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La Conquête du Monde revised» Forums » Reviews

Subject: 21st Century Risk rss

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Dave Shapiro
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21st Century Risk

Note: The rules and map for this variant are available from the site listed at the link on the BGG page. It can be played on a standard Risk map. Finally, this review is based on the English language rules which have minor differences from the Italian rules.


One of the greatest assets of Risk is the ability to alter some component of the basic game and indulge in a completely new experience. There are a few other game systems that permit this tinkering (without destroying the basic feel of the game). These include Settlers of Catan, the Command and Colors series of games and the 18XX games. Often the player created variants are less than fulfilling but on occasion, one encounters an exceptional variant; one that is challenging and worthy of replay.

Having played Risk since before the advent of the electric light bulb, I have tried many, many variants (and created a few disasters myself). Recently I was contacted by Roberto Convenevole. He offered to send me one of his variants for Risk. The name did not ‘click in my head’. Roberto Convenevole is one of the two authors of the book The Story of Risk. (What was exceptionally nice was the inclusion of a copy of this book.)

Italy has a substantial Risk following and Hasbro even has a specific section specifically for Italian Risk development. In the US, Rob Daviau is responsible for Risk development while his Italian counterpart is Spartaco Albertarelli. Both gentlemen have non-Risk designs to their credit – Daviau with Heroscape, Epic Duels and more and Albertarelli with Magnifico, Dust, Dicelend and others. Where North Americans may be familiar with Daviau’s contributions to the Risk family, Albertarelli’s may not be so well known on this side of the world. His Risk credits include: Risikard, Risiko Express, Risko Junior, Risiko Master, Risiko Prestige, Futurisiko and S.P.Q.R. Risiko.
(Senatus PopolusQue Romanus: the Senate and the people of Rome)

So the Risk variant I was to try was designed by a man who had written a book about the game, living in a country that has a strong following for the game. I was expecting something superior to most of the other ‘unofficial’ variants I have tried. When the package with the variant arrived I was surprised to discover the quality of the components is better than something from GMT (not to berate their components – just to suggest the quality). The map (described below) was tri-fold and laminated. It was full color and artwork that is worthy of any traditional Risk game. In addition to the map there is a set of 20 mission cards that were thick and laminated. (8 cards have missions printed on them and the remaining two are replacements or for player creations.)

Note: The game most know as Risk (or Risiko) was originally published as La Conquete du Monde. This variant is known as La Conquete du Monde revised.

The first item that struck me when looking at the map is that, though it is obviously a Risk board, the map has been shifted. Centering on the Pacific Ocean shifts North and South America to the East (right) side of the map while Asia, Europe and Africa are now found in the West. After all of the years sitting over a Risk board, this configuration was uncomfortable as we began the game but by the second turn it all gelled as if this is how every Risk map appears. (Early on we all reached for areas that were now ‘moved’.) It is not necessary to play on this particular map; a standard Risk map works as well. However, if using the standard map one must not forget the connection between Australia and South America and printing the new missions. (In my view the new map is worth owning - it is beautiful as well as playable.Personally, I believe any Risl collector should include a copy in his personal collection.)

There are two other alterations to the map. The first establishes a connection from Australia to South America. The fortress-like nature of Australia on a classic Risk map has long been the center of debate. Control of Australia (in a classic game) often results in a victory. It can be critical and many Risk players contend that this is a flaw. I was especially interested in the effect of this change. Prior to our fist play on this map, one of the players assured us that this (long overdue ‘correction’) would result in a dramatic change to the play of the game. Well…after several games I can attest that it has eliminated the rush to control Australia but has had little affect on the play of the game. There were a few attacks over the new connection but it did not elicit any dramatic change. It is nice to include the connection as it opens another front and permits strategic development that is not available in the classic game

The second alteration to the map resulted in a dramatic and challenging version of Risk. Every territory on the map is assigned a value. This is a critical change that significantly increases the depth of the game. Some areas are worth two points while others are worth up to nine points. This somewhat mimics the boards found in games such as El Grande, Twilight Struggle and 1960. Players are faced with a dichotomy of a few valuable areas versus the many lesser valued territories. As no one can control all of the most valuable territories any more than they could control every one of the less valuable areas, this introduces the necessity to formulate a plan that will generate the most points with some combination of the two.

