[HN Gopher] Win at Risk by using systems thinking ___________________________________________________________________ Win at Risk by using systems thinking Author : AndyMPatton Score : 325 points Date : 2021-06-12 13:17 UTC (9 hours ago) (HTM) web link (thesystemisdown.substack.com) (TXT) w3m dump (thesystemisdown.substack.com) | avereveard wrote: | there's about 3 levels of strategic play: | | a player can follow the rules | | a player can find the optimal strategy within the rules | | a player can use the rules to find plays that negate easy access | to the optimal strategy to the enemy | | this whole article is mostly stuck at level 2, it identifies a | workable strategy analyzing a player own options, missing all the | more advanced plays that a risk player should know and will need | to do to win. | | moreover, there's one critical flaw in the analysis, the goal is | not to reach your objective, the goal is to reach your objective | _before_ other players do, and the time limit influences the risk | taking; turtling, as suggested here, rarely wins games. | | anyway, risk itself is a insanely complex games, so I'll skip | mechanics, which are kind of covered in the article (except | combination optimization, which is weird since mechanically | speaking it is one major factor driving gameplay) and go at the | jugular of the issue: | | you win at risk guessing other people goals and making moves that | confound your own or even let player think your goal is one of | those of your adversaries. mechanically suboptimal moves, like a | push into a continent you don't have to conquer but one of your | enemy does, will trigger player response, and strategically | turning player against each other will both buy you time and | reduce the enemy placing too many reinforcements against your | actual goal path. | cbsmith wrote: | There's a fourth level: a player who can use the rules to find | plays that negate easy access to the optimal strategy to a | player who can use the rules to find plays that negate easy | access to the optimal strategy to the enemy. ;-) | I-Robot wrote: | Title: "How To Win At Risk Every Time By Using Systems Thinking" | | Last paragraph: "The above strategy works "on paper," but that | doesn't mean that it will work in your next game of Risk." | | Too funny. Totally discounts the title... smh | skmurphy wrote: | I think the analysis is deeply flawed because classic Risk 3:2 | odds favor the attacker see http://diceroll.stritar.net/risk.html | | Attacker wins: 2890 (37.17%) | | Tie: 2611 (33.58%) | | Defender wins: 2275 (29.26%) | | out of a total of 7776 for 5 dice rolled (3 on 2) | | On average defender loses 1.08 armies and attacker loses .92 for | a 0.16 defender deficit per attack. When two large groups face | each other (e.g. 20 on 20 or more) it's much better to be the | attacker. | radley wrote: | Win at Risk simply by going first. The first player always wins | through attrition. | rdubs333 wrote: | That is kinda like MTREES.io | j4yav wrote: | It feels like there is a really big, unexplained jump from the | principles provided to the strategies that are shared. | oever wrote: | AlphaZero could not beat humans at Risk half a year ago: | | http://kth.diva-portal.org/smash/get/diva2:1514096/FULLTEXT0... | notjustanymike wrote: | Pretty long article to advocate for turtling | flixic wrote: | Or, just play Diplomacy. No dice rolling at all! And stories of | backstabbing I can remember for years. | riantogo wrote: | For Risk a better way is to apply Strategic Thinking. The | difference bring, while you might fully control all parts of your | system (bathtub) you can't fully control the market | (competitors). | Dumblydorr wrote: | In our gaming group, we decided Risk just isn't that good of a | game. It's old and clunky and extremely long, there are 100 other | better board games now. Our main plays have been Dominion, DnD, | Gloomhaven, Wingspan, and Crokinole, all of which we greatly | prefer. | distances wrote: | > It's old and clunky and extremely long, there are 100 other | better board games now. | | And to just put this into numbers, BGG ranks Risk on position | 19,955. By this ranking there are just shy of twenty thousand | games better than Risk. And I agree, I will never play Risk | again as it's not worth the time with the competition today. | j1elo wrote: | _Risk Legacy_ (2011) is ranked in position 368. So if that | list is of any use, then this variation of the classic Risk | must be immensely better! | | To be honest I'm curious. The description of the game seems | to imply that the game itself changes every time you play it, | because some of the cards used should then be destroyed and | thrown away from the game box, never to be used again. That, | and the game concept covers complete campaigns, not only | discrete games that you play once and then forget about it: | https://boardgamegeek.com/boardgame/105134/risk-legacy | deadbunny wrote: | Basically the game has packets with instructions like "open | on game 3" or "open the first time an army is defeated". | These packets then have things like extra cards, new rules, | new marks for the board. | | Speaking of which there are marks you put in the board for | different victory conditions, like you can "own" a | continent whicheans in future games if you own that | continent you and only you get a bonus. Same with naming a | country or buffing a country so it has a permanent +1 army. | | If you have enjoyed Risk previously and have a group of | friends that you can continually play with I'd highly | recommend it. It can still work with mixing in new people | but half the fun is the shared history and friendly | rivalries between game sessions. | | Also there is a certain feeling when you tear up game | pieces (or burn them as the winner in our case). | gowld wrote: | Do people actual follow those Legacy game rules that try to | trick you into destroying the game? | deadbunny wrote: | You're not destroying the game, your changing future | playthroughs. Sure you tear up cards but those get | replaced with new ones. You change the gameboard, rules, | factions every time you play meaning every subsequent | game is different. | | If you play with the same people it makes those | (hopefully friendly) rivalries across play sessions have | weight and maybe even consequences. | | Sure you might only get 2 dozen games out of it before | you've "completed" it and need a new copy but this isn't | the 80s where people have a choice of Risk, Monopoly, and | Cludeo. 2 dozen games can last years, if not decades. | bakuninsbart wrote: | Not a good board game, but actually very decent on mobile. Me | and my friends have played many rounds in the train or car. | x3iv130f wrote: | Smallworld is a great Risk alternative. It polishes all the | best points while avoiding the pitfalls. | | DnD 5E is like the Risk of tabletop RPGs. Just sort of long and | meandering without much going on. | | Shadow of the Demon Lord, Torchbearer, and Mythras Classic | Fantasy are better alternatives depending on what level of | crunch you enjoy. | simonh wrote: | Dungeon World scratches the itch for me, if I'm going to play | anything that looks at all like D&D. There's been a huge | renaissance in TTRPGs for over a decade now though, powered | by cheap DTP and PDF publishing. | qznc wrote: | The creator of Dungeon World is a big fan of Burning Wheel. | He has a video where he explains why it is great: | https://www.youtube.com/watch?v=E79DDGdX62I | | His point is that game mechanics reveal what a game is | really about. Using this classification: DnD is about | fighting monsters. Dungeon World is about worldbuilding. | Burning Wheel is about character development. | | Since people are different, this might help to find the | right one. | dragonwriter wrote: | > DnD 5E is like the Risk of tabletop RPGs. Just sort of long | and meandering without much going on. | | That's...highly table dependent, even assuming the same set | of rules options are in place. And I'm not just saying that | whether it feels that way is a matter of subjective taste | (which is also true), but that the objective qualities of | play depend very much on the particular group at the table. | That's true of TRPGs in general, but its true of some TRPGs | more tha others, and D&D5E is relatively unopinionated | (though not so much as, say, GURPS) while some more focussed | games