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		<title>Risk Game Variations</title>
		<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/view/topics.aspx</link>
		<description>Discuss variations of the game of Risk. In particular discuss those that will enhance the game or increase the fun-to-time-spent-ratio. There are also many variations of online Risk games which you may discuss here. </description>
		<language>en-US</language>
		<generator>ActiveForums  3.6</generator>
		<copyright>Copyright 2024 by Ehsan Honary</copyright>
		<webMaster>support@totaldiplomacy.com</webMaster>
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			<title>Risk Revolt - StarCraft2 MOD</title>
			<description>&lt;p&gt;As the developer of a MOD for SC2, I would like to present Risk Revolt to this community.&lt;br /&gt;
It is an adaptation of Risk into a 12 player RTS format.&lt;br /&gt;
Each turn is 45 seconds, players earn coin income for countries controlled and gain a card each time they conquer a city which can be traded for coins. Coins are used to buy more troops. There is navy and army.&lt;br /&gt;
There is a large commmunity of players on the Starcraft 2 arcade that enjoy this game. And due to SC2 multiplayer recently becoming free to play, if you enjoy Risk and the RTS genre, now is as good a time as any to try it out!&lt;br /&gt;
&lt;img src=&amp;quot;https://image.ibb.co/ijkhgp/map_2_34.jpg&amp;quot; alt=&amp;quot;map_2_34&amp;quot; border=&amp;quot;0&amp;quot;&gt;&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/5065/view/topic.aspx</link>
			<author>jeside</author>
			<pubDate>Tue, 25 Sep 2018 18:44:00 GMT</pubDate>
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			<title>Changing End of Campaign Tiebreaker Rule</title>
			<description>&lt;p&gt;Hello,&lt;/p&gt;

&lt;p&gt;We just finished our 14th game and we might possibly have a tie at the end of our 15th game. For those of you who didn&amp;#39;t like the die roll tiebreaker rule and made your own house rule for declaring a winner in the event of a tie, what did you end up going with? And were you happy with your choice?&lt;/p&gt;

&lt;p&gt;I&amp;#39;m trying to decide if I should follow the rules in the event of a tie or go with something else, like a 16th tiebreaker game or something. Any help would be appreciated.&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Thanks !&lt;/p&gt;

&lt;p&gt;I didn&amp;#39;t find the right solution from the internet.&lt;/p&gt;

&lt;p&gt;References:&lt;/p&gt;

&lt;p&gt;https://rpggeek.com/thread/928193/changing-end-campaign-tiebreaker-rule&lt;/p&gt;

&lt;p&gt;[url=https://pricing.advids.co/how-much-does-an-online-video-cost/]Online Video Cost[/url]&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/5059/view/topic.aspx</link>
			<author>davefollmers</author>
			<pubDate>Tue, 13 Feb 2018 05:32:45 GMT</pubDate>
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			<title>World War II Risk SECOND EDITION</title>
			<description>&lt;p&gt;Hello, friends! Back in 2010, I published a ruleset on this website for a World War II variation of the game. Since then, I&amp;#39;ve recieved some consistent and excellent feedback on the ruleset. &lt;a target=_blank href=&quot;http://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/8/postid/2312/view/topic.aspx&quot;&gt;The original thread can be found here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Over the years of playing it and recieving feedback from other players around the world, I&amp;#39;ve developed a new and much-improved second edition. The rulebook can be access via the Google Drive link at the very end of this post.&lt;/p&gt;

&lt;p&gt;Firstly, I have reworded some of the rules, removing some of the ambiguous wording. This was the most common piece of feedback received.&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Secondly, I have readjusted the map to more accurately reflect the world as of June 1940. Previously, the placing of different territories for each nation was only with balanced gameplay in mind. Now, the territories are distributed in a more historically accurate manner. This was the earliest period that I found all six factions to be active participants in the war. Additionally, the perks have been readjusted to ensure a continued, balanced game. Due to the start time of the game in correlation to the actual war, I have created a few new rules for the United States&amp;rsquo; player to benefit the Allies as a whole.&lt;/p&gt;

