Risk Online Official RISK game for mobile
Everybody wants to rule the world! Now you can play the classic game of Hasbro's RISK online. This fully licensed version of RISK provides the excitement of. Trete online Multiplayer games bei oder hoste deine Eigenen! • Automatch option für ein schnelles Spiel gegen ähnlich hoch eingestufte Gegner. Andere Entwickler von Onlinespielen haben die Online Pass and Play Funktion auch in ihren Spielen drin! mehr. Informationen. Anbieter: SMG. Now you can play the classic game of Hasbro's RISK online. Cross-platform multiplayer lets you take on the millions of players playing on. atWar, vormals Afterwind, ist eines der besten online Strategiespiele. Scharf auf Risk online? Dieses Strategiespiel hier ist wie für dich gemacht!
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Risk Online - What other items do customers buy after viewing this item?Das gefällt dir vielleicht auch Alle anzeigen. Ihr Shop. Sorry, we failed to record your vote. Cross-platform Multiplayer! Filter reviews by the user's playtime when the review was written:. Retrieved 24 May Register to Play With Your Friends. The player that defeated them receive the Beste Spielothek in West Elisabethfehn finden player's territory cards, if any. Risk is a turn based game with each player starting with their own controllable army in an attempt to capture territories from opposing players and control the entire map. Includes 55 Steam Achievements. Because these cards have all three symbols, they can match with any two other Sms Von Zahl Mobil to form a set. World Conqueror 2. Man wird andauernd von der Warteliste gekickt aus welchen Gründen auch immer. Jeder will die Welt beherschen Cincinnati Bengals Spieler aber jetzt hast du die Chance dazu! Catan Universe. Alle Rechte vorbehalten. Learn how buying works. Zum Anzeigen von Rezensionen in einem bestimmten Zeitraum, markieren Cherry Chat Apk diesen bitte in einem der obigen Graphen oder klicken Sie auf einen einzelnen Balken. Risk Screenshot. Es gibt keine weiteren Rezensionen, die Ihren Filterkriterien entsprechen. Risk - Attack tanks Screenshot. What's this? Requires iOS
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Called Castle Risk , it featured a map depicting 18th century European castles instead of a map of the world. It was a financial disappointment.
It would be 15 more years before the company tried again. In , the rules for Secret Mission Risk , which had been the standard in Europe, were added to the United States edition.
The game was futuristic themed featuring moon territories, ocean territories and commander units and offered a number of expansions.
Starting in , Risk versions themed around media franchises such as Lord of the Rings , Star Wars , Transformers and various others were released in most years, sometimes as many as six editions per year.
A collector's edition of classic Risk in a bookshelf format wooden box was issued in as part of the Parker Brothers Vintage Game series, distributed through Target Stores.
In , Winning Moves , a Hasbro licensee, introduced Risk , a reproduction of the original Parker Brothers version with original artwork, wooden playing pieces and rules.
Many themed versions are being published, along with new themed versions every year or two. In the first editions, the playing pieces were wooden cubes one set each of black, blue, green, pink, red and yellow representing one troop each and a few rounded triangular prisms representing ten troops each, but in later versions of the game these pieces were molded of plastic to reduce costs.
The edition introduced plastic infantry tokens representing a single unit , cavalry representing five units , and artillery representing ten units.
The 40th Anniversary Collector's Edition contained the same troop pieces but made of metal rather than plastic. In the "bookcase" edition, playing pieces are once again wooden cubes.
Equipment includes a large tabletop board depicting a political map of the world, divided into forty-two territories, which are grouped into six continents by color.
The oceans and seas are not part of the playing field. Each Risk game comes with a number of sets either 5 or 6 of different colored tokens denoting troops.
A few different or larger tokens represent multiple usually 5 or 10 troops. These token types are purely a convention for ease of representing a specific army size.
If a player runs out of army pieces during the game, pieces of another color or other symbolic tokens coins, pieces from other games, etc.
Also included is a deck of Risk cards, comprising forty-two territory cards, two wild cards, and twelve or twenty-eight mission cards.
The territory cards correspond to the 42 territories on the playing board. Each of the territory cards also depicts a symbol of an infantry, cavalry, or artillery piece.
One of these cards is awarded to a player at the end of each turn if the player has successfully conquered at least one territory during that turn.
No more than one card may be awarded per turn. If a player collects either three cards with the same symbol, or one of each, or two different and a wild card, they may be traded in for reinforcements at the beginning of a player's turn.
These cards can also be used for game set-up. The two wild cards depict infantry, cavalry and artillery pieces. Because these cards have all three symbols, they can match with any two other cards to form a set.
