Page Summary
Active Entries
- 1: My fandom has a ramrod in its pants
- 2: Game Rec: The Booze of Monkey Island
- 3: The Chiefs don’t always lose the Super Bowl…
- 4: Champagne facials
- 5: Falling for Autumn
- 6: Super Bowl rings for Red Friday
- 7: Mild Cards
- 8: FIC: Shower and Gleam (Emily of New Moon, Emily/Dean, T)
- 9: One of the best-written ones!
- 10: "I never thought underdogs would upset _MY_ team,"
Style Credit
- Base style: Marginless by and
- Theme: Midnight by
Expand Cut Tags
No cut tags
no subject
Date: 2006-08-08 05:31 pm (UTC)But yes, Risk does have some inherent problems, mostly having to do with the fact that there isn't actually a whole lot of strategy you can do, it's simple number crunching. Which can get boring with the Very Large Armies that players inevitably put together.
For this reason, I perfferred Castle Risk, its cards, its system, and its map made for a faster system and more intersting strategic options, and the map had fewer choke points along which you could station humungous armies that would require defeating by even more humunguous armies which would take ten minutes of rolling the damn dice to determine the outcome. And this doesn't even take into consideration the fun you could have with an Admiral card and an amphibious assault.