A Risk Game Player’s Mask

A Player’s Mask

by Redstorm
(Online Risk Game Player and Blog Contributor)

A players mask

Being online allows for being anonymous which just begs for the imagination to soar.  You can portray yourself as anyone or anything you wish to be.  This phenomenon is especially useful when playing games online.  Something about competing without our normal societal standards at risk seems to bring out some real definable characters.  We all wear some or all of them, even when not online, as we aspire to impress or deceive or give false praise…. whatever it may be.  While playing Risk online these are just some of the masks I’ve either used or seen being used.

The Intimidator – known as an online tough guy or just plain jerk, this person makes everyone involved just a little bit mad somehow every time you play him.  The smallest perceived offense sets him off with a barrage of insults, foul language, even meaningless threats.   His behavior always ruins the game for everyone else even if not directly involved in his tirade.  Usually known for thinking himself the best player in the game, quite often he’s the only one that doesn’t know how untrue that is.  Watch out for this yahoo if you prefer the quieter games.  The good news is that within a community of players it doesn’t take too long to figure out who likes wearing this mask.

The Ghost – This character never chats during a game not even to say hello.  Not necessarily unfriendly but uses this as a tactic to keep his cards close to his vest so as not to give away anything.  He likes to build up large stacks in out of the way places while not being overly aggressive in hopes that everyone else will ignore or even better just forget he’s in the game.  While somewhat successful, he doesn’t add anything to the game for most players who after the game tend to forget that he was in it.

The Chatterbox – Never shuts up.  He keeps a running chat going for several reasons.  Perhaps to acquire insight into other players’ intentions or maybe to spread disinformation, the chats just pour out from him.   He’s just as likely to chat about anything other than the game as well since he just can’t shut up.  Sometimes annoying, he’s more likely enjoyable to play with.  This guy is usually well liked by most especially if he loses a lot.  All that chatting can distract him and frequently does.

The Cat Burglar – Sneaky and stealthy, this guy is the one that always comes up with a way to surprise you.  He thinks his moves out way past your own attention span and then executes his plan with deadly precision.  Adept at disinformation, distraction and persuasion (the tools of his trade) quite often this guy beats you before you even see it coming.   Usually friendly, even helpful, during a game, he often reminds you of the spider waiting on the other side of the web.

by Redstorm

A Risk Game Prayer

A RISKY PRAYER

by Redstorm
(Major Command Game Player and Risk Blog Contributor)

Light from heaven

As I lay down my busy head
Perched atop my comfy bed
I think about the current game
The one that surely will give me fame
Did I make the very best play
Or was there really a better way
Ah well, I must truly dare
To offer the RISKGODS this little prayer

by Redstorm

What I Always Wanted To Be

What I Always Wanted To Be

by CKO
(Major Command Risk Game Player and Blog Contributor)

 
T his is something very difficult for me to express and to write, it’s like my life summary and a thanks to all parents who think of good education for their kids. I hope it’s of some use.

El Salvador

In school I always wanted to have friends, but as the new kid l it was no easy task, the only person I knew was my cousin, with whom I played all sort of videogames, now that I think carefully about the things we had during those times in a third world country (El Salvador), it’s no easy task nor luck. My parents always wanted me to be the best of my school, but I didn’t really like to do homework and stuff like that, they always remembered me about how they didn’t earn money easily for my education; so here private schools are pretty expensive, they are worth more than the lowest salary, yep a rough situation if you raise three kids in the same type of educational system for 11 years.

Best grades all the time, we had this kind of competition between classmates, I couldn’t get them, but my mom kept encouraging me for success, after sixth grade the mathematics went overboard, those who couldn’t understand algebra where left behind while the other could keep on with tougher mathematics and they separated us in to two ranks the high grade class also known as the “nerd” and the low grade class, where all the trouble makers where. I was in the “nerd class” where we learned Calculus, but I didn’t felt that intelligent at all.

After the graduating from school, at the local universities we all had to take an IQ test, and a shock for me I was at a very high percentage, so I asked myself what would my parents feel comfortable for me to study, a great challenge for me and I started medical studies. With big hopes of myself I went through with it, and it was very difficult. I couldn’t bare the obligations to be a medical student, so I paused my studies and went to an institute in Germany to learn a new language German, after the long period of time there I realized that most of my friends there had a low education in a first world country, I don’t like to compare myself with others but that opened my eyes, my first class education in a third world country, was as a good as a high education in a first world country.

