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Your Price: $39.99
(Worth 3,999 Funagain Points!)
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from 4 customer reviews
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History is written by the victors! The classic Game of Global Domination has been reinvented with revised rules for faster game-play, and two new, exciting levels of play: Basic Training and Command Room.
Capitals and cities give you extra troops. Minor and major objectives give you additional goals and possibly extra abilities.
In Basic Training, you must accomplish 3 objectives to win -- they don't give you any special abilities. In Command Room, you must accomplish 3 objectives -- and they do give you special abilities. In World Conquest, you must take over the entire world -- and get to use the special abilities of objectives you achieve. In all 3 versions, you must control your capital to win.
- 1 gameboard
- 7 dice
- 1 deck of 42 cards
- 5 sets of colored units
- 5 capitals
- 15 cities
- 1 parts sheet
Average Rating: 3.6 in 4 reviews
To anyone who hasn't noticed, Risk has changed.
The new version of Risk (2008) is the production of the experimental underground hit Risk Black Ops.
Hasbro have listened to the comments and criticisms of the old game, and have revamped and renewed this title, and I must say, the work has paid off.
The new game is based on missions - major and minor missions. These missions are laid out on the board, so everyone can see them, and they are up for grabs for everyone. The first person to get three missions wins the game.
The effect of the new mission structure is to accelerate the game play significantly. I play Risk a lot with my mates, and it was very common for a game to last 3 or 4 hours if a virtual stalemate was acheived.
Not so with this new version. Games now rarely exceed 3 turns - one or two hours gameplay at the most.
The revision of the missions, plus some cool rewards for the major missions (extra attack die, extra defence die, air bases, etc.), and also the introduction of cities and capital cities, has re-energised this game.
All of these new innovations give the game a much more dynamic and 'fun' feel, but at the same time preserve the spirit of the original.
Buy this game and be amazed.
When I first played this game I thought it was the absolute best war game ever invented. It involved strategy and negotiation. However, once I played other war games this one fell very, very short. Risk is just too simple a game with up scene amount of luck. The defender is always stronger than the attack, and the only advantage the attacker has is that they receive and extra dice roll (3) instead of the maximum defense of 2. This is a minuscule advantage if you can even call it that. In the game you'll find that an attacking army of 15 will loose 8 or 9 of its troops to a mere defending army of 3. This is because of the lack of a even or even realistic combat system.
Pro: Simple and easy to learn
Pro: 2 variant ways to play (conquest/mission)
Con: only 1 unit type
Con: All based upon luck in dice rolling= unfair battles
Con: Similar strategies
Con: Outrageous amounts of troops are gained by card matches
This game just lacks compared to other games on the market today. I wish I could say that it's worth the money when it is not. Just do some research and you'll find much higher quality games that don't cost too much. However, if you're looking for a simple war game to play, Risk might be for you. BE WARNED, this is a luck based game between card drawing (for matches) and dice rolling. If you despise luck based games, do not buy Risk because that's all it is.
If you are looking for a simple game that is fun to play that contains no luck. Yes I really mean NO LUCK. That game is Diplomacy and it costs about the same as Risk.
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