Note: 1. Though I had the opportunity to playtest the prototype version of this game, the following is based on plays of the finished product alone.
2. The prototype version was known as Black Ops. This is the same game with different colors.
Relative to the enormous number of games that have been published, there are a rare few that have enjoyed popularity for fifty years. Risk is one of the rarities. Originally introduced in 1957 (in France) it was published in the United States, by Parker Brothers, in 1959. Since its inception, the game has grown in popularity and is now published around the globe in more than 20 languages. There have been several computer and console renditions as well as a variety of play-by-mail or play by email groups. There are Risk clubs and leagues and even a World Championship held in October of each year.
From 1959 to 1999 the only variation to the classic version of Risk was Castle Risk introduced in 1982. Beginning with Risk Napoleon in 1999 there has been a new variant introduced almost every year. (These include: 2210, Godstorm, Lord of the Rings, Star Wars: Clone Wars, Star Wars the Trilogy Edition, Warriors (the card version), Narnia, Transformers and Express. (This does not include the various versions published either by small/self publishers or the variants published in Italy where Risk has a substantial following.) Each version is different enough from the other publications that no two versions are interchangeable. With the exception of Knizia's Risk Express the only feature that all of the games share is the basic combat system. These are not simply themed games where the play of the game remains the same but a new theme is tacked on; these are unique. The complexity of the games range from the vary basic (Express) to the fairly complex (Napoleon).
I have played the various versions of the game for many, many years (Moses and I even played a few - he is a poor sport). Classic Risk was my introduction to the world of sophisticated gaming and what a ride it was. As with so many gamers that have played a substantial number of games of Risk, there are tales to tell, memories of games that will never be duplicated. This is an area at which Risk excels. The game generates a story as you play; it has an initial stage, a middle game and an end game. It is an aspect of gaming that so many other games fail at. The game unfolds as a novel or movie might. Many classic games (Chess for example) posses this trait and there are several modern games that have managed to include it (Diplomacy, Civilization, Imperial, Struggle of Empires, etc.) These are rare games; games that afford the memorable moments.
Another aspect of Risk games is the emotional response generated during the game. Few other games produce this affect. One can play hundreds of other games, that while interesting, fun and challenging, simply do not ignite this fire in the player. Risk does this and does it very well. All Risk players have encountered the normally reserved player that becomes overly aggressive during a match. Though I cannot explain this with certainty, I suspect that it is the result of the simple rules and player elimination in the game. Consider that the rules to most Risk games are minimalist, so basic that even non-gamers can easily absorb them allowing the player the opportunity to concentrate on strategy rather than remembering the rules. When this is combined with the possibility of elimination, the result is a do-or-die game experience. (Add in a dose of testosterone and the mix can be explosive - as well as entertaining.)
The final common thread in all Risk games is the nature of the contest itself. Each of the games represents an epic battle of some sort from conquering the world to establishing control over a galaxy. It is this bigger than life theme that pulls so many players into the games. If one considers the theme in relation to that of movies it is simple to see that it is the epic films that are remembered, the films in which good versus evil in some near apocalyptic form is described. When suggesting a film to a friend, which is the most likely topic to interest him/her; world domination or planting fields? Theme plays a significant role in all Risk games.
So what of Black Ops? As I mentioned earlier I have been playing Risk for a long, long time. When I first played Black Ops, I was disappointed; this did not feel like Risk. I deliberately waited to write about the game until I had played it a few more times. First impressions are not always accurate especially in gaming. Since that first game I have played Black Ops a significant number of times; more than any other Risk game this year. Unlike classic Risk with its relatively straight forward strategies, Black Ops is far more subtle without sacrificing the simplicity of the rules set. It has all of the elements of a typical Risk family game. Transformers and Narnia have simple rule sets but lack the depth of Black Ops. This is a game where repeat play will reveal additional strategies and opportunities for play. It is a mix of Mission Risk, Capital Risk and the classic game with a few tweaks incorporated. It surpasses the original in the variety of routes to victory.
Similar to many Eurogames, the set up almost insures that no two games will be alike. Locations for the cities and the objectives will be different in every game. (I can foresee player designed objectives increasing the variety.) Retaining player elimination adds a level of tension to the game that is not found in so many others. In a four or five player game, player elimination becomes a vary viable option for victory. The playing time is short enough that elimination will not result in long periods of wandering about the room; most often, when a player has been eliminated, the game ends. As with the classic version of the game, familiarity and experience are rewarded. The dynamic is such that new players may win but the experienced player has an advantage.
I would be remiss if I did not mention a few of the changes incorporated in this new version. As with many home rules and several of the newer published versions of Risk, moving armies at the end of a turn is not limited to an adjacent space. A player is permitted to move armies along any connected chain of territories. This eliminates the problem of trapped armies and allows for surprise movements. The second and most significant change is with the determination of reinforcements. Cities, capitols, territories, continents and cards are included but the value of the cards has been completely revised. The new method introduces another level of strategic choices. It is a wonderful addition that presents the player with more