Risk StarCraft Strategy Game

Risk StarCraft

Review by Sonny Go
(Independent Game Reviewer)

Risk-Starcraft-Box

Risk StarCraft Strategy Game – Whether you’re an enthusiast of either board games, video games, or even addicted to playing Risk online against a different opponent everyday, the strategy game genre has pretty much been a constant throughout the years. However, it’s not often that we see a strategy game from one medium jump to another, and that’s pretty much what happened with Risk StarCraft—two world-famous franchises combined in one board game.

It’s nothing new for Risk as variations and adaptations for it are everywhere at this point. This one was released by USAopoly on October 10, 2012, to a good bit of publicity, putting together Blizzard Entertainment’s beloved StarCraft franchise with the tabletop strategy of Risk. Moreover, this combines the original game from 1998 with the newer StarCraft II of 2010, thus being a more consolidated experience fit for fans of the series.

StarCraft Transition From PC to Board Game

Risk-Starcraft-Complete-Box-Contents

Taking a computer strategy game like StarCraft and putting it into a board game format can be rather challenging, and some may even think it’s ill-advised, but it was made possible here in Risk StarCraft strategy game. This game is designed for 2 to 6 players and with three distinct gameplay modes, making for a fairly diverse gaming experience that can be shared with friends. There aren’t a lot of board games out there that have different gameplay modes, so this is a good way to try it out.

Similar to the computer game, you have a choice of three races, namely the Terran, Protoss, and Zerg. They have their own strengths and weaknesses that are familiar to the fans of Risk StarCraft strategy game. Terrans are humans with guns, tanks, and flying buildings; the Protoss are aliens with super advanced technology; the Zerg are insect-like and can multiply in great numbers to swarm their foes.

Risk StarCraft Game Pieces

 

Risk-Starcraft-Game-Pieces

Upon the foundations of classic Risk are additions and changes meant to get as close to the complex and dynamic gameplay of Star Craft as possible. You have planets instead of countries and sectors instead of continents to illustrate both the lore and scale of the StarCraft universe. In some of them, you can get mineral fields for rewards to help you along.

There are two hero units for every race who are major characters in StarCraft II. For the Terrans, there’s the rebel leader Jim Raynor and the new emperor Valerian Mengsk; for the Protoss, there’s the hierarch Artanis and the old but still capable Zeratul; for the Zerg, the Queen of Blades Kerrigan and her underlying Zagara. They all have unique abilities that can help with supporting regular units and directly damaging enemy forces, furthering your struggle for dominance.

Risk StarCraft Maps

 

Risk-Starcraft-Map

There is a lot more involved in this game compared to classic Risk, which is kind of similar to the real StarCraft. Having more things to juggle all at once adds more dynamism to the gameplay, making it a more interesting experience. The selling point of being a board game in a space setting of an existing franchise isn’t the only thing going for this game, but it doesn’t hurt that it has the visual design and in-game universe that Star Craft has. This board game having the same depth in strategy would be what takes it even further.

However, it may be more than just a handful for most beginners, especially those who are not familiar with either classic Risk or StarCraft (and even so if it’s both). There are some things that some may find less than desirable in this game, like the random placement of mineral fields that can’t be planned for prior to a game. There are also some problems with unit team colors, like how Protoss pieces have yellow and orange units that seem to look alike.

Risk-Starcraft-Cards

Other than that, it plays well enough as a Risk board game. While the settings are indeed different, much of the logic behind the board is fairly similar. The worlds in this game are distinct, with a different number of entry points between each and various other elements that offer more contrast. Some worlds are easier to take than others, and some have more risk in being controlled at certain times in the game.

You also have achievements and rewards to keep you busy in between world invasions and defensive actions against other players. With 6 players spread throughout the board, things can indeed get chaotic and wild, which is indeed what this game was designed for.

Risk StarCraft Real Map

 

Risk-Starcraft-Board-And-Pieces

Overall build quality of the unit pieces is quite alright, although the colors may not be the most ideal. The design of the board and cards are well-done, sizable, and fairly comprehensible, which should save players from confusion. While big enough to be substantial, the materials aren’t too big as to take up too much space on the table. As for the visuals, they’re mostly straight out of the Star Craft game, thus they give this game a distinct look and feel that sets it apart from other Risk games, making it a good addition to any Risk and/or tabletop game library.

If you like the idea of a Risk game in a space setting, then Risk StarCraft may just be what you’re looking for. It may be a familiar setting with a lot of gamers out there, making it an attractive addition to a beloved fandom. While it’s far from perfect, it still accomplishes what its designers set out to do by combining two popular strategy game franchises into one package that can be enjoyed by a group of gamers.

END OF REVIEW

Some people asked about price, so I’ve added a link to Amazon.

