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Encyclopedia > Risk (game)

A typical game of Risk in play.
Players 2–6
Age range 10+
Setup time 5–20 minutes
Playing time 1–8 hours (player dependent)
Random chance Medium (dice, cards)
Skills required Tactics, Strategy, Luck, and Negotiation

Risk is a commercial strategic board game, produced by Parker Brothers (now a division of Hasbro). It was invented by French movie director Albert Lamorisse. It was originally released in 1957, as La Conquête du Monde (The Conquest of the World), in France. Risk is a turn-based game for two to six players, and is played on a board depicting a stylized Napoleonic-era political map of the Earth, divided into forty-two territories, which are grouped into six continents. Players control armies, with which they attempt to capture territories from other players. The goal of the game is to control all the territories—or "conquer the world"—through the elimination of the other players. Using area movement, Risk ignores realistic limitations, such as the vast size of the world, and the logistics of long campaigns. Image File history File links Risk_logo. ... Download high resolution version (1024x768, 140 KB)A game of Risk in play. ... Tactics is the collective name for methods of winning a small-scale conflict, performing an optimization, etc. ... A strategy is a long term plan of action designed to achieve a particular goal, most often winning. Strategy is differentiated from tactics or immediate actions with resources at hand by its nature of being extensively premeditated, and often practically rehearsed. ... This article is about fortune. ... For other uses, see Negotiation (disambiguation). ... Chess is one of the most well-known and played strategy games of all time. ... A shelf of board games. ... The Parker Brothers logo. ... Hasbro (NYSE: HAS) is an American toy and game company. ... Albert Lamorisse (1922 - 1970) is a French filmmaker best known for The Red Balloon (1956), a short which earned him the grand prize at Cannes and an Oscar. ... Combatants Austria[a] Portugal Prussia[a] Russia[b] Sicily[c] Sardinia  Spain[d]  Sweden[e] United Kingdom French Empire Holland[f] Italy Etruria[g] Naples[h] Duchy of Warsaw[i] Confederation of the Rhine[j] Bavaria Saxony Westphalia Württemberg Denmark-Norway[k] Commanders Archduke Charles Prince Schwarzenberg Karl Mack... This article is about Earth as a planet. ... Animated, colour-coded map showing the various continents. ... Alexander the Great Philip II of Spain Napoleon Bonaparte For other uses, see World domination (disambiguation). ... In board games, particularly wargames, area movement refers to a system regulating the movement of game pieces based on large geographic areas rather than by hexes or squares. ... In the military sciences, a military campaign encompasses related military operations, usually conducted by a defense or fighting force, directed at gaining a particular desired state of affairs, usually within geographical and temporal limitations. ...

Contents

Equipment and its evolution in design

The infantry, the basic unit of Risk, representing one army.
The infantry, the basic unit of Risk, representing one army.
The cavalry, representing five armies.
The cavalry, representing five armies.
The artillery, representing ten armies.
The artillery, representing ten armies.

Each Risk game comes with six sets of armies, each of a different color. Individual sets of armies are denoted by three different tokens. Infantry tokens represent a single army unit, cavalry represent five army units, and artillery ten units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of armies during the game, another colour may be used to substitute, or slips of paper to help keep track of his or her armies. Standard equipment also comprises five dice: two for the defender and three for the attacker, both sets being colour-coded as well. Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... Infantry of the Royal Irish Rifles during the Battle of the Somme in World War I Infantry or footmen are very highly disciplined and trained soldiers who fight primarily with small arms(rifles), but are trained to use everything from their bare hands to missle systems in order to neutralize... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... Not to be confused with Golgotha, which was called Calvary. ... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... Image File history File links Metadata Size of this preview: 800 × 600 pixelsFull resolution (3072 × 2304 pixel, file size: 2. ... For other uses, see Artillery (disambiguation). ... Infantry of the Royal Irish Rifles during the Battle of the Somme in World War I Infantry or footmen are very highly disciplined and trained soldiers who fight primarily with small arms(rifles), but are trained to use everything from their bare hands to missle systems in order to neutralize... Not to be confused with Golgotha, which was called Calvary. ... For other uses, see Artillery (disambiguation). ... Two standard six-sided pipped dice with rounded corners. ...


