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Subject: risk card trading in (tricking opponent into gaining a couple extra troops)
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beastly penisUser is Offline


Strategist
Strategist
Posts:21

09 Jun 2007 6:26 PM  
i always play risk with my cousins and theres always a big fuss about who turns in their cards first, heres what i do: lets say its on     10-12-15  (risk cards) i would say: ill give 2 units to whoever cashes in first 10+2=12 (hiding my risk cards, or some of them) and then they both trade and get equal amounts in and get 1 more guy cuz i trade in 15.
cyray7User is Offline


Diplomat
Diplomat
Posts:121

09 Jun 2007 6:28 PM  
also, before the game starts you can just say "one has to turn in their risk cards the second they get 5". That way, since no one can get 5 cards at the same time as someone else, there will be no problem. However, if people forget to turn them in, the person who forgot should get the lesser value (10, in your example), and the person who remembered should get 12.
The PlayerUser is Offline


Strategist
Strategist
Posts:38

10 Jun 2007 1:22 AM  
I thought its a rule that cards should not be more than 5, otherwise they should be cashed in. Wouldn't this be enough?
EuropaUser is Offline


Diplomat
Diplomat
Posts:170

01 Jul 2007 6:46 PM  

First of all, giving an opponent troops is a violation of the rules.  If you do this, just be aware you are playing by house rules.  As for keeping the number of cards secret, I find this to be a matter of taste as to whether you allow players to keep the number they have a secret.  I usually like to know so I try to keep track in my head anyway. 

Also, it is a rule that once you have 5 or more, you must trade in at least one set. 


Grant Blackburn
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Forums > RISK > Risk Game Strategies > risk card trading in (tricking opponent into gaining a couple extra troops)