zero-in on a more-specific playstyle. | meristohm wrote: | Luke Crane helped make The Burning Wheel, Torchbearer, and | Mouse Guard, in descending order of complexity. The latter | uses David Petersen's (Peterson's?) comix-IP as setting and | focuses on "what do you fight for?" Despite that phrasing it | doesn't hinge on bloodshed, since challenges are weather, | nature, other mice, and ? (it's been awhile), and can be a | game for young kids as well as teens and adults. | jvanderbot wrote: | To be fair, we're in a golden age of table top games. I really | love Dominion and Inn Fighting. If you can find a copy of Inn | Fighting, you'll learn to love its shortcomings because of its | rapid pace, dynamic battles, and comic theme. | jvanderbot wrote: | OK someone explain the downvotes? | whiddershins wrote: | Risk takes forever because setting up and rolling dice takes | forever. Same with Axis and Allies. | | The moment you put it on a computer it becomes fairly fast and | ... actually most of the gravitas goes away. | | One person's opinion. | bentcorner wrote: | Similarly with digital Monopoly. It also defaults to having | no "house rules" that do nothing but make the game take | longer. You can finish a game of electronic monopoly in 20 | min. Since the games are shorter the stakes aren't as high | and it doesn't feel bad to lose. | wiz21c wrote: | Are wargames (simulation of real battles) still a thing ? | smogcutter wrote: | Absolutely! Command and Colors for example is a popular | contemporary system (for some definition of popular that | includes wargaming). | | The old school Avalon hill style hex and counter wargames | have mostly been replaced by computer games, though. For | obvious reasons. | | Tabletop miniature wargames are also still going strong, | probably more so than board wargaming. Although the | historical side of the hobby is definitely aging compared to | fantasy/sci-fi themed gaming. | msg wrote: | Definitely, although the quality of life goes way up with a | computer doing admin. | | There was a weekly column at Rock Paper Shotgun that covered | them (and adjacent stuff like simulation), and lately the | writer has taken up residence at a new URL. | | https://www.rockpapershotgun.com/topics/the-flare-path | | https://tallyhocorner.com/ | qznc wrote: | Yes there are better games than Risk. That holds for | practically all old games. For example, I don't consider chess | a good game. With good players, it usually ends in a draw which | is unsatisfying. | epr wrote: | The draw rate for the vast majority of players is less than | 10%. Only at the highest level do you see most games ending | in a draw. If anything the draws make it a less exciting | spectator sport, especially for the average person. | iratewizard wrote: | With grand masters games are more likely to end in a draw. | Partially because they need to maintain their sponsorships, | partially because of how most tournaments are setup. | SparkyMcUnicorn wrote: | Chess no longer allows draws, and the rules have been updated | earlier this year. | | https://www.chess.com/news/view/breaking-official-rules- | of-c... | someperson wrote: | That was an April Fools joke. | davedx wrote: | Gloomhaven scenarios take _way_ longer than one game of Risk | IME. Actually one of its weak points... | jader201 wrote: | Game length and fun are not directly correlated. | | I can spend 4-5 hours playing a good board game, and enjoy it | immensely and go back to it anytime. | | Risk is not a great game regardless of length of play. Sure | it's enjoyable playing on PC, but there are still many more | enjoyable games tabletop or PC. | | This is true, for me at least, due to the fact that it's | fairly shallow plus it involves too much luck. I enjoy deeper | games that are less reliant on luck (though I still enjoy | games with some luck/randomization). | slothtrop wrote: | > Game length and fun are not directly correlated. | | Not everyone has time for 5 hours of "fun". Let alone when | games like Gloomhaven are best played on a consistent basis | until it's completed. | emsy wrote: | It's also highly dependent on Luck and gambling is dumb. | Groxx wrote: | I've found I actually enjoy Risk when played on the computer. | Just speeding up army placements and automating the dice rolls, | so you can say "attack until N remain", saves an _unbelievable_ | amount of time. | grasshopperpurp wrote: | Speaking of games that are much quicker in electronic format, | the Star Realms app works great for me, and it's my GF's | favorite game. She plays it every day. | fridif wrote: | oh believe me, i can believe it | awillen wrote: | oh believe me, I believe you | failwhaleshark wrote: | What does "old" matter to whether a game is good or not? And | regardless, are you sure you're not expressing ubiquitous | consumerism or ageism? | | ~50 BP - Othello | | ~50 BP - DnD | | ~60 BP - Risk | | ~60 BP - Diplomacy | | ~70 BP - Stratego | | ~100 BP - Contract bridge | | ~200 BP - Mahjong | | ~200 BP - Double twelve dominoes | | ~600 BP - Playing cards | | ~1300 BP - Chess | | ~2500 BP - Wei Qi (Go) | | ~5000 BP - Checkers / draughts | | ~5000 BP - Backgammon | cableshaft wrote: | There's a lot of obsession with 'new games are better' | amongst modern board gamers that they overlook what's good | about the classics and why they are still here today. | | I admit I was kind of the same way at first, plowing through | hundreds of modern games and mostly ignoring older games, but | if you take another look at the classics there's some real | gems there. A few other excellent games you don't mention are | Shogi (500 BP), Cribbage (420 BP), Fanorona (340 BP), | Crokinole (150 BP), and Acquire (60 BP). | | Although IMO, Double 6 dominoes is where it's at, not double | 12. "All Fives" Dominoes and Partnership Dominoes are highly | underrated amongst modern gamers, imo. | jlc wrote: | I love domino games. I used to play a lot of two-hand sniff | (or muggins -- lots of variants). For me there's something | aesthetically pleasing about games that use generic gaming | equipment -- dominoes, cards, pawns, etc. | [deleted] | neogodless wrote: | One of my favorite games of social deduction is Skull. I | got the $10 version but it's based on a very old Skull & | Roses game. The simplicity is deceiving, which you quickly | realize as you have to make meaningful, difficult choices | about your bluffs and bets. | cableshaft wrote: | Skull has more going on for it than it seems like it | should for its super simple components, but at the same | time I only ever seem to play it with 6 players, and the | game feels to me like it outstays its welcome after about | 20-30 minutes and those 6 player games always seem to | take 45 minutes to an hour to play out, at least with the | various groups I've played it with. I'm usually pretty | bored by the end of it. | | Coup, while more complicated, is a similar game that | never seems to last that long, even with 6 players | (usually closer to 10-15 minutes for that). | neogodless wrote: | Skull, unlike modern European-influenced games, doesn't | keep everyone in it until the end. But I think I prefer | 4-5 players. | meowster wrote: | What is "BP"? I tried searching the Inernet but couldn't find | it. | AlotOfReading wrote: | It normally refers to a timescale called "Before Present" | where Present is defined as = Jan 1, 1950. You see it a lot | in radio- dating. GP has invented their own dating system | with the same name based around ~2021. | | Fun fact, there's no corresponding After Present system for | dates after 1950. Instead you subtract negative years. E.g. | 1957 AD = -7 BP. | kens wrote: | That's interesting. The creation date for Dungeons and | Dragons (1974) would be -24 BP then. | augustk wrote: | Talking about abbreviations: | | https://blog.mitchjlee.com/2020/your-writing-style-is- | costly | AQXt wrote: | Before Present? (Just guessing) | beaconstudios wrote: | My guess is "before present", not sure why you wouldn't use | BCE/CE though. | ysavir wrote: | BP (when properly explained) emphasizes that the | important aspect of the timeline is its relativity to the | current time. | dragonwriter wrote: | BP conventionally being relative to an epoch date of 1 | Jan 1950, which is at an ever increasing distance from | the actual present, is something of an issue (and while | "before actual present" is useful, using BP for it, given | the conventional use, is problematic.) | | "ya" (years ago) as a suffix is better, in that it | doesn't have a conventional use with a particular epoch | date. | mLuby wrote: | So it saves 2 characters compared to ###y ago but | requires an explanation. 