Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site brl-sem.ARPA Path: utzoo!watmath!clyde!burl!ulysses!gamma!epsilon!zeta!sabre!petrus!bellcore!decvax!genrad!panda!talcott!harvard!seismo!brl-tgr!brl-sem!jeffh From: jeffh@brl-sem.ARPA (the Shadow) Newsgroups: net.games.board Subject: Re: Opening Discussion (really RISK) Message-ID: <399@brl-sem.ARPA> Date: Wed, 4-Sep-85 14:18:26 EDT Article-I.D.: brl-sem.399 Posted: Wed Sep 4 14:18:26 1985 Date-Received: Sat, 7-Sep-85 04:26:41 EDT References: <394@brl-sem.ARPA> <47@ucdavis.UUCP> Reply-To: jeffh@brl (the Shadow) Distribution: net Organization: only the Shadow knows Lines: 28 In article <47@ucdavis.UUCP> ccrdan@ucdavis.UUCP (Dan Gold) writes: > >You might also consider the classic of classics, Risk. Risk is a perenial favorite. (Funny how the games with the simplest rules seem to last the longest -- e.g. Diplomacy) We used to drag it out after we'd gotten "rules overload" from some other game (Star Fleet Battles Expansions, for example), and play for an evening. I have noticed that the games tend to fall into some definite and recognizable patterns, especially in the latter part of the game. I was wondering if anyone out there has any interesting ways of avoiding this end-game stagnation. Someone recently posted an ar- ticle about "Thermonuclear RISK" to net.games. This sounded like fun, although i have not had a chance to play it yet. We used a variant on rules for turning in cards to make things interesting: when the number of armies for a set reached 25, the next set would only bring in 4, then we would use the same progression up to 25, where it would drop again. I'm sure there are other possibilities out there. Let's hear 'em. "I saw a man once leap into a pit to see how deep it was. But no doubt you are wiser." the Shadow ARPA: UUCP: {seismo,decvax,cbosgd}!brl!jeffh