A couple of things left out by @thedicetower that make Risk Strike more interesting then Tom led on. 1. Losing your last card as an attacker means it becomes available for anyone to take in their card draws. Makes the decision on whether or not to continue the attack more interesting. 2. The game really shines at 3+ players because you can play troops on battles you're not the attacker or defender on. It's a simple rule, but really adds some depth. Temporary alliances and backstabbing suddenly become part of the game. It's better than a 6.5
1. Can you choose the card you want during the card draw or do you need to take the upper one of the reveals cards Also I could not find this rule in the rules Edit: found rule, you can choose from the draw card
Question - what happens if you run out of Continent Cards? Should you either (a) Reshuffle the Surrendered Continent Cards deck to use as the new Continent Cards deck? (b) Use the Surrendered Continent Cards deck only? Many thanks for uploading this video and apologies if I have overlooked the answer.
This is kind of a criminal review, Tom. You barely touched on the more interesting aspects of the game, and the fact that it shines with the higher player counts. 1. There is no player elimination, and players can help eachother by playing troop cards for others or using devastating Tactic cards to sway the battle. 2. Attackers that lose a territory card in battle move that card to the center of the table, where it can be picked up as part of the 2 cards during the next players turn. The rules dont clarify whether you can look through this stack or not, but I think playing so that the top card must be taken works better. 3. The game definitely is shorter than Risk, but 10 minutes is a bit exaggerated for short length at higher player counts. Ive had games go as long as 20-30 minutes with 3 or 4 players. 4. It is super easy to adjust game length by increasing the number of control tokens needed to win. This means longer games can be played without any major changes to the rules. With all of that said, I think this game is a resounding success at making Risk a much faster and more involved game. The cardplay works wonderfully, and once everyone knows all of the cards that are available, a decent layer of strategy emerges. Easily at least an 8/10. Components are also nice for a $20 game, and its a perfect travel size.
Bro i have a question regarding tactics card Assume player 1 declares war on player 2 and both place active troops cards during troops deployment phase. Then player 3 plays an artillery card and Targets player 2 destroying two troops cards. My question is, is the play made by player 3 valid ? Can he play such card out of turn. I also have similar questions about using the sabotage and cancel orders cards in the same situation.
A couple of things left out by @thedicetower that make Risk Strike more interesting then Tom led on.
1. Losing your last card as an attacker means it becomes available for anyone to take in their card draws. Makes the decision on whether or not to continue the attack more interesting.
2. The game really shines at 3+ players because you can play troops on battles you're not the attacker or defender on. It's a simple rule, but really adds some depth. Temporary alliances and backstabbing suddenly become part of the game.
It's better than a 6.5
I'd give it a solid 8.0
1. Can you choose the card you want during the card draw or do you need to take the upper one of the reveals cards
Also I could not find this rule in the rules
Edit: found rule, you can choose from the draw card
@@denizkandemir9744I just play as you take the top card of the face up pile.
Sounds like Cosmic Encounter the way you describe it
@@HFOfficialnever played that, but if that's the case, then @thedicetower should have liked it a lot more !
When I read the title, I thought it was a Risk themed version of Strike, the dice game! Now THAT would be cool.
Question - what happens if you run out of Continent Cards? Should you either
(a) Reshuffle the Surrendered Continent Cards deck to use as the new Continent Cards deck?
(b) Use the Surrendered Continent Cards deck only?
Many thanks for uploading this video and apologies if I have overlooked the answer.
I was hoping this was going to be a re-release of Risk Express.
I was thinking this was the Risk version of Age of War finally being printed for the US.
I want to play Risk Legacy.
It is an excellent way to play RISK!
This is kind of a criminal review, Tom. You barely touched on the more interesting aspects of the game, and the fact that it shines with the higher player counts.
1. There is no player elimination, and players can help eachother by playing troop cards for others or using devastating Tactic cards to sway the battle.
2. Attackers that lose a territory card in battle move that card to the center of the table, where it can be picked up as part of the 2 cards during the next players turn. The rules dont clarify whether you can look through this stack or not, but I think playing so that the top card must be taken works better.
3. The game definitely is shorter than Risk, but 10 minutes is a bit exaggerated for short length at higher player counts. Ive had games go as long as 20-30 minutes with 3 or 4 players.
4. It is super easy to adjust game length by increasing the number of control tokens needed to win. This means longer games can be played without any major changes to the rules.
With all of that said, I think this game is a resounding success at making Risk a much faster and more involved game. The cardplay works wonderfully, and once everyone knows all of the cards that are available, a decent layer of strategy emerges. Easily at least an 8/10. Components are also nice for a $20 game, and its a perfect travel size.
so many unanswered questions about this game!
Man I was really hoping this was a cross between Risk and Strike...
Nothing like getting the rules to a simple game wrong in a game explanation video.
Bro i have a question regarding tactics card
Assume player 1 declares war on player 2 and both place active troops cards during troops deployment phase.
Then player 3 plays an artillery card and Targets player 2 destroying two troops cards.
My question is, is the play made by player 3 valid ?
Can he play such card out of turn. I also have similar questions about using the sabotage and cancel orders cards in the same situation.