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Subject: 'The Steamroller Effect'
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Imported PostUser is Offline


King
King
Posts:232

16 Mar 2007 9:38 AM  
Heres one for you guys, and please dont flame an ubernoob such as myself!..

So ive just started playing this as ive wanted to have a crack at it for YEARS (nice choice of birthday prezzie little Sis) and i noticed something a little odd which i THINK is me not reading the rules properly.

On your turn the rules state that you can make as many attacking moves as you want yes? so you could invade from one country (which youve piled guys in)to another, move a shedload of guys in (as the rules say you can move anyone from the contry that attacked in with the guys who actually did the fighting as a 'reward' for winning, and then IN THE SAME TURN roll on into the next country from the one you just claimed, using the same guys, and the next, and so on, leaving one guy behind in each territory to guard it.

Can you only invade one area per turn?

Is it just me? I'd LOVE for someone to explain what im SUPPOSED to do rather than me just doing what i THINK i should be doing!

Any help appreciated!

- Legionmkv
Ehsan HonaryUser is Offline


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King
King
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16 Mar 2007 9:39 AM  
The rules say that you may attack as long as you desire. This means that you can, say for example, start from Ukraine and attack Afghanistan. If you conqure it you can then devide the remaining armies between the two couontries. Then you have a choice. You can either stop, or you can start attacking the next country. For example you can attack China with what you now have in Afghanistan, and then if you win, move into Siam.

This is a very basic rule of the game, and without it you may struggle to play as the game may take a very long time to finish. (People do introduce other types of rules though, but i am not going to confuse you with that). Just try it and see how it goes.

Ehsan Honary
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King
King
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16 Mar 2007 9:39 AM  
Thankyou Ehsan.

The other concern i had was for the poor unfortunate who gets the last turn in a large game.

Dont these rules mean that he is unlikely to get a turn AT ALL? since he will most probably have been wiped out long before he has a chance to even move a single army?

I'll have more questions im sure. keep an eye out for me!

- Legionmkv (Previously "Guest")
Ehsan HonaryUser is Offline


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King
King
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16 Mar 2007 9:40 AM  
Not necessarily. The last player in a game may have a chance at winning (however small) since other players may do mistakes. It is very rare for anyone to be kicked out of the game in the first round anyway and the mental psychology of people (being usually a bunch of friends) is that they would feal guilty if they all gang up against someone who simply had bad luck. So they keep him/her in the game. However, a good player (and I mean a very good player) can take advantage of this and turn it upside down by getting rid of the weakest players, usually those who are new to the game. As soon as he has a power base, then he would have a better chance.

Remember, he always cashes cards after everyone else, so if he survived the attacks (by using diplomacy) then he would stand to get more armies than all previous players in that turn and may be able to make a difference.

As the rule goes: Never loose hope, however small you may think your chances are.

Ehsan Honary
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King
King
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16 Mar 2007 9:43 AM  

[QUOTE]Legionmkv (aka 'Guest') wrote
Thankyou Ehsan.

The other concern i had was for the poor unfortunate who gets the last turn in a large game.

Dont these rules mean that he is unlikely to get a turn AT ALL? since he will most probably have been wiped out long before he has a chance to even move a single army?

I'll have more questions im sure. keep an eye out for me!

- Legionmkv (Previously "Guest")
[/QUOTE]

My friend and I are coming up with a variation to stop this scenario from being played out. I always wondered about that, that it wouldn't be fair that the last guy has only about 3 or 4 territories to start the game out with, and maybe only even one man on there! I'll let everyone know when we do decide to post our rules.

kid_dynamite

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King
King
Posts:232

16 Mar 2007 9:43 AM  
Thats the best first question you could ask, it means you grasp the crux of the game. Risk is all about deciding when, who, and how far in the attack. Remember you have to have men left to defend the territory you take.
Just read Riskmans strategy tips. You'll be an ubbernoob in no time.
Another thing: when you play experienced players for the first time they may think your a threat, not just because you might be better than them, but because inexperienced players are not predictable. They can take out the best laid strategy, and doom themselves in the process.
Happy conquering.

origamichessman
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King
King
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07 Apr 2007 8:44 AM  
well.... what i do if i get last turn is, i just stack one army unto one country... the best country i have.... hopefull middle east, cuz theres no point in a 5-6 player game to spread 2-3 guys to all ur territories cuz they would be eliminated
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King
King
Posts:232

16 Apr 2007 12:03 AM  
[QUOTE]Imported Post wrote

 Legionmkv (aka 'Guest') wrote
Thankyou Ehsan.

