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Risk | 
enlarge | Brand: Parker Brothers Category: Toy
List Price: $22.99 Buy New: $19.41 You Save: $3.58 (16%)
New (10) Collectible (7) from $17.99
Rating: 13 reviews Sales Rank: 778
Batteries Included: No Age: 8 - 15 years Shipping Weight (lbs): 2.9 Dimensions (in): 2.5 x 15.8 x 10.5
MPN: 45086 Model: 45086000 UPC: 053569326951 EAN: 0053569326951 ASIN: B0017RXZO8
Availability: Usually ships in 24 hours
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| Features:
| • | With an updated map and all-new playing pieces, increased rewards for bold moves, and easy to learn rules, you'll be ready to take on whatever lies ahead | | • | Test your nerve with the basic training game--a quick and easy way to play | | • | Finally prove your courage in World Contest-an updated edition of the classic Risk game | | • | Bottom line: 3 ways to play, faster game play, and updated map and playing pieces | | • | Includes game board, 7 dice, deck of 42 cards, 5 sets of colored units, 5 capitals, 15 cities, parts sheet and instructions |
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| Editorial Reviews:
Product Description This classic game of global domination has led the world in military strategy games since 1959. Each player competes to capture all 42 territories in an effort to dominate the globe. All-new features include multiple gameplay options and two different levels - Bootcamp and Officer's Club. Includes 360 military miniatures. For 3 to 5 players.
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| Customer Reviews: Read 8 more reviews...
Waste of Money December 29, 2008 This version of Risk is not good or fun or anything a good game should be.
The game instructions are very minimal and leave a lot of unanswered questions. There are three example setups that you can use (one for 3 players, one for 4 players, and one for five players)... but there are no general instructions for setting up the game after you get past the beginner phase. There are no instructions for a two player version of the game at all.
The packaging is very poor. Shake the box up (after everything is put away) and all the pieces get mixed up.
Twist on Risk... PLUS HOW TO PLAY IN TWO PLAYER!! December 28, 2008 1 out of 1 found this review helpful
This is a pretty sweet version of the original game of risk. The only problem is you can't play with two people. However, I figured out how to do it! Take the risk cards, and label seven with a "I", seven with a "C" and 7 with a "A". Those now become your artillery, cavalary and infintri cards. Then use two of the discard cards and label them wild. When you play, you use the arrows like this. The single arrow stands for infintri, the three arrow stands for the cavalary and then use a different color arrow to represent your artillery. Done and Done! Now you can play classic risk with two players as well as the cool new version! Sweet game. Definitely highly recommended!
Risk gets better with age, and widens its audience, too. December 23, 2008 I've been a big Risk fan for decades now. I first bought the game and played it with from friends in junior high school....then I bought my first Risk variant "Castle Risk" in 1987...while I was in high school. I still have both of those version in my game collection. Castle Risk was a blast and probably still my favorite of all time. It was just a map of europe....circa the 1650s. and there were ships and castles and flags and all that good stuff. overall it was an awesome game.
Then they stopped making castle risk by itself about one year later...they bundled it with regular Risk for a while and then it disappeared entirely. Only the regular old Risk survived. That was pretty boring and occasionally there'd be an update and I'd buy it. My original "Roman Numeral" shaped army men were replace with a horse, a canon, and a soldier, then later a series of multi-pronged star shapes, then still later some wooden cubes and ovals (which were "retro" pieces). They all sorts of Risk variations popped up. Lord of the Rings, Star Wars, Risk 2210, Risk Godstorm, etc. all really fun games really, but suited for advanced gamers and not really suited for family get-togethers and causal gaming encounters. I've played them all either dozens or hundreds of times and I have to assert that my wife, my neighbors, my non-gaming friends, etc. don't really enjoy complicated rules or long drawn-out gameplay.
The new Risk accomodates their need for a shorter, more accessible game. Games typically last about an hour and 15 minutes with four players. the rules are slightly more complicated than classic Risk, but the payoff is that more people will play the game with you. In addition, there's no long, tortuous boring time for those who are out of the game early and are stuck watching the near eternal battle of attrition between the final two titans....and the hard part is that just when you think the game was mericfully about over, someone would turn in a set of cards for another huge pile of armies and that would extend the game by another 45 minutes.
This new version of Risk has rules which are already detailed by other reviewers, but I wanted to use this forum to mention how the new rules affect the gameplay versus older versions of the game.
I think it will greatly widen the audience for this great game.
excellent December 20, 2008 i was very pleased how quickly I got the game. It was a Christmas present so other than the arrival I can't say anything else. I am sure my grandson will be thrilled
The New Risk - Black Ops December 6, 2008 4 out of 4 found this review helpful
Note: 1. Though I had the opportunity to playtest the prototype version of this game, the following is based on plays of the finished product alone.
2. The prototype version was known as Black Ops. This is the same game with different colors.
Relative to the enormous number of games that have been published, there are a rare few that have enjoyed popularity for fifty years. Risk is one of the rarities. Originally introduced in 1957 (in France) it was published in the United States, by Parker Brothers, in 1959. Since its inception, the game has grown in popularity and is now published around the globe in more than 20 languages. There have been several computer and console renditions as well as a variety of play-by-mail or play by email groups. There are Risk clubs and leagues and even a World Championship held in October of each year.