Also included is a total of fifty-six Risk cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a Risk card set, in order to receive reinforcements. Twelve Mission cards also come with the game, but are used only in Secret Mission Risk.


Originally, the playing pieces were wooden cubes representing one army each and a few rounded triangular prisms representing ten armies each but in later versions of the game these pieces were molded of plastic in order to reduce costs. In the 1980s, these were changed to pieces shaped like the Roman numerals for I, III, V, and X. The 1993 edition introduced infantry, cavalry, and artillery pieces, which were made of plastic. The 40th Anniversary Collector's Edition contained the same troop pieces, but made of metal rather than plastic. Additionally, the movement route between the territories of East Africa and Middle East was removed; this was later confirmed as a manufacturing error. Subsequent editions reverted to plastic pieces, and replaced the missing route.[1] While the European versions of Risk had included the variation "Secret Mission Risk" for some time, the U.S. version did not have this added until 1993.[2] The system of Roman numerals is a numeral system originating in ancient Rome, and was adapted from Etruscan numerals. ...  Eastern Africa (UN subregion)  East African Community  Central African Federation (defunct)  Geographic East Africa, including the UN subregion and East African Community East Africa or Eastern Africa is the easternmost region of the African continent, variably defined by geography or geopolitics. ... A map showing countries commonly considered to be part of the Middle East The Middle East is a region comprising the lands around the southern and eastern parts of the Mediterranean Sea, a territory that extends from the eastern Mediterranean Sea to the Persian Gulf. ...


Standard setup

Setting up the Risk board for play is more involved than in many other games. Players take turns claiming territories by placing armies on them until all the territories are occupied. Remaining armies are placed onto strategic territories to strengthen them. Once armies have been placed the actual game begins. The two-player game differs in that the players use Risk cards to determine where armies are placed. Similarly, in Lamorisse's original version, all players claimed territories based on the Risk cards they were dealt. For example, if a player were to receive the Peru card, then that player would occupy Peru. Albert Lamorisse (1922 - 1970) is a French filmmaker best known for The Red Balloon (1956), a short which earned him the grand prize at Cannes and an Oscar. ...


Player turn

Reinforcements

At the start of each player's turn, the player adds reinforcements to his or her armies. A player receives additional armies based on the number of territories he or she controls, the value of the continents he or she controls, and the value of any Risk card sets he or she turns in. The player receives one army for every three territories under his or her control (ignoring any remainder), with a minimum of three armies per turn. The number of reinforcements for holding a continent varies. For holding Asia, the player receives seven extra armies; for North America and Europe, five; for Africa, three are given; and for the continents of Australia and South America, two reinforcements are placed on the board. For other uses, see Asia (disambiguation). ... North American redirects here. ... For other uses, see Europe (disambiguation). ... A world map showing the continent of Africa Africa is the worlds second-largest and second most-populous continent, after Asia. ... South America South America is a continent crossed by the equator, with most of its area in the Southern Hemisphere. ...


In addition to reinforcements from holding territories, players also gain reinforcements by turning in Risk card sets. During the attacking phase of his or her turn, if a player conquers at least one territory, he or she may claim a Risk card, which is a card showing one of the forty-two territories, and a picture of an infantryman, a cavalryman, or a cannon. There are also two wild cards, which have a picture of all three Risk units, but no territory diagram; these may be used as either infantry, cavalry, or cannon, in order to finish a set of cards. A set of Risk cards is three cards showing the same unit (eg. all three cards have cavalry pictures), or three cards showing one of each type of Risk unit. The number of reinforcements awarded for a turned-in set increases as sets of cards are turned in. Also, turning in a card with a pictured territory owned by the player awards two additional armies to be placed in that territory.