2500 BP | 2500y ago | ysavir wrote: | Agreed, I was explaining a contrast to using BC/BCE. | rjknight wrote: | "ya" is an equally short abbreviation for "years ago". | mLuby wrote: | I've never see that before so I'd have to look it up just | like BP. | beaconstudios wrote: | I can see why it makes sense in archaeology, but using it | here without any explanation just led to confusion. | Everybody knows BC/AD (or BCE/CE if you're wanting to be | cross cultural) so using it is just poor communication in | this case. | gowld wrote: | It's trivial to Google and then we are part of today's | 10,000. | beaconstudios wrote: | Yes we can easily Google "BP". | aflag wrote: | What does BP mean in this context? | TchoBeer wrote: | Newer games are made with the knowledge of older games, so | theoretically they should be better. I'd argue they are on | average, but there's also the survivorship bias in play with | very old games that only the good ones are still commonly | known and played. | chrisseaton wrote: | > theoretically they should be better | | Lol anything newer is theoretically better? | ryandrake wrote: | Yea I did a double take at that one. The software | industry laughs uncontrollably at that statement. | TchoBeer wrote: | New things are made with the knowledge of old things, and | old things aren't. Unless more knowledge about what | you're making could lead to a worse product, then newer | things will on average be better than older things. | chrisseaton wrote: | Does this theory hold in practice when you look around | you in the real world? | | Was the best work of all fields - cinema, art, music, | architecture, literature, all from the last year? | lanstin wrote: | I find the production of bad movies to be such an | interesting issue. Lot of money, lots of highly skilled | people, long time, it still some how you get really bad | results fairly often. It is a lesson in humility for any | ambitious endeavor I think. | mLuby wrote: | Yes it does, but not from "last year" because art has to | age. The best art from 11700 is leagues better than the | best art from 10700, or 5000 (we're in 12021 BTW). | Obvious caveat that dark and golden ages interrupt this | trend. | [deleted] | wearywanderer wrote: | If Risk isn't a great game, then why do people playing it get | so angry when they start to lose? There is something about Risk | that makes players get emotionally invested in a way I just | haven't seen in other board games. | | In most other games I don't care if I win or lose. This is | doubly true in the sort of board games my board game | 'aficionado' friends play. In those, there are often multiple | different ways to win and everybody might have their own unique | win condition, that may not be known to other players. I guess | this sort of design is meant to minimize conflict. But the way | these games minimize conflict seems to be by making people care | less about winning. | cableshaft wrote: | To people who like area control games like Risk, I highly | recommend checking out Inis or Kemet. Tammany Hall, and El | Grande are other favorites as well, but are less about dudes on | a map than the first two. | | Shut Up & Sit Down do a very good job selling Inis: | https://youtu.be/ElcG-_-gfxo | smogcutter wrote: | Tammany hall is great for the first three elections, and then | falls apart in the final round when it's just about counting | votes on the board. | lou1306 wrote: | We similarly ditched Risk, or actually, its Italian variant | RisiKo (https://en.wikipedia.org/wiki/RisiKo!). This variant | gives differentiated goals for each player (e.g., "conquer 3 | continents", or "defeat the Blue army"), which in principle | should make the game shorter. But it also allows the defender | to throw 3 dice (if they have at least 3 armies), making | battles _much_ harder for the attacker. In our group we | theorized that using d10s or d20s instead of d6s should speed | up the game, but honestly we never tried. | | Edit: sadly you will have to copy and paste the Wikipedia URL, | as HN wrongly believes that the trailing "!" is not part of it. | canadianfella wrote: | For? | simonh wrote: | Up to 3 dice for defence is the standard rule. I think the | standard game has several different types of victory, but the | one you describe is in there in the British version. | dragonwriter wrote: | > Up to 3 dice for defence is the standard rule. | | The standard rule is up to 3 for attack, up to 2 for | defence. | | https://www.hasbro.com/common/instruct/risk.pdf | simonh wrote: | Doh! Thanks. | em-bee wrote: | https://en.wikipedia.org/wiki/RisiKo%21 | | the url works if you % encode the ! | slothtrop wrote: | Well Gloomhaven is new, but also clunky. Friends aren't too | enthused about playing it because the setup is intricate, and | the game takes time if you aren't used to it. It's ideal if you | can commit to a weekly game (much like DnD I guess). | myth2018 wrote: | > and you can't really know anything without first giving it a | name | | Just a side note for the sake of curiosity: there is at least one | African language (I don't know its name, unfortunately), which | doesn't give a name to the natural environment, since, by their | perspective, it is not a separate entity in itself. However, they | probably "know" the environment way more deeply than most of us. | qznc wrote: | This basic strategy ,,get a card each turn and avoid losing | armies" gets you from beginner to intermediate. Once every player | understood this it once again is a question of who controls the | southern continents. The additional two or three armies each turn | add up. | marcosdumay wrote: | The winning strategy is doing whatever the other players are | overlooking. | | If everyone decides to follow the advice about the southern | continents, the winning strategy is to get all over Asia. | qznc wrote: | Some years ago I regularly played Risk with three friends. It | always started with a fight about the three southern | continents. Of course, only three can get one. The left over | player tried this strategy to stretch across Asia, Europe, | and maybe even North America. Always careful to not cover a | whole continent and raise attention. South America and Africa | are in constant conflict with each other so they are busy | with themselves. The problem is Australia. That player also | needs a card every card and will constantly tear into Asia. | | At some point the balance between South America and Africa | will break and the northern player needs to intervene there | as well. So it is impossible to not be dragged into fights | and some armies need to be spent. | | With four players there is always someone who will point out | to your neighbors what they are overlooking. That makes the | game drag on because whenever one is about to overpower | another player, two others will intervene. Apart from the | cards on your hand there is no hidden information in Risk. So | if you play for world domination everything is very obvious | all the time. | | What ends the game is that the card bonus armies become so | huge that every turn there is some crusade across the whole | board until some is the lucky winner. | ALittleLight wrote: | If you try to get all over Asia you'll be eaten by the player | who took Australia. | chapium wrote: | I was thinking this as well. It assumes the other players are | naiive to your strategy and will not counter it. If someone | were gathering a collection of bonus cards I think this would | tip off the other players and awaken the dragons. | mod wrote: | Especially since you get their unused bonus cards when you | defeat an opponent. | dhosek wrote: | Ugh, Stems was the only engineering class I took as an undergrad | and the whole thing felt like it was stuck in the uncanny valley | between the abstract and the concrete. Maybe 33 years later I'd | do better with it. | jvanderbot wrote: | This is an example of systems theory couched in Risk. You don't | gain any special insights into Risk from systems theory as framed | in this article. | | OP/TFA introduced systems theory, then introduced the usual | winning risk strategy, and then introduced a lot