RISK: Global Domination

RISK: Global Domination

RISK: Global Domination

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《RISK: Global Domination》3.22.3版本更新内容 1. 游戏排名及游戏奖励的改进与修复 2. 三项行为调整及服务器端排名修复: ① 赛后界面现在会显示获得的BP,无论你何时离开游戏。 ② 机器人退出现在算作投降:机器人无法为你带来更好的奖励或更高的排名。 ③ 多人游戏中最后一名人类玩家始终算作第一名,无论剩余机器人数量多少。 ④ 玩家排名逻辑已清理,今后在退出游戏或游戏结束时排名应始终正确。(由于服务器端变更,此更改将在未来几天内逐步推出。)这些改动意义重大,以下是关于排名和奖励机制的更新总结: 游戏排名:取决于你获胜或被击败前淘汰的玩家和机器人数量。(例如:在一场6人游戏中,淘汰1个机器人和1个玩家后投降,你的排名为第4名。) 战斗点数基于游戏排名,但有一个例外:最后一名人类玩家无论剩余多少机器人,均算作第1名。完整计算还会考虑游戏时长、玩家数量、每日上限以及游戏是否完成。 排名点数完全忽略机器人,仅计算你相对于其他人类玩家的排名。对于排名点数而言,退出游戏的玩家将被视为立即被淘汰。《RISK: Global Domination》修复公告 1. 主要修复内容: ① 准备阶段中途离开的玩家会正确转换为机器人,并立即跳过其回合。 ② 自动机器人在游戏中途不会再变成中立机器人。 ③ 沙盒模式的Steam验证功能恢复,只需点击一次即可使用,无需其他解决方法。 2. 次要修复内容: ① 恢复了游戏设置中“启用 puck 形状”选项缺失的提示信息。 ② 改进了统计数据追踪功能,所有数据都应能被正确记录。 ③ 玩家投降时会立即标记为投降状态,而非在退出结果界面时才标记。 ④ PC玩家跳过教程后,可以按任意顺序完成教程,并收到正确的完成提示。 ⑤ 创作者代码的外观缩略图现在以完整分辨率显示。 ⑥ 秘密任务模式的玩家不会再抽到已完成的任务。《RISK: Global Domination》更新内容 1. 玩家准备就绪后将无法被踢出游戏。 2. 玩家在打开工具提示的情况下结束回合时,头像不会消失。 3. 取消订阅的续订日期不会导致订阅提前结束。 4. 艾拜兰领土卡的插图现在会显示正确的领土。 5. 艾拜兰现已在沙盒模式中可用。 6. 静音玩家不会导致联盟按钮消失。 7. 僵尸模式中缺失的攻击阶段公告已恢复。 8. 维京征服地图现在在领土悬停时会显示正确的视觉反馈。 9. 修复了移动和攻击箭头相互覆盖时出现的Z轴战斗错误。 10. 粉碎罗马场景已恢复。 11. 多人游戏的地图选择界面中不再显示场景。 12. 调整了多张地图,使领土邻接关系更加清晰。完成强制交易现在将始终获得额外时间。 在秘密任务中投降不会显示“胜利!”消息。

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你在想我在想的事吗?作为一名不满意的玩家,我想分享一些让《风险》更友好的建议: 1. 支持联盟系统,例如向好友提供军事通行权或共享人员 2. 添加聊天功能,就是简单地加入聊天系统 3. 设计可通过联盟获胜的游戏模式,或者添加相关模组 4. 为玩家提供无限令牌,同时移除禁赛令牌 5. 增加头像选择功能 6. 添加查看历史游戏玩家列表的功能 7. 加强头像的安全性 8. 如果希望获得资金,可像现在这样推出捐赠DLC之类的内容,让有意愿的玩家自愿捐赠,但不要在游戏中弹出相关提示 9. 添加一些海上航线,允许单位通行 10. 增加更多国家边界线 11. 添加语音聊天功能 12. 添加国家选择场景,比如在地图上选择国家 13. 停止销售完整地球地图,但仍可继续销售区域地图14) 希望免费提供如僵尸入侵等游戏模组 15) 可以为 bots 增加更多智能和难度 16) 添加仅发送 Steam 好友请求的按钮 17) 移除开始时的“我已准备好”按钮,这会导致玩家在不知情的情况下在开始时离开服务器 顺便说一下,你们从未采纳过这些建议