Attacking

Example of matching up attacking (left) and defending (right) dice
Example of matching up attacking (left) and defending (right) dice

After deploying reinforcements, the player may attack to gain territory and get a Risk card. Once an attacker occupies a defender's last territory, eliminating them from the game, the attacker is rewarded with the defender's Risk cards. Image File history File links Size of this preview: 406 × 599 pixelsFull resolution‎ (476 × 702 pixels, file size: 68 KB, MIME type: image/jpeg) An illustration of how to compare the attacker (left) and defencer (right) dice in Risk. ... Image File history File links Size of this preview: 406 × 599 pixelsFull resolution‎ (476 × 702 pixels, file size: 68 KB, MIME type: image/jpeg) An illustration of how to compare the attacker (left) and defencer (right) dice in Risk. ...


Fortifying

When a player has finished attacking, he or she has the option to move any number of armies from one, and only one, of their territories, into an adjacent territory that they occupy. The player must still leave at least one army in each territory. If the player captured at least one territory during the course of their turn, they may draw one Risk card from the deck. A player may not hold more than five cards at a time, therefore, after drawing their fifth Risk card, he or she will be required to turn in a Risk set upon his or her next turn. Play then proceeds clockwise to the next player.


Strategy

Risiko (Italian version) in play
Risiko (Italian version) in play

Image File history File links Metadata Size of this preview: 800 × 599 pixelsFull resolution (2288 × 1712 pixel, file size: 2. ... Image File history File links Metadata Size of this preview: 800 × 599 pixelsFull resolution (2288 × 1712 pixel, file size: 2. ...

Basic strategy

The official rulebook gives three basic strategic tips for the classic rules. First, players should control entire continents to get the bonus reinforcement armies. Second, players should watch their borders for buildups of armies that could imply an upcoming attack. Third, players should build up armies on their own borders for better defense.


Common strategies

Besides basic strategies listed in the official rulebook, there are several more strategies one can apply, many of which revolve around the tactics of fortification. For instance, players often attempt to gain control of Australia early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either Siam or Indonesia).[3] Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. A much riskier and more ambitious strategy involves attempting to hold North America, which provides a sizable five army bonus, but requires three different entry point territories to be defended. For the country formerly called Siam see Thailand SIAM is an acronym for Society for Industrial and Applied Mathematics. ... North American redirects here. ...


Usually, it is best to hold territories within a compact area, in order to facilitate both defense and attack. Spreading one's territories across the globe is risky, since it usually leads to fighting on many fronts and the rapid depletion of one's forces.


Geography also plays a large role in strategy. For example, Australia offers better defense, while South America offers better offense. Australia can be easily defended, since it has the fewest borders, yet its only neighboring continent is Asia, which is the most difficult to maintain. By contrast, South America is more difficult to defend, since it has two borders and the same value of bonus reinforcements as Australia, yet its neighboring continents are North America and Africa, which are both easier to obtain, compared to Asia. South America South America is a continent crossed by the equator, with most of its area in the Southern Hemisphere. ... For other uses, see Asia (disambiguation). ... A world map showing the continent of Africa Africa is the worlds second-largest and second most-populous continent, after Asia. ...


Risk cards also play an important role in strategy. Generally, it is thought advisable to hold one's Risk cards until one can cash them in for maximum reinforcements.[3] This is especially true earlier on in gameplay, as extra armies make a greater difference in the beginning of the game.[3] Eliminating a weak player who holds a large number of Risk cards is also a good strategy,[3] as players who eliminate their opponents get possession of their opponents' Risk cards. Additionally, if a player has five or more Risk cards after taking the cards of another player, he or she must immediately turn the Risk cards in for reinforcements until they have less than five cards and then may continue attacking.


Another common tactic is to simply control the most territories. This is especially effective when the game is deadlocked - or no player is able to attain a continent. Because more territories translates to more reinforcements, having the most land will prove an advantage. (For example, Player A has 22 territories, whereas Player B has obtained South America but only has 11 territories. Player B's income is five armies per turn, yet Player A receives seven armies per turn despite not holding a continent)


It is also common to control "choke points" in order to simultaneously defend a country and prevent another country from being captured. For example, if a player controls North America, he may choose to control Iceland as well in order to force players to conquer Iceland before attacking North America. Moreover, since the player is controlling Iceland, other players are unable to control Europe. Another example is controlling North Africa to defend South America, or Siam to defend Australia, or Kamchatka to defend the western side of North America.