of required | steps like player management / table top diplomacy, selecting | countries to attack, timing card cash-outs, boundary holding, and | so on without systems theory. | lupire wrote: | Isn't that what systems thinking is? A fancy word for | "strategy"? | SN76477 wrote: | It is better thought of as zooming out to see more entities | and how they work together. | | This video was my introduction. | https://www.youtube.com/watch?v=3AKHjwvEufg | | Derek Cabrera https://blog.cabreraresearch.org/jf | | https://thesystemsthinker.com/introduction-to-systems- | thinki... | | You can dig deep into this stuff, I find it fascinating to | see what others may not see through an understanding of how | to visualize the problem as a system within a system. | jvanderbot wrote: | Kind of? I think you're supposed to be able to identify flow | rates and limiting factors and back out numerical / | quantitative advice. | beaconstudios wrote: | Systems thinking is to strategy as reductionism is to | tactics. It's about holism. | jms703 wrote: | Rolling sixes is how you win at Risk. | shoto_io wrote: | Poor me who doesn't know the board game "Risk" and thus believed | I could win at any Risk by reading this article! | Jabbles wrote: | Risk seems like a game that an alpha-zero-like AI could be | trained on. The major differences between Go and Risk seem to be | an element of randomness, more than 2 players, and a small amount | of hidden state (cards). Perhaps the hidden state would interfere | with the ability to train too much? | Jeff_Brown wrote: | Coming from an economics background, every presentation I've seen | of "systems thinking" (admittedly, not a large number) makes it | look ill-defined, incomplete, and obvious. | projektfu wrote: | The basics are feedback and a holistic POV. From there anything | can be said. But if your strategy doesn't incorporate feedback, | it is not a systemic strategy. | BoiledCabbage wrote: | I think his point is that "applying systems thinking" in many | cases when at least shared casually like this post, | frequently seems like some hand-wave that is extremely porous | in its reasoning. | | Ie that was a whole lot of formality to deduce and say "other | people will gang up on you if you're seen as too strong". | | Honestly I'd love to see an example of systems thinking that | provides a unique insight that someone wouldn't have | otherwise come up with by looking at a problem from more than | 2 mins. | | An approach for thinking only provides value if it produces | something different and better than what an alternate | approach would have come up with. Every instance of support | for systems thinking has either been used as a justification | for an otherwise trivial result, or has been a version of the | argument of "this person I look up to uses it therfore it's | good". Can noone find an example where it actually | demonstrates value? | beaconstudios wrote: | If you want a more rigorous view of systems theory then you'll | want to look into the mathematical side of cybernetics, chaos | theory and nonlinear dynamics. Systems thinking is more of an | approach than a rigourous discipline in the same way that | reductionism is ("break a problem down into its constituent | parts and solve them"), but it is backed by both rigourous | disciplines and philosophy. | jameshart wrote: | There's certainly a big hand wave here between describing Risk | in terms of stocks and flows, and the strategies that he then | goes in to propose. Honestly the systems thinking analysis here | is weak in that at no point does he characterize the opponents | or their armies and countries as part of the system - where he | actually then relies on their behavior as a component of | strategy (getting them to fight among themselves, for example). | There's discussion of how the strategy manages 'opponent fear', | but he hasn't explained that as a stock. | viburnum wrote: | Are you kidding? My economics background taught me to assume | away all the relevant facts and content myself with toy models | of perfect competition. | Jeff_Brown wrote: | The most relevant economic model for this context would be | Nash equilibrium. | skybrian wrote: | If you'd like a simpler Risk-like game that is over in a few | minutes, give Compact Conflict a try. There are temples instead | of continents so strategy is somewhat different, but it still | pays to stay out of fights when you can, particularly with four | players. | | https://wasyl.eu/games/compact-conflict/play.html | AQXt wrote: | The first part of the article can be summarized as: | | 1. Initiate as few attacks as possible | | 2. Let your enemies break up each other's continents; | | 3. Take only one country per turn | | The problem is that it doesn't explain which country to take, and | how to attack without being attacked -- which is what makes the | game difficult. | | But, then, the article suggests something new (at least for me): | | 1. Find a way to grow in strength by taking lots of countries | (but not taking a whole continent) | | 2. Make sure you get lots of cards for bonus armies | | If this is a good strategy, I have always played it wrong -- | because I've _always_ tried to take whole continents. | jcadam wrote: | Taking the Americas was always the ideal way to win. Only three | borders to defend. The Asia strategy hardly ever worked. | | Then there's my personal favorite once you know you can't win: | "Turtle up" in Australia to drag the end game out for no reason | other than spite. | dragonwriter wrote: | > If this is a good strategy, I have always played it wrong -- | because I've always tried to take whole continents. | | Its not a great strategy, because it doesn't work. If you are | taking only one country a turn _and_ keeping only a small | connected corr of reinforced countries with the rest weak, then | anyone playing a "grab lots of countries quickly " strategy is | going to steamroller your weakly defended territory, and if you | are only taking one country per turn, you'll never recover from | that. | | A thick shell/thin-core strategy can work (especially if it is | "talr Australia, then expand a bubble out in Asia), and | otherwise looks a lot like the strategy this recommends, but | you just have to accept that if a strategy can work, people are | likely to recognize it; you can't reliably avoid balancing | feedback unless you are playing against inexperienced players | or naive AI. | | (Also, contrary to the article, IME while Australia is | frequently taken early on, its also a major balancing feedback | trigger.) | teawrecks wrote: | I think it assumes you have more than 2 people playing, and | the other people haven't read this article. Which...doesn't | sound like a sound strategy to me. | cbsmith wrote: | "Also, contrary to the article, IME while Australia is | frequently taken early on, its also a major balancing | feedback trigger." | | It turns out that in any decent game with decent opponents, | players learn what works and adapt. ;-) | | At least in my meta, the main reason why Australia tends to | get left alone once consolidated is that defending it is | comparatively easy that anyone who tries to take it out | without _first_ consolidating an overwhelming advantage will | be so crippled by the effort that they 'll invariably lose | the game. So Australia devolves to being this game of | "chicken" between the other players. | jvanderbot wrote: | Yeah and all that didn't require systems theory, wasn't even | that useful with systems theory or as an example of systems | theory. | HWR_14 wrote: | Take a least one country each turn is the "get lots of cards | for bonus armies" strategy. | mathgladiator wrote: | It's a good strategy against those that don't know it. | Basically, you are biasing towards consistent growth and | avoiding spreading yourself too thin. | Aeolun wrote: | > If this is a good strategy, I have always played it wrong -- | because I've always tried to take whole continents. | | Continents are great, but only if you are in so strong a | position that everyone thinks you are never going to lose it | before next turn anyway. | samus wrote: | I often play against bots in yura.net Domination. These bots | seem hardcoded to gang up on players (both bots and humans) | whenever they manage to take a continent. It doesn't help that | continents that are worth holding are usually difficult to | defend. I learned