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这份指南将教你如何失去朋友!(如果你有的话) 如何失去朋友! 这份指南将教你如何失去朋友!(如果你有的话) 步骤1:购买【RISK:全球统治】 步骤2:给你的朋友也购买【RISK:全球统治】 步骤3:和他们一起玩 步骤4:打败他们 步骤5:对他们说:哈哈哈哈你太菜了,轻松取胜哈哈哈哈,打得不错 然后你就没有朋友了!希望这对你有帮助! 有趣的事实:这对女朋友也管用!!

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Hello, I have been playing for a few weeks and here is a couple things i think may be helpful for newcomers when playing ranked 1) This is a good way to minimise cheaters. 2)This also helps you get familiar to battle with other human players in a time efficient way. 3) you can play efficiently I will explain what to do, then, I will explain why. First of all, go into settings and turn character animations off. Having this on will waste lots of your time in game. Just turn it off. If you are playing on Computer with Mouse and Keyboard, this is actually superior. You can use the keyboards Return stroke to fast cycle attacks on your enemy. strike it once, you attack, choose your deployment amount, strike the keyboard again. if you are just trying to move fast across the board and are happy to leave one piece on each territory, this is really fast, you just keep striking return, then click the next territory, and do it again. If you are not doing this, or have not tried this, just open up a game against the computer to test it before ranked and see how aggressively/quickly you can assault across the map. You will appreciate this knowledge I am sure (if you didn't already try it). I noticed I must be playing people on tablets or phones, because sometimes their attacks are really drawn out. It may seem a little OTT on those players, but... this is a war game. The option is there for you to use it, should you feel the need. now, about ranked. Heres the steps. >Start setting up your own match >Set AI to Medium >set Card trade ins to progressive >Ensure you create space for only one other human by deleting the 2 other players spots that will be there >Add 3 AI players (you can add 4, but i think 3 is quite a good number in relation to card collecting and trade-in defence) >now you have a total of 2 humans and 3 AI players (5 total players) this appears to be the best method i have found until i got to master. I have noticed that the higher the AI is set, the more likely you are to have bad rolls in attack. When set to Medium the rolls seem quite smooth, where as above medium you are clearly playing at a disadvantage. Another reason is that when the AI is set to Medium, it will push on other players in its vicinity, but wont go completely wild in attack crossing the map to collect cards. It plays quite reserved and steady, which i think is quite a good way to play the game generally, but there will be times when you will just want to go all out and defeat another player, and when the AI has the opportunity, it does not do this. This means there are only 2 players who are going to have this ability, the human opponent, and yourself. This means you can keep an eye on your enemy without having to worry too much that the AI is going to savage you before you get to grips with actually fighting a human. Now, there is 2 reasons why I suggest only having 1 Human. I have noticed that people can play with multiple accounts. they will set up a match, you will be in the lobby, and just before they start the game they add another human who arrives instantly. they then both attack you. basically a 2nd account to boost their primary because they are desperate for rank. some people might even have the lobby pre-set up with their other device already in the lobby. not every player is like this, but there are a some. I prefer to monitor my own ability and learning so this is not some thing i have tried. It wont help you get good at this game, and this game really is about intelligence and decisions. You will get where you are going in your own time, no point cheating. Don't get caught out like i did for a few matches playing these losers. with my tips, you can at least know you are only playing individual players and there is no risk of gang attacking or boosting. I mentioned about having 3 AI players as I believed that was a nice number. Here is the reason why. In optimal conditions, it would be hoped that both you and your enemy only defeat one other player each to collect their cards, then use those cards to attack the 5th remaining player and get their cards. it means that at best, the result of card collections is 3/2 in end of match. Of course there are plenty of variables and you should not expect this as default. But I have found it a successful technique to mitigate strong opponents going on a card collecting spree and you being cornered. This method seems the most reasonable for trying to combat this. It may not mean much now, but I think this is very important. I feel the best method for playing strangers is this one. If you set up the match, you can at least know that its a well rounded match which is not in favour of who ever gets the first trade it. Having progressive card trades turn on is how to play this way. I never bother having the other option on. I went from the 2 millionth rank to about 23,000 since i played. i played around 100 rank matches. Hope this helps someone. I spent alot of time just playing on my own in single player when it was late at night and the servers were dead. This is also useful. I have played with my friend together on 2-6 player at mine too quite a few times so that has helped. Really good you can play with other people if they are visiting you. In UK time you seem to be able to get matches in a quick time from about 10am-1am. pretty sure im playing people all over the world but there has been times when lobby has been set up for ages and no one comes, you change maps, no one comes, and there is no matches you can join as no one is online. Even if this doesn't seem to helpful to read, just try some of the things i mentioned to see for yourself. I think you will prefer knowing this knowledge than having to spend time figuring it all out. Overall, great game. Really nice to enjoy a board game at my desk, alone, without having to spend a huge amount of time to organise a match/occasion. Great job SMG

