Team Games - Play Risk Online
Team Games allow you to join forces with other players and take on teams for global Supremacy.
Risk-like Games and Types
- Doubles: Teams of two, can be played with 4, 6, 8, 10, or 12 total players
- Triples: Teams of three, can be played with 6, 9, or 12 total players
- Quads: Teams of four, can be played with 8 or 12 total players
- Fivers: Teams of five, can be played with 10 total players
- Sixers: Teams of six, can be played with 12 or 24 total players
- Crusade: Teams of twelve, can be played with 24 total players
- Deployment: Risk game players can deploy troops on their teammates' regions (NOTE: deferred troops cannot be deployed on teammates' regions)
- Assault: Risk game players can assault the regions of their teammates. This is treated like a normal attack, so make sure you plan ahead!
- Reinforcement: Risk game players can reinforce troops to and through (for Path or Anywhere reinforcements) their teammate's regions.
- Commands: Commands cannot be jointly held by teammates and still receive a bonus
A winning strategy for team games is different enough from that for singles games that it's worth talking about some of the basics. The essential risk strategies (attack your opponent in head-to-head, try and maintain a balance in Risk multiplayer) still hold, but you're going to want to go about them a slightly different way.
- Communicate: the #1 thing you can do to improve your chances of winning a team game is communicate early and often with your teammate(s).
- Plan Ahead: you and your teammate(s) should have short-term and long-term goals, so that every move gets you closer to said goals.
- Consider Turn Order: all other things being equal, in larger teams, it's better to deploy or reinforce to the teammate playing right after you, so those troops don't just sit there vulnerable to counterattack. Similarly, it's usually a good idea to concentrate on the opponent playing right after you.
- Target Weak Players: The more Risk game players on a team, the smaller each player's starting deployment will be. In quads and above, it can behoove you to target an enemy player from the beginning of the game and concentrate on killing them.
- Weigh the Costs: It can be a good move to take your teammate(s)' regions in order to secure a command. Just make sure that the bonus is worth the cost, and that it's secure enough to prevent an opponent from breaking it.
Tips on Being an Effective Teammate
As stated above, communication at Risk-like games is the key to team play, but what exactly are you supposed to communicate? Obviously, Risk game strategy is important, but there's more to it than that. It's important to note the following in team chat:
- Reserves - whether or not you have a set, what color your reserves are, and if any of them are bold (i.e. owned by you)
- Troop Count - the team troop count at the end of your turn, it's a handy thumbnail to see at a glance how well or poorly you and the opposition are rolling
- Turn Recap - this isn't quite as important, but it can be useful to write a quick thumbnail of your turn, this can be as simple as "great dice, broke the opponent's command" and as complex as necessary