Forums
Subject: Australia is gold
Prev Next
Please login to post a reply.

Author Messages
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 2:52 AM  
Alot of times when I play Risk, I end up playing in a three player game. I

think that alliances all but disappear in this situation, because if you

offer to set up an alliance with one player the game turns into a

two-on-one with the third player out of luck. Instead, it's best to try

and manipulate the overall loss of armies to your advantage. This is what

makes Australia such a great continent. If you can take it early in the

game, keep the border strong and then use your extra armies to mess up

other players' continents. Australia is too far away and too strong to be

invaded, and as a result it sits and gets fat while the other two players

fight back and forth for control of North America, Africa, and South

America.

Omino
Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:268


16 Mar 2007 3:03 AM  
In an ideal scenario, the three player game never works. In fact i no longer even bother playing with three players. The problem is that if the players are experienced enough, then they would never let one to become too strong and the two weakest players would always attack the strongest. It doesn't matter what continents the other one has. It just never works.

Now you might say how come this doesn't happen when a 4 player game is reduced to 3 players. Well, the reason is history and momentum. There could be alliances, revenge, or whatever you name it that the players are after and before the game goes into a stable cycle, it is all over and someone is emerging as a winner.

Here is a challenge: What sort of modified rules would you choose to make a 3 player game non-stable, while keeping it as close as possible to world conquering game.

Ehsan Honary
Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 3:04 AM  
One rule we came up with to help change the normal stability of the game (we usually have 5 players but I could see it working equally well for 3 players) is to change the numbers of the troops that a player receives when turning in.

One way we do this is by normally with cash-in rules until the pot gets to either 35 or 40 troops, but then instead of increasing from there, we make the pot go back down towards the beginning 4. This way, it changes the advantage of waiting to cash in cards.
cyray7User is Offline


Diplomat
Diplomat
Posts:121

03 Jun 2007 9:22 PM  
In my opinion, in a three player game, you are going to need more troops per turn than australia offers, forcing you to expand. Also, three player games can be quite fun if two players keep dragging down the best player, and eventually, one player becomes so powerful they cant be brought down, its great.
SamUser is Offline


Diplomat
Diplomat
Posts:110

27 Sep 2007 1:05 AM  
In my opinion In a 3 player game Australia is lousy because some player in NA and Sa might bel lucky and hold them with 2 troops in each border in 1st turn. And with 12 troops in2nd turn he could "sweep" over Europe and africa and Middle E with no border troops. If you dare to risk it Attack from Siam to india to Middle E to S europe to N Africa to Brazil to Venezuela to Central US. Even then he gets 7 troops for territories and if he cashes cards u r doomed

2¢ is my son so we have the same email. Sorry for any confusion.
EuropaUser is Offline


Diplomat
Diplomat
Posts:170

15 Nov 2007 4:07 PM  
It appears this thread is more about three player games. Certainly having Australia is a good thing in any game since it is difficult to lose. But even in a three player game, if you are not careful, you could holed up there. Players tend to get very possesive about their continents, even if it is only giving them 2 bonus armies (I know, any bonus armies is good, but there is a trade-off here). Australia is great for defense, but bad for offense. If you are smart, you attack a lot with Australia and worry about defense only when it really matters. Losing the continent isn't the end of the world, especially when your opponent uses a lot of resources to take it from you.

A three player game does have its challenges. I like three player games in the sense that alliances are very fluid. It can be hard to have an alliance in these games (at least with my group) because they are frowned upon since it will haunt you in the next game. Three player games for us tends to turn into a one-on-one-on-one. A great three-way fight with some occasional border alliances. Usually in a three player game you start off with a large chunk of the board. The key here is to remind players that once an alliance is formed, one of them will pay dearly. Focus all of your energy on that one player so that the idea of joining an alliance under similar conditions in the future becomes unpalatable. And I mean do this to the point of kamikaze. Even if you weaken yourself so that you lose the game, hopefully the player you attacked will not win the game and that is the point. Once a player knows that he has a 50% chance of getting wiped out simply because he was in an alliance, he may think twice before making that deal. Dropping in gentle reminders is always good as well.

Grant Blackburn
EuropaUser is Offline


Diplomat
Diplomat
Posts:170

20 Nov 2007 11:27 AM  

Is Australia really golden?  I just played a game this past weekend that showed Australia can be fools gold.  We played a large seven player game, which took some tweaking of the rules make sure it was fair to everyone.  In fact the rules we chose were specifically to counter the problem of the last two players being biased towards early elimination.  We added a random turn order, a rule that only allowed three assaults in the first turn and no one could be eliminated until after that turn.  These rules worked out well because the first guy eliminated went second in the turn order in the early part of the game, as he was not playing a good game and as such, should have been eliminated early. 

The opening of the game saw five players make a move for Australia.  One in each territory plus one for Siam.  The free-for-all produced a bloody masscre and the one player that remained, didn't last as long as would be previously thought.  In fact, his desire for Australia came because he had lost twice before to the same guy, the guy who takes Australia and wins from there.  But this time, the focus on Australia for our seven player game was so high, that players forgot other issues on the board and failed to mount a successful push out of Australia to establish a better position for himself.  He was elininated in this game ostensibly because he did not expand fast enough once he took Australia, the cardinal sin  of the Australian strategy.

Always remember, Australia is good for defense, but terrible for offense.  Unless you take this into account, you will not win.  Smart players, like the ones we had at our table last weekend, will crush through your defenses at Siam and Indonesia before they become to formidable and your hopes and dreams will be lost. 

 

 


Grant Blackburn
Please login to post a reply.
Forums > RISK > Risk Game Strategies > Australia is gold