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A money-grab from the development team and a plea for your help from a fellow risk enjoy-er. A personal letter, if not witness statement, to the decline of games as we know it. Officially Copyrighted as of © August 2021 Introduction Where to start? I suppose I should begin by laying out to you, directly, what I aim to convey in this guide, and what I am trying to say, what I am feeling. I mean, the only reason this guide comes under the "English" language, it because "facts" wasn't available to. My childhood, how I was raised, my experiences with life. I could go through them all with you now I'm sure of it. But I won't. I don't wish to bore you, I wish to inform you, and inform you I will, do enjoy the guide: Historically accurate - This game sux Risk is a strategic game, unlike "Game of the Goose",the earliest commercially produced board game, the Game of the Goose is a game of chance and luck, involving no strategy at all. The Duke of Spain popularised the game and it quickly spread as a common past time amongst citizens of Europe. Crowds gathering around stalls in the marketplace, the smell of fresh manure running its course throughout the slums of the kingdom. Peasants and second-class folks alike, stood side by side, cheering on the contestants of "Games of the Goose". Children frolicking about the dirty town, happiness, like poverty, is plentiful amongst the townspeople. The game of the goose brought closer the men and women and children and hags of the kingdoms all across Europe. Chess, Backgammon, Draughts, or Checkers, and many more. i could continue. Throughout the ages, from as early as 600 AD, humans have used 3 forms of social interaction; One to form stronger relationships, the other to fulfil his or her own needs, and the final to carry out the daily tasks one is responsible for. Relationships In this primal division of social interaction, there is then a further, more specific, three divisions amongst those first primary divisions, and these are -as I call them- secondary divisions. The first of three secondary divisions withing the "relationship" primary division, would be Sexual. Within a community of co-existing men and women, sexual intercourse is a strong defining factor between two choices of wide importance. From the King signing a treaty with another Allied kingdom, to a bartender dogging down a young girl in an alley-way. Sexual relations, whether chosen forthrightly or forced, are a crucial step to the development or withholding of a society. This is true within almost all species of the wide animal kingdom, not just the humans. The second, secondary division is a light, casual relationship amongst people. This ranges from the relationship between a bartender and his customers, to a knight captain with his fellow, although recognisably inferior, knights. The final sub-division of the three is a strong bond that rarely occurs and is often quickly broken, Both its rarity and it's fragility cause these kind of relationships to crumble and occur, publicly, a lot less than a society needs them to, In the middle-ages, a class system was a concrete barrier that shows a significant decrease in these meaningful relationships, and now I am left to wonder whether we, as a society, are even capable of forming long-lasting relationships. We live in a world of instant-gratification, who the hell has time to care about your problems? In such a fast-paced Eco-system we now flourish and thrive in, Is there any doubt that we will soon pay for our mistakes. What am I even getting at? Well, this digital, steam edition or Risk is quite literally the downfall of all things good. As the great disciple Matthew has warned us, we can tell a tree by its' fruits. Matthew 7: 17-18: A good tree produces good fruit, and a bad tree produces bad fruit. A good tree can’t produce bad fruit, and a bad tree can’t produce good fruit. I remember the times when my entire school would gather together to see the chess tournament, or the nearby ping-pong games being played, and most memorably, the different risk games all occurring on the outskirts of the gym hall. Three of these open-school risk tournaments, I personally won, and the last two I placed second, only to be graciously beaten by my very own sister. Risk helped the family dynamics within my home, being able to distract my mother and father for longer enough that I don't have to hear them yelling at each other was one of the very few moments of joy I can remember from my childhood. There are approximately 373 variations of Risk to date. I am aware that the fickle-minded developers behind the digital game believe that, because you don't have to pay for it, it is better. But they are still stuck in their own deluded mindset that keeps them unhappy in their lives. Tell me, what products are often better because they are free? Spotify is better without ads, I think we can all agree on that, I would rather pay to have no ads on YouTube, and almost all "free" books are only free because nobody in their right mind would pay for it. And that's all I can say for this game, It's only free because nobody would pay for it. I suppose I should attempt to summarise my disorganised writing. You see, to interact in a relationship, one must first have the ice