quickly to never hold onto continents, | especially with increasing cards. When you are strong enough to | hold continents, you have pretty much already won the game. | codeulike wrote: | _Title: How To Win At Risk Every Time By Using Systems Thinking | | Disclaimer at bottom of page: The above strategy works "on | paper," but that doesn't mean that it will work in your next game | of Risk._ | Dumblydorr wrote: | Yeah this title is clickbait. No strategy wins every time, | especially if everyone's cognizant of your one style. | Aeolun wrote: | If it doesn't work, flip the table and start again. | kd0amg wrote: | My sarcastic internal monologue while loading the article: | "If multiple players use systems thinking, which one wins | every time?" | golemotron wrote: | So this strategy is working for the author until we know the | author's name and reputation. | fb13 wrote: | Completely. I erroneously assumed this was referring to | startups, which would make a great article. | dequor wrote: | I believe it was meant to say - How to win at Risk by using | Systems Thinking every time | rkk3 wrote: | The Risk equivalent of "how to win at chess every time in 4 | moves"... | einpoklum wrote: | tl;dr: Always get into a land war in Asia. | | Inconceivable! | pharmakom wrote: | Hmmm in my experience the benefit of a continent in Risk is too | great to pass up. Either you take a continent, hold it and win or | lose trying. This makes the game feel very random. | Waterluvian wrote: | I find the same thing. | | I'm not sure what the term is but I find risk has too few | mechanics/variables. | prepend wrote: | It seems like this only works against not very good players. Only | getting a card per turn while slowly losing armies will not stack | against 2-3 players holding continents, getting bonus armies and | a card. | | Letting the other players fight each other imagined a game where | no one notices you. | Aeolun wrote: | Ok, now how do we proceed if _every_ player is doing this? I | don't think I've ever seen a risk game in which people didn't | stick with mostly one country per turn. | makach wrote: | A great article, but isn't the strategy just <<if you want to win | [in RISK] don't lose.>> | | I tend to play with the same people over and over and usually we | balance who wins. It's a great game, should I over complicate it? | ja3k wrote: | Wow this is exactly the strategy I've played. I take it to the | extreme and put literally all my soldiers on one territory. | | The ideal situation is when an opponent ends their turn in a weak | spot (likely if everyone is trying to secure territory) with 3-5 | cards in hand and you have 5 in hand. Then you can cash in, | eliminate them and end your turn with 6+ cards in hand in which | case you get to cash in on the end of your turn (sort of a hack. | I think the idea is the game designer didn't want it to be | possible to start a turn by cashing in twice) and then you can | actually secure your new territory. | | I think people who try to claim a continent outside if Australia | haven't really done the math on how long they need to hold the | continent for it to pay off. | zelphirkalt wrote: | All of the info about how to play risk in the article came | naturally to a few friends of mine and me, over many hours of | playing the game with each other and crazy bots, which we all | manipulated in helping us out, once a player tried to grab a | little too much. The bots mostly acted predictably and we abused | that to no end. It is observation of long term tactics and how | games were won and all that. | | However, I needed something more to win games and so I took some | time to write myself a risk calculator tool [1] I think I made | more educated decisions about risking moves in the game by using | the tool. Knowing your chances not only by gut, but also by | mathematics can give you that little extra boost :D | | [1]: https://notabug.org/ZelphirKaltstahl/guile-risk-calculator | stakkur wrote: | Having played Risk on and off for almost 40 years, this article | sounds...silly and wildly overthought. | | Oh and, my favorite strategy: capture Australia first, then creep | outward, deny others full countries, and create opportunities for | other players to attack each other. | isaacremuant wrote: | Yeah. Risk is broken in the sense that Australia is too | powerful if the rest of the world is properly contested so | whoever manages it can patiently push upwards and win the game. | | I've played variations that have better balances. | deepkerenl wrote: | i love that Australia strategy, its my go-to | jlkuester7 wrote: | I always thought that the key to winning at Risk was to avoid | getting caught up in a land war in Asia.... | Syzygies wrote: | I always beat my sister at Risk as a kid. Then she was on a bus | trip that waited out an epic snowstorm, three days holed up in a | church. A Risk board was the only amusement, and the winner got | to play again. She never left the board. | | "Start in Australia" is all I remember of my strategy. It's a | great metaphor for so many problems. Certainly, for HN, as a | startup strategy. What's the "Australia" for your imagined | market? | captn3m0 wrote: | If you're interested in Risk, here's a list of research on Risk: | https://github.com/captn3m0/boardgame-research#risk | fallingfrog wrote: | Not to beat a dead horse but the difference between "try to | design society to produce positive outcomes for people in the | aggregate" and "put the onus on every individual to succeed on | their own and have no sympathy for the portion that inevitably | fail in a moralistic or Calvinist fashion" is also a difference | of systems thinking versus not systems thinking. | paulluuk wrote: | This article suggests that you should not play too aggressive and | not take continents too early (maximizing Reinforcing Feedback), | because other players will then unite against you (Balancing | Feedback). | | However, this article fails to understand that in Risk, most | players are not willing to unite. In fact, if player A and player | B decide to unite against me and player A had his turn and | stopped me, player B is highly likely to backstab player A and | then emerge as the winner. | | I've found that playing very aggressively, and really get as many | continents as possible within the first few turns, is the best | way to win the game. I always win if I can get 2-3 continents in | the first few turns, and if I fail then the game is usually won | by whomever did manage to do just that. | | Being a turtle or "mongolian horde" as we call it can be | interesting, but your only viable strategy is to wait for an | opening while everyone else stockpiles their continental forces. | If you wait too long, you're just an annoyance to the other | players, but you don't actually have a good chance to win. | alex_anglin wrote: | My experience is that capturing and holding smaller continents | early on is best. Capturing and keeping North America, Europe | or Asia early on tends not to work well when I play. | IshKebab wrote: | Yeah in my experience whoever starts in Australasia basically | always wins because it's so easy to defend. Risk is a pretty | terrible game by modern standards anyway. | drited wrote: | Agreed! There's often a little jostle during the starting | land grab to get Australia: easy to defend and those extra | reinforcements really matter in the early game. | callamdelaney wrote: | In my experience players are happy to unite against me. Usually | I take Australia and move into Asia when I've amassed enough | forces. Then my strategy moves to holding asia at 3 points, | while I disrupt the continental bonuses of my opponents between | turns. Africa, Europe and North America can be disrupted from | this position. | hpoe wrote: | So take it from a young man who spent way too much of one | summer playing Risk on the computer, you don't want to take | Australia, the problem with Australia is that there is no | good way to go from Aussie to anywhere else because the only | thing next to you is Asia so someone else can solidify gains | somewhere else, and Aussie only gives you 2 more | reinforcements, not enough to get you a decisive enough edge | to move out of Asia. | | The trick is to always capture SA, it is close enough to | other things to keep you involved, also you can capture | Centeral America and North Africa without having to hold any | more territories than you would need to. Then choose NA or | Africa and work on seizing the rest of that, when you | complete that if it is late enough in the game you'll win | almost every time because Asia, and Europe are impossible to | hold, North America is to big to capture in the early game | and Austraila as noted before doesn't bring a big enough | advantage because it puts you in a poor tactical situation. | | EDIT: A good point was made below, this applies only to the | standard classic Risk map, in standard Classic Risk. | callamdelaney wrote: | Yes, but if you expand to Africa from SA you have to defend | all three northern provinces. That's 4 points you have to | equally reinforce. Asia + Aus is only three. SA + NA is 3 | too. | | Asia usually lacks a strong player while players focus on | their relative home continents, often being sabotaged by | competitors or me. That said, I rarely get a chance to play | people with Risk experience these days. | | We played extensively at school, with lots of politics - so | games often lasted weeks (played in-between certain | classes) as naturally the weak team up against the strong, | ad infinitum. | ghostly_s wrote: | I think this depends on the map. If you're playing with | Antarctica, Australia has a good route to South America and | Africa | ummwhat wrote: | Asia can be held if you can also take (or start from) | Australia and take Ukraine iirc. It works out to 3 | territories defending the entire space. That's literally | the same as defending the whole of the Americas. | Europe+Africa can also make a sustainable combination, but | neither works on its own. | | Every other pair has too many connections and no way to | reduce to a chokepoint. | faeriechangling wrote: | My experience is that people overvalue Australia heavily. I | think South America is the strongest start the way people | typically play the game. You just keep taking potshots into | Africa and expand into North America and end up with +7 | armies a turn and 3 borders. | | I think if Australia wasn't overvalued it wouldn't be bad | because there is no real non-suicidal way to stop the | Aussie snowball once it gets going. | drited wrote: | Australia plus something else is good though as it both | gives you easy to protect reinforcements in Australia plus | the ability to influence the board elsewhere. For example | Australia plus South America. | hinkley wrote: | In Civ I'm always trying to balance my attacks so that I get | the killing blow on an enemy. If I don't the AI gets the credit | and possibly the city (if it's a city state they raze it). | | Seems like in risk you should let your ally "win" so that they | feel more satiated. Like playing the long game in poker. | cletus wrote: | When I read stories like this I always wonder how much of this | is groupthink. Speaking as someone who has played a ton of | different, complex games over many years, groupthink can be | really pervasive and often explains why someone swears a | particular strategy is dominant. | | I don't play Risk so can't speak this specific example. I | suspect if you took your strategy elsewhere your get far more | boxed results however. | paulluuk wrote: | Well I've played hundreds of games of Risk, against many | different people IRL and also a lot online. | | IRL you'll see that people tend to be "nice", don't want to | push you too far. And they're also willing to accept deals | like "hey, you want to agree that neither of us ever crosses | this border here?" rules, because there's a good chance that | you'll play again together, so being trustworthy pays off. | | Online, the game is played very differently, and it's all | about maximizing the results of every single turn, and | completely ignoring any metagame or personalities. You might | as well be playing against bots. | | I tend to do a bit better offline, because I'm a bit of a | charmer and people want to make deals with me. But online, I | feel like I can try many more strategies without worrying | about people thinking I'm "mean" afterwards. | sdenton4 wrote: | In the ever evolving online game world (eg, hearthstone), | group think is basically 'the meta.' Lots of people get the | same common advice, or learn a new trick, so suddenly it | becomes advantageous to use strategies which defend against | the trick or take advantage of some weakness which opens up | due to a trade-off... And then repeat. | | Afaict, being really good at these games requires a good | grasp of the fundamentals, knowing the game itself inside and | out, and also having really up to date knowledge of the | current meta. | | The same phenomenon happens with Diplomacy (board game) as | well... Probably any sufficiently complex game with a | community ends up with a meta. | tialaramex wrote: | When a game is "evolving" in the sense that the rules (or | some element of the game which in effect alters the rules, | such as player classes or unit compositions and their | statistics) are changed periodically, the meta can | influence that, mostly in an unfortunate way. | | If the general perception is that Bears are too powerful | while Geese aren't powerful enough, developers may | subsequently alter the game to reduce the power of a Bear's | attack, or allow Geese to fly further. These are often | called "balance tweaks" but it's almost unavoidable that | they'll focus on the meta, rather than addressing a proven | flaw in the game itself because most of these games aren't | subject to any theoretical underpinning. As a result the | meta may change even as the game itself is being changed as | a result of influence from the meta. If you announce on | Tuesday that from next weekend the overpowered Bear gets | reduced damage, and then on Wednesday a renowned player | demonstrates that (with the existing damage) Bears are | easily overcome by a previously unseen strategy using | Geese, the developers look foolish. Cue outcry when the | damage reduction takes effect on schedule while at the same | time players who favour Bears are now being swarmed by | Goose players who've learned the new strategy. | | If they _stop_ balance patching the game obviously there 's | a risk that a degenerate strategy is discovered. Perhaps | Bears are in fact just so good that Geese always lose | against equally skilled players, and people lose interest | in the game. But it's also possible that the meta continues | to evolve, Bears dominate Geese, then with a new style of | play Geese are destroying Bears, and later the Bears are | back on top, even though the rules never changed. This is | the case with Chess for example, styles wax and wave in | popularity as top players show off one way or another way | to play the game and win. | | StarCraft: Brood War (by now a very old game) is still | played competitively although its meta doesn't evolve as | quickly as it did twenty years ago. | LudwigNagasena wrote: | > If the general perception is that Bears are too | powerful while Geese aren't powerful enough, developers | may subsequently alter the game to reduce the power of a | Bear's attack, or allow Geese to fly further. These are | often called "balance tweaks" but it's almost unavoidable | that they'll focus on the meta, rather than addressing a | proven flaw in the game itself because most of these | games aren't subject to any theoretical underpinning. | | This is easily solved with data analysis of actual games. | | The only problem is if there are strategies and play | styles that weren't discovered by players. | the_lonely_road wrote: | Might just be a friend group thing but I will also add on that | very few games of risk I ever played didn't involve some level | of 'meta' strategy like a husband/wife not attacking each other | or that guy that doesn't like you refusing an obviously | mutually beneficial alliance. | 0xRCA wrote: | I hate hate HATE that behavior. Games are games. Obviously | you can be unnecessarily rude or cruel in a way that will | sour someone's taste for playing with you or playing the game | again. But the point of games is to win. When people refuse | to act in their best interest or are "nice" its so | frustrating because it makes the entire game pointless. | | edit: In a way, it feels like people who wave you on when | they have the right of way at a stop sign. It's not nice, | just follow the rules and drive predictably. /rant | pessimizer wrote: | The kind