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From: mike@rlvd.UUCP (Mike Woods)
Newsgroups: net.games.board
Subject: Re: Opening Discussion (really RISK)
Message-ID: <779@rlvd.UUCP>
Date: Wed, 11-Sep-85 12:15:59 EDT
Article-I.D.: rlvd.779
Posted: Wed Sep 11 12:15:59 1985
Date-Received: Wed, 25-Sep-85 06:18:48 EDT
References: <394@brl-sem.ARPA> <47@ucdavis.UUCP> <399@brl-sem.ARPA>
Reply-To: mike@rlvd.UUCP (Mike Woods)
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Organization: Rutherford Appleton Laboratories, Atlas Buildings, U.K.
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Xpath: warwick ubu

In article <399@brl-sem.ARPA> jeffh@brl (the Shadow) writes:
>Risk is a perenial favorite.
>
>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.
>			the Shadow

I was quite surprised to discover that Risk has such a following in
the US. This leads me to ask a question, how many people have heard
of WARLORD (or its later incarnation as APOCOLYPSE by Games
Workshop)? WARLORD was marketted privately in Britain so all you
States-side people probably missed it but I think Games Workshop
sell over there. Anyway, the games is vaguely similar to RISK in
that you have groups of armies that bundle each other to gain
control of land that produces more armies to bundle for more land...
I think that jsut about end the similarity as you get different
grades of territory (cities, industrial, agricultural, mountains,
wasteland and sea) which produce more or less armies per go; nicer
combat which involves much less luck (attacker chooses a number on a
six-sided die and places it under a cup (there are rules to restrict
his choice of numbers based mainly on the number of armies he is
attacking with and the terrain the defender is in) and the defender
has to guess the number, if he gets it right the attacker loses that
number of armies, if he gets it wrong the defender loses one army,
if all the defender's armies are eliminated the attacker moves in
the same number of armies as he chose on the die) and gives plenty
of room for tactics; and nuclear missiles which are really the heart
of the game. The rules are quite short (about 8 sheets of sparsely
typed A4; probably less than RISK) but the game if much more
challenging to play.

If this has wet your appetite enough then I am willing to give a
full review. In my book, this game deserves much more recognition.

Mike (Nuke um til they stop moving) Woods.

(I disclaim all responsibility for Nuclear missiles)
(In fact I disclaim all responsibility!)