There are two alterations to the rules of classic Risk. The combat mechanic remains consistent but there is a move allowed, prior to an attack, from a territory adjacent to the attacking territory into that same territory. It is a minor alteration that affects play somewhat requiring a bit more thought prior to initiating an attack. The second change to the classic rules is a matter of timing and this is a major change. Reinforcements are received at the end of a player’s turn; not the beginning of a turn. This change in timing requires that a player plan for a defense while allotting more armies to territories than might normally be expected in a typical beginning turn reinforcement. We found that this eliminated these wandering, snake-like attacks that stretched across the map as players tended to spread their armies about more evenly rather than the I-will-drop-everything-into-one-spot-and-attack mode. This produces a more logical and realistic feel to the play of the game. We witnessed ‘fronts’ forming versus the more typical chains of armies. Territory growth appeared to be more incremental than in the classic game. Contention for the high valued areas never ceased.



Victory in this variant is determined by one of three methods. The first method is the Mission cards. There are 18 Mission cards that picture various territories on the map. These cards are held secret so other players are unaware of your intentions. Accomplishing your mission wins the game. In all of the games we have played thus far, no one has been able to successfully complete a mission. These are tough; this is not hold Australia and North America.

The second method for winning is to control 102 of the 194 points on the board. (The points are the various values of the territories.) This is the same as the Mission cards except that controlling specific territories is not required. This too is very tough. You might accomplish this with a few relatively new players but our group is fairly experienced with Risk and though several of us have attempted this in a few games – no one has topped out. Note: this second method is not 'official' but is employed when players are not fond of Missions.

However the third method for determining victory is, in my view, the most interesting and challenging. Prior to starting the game, players agree on a specific amount of time for the game to last (60, 90 or 120 minutes). When time has expired; each player is allowed one additional turn. At the end of this final turn, players total their scores and the player with the most points wins. Now this method has been applied to dozens of other games. Variations of this method can be found in Vinci, Small World, El Grande and many Eruo-style games. (A variation of this scoring method is employed in Risk tournament play.)

With all of the variants of Risk, from the official, commercial to the home brew, this is the first time I have ever encountered this type of scoring in a Risk game. When this scoring method is coupled with the time-test mechanics in Risk the result is something exceptional. Of course the balance of the values of the territories must be perfect; any flaw might result in a ‘broken’ game, one in which a specific plan works each time. After many plays, this does not appear to be the case;. The values were allotted according to a formula.

So what is the result of these alterations to the classic game? What La Conquete du Monde revised accomplishes is to breath new life into the classic game. I admit that with the many new commercial publications of the game, I had rarely pulled the old stand-by from the shelf. La Conquete du Monde revised has changed that. The game is extremely tense and competitive. Each turn is tense with a plethora of choices available. It is a dynamic re-invention of the basic game. In 2008, Hasbro introduced Black Ops/Risk Revised which is a very good implementation of the game. These two games compliment each other in their feel and play. Both games are tense and challenging; playing in similar time frames. Black Ops is more fluid with the momentum on the board changing as the various ‘goals’ are claimed. La Conquete du Monde revised is less removed from the classic game in that all areas of the map are in contention throughout the game which results in a less fluid but just as exciting an experience.

I enjoy El Grande; it has everything I believe a good game should offer. La Conquete du Monde revised is as interesting as El Grande but has greater depth – it is the better game.
If you enjoy Risk or EL Grande, you owe it to yourself to play this game.

Edited for minor grammer and clarification.
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  • Last edited Sun Dec 27, 2009 2:42 am (Total Number of Edits: 1)
  • Posted Wed Dec 23, 2009 3:24 am
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Michael Wohlwend
Germany
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Isn't another big change that you can only advance up to three armies (the ones which attacked) into a newly conquered territory instead of "all but one" (as I know it) ?

Also I would like to know if collecting reinforcements at the end of the turn also works for the two player risk (which I think is very good variant)... and the territory values too

Michael
 
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