I returned to my lovely, poor and dangerous country where I keep studying medicine.

I just want to thank all parents who risk their salary for their kids’ education! thank you all!

by CKO

My Longest Game of RISK.… A Short Story

My Longest Game… a short story

by Redstorm
(Major Command Risk Game Player and Blog Contributor)

 

Slow Down - Snail riding on TurtleThere are just some things in this online world of Risk players that should be avoided at all costs unless you identify strongly with turtles. Long lasting games played at a snail’s pace for a small reward is one of them. I found out this universal truth the hard way by joining a game on the wonderful 12 domains map.

Now, like every map in our little slice of digital heaven, this map contains some jewels of design that make it simple to play but not as simple to master. This diatribe isn’t about the map itself so I won’t bother to discuss some of the hidden “tricks and traps” that others are more able to elaborate on. I want to simply tell you about my longest game in my MAJCOM experience.
It’s all about the settings……

The combined effect of this particular game’s settings would have stopped most any veteran player from joining as they would already know what I was about to learn. Three players, Mercenary, escalite and NO pass settings on the 12 Domains map will make you cry. Never, never, never again, my friends.

Mercenary gold medalI like the mercenary setting mainly because you can salvage something from the game even if other forces, whether players or dice, seem to be totally against you. The setting proves that moral victories can have worth. The setting in itself wasn’t really a factor in this particular outcome as the players really didn’t have a snowball’s chance of any other outcome due to the other two settings.

I liked the escalite setting when I first started out as it seemed a way for me to “stick around” longer in games that I probably wasn’t going to win anyway and did provide more opportunity for me to watch other players’ moves, tactics etc. Again, at that time it provided “value” to me in that regard. However, as time went by I now loathe the setting as it seems designed to indeed drag out games by limiting the potential of a breakaway troop addition thereby almost begging for a game stalemate. Once again though, I must admit that so far this game still wasn’t destined for stalemate at the start until the final piece of the settings shows its unholy nature.

Troop reinforcement is such a vital part of any good campaign in our world. Even with no pass settings, troop deployment and the nature of most maps allow enough movement to conclude a game in a reasonable time. Have I mentioned this particular map is 12 Domains where a good majority of new turn troops are placed on one’s castle which, of course, is heavily protected for obvious reasons? Some of you newer players may now be going “ah, yeah”. No pass in a singles 12 domains game will almost certainly ensure a stalemate, ladies and gentlemen.

Well, I joined and the die was cast; my fate sealed. Over the next 167 days, many times able to take only one turn and noticeably aging waiting for the next, I faithfully stuck with it. Oh, the agony. Many times I thought of just going AWOL, which I have never done and will never intentionally do. Of course, the game did eventually end through this very method when both of my opponents threw in the towel presumably to save their marriages or for some other sane reason. Finally on my 497th turn in this game from hell, I was rewarded with a win and drum roll….71 points! You do the math.

by Redstorm

Play Risk Tips and Strategies

Risk Tips and Strategies

by Redstorm
(Major Command Risk Game Player and Blog Contributor)

Forward: Several players graciously shared their game knowledge with me. I have freely edited their remarks while maintaining their unique intent. Any mistakes are purely my own.

Playing Tactics

 

risk tips and strategies

Don’t be a command monkey compulsively reaching for a command. While securing commands certainly has a great deal of importance in escalite and flat rate games, chasing them in escalate games is a recipe for disaster. I tend to employ a combination of the following tactics, depending on how the first couple rounds shake out:

Path of Least Resistance:

If I see a region with one troop in it adjacent to me, I take it. Quite often, I lose no troops. After a few rounds of this, I often find that I’m the troop leader, primarily because everyone else is going through the pain of taking regions defended by three troops, and losing half of their allowance or more each turn. They’re also leaving behind regions with one or two troops in them, which I’m happy to attack. If you haven’t already, try this out. It’s as easy as taking candy from a baby. Stack and Wait: If the game is nine or more players, it may not be worth burning troops early to get a card in the first round or two. I’ll just spread my deployments out across the board, boost my threes up to fours, then to fives, making myself a less appealing target. Once I’ve established a solid foothold, I begin my expansion.

