Monday, May 3, 2010


I'm very sorry about the amount of time that has gone by since my last post. I've really been all over the place as far as my life and my leisure activities go. I'm once again not playing Risk hardly at all so it's just hard to keep the game and this blog on my mind, but I haven't forgotten! I'm going to spend some time soon and finish up the commander series of posts, but for now I figured I would follow up on the online games I had mentioned in a long-ago post. If you haven't read it, search for it in the archives sometime about April 2009.

Facebook ATTACK!: I actually played this game quite a bit and I recommend it for anyone who both likes Risk and has a Facebook account (who doesn't?). As I mentioned before, it's traditional Risk, not 2210 A.D., so if you're unfamiliar to the original, it may take some getting used to. The best thing about it is the speed. Gone are the days of spending 3-4 hours on a game. These take a convenient 10-25 minutes on average. The rolls are automated and the computer takes care of the technical work for you. All you've gotta do is strategize. I know some people prefer the long drawn out games, but at least this way you wont be super ticked off if you lose.

Conquer Club: Alright, I had high hopes for this website but was utterly disappointed. Admittedly, I can see why some people are into this site, but it really wasn't for me. Basically there are several board styles to choose to play on, most following the same basic format as original risk. The site hooks you up with some other players, and you start a game. The difference between this and ATTACK! is that not everyone has to be present all the time. Each person has like a day and a half to make his move. That's right... a game could take days or even weeks! I don't know about the rest of you, but I can't stay interested for that long. The only thing I will give the site kudos on is for being very competitive. It tracks your wins and loses and ranks you accordingly. It's kinda neat, but not worth the trouble to me.

Invade Earth: Eh, I stopped playing this game pretty quick. There's no online version, which is kind of upsetting because that would be super fun. But this game is what it is, a computer version of 2210 A.D. It may keep you busy if you really have nothing else to do, but I doubt you will have too much fun playing it.

Ps. I've decided to discontinue the review of the game that my friends and I played some 13 months ago. I certainly don't care too much about it anymore, and can't imagine anyone else does. I think that if anyone wants to read this blog it's for the strategy tips, so I will stick to that sort of thing from now on.

Until next time,


  1. I keep getting owned on ATTACK! It's much more aggresive than a real game of Risk and a world a way from 2210

  2. Hey Lane,

    Just found your blog and been reading your posts. Two observations: 1) good tips, good advice, good insight into the game. 2) stop apologizing at the beginning of every post; we're all busy and understand if you don't play the game for a while and thus have weeks/months pass inbetween posts. No need to apologize. That said, keep up the good time allows.

  3. Is it standard to give players 3 energy and 3 troops on the first turn in addition to the standard 3 energy and initial placement units?

    This is a topic of contention for my group.

  4. We do give 3 energy right from the start. Then, each person gets their starting energy (usually 3 but can be different if they started with an entire continent) on the start of their turn. As for troops, each person just gets what they start out with (the 25 or 30 or what have you), then they get their extra ones at the start of their turn equal to the amount of energy they also receive at that time.
    Keep in mind though that all these types of rules are up to you to decide... the main thing is that everyone agrees on every detail before the game begins. That will help avoid unnecessary conflicts and any accusations of unfair play.