|[[Deep Red Games]][[Category:Deep Red Games]]|
|[[Hasbro Interactive]][[Category:Hasbro Interactive]]|
|Microsoft Windows and Apple Macintosh|
|America ESRB: Everyone (E)|
|1.01u (United States). 1.01e (European)|
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Risk II is the official computer and online version of the classic board game Risk. Risk II was developed by MicroProse, designed by Deep Red and published by Hasbro Interactive in 2000. The graphics and sound far surpassed previous computer versions of the game.
In addition to the classic board game style of play, Risk II introduced new modes including a single-player tournament and a brand new concept called SameTime, in which turns are taken simultaneously by all players. Up to eight players can play, in any combination of human and computer opponents (as long as at least one player is human). Available computer opponents are an assortment of mostly 18th and 19th century generals: Campbell, MacKenzie, Marmont, Barbacena, D'Erlon, Maransin, Solignac, Sherbrooke, Aubert, Spencer, Taupin, Freire, Vauban, Baird, Bonaparte and Wellington. Each computer opponent has a different style of attack and a different reliability in honoring alliances.
Game Types[edit | edit source]
Classic Risk[edit | edit source]
Classic style employs the standard rules of Risk (depending on version, see below), which is one attack move at a time from one location. In this game type, you can attack as many times as you like, and may move through multiple territories with one army, although at least one unit has to be left in any territory you capture. You may also retreat from an attack and move units from one territory to another territory at the end of your attack turn, providing both territories are bordering.
Same Time Risk[edit | edit source]
Same Time Risk is a very different concept, and mostly suited for digital play. You may use two or more different armies from one or more different territories to attack a bordering territory.
After placing reinforcements and making your move, the map will show you your own and the enemies moves and where they will attack. Then you will fight every battle individually (unless AI are battling each other, in that case it is automatically resolved) until all moves have been played.
The Same Time concept requires dynamically different strategies from that of the Classic game. An attack from 2+ territories to a single enemy territory is called a 'Mass Invasion'. If two different teams attack a territory that fails to defend them, then a 'Spoils of War' battle ensues at the end of the turn between the two armies who fought for the territory in question. You can only move through one territory at a time when attacking, although one army is granted a 'Surge Attack', which can be used to thrust a designated amount of soldiers from a newly acquired territory into a neighboring one. If two armies meet when attacking, a 'Border Clash' battle occurs, which is the first to be resolved.
The dice are also different, and create a new strategy for using your soldiers. If you use 3 armies to attack (over 3 bordering territories), you will use 3 dice. If you use just 1 army, you will only use one die and so forth. Also, the greater the number of soldiers in the army, the different color of die you get. The darker the color, the more 'loaded' the die is. For example, if you have 30 or more soldiers then you receive a black die, which will usually roll 4-6's, whereas an army of 5 or less will use a white die, which rolls lower numbers more often. The other "loaded" ranks, from highest to lowest are: red, orange, yellow. So, the ranks are, white, yellow, orange, red(dark), and a deep black. Since the battle greatly favors the side that uses mass invasions (they get more dice), sitting back and defending is not a good idea. It is not uncommon for a two sided mass invasion to crash a defending army that is twice the invasion size. The player should try to mobilize all its border forces to attack whenever possible. This way the player can avoid the enemy mass invasions and fight some fair border clashes battle, damaging the enemy in the process. Most of the time the benefit of holding a continent border territory is not worth the risk of losings mass amount of soldiers from enemy mass invasions. And since the enemy is only allowed one surge attack per round the damage he can do to the player's inner territory is limited. In fact the enemy that surge attack deep into the player's territory risk having it crashed by the player's mass invasions in the next round, assuming the player can provide a reasonable resistance.
Tournament[edit | edit source]
Tournament employs both Classic and Same Time rules. There are 16 different rounds of ascending difficulty, and you are scored after every round. The aim is to gain as many points as possible. You gain points for completing your objective and bonus points for destroying any enemy factions. There is a scoreboard which is pre-filled with different players before play.
Versions[edit | edit source]
Two versions of Risk II were developed: the U.S. version (v1.01u) and the European version (v1.01e). This was necessary because the board game rules actually differ slightly based on where the game is played. In the U.S. version, the "trade-on-the-fly rule," which forces a player to trade cards in the middle of a turn if he or she has more than the 5-card maximum, is in effect. In the European version, there is no "trade-on-the-fly". There is also a difference in the options a player has when rolling dice to defend a territory with two battalions. In the European version of Risk II a player may only roll one die while in the US version a player may choose to roll two dice or one die (to defend with either one or two battalions). The two versions of Risk II are however, completely compatible with each other when used in multi-player games online or across a network. Whichever version is installed by the host of the game is the version that will be used for each player. In the classic board game Risk, the U.S. version uses ascending card trade-in values (4 additional reinforcements, then 6,8,10,12,15,20,25,...), while the European version uses set card trade-in values (Infantry-4, Cavalry-6, Cannon-8, One of each-10). In Risk II, both versions have the option of using ascending or set trade-in values, and also an additional option of ascending by one (4,5,6...), which is a compromise between ascending and set.
Online Play[edit | edit source]
References[edit | edit source]
- http://zone.msn.com/en/general/article/genarticlecdromnotify2.htm. Retrieved on 2006-07-12