I love Risk. The classic world conquest board game was one
of my earliest gaming obsessions... I have fond memories of spending
the whole day playing Risk with my friends whenever school was
canceled because of snow. Risk was also one of my earliest game
design platforms; when I discovered the card game Nuclear War,
I tinkered up a set of rules for a combination game I called
Nuclear Risk.
But much as I like it, Risk has flaws. The most obvious problem
is that the game is WAY too long. It takes hours and hours to
play a complete game -- that's why we always needed to reserve
whole days for a single game, and even then we usually couldn't
finish. It's quite a challenge to totally destroy every other
player, and whenever someone builds a massive army and makes
a run at that victory, odds are that they'll fall short, retreat,
and return to the status quo.
Risk has two distinct phases, and I like the first part best.
At the beginning, everyone's pieces are deposited randomly in
spaces all over the world. There's a lot of action in the preliminary
rounds as each player seeks to consolidate their scattered forces
and use them to conquer their first continent. In the second,
much longer, phase, each player typically controls one continent
(or a couple of smaller ones) and seeks to sustain that control
against minor assaults while building up forces for a major assault
of your own.
While my favorite part is the first phase, even there I have
complaints. The Risk board has color-coded continents and players
use brightly-colored game tokens, but there's no correlation
between the two. It seems like the player with yellow pieces
should start with all of those yellow pieces in the yellow country,
right? Or perhaps the goal is for the scattered yellow army to
reunite and then take over the yellow continent? But no, these
are not the way things work with Risk.
Lastly of course, there's the combat system, which is heavy
on the rolling of dice. Anyone who's played my games knows I'm
a believer in using luck to give the underdog a chance, but every
Risk player knows there are times when it's annoying that a tiny
army can sometimes hold off an overwhelmingly huge one with a
series of really good dice rolls.
At some point, my gaming buddies and I moved on from Risk
to Diplomacy, which addresses several of these concerns. Set
entirely in Europe, army (and navy) pieces start in their appropriately
colored countries, and luck plays no factor at all - combat has
a simple push mechanism. If my forces outweigh yours, you must
move, and if there's no where for you to retreat to, your piece
is destroyed.
But Diplomacy has many of the same limitations as Risk. Diplomacy
games also take forever -- a single turn can typically take over
an hour, depending on the amount of negotiation time the players
are permitted. Of course, that's what really makes Diplomacy
cool. Indeed, that's what the game is all about: making deals.
But you still need to set aside a whole day for a game. Moreover,
you need a big enough group; for the game to really work right,
you need at least 6 players.
Anyway, for many years I've been pondering the idea of an
Icehouse game that you'd play on a Risk board -- with a combat
system more like Diplomacy -- but I never got anywhere with it.
(There's probably still a game in there, for anyone else interested
in that challenge. But I've moved on.)
The problem is with the Risk board itself. It's too big, and
too imbalanced for the kind of game I wanted to make. So finally
I realized that I just needed to make my own game board, which
I could distort and adapt as I needed. Instead of going with
the real-world constraints of differently-sized land masses and
human imposed boundaries, I reshaped the world into 6 evenly
sized land groupings, each divided up into 3 equally sized territories,
with each continent connected to every other continent, and with
all continents having an equal number of international connections.
With the playing field thus leveled, I could proceed to create
a vastly easier, fast-playing world conquest game. All you need
is 3 Treehouse sets, 6 regular dice, and my little world map
gameboard.
As with all of my best game designs, this one congealed very
quickly, going from design breakthrough to finished ruleset in
just under two weeks.
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