A good strategy would be to attempt to control North and South America together. This is eliminates the southern entry into North America, as well as, the northern entry into South America. The attacking points now become Greenland, Brazil, and Alaska. The player should then attempt to conquer Iceland, North Africa, and Kamchatka and then control them with heavily fortified armies to prevent or slow an attack on the Americas.


Alliances

No official alliances or truces exist in the game, although players often form unofficial treaties or "gentlemen's agreements" to safeguard themselves from attacks while they concentrate their forces elsewhere, or to eliminate a player who has grown too strong. Often, such agreements are broken. For example, one party will suddenly turn on the other by conquering a single territory on a continent controlled by his erstwhile ally, thus weakening the latter's chances of world domination. Look up Alliance in Wiktionary, the free dictionary. ... A Gentlemens agreement is an informal agreement between two or more parties. ...


Dice probabilities

The attacker can use up to three dice, and the defender can only use up to two dice. Since the defender wins the tie between two dice, it is to the advantage of the attacker to use more dice than the defender. The table below demonstrates the probabilities of the outcomes given different combinations of dice: Two standard six-sided pipped dice with rounded corners. ...

Probabilities of winning a dice roll in Risk
(various die combinations)[4]
Attacker
one die two dice three dice
Defender one
die
Attacker wins 15/36 = 41.67% 125/216 = 57.87% 855/1296 = 65.97%
Defender wins 21/36 = 58.33% 91/216 = 42.13% 441/1296 = 34.03%
two
dice
Attacker wins 55/216 = 25.46% 295/1296 = 22.76% 2890/7776 = 37.17%
Defender wins 161/216 = 74.54% 581/1296 = 44.83% 2275/7776 = 29.26%
Both win one n/a 420/1296 = 32.41% 2611/7776 = 33.58%

Differences of rules

Over the years, Parker Brothers and Hasbro have published many different editions of rules for the game. In the most recent rulebook, three variations are given. Since playing Risk with two players is not always as engaging as games with more players, "World Domination Risk for 2 Players" recommends occupying some territories with neutral armies, to come close to the strategic value and fun of an actual three-way game. "Capital Risk" is recommended for a shorter world domination game in which each player has their "capital" in one of their initial territories, and the player to capture all capitals wins.[5] The Parker Brothers logo. ... Hasbro (NYSE: HAS) is an American toy and game company. ...


The "Secret Mission Risk" variant, which has been the standard game in European editions for some decades,[2] gives each player four specific missions short of complete world domination. Missions include various tasks such as conquering two specific continents, e.g. Asia and South America, eliminating one specific other player, e.g. all the blue troops, conquering any twenty-four territories, or conquering any 18 territories, but maintaining at least 2 troops in each. Players do not reveal their missions to each other until the end of the game, which is after the first player to fulfil the condition of their missions displays his Secret Mission Cards and wins the game. For other uses, see Asia (disambiguation). ... South America South America is a continent crossed by the equator, with most of its area in the Southern Hemisphere. ...


The official rulebook suggests variations to the gameplay mechanics for "Risk experts," any or all of which can be used depending on player preference. These suggestions include:

  • Reducing the rate at which Risk card sets increase in value
  • Allowing for faster redeployment of armies at the end of a turn
  • Disallowing more than twelve armies per territory
  • Granting an attack advantage when attacking from or to a territory for which the attacker holds a Risk card
  • Simulating a "commander" in a battle

In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules. This article is about the machine. ...


Territories

The following is a representation of the Risk game board, with a table of the corresponding continent and territory names. The territory and continent links refer to the general use of those terms, outside of the context of the Risk board game.

A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual colouring.
A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual colouring.

The territories of Risk [6] Image File history File links Download high-resolution version (1227x628, 44 KB) I made this map off the blank map in Wikipedia for the Risk article. ... Image File history File links Download high-resolution version (1227x628, 44 KB) I made this map off the blank map in Wikipedia for the Risk article. ...

North America (5) North American redirects here. ...

