A few weeks ago I posted an entry about RISK, which is a wargame I used to play as a kid. Each player starts with around 20 armies. In the first phase of the game, the players take turns placing an army onto an unoccupied country on a map of the world. In the second phase, these armies are reinforced with the armies that are left over phase 1. In the third and main phase, players take turns attacking from the countries that they own to adjacent enemy territories. There are a few rules which determine how many additional armies a player gains at the start of their turn. The winner is the player who ends up owning every country on the board, so the goal of the game is world domination. Enough people responded to my blog posting that we ended up having a pizza and RISK evening after work, and it was a great success. I narrowly ended up losing to my collegue Shep, and I hope to avenge my loss at the next RISK meeting. For the record, there are a couple of rules that we may modify to improve the game experience. First, the rules only allow one countries armies to be moved at the end of the turn for reinforcement purposes. This seems odd, since multiple countries can be attacked during a turn. So we're considering allow multiple reinforcements at the end of a turn. In addition, we found the number of additional armies gained for forming a set of cards was too great in the later stages of the game, allowing odd scenarios like a player being beaten down to a single country and then suddenly springing back after cashing in a set of cards for 40 additional armies. So we're also considering limiting the number of additional armies per set of cards to 10. Any additional ideas for improving the rules are most welcome!
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