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RISK Variant

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Anonymous

This is just a thought. After having played, and really enjoyed, RISK 2210, I was thinking they should make a RISK 1210. Similar to the 2210 variant, but rather than commanders and command cards, you'd have a wizard, knight, etc. I'm personally not a huge fan of medieval settings (especially swords and sorcery) but I thought it might be an interesting take on the game.

zaiga
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Joined: 12/31/1969
RISK Variant

Well, there is a "Lord of the Rings" RISK.

http://www.boardgamegeek.com/viewitem.php3?gameid=4324

FastLearner
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Joined: 12/31/1969
RISK Variant

I was going to suggest the same. LOTR Risk uses a lot o the same ideas found in 2210, tweaking them a bit to more closely match the LOTR story. Frankly it's quite fun, though it's still Risk and still takes several hours to play (even with the "timer" counting down) -- if they could have tweaked it (and 2210) down to 2 hour games I think both would have more success. Still, like I said, it is fun.

Anonymous
RISK Variant

I haven't played the LOTR variant, though I've wanted to. And personally, I usually don't use the timer in RISK. I hate time limits. My friends and I (also being role-players) are used to all night game sessions. RISK really only loses its appeal if you're the guy knocked out first and then you have to find something to occupy yourself with until the next five hours is up.

Anonymous
RISK Variant

Krosse wrote:
RISK really only loses its appeal if you're the guy knocked out first and then you have to find something to occupy yourself with until the next five hours is up.

This is what computers and Grand Theft Auto are for -- occupying the time of those eliminated from huge game scenarios.

Or drinking.

stumps
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Joined: 12/31/1969
RISK Variant

BarronVangorToth wrote:
Krosse wrote:
RISK really only loses its appeal if you're the guy knocked out first and then you have to find something to occupy yourself with until the next five hours is up.

This is what computers and Grand Theft Auto are for -- occupying the time of those eliminated from huge game scenarios.

Or drinking.
Screw that...we always took the guy that got knocked out and aquired them into another players "team".

Sometimes we ruled that they became a team-member of the players that took them out, other times we rolled for random placement, other times we just let them place themselves with whoever they liked, and sometimes we just rolled to see who won them to their Team.

Why would you want another person on your Team?
Added strength.

The more people you added to your Team, the more maximum number of pieces you could add to your army because you would gain their tray of pieces as well.

Further, we ruled that the extra person on your team allowed you to perform extra actions.

You took your turn, and then they took their turn, on your behalf.
It's almost as if you were getting 2 turns for the price of one. ;)

Yes, this would progress to 3 players on a team taking 3 turns for the same army.

It seems unfair, sure...but it's really motivational for people taking out other players quickly, and really motivational for the opposing players of a Team, that may not be Teamed themselves yet, to make alliances and to fight against the Team.

It's a pretty fun way to play, and it's allot more fun that just wondering off and doing something else while the other folks finish the game.

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