RISK Factions

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Basic Risk Guide
By Gmak12
This is a quick guide to explain how I did to win at this game versu the computer.
   
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How to win
It is important to note the win condition first and know them well. To do so, it is possible to check them out each turn to memorize them.

It is good to know that this game is base on luck. If the players are good if they play all well it will be luck that take the winner.

The first thing to do is to choose where to deploy the first troops at the first turn. The situation need to be analized first. Some continent are given and it should be the right choice to defend those first. It is also possible to be lucky and get a opportunity to take far away province that has not been defended. Again this can be done by analazing the situation.

It is a must to always take at least one province each turn. So if you can't take province that are well defended, some non defended province need to be spot and used to get a card each turn. Cards are very important.

Than from the continent decided to be taken, the attack need to be there and a continent need to be taken asap.

Meanwhile you need to check out the other players so they don't take too much territory and win. Also in this Risk the super province that host special attack ability need to be check all the time so the other players don't get it and win.

If a player take too much, it is needed to try to attack him and slow him down. It could be good if the time is given to defend far away territory for the purpose of the last paragrah and for cards.

After some turn of defending the home continent it is good to be carefull about cards. It's the only thing that can be a threat it everything have been well played. And it is the right thing to do to wait as much as possible before taking the cards. Because more card equal more troops. Of course if needed because the homeland is in problem or because the opponen took the cards, if needed the cards need to be taken quicker.

Note that it is possible to team up to beat a pretender to victory. For example, a super continent that give special ability could be left one turn to a other player so he can harrass the winner. This is dangerous but it should work, it did for me once.

It is possible to jam some position. Each turn adding a troop to a province could be a good idea. With time, it could even become more than just a jamming spot and could be use to take cards or winning more territory.

Good Luck!





7 Comments
Curly Brad 20 Jul, 2018 @ 8:21pm 
Props for being the last man standin'
the5thHorseman 29 Jun, 2018 @ 1:08am 
2018 here, ayyye
the5thHorseman 29 Jun, 2018 @ 1:07am 
fast dice roll is the 3 dice with arrow, no?
Shaggy 27 Dec, 2017 @ 7:19pm 
you are the only risk guide fam i commend you
ryan 9 Feb, 2017 @ 5:01am 
this is stupid
CraftyDWB 29 Jul, 2016 @ 6:04am 
what he said
Babylegs O'Hurlahan 22 Feb, 2015 @ 12:28pm 
How the hell do you keep fast dice roll on??