Battle Of The Belt – Season 2

Battle Of The Belt

Battle Of The Belt

Well, Season 1 of the Battle of the Belt has concluded.  It was a bit of an experiment in terms of format and we have made some changes to make it run smoother in Battle of the Belt Season 2.  But first let’s congratulate your season 1 winners.  If you are unaware, these are the best of the best (in their weight class)  in playing 1v1… to be feared and respected.

battle of the belt heavy weight

battle of the belt middle weight

battle of the belt light weight

Season 2

This season will run the same as season 1 except we will be keeping scoreboard in the wiki instead of a forum post.  This will allow multiple people to track and officiate the belts which will make it a smoother ride.  We have also taken out some of the confusing queueing rules.  This season KungFuDuet will be the head official, but if you are interesting in officiating then please let KFD know.  We could use some help.

Belt battles are one of the rare opportunity to pick up some bonus points.  Not only do you get the normal points for a win but each attainment of the belt is 150 points and each defending of the belt is 50 points.  Season 2 winners will receive 300 points.

So if you have one it takes … then sign up!
Season 2, singles 1v1 signups

We are also running a doubles belt this time!
Season 2, doubles 2v2 signups

The deadline for signups is Sept 21st.

Competition is on! League and Belt Battles

Belt Battles and The League

Belt Battles Major Command Risk

So you think you are pretty good at the Belt Battles and The League? Got yourself a few wins and have some strategy down pat.

Well, it’s time to put those skills to the test.

We have two ongoing competitions here at Major Command Risk.

MasterJSkye is running our official League play.  It’s singles and you will be up against some of the best.  Season 1 is already underway but if you want to get involved or know more, it’s all in this forum.

The other competition is for head to head specialists at the Belt Battles League.  That’s 1v1 or 2v2.  I am running a tiered competition to see who can hold the belt for the best head to head player.  It will be run like a boxing league with a reigning champion and various contenders.  You can sign up and find out more in this forum.

There will be bonus points and awards for both competitions to sweeten the pot.  So if you are looking for a few extra points on the line, give it a shot.

Farmers and Noobs – Risk Game Updates

Major Command Risk Game Updates

Here’re the new Risk game updates. This video sums it up …

So our latest Risk game updates contained a bunch of new features, but there are a couple big ones that are worth more ink.

We noticed that while we get a steady stream of new users to Major Command Risk, many didn’t stick around.  After some analysis, we found that there were three main factors. 1, Expectations were not set properly. 2, Users didn’t know what it was their turn for RT games. And 3, users would get into games with complex settings and get slaughtered.

So for the first issue, we revamped the new user entry process, provided some helpful videos, and also made sure there were ample places where information could be found.

For the second issue, we have a turn notified that will slide out when it is your turn and you are on the site. Meaning you can join an RT game, go to the forums and this little slidey thing will let you know what its time to get your boots on. It’s not perfect and still in stages of development, but should be a vast improvement. The turns indicator in your dog tag is also real time, meaning you don’t have to refresh the page to update it. We’ve also added a few lines of text in key places to let new users know what’s going on with RT games.

Major Command Risk Game UpdatesFor the third issue, we created theme games. These are games that appear at the top of game results. They might say “New Players Welcome“. They are permanent games and when filled, will automatically respawn to be filled again. They use beginner settings that new players can get their feet wet in. If you are a vet and join of these, be friendly and honorable. In the future we will create theme games for new maps or other settings we want to feature, so keep a lookout.

There are lots of other small tweaks to the system, but those are the major Risk game updates concerning new players.

One final note, all users who were free strategists during beta will be reverted back to grunt in the next 48 hours. We got to pay those hosting bills and hope you continue on with us. The near future is brimming with new maps and features and you certainly want to have some room in your game clip.

Thanks all!

Major Command Risk Open to Public – Play Risk Free

Play Risk Free at Major Command

Great news to risk game players! You can now play Risk free at Major Command ‘s website. As of now, the training wheels have come off this ol’ vessel of ass-kicking Risk strategic gaming. Not quite out of beta yet.  We are RC1, which is the Release Candidate 1.  If all goes well, we will be 1.0 in two weeks and celebrate with a big party and some fresh new maps.Play risk free

Regardless of RC1 or 1.0, the Major Command you are on now is for all intents and purposes, life and in the wild. The user caps are off, so we will no longer be limited to 1,000 active users.  Feel free to spread the good word or invite your friends.  Expect to see a lot of new faces around as well.  There will be more noobs than ever, so play Risk free, be nice, be friendly, and try not to crush their spirits until at least round 3.

With RC1 comes a bunch of new features as well as the payment system which will allow you to access many of those features.  We think it’s fair and one hell of a good value.  Given that many of you have been upgraded to a strategist for free during the beta, this is how it all shakes out.

  • If you are currently a grunt, then you will need to upgrade to Strategist  or Commander class to access those features.
  • If you are currently Strategist (during beta), then you will be given two weeks more of Strategist class privileges before being demoted to grunt.  Of course is you upgrade to Commander during that period you are all set.

So Just to refresh, this is how the user classes go.