  1. Alaska
  2. Alberta
  3. Central America
  4. Eastern United States
  5. Greenland
  6. Northwest Territory
  7. Ontario
  8. Quebec
  9. Western United States

South America (2) For other uses, see Alaska (disambiguation). ... For other uses, see Alberta (disambiguation). ... For other uses, see Central America (disambiguation). ... Red shows states east of the Mississippi River, pink shows states not fully eastern or western The U.S. Eastern states are the states east of the Mississippi River. ... For the former United States territory, see Northwest Territory. ... This article is about the Canadian province. ... This article is about the Canadian province. ... Regional definitions vary from source to source. ... South America South America is a continent crossed by the equator, with most of its area in the Southern Hemisphere. ...

  1. Argentina
  2. Brazil
  3. Peru
  4. Venezuela

Europe (5) For other uses, see Europe (disambiguation). ...

  1. Great Britain
  2. Iceland
  3. Northern Europe
  4. Scandinavia
  5. Southern Europe
  6. Ukraine
  7. Western Europe

Africa (3) Northern Europe Northern Europe is the northern part of the European continent. ... For other uses, see Scandinavia (disambiguation). ... The southern half of Europe is shown in shades of red. ... A current understanding of Western Europe. ... A world map showing the continent of Africa Africa is the worlds second-largest and second most-populous continent, after Asia. ...

  1. Congo
  2. East Africa
  3. Egypt
  4. Madagascar
  5. North Africa
  6. South Africa

Asia (7)  Eastern Africa (UN subregion)  East African Community  Central African Federation (defunct)  Geographic East Africa, including the UN subregion and East African Community East Africa or Eastern Africa is the easternmost region of the African continent, variably defined by geography or geopolitics. ...  Northern Africa (UN subregion)  geographic, including above North Africa or Northern Africa is the northernmost region of the African continent, separated by the Sahara from Sub-Saharan Africa. ... For other uses, see Asia (disambiguation). ...

  1. Afghanistan
  2. China
  3. India
  4. Irkutsk
  5. Japan
  6. Kamchatka
  7. Middle East
  8. Mongolia
  9. Siam
  10. Siberia
  11. Ural
  12. Yakutsk

Australia (2) Irkutsk Oblast (Russian: ) is a federal subject of Russia (an oblast), located in south-eastern Siberia in the basins of Angara, Lena, and Nizhnyaya Tunguska rivers, and occupies an area of 767,900 km² (4. ... Kamchatka Oblast, an oblast in Russia. ... A map showing countries commonly considered to be part of the Middle East The Middle East is a region comprising the lands around the southern and eastern parts of the Mediterranean Sea, a territory that extends from the eastern Mediterranean Sea to the Persian Gulf. ... For the country formerly called Siam see Thailand SIAM is an acronym for Society for Industrial and Applied Mathematics. ... This article is about Siberia as a whole. ... Ural (Russian: ) is a geographical region in Russia, around Ural Mountains. ... Yakutsk (Russian: ; Yakut: ) is a city in the Russian Far East, located about 4° (450 kilometres) below the Arctic Circle. ...

  1. Eastern Australia
  2. Indonesia
  3. New Guinea
  4. Western Australia

Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent. The Eastern states of Australia are the states adjoining the east coast of Australia. ... Slogan or Nickname: Wildflower State or the Golden State Other Australian states and territories Capital Perth Government Constitutional monarchy Governor Ken Michael Premier Alan Carpenter (ALP) Federal representation  - House seats 15  - Senate seats 12 Gross State Product (2005-06)  - Product ($m)  $107,910 (4th)  - Product per capita  $53,134/person...


On some versions sold in Canada, Alberta, Ontario and Quebec are known as Western Canada, Central Canada and Eastern Canada respectively.


Official Risk versions

In addition to the original version of 1959, and a 40th Anniversary Edition with metal pieces, a number of official variants of Risk have been released over the years. In recent years, Hasbro has predominantly based its Risk variants on popular films. The most recent example in this trend is the Transformers version, released in June 2007. In chronological order, the variations of Risk that have been released are: This is a list of all the licensed Risk game boards. ... Transformers are fictional alien robots and the titular characters of a popular[1] Hasbro toy line and its spin-offs. ...