breaker. Whether this is ordering something from the bartender, proposing a treaty to a king, or offering someone a game of risk, the ice breaker always exists and will continue to, remaining hidden in plain sight. I can honestly tell you that I had a wide, ear-to-ear grin on my face when I won those risk tournaments, and not just that satisfaction, but the relationships that formed from winning, and playing, those games were immensely worthwhile. How many friends have you made playing digital Risk? it's the difference between playing Fifa and going to a football club. The former just outplays the latter and leaves it in the dust. Fulfilment in an empty generation There is, like with relationships, three sub-categories, or a sub-dominant checklist, that we can identify and relate to. The first being vital-needs, the second being non-vital needs, and the third being self-fulfilling needs. An easy example of vital-needs would be eating food when you are hungry and drinking water when you are thirsty, although not all need-fulfilling activities are this vital. A good example for the non-vital needs that we still take care of, would be relaxation and hygienic treatment. These are obviously not vital as we can live without them, but the first may cause a mental breakdown and second a detrimental effect on social status and physical well-being. The final of the three are the self-fulfilling needs, and no, they don't fulfil themselves, but instead they are needs you only categorise needs because you as the individual classify them as such. To better explain myself, a good example is in order. Let's say you come home from a hard day's labour and decide to sit down and read a good book by the fire. This is important, not only to you, but for you. It sustains your mental health as well as lifting your mood and re-energising you for your next day of hard work. I can't classify reading a book by the fire as a need of mine, but to you it very well may be, and who am I to take that away from you? If my needs is to wake up and vigorously masturbate out of my window, then what's stopping me. Besides laws of course. Daily tasks Finally, we must cover the daily tasks each individual takes the responsibility to uphold and complete successfully when they are supposed to be completed. The first of three (yes there is three again) is a societal task, this may be parking your car in a legal parking spot, or completing your job as waste-management leader to your fully committed duties entail you to. All-in-all, the societal task benefits your society greatly, and we all play a large role in this, whether we believe it or not, and our ability to individually perform these tasks will be reflected when we take a third-eye look at the society we live in. The second of the three is our beneficial task. This can be collecting your mail from your mailbox, as to keep on track with your bills, or it can be servicing your car to keep it in a healthy condition. To you, those two activities may seem very well like -as it is named- a task that is beneficial to you, but it is in fact beneficial once again to your society members, your neighbours, and yourself last. It takes energy to walk to your mailbox, and then all you do is find out you have to pay some company money just so you can have water to drink, Surely water should be a necessity not a commodity! And along with this, servicing your car will only cost you, accompanied by the gas to get to the servicing garage, and when you get there you will (depending on your own intelligence and knowledge of vehicular maintenance) likely be charged for jobs that don't need doing. But the beneficial side of this task would be that you won't break down in the middle of the road and cause a traffic jam. So essentially you go through the effort and pay the money just so some fat, balding man isn't late to go to his garage and over-charge dim-witted customers. Irony. Although this vastly puts me off of servicing my car, you must know that, as you do one act of society, society is also expected to do one act for you. If everyone serviced their cars, then you don't have to worry about traffic jams as much, if everyone drove perfectly you would likely never have to watch out for traffic pile-ups. On the other hand, if everyone took the lazy, half-arsed attitude of not servicing their motor vehicle, we would experience traffic jams at least 8 times as much as we do today. And that's only one drawback to your personal neglect. So what I'm saying is- Our three basic needs (that being relationships, needs and completing tasks in among us ) must all be taken into consideration when comparing one great from one not-so-great. In this case, it is comparing a class-A board game to a digital, lazily made sloppy mess. In my days of playing real-life Risk, I formed relationships, whether with new friends, strengthening my relationships with existing friends, or playing strip-risk with my sister. I was fulfilling my personal needs, and I was completing the tasks that kept me sane, that kept me in order. Risk saved my life, but this digital edition is about to ruin it, and I will not stop until either the devs apologise to me, or I die. It's one or the other, but I'll take my chances happily. Continue the legacy, buy the risk board game, Yours truly, Alina

