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Tips & Strategies (11)
Tips & Strategies (11)
Add your own Tip, Strategy, or House Rule
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Be aware as you play the game that taking a continent makes you an immediate target. My advise is to make sure you are the last player on a turn and steam roll a continent, after building up all your MODs there during set up and then have energy in reserve to take the first go during the next turn, this will net you a large amount of reinforcements and energy to fortify your position in your continent and hold.
Everyone tends to go for the Nuclear commander first or the space one. My advise is take the Naval commander asap. This gives you all the water territories at the start of the game and you can spread and take the bonuses for these easily without highlighting yourself as a threat. These water areas are also easy to defend.
Whenever I played this game with my friends, the person who was able to get the last play on the last turn won about 90% of the time. Being able to attack without worrying about defending gives you a HUGE advantage for the end of the game. Whenever we played, most players had getting the last play as their main goal.
With the Armageddon card, the moon always seemed to get hit on the last turn. When Armageddon was played (almost always on the last turn, for maximum effect), most of the moon bonuses were lost, making it not very useful for scoring for that player. It can be good for bonuses early on, but don’t rely on holding onto it unless you are able to draw the Armageddon card and squirrel it away.
This game can be all about king making.
With the limited turns and being able to see everyone’s territories and income people try to “dethrone the king”. So people who come out of the gates strong are frequently targeted by others early in the game. Most times that I won, I would act like I “messed up” my first turn and appear very weak. This was intentional. With a limited number of turns, people will not usually waste time going after a weaker opponent, instead they will try to steal bonuses from the person in the lead.
With no one attacking me, I was free to expand and not waste many troops fighting or defending against other players. Suddenly on the second to last turn, I was the player to beat, but I had the upper hand.
This can backfire, if you are too weak, people will just tear through you. So it’s a delicate balance!
This game ends after the fifth “year,” or turn. Which seems quick, but even with two players you may find that it is dragging and bedtime/go home time or whatever.
Easy fix: shorten the game by fixing the number of turns at 3 or 4.
If you are going to go down to 3, you may also want to take the moon and the space commander out of play because that can add time to the game, too. If you *are* playing with the moon and the space commander, I highly recommend you take the time to try out the moon territories. Battle on the moon has a very different feel from battle on earth, by design.
I know that the destroyed territories are a neat addition to Risk 2210, but we would frequently play without them. Occasionally 1 character could be more affected by those spaces than anyone else. So, if we didn’t want that extra bit of randomness, we would just leave them out.
Keep in mind that while the moon colonies will be fought over viciously, it will take a couple of years for everybody to get onto it. Be quick to buy the Space Commander, and invade it in your first turn. If you have enough forces, conquer the whole of Delphot as soon as possible. Invest on Space Command cards, and reinforce yourself. Don’t forget to have extra MODs at your Space Station for defense. By the time they come, you will be redy to repel them, and keep all those points to yourself.
Aren’t you tired, that your playing opponents always listen to another players “good” advices, rather than yours?
A player can only give advices when his/her Diplomat Commander is alive on the board.
If the Diplomat Commander is dead, or not presented, the players MUST keep quiet, until the Diplomat Commander is back on the board.
It’s strange that my Diplomat Commander always dies, as soon as possible, when I play this game. Because I AM an excellent adviser.
:-/
Echoing Gerard BC, I’ve found that purchasing a naval commander or space commander allows access to that part of the board, and other players may take turns to enter those areas (and some may never enter them).
The largest area of the Moon, Sajon, offers a nice region bonus (4), better than Africa’s 3. Given how hard it can be to hold Africa, the Moon is a better target. Secure the Moon, target enemy space commanders, and the game is yours.
When defending, decide the number of defending dices to be rolled, AFTER the attacker has rolled his/her dices.