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Davie.K
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Risk

Post by Davie.K »

As playing this game originally years ago got me into cc i was going to honour it in my own little world with setting up or joining a game that is most similar to its basic setup,but i need a few reminders what they were,can you please help ?
Of course it would be classic map,then after it would be no fog,standard,6 players,sequential,flat rate...but i'm not sure/can't remember the initial troops or reinforcements...?
eddie2
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Re: Risk

Post by eddie2 »

depends there were several different game plays for it but i remember it being manual.
Davie.K
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Re: Risk

Post by Davie.K »

I was thinking manual as well,thanks for that you've confirmed it for me. :)
just got to remember the reinforcements now...hmmm chained or adjacent seems more likely than unlimited
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SirSebstar
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Re: Risk

Post by SirSebstar »

agreed. most rules called forsomething that looks closest to CC's manual reinforcements. ofcourse, cc is different from risk, but its the closest of all other settings.
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Arama86n
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Re: Risk

Post by Arama86n »

Standard, manual, sequential, Flat rate/Escalating* chained, no fog.

*heard/seen escalating described as standard risk setting, even in IRL competitions, but the RISK boardgames I've played here in sweden have been flatrate :-s
Davie.K
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Re: Risk

Post by Davie.K »

Fantastic guys,thanks loads....chained is the final link in the....well... chain.
good work and appreciate it,cheers.
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drunkmonkey
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Re: Risk

Post by drunkmonkey »

We always played adjacent fortifications. I'm almost positive those are the original rules.
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Joodoo
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Re: Risk

Post by Joodoo »

From my experience, it would be:
Standard
Manual
Sequential
Escalating
Adjacent
No Fog.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

:D
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Arama86n
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Re: Risk

Post by Arama86n »

I could indeed be wrong about "chained" forts, It was years ago I played risk irl.
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iamkoolerthanu
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Re: Risk

Post by iamkoolerthanu »

Arama86n wrote:I could indeed be wrong about "chained" forts, It was years ago I played risk irl.
I always played it chained. When I was younger we actually played it unlimited to make it easier.
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MichelSableheart
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Re: Risk

Post by MichelSableheart »

The exact settings we used to play at home aren't reproducable on CC.

We played manual, with a max of 4 troops per territoy, and chained reinforcements with a max of 7 troops moved.

Escalating would be the standard setting in the USA, Flat rate in Europe.
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ender516
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Re: Risk

Post by ender516 »

The Wikipedia entry for Risk has links to the rules from various editions of the game over the years.
brian fletcher
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Re: Risk

Post by brian fletcher »

Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.
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drunkmonkey
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Re: Risk

Post by drunkmonkey »

brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.
Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.
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jrh_cardinal
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Re: Risk

Post by jrh_cardinal »

drunkmonkey wrote:
brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.
Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.
ya, I agree with that

for deploy- we played where you actually picked your territories. You go around in a circle, each person gets 1 troop to deploy on one of his own terts or on a tert that hadn't been taken yet. Kept doing that until everyone ran out of troops to deploy. So ya, I guess that's closest to manual.

I played escalating, chained, but I know others played differently
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porkenbeans
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Re: Risk

Post by porkenbeans »

drunkmonkey wrote:
brian fletcher wrote:Im going back to the 60s-70s...
It was manual, esc, adj, but had to move minimum 3 troops onto the territory invaded. obviously there was no fog in a board game. That was on a UK board.
Technically, I believe it was a minimum 1 troop for every die rolled. So, if you only wanted to move 1 troop into a territory, you could roll only 1 attacking die.
Yes this is correct, as is the adj. forts. There was also two ways to set up. First, and most popular was to deal out the cards to determine starting territs. Second, was to take turns placing an army on the country of your choice.
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jrh_cardinal
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Re: Risk

Post by jrh_cardinal »

porkenbeans wrote:most popular
just cause you played it that way doesnt mean it's most popular :P . I know there are plenty of variations, but I have 3 different versions (all just classic risk, no crazy spin-offs), and all say to pick your terts one by one. Only one version lists pickng cards as an alternative way
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porkenbeans
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Re: Risk

Post by porkenbeans »

jrh_cardinal wrote:
porkenbeans wrote:most popular
just cause you played it that way doesnt mean it's most popular :P . I know there are plenty of variations, but I have 3 different versions (all just classic risk, no crazy spin-offs), and all say to pick your terts one by one. Only one version lists pickng cards as an alternative way
I am talking about the Original Risk board. Circa 1953 I think. ;)
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Irather Nottell
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Re: Risk

Post by Irather Nottell »

The standard setup for the board I played growing up was standard, no fog (obviously), manual placement with dealing cards as random option, chained, and escalating. As stated before, you had to send 1 guy for each dice rolled when attacking. In the back of the instruction booklet however, there was a section titled "Advanced Game-play" or something similar. This section had a variation on card sets that had the first set valued at 1, and then 2,3,4,5 and so on going up by 1 each time a set was traded in. It also had the adjacent reinforcement option.

This board had the European Theater of Castle Risk on the back, which provided some very different game-play with the addition of various cards such as an Admiral that allowed a territory bordering water to attack any other territory that touched a connecting body of water.

Risk 2210 AD is a fun one that allows the turn order to be switched up, but in a more strategic manner of bidding accumulated energy to pick your position each round. Risk Godstorm is very similar to this one.
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