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《RISK》成就列表 成就 现金变现:在应用内完成购买 短暂休假:一回合内占领5个领土 长期休假:一回合内占领10个领土 军团创建者:招募250名士兵 友谊:组建第一个联盟 笔友:添加一名新的全球多人游戏好友 单打独斗:赢得1场单人游戏 世界巡回赛:占领15个一回合内的领土 世界开局 赢得1场多人在线游戏 卡牌收藏家 提交10套领土卡牌 倒霉 streak 输掉3场游戏 比1000少 摧毁1000个敌方部队 营队建造者 招募1000名士兵 第四次就是乐趣 连输3场游戏 建立联系 玩一场多人在线游戏 四人一心 人人为我连续4个加载方块排成一行 连续掷出4个六点 面带微笑 用10个表情表达自己 无条件 摧毁5个联盟 战争战利品 从被击败的玩家那里夺取50张卡牌 想大干一场吗?同意10次“发起攻击”请求 卡牌专家 上交50套领土卡牌 漫长的订婚 进行一场持续15回合或更长时间的游戏 湿滑小径 输掉10场游戏 大满贯5-0-0-0 摧毁5000敌军 上升之星 击败25名电脑或人类玩家 地产大亨 同时持有9张领土卡牌 熟悉的土地 使用同一张卡牌10次 全甲板 上交100领土卡片组【和平缔造者】 组建25个联盟 不抓俘虏 击溃10000敌军 无法满足的荣誉渴望 击败50个电脑或人类玩家 军队收集者 招募10000名士兵 举起盾牌 连续防御5次攻击 世界属于你 在经典世界霸权地图的一局游戏中击败5个经验丰富的AI 社交能手 组建50个联盟 媒人 通过以下方式启动游戏自动匹配 自己动手 赢得25场单人游戏 反胜利者 输掉50场游戏 全球玩家 赢得25场多人游戏 在线游玩 系统错误 击败100名电脑玩家 苟活的渺小人类 击败100名人类玩家 狂热者 玩100场RISK游戏 孤狼军团 赢得50场单人游戏 行星玩家 赢得50场多人游戏 在线游玩孤狼:赢得100场单人游戏 卓越:在法国大革命地图的一场游戏中击败5名经验丰富的电脑玩家 老兵:获得200场胜利 变色龙:使用5个不同的头像进行游戏 国际冠军:赢得100场多人游戏“在线游玩” 下次运气会更好 在你的第一步行动前被淘汰 刀枪不入 连续防御15次攻击

