In Risk II, there is much more than simple world-domination -- the game offers several different modes of play. This page offers explanations of the different modes of play, as well as some of my observations, tips, and simple strategies.
Modes of Play
Tips for Classic Risk/Domination:
- Tournament: a series of 16 levels that must be played in succession. Each level has a specific mission required to advance to the next round. If you die (lose all your troops), your tournament is over. If one of the computer players completes its mission, your tournament is over, UNLESS you managed to annihilate another player (i.e. you were the one who killed its last troop). All my videos show exactly how to beat each level in the tournament.
- Domination: your goal is to conquer either 60%, 80%, or 100% of the entire world (essentially regular Risk).
- Capital: each player chooses one country to be their "capital." To win, you must defend your own capital and conquer a certain number of other capitals (based on the number of players).
- Mission: each player is given a different random mission. Some examples include "Conquer Australia and North America," "Conquer any one continent and have at least one territory in each of the other continents," "Conquer Asia and the territories of Indonesia, Brazil, and Greenland."
- Play conservatively, especially when facing tough opponenets or at the beginning of the game when every troop and territory counts. This means you should leave at least two troops (preferably four) in every territory, even if it is an interior country surrounded on all sides by other countries you own. This prevents your opponents from taking too many territories when they trade cards and break your border defenses; you will quickly take out a large opposing offensive army with four troops in each of your territories.
- Remember that defender wins the draw. This means that if each player has an equal number of dice to roll, the defender has a greater chance of winning.
- Know when to call it quits. You don't have to exhaust all possible attacks each turn. Keep some troops behind as defense, especially in your border countries.
- When attacking, lots of troops in one country and having that army snake around is usually more effective than putting a few troops in a lot of countries and having each attack once.
Tips for Mission and Capital Risk:
- Keep the mission in mind the whole game.
- In capital risk, computer opponents usually place the majority of their reinforcements in their capital, making it easier for you to defeat them. (In other words, capital risk is regular risk with stupider AI.)
Same-Time Risk is fun and fast-paced; you don't have to wait for other players to take their turns before you go again. Basically, once everyone has chosen their territories, everyone places their troops at the same time (so you place all of yours without knowing what anyone else is doing). Next, everyone places reinforcements at the same time. Then everyone makes battle plans. You can have any number of countries attack, and can even have multiple countries attack the same one country. Conversely, you can have one country attack multiple countries (if you have enough troops in it). You are allowed one "surge attack" -- one of your successful attacks can go on to attack a second country. There are also several new territories in Same-Time Risk: Hawaii and Oikiqtaluk in North America, Svalbard in Europe, Philippines and New Zealand in Australia, and Falkland Islands in South America. Same-Time Risk takes some getting used to, but I expect you will enjoy it.
Tips for Same-Time Risk:
- Play aggressively. Because you can travel at most two territories away each turn, there is no point in putting defenses in interior countries.
- Attacker wins the draw, so it is almost always better to be attacking than defending.
- When two countries attack each other, there is a border clash. In these, no one wins the draw (you re-roll), so it is still better to be in a border clash than defending.
- Instead of rolling with 6-sided dice, you roll with 12-sided dice (one from each territory). When you attack with more troops, you are awarded with better dice. Click here for stats on each die.
- When you trade cards, you'll notice that instead of the number of extra troops increasing each time you trade, that there is a set value for the cards. Trading 3 soldier cards earns 4 troops, 3 horses earn 6 troops, 3 cannon earn 8 troops, and 1 of each earn 10 troops.
- Be redundant. If you are attacking two bordering nations, and you think one of the attacks might fail, make a surge attack from one nation to the other. (See below picture.) If you would rather make a different (and more important) surge attack, do so.
My attack to Egypt will probably fail, so I made
a surge attack from the Middle East to Egypt.
Tips for the Tournament:
- If you mess up one turn -- attack the wrong territory or just roll really really bad dice rolls, there is a little-known "undo" feature. It can be explained in three easy steps:
You will start the game from the beginning of the turn you quit on (or quit just after). Note: THIS DOES NOT WORK FOR NON-TOURNAMENT GAMES!
- Before your next turn begins, quit the game
- When you are at the main menu, return to the tournament screen.
- Click the "play" or "continue tournament" button or whatever it's called.
- To go to the next level in the tournament, you don't necessarily have to succeed in the given mission. Instead, you can advance to the next round simply by annihilating an opponent (i.e. you kill him completely so that he has no troops left and you take any of his risk cards). This makes it a good idea to try to kill at least one opponent each game, especially if you think a computer player might complete its own mission before you complete yours.
- You get points in the tournament for winning, having the most troops at the end of the game, and for defeating opponenets.