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Subject: Rule exploit in Risk... good read
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Rsmith0087User is Offline


Tactician
Tactician
Posts:2

26 Jan 2008 2:43 PM  

I was playing risk for the first time w/ some friends... And in one version of the game there's a clause in the rule book that basically states that if u are defending and only have one army on the country and then someone attacks u... if u roll 2 dice instead of one that roll voids ur turn and the attacking person gets control of that country.

This rule was used b/w two people who had an alliance to successfully move through 3 countries (controlled by one of the people in the alliance), bc he would roll 2 dice everytime to void his roll, which had the end effect of keeping his main force intact w/o losing any men to rolls... which eventually led to him capturing a couple of my countries...

I'm wondering if there's any other gay exploit like this found in the game?

Dan12User is Offline


Diplomat
Diplomat
Posts:81

27 Jan 2008 2:01 AM  
Interesting! I never noticed that rule. And yes, it does sound like a rule exploitation. With this sort of stuff we usually declare our own version of the rules which over time becomes house rules and simply mention it at the beginning of the game to new players. From there everything is fine.

The whole dice throwing business is a psychological anyway. For example some people are very sensitive to throwing dice out of sync. They insist that both players should throw at the same time. Of course if you are not going to change the number of dice you are throwing, then it doesn't really matter if you throw first or second. Nevertheless some people think they have some mental power over the outcome!

The other thing I can think of is what happens if you run out of tokens to place on the map. To be honest I don't remember the exact rule, but sometimes these are not mentioned in the rule book and we have to come up with our own rule. We usually say you can't place any more so it forces players to use their armies on the map and hopefully finish the super-long game. The problem is that is easy to forget to mention them at the beginning and then when the case comes up, those who suffer as a result of the rule will rebel and make a big deal out of it. Such is Risk ....
Rsmith0087User is Offline


Tactician
Tactician
Posts:2

27 Jan 2008 12:52 PM  
so have u heard of any other exploits? Next time i play i want to have some gay exploit in my arsenal so when the opportunity arises i can use it...just like they did
Dan12User is Offline


Diplomat
Diplomat
Posts:81

27 Jan 2008 2:09 PM  
Well, I am not really into using this sort of hacks though I know one for online games. I heard once that in online games some people were playing their turn and then did not perform the fortification move and left their turn to expire. This meant that the computer thought that the player didn't finish the turn and so didn't give the player a card even though he conquered territories. Apparently this was useful when you didn't want to become a target for other players to take you out because of your cards.

I think this sort of exploits are unfair and so I stay away from them. There are plenty of different ways to win legitimately so no reason to fall to these.
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Forums > RISK > Risk Game Strategies > Rule exploit in Risk... good read