Interesting Questions, Facts and Information
- There are a total of 70 general entries. We are selecting 30 for display.
Interesting Questions, Facts, and Information
2. They are Mount Doom and Gorgoroth.
2. They are Borderlands and Fornost.
4. By land are Lebennin and Lamedon. By sea are Umbar and Minhiraith.
3. They are Enedwaith, Minhiraith and Eregion.
4. They are Mithlond, Tower Hills, Borderlands and Evendim Hills.
2. They are Ithilien and Harondor.
3. They are Lebennin, Gap of Rohan, and Ithilien.
4. They are North Mirkwood, Eastern Angmar, Anduin Valley and Rhudaur.
2. They are Mount Doom and Dead Marshes.
4. They are Buckland, Fornost, Weather Hills and South Downs.
3. They are Andrast, Vale of Erech and Druwaith Iaur.
2. They are North Mirkwood and Withered Heath.
2. They are Eregion and Gladden Fields.
2. They are Tower Hills and Buckland.
3. They are Harondor, Deep Harad and Near Harad.
4. They are Anduin Valley, Emyn Muil, Brown Lands and Eastern Mirkwood.
3. They are Gap of Rohan, The Wold and Lorien.
3. By land is Deep Harad. By sea are Belfalas and Minhiraith.
6. By land are Forlindon, Harlindon, Tower Hills and Lune Valley. By sea are Minhiriath and Forodwaith.
3. They are Eregion, Weather Hills, and Carrock.
6. They are Dead Marshes, Emyn Muil, Rhun Hills, South Mirkwood, Eastern Mirkwood and South Rhun.
6. By land are Borderlands, Angmar, Eastern Angmar, North Rhun and Withered Heath. By sea is Mithlond.
Deploy a certain number of armies on the board. There are two types of Risk: World Conquest and Mission. World Conquest involves eliminating players until one player remains and holds all territories on the board. This way of play takes hours. I like to play Mission Risk, though. In this way, each player is dealt a mission card with instructs that they must fulfil in order to win the game. There are twelve different missions, split into three different types:
Destroy a player:
"Destroy all Gray troops. If yours are the gray troops, then: Occupy 24 territories of your choice."
There is a card like this instructing the player to destroy any of the six colors (black, blue, green, yellow, red, or gray).
Capture a certain number of territories:
-"Occupy 24 territories of your choice."
-"Conquer 18 territories of your choice and occupy each with at least 2 armies."
Capture two continents:
-"Conquer the continents of Asia and Africa."
-"Conquer the continents of Asia and South America."
-"Conquer the continents of North America and Australia."
-"Conquer the continents of North America and Africa."
2. The attacker gets as many dice as the number of armies he is attacking with, minus one. Therefore, he cannot attack with one army; he'd have no dice! The attacker may only roll up to three dice, however.
The defender gets as many dice as he has armies defending his territory, up to two.
In battle, both players roll their dice. Then the highest rolls of each player's throw are paired together. For each higher number in the pair, the winning player destroys one of the other player's armies, regardless of whether he is attacking or defending. Say the attacker rolls a 5-3-4 and the defender rolls a 5-3. You'd pair the pair of fives and the 4 and the 3 together. In this case, both the attacker and defender would lose one army. (Defenders win all ties!)
|How many reinforcements does a player get at the beginning of his turn if he holds 20 territories, no continents, and turns in no match?||Is It Worth The Risk?
6. There are three steps to figuring out the number of reinforcements a player receives at the beginning of his turn: territory holdings, continents, and matches.
First, a player counts the number of territories he holds. Then he divides that number by three and always rounds down. In this case, 20/3=6.66. That number rounded down is six.
Next, a player looks to see if he holds any continents. The reinforcement bonus for continents is as follows:
North America: 5
South America: 2
Lastly, a player sees if he has any matches in his cards.
(A player receives a card after each turn in which he conquers another country. They have country pictures on them and pictures of the three pieces.)
A match consists of a Soldier-Horse-Cannon or a three-of-a-kind, such as a Cannon-Cannon-Cannon.
These matches are slid under the bottom edge of the board and under the number of reinforcements a player will get. The more matches that have been previously turned in, the more reinforcements the current match will be worth. (For instance, the first match is worth 4 armies and the second is worth 6. The last is worth 60.)
All of those numbers are added together to find the total number of reinforcements a player receives on his first turn!
Overseas borders between countries. Countries can only attack other countries with which they have borders. The dotted lines add extra borders to nearby countries that may be, for instance, islands.
5. The soldier piece is worth one army, the horse is worth five, and the almighty cannon is worth ten. Those are the only three pieces available; hence, none are worth twenty.
6. The game comes with six different sets of armies, all of which are different colors. The choices are black, blue, green, yellow, red, and gray.
(Black is my personal favorite.)