Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site rlvd.UUCP Path: utzoo!linus!decvax!ucbvax!ucdavis!lll-crg!seismo!mcvax!ukc!warwick!rlvd!mike 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) Distribution: net Organization: Rutherford Appleton Laboratories, Atlas Buildings, U.K. Lines: 40 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!)