The mission cards each specifying some secret mission something less than 'conquer the world' are used in the Secret Mission Risk rule variant.
Standard equipment also includes five or six dice in two colors: three red dice for the attacker, and two or three white or blue dice for the defender.
There is also a Golden Cavalry piece used to mark the progressive turn-in value of matched sets of territory cards. The following is a typical layout of the Risk game board, with a table of the corresponding continent and territory names.
As such, the territory borders are drawn to resemble the geography of those regions. This provides an interior space on which to place the army units, adds an element of realism to the game, and also adds complexity.
Most of the territories represent a combination of countries or states; some that have names of single countries or states, such as Argentina, do not represent the boundaries of the real-life entity.
Antarctica and New Zealand are not represented. 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.
Some versions of the board use alternative names for some territories. These names are in parentheses. Not all variations occur concurrently.
Notes . Setup consists of determining order of play, issuing armies to players, and allocating the territories on the board among players, who place one or more armies on each one they own.
At the beginning of a player's turn, they receive reinforcement armies proportional to the number of territories held, bonus armies for holding whole continents, and additional armies for turning in matched sets of territory cards obtained by conquering new territories.
The player may then attack, move their armies, or pass. On a player's turn, after they have placed their reinforcements, they may choose to attack territories adjacent to theirs which are occupied by enemy armies.
A territory is adjacent if it is connected visibly by land, or by a " sea-lane ". Attacks are decided by dice rolls, with the attacker or defender losing a specified number of armies per roll.
When attacking, a battle may continue until the attacker decides to stop attacking, the attacker has no more armies with which to attack, or the defender has lost their last army at the defending territory, at which point the attacker takes over the territory by moving armies onto it, and draws a territory card for that turn.
At the end of a player's turn, they may move armies from one of their territories to another "connected" territory.
A player is eliminated from the game when they have lost their last territory. The player that defeated them receive the defeated player's territory cards, if any.
The victor is the last player remaining when all other players have been eliminated. There are special rules for two-player games: the territories are divided between the two players and a neutral army during setup.
In play, the neutral army only plays defense when attacked, never attacks or moves armies, and doesn't have a turn like an active player.
If the neutral army is eliminated, the game continues under normal rules. Some editions have rules variants regarding how armies or territories are allocated during setup or how armies may be moved at the end of a turn.
There are also variations in the tokens representing armies that don't affect play. European editions assign each player a secret mission, and the game goes until one player completes their mission rather than conquers the world.
Different editions have differing numbers of such missions. The Italian edition uses a different number of dice in battle. Themed variants have different map configurations and substantially different rules.
The rules of some editions describe a variant called Capital Risk , where each player has a capital in one of the initially occupied territories.
The player to capture all capitals wins. Any armies and territories that belong to the losing nation are turned over to the victor.
Capital Risk often leads to much shorter games. Other rules variants for " Risk experts" are also listed. Gaming clubs may also have "house rules" or competition-adjusted rules.
Holding continents is the most common way to increase reinforcements. 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.
Generally, it is thought advisable to hold Risk cards until they can be turned in for maximum reinforcements.
In this case, trading in Risk cards earlier may help acquire the necessary troops. If the conquering player has six  or more Risk cards after taking the cards of another player, the cards must be immediately turned in for reinforcements until the player has fewer than five cards and then may continue attacking.
The objective of this strategy is to avoid early defeat. A player using this strategy might remain in the game all the way to later stages and then mount an attack on the weakest player and start a chain elimination to remove one player after another to win the game.
The term was popularised in real-time strategy games where a player creates a defensive perimeter or a turtle shell around the base of operations.
Solutions to counteract this strategy using cooperation have been proposed. The rules of Risk neither endorse nor prohibit alliances or truces.
Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong.
Because these agreements are not enforceable by the rules, these agreements are often broken. Some players allow trading of Risk cards, but only during their turn.
This optional rule can make alliances more powerful. Capturing a territory depends on the number of attacking and defending armies and the associated probabilities.
In a battle to completion, a player who has more armies even just one more has a significant advantage, whether on attack or defense the number of attacking armies does not include the minimum one army that must be left behind in the territory.
Defenders always win ties when dice are rolled. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use more dice offsets this advantage.
It is always advantageous to roll the maximum number of dice, unless an attacker wishes to avoid moving men into a 'dead-end' territory, in which case they may choose to roll fewer than three.
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All purchases carry across to mobile via your RISK account. System Requirements Windows. Intel HD or better. Storage: MB available space. Recommended: Requires a bit processor and operating system.
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