Risk africa game




















Not a good situation to be in! In this situation, when the moment is right, it might be a good idea to pull all your forces from one border for an all-out attack on the other depending on which neighbor is weaker.

This will sacrifice your hold on South America, but you may gain a larger continent and free yourself from your isolated position. The problem with a tried and true strategy is that as soon as it becomes well-known, it becomes useless. As an example: I read an interesting strategy where, rather than battle it out for the small starting continents of Africa, Australia, or South America you instead drop all your soldiers in Asia.

Instead, let the others fight their battles for the smaller continents. Conquer easy-to-take territories in Asia to gain your card each turn, and wait. Look for the opponent who has the weakest position. Sweep in before they have a chance to rebuild! Bar Games is a website devoted to helping you learn about the best games to play with your friends.

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The first set to be turned is worth 4 reinforcements; the second is worth 6; third 8; fourth 10; fifth 12; sixth 15 and for every additional set thereafter 5 more armies than the previous set turned in. Also, if a player owns one or more of the territories depicted on the set of turned in cards, the player may choose one of these territories to be awarded two additional armies that must be placed in that territory. Attacks can only be originated by the player currently having a turn, and must be launched from one of the attacker's territories, against an adjacent or sea-lane connected territory occupied by an opposing player.

The outcomes of battles are decided by rolling dice. Each dice roll determines the outcome of an individual attack, however a player may repeat this process during the attack phase of the turn, attacking any number of territories any number of times before yielding the turn to the next player.

Attacking is optional; a player may decline to attack at all during the turn. The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three die. At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. The defending player must resist the attack with one or two armies using at most the number of armies currently occupying the defended territory [4 ] by rolling a corresponding one or two die.

If an attack successfully eliminates the final defending army within a territory, the attacking player then must occupy the newly conquered territory with an equal or greater number of armies as used in the attack.

There is no limit to the total number of additional armies that may be sent in to occupy, providing at least one army remains behind in the original attacking territory. If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker acquires all of the defender's Risk cards. If the conquering player now has five or more cards, he must trade in sets until he has fewer than five. The gained armies are placed immediately. When finished attacking and before passing the turn over to the next player, a player has the option to maneuver any number of armies from a single territory occupied by the player into an adjacent territory occupied by the same player.

Under an alternate rule, the maneuvering armies may travel through as many territories to their final destination as desired, providing that all involved pass-through territories are contiguous and occupied by that same player.

As always, at least one army must be left in the originating territory. If the player has conquered at least one territory during the turn, the player draws a Risk card from the deck, and then trades it. Play then proceeds clockwise to the next player. The rules of Risk do not endorse or prohibit alliances or truces. Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong.

Because these agreements are not enforceable by the rules, these agreements are often broken. Defenders always win ties when dice are rolled. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use more dice offsets this advantage, as indicated in the dice probability charts below. Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities can be expressed analytically using Markov chains,[5][6][7] or studied numerically using stochastic simulation.

It is advantageous to always roll the maximum number of dice. Exception: In some cases, an attacker may not wish to move men into a 'dead-end' territory. If this is the case, he might choose to roll fewer than three. Home Discussions Workshop Market Broadcasts. Change language. Install Steam. Your Store Your Store. Categories Categories. Special Sections. Player Support. Community Hub. SMG Studio. Recent Reviews:. All Reviews:. Popular user-defined tags for this product:.

Is this game relevant to you? Sign In or Open in Steam. Languages :. English and 8 more. Abstract Violence War Themes.



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