  • Grunt – Free
    • Limited to four active games.
    • CANNOT start real time games (but can join them).
    • CANNOT play risk free more than one real time per 24 hours.
    • CANNOT join official tournaments.
  • Strategist – $10 for 6 months
    • Silver Rank Icons
    • Unlimited games (casual and real time)
    • Can start real time games
    • Can join official tournaments
  • Commander – $20 for 6 months
    • Gold rank icons
    • Unlimited games (casual and real time)
    • Can start real time games
    • Can join official tournaments
    • Can start Fixed Force games
    • Can start 24 players games
    • Can display 36 friends on their user page
    • Can use site-wide skins
    • Can customize their Frontline
    • Can use a full-size user picture
    • Can play Campaign mode (still in development)
    • Can save game settings (still in development)
    • All new features will go to Commanders first

You can now upgrade!

If you’re interested to upgrade your Risk game user status, you could do now. Also worth noting that the payment system is just part of this major release.  The list of everything in this release is long and you can find it here (shortly).

  • 213 fixed bug where it allows user to create games with invalid settings
  • 214 fixed bug where recon tab shows backward status for teammate elimination
  • 215 fixed Bug: can’t edit regions in map admin on dev
  • 216 fixed bug: discharging someone from a clan doesn’t work
  • 217 added ability to move call up reserves box
  • 218 fixed bug: Forum bug: people unable to access clan forums
  • 219 fixed bug: can’t type in user reg field in certain browsers
  • 220 Reduced minimum troop count on clans to 4
  • 221 fixed bug: Mercenary victory screen sucks
  • 222 fixed bug: team mercenary games were not working right
  • 223 fixed bug: game screen doesn’t update with troops if on when game starts
  • 224 fixed bug: long usernames had their profile links messed up in certain places due to truncations
  • 225 fixed bug: Changing color works and persists, but menu doesn’t update
  • 226 fixed bug: Longest losing streak is lying
  • 227 fixed bug: Diplomacy log typo / lie (wrong risk player listed for invalidated truces)
  • 228 Added drop button to tournaments
  • 229 made it so charts only show active risk players
  • 230 Reduce number of people on cdo chart (only show top n)
  • 231 added fixed force
  • 232 Implemented honor score
  • 233 Added recon tab to games page
  • 234 added diplomacy score on Diplo tab
  • 235 added tour of duty ribbons
  • 236 fixed bug: Cant use 800px map background
  • 237 fixed bug: broken truces don’t show right away
  • 238 fixed bug: Email notifications were not being sent
  • 239 fixed bug: tourney round was not incrementing
  • 240 fixed bug: games didn’t load in ff4
  • 241 fixed bug: Victory screen shows up on loser screens if on game time of end
  • 242 fixed bug: bombard a neutral causes troop container to disappear
  • 243 fixed bug: shouldn’t get to keep non-deployed troops
  • 244 fixed bug: mid-turn cash shows wrong troop amount
  • 245 fixed bug: flicker at start of turn
  • 246 made it so clan members not seen as members until they accept invite
  • 247 fixed bug: missed troops not showing up on intel tab
  • 248 made it so popup reserve dialog for mid-turn cash
  • 249 fixed bug: Deployment phase is being skipped in certain scenarios
  • 250 fixed bug: Troop containers don’t show upon load for certain users
  • 251 Allow users to subscribe to diff classes
  • 252 fixed bug where risk players either could not, or had trouble, cashing mid-turn (usually on multiple cashes)
  • 253 fixed bug where you could not deploy deferred troops on teammates regions
  • 254 fixed bugs in frontline editor
  • 255 fixed a bug where deleting a private message with the little “x” button didn’t work
  • 256 made it more intuitive to find sent messages in the message center
  • 257 added ability to delete sent messages in message center
  • 258 added ambassadors tab to admin (not tested or fully working)
  • 259 added frontline theme management to admin (not complete)
  • 260 added ability for users to lookup development cases and their statuses at https://www.majorcommand.com/Help/CaseLookup.php (must know the case#)
  • 261 removed limit on number of active users allowed
  • 262 added gold and onyx rank insignias
  • 263 fixed new map rules for nukes and Africa
  • 264 Fixed bug in recon tab where it would log information about a tournament and refer to it as a game (with an invalid link)
  • 265 fixed bug in recon tab where a users place would show in the form of an ordinal suffix but without the ordinal itself (example: “you came in the place)
  • 266 fixed bug where atomic game and tournament link generation would usually create a bad link or no link at all
  • 267 fixed several javascript exceptions and warnings
  • 268 fixed several flash game client exceptions and warnings
  • 269 recompiled flash game client against latest Adobe API’s
  • 270 added 24 risk player games
  • 271 added 36 person friend list

Oh and I have given a huge Major Command secret handshake of thanks to all the beta tester, bug reporters, map screeners, dev comers, and everyone else who helped out to make this beta a big success!

psst, we still need you guys.  So keep submitting bugs, offering suggestions, and doing the good work that you do.