Win at Risk by using systems thinking
thesystemisdown.substack.com
thesystemisdown.substack.com
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.
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.
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.
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.
Every other pair has too many connections and no way to reduce to a chokepoint.
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.
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.
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.
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.
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.
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
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.
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.
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.
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)
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.
Traffic isn't just 'other cars'.
> The driver has the following responsibilities: (...) to do his utmost to ensure that other road users are not endangered, especially the most vulnerable (pedestrians, cyclists and electric scooter riders)
There are definitely places where letting someone go is appropriate, especially if it's leaving a gap so they can make a turn. But if you're on a road and you have to wave them through then most of the time you're not actually helping, and fake-helping is an annoying thing.
Unpredictable traffic is dangerous, that's like, driving 101. It's nicer to let everyone follow the rules and stay safer.
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!
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!
>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.
Such a beautiful mind :-(
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.
If the arguments that underly the strategy decisions taken during the game purely happen during the game, that's perfectly fine. The issue arises when you absolutely cannot do anything to influence those. Rules of games are designed not designed to account for external behaviours that might favour
Eg: If Alice, Bobo and Charlie are playing a game of Risk and Alice is in love with Bob in real life and won't do anything in the game to hurt him. What can Charlie really do ? The rules of Risk have been designed to give each player with equal skill roughly 33% chance of winning - as they should. But in this case, Bob is almost sure to win and Charlie has very little things he can do to change that. How is that fun for Charlie ?
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.
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.
Games never exist in a vacuum of their own mechanics. That's what makes them interesting. Learn the meta of your opponents, not just the game's if you're focused on winning.
If you wouldn't mind reviewing https://news.ycombinator.com/newsguidelines.html and taking the intended spirit of the site to heart, we'd be grateful.
If you want a fair game, play strangers or a computer
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.
(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.)
In South America, you can get lucky and take North America in 1 or 2 turns. Since North America shares a front with South America, you end up with the same number of fronts you would have if you possessed North America alone, and in a very defensible position. The fewer fronts you have, the more interior you have that doesn't need to be manned with troops.
Seems like in risk you should let your ally “win” so that they feel more satiated. Like playing the long game in poker.
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.
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.
No 1: Play very aggresively in the beginning and use your excellent micro management to make sure your opponent doesn't have enough time to stop your expansion. Sure you are going to lose one or two bases but then you have a full three bases to devastate your enemy.
No 2: Play conservatively, let the opponent expand but grow your available bases (usually only 2) to full potential quickly and devastate your enemy with your big army. The key is to grow your army quickly (you opponent meanwhile is busily expanding his new bases) and to use a lot of micromanangement to harass your opponent (e.g. dropping a squad of marines to kill all drones of a new base).
Ultimately it falls into micromanagement and how familiar you are with the map.
My typical strategy depends on chosen race and other game configurations, but I tend to prefer a slower pace. Peacefully building my empire while focusing mainly on research and trying to build strong relations with other races.
However, on the hardest difficulty (called "Impossible") the only way I ever win is playing with extreme aggression and conquering everything in reach with force as quickly as possible.
The moment you put it on a computer it becomes fairly fast and ... actually most of the gravitas goes away.
One person’s opinion.
https://www.chess.com/news/view/breaking-official-rules-of-c...
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).
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.
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.
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.
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.
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.
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.
~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 - 围棋 (Go)
~5000 BP - Checkers / draughts
~5000 BP - Backgammon
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.
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).
2500 BP
2500y ago"ya" (years ago) as a suffix is better, in that it doesn't have a conventional use with a particular epoch date.
Fun fact, there's no corresponding After Present system for dates after 1950. Instead you subtract negative years. E.g. 1957 AD = -7 BP.
https://blog.mitchjlee.com/2020/your-writing-style-is-costly
Lol anything newer is theoretically better?
Was the best work of all fields - cinema, art, music, architecture, literature, all from the last year?
Shut Up & Sit Down do a very good job selling Inis: https://youtu.be/ElcG-_-gfxo
Edit: sadly you will have to copy and paste the Wikipedia URL, as HN wrongly believes that the trailing "!" is not part of it.
The standard rule is up to 3 for attack, up to 2 for defence.
the url works if you % encode the !
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.
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
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.
We started season 2 too, but ironically that was disrupted by the pandemic.
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).
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.
It’s a very long game due to the discussion turns and having to evaluate everyone’s moves… but it allows for exciting politics.
IM!HO, object-oriented thinking doesn't work in complex environments. - You tell a duck by its quack.
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. :-)
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.
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.
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.
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.)
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.
If everyone decides to follow the advice about the southern continents, the winning strategy is to get all over 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.
Systems thinking without game philosophy understanding is very shallow.
To illustrate my point of the strategy being entirely reliant upon opponents (meta): in cs:go, most unexperienced players will go through a hot spot (that's probably being targeted by pre-positioned opponents) without jumping, making themselves easy targets. this is the behavior you will find in low ranks. eventually, some of the players will learn that jumping may be a good tactic in these situations instead, to make it harder for opponents to hit headshot, and behavior becomes very common in mid-ranks. Eventually, though, mid-rank players will start to notice this tendency to jumping, and will position their crosshairs looking for a jumping headshot - they will progress in rank by doing so. At high-ranks, however, a lot of times it is expected that your opponent will be waiting for a jumping cross, and therefore the low-rank behavior would be the best one: don't jump. In conclusion, it's impossible to point out the best possible behavior without knowing who you're playing against and their skill in the game.
This is not the strategy that will win the the most (if you know for sure that your opponent will jump every time, of course you would never aim at walking height), but it is one that cannot be exploited by your opponent deviating from whatever their optimal strategy is.
Of course, improving your skill enough to see these changes in behavior in your opponents takes a long time, which is why we naturally adapt the more exploitative strategies that you mentioned.
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.
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.
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.
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?
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.
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.
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
"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?
Letting the other players fight each other imagined a game where no one notices you.
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
finally, everyone here seems to argue that Risk is a terrible game but if that's so why do I generally win?! Next you're going to tell me that Stratego isn't any good either!
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.
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.
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.
I've played variations that have better balances.
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.
http://kth.diva-portal.org/smash/get/diva2:1514096/FULLTEXT0...
I wonder how she would fare at Diplomacy. hmm.
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?
I'm not sure what the term is but I find risk has too few mechanics/variables.
Inconceivable!