I played risk online at warfish.net for a while until I felt like I had maxed out the strategy to within the noise level. It isn’t obvious to me that there is a first mover advantage. In our games the initial territories were randomly distributed, and I always felt that whoever got the “most closely clustered” territories had a tremendous advantage.
The best advice I’ve ever heard for competitive Risk is “play the other players, not the continents”. You want to try to create situations such that you are the least desirable player to attack. In general, this means turtling. Occupy a few territories that are close to each other with about 5 armies on each, and put as many armies as you can on one territory that is adjacent to enemies. Don’t take a whole continent because people will try to crack it so you don’t get the bonus armies. Try to get your armies off of continents that it looks like people will fight for. Try to get a card every turn, and hold them as long as you can.
You stop turtling when and only when you can eliminate a player in one move and get a bunch of cards from them. You will usually do this by trading in a set of cards, putting all of the armies on your big territory, and marching it all over the place. You will almost always succeed if you have about 0.75n + 1.0t armies to push with, where n is the number of armies you will need to kill, and t is the number of new territories you will need to occupy.
(Corollary, if you’re weak then try to use all your cards so that you’re not a valuable target.)
Eliminating a player who has 5 cards almost assures that you will win the game.
After a player or two has been eliminated the game will transition to one where the players try to hold continents to collect bonus armies. If the players are fairly competent then the winner will mostly be decided by how lucky people are with collecting cards. The yield from trading in a set of cards starts to dwarf the armies collected from holding territories. Almost as important, the new armies can be place freely.
I have never seen Asia successfully held for even a single turn.
(Regarding the first alleged first-mover advantage: obviously it can’t be disadvantageous to move first. If it were, then the first player would take no action so as to avoid the disadvantage. By induction, if it was disadvantageous to go first then the game would never advance past the initial state.)
Good comment. I liked to consolidate my troops in an area that gave me access to lots of places - like Western Africa or the Middle East. Then, you strike at wherever people leave alone. Getting that flexibility instead of getting locked into plans is key.
The best advice I’ve ever heard for competitive Risk is “play the other players, not the continents”. You want to try to create situations such that you are the least desirable player to attack. In general, this means turtling. Occupy a few territories that are close to each other with about 5 armies on each, and put as many armies as you can on one territory that is adjacent to enemies. Don’t take a whole continent because people will try to crack it so you don’t get the bonus armies. Try to get your armies off of continents that it looks like people will fight for. Try to get a card every turn, and hold them as long as you can.
You stop turtling when and only when you can eliminate a player in one move and get a bunch of cards from them. You will usually do this by trading in a set of cards, putting all of the armies on your big territory, and marching it all over the place. You will almost always succeed if you have about 0.75n + 1.0t armies to push with, where n is the number of armies you will need to kill, and t is the number of new territories you will need to occupy.
(Corollary, if you’re weak then try to use all your cards so that you’re not a valuable target.)
Eliminating a player who has 5 cards almost assures that you will win the game.
After a player or two has been eliminated the game will transition to one where the players try to hold continents to collect bonus armies. If the players are fairly competent then the winner will mostly be decided by how lucky people are with collecting cards. The yield from trading in a set of cards starts to dwarf the armies collected from holding territories. Almost as important, the new armies can be place freely.
I have never seen Asia successfully held for even a single turn.
(Regarding the first alleged first-mover advantage: obviously it can’t be disadvantageous to move first. If it were, then the first player would take no action so as to avoid the disadvantage. By induction, if it was disadvantageous to go first then the game would never advance past the initial state.)