I play the original risk very much, but it has always been so, that it is not the perfect game for me and I was of the opinion that much potential is there for improvement. Then, the "Lord of the Rings - Risk" came. Since I am a big Lord of the Rings fan, I considered this an interesting game and was very excited to play it.
However, the LotR risk also some stayed behind to improvement.
Advantages:
-Mr The Rings universe
-many countries
-Festungen Improve defense
-detailliertere landscape (rivers, mountains, etc.), thereby more realistically and more tactics
-Ereigniskarten That can be used in combat
-Heerführer (Bring bonuses in combat)
-beautiful figures
Disadvantages:
-Only 4 players, despite large pitch
-Siegmöglichkeiten Are very limited and always run to the same thing
-Gondor And Mordor come only through the expansion into play
-no Mission cards as risk Classic (there are jobs which you can get more units), thus little variety
I think the game is pretty balanced in terms what advantages and disadvantages. Perhaps even outweigh the benefits a little, but there is unfortunately blatant disadvantages, which is why it is only 3 stars. The biggest criticism is the end of the game: The game ends once the ring has reached Mordor (with extension). Whenever the next player's turn, the ring also attracts a country further. Every now and then the ring device to countries where you have to roll the dice, so he continues "wandering". If the ring now reached the end of the game in the penultimate country immediately before the Mount Doom, always the same thing happens. The player is on the train to start a "run" on the playing field, trying still to get as many countries as possible before the game ends then. In eingermaßen equally good players, this train is then always the game-deciding. Since the last field of the ring is a dice box, you have to speculate, of course, because the sewer is not completely out. If does not start up the next player a "Run" and many countries gets as possible and so on. I find it silly when virtually a train at the end decides everything and there is relatively no matter how well you've played before. Overall risk is always a work based primarily on gambling, but most is not the game so crucial as it is here with the ring of the case. It simply lacks good and meaningful mission cards, through which you can get to win. "Conquer all countries of Middle-earth" is not really a good alternative.
Fun: 3 stars - makes a total quite fun, but lacks variety, every game is similar, especially the "Run-at-last-ring field" train tarnishes the game very, possibly because good tactics and a good Game will not be rewarded.
Durability: 4 stars - the beautiful game characters are surprisingly durable and resistant. One should watch out that you lose nothing. Very nice, I think that with the expansion of the "cardboard ring" will be replaced from the base game through a "real" ring.
Educational: 1 Star - I can not educationally valuable acknowledge this game which would justify more than a star, but in Fantasy games also something of a rarity.
My conclusion: LotR Risk is a nice alternative to the original risk. Which one is better is hard to say, both have their merits and in its own special charm. But for right Lord of the Rings fans, this variant is probably certainly the better.
by (e) cky