of "nice" in board games that is bad is when a | player is willing to lose in order for another player to | win. When you play a game, everyone has to play to win for | the rules to make sense (I'd argue almost definitionally | for a competitive game.) Playing a board game with someone | who is not playing to win is like playing tag with somebody | who refuses to run away and won't chase you. You should be | working on a puzzle together or writing a song instead. | Maybe make up new rules every turn and pantomime playing | the game, that's fun. | | The kind of "nice" that is good in multiplayer board games | is strategic. Being "nice" isn't necessarily being nice. If | a subset of players collaborate, they eliminate the other | players from the game. It's one of the ways most | multiplayer games naturally handicap based on the | reputations of good players - other players assume that | they will get the short end of any deal with a good player, | so refuse to collaborate with them. | cortesoft wrote: | If you can't beat people who are "nice", doesn't that mean | your strategy is bad? | | Whoever wins the game is the person who played the right | strategy.... you have to account for other people not | playing optimally when designing your strategy, whatever | the reason for their suboptimal strategy (whether it is | them trying to be nice or just not knowing the best | strategy) | | If you know a player is always nice during a game and won't | attack anyone, incorporate that info into your strategy. | Part of game strategy is knowing your opponents. | einpoklum wrote: | > But the point of games is to win | | Different people, or groups, play games for different | reasons: | | * Sublimate conflicts (it's probably better than physical | fighting) | | * Learn / hone skills | | * Feel personal challenge, tension, suspense | | * Passing the time. | | * Experience other players' "game-table-side banter" | | * Attention diverter from munching snacks. | | * Making a romantic pass at another player (it's been known | to happen!) | | etc. For some of these, winning is part of how you achieve | your objective; for others it doesn't matter; and for | others still it's detrimental! | th389200001 wrote: | See also the investigation of So Long Sucker in The Trap. | Quoting Wikipedia: | | >The programme traces the development of game theory, | with particular reference to the work of John Nash [...] | He invented system games that reflected his beliefs about | human behaviour, including one he called 'Fuck You Buddy' | (later published as "So Long Sucker"), in which the only | way to win was to betray your playing partner, and it is | from this game that the episode's title is taken. These | games were internally coherent and worked correctly as | long as the players obeyed the ground rules that they | should behave selfishly and try to outwit their | opponents, but when RAND's analysts tried the games on | their own secretaries, they were surprised to find that | instead of betraying each other, the secretaries | cooperated every time. | hinkley wrote: | Nobody wants to ally with the guy who always wins. The game | group I'm in has one of those, and so for some games I'm | the one who wins the most. They expect him to win, so they | drag him down, and I win by default. | | It's important in this dynamic that you pick games with a | high wildcard factor, so that other people win | occasionally, otherwise nobody wants to play after a while. | jcelerier wrote: | > But the point of games is to win | | games in themselves have no point. The act of playing games | may have a point: it is generally to have fun, not to win. | | > edit: In a way, it feels like people who wave you on when | they have the right of way at a stop sign. It's not nice, | just follow the rules and drive predictably. /rant | | you're not nice. | Dylan16807 wrote: | I wouldn't have said anything if you concluded "you're | not nice" from the first part. But you conclude it | because they don't like when someone messes up traffic? | That's wrong. | jcelerier wrote: | how is waving to the other drivers messing up traffic ? | Dylan16807 wrote: | Because it's their turn to move and they're not moving. | jcelerier wrote: | ... waving just mean thanking by a move of the hand no ? | How is that related to moving or not. | | Hell, doing it is even an official recommendation in my | country: | https://mobile.interieur.gouv.fr/Archives/Archives- | publicati... ("faites un petit signe de la main" = to | wave) | Dylan16807 wrote: | Are you familiar with the term "right of way"? | | The complaint isn't about a friendly wave. The complaint | is that it's someone's turn to go, and instead of going | they wave at someone else to insist the other person go | out of turn. | | The wave is an insistence of "you go first", not a | greeting or a thanks. | aflag wrote: | True, people find different things fun. I sympathize with | the idea that playing a game not following the rules and | not making the best logic choices make the game less fun, | because it becomes more about luck than skill. I, for | one, have no joy winning or playing something entirely | random, whereas beating other people on a skill based | game is fun. | IncRnd wrote: | It's not a question of being nice or mean but a question | of being competent and predictable to other drivers. | | We have roundabouts where I live, and some people will | always stop before entering. This is done even to the | point of waiting for people to arrive and enter from the | other roads, despite the law being to yield. This causes | more problems than it solves. | smeej wrote: | I like the ones who stop to wave you out into traffic, not | realizing they're only one lane on a 4-lane road, so you | can't go without getting hit by at least one of three other | cars, and the backup they've now caused behind themselves | has closed the entry window you were about to have if | they'd just picked "smart" over "nice." | | I'm as skeptical about the appropriateness of rules as it | comes, but a surprising number of the ones around driving | actually do work to make the traffic flow efficiently! | kqr wrote: | Wait, I must be missing something here. If people are nice | to each other and that's a bad strategy, surely you get to | wipe the floor win them (i.e. fulfill your objective of | winning) and if people are nice to each other in a way that | makes them hard for you to beat, surely it is you who are | playing the worse strategy by not doing the same? | | In my group of friends, whether it is Risk or Monopoly, | being nice makes it much easier to win. People are happier | to enter into mutually beneficial agreements with nice | people who they know are honest and keep their word. | gerdesj wrote: | You have just described international diplomacy. For a | slightly dumbed down version with working shown: Eurovision | Song Contest. | | Actually, when I say dumbed down, I'm not too sure! If I was | you, I'd embrace the added dimensions that go outside the | official rules. Get your Machiavelli on. Get him so pissed he | can't see and his alliance with the missus might break down. | | Be careful and get some lines that shall not be crossed | worked out first if you are going to play Extreme Risk. | pasabagi wrote: | International diplomacy is like that, but every now and | then some random soldiers in one of your backwater armies | get drunk in some podunk border posting, murder some of the | other side's soldiers, then suddenly you have to explain to | your nutso nationalist press why a great power war is a bad | idea. | | (The india-china border clashes are a good example of this. | Or that one where a NK soldier killed somebody with an axe. | Or that time japanese soldiers bribed a triad gang to | attack japanese priests so they had could convince their | officers to invade more of Manchuria.) | wearywanderer wrote: | > _In fact, if player A and player B decide to unite against me | and player A had his turn and stopped me, player B is highly | likely to backstab player A and then emerge as the winner._ | | The fun in Risk is the other player _knows_ they will be | backstabbed, but can 't resist the temptation to team up | anyway, hoping that they might be the one to do the | backstabbing. Everbody knows that backstabbing will occur, and | yet, invariably, some players are still willing to team up. | paulluuk wrote: | Absolutely. Even if they don't end up backstabbing you, at | the very least they'll be like: "Oh, you already dealt with | the threat? Well then I think I'll just reinforce this turn." | IncRnd wrote: | Notably, I've played Risk with two people, one who taught the | other. They appear to make the same sorts of moves in similar | positions, and they speak the same strategies. Yet, one | consistently wins compared to the other. I believe the missing | component is that one plays the game against people and wins, | while the other plays against the board and wins less. | AncientPC wrote: | As they say in poker, "Play the person, not the cards. But | also sometimes play the cards." | IncRnd wrote: | I was taught early on (in a paraphrased form), "if you | can't tell who the loser is at the table, it is going to be | you." | jacobolus wrote: | Continents are overrated; they are a big source of armies in | the early game, but the primary goal of the early game is mere | survival, and a skilled player can win without ever owning a | continent until the last couple turns. After the early game, | cards are where the real threat is in Risk - in particular, the | way someone can eliminate an opponent and capture their cards | (and when they end up with >5 cards, immediately turn some in | in for armies) makes risk a very unstable game when played | aggressively. | | The best aggressive players wait for the right moment when they | can go from minor threat to unquestionably dominant in the span | of 1-2 turns, by toppling one opponent after another. The | tricky part is the timing (and there is some luck involved with | dice rolls and card matches). If you get it wrong and don't | _quite_ take out one of the card-rich opponents along the | chain, then (a) that extremely weakened player will be open to | easy attack from the other players, and (b) you'll be | completely exposed having used all of your armies on at least | one side of your territory in the attempt. | failwhaleshark wrote: | This must be how my aunt always wins against, well, everyone. | Honestly, she's not the sharpest tool in the drawer, but she | plays Risk like the Muzychuk's play chess. She's a damn Risk | savant. :D | | I wonder how she would fare at Diplomacy. hmm. | ineedasername wrote: | In my experience the key to winning is endurance: just be the | last person willing to play past 2:00 a.m. Then it doesn't matter | if you have entire continents or one piece in Greenland: you win. | aphextron wrote: | Or just take Australia | protomyth wrote: | I like History of the World these days. A bit more structure but | a fun area conquest game. | https://boardgamegeek.com/boardgame/224/history-world | suzzer99 wrote: | The whole key to early Risk is goading your opponents into | attacking each other. It's an art. | Dumblydorr wrote: | Every time I've played Risk, two things happened. First, a | massive bloodbath over Australia. Second, a long slow slog to a | dissatisfying end, where multiple players wind up pissed off, | because the Australian ends up winning somehow. | | The AU continent is just so easy to hold. With only one country | to go through, you can amass a huge army in Siam and no one | touches your continent all game. | kochikame wrote: | Sounds like you're playing with sloppy players | [deleted] | 1123581321 wrote: | AU is an easy way to get second place, not to necessarily win. | Focus on getting cards elsewhere. Card bonuses build up to | where the Siam bottleneck won't matter. | Aeolun wrote: | While everyone else is fighting over Australia, I generally | managed to get a win by completely ignoring it (and uh, making | use of the people that were so irrationally focused on it). | prpl wrote: | This is why it's great to focus on Siam if you play with that | one person who always focuses on AU. | dcow wrote: | What a clickbait article. I'm really disappointed. The premise is | interesting: win every time using a new strategy. Then, | discussion about the concept and preview of the "systems | thinking" mentality. Not too bad (although the bathtub example | was a pretty weak way to advocate for systems thinking, maybe | that's just me but it seems even in that example to be an overly | reductive and not terribly insightful method of thought, but it | was enough to entertain the next section). However, during the | discussion of the strategy everything falls apart. "Let the other | players fight each other. Win the game _every time_ by not | participating and hoping to inconspicuously amass an incredible | army such that you can take over half the board and then turn the | tide in your favor in one fell swoop." If this fails the | suggestion is then to play the meta game and beg for pity. Not a | single piece of data to back up the claim that this strategy wins | every time. In my experience it doesn't. It also happens to be | the strategy that most every player headquartered around Russia- | Asia ends up playing because you simply cant control that part of | the board early on. No "systems thinking required". The author | also claims hoarding cards is "safe" and wont trigger other | players to consider you a threat to the balance of the system. | Well, that's just naive either on part of the author or requires | other players to be pretty green to not account for the risk card | factor. In reality, another player also using systems thinking | would immediately identify you as a threat because they would be | tracking unit quantity flow in and out for the players on the | board and using that to inform their understanding of what | constitutes a threat. I think that's the disappointment kinda | summed up: this strategy doesn 't work in a game where everyone | uses it because it depends on your opponents not paying attention | rather than you making strategic moves to win the game. The | author does not sufficiently incorporate all the complexities of | the game and people to yield a solved game. | cbsmith wrote: | 'The author also claims hoarding cards is "safe" and wont | trigger other players to consider you a threat to the balance | of the system.' | | Unlike continents, cards additionally represent an incentive | for other players, so it's even crazier to think it is "safe". | | In general I share the same sentiments as you. I'm disappointed | this article got voted up, presumably because it uses the | phrase "systems thinking" in the title. | | In defense of the author, if you actually believe it is | possible for you to win any player-vs-player game _every time_ | by applying a certain strategy, you clearly aren 't doing | systems thinking. :-) | yetanotherjosh wrote: | Even if the execution was flawed in that it did not deliver a | successful gaming strategy or sufficiently complex model of the | game, I still appreciated the nature of the exercise. I would | love to read an article that takes it to a more accurate and | effective system model. | ganzuul wrote: | Cybernetics is a much cooler word anyway. Deals with functions, | while systems theory deals with objects. | | IM!HO, object-oriented thinking doesn't work in complex | environments. - You tell a duck by its quack. | jfk13 wrote: | Anyhow, if there's a system or strategy that enables you to win | every time.... what happens once everyone knows and uses it? | GoodJokes wrote: | I dislike games where it's just a system to win. Kinda defeats | the purpose. No actual gamesmanship. | laurent123456 wrote: | I avoid these games too but mostly because it feels like work. | Aeolun wrote: | I like those games I think. The alternative is chance, and | that's very dissatisfying. | __s wrote: | Systematic play is often the first step for beginners to gather | experience from multiple similar situations. Nuance comes after | that | zelphirkalt wrote: | I feel similar about this, although I have to say, that it | disqualifies so many board games, that sometimes I wish, I | would enjoy other games more. It is a bit sad. Sometimes | friends want to play something and I allow them to convince me, | just to not seem like the boring person, who "only wants to | play their games". | corpMaverick wrote: | I have never played risk. But I have always been curious of the | joke where Malcom (in the middle) used to always beat the whole | family. Is it about strategy, complexity, random luck? ___________________________________________________________________ (page generated 2021-06-12 23:00 UTC)