From 1959 to 1999 the only variation to the classic version of Risk was Castle Risk introduced in 1982. Beginning with Risk Napoleon in 1999 there has been a new variant introduced almost every year. (These include: 2210, Godstorm, Lord of the Rings, Star Wars: Clone Wars, Star Wars the Trilogy Edition, Warriors (the card version), Narnia, Transformers and Express. (This does not include the various versions published either by small/self publishers or the variants published in Italy where Risk has a substantial following.) Each version is different enough from the other publications that no two versions are interchangeable. With the exception of Knizia's Risk Express the only feature that all of the games share is the basic combat system. These are not simply themed games where the play of the game remains the same but a new theme is tacked on; these are unique. The complexity of the games range from the vary basic (Express) to the fairly complex (Napoleon).
I have played the various versions of the game for many, many years (Moses and I even played a few - he is a poor sport). Classic Risk was my introduction to the world of sophisticated gaming and what a ride it was. As with so many gamers that have played a substantial number of games of Risk, there are tales to tell, memories of games that will never be duplicated. This is an area at which Risk excels. The game generates a story as you play; it has an initial stage, a middle game and an end game. It is an aspect of gaming that so many other games fail at. The game unfolds as a novel or movie might. Many classic games (Chess for example) posses this trait and there are several modern games that have managed to include it (Diplomacy, Civilization, Imperial, Struggle of Empires, etc.) These are rare games; games that afford the memorable moments.
Another aspect of Risk games is the emotional response generated during the game. Few other games produce this affect. One can play hundreds of other games, that while interesting, fun and challenging, simply do not ignite this fire in the player. Risk does this and does it very well. All Risk players have encountered the normally reserved player that becomes overly aggressive during a match. Though I cannot explain this with certainty, I suspect that it is the result of the simple rules and player elimination in the game. Consider that the rules to most Risk games are minimalist, so basic that even non-gamers can easily absorb them allowing the player the opportunity to concentrate on strategy rather than remembering the rules. When this is combined with the possibility of elimination, the result is a do-or-die game experience. (Add in a dose of testosterone and the mix can be explosive - as well as entertaining.) The final common thread in all Risk games is the nature of the contest itself. Each of the games represents an epic battle of some sort from conquering the world to establishing control over a galaxy. It is this bigger than life theme that pulls so many players into the games. If one considers the theme in relation to that of movies it is simple to see that it is the epic films that are remembered, the films in which good versus evil in some near apocalyptic form is described. When suggesting a film to a friend, which is the most likely topic to interest him/her; world domination or planting fields? Theme plays a significant role in all Risk games.
So what of Black Ops? As I mentioned earlier I have been playing Risk for a long, long time. When I first played Black Ops, I was disappointed; this did not feel like Risk. I deliberately waited to write about the game until I had played it a few more times. First impressions are not always accurate especially in gaming. Since that first game I have played Black Ops a significant number of times; more than any other Risk game this year. Unlike classic Risk with its relatively straight forward strategies, Black Ops is far more subtle without sacrificing the simplicity of the rules set. It has all of the elements of a typical Risk family game. Transformers and Narnia have simple rule sets but lack the depth of Black Ops. This is a game where repeat play will reveal additional strategies and opportunities for play. It is a mix of Mission Risk, Capital Risk and the classic game with a few tweaks incorporated. It surpasses the original in the variety of routes to victory.
Similar to many Eurogames, the set up almost insures that no two games will be alike. Locations for the cities and the objectives will be different in every game. (I can foresee player designed objectives increasing the variety.) Retaining player elimination adds a level of tension to the game that is not found in so many others. In a four or five player game, player elimination becomes a vary viable option for victory. The playing time is short enough that elimination will not result in long periods of wandering about the room; most often, when a player has been eliminated, the game ends. As with the classic version of the game, familiarity and experience are rewarded. The dynamic is such that new players may win but the experienced player has an advantage.
I would be remiss if I did not mention a few of the changes incorporated in this new version. As with many home rules and several of the newer published versions of Risk, moving armies at the end of a turn is not limited to an adjacent space. A player is permitted to move armies along any connected chain of territories. This eliminates the problem of trapped armies and allows for surprise movements. The second and most significant change is with the determination of reinforcements. Cities, capitols, territories, continents and cards are included but the value of the cards has been completely revised. The new method introduces another level of strategic choices. It is a wonderful addition that presents the player with more control but tougher decisions as the opportunities have expanded. It is worth playing for this change alone.
Finally Seinfeld fans will be disappointed to discover that the Ukraine has been replaced with Russia. (Sorry Kramer.)
I have read in several articles that this version of the game will replace classic Risk. Originally I was disappointed believing that Black Ops just wasn't up to the task....I was wrong. While retaining the introductory nature of the classic game this is a far superior version of Risk. It is quicker and offers more `gameplay' without sacrificing the critical elements of Risk family games. Being totally honest, I have not bothered with the world domination version of classic Risk in years. When we play the classic board it is with the 2003 edition of Mission Risk. If I were to devote the time required for the classic game, I would rather play 2210 or Godstorm. Black Ops however, is a game that will come off the shelf often. It is a superb revision of the classic game.
If some version of Black Ops replaces the original it will not only introduce new players to more advanced gaming (as the original did) but may drag in some of the Eurogame crowd. As an introductory game, the variety of player decisions and options far exceeds that of Ticket to Ride or Carcassone and rivals that of Settlers of Catan.
Black Ops is the real deal.
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