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RISK CLONE: Parker Bros. Game

Started by October 20, 2004 05:18 PM
12 comments, last by GameDev.net 20 years, 3 months ago
Hello, Before I wanted to design a detective game I wanted to design the best RISK CLONE game possible. I'm just curious if anyone else there plans to do the same thing. Not that I'm recruiting anyone. I just thought it would be nice to talk about certain strategies and ideas to designing a RISK CLONE game. Gets the blood flowing in the brain. Sincerely Triopstor.
There is no strategy in Risk - it's all dependant on the roll of the dice. OK, you could come up with some rules on when and what to attack but that's about it.

Now, if you were to tackle Diplomacy.......

Skizz

P.S. Risk->Detective Game - a bit of a side step there?
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A friend of mine came up with an almost unbeatable risk strategy. You just put all of your men on one country and always make one attack a turn. You'll always get a risk card, and your army becomes unstoppable. It'll take almost forever to win, but you can't lose.
Hello,

I think there is plenty of strategy in Risk:

1. The paths to take in conquest.
2. Dealing with upsets when an opponent removes one from a
territory.
3. Allocation of armies.
4. How to deal with Hot Zone territories. Such as Brazil,
Siam, Greenland, etc.
5. Dice do have different probablities.

But I agree with your point that there is not a whole lot of strategy to something like Axis & Alies. I've heard of Diplomat. I'll look into it.

But yes I plan to get rid of the use of dice & card collecting for my planned official tournament version but will give the option of dice & cards for those who want the element of humanly random fortune.

Thanks for your response and suggesting Diplomat.





Hello Korvan,


> A friend of mine came up with an almost unbeatable risk
> strategy. You just put all of your men on one country and
> always make one attack a turn. You'll always get a risk card,
> and your army becomes unstoppable. It'll take almost forever
> to win, but you can't lose.

I had a similar strategy but I usually go boxed in when I went for a continent such as Africa and couldn't collect a card. It also depends on whether one plays by fixed card values which never go over 10 or 12 and the option of perpetual increments of 5 after a certain point.

Would you know which country your friend preferred? Did your friend never go after a continent?


Sincerely Triopstor.



Well, a friend and I created "Nuclear Risk" that had a whole lot of new features, involving nukes, chem and bio weapons, Europe placing UN people all over the damn globe, annoying land mines, boats, spies, and airstrikes... Congress, defective products, internal dissension, disease... just about everything. If you'ld like to see the rules, I've got them saved somewhere around here.

It takes forever, but it's annoyingly realistic and a whole lot of fun.
gsgraham.comSo, no, zebras are not causing hurricanes.
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In College, we had a programming project. One of the groups made a risk clone. Except it was meant to be very humorous and have lots of twists. What they had were races which had advantages / disadvantages.

I think each race had 1 power they could use at anytime during the game but only use once.

From the few that I could remember, there were the Newfies (Newfoundlanders a "simple" area in Canada for those who don't know). They had the power to double their population.

THe Borg who could take half of a chosen race and add it to their own.

I forget the rest. But you get the idea.
iKonquest.com - Web-based strategy.End of Line
Are you talking about writing AI for your game? If so, don't start with the game Diplomacy - that is a seriously difficult game. However, there are lots of variants on the standard game, some of which might be decent for learning on. Look up the 'Hundred' variant - it has only three players (instead of 7), so there are vastly less options to consider.
Quote: Original post by Korvan
A friend of mine came up with an almost unbeatable risk strategy. You just put all of your men on one country and always make one attack a turn. You'll always get a risk card, and your army becomes unstoppable. It'll take almost forever to win, but you can't lose.


Until your stack up 20 comes up against another stack of 20. Now it's a 50-50 chance.
To Avatar God,

Yes! Very much so would I like to see the rules. That's an awesome game - UN patrols, spies, land mines, Congress...

If you have land mines what kind of map would that be?

How would spies and Congress work?

Please send me the rules here or at Triopstor@Yahoo.ca


Sincerely Triopstor.


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