Best game of risk strategy




















When I say take an easy-to-hold continent, that definition will change based on where the other players are placing their troops.

In theory Australia is the easiest, with only one lane of entry. Knowing when to cut your losses and go for the territory you can take is crucial.

A lesser known Risk board game strategy is to take is South America as an early continent. It tends to fly under the radar at first if you commit early to trying to take it, and an early build up of troops there during the placement phase can quickly dissuade competition. The other reason I like South America is you can quickly expand from there into either Africa or North America, depending on which area looks easier to take.

This idea has already been touched on a little in the previous tip. You need to adapt your plans to what the opposing players are doing. Maybe you planned to move into North America from South America but suddenly the tide turned for one player, who now has a solid grip on the continent.

This is a big trap newer Risk players fall into. Taking one territory at a time to gain cards will only get you so far, especially if you only have one continent bonus — and especially if that one continent bonus is only giving you 2 extra soldiers.

You have to press the advantage when you have it. Take as many territories as you can manage without over-extending yourself. Try to take areas that are easy to defend. The less possible lanes of attack into your lands, the more soldiers you can commit to defending each one. Keep an eye out for when you might be over-extending yourself.

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Download Article Explore this Article methods. Tips and Warnings. Things You'll Need. Related Articles. Article Summary. Method 1. Conquer continents wisely.

While it is good to try to conquer continents early in the game, you should be careful about which continents you decide to conquer. There are advantages and disadvantages to each continent, but the main thing to consider is the isolation of a continent.

More isolated continents may be easier to maintain, but they are also more difficult to expand from. Therefore, you should choose a continent that is in line with your strategy. For these reasons, conquering Australia may offer you an advantage, but only if you feel capable of overcoming its disadvantage. Pay attention to the army bonus that you get for each continent. Some continents are much more beneficial to hold than others because you will get a better army bonus each turn.

Before you begin trying to conquer a continent, find out how many armies you will get as a bonus for holding that continent. For example, Europe gives you a bonus of 5 armies per turn for holding the continent, while Africa gives you a bonus of 3 armies per turn. Try to hold one of these continents if you can. Attack with the right amount of armies. Knowing how many armies to use in an attack on an opponent can be a big boost to your chances of winning.

A good general rule in attacking an enemy territory is to use as many armies as you can to attack your opponent's territory. This will increase your chances of winning and overtaking the territory. Keep in mind that you will need to move these armies to an adjacent territory or a territory connected by a sea line before you begin your attack. Determine how many armies to keep on each territory. In most cases, you will benefit from having most of your armies on your border territories. Concentrating your armies in this way helps to reduce the chances that you will have a weak spot and be overtaken by an opponent.

The territories within your borders can have fewer armies, but try to avoid having a single weak spot that an opponent may try to target. Method 2. It is a good idea to keep track of how many armies your opponents have by counting them after every turn. Doing so will help you to determine who is the weakest and who is the strongest player at all times. Block opponent territories within your own territories. Doing so will allow you to conquer that territory without fear of immediate retaliation.

Nail neighboring contents to prevent them from becoming too powerful. Doing so will slow the opponent down and prevent him or her from advancing too quickly, allowing you to stop them. Form an alliance with a player of equivalent strength. Alliances are very helpful in Risk. When you form an alliance with a fellow player, you can team up against other stronger opponents and have more success in your conquests. Just keep in mind that you may have to fight against each other if you both survive to the end of the game, so the alliance is a temporary measure.

If your ally has taken more territory than you, consider a surprise attack on their territory as a betrayal in hopes of taking their territory over. If you are deceptive or dishonest, your fellow players may target you more often or be reluctant to negotiate with you. Avoid lying or making and breaking promises, especially early on in the game.

Negotiate with your opponents whenever possible. If you and some other players are competing for a group of territories, then you may end up battling it out until one of you is out of the game. Instead of fighting with a neighboring player over land, try to negotiate with that player to reduce your chances of getting wiped out early in the game unless you are just too ruthless in Risk to want to negotiate.

Very simple risk game strategy. Do not extend yourself to take a bonus unless you can defend it. I see it all the time. New players eager for some extra troops manage to cling to some continent, but then have weak defenses. Another risk game strategy.

Only make a few moves in the beginning. Winning a game of Risk is not done in the first round. It takes patience. Often new players will make several attacks in the first round, trying for a quick land grab. Even if they are successful, they become open to stronger predators in the area. In fact it is often beneficial to not make any moves in the first round, or maybe just a reinforcement. A single troop is easy to kill and people will not hesitate to do so.

As soon as you add another troop to make two, then their defense is doubled and players will often think twice. An adjacent defense of 3 and 1 would be stronger as a 2 and 2.

Have a plan and a basic risk game strategy.



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