&lt;p&gt;Thirdly, I have added benefits and drawbacks to each nation, as complementary to the perks system. These benefits and drawbacks are different for each nation and dramatically affect how each nation works towards it&amp;rsquo;s victory conditions. Fourthly, I reworked how nuclear weapons are used to prevent both abuse and underuse. Fifthly, I have integrated the &amp;ldquo;Unconditional Surrender&amp;rdquo; and &amp;ldquo;Rearmament&amp;rdquo; rules - previously available as optional rules for advanced play - as a vital part of the game.&lt;/p&gt;

&lt;p&gt;Finally, I have added an entire new bonus expansion to the game meant to emulate the conditions of the Cold War! It works no matter who wins the World War, though it does take some careful planning to set up.&lt;/p&gt;

&lt;p&gt;I hope you enjoy the Second Edition! I continue to welcome feedback on this new edition. Please do not hesitate to contact me with any questions, comments, concerns, or death threats. I am, always, humbly yours,&lt;/p&gt;

&lt;p&gt;~Revan Filiaexdeus&lt;/p&gt;

&lt;p&gt;&lt;a target=_blank href=&quot;https://docs.google.com/document/d/1HYG3biolaMBcVfphqFb1A1NKGjb7i-33LocqYct2_14/edit?usp=sharing&quot;&gt;https://docs.google.com/document/d/1HYG3biolaMBcVfphqFb1A1NKGjb7i-33LocqYct2_14/edit?usp=sharing&lt;/a&gt;&lt;/p&gt;
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			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2828/view/topic.aspx</link>
			<author>lordrevan57</author>
			<pubDate>Wed, 01 Mar 2017 23:52:34 GMT</pubDate>
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			<title>Mobile Risk for 2 players</title>
			<description>&lt;p&gt;&lt;span class=&quot;Normal&quot;&gt;&lt;font face=&quot;Verdana&quot; size=&quot;2&quot;&gt;Hi&lt;br /&gt;
&lt;br /&gt;
Me an a friend we just implemented a simplified version of risk for 2 players for iOS. It is called &amp;quot;independence game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
https://itunes.apple.com/app/independence-game-catalunya/id690808159?mt=8&lt;br /&gt;
&lt;br /&gt;
We really focused in 2 players, making the map smaller and simplifying some rules. It has great music too:).&lt;br /&gt;
&lt;br /&gt;
If we get more players we will release for android soon. Please play it and tell me what do you think.&lt;/font&gt;&lt;/span&gt;&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2808/view/topic.aspx</link>
			<author>Seb</author>
			<pubDate>Tue, 17 May 2016 07:49:21 GMT</pubDate>
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			<title>Prototype Game Board</title>
			<description>&lt;p&gt;I have a prototype Risk Game Board (2008). &amp;nbsp;It is a solid one piece with no creases, no cuts. &amp;nbsp;It is in excellent condition with no noticeable marks on it as far as I can tell. &amp;nbsp;I also have all the pieces that go to it, but I imagine that it is identical to any other game set.&lt;/p&gt;

&lt;p&gt;Is this worth anything to anybody? &amp;nbsp;Can someone shoot me say a ballpark value for this thing?&lt;/p&gt;

&lt;p&gt;Thank you!!&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;http://thumbs.ebaystatic.com/images/g/AwQAAOSwAYtWN2Rf/s-l225.jpg&quot; style=&quot;width: 225px; height: 136px;&quot; /&gt;&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2806/view/topic.aspx</link>
			<author>song_robin</author>
			<pubDate>Sat, 27 Feb 2016 02:04:01 GMT</pubDate>
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			<title>Rules of the orignal RISK board game</title>
			<description>&lt;p&gt;Hi,&lt;/p&gt;

&lt;p&gt;My girlfriend bought the board version of the original RISK game which I never played. Reading the rules in the guide I caught the essence of the game but there are some details that are not explicitly stated in the guide. For example:&lt;/p&gt;

&lt;p&gt;Under the rules that come with the board, I have to leave always a battalion in my territories whenever I make an attack or maneuver. But what happens or what can I do when I&amp;#39;m in a situation where you have only one battalion in each territory? Should I just give up of one of those territories to get more battalions in others? The rules give the impression that I can not leave the conquered territories but in this scenario that would lead to a deadlock situation.&lt;/p&gt;