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Here's a simple guide to help you understand some fundamental terms within the game of RISK. These can help you learn how to not only be a better player by knowing these, but also help follow along other players and their games, leading to you learning how to play the game even better! The Various Terms You May Hear When Playing RISK & What They Mean: Good Neighbor: A Good Neighbor is an opponent who respects your borders when in a game. A Good Neighbor will often never attack you (unless they have to in order to win), especially if you hold a bonus, and will often in fact go out of their way to be nice. They will only match troops along their borders only if you do first, or if you've proven to be someone who cannot be trusted. Good Neighbors will often deescalate tensions between their allies, leaving their borders completely unguarded with only 1 troop. Essentially a Good Neighbor is someone who doesn't give you or other players a hard time in the game. These players are usually experienced and know the politics of RISK. Bad Neighbor: The opposite of a Good Neighbor. A Bad Neighbor is usually a newer player who will at any chance they can, just give you a hard time. Bad Neighbors will always attack and mess with anyone they can. Bad Neighbors will never deescalate tensions and will often be the ones to start fights with other players. A Bad Neighbor may also be someone you made mad within the game and will see your defeat as their sworn objective, even if it means they also lose the game. Bad Neighbors are much more common than Good Neighbors, and be ready to just have constant headaches and problems when fighting them. Noob Corner: A spot that is stereotypically fought for by newer players. Most often, these are either maps with extremely broken blizzards, or a place that can be defended with only 1 stack. Every map typically has a Noob Corner and as you play you'll see what those are. A common example is Australia on the Classic Map due to its ease of defending if you can take it. Noob: A new player. These are players who will do seemingly random and stupid moves. A noob is usually a Bad Neighbor to anyone who upsets them, but this isn't always the case. Stack: When you consolidate all your troops onto one or two places on the board. This is done because the larger your stack is, the harder it is for your opponents to break your borders and territories. However this may be done at any time within the game and is an extremely common tactic done by players who either wish to be left alone, or be flexible to make huge moves when the time comes. Card Swapping: When you and other players will use their turn to gain a card by attacking one territory and then retreat or consolidate troops. Then your opponents will use their turn to do the same thing. One territory will swap owners multiple times. This is usually done in games with more experienced players, where the pace is a lot slower and many players have large numbers of troops. Botting: This games version of rage quitting. When a player surrenders/rage quits, their remaining troops and territories are taken over by a bot. Bots are loose cannons and will do random and really stupid moves within the game. However since RISK is a very strategic game, this will run counter to the nature of the game and can lead to you and/or your opponents having to deal with their borders being radically altered by stupid and nonsensical attacks. Borders: Places where large numbers of troops will be stacked upon in order to prevent other players from being within them. Usually (but not always) where bonuses are given if you hold all territories in that region/country is where borders will form. Going To War: When one or more players attack another. This often means attacking their troops when possible, and going within and past their borders in order to break them. Players can go to war either for strategic reasons, or for purely emotional ones. Newer players are more likely to go to war between others, and for petty/stupid reasons, while more experienced players will usually only go to war when it helps increase their chances to win. Breaking/Breaker: Attacking someone's borders/territories to prevent someone to not gain bonus troops when their turn is up. This is done to prevent your opponent from gaining extra troops, thus preventing them from becoming as strong or stronger than you. A Breaker is typically a new player, but not always, who will break borders and overall ruin anyone's territory bonuses. These players will take the "war" aspect of RISK way too far and take every opportunity to mess up anyone who hold bonuses or decent stacks of troops. A Breaker typically has a "If I can, I will" mentality, and this is to attack whatever they can. Card Trade: Turning in your territory cards for a troop bonus. Depending on the game mode and how the bonuses of the troops are calculated, this can be a good or bad thing for both you and your opponent. Parasitism: Allowing a player to gain extra cards so when you attack and eliminate them from the game, you will have even more cards to trade in to enhance your game. There are other phrases people will call this, such as card harvesting or anything tied to elimination for the sake of gaining cards. Point: How many fronts you need to defend in order to hold your bonuses and territories. For example, on the classic world map, North America is a 3 point hold, meaning you need to stack and defend 3 territories in order to keep your bonus troops coming in on your turn, Alaska, Mexico and Greenland. Australia is a 1 point hold, because you only need to defend Indonesia, and nowhere else. Blizzard: A game modifying option where no player can hold, attack, or go through that territory. This means you have to go around that country/territory in order to either capture, break or hold a bonus. This can radically change how the game is played. For example, if a blizzard happens to be in Mexico on a classic world map, this makes South America a 1 Point hold with Brazil, and North America a 2 Point hold with Greenland and Alaska. Play this if you wish to shake up the 'meta' of RISK. Fog of War: Fog of War modifies the game by simulating the confusion and lack of reliable information one will have when war breaks out. If you do not have a territory within a specific area on the board, you will not know who else is there, what their troop size is, or who holds a bonus. For example, if you only have 1 troop in Central America, you can see what players and the strength of their troops are in Mexico, Brazil and Peru. However if someone attacks that territory and you lose it, you will lose all that information that is going on in South America and North America's Mexican border. This makes the game often riskier to attack others and slows the game's pace because you never really know who owns what, and you may open yourself up to attack. Card Blocked/Kill Guarding: A strategy used to prevent someone from gaining cards because their armies are too low in numbers to attack you or are locked within their own borders. For example, if you only have 8 total troops and one territory with only one way in and out to attack and your opponent has 300 troops, they can fortify their troops at your border. This means you cannot reasonably get a card because you cannot win fighting 300 troops when you only have 8. This can be done either as a sign of disrespect, or to prevent you from dying to another player, so they can take your cards when you get eliminated. Pocket: The territories you own in a specific area of the board. A strategy you will often see players do is 'flush' someone out of a pocket, meaning they no longer have any easy access to that part of the board. If all players are in Africa for example, and you only have a 1 troop hold in Madagascar, and someone attacks and defeats you, you no longer have a Pocket within Africa. This is done to prevent you from either stacking troops there if someone doesn't want that, or to consolidate you to a smaller place within the board, making you an easier kill when the time comes.

