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Probably the first mainstream Ameritrash game. Players fight for world domination with lots of army pieces on a map of the world. On your turn, you receive reinforcements and then attack other players' territories in an attempt to conquer them. Combat consists of rolling dice and comparing the highest rolls.

Editor reviews

1 reviews

Much like Axis and Allies, this is one of those classic games I'd prefer not to play much again. I don't enjoy the design at this point, I feel like the game has a strange flow w/the cards until a sudden overwhelming wave wipes most opponents off the board. I don't get a satisfying a sense of buildup, defense and borders.

I'd still play it if someone really wanted to, it just wouldn't be my first choice. Luckily it can be a little shorter than something like Monopoly or A+A.

User reviews

7 reviews

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Risk: Deeper than you think...
(Updated: August 06, 2008)
I would rate Risk 3.5 stars. This is so much more a diplomacy game than it is ever given credit for. It will be interesting to see how the latest version plays out.

I would also check out this link to see how you might be able to read more into the game:
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A classic game
(Updated: July 30, 2008)
Risk is a simple war themed game, one of the classics. The strategies involved are simple; most of the strategy comes down to convincing the guy on one front not to attack you so you can focus on the guy on your other front. Mission Risk is a great variant that shortens play time and adds another strategic element to the game. Fun, when I'm in the mood, but it can take kind of a long time (and there's so many other games that provide more fun, strategy, and/or negotiation in a comparable amount of time).
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True pioneering classic that unfortunately has bee
The AT fan is always torn on how to rate and review Risk. After all, this is one of THE most influential *games* of all time, not just AT but for gaming in general. It made conflict gaming available to the masses. It was light enough that grandpa would play it with you.

But do you want to drag out the old girl to play it now? When you have other choices? Not really. (NOTE: If you're talking about the new Risk re-release, things are much different.)

For one thing, the combat system was great for its day but its hard to swallow now. The "only one can fall per dice roll" makes for some oddball situations. Who hasn't dashed ten troops against 3 and ended up retreating, frustrated, because the opponent's dice got hot and you couldn't kill ANYBODY?

Plus, in Vanilla Risk there just isn't that much to DO. On your turn, try to take some ground, toss some dice and hope for the best, collect your card, move on.

Almost every child of Risk has improved on this formula, by giving you game-changing cards, special unit types or leaders/ships, objectives to fulfill, asymmetrical sides, in-game "currency", and so much more. It's hard to justify spending the long amount of time on old Risk when you can get more meat from a game in the same amount of time, with a similar feel to boot.

But we have Risk to thank for everything from Shogun to Fortress: America to Axis and Allies all the way to modern day games like Dust and even War of the Ring. So truly, Risk is a classic. Just one who has been obsoleted.
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Classic game
This is a classic game that's best left to memory, unfortunately as kids we had way too much time and could spend days just rolling dice, those days are over and took with them the good times I had to this game.

This game is brillant for what it is and what represents, however that's nostalgia speaking but if you feel inclined to try then grab one of the newer versions with a built in timer mechanic and you can relieve the glory days without much worries.
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Flip the board!
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.
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