&lt;p&gt;Second question, when I attack and conquer a territory with, for example, two battalions, the guide says these two battalions have to stay in that territory. This is valid until the end of the game? or is it just in this move? If it is until the end of the game (something that I think makes no sense but it&amp;#39;s implicit in the guide), it would be necessary to decorate with how many battalions each player conquered each territory what could be troublesome.&lt;/p&gt;

&lt;p&gt;Thanks in advance!&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2798/view/topic.aspx</link>
			<author>Adam Brave</author>
			<pubDate>Mon, 04 Jan 2016 08:57:34 GMT</pubDate>
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			<title>Ancient Greece variant</title>
			<description>&lt;p&gt;Among my group of friends a fun variant has developed using custom maps representing significant regions at various points in history. For the sake of this post I&amp;#39;ll use our ancient Greece map as the standard point of&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;reference. As it is, we&amp;#39;re playing Risk much as if we were playing Diplomacy, however traditional Risk combat remains largely unchanged {with a few exceptions here and there of course). I&amp;#39;m curious to see other players&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;perspective on our style of play, and to hear from you your opinions on whether or not this is venturing too far afield from traditional Risk. First, however, our rules do vary slightly from map to map, and this is done&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;primarily to facilitate the role-playing or simulation aspects of our game which are expressed through the pertinent history of the region and its given time period. As stated above, I&amp;#39;ll only be referencing our Greece&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;map from here on out, just to make this all more coherent and easy to follow. With that said, I&amp;#39;ll get into the details now.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;The most fundamental differences in our games are the maps we use, which are highly specific to the time period and region we&amp;#39;re playing, and these changes (or modifications) allow for many new and unique strategic&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;challenges to the player. On our Greece map we&amp;#39;re representing the lands of Lydia and Ionia, Euboea and the Aegean islands, Thrace, Macedon, Epirus, Thessaly, Attica, Aetolia, southern Italy and Sicily, and the&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;Pelloponese. These are the &amp;quot;coninents&amp;quot;, if you will, of our game, with the exception of Euboea, Crete, Naxos, and the other Aegean islands, as they do not constitute a continent or privide men to the players that own&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;them in our games, but rather serve as buffer states between Ionia/Lydia and the Greek mainland, thus making them of enormous strategic value. Additionally, we&amp;#39;ve introduced a &amp;#39;city&amp;#39; dynamic into the game which makes&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;for some very interesting play styles, but more on that later.&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;In the mean time, the first step in our games is obviously placement, the order of which is decided by the dice. From there we begin placing individual men into our desired territories by turn as determined by the dice,&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;until all territories on the map are completely claimed. Now, in order to better represent the Polei of ancient Greece, and the subsequent establishing of Ionian and Dorian colonies throughuot the Aegean and southern Italy/Sicily during this&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;period, we&amp;#39;ve incorporated cities into the map. Cities have tremendous strategic value as we&amp;#39;ve made the output of owning continents much smaller (the highest being only four new soldiers per turn). Cities, however,&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;counteract this by granting one soldier per turn per city (which has to be placed in the city it came from, and cannot move until the next turn. Thus, owning all of the cities in Attica/Beotia (Locris, Athens, Chalcis,&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;Megara) grant as many units per turn as if the whole &amp;#39;continent&amp;#39; were controlled, the only catch being that to rally these men into a an acceptable army takes time, as our armies may only move to one adjacent territory&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;per turn. I find this quite enjoyable because it forces all of us not to scramble for our own fully controlled continents during the placement phase, but rather to try and claim strategic cities from which one can&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;expand into full control of a region. The cities on the map are simply represented as a small circular territory within another territory, for instance Athens being its own circular region within the region of Attica.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;Because of the size of the map and the small space for soldiers to be physically present on the map, a grid of color coated squares assigned to each city was made on the bottom left of our map as a space to contain the&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;garrison of said city, thus only one army is ever present on the actual space representing the city on the map, we call this soldier a marker, and all regions must at all times have atleast one army on them as a marker&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;(a garrison, to keep the locals in line and simply represent ownership on the map). Now that that&amp;#39;s out of the way I can delve a bit deeper into the changes we&amp;#39;ve made with the placement phase. On the map, every&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;territory and city has a number in it representing its wealth, resources, and value (how many armies it&amp;#39;s worth at the start). So, once every territory on the map is claimed, the players place the rest of their armies&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;onto the map according to the number written on it (not including the &amp;#39;marker piece&amp;#39;). Thus, if I claim Athens and Attica, Athens is worth five, so I would place five armies into Athens making a total of six armies&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;present in Athens at the start of the game including the marker piece. Attica, being the agrarian hinterland of Athens, would be more sparsely population and is thus only worth three, making for a total of four armies&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;present in Attica at the start of the game. Once everything is set up according to the numbers on the map, we&amp;#39;ll roll to see who goes first and then go clockwise around the table from whichever player goes first, and&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;then the game itself will begin.