Risk 2 game manual




















Additionally, in Risk II, you have a lot of freedom in setting up the game itself. You can switch off seven different connecting areas as you wish to alter the difficulty, as well as changing how many reinforcements each continent gives when a player has it completely under their control, although it has an upper limit of Territory allocation can be done either randomly, by grabbing, or by election, and trading the Risk cards is pretty much the same.

Fortunately, Risk II supports Hot Seat, so that you can play Risk with friends on the same computer, or via LAN which is always fun if you get a group of friends with laptops or computers together.

Be prepared if you want to play Risk against the computer. One big problem that all board games have when they are designed to play vs a computer is that the AI tends to get very cheaty, with one massive example being the board game Catan, where the developers are more than happy to admit that the AI cheats to win the game.

Aside from that, the AIs are grouped into different personality types, all named after 18th and 19th-century generals, which is a nice touch. Each AI personality in Risk II has its own style of attack and reliability in honoring alliances, which they can and do propose themselves. Classic Risk: This is the risk that we all know so well, nothing has really changed, other than Risk II making it, even more, fun to play the game.

Firstly, as the name suggests, you do not complete all your actions in the same turn, and then have the next player do it and so on. Instead, all players pick their attacks, as many as you want. Once all players have picked their attacks, they are resolved, and then you move on to the next action, which is transferring of troops. Finally, you get your reinforcements and being the process anew.

If a player attacks with two armies, then twice are used, if they attack with three armies they use three dice, and so on. So for example, if you were attacking Ukraine with all the surrounding territories, each army would be considered a different die.

Deaths are handled on per dice basis, so if the defender rolls a 2, and the attacker rolls 1, 4, 5 and 4, then the defender would lose 3 troops.

On the other hand, if the defender rolls a 5, and the attacker rolls a 2, 4, 4 and a 6, then the attacker would lose 3 troops from the respective armies.

This is the most seriously taken alliance, and if you break it, don't expect a break from the other person later on. Level X This isn't really an alliance between you, but it is used to goad the enemy into an alliance or to threaten them if they have scorned you.

NOTE: All alliances will last for one turn only. If you wish to continue the alliance, you must do so at the start of the next turn. Generals One of the unique features of this game are the generals. Here, I'll attempt to give a brief description of each. Campbell Of the 16 generals in RISK II, Campbell has a reputation for being cautious but highly focused, especially in achieving his mission objectives.

Some might say he allows his judgement to be clouded by his desire to complete the mission. Campbell is not a general to bear a grudge. Of all your adversaries, he is the most stable of opponents, with a low tendency to erratic and unpredictable behavior. Mackenzie Mackenzie, in contrast to Campbell, has a strong memory and never forgets the player who crosses him.

Strangely, though, he does like to entrust his troops' safety to alliances, perhaps due in part to his high regard for honor and all that it entails. Mackenzie is highly aware of his mission and can be very aggressive if a win is in sight. He is a relatively stable opponent,with a below-average likelihood of erratic and unpredictable behavior.

Wellington Wellington is a general of huge repute and is not an opponent to underestimate. He is highly "mission aware" and will not let his ego get the better of him. He makes no snap decisions and considers his war plan from every conceivable angle. His need to deliberate has become the "Wellington signature. Bonaparte Bonaparte has a reputation for revenge and is regarded by all those who have faced him as being highly aggressive and competitive.

He strikes quickly and without warning, often to the detriment of his own armies. Though his casualties are often high, his reputation is one of a winner and a successful, if a little cavalier, strategist. Bonaparte has an extreme tendency to be driven by his heart rather than his logical mind, which means he should be treated with caution. Unpredictable and erratic behavior is a Bonaparte trademark, one that has earned him a place at the top.

Marmont Marmont is the biggest risk taker, a truly dangerous general who has an unsurpassed reputation for speedy, ill-considered but nevertheless devastating attacks. He considers little for his opponent's moves and for the loss of his own troops. Marmont is not highly focused on his mission and can, on occasion, be very unpredictable. Barbacena Barbacena is another risk taker, but unlike Marmont, is not quite as keen to leave his soldiers' destinies in the lap of the gods.

Barbacena is one of those generals who, though aware of his individual mission, is much more focused on the bigger picture of world domination. Barbacena is unquestionably an aggressor; worse still, he has a good memory and loves revenge.

He is a very worthy adversary, but is predictable in his desire to fight to the end. He is an opponent who will rarely run the risk of losses, unless the odds are absolutely in his favor. He has a very high regard for honor and all that it brings. D'Erlon will retreat and suffer a loss of ego in a battle where the tables have been turned against him. He reinforces his armies thoughtfully and focuses on bolstering his defenses as opposed to building mass invasion forces.