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无论你是完全不懂还是非常了解,这里都有适合你的简明指南;如果你了解不多,这份简短精炼的指南将对你有所帮助。 攻击: 游戏中有卡牌。要获取卡牌,只需攻击他人的领地即可。卡牌有3种类型,会根据地图类型发生变化: 1. 假设为X 2. 假设为Y 3. 假设为Z 3张X可合成4个单位; 3张Y可合成6个单位; 3张Z可合成8个单位; X、Y、Z各1张可合成10个单位。 你在游戏初期获得的卡牌会对游戏后期产生影响,卡牌非常重要。当你要攻击的对象与你的兵力数量相近时,通过掷骰子进行攻击——减少2来扩大双方的差距,这样你就能进行突袭掷骰。不要见人就打,为了赢得卡牌,你只需攻击一个地方即可。不要随意减少你的兵力。 防御 进入游戏后,仔细查看地图,考虑边界和海上通道。将地图上的兵力部署到你最容易防守的地方。增加边界处的兵力数量,在你区域的中心保留一个单位即可。 最佳的防御就是进攻。

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(内容包含外部链接,已按规则处理)

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你最大的敌人是那些伪装成朋友的人。 杀死第一个向你提出结盟的人。 为了成为一名更优秀的《风险》玩家,我向《风险》社区内的专业大师请教,以获取更丰富的战术知识。我不会提及任何人的名字,但我可以告诉你,这些大师会在他们的视频频道上分享这些珍贵的战术经验。现在,我不会透露任何人的名字,但我会分享我所学到的内容。 有一些大师是战术阵地方面的专家,还有另一种专家,他们是操纵大师。我们都很清楚让对手互相争斗的策略:这是每一个真正的《风险》玩家最终必须掌握的基本战斗战术。我所说的这类人将此策略提升到了一个全新的高度。我曾看到一位YouTube博主在一局游戏中结成了五个联盟,并击败了游戏中的所有对手。颇具讽刺意味的是,其他玩家都没有意识到自己正在被操控,而这位主动提出联盟的玩家是一位操控大师。 我开始注意到,这些《风险》大师级的YouTube博主有一个共同点,那就是他们总是第一个向他人提出联盟的人。给你一个建议:如果有人向你提出结盟,而你在他们的资料中看到了宗师段位,那么他们很可能会击败你。 当有人提出结盟时,你需要问自己以下几个问题: 1. 他们提出结盟是因为你对他们构成威胁吗?查看你在棋盘上的资源以及你相对于他们领地的位置。 2. 他们是不是在让你攻击另一个对他们构成威胁的人? 3. 从长远来看,这个联盟对另一方有什么好处?如果你按照他们说的去攻击某人,那个人会得到什么? 4. 提出结盟的人的段位是什么? 如果你想在《风险》这款游戏中生存下来,这里有一些合理的建议: 1.只有在确定结盟对你有利时,才接受结盟。 2. 不要接受任何人的结盟。这对我来说很有效。 3. 如果有人向你提出结盟,拒绝这个结盟,因为提出结盟的人很可能是游戏中最善于操纵他人的人。相反,与另一个人结盟,然后攻击那个首先向你提出结盟的人。 4. 如果向你提出结盟的人是拥有YouTube频道的大师级玩家,你应该与另外两名玩家结盟,合力击败这位大师级YouTuber。 5. 如果第一个提出结盟的人不是操纵大师,那么第二个提出结盟的人肯定是。 如果你不相信我,可以去看看YouTube上一些《风险》玩家的视频。 希望这些能帮到某些人。

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