&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;As we play Risk, we don&amp;#39;t use cards, as in my opinion it tends to take away from the immersion of the game when a near defeated player owning only Crete can suddenly drop down thirty armies. The only ways therefore to&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;get new armies in the game are to try to take and hold cities (which is often much more practical than trying to hold onto a whole region, atleast at the start of the game), to take and hold entire regions, or through&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;conquest. In conquering a new territory, the attacking player will upon victory recieve armies equal to half (always rounding down) of the number value assigned to that territory. For instance, if a player is attacking&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;Attica, which is worth three, and wins, he will immediately upon victory recieve one new army (three rounded down to two and then halved), the same goes for cities. Because none of the regions on the map are worth more than&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;five, the most an attacking player will ever recieve upon conquering a new territory is two. This makes advancing into enemy territory very dangerous, as armies can move only one territory at a time, and any armies you&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;receive at the start of your turn from cities or from owning whole territories must be placed in and come from their own respective regions, thus reinforcements are very slow in coming and unreliable as a source of fresh&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;men during a deep push or an invasion. This dynamic leads to fewer but much more decisive battles, raising the stakes significantly for an attacker. Often times the only way to successfully invade another players&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;regions is with the help of an ally, or through trickery and deceit in your negotiations with involved parties. Due to the very nature of our placement process, some players will start out significantly stronger at the&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;start of the game, but this really actually helps the game in my opinion, as players are forced to negotiate and engage in diplomacy: the stronger players desperately trying to make friends early on so as not to be&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;completely ganged up on, and the weaker players trying to consolidate their control over their regions and to make long term strategic alliances to help deter aggression from the stronger players, atleast until you&amp;#39;ve&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;built up your strength and have a reliable source of armies coming in each turn to bulster your home regions.&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;As stated earlier, the actual combat dynamics remain largely the same as in classical risk, with a few exceptions, those being assaulting cities or when attacking from the sea (Naxos to Euboea, Crete to Rhodes, etc).&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;When attacking to or from an island all attacking dice have a minus one penalty, making a five a four, a four a three, etc. etc. Likewise, when defending a city, all defenders dice recieve a plus one bonus to their&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;roll. This makes holding the Aegean islands extremely important as buffer zones between Lydia and mainland Greece, whoever controls them holds the figurative &amp;#39;sword of damocles&amp;#39; over the others head, as the opponent&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;can&amp;#39;t reach your mainland without risking extremely high casualty amphibious assaults to claim these islands which again are not part of any continent or region and offer no troops to the owner whatsoever, but exist as&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;staging points to Greece or Lydia from which an invasion can be launched. This also makes conquering an entire region from someone else extremely difficult as the the cities within the region will continue to provide&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;troops to help push out the invaders, and the attacking player is often forced into very risky high casualty assaults on the cities themselves in order to consolidate their gains. All of these challenges lend themselves&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;to a game that is really about diplomacy, and forging alliances and agreements, trading territories peacefully, and even occasionally exchanging soldiers as a form of payment or as a binding contract to an agreement&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;i.e. &amp;quot;If either of us break this agreement, five of your soldiers will immediately become mine&amp;quot;, or something like that. Alliances are necessary to your survival when playing the game this way, and it makes for some&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;truly fascinating and brilliant games.&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;I&amp;#39;ve tossed around some other ideas in my head that I would very much like to experiment with, such as replacing the troop values of cities, territories, and whole regions with a sort of currency system, which can be used to buy&amp;nbsp;&lt;span style=&quot;line-height: 1.6;&quot;&gt;armies, or given to allies, or offered as a deal sweetener during complex negotiations. Also the idea of being able to construct roads within your territories to increase the movement speed of your troops accross your&amp;nbsp;&lt;/span&gt;&lt;span style=&quot;line-height: 1.6;&quot;&gt;territory seems like a very useful idea, but I haven&amp;#39;t gotten into figuring out how to implement any of that yet. Food for thought.&lt;/span&gt;&lt;/p&gt;