He is a strategic but perhaps overcautious opponent with a very stable mind and a commitment to proven planning. Maransin Maransin is a general with a desire to strike first and consider the strategy second. This general has no difficulty in swallowing his pride and can therefore retreat from any ill-considered battle, especially if the odds turn against him.

This "charge in and leave quietly" style, together with his poor memory, has earned Maransin the reputation of an erratic but very dangerous neighbor. He is one to be watched and treated with caution.

Solignac Solignac is one of the less experienced generals. To compound his lack of experience, Solignac has a bad memory and a habit of letting his bordering opponents build up without countering the threat.

He does, however, have youthful enthusiasm on his side and should not be underestimated as an opponent. Sherbrooke Sherbrooke is a general of the old school. He is the most honorable of the opponents. Sherbrooke loves to make alliances and will nearly always honor the agreement. He is a slow and methodical strategist with a long memory. He harbors a grudge and a hatred of deceit. With his extensive experience in the field, Sherbrooke is not the kind of general to fight erratically.

His trademark is consistency. Aubert Aubert cares little for alliances. Though he is not a vengeful player, he has little regard for the rule book. Aubert is, however, a very dangerous opponent who has by far the greatest tendency to become unstable and unpredictable.

He is considered to be the most erratic of the RISK generals and is a danger to all around him. Spencer Spencer is a general who lives by the rule book.

He uses all of the classic moves and never enters an ill-considered battle. Spencer is keen to strike alliances and is generally honorable. When the odds are against him, though, honor may become a casualty of war and any who have foolishly trusted him may find themselves to be the unsuspecting fodder for his cannons. Taupin Taupin is a true warmonger. He is both calculating and devastating.

His battle plans are always well considered, and his distinctly unstable nature gives him an unpredictable edge that keeps all opponents on their guard. His constant need to monitor his borders makes him a real threat to all. Taupin's first and foremost objective is to achieve his mission. This almost unhealthy obsession is his only Achilles Heel. Friere Freire, like Solignac, is inexperienced in the ways of war. The old school of strategic warfare for him is tired and out moded; honor to Freire is an inconvenient load to carry.

Generally speaking, I have to say that I have found the AI to be strong and challenging, particularly with the more 'experienced' opponents.

AI players like Campbell and Spencer present a far greater challenge than the likes of Freire and Solignac. I have yet to be convinced of how well the AI players utilise their long-term memories as there are simply too many gameplay permutations to accurately assess this in the relatively short time I have been playing.

A common strategy utilised by the AI is the concentration of forces in one or two territories and stand-offs can be quite common as a result. Somewhat confusingly, the AI seems rather passive during multiplayer hot seat games.

I've no idea why this should be, as there doesn't seem to be any sense in using different AI code for this mode of play. My biggest single disappointment with this release is the relatively limited scope of the game. There are only 48 territories to fight over in total. The 'Ultimate Risk' variant from Hasbro Interactive's version offered no less than territories, with up to in play at any one time!

The 'Ultimate Risk' variant also offered extended gameplay features such as topographic and meteorological conditions, forts, fatigue, disease, active generals, POWs, multiple tactical moves and 'Blind Risk'.

Additionally, a number of pre-set historical scenarios were provided. Overall though, I have to say that the positives easily outweigh the negatives. The 'Same Time Risk' mode offers more challenging gameplay and can result in some novel situations when several players each decide to attack the same territory. Though somewhat narrower in scope, Risk II is a highly polished product and far more accomplished than its predecessor.

I would rate it amongst one of the better board game conversions I have played. The slick, if inappropriately modern, interface provides easy access to a mass of information and statistics and the choice of sixteen individually profiled AI opponents provides plenty of adversary choice.

And I just don't seem to tire of those endearing BattleView animations. Screenshots from MobyGames. Wondering 0 point. When I'm defending with 2 armies left, only 1 die gets rolled. I'll just roll with it I guess. Missed this game. ZIP 1 point. Uriah -1 point. Uriah 0 point. Danny -1 point. Make sure you've typed the name correctly, then try again. Stuck 1 point. Game just randomly crashes when AI places reinforcements, anybody know a work around?

Nicky 1 point. Greg Maxin 3 points. Some tips if your game isn't starting or network not working - The game works on Windows 10 when running in Windows XP service pack 2 or 3. To change this right-click on "Riskll.



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