Every game of Risk should end with a sore loser flipping the board. That's how I learned to play it, and it's really the best way to go with this burned-out classic. Let's face it, Risk starts out as a light, multiplayer conflict, but gradually comes down to a long, slow, lop-sided two-player beatdown. No gamer with an ounce of self-respect should have to endure the final hour of losing a game of Risk, so that's the right time to flip the board.
The thing I don't like about RISK is that it's NOT
Rating
2.0
The game isn't FUN. Someone is going to get control of Australia and win the game. It will take three hours and hundreds of 3-on-2 die rolls, but that's what's going to happen. Better maps make this better. Objectives make this better. Asymmetric powers make this better. Get one of the other versions of this to have fun--the classic version has value as inspiration, not enjoyment.