Be Everywhere:

I want to be near weak players when the reserve bonus starts to grow. An opponent with three regions totaling nine troops isn’t going to be the first link in my chain of eliminations if he’s on the opposite side of the board from me, and I have to go through a bunch of other players to reach him. Instead of wasting time and troops securing a command, I try to keep a region or two in every command on the board. It’s easy to be in the right place at the right time if you’re everywhere.

Turtle/Spider:

 

turtle-shell risk tips and strategies

If I’m getting abused early, and I’m already the weakest player alive in round three, I’ll often pick one region and just stack and stack there, turn after turn, and refrain from attacking. A big number looks intimidating to other players, and once I have a strong presence there, I’ll attack adjacent regions, advancing either one troop, or all of them. The key is to keep the stack together. With luck and a reserve set, I can sometimes turn a weak start into a glorious chain of eliminations. Sometimes, I can start this without even turning in reserves myself at the start of my turn, simply because I already have enough concentrated force to kill somebody who holds the cards I need.

Maps

 

Philippines:

Watch out for the sea lanes. I usually try working the map from 1 side to the other; southeast or northwest. I usually prefer the southeast area for starting.

Far East:

Keep an eye on the 2 mini bonuses within commands (India and Indonesia mini bonus). They can be a bitch if they catch you off guard. The Mongolia command is decent.

12 Domains:

 

12 Domains Risk map

1st round: add all armies on 1 castle, castles with 4 hit a 2, if takes, advance 1, if draw, hit 1 more time with the 3 if lose stay with the 2 on the castle. For the castle with the 7, take as many territories as you can until you get to 3 remaining troops then move those 3 back to the castle. The basic rule of thumb is with an army of 4 or above you can attack anything; with an army of 3 you only hit territories with 1 troop and only if necessary. Try to conquer the domains as efficiently as possible, meaning doesn’t block your exit. That’s why Bruichladdich is the hardest domain to conquer followed by Calofar. If you start out with 2 domains connecting to the same town, you develop those domains first and try to get to the town ASAP because 2 connected domains are insanely strong in the beginning. After you just got done conquering the entire domain, you should end up with like 24 troops on the frontline of that domain, 1 turn later, move the 8 from the castle to that frontline, the turn after that you take the town depending on whether enemies are threatening to take over that town immediately, move the 8 from the castle to the town.

WATCH OUT if you’re joining a match on the Twelve Kingdoms map, and it’s set to low or no movements (like Border One or Border None). The trick to this map on those settings is to NOT capture up all the territories in your starting area. LEAVE A PATH OF NEUTRALS BETWEEN THE TOWER AND THE OUTER MAP, and only capture the territories to the side of this path.

If you want to leverage the auto deploy feature on the tower, then you should only capture the terts to the top and bottom, and leave the ones that are left for when you’re ready to “break out” from the starting territory. With six or fewer players on the map, you’ll start the game with more than one tower which means that, once you’ve capped the side territories for a single region, then you can focus your attention on a different tower while this first one racks up all the auto deploys. Twelve Kingdoms on Border One/None is a noob trap. Anyone going into this situation without knowing the trick almost always starts with a disadvantage.

You can bombard opponents’ terts, turning them neutral, in your domain. Bombard the terts that you don’t border first because you can kill those with no loss to yourself. You don’t get the dragons until your next turn IF you hold it. ALWAYS look for easy ways to take away your opponents deploy. For example, if I’m holding 2 villages with only 1 man on them, take them and take 4 deploys from me. In a close game, those 4 men are important. In the beginning of the game, look for the places where you outnumber your opponent. If you start with 2 domains in the west to my 1 you should concentrate on that area and make it a priority to take that domain away. You do that, you win the game.

A disclaimer:

Please keep in mind that my badmouthing of commands in escalate games doesn’t apply to all maps, just the medium sized ones. In Classic Massive, I absolutely go after commands. Hope you liked the Risk tips and strategies given above.