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Subject: Strategies and Alliances are a mess
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King
King
Posts:232

16 Mar 2007 9:26 AM  
I am not putting anyone down, but the only thing that works in this game is

oppurtunity. One cannot plan out an extensive strategy only to see his

hopes shattered by an alliance between his enemies or him not getting a key

alliance. Spontaneous decision, as well as strategies, are key for a

victory. A well thought out strategy can crash down on its creater if a key

piece to it doesn't go to plan. Instead, a simple strategy such as taking a

continent and moving on to another or to the one that you have been given

the oppurtunity to. Anyone that some input they'd like to tell me feel free

to email me, but be sure to address it as "Risk" or else I'm likely to

trash it.

The Kpitch
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King
King
Posts:232

16 Mar 2007 9:28 AM  
Most people would wait until they've secured a continent before they make

alliances. But plans are very worthwhile. If you have a big empire and look

intimidating you can gauruntee an alliance with someone, and then most of

your plans end up working out. Because once you have established yourself

in a worthy continent then any strikes against you, the retaliation will be

huge. It has happened so many times in my games it's almost like breathing.

Jeff (Canadian)
Ehsan HonaryUser is Offline


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King
King
Posts:268


16 Mar 2007 9:30 AM  
If you can survive on just expanding by continent, then that is fine. The problem is that once someone starts to interfere with your slow progress, then you have no choice but to respond. Usually what happens is that someone might start a propaganda war and try to get everyone ganged up against you. Then You will have no choice but to act. This is when having an ally and a friend can be useful. Otherwise you could get isolated and weakened quickly and your hopes are shattered.

At stated by others, having an overall plan helps.

Ehsan Honary
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King
King
Posts:232

16 Mar 2007 9:35 AM  
Hi there!
Although I agree that a grand strategy is important, in the games i play with my friends I find that by the time the 4 or 5 other players have made their moves my plan is no longer workable.
Another problem is that I have won a few games in the past and most people in the game outright refuse to let me get a continent (by atatcking me). I read the advanced strategy section, but could someone please clarify how to be in a strong position without looking like you are going for a continent? I thought about trying to build an empire half in europe and half in asia.
Finally, we play rules that you cannot win in an alliance. Although players can ally during the game, there can be only one winner. I was wondering if anyone has any strategies about when and how to break an alliance? Many times myself and my ally have begun to dominate the game easily, only to ruin it for both of us by trying to anticipate when the alliance will fail.
Nice site. Found the strategy section rather useful

Iain
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King
King
Posts:232

16 Mar 2007 9:35 AM  
Hi there, with Iain on this one, also trying to survive these days, when we started I picked up on certain strategies quickly and this enabled me to dominate my peers (coupled with an uncanny ability for knowing exactly the right time to wipeout an opponent, collect his/her cards and annihilate the rest). Now, as soon as I claim a territory I find myself targeted, I find myself taken out of the game early by "the rest of world". How can I assure myself of a fighting chance? or do I just have to ask them nicely?
Are there any little alterations or tweaks in the rules that I might suggest to this end?
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King
King
Posts:232

16 Mar 2007 9:36 AM  
That's how I play my game. I never have a set strategy, or if I do it is very vauge. In the game I almost never choose a continent and henceforth think of it as "mine". An important factor to remember is that taking six territories anywhere will get you the same bonus as Australia or South America. If you play your game only based on continents, you will end up playing very defensively, and run the risk of becoming trapped with few territories. Owning 18 territories in a blob somewhere is better than owning all but one or two of North America.

My alliances are usually only at borders that I have a large garrison of troops, allowing me to use those troops for another offensive. When you play with regular people, you can remind them they will never be able to make an alliance ever again if they break just one, no one will trust them.

Crazy_Nut
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King
King
Posts:232

16 Mar 2007 9:36 AM  
[QUOTE]Iain  wrote
Hi there!
Although I agree that a grand strategy is important, in the games i play with my friends I find that by the time the 4 or 5 other players have made their moves my plan is no longer workable.
Another problem is that I have won a few games in the past and most people in the game outright refuse to let me get a continent (by atatcking me). I read the advanced strategy section, but could someone please clarify how to be in a strong position without looking like you are going for a continent? I thought about trying to build an empire half in europe and half in asia.
Finally, we play rules that you cannot win in an alliance. Although players can ally during the game, there can be only one winner. I was wondering if anyone has any strategies about when and how to break an alliance? Many times myself and my ally have begun to dominate the game easily, only to ruin it for both of us by trying to anticipate when the alliance will fail.
Nice site. Found the strategy section rather useful

Iain[/QUOTE]

When do you break an alliance?

1) You are more worried about your ally's ability to destroy you than any of the other players.
2) You can deal a powerful blow that would either finish him the same turn or seriously cripple him and not leave you too prone.
3) You can convince the remaining players to finish off your former ally because he is weak / you have spared their lives (temporarily) so they owe you / you have made it a condition of sparing their lives that they attack your former ally.

I think 1 and 2 are necessary requirements but 3 is icing on the cake.

If you don't play like this because your friends are very sensitive to backstabbing you have less options. You must wait until your alliance has wiped everyone else off the map prior to opening hostilities on one another. The likelihood of a one-sided outcome is drastically increased because the weaker ally was not allowed to step out of the alliance at the moment that the stronger ally became "the first man in Rome" aka the most powerful player/destined to win. So you have less freedom, the outcome is more likely to be no contest (stronger ally of stronger team always wins) and the result is a game that is much less exciting. All because you want to have more boring games in the future where your ally who you just handed the game to will continue to honor your agreements.

More power to you if you like this - I just personally don't see the appeal.
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King
King
Posts:232

16 Mar 2007 9:37 AM  
I would agree it's hopeless to work out a detailed strategy and stick to it, since a) you don't always know where you're going to start, b) you don't know whether the dice will be good to you, and c) you don't (necessarily) know what's going through other players' heads. It's wiser to adopt a set of principles, or "rules" for playing, that remain fairly vague but offer you guidance.

For example, "focus on the southern hemisphere" is generally regarded as a good principle, rather than making a strategy that says "I will start in Africa, expand to South America, etc.". "I'm going to reinforce my nearest nation to the Middle East at the beginning" is a strategy, but "I'm going to reinforce areas of the board neglected by other players" is a principle. Your strategy may or may not prove useful in any particular game, but basic principles are always worth remembering.
Mr StrategistUser is Offline


Strategist
Strategist
Posts:29

30 Apr 2007 3:52 PM  
Interesting discussion. When it comes to alliances, I usually have two situations when I need to approach a player and see if I can make a deal.
  1. If I start from a poor position or I have no choice to go for a undesirable continent, then I try to approach my neighbour and see if I can at least secure one of my borders. If it works its great, if not I will try another player. My situation can be so bad that I have to try everything.
  2. Sometime, I may end up between two player. Classic example is South America. As soon as I know that I am going for this continent, I like to approach one of the neighbours and see if i can make a deal over the border.
As you can see most of my deal making is over borders. It is very rare for me to end up with an outright alliance with someone. Alliances usually expire before the end of the game so a single player always wins.
cyray7User is Offline


Diplomat
Diplomat
Posts:121

26 May 2007 10:45 PM  
my idea of alliances- make as many as possible at the beginning of the game. then, as the game goes on, eliminate the treaties one by one.
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