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51 years after the initial creation of Risk and more than a decade after the release of Risk Deluxe, HASBRO has decided that the time has come for a new version of Risk. Thousands of players around the globe have enjoyed this classic PARKER-game, and likewise there have been thousands of discussions whether there was too much luck in the game and whether it really is a fair game. Scanning through the ideas of Risk-ethusiasts, the design crew from PARKER finally has added a few more ideas and rules twists to the game, and by these minor changes they tried to shift the focus of Risk slightly more from luck to strategic planning. The new version of the game is due to be released in fall 2008, but selected games journalists around the world have received an advance copy of a specially manufactured trial version with the title Risk - Black Ops. This trial version features its own layout and a rather meagre design with wooden playing pieces, but it allows the players a full test of the new rules which will be introduced in the new Deluxe Version of the game. So, let us have a look at the differences between the classic game and the new version:
During playtesting it became clear rather fast that these changes have a rather big impact on gameplay since the players were forced to abandon their old-age strategies in order to adapt to the new challenge of the "modern" world of Risk. I still remember quite a few games where a player made an all-or-nothing suicide run for fulfilling his Mission card or even World Domination, but now the focus has shifted to a more careful planning and the weighting of odds and possibilities. This is mainly due to the new way the game objectives are handled, since they are openly available on the table and everybody watches each other's moves in order to guess which objective he might be after. Also, tension increases more gradually in the new game because at some point the new bonuses from cities and Rewards come to bear quite decisively. Weaker players drop out somewhat faster, and this results in a shortening of the average game duration. This observation is also increased by the fact that Objective cards may be taken from an eliminated player, so that it may become rather attractive to remove somebody from the game. And if you take this together with the fact that player-specific elimination Objectives have been removed from the game and are replaced by the Objective to control a number of Capitals, the unsatisfactory situation that a player is kept alive out of fear that an other player might have the fitting Objective to eliminate this player is prevented. The press release Risk - Black Ops with its simplistic military design was perfect for testing the innovations, and especially the rules themselves were presented rather cleverly as a military command folder with different cards. This allowed for a rather well structured presentation of the rules, while at the same time the different modes in which the game can be played could be introduced by referring to some of the cards. The game itself looks abstract and dark, but in a this increased the military character of the game. Whether the new mass market edition of the game really looks better will be a matter of taste, since armies now have been replaced by arrows which give the game a look of a Command Room map. I really liked the challenge introduced by the new rules, and whereas my old game of Risk has not been taken down from the shelves for some years because of more satisfactory alternatives, the new game of Risk offers a fresh degree of attractiveness which has changed my attitude towards the game quite considerably. A view of the upcoming new Risk Deluxe |
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Copyright © 2008 Frank Schulte-Kulkmann, Essen, Germany |