Castle Risk is a version of the board game Risk that is played on a map of Europe. ... This is a list of all the licensed Risk game boards. ... This is a list of all the licensed Risk game boards. ... Risk 2210 A.D. is a 2-5 player board game by Avalon Hill that is a futuristic variant of the classic board game Risk. ... Avalon Hill was a game company that specialized in wargames and strategic board games. ... This is a list of all the licensed Risk game boards. ... A map of the Northwestern part of Middle-earth at the end of the Third Age, courtesy of the Encyclopedia of Arda. ... This is a list of all the licensed Risk game boards. ... Risk: Lord of the Rings Trilogy Edition is a board game based upon the game Risk, set, however, in J. R. R. Tolkiens fictional land of Middle-earth rather than the actual Earth. ... Risk Godstorm is a Risk variant board game published by Avalon Hill and designed by Mike Selinker with developers Richard Baker and Michael Donais. ... This article is about the series. ... A scene from Attack of the Clones depicting the Battle of Geonosis, the first battle of the Clone Wars The Clone Wars (also known as the Clone War) are a series of fictional intragalactic battles in George Lucass science fiction saga Star Wars. ... The Galactic Republic is the name of the interplanetary government used in the fictional Star Wars universe prior to the establishment of the Galactic Empire. ... The Galactic Civil War is a fictional war from the Star Wars galaxy. ... The Galactic Empire is one of the main factions in the Star Wars universe. ... In the fictional Star Wars universe, the Rebel Alliance, or more formally, the Alliance to Restore the Republic, is an interstellar terrorist force formed in direct military opposition to the Galactic Empire. ... The Hutts are a fictional alien race in the Star Wars universe. ... This is a list of all the licensed Risk game boards. ... This article is about the novel. ... This is a list of all the licensed Risk game boards. ... For the 1986 animated film, see The Transformers: The Movie. ... The Autobots are the protagonists in the Transformers Universe, a collection of various toys, graphic novels, paperback books, cartoons and movies first introduced in 1984. ... The Decepticons (also known as Destrons in Japan) are the enemies of the Autobots, and the villains in the Transformers toyline and related spin-off comics and cartoons. ... Cybertron from the original cartoon series Cybertron is the home world of the Autobots and Decepticons in the assorted stories in the fictional Transformers universes. ... This is a list of all the licensed Risk game boards. ...

Computer implementations and video games

Several computer and video game versions of Risk have been released, starting with the Commodore 64 edition in 1988 [7] and the Macintosh (Mac) edition in 1989. Since then, various other editions have been released for PC, Amiga, Sega Genesis, PlayStation, PlayStation 2, and Game Boy Advance. The latest version is Risk II for PC and Mac, released in 2000. In addition, there are hundreds of unofficial Risk clones, many of which can be played online. For information on interactive gaming in general, see video game. ... Computer and video games redirects here. ... C-64 redirects here. ... Notable events of 1988 in computer and video games. ... For other uses, see Macintosh (disambiguation) and Mac. ... 1989 1989 in games 1988 in video gaming 1990 in video gaming Notable events of 1989 in video gaming. ... IBM PC compatible computers are those generally similar to the original IBM PC, XT, and AT. Such computers used to be referred to as PC clones, or IBM clones since they almost exactly duplicated all the significant features of the PC, XT, or AT internal design, facilitated by various manufacturers... This article is about the family of home computers. ... The Mega Drive/Genesis was a 16-bit video game console released by Sega in Japan (1988), Europe (1990) and most of the rest of the world as the Mega Drive. ... For other uses, see PlayStation (disambiguation). ... PS2 redirects here. ... “GBA” redirects here. ... Risk II is the official computer and online version of the classic board game Risk. ... 2000 2000 in games 1999 in video gaming 2001 in video gaming Notable events of 2000 in video gaming. ...