&lt;p&gt;Anyways, hope you guys enjoy our Risk variations, I know it&amp;#39;s very far from classical Risk, and this variant makes for some extremely long games, but I&amp;#39;ve got to say, for me it&amp;#39;s much more engaging this way, atleast for myself and my friends that is. Any questions feel free to ask!&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
-WMS&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Edit:&amp;nbsp;I actually forgot to mention how retreating works. If attacked, the defending player has the option to retreat, but only with half of his army, as several troops would have had to stay back in order to cover the retreat. If the defender chooses to meet the attacking army, the attacker can at any time pull his forces back without penalty. Also, an attrition system is in the works that will probably be based on a factor of the territory&amp;#39;s number value in order to determine its realistic carrying capacity. Implementing this however has been very challenging, though it still feels necessary. There are still kinks that need to be worked out with implementing an attrition system. Last but not least, and rather importantly, we&amp;#39;ve switched to using the troop denominations a bit differently: the soldier is still one, the horse now represents three, and the cannon five.&lt;/p&gt;
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			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2789/view/topic.aspx</link>
			<author>wmslone@gmail.com</author>
			<pubDate>Mon, 19 Oct 2015 19:53:43 GMT</pubDate>
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			<title>Online Risk — Conquer Club</title>
			<description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;Hi all...here is a link to a fun war-scenario site that mimics Risk on its Classic map, but also allows users to branch out into a variety of city/country and fictional maps. A large array of settings is also avaiable, along with an active tournament community. Free play is offered.&amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Check it out at ...&lt;br /&gt;
http://www.conquerclub.com/public.php?mode=instructions1&lt;br /&gt;
&lt;br /&gt;
You can also like Conquer Club on Facebook&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;

&lt;p&gt;&amp;nbsp;&lt;/p&gt;
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			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2776/view/topic.aspx</link>
			<author>flexmaster33</author>
			<pubDate>Wed, 05 Aug 2015 21:00:14 GMT</pubDate>
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			<title>Game Card for Northern Europe</title>
			<description>&lt;p&gt;Hi, I lost my game card for Northern Europe so could someone please tell me what the army on it is? As in whether it&amp;#39;s infantry, calvary or artillery. Much appreciated :)&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2766/view/topic.aspx</link>
			<author>Grace Tio</author>
			<pubDate>Sun, 28 Jun 2015 21:51:46 GMT</pubDate>
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			<title>Awesome custom board I made for my den.</title>
			<description>&lt;p&gt;I thought some of the fans here would enjoy this. I worked quite hard on this and we love playing on it.&lt;/p&gt;

&lt;p&gt;&lt;img alt=&quot;&quot; height=&quot;333&quot; src=&quot;https://i1.wp.com/i3.photobucket.com/albums/y54/ianwzxr/RISK%20Table/Risk%2010.jpg&quot; width=&quot;473&quot; /&gt;&lt;/p&gt;

&lt;p&gt;More pics at my blog. &lt;a target=_blank href=&quot;https://thegeekflux.wordpress.com/2015/06/03/the-ultimate-homemade-risk-table/&quot;&gt;https://thegeekflux.wordpress.com/2015/06/03/the-ultimate-homemade-risk-table/&lt;/a&gt;&lt;/p&gt;
</description>
			<link>https://www.totaldiplomacy.com/RiskGameCommunity/Forum/forumid/18/postid/2763/view/topic.aspx</link>
			<author>thegeekflux</author>
			<pubDate>Thu, 04 Jun 2015 00:31:49 GMT</pubDate>
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