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Subject: Ruling question - Tactical movement phase.
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RlyTgsUser is Offline


Tactician
Tactician
Posts:2

11 Dec 2009 2:25 PM  

I'm not exactly knowledgable about all of the variations of Risk, but I do know there's a lot of versions with slightly different rulings when they claim to follow the classical rules of Risk.

 

I've downloaded a lot of computer game versions of Risk, and a lot of them seem to variate in the tactical movement phase, which is the phase where after you've done battle, you can move your troops to another territory.

 

My question is whether anyone knows the official ruling of where you can move troops on the tactical movement phase?  Some games say you can only move them to territories adjacent to where the troops are while some say you can move your troops anywhere as long as the territory is connected to the area the troops are on.

 

Is there an official ruling for this?

Ehsan HonaryUser is Offline


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King
King
Posts:245


12 Dec 2009 5:50 AM  
As far as I remember, the official rule was that you can move them one at a time. Then the rule book offered an option that you could move armies between connected territories.

Personally I think you are much better off with the connected option as opposed to the single move. It adds a huge amount of tactical options and strategical thinking that makes the classic rule almost obsolete. Remember, the more options players have, the more difficult it is to guess what they can do which in turn makes the game more enjoyable.

Ehsan Honary
RlyTgsUser is Offline


Tactician
Tactician
Posts:2

12 Dec 2009 12:22 PM  

Thanks for your response.  It's interesting to know that there are many varitions to the rules as well.  Personally, I like the whole connected option as well, mainly because I came into the came with the rule on a video game where I learned my favorite strategies.

 

One of the main reasons I bring it up is because a friend and I have been playing and we have been arguing about it.  I think he was just mad that I was able to keep North American in check, yet move my troops into North Africa  to keep him in check while owning South America.

 

Oh yea...  There's another that comes to mind about another ruling if anyone knows or is willing to comment.  My friend and I have also been arguing about the card-turn-in rule.  We have been arguing about the fact that there is a rule that you have to turn in cards when you have five.  For some reason, we're stuck on the idea that there is a rule that says that you can only have a maximum of five cards.  Does anyone know if this is true?  If so, how do you decide which cards to turn in if you have no pairs?

 

In my Risk game, somehow, for some reason, enables you to get a bonus when you reach a maximum of five cards...  I don't know if it just forces the game to make you draw a pair or automatically turns in random cards or what.

Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:245


13 Dec 2009 3:09 AM  
Yes, indeed this is a universal rule in any Risk game that you need to cash your cards when you have 5 or more cards. At no point in the game you can hold more than 5 cards. For example, if you have 4 cards and eliminate a player who has 3 cards, you will end up with 7 cards, you must immediately cash them in so you no longer have more than 5 cards in your hand.

When you have 5 cards, you are guaranteed to have a set. This is a simple mathematical probability. The chances that you have a set becomes 100% when you have 5 or more cards.

There is also a fine note. If you have 4 cards, and eliminate another player who has one card, you will end up with 5 cards. At this point you must still cash a set. This is because if you fortify and finish your turn, you will receive another card for this turn which makes the total 6. This can't happen, so you must cash in when you have 5 cards in this case.

Ehsan Honary
Dan12User is Offline


Diplomat
Diplomat
Posts:77

13 Dec 2009 4:10 AM  

From Wikipedia:

“When finished attacking, a player has the option to move any number of armies from one of their territories into an adjacent territory that they occupy. The player must still leave at least one unit in each territory. You may also play under the chain fortifying rule, under which armies can be moved through an unlimited number of connected territories occupied by the player.”

There are also links to Risk manuals on Risk game wiki page if you want to know the official guides.

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