We house ruled all versions of risk like this: First turn everyone get their reinforcments and places them down, then we play without getting more troops the first turn. Only in the second turn we reinforce like normal. This allows you to setup defenses or offensives. If some ended up with more staring territory he had to man them from his reinforcments. Kept things kinda balanced, but the whole banter and personal feuds usually decided the course of the game.
Played a ton of risk when i was a kid but never realized the flaw of the last place. It feels pretty bad indeed (in risk in general, not just this version). I'm surprised they never tried to fix it all these years. Something like more troops/first territory choice for the last player sounds reasonable. Also you are totally right, "first turn reinforcements" makes zero sense.
Your rule fix is great, but do you know SPQRisiko? In this variant of Risk!, they partially solve the problem of the turn order of play with a mechanic of picking one territory at a time from a hand of three cards until all the territory card are chosen. Then, you can conquer at most 3 territory each turn, so a rush against the enemies by the first player is impossible. These mechanics also matches with the italian rules for Risk; these rules set three dices for the defender as well as for the attacker. Therefore, the attacker usually loses 1/3 more units than the defender, so the first in round is not so stronger than the other players.
Random turn order every turn. 5 tokens in a bag, draw a token at the start of each turn and whoever's it is goes. Makes it harder to place units expecting to go first or even before your opponent, and the same goes for further into the game, you could set up for an attack and then go last. It does open a can of worms for going last and then going first for a double turn, but you also went last so if anything it's a little prize. Plus, it adds tension and excitement after each players turn, will it be me next? If it's you then you are going to get to attack and take my territory before I can do the same to you!
Why put so much work into making a game just to have such a glaring flaw? If only board game creators had a better way to proof their games before selling to the general public... BoardGameHackers!! Save us!!!
Your production quality is insane. Your editing is well impressive. Thoroughly enjoyed just watching all the effort!
many thanks! that lava base is legit. cheers
Imagine losing before even playing peak game design
right, and the game is endlessly popular!
We house ruled all versions of risk like this:
First turn everyone get their reinforcments and places them down, then we play without getting more troops the first turn. Only in the second turn we reinforce like normal. This allows you to setup defenses or offensives. If some ended up with more staring territory he had to man them from his reinforcments. Kept things kinda balanced, but the whole banter and personal feuds usually decided the course of the game.
YES, that is bang on!!
Star Wars risk was actually really fun.
I can’t wait to see you review GI Joe A & A and North Africa A & A!
my pre order is in! vids are a' comin. I'll take a closer look at Star Wars RISK. cheers
@@BoardGameHackers Star Wars Risk is basically Episode 1 Avalon Hill Queens Gambit game but $50 instead of $500.
ooo, I like the sound of that. maybe I should do a video on it.
@@BoardGameHackers you should! It’s actually really fun.
Played a ton of risk when i was a kid but never realized the flaw of the last place. It feels pretty bad indeed (in risk in general, not just this version). I'm surprised they never tried to fix it all these years. Something like more troops/first territory choice for the last player sounds reasonable. Also you are totally right, "first turn reinforcements" makes zero sense.
Your rule fix is great, but do you know SPQRisiko? In this variant of Risk!, they partially solve the problem of the turn order of play with a mechanic of picking one territory at a time from a hand of three cards until all the territory card are chosen. Then, you can conquer at most 3 territory each turn, so a rush against the enemies by the first player is impossible. These mechanics also matches with the italian rules for Risk; these rules set three dices for the defender as well as for the attacker. Therefore, the attacker usually loses 1/3 more units than the defender, so the first in round is not so stronger than the other players.
oof, wouldn't want to be last. What a terrible flaw. Your work is incredible. Can't wait to see what you've got coming next!
Thanks a ton! cheers
Maybe tying your faction to turn order would be the right move. Like first turn player gets the worst faction, 5th turn player hets orks
Random turn order every turn. 5 tokens in a bag, draw a token at the start of each turn and whoever's it is goes. Makes it harder to place units expecting to go first or even before your opponent, and the same goes for further into the game, you could set up for an attack and then go last. It does open a can of worms for going last and then going first for a double turn, but you also went last so if anything it's a little prize. Plus, it adds tension and excitement after each players turn, will it be me next? If it's you then you are going to get to attack and take my territory before I can do the same to you!
These videos have been great
Crazy sauce, and this is not just me hopping on the comment section to boost search ranking hahhaha 😅
You and me both!
@BoardGameHackers yes, next vid is filmed. Just needs the old edit.
woot excited.
Why put so much work into making a game just to have such a glaring flaw? If only board game creators had a better way to proof their games before selling to the general public... BoardGameHackers!! Save us!!!
I'm one pair of superhero tights away from saving the board gaming world. what do we think? blue or black?
Lavender... it would go well with your eyes 🤣
I know a guy ;)