The other concern i had was for the poor unfortunate who gets the last turn in a large game.

Dont these rules mean that he is unlikely to get a turn AT ALL? since he will most probably have been wiped out long before he has a chance to even move a single army?

I'll have more questions im sure. keep an eye out for me!

- Legionmkv (Previously "Guest")


My friend and I are coming up with a variation to stop this scenario from being played out. I always wondered about that, that it wouldn't be fair that the last guy has only about 3 or 4 territories to start the game out with, and maybe only even one man on there! I'll let everyone know when we do decide to post our rules.

kid_dynamite

[/QUOTE]

It really shouldn't be a problem because in a 4-6 player game, as long as no one gets to start off with a continent, everyone will only start out with 3 extra armies besides the ones they have placed. With the starting armies, no one can do too much damage if the players are about equal.

If someone tries to take a lot of countries right away, then their armies are spread out, and they become a target, so the last few guys want to and can easily take these countries out. So the first few rounds should normally even itself out until someone gets the hold of a good area with good borders or alliances.
Imported PostUser is Offline


King
King
Posts:232

16 Apr 2007 12:04 AM  
Risk balances itself in regards to something as small as turn order. Unless you're going to capture cards, people have little motivation to wipe out minor players early on. Instead, they're far more worried about getting a continent. In fact, I like having a few 'hobos' around my continent borders. They probably won't attack me, because I'm stronger, and when they defend themselves they're also defending me. Kikuichimonji
cyray7User is Offline


Diplomat
Diplomat
Posts:121

26 May 2007 10:57 PM  
you can do it, but the enemy probably will have their defenses up, so it will be tough. see the nailing strategy article for more about this.
EuropaUser is Offline


Diplomat
Diplomat
Posts:170

20 Dec 2007 3:23 PM  
I have seen many games and so I have seen the last player lose before he even gets a turn (it happened to me once as well) and I have also seen the last player win. The turn order isn't insignificant, it is infact very important. You need to formulate your strategy based on who is going next, who just went and where you are in the chain. If you go last, there are ways to even out the game, as others in this thread have noted such as piling your armies in one territory and other ideas.

A rule variant that one can introduce is random turn order: that is you can rearrange the turn order after everyone has gone once and then when everyone has had a second turn, randomize it again and continue until the game is over. I have played a seven player game (see Thanksgiving Risk) in which re-did the turn order simply by rolling the dice and then that determined who would go first and it would continue around the tabel clockwise like usual. You could do it like 2210 AD does it with buying turn-order or you can improvise other methods.

Grant Blackburn
SamUser is Offline


Diplomat
Diplomat
Posts:110

21 Dec 2007 12:13 PM  
Although you can't let the last person go first. that way their troops never get any attacks.

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


Diplomat
Diplomat
Posts:170

21 Dec 2007 6:02 PM  
I don't follow what you mean. In Risk 2210 AD, it is possible to have two turns in a row if you went last in the previous round and bid to go first in the next round, you will have back-to-back turns. Of course, you have to outbid everyone and set it up so that the other players don't catch on, but it is possible and indeed a strategy.

Is this what you meant?

Grant Blackburn
SamUser is Offline


Diplomat
Diplomat
Posts:110

22 Dec 2007 12:26 PM  

Posted By Europa on 21 Dec 2007 6:02 PM
I don't follow what you mean. In Risk 2210 AD, it is possible to have two turns in a row if you went last in the previous round and bid to go first in the next round, you will have back-to-back turns. Of course, you have to outbid everyone and set it up so that the other players don't catch on, but it is possible and indeed a strategy.

Is this what you meant?

Well, the randomized turns make it easy for the last person to go first. If its bidding, okay.

 


2¢ is my son so we have the same email. Sorry for any confusion.
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Forums > RISK > Risk Game Strategies > 'The Steamroller Effect'