force be with you

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In this Star Wars Original Trilogy Edition of Risk, there are 3 factions in the game, each with its own victory conditions.Players choose to play as the Rebels, Empire, or Hutts and battle for domination of the Galaxy. The Empire can use the Death Star to terrorize all and the Rebels can grow in the Force as the game goes on by attacking Imperial Bases. Heroes and villains like Luke, Han, Darth Vader, and Boba Fett come into play on the many faction cards that can be played throughout the game. Factions can enhance their attack with ships.The game includes 2 Death Stars and enough sculpted pieces representing the Rebels, Empire, and Hutt factions for 5 players. The Risk game play has been updated and enhanced with cards, ships, and The Force to represent the Star Wars Original Trilogy.For 2 to 5 players.Ages 10 & Up.

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Risk Halo Wars Risk Review

Risk Halo Wars Risk
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What can I say that you don't already know or assume. Well, lets start by saying yes, this is risk with halo characters. There are a few different ways to play the game. The game says 3-5 players, but I have played with only 2 (You do have to make up some special rules). You can play teams, Covenant vs Usnc or teams Covenant vs Usnc vs Flood. Or you can play singles with 5 players. There is a ton to do with this game.
Mixed in with the different game types are different rules and game pieces. For example, you can play for achievements, which when unlocked give you bonus powers. (reinforcements, a cannon, extra post reinforcement moves, extra attack dice, extra defend dice, etc) Reinforcement cards are a little different also. Instead of collecting like symbols, you collect skulls which can be turned in, or saved, for up to 30 reinforcements. This game is a lot faster then original risk, but it has its own unique items and charm. The replay value on this game is VERY HIGH!! I recommend this game not only for Halo fans, but to risk fans who want to change up the game a little.
One side note, you will need zip lock bags, as no containers are provided with this set.

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Lead your armies in an effort to eradicate your enemies. Will you choose the Covenant, the mightiest alien military, intent on wiping out humankind? The UNSC, humanity?s brave defenders, fighting for survival? Or the parasitic Flood, driven by a desire to infect any sentient life it encounters? It?s your opportunity to size up the opposition, formulate a strategy and embark on a mission to control Arcadia and win the game. Who will have the most strategic plan, earn their achievements and take control?Game comes complete with:Over 290 custom game pieces: ; UNSC Fire Bases, Marines, Scorpion Tanks and Spartan; Covenant Command Centers, Grunts, Wraith and Arbiter; Flood ProtoGraveminds, Infection Forms, Carrier Forms and Juggernaut; Custom game board; 7 dice..There are now 3 ways to play Risk for faster game play! AGES 12+ 3-5 players

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Risk Star Wars The Clone Wars Edition Review

Risk Star Wars The Clone Wars Edition
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I really loved the Lord of the Rings Trilogy edition of Risk, and so I was looking forward to the Clone Wars edition. Physically, the game is about the same quality--overall pretty nice but I'm not crazy about the little plastic pieces, which seem even flimsier than the Trilogy game, and much more likely to tangle up together. But that's not a big issue. It's the gameplay.
First off, in a 4 player game, 2 players are good (Republic) and 2 are evil (Separatist), and you are not allowed to attack your own ally. (Gosh, there goes half the fun of Risk right there!) I've yet to come up with a strategy that lets the good side win. During the game, the Separatists have a one-time opportunity to invoke "Order 66". When this happens, each and every planet (territory) in the Republic is checked against a die roll, and a losing roll means the planet becomes Separatist. In every game I've played so far, this wipes out the Republic. Not only have you lost the territories themselves, but all their troops turn against you. It's maddening to be playing the Republic, building up for a great crushing attack and blip, here comes Order 66, bye bye lovely troops. Once issuing Order 66, the Separatists must then place the Emperor (a special piece) on a planet, where he must remain, and the Republic will automatically win the game if they take this planet. But I have yet to get the Republic to recover enough to strike at the Emperor.
The dark side just has too many advantages to make this game fun to play. In the LOTR Trilogy edition, evil starts out stronger, but with good strategy, good can still win. But I just can't figure out the strategy here to make things even.

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Its now the game of galactic domination!The galaxy is in the midst of a civil war, and two factions have emerged.The Separatists, led by Count Dooku, have persuaded thousands of planets to rebel against the Republic.In order to quell this insurrection, the Republic forces have organized a clone trooper army, led by Jedi Generals.Little do the Jedi know that this war is being masterminded by a Sith Lord, Darth Sidious.You must choose a side.Can you overthrow the Republic and usher in the reign of Palpatine or will you uncover the Sith Lords plans and restore peace to the Republic?In this special edition of Risk, youll find that Republic and Separatist ships can be used to support your troops, The Emporer looms as the Sith prepare to envoke Order 66, and The Republic gains an advantage by capturing Separatist leaders and intercepting their plans.You may play using the special Star Wars Clone Wars rules or choose to play by the classic Risk game rules.May the force be with you!Comes with game board, 4 armies, 10 dice, 36 cardboard ships, Darth Sidious pawn, 59 faction cards, 17 turn reference cards, 9 Separatist tokens, and instruction booklet.For 24 Players, Ages 10 and Up.

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