Popular culture

Risk's seminal influence on strategy conquest board games is reflected by its numerous references in popular culture. While individual references are too numerous to list, the board game Risk has appeared in various songs, movies, and television series; perhaps most notably in an episode of the sitcom Seinfeld, Malcolm in the Middle and two episodes of Lost. The character of Arnold Rimmer from the TV series Red Dwarf is also an avid Risk enthusiast; he maintains a "Risk Campaign Diary" and enjoys recounting games turn-by-turn to his crewmates. The band R.E.M. mention a series of popular games, including Risk, in their song "Man on the Moon". The comedian Eddie Izzard comments that Adolf Hitler must never have played Risk as a child, due to his failings on the Eastern Front. The Label Maker is an episode of NBC sitcom Seinfeld. ... This article is about a genre of comedy. ... For other uses, see Seinfeld (disambiguation). ... Malcolm in the Middle is a seven-time Emmy-winning,[1] one-time Grammy-winning[1] and seven-time Golden Globe-nominated[1] American sitcom created by Linwood Boomer for the Fox Network. ... LOST redirects here. ... Arnold Judas Rimmer BSc, SSc (Bronze Swimming certificate, Silver Swimming certificate), who sometimes goes by Arnold Jonathan Rimmer, is a fictional character in the television series Red Dwarf, played by Chris Barrie. ... This article is about the British sitcom. ... REM or R.E.M. is an acronym for: Rapid Eye Movement, a phase during sleep U.S. rock music band R.E.M., formed in Athens, Georgia in 1980 Roentgen equivalent man, a unit for measuring levels of exposure to radiation. ... Edward John Eddie Izzard (born February 7, 1962) is a double Emmy-winning English[1] stand-up comedian and actor. ... Hitler redirects here. ... Combatants Soviet Union,[1] Poland, Tannu Tuva (until 1944 incorporation with USSR), Mongolia Germany,[2] Italy (to 1943), Romania (to 1944), Finland (to 1944), Hungary, Slovakia, Croatia, Spain (to 1943, unofficial) Commanders Joseph Stalin, Aleksei Antonov, Ivan Konev, Rodion Malinovsky, Ivan Bagramyan, Kirill Meretskov, Ivan Petrov, Alexander Rodimtsev, Konstantin Rokossovsky...


The April 2008 edition of Wired Magazine re-created an entirely new board that presented the globe in the future, when politics and environmental changes affected technology, land-mass, boundaries and country names. Wired is a full-color monthly magazine and on-line periodical published in San Francisco, California since March 1993. ...


References

  1. ^ a b c Dave Shapiro (December 2002). Risk: The Evolution of a Game. The Games Journal. Retrieved on 2007-05-12.
  2. ^ a b Risk timeline at boardgames.about.com; last accessed May 12, 2007.
  3. ^ a b c d Risk strategies at hasbro.com; last accessed March 12, 2007.
  4. ^ HTML version of the probability distribution of Risk battles URL accessed May 12, 2007.
  5. ^ Risk II
  6. ^Risk territories.” The Gaming Corner. Accessed 2006-05-12.
  7. ^ Commodore 64 edition information at Chronology of the Commodore 64 Computer; last accessed May 12, 2007.

Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 71st day of the year (72nd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ... Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... is the 132nd day of the year (133rd in leap years) in the Gregorian calendar. ... Year 2007 (MMVII) was a common year starting on Monday of the Gregorian calendar in the 21st century. ...

External links

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  • Printable Charts of Odds and Probabilities licensed under the Creative Commons Attribution-Noncommercial-Share Alike

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  • Total Diplomacy Guides for beginners and advanced users on how to use diplomacy and cunning tactics to win the game.
  • Risk FAQ A long-standing and comprehensive list of Frequently Asked Questions about Risk with answers.

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Risk: The Evolution of a Game (3033 words)
Gaming of any kind was relegated to the wee hours of the morning and usually consisted of a computer opponent or something on the internet.
The game of global domination became the game of global domination and beyond with the inclusion of a second map board representing the moon.
Risk: Lord of the Rings is the finest presentation of a Risk game to date.
Risk (game) - Wikipedia, the free encyclopedia (3347 words)
Risk is a commercial strategic board game produced by Parker Brothers, a division of Hasbro.
Risk shares many characteristics with war games, yet relative to other war games, it is simple and abstract.
Risk is a game of numbers, and consequently, the game can "tip" very hard in a player's favor once he or she controls enough territories and continents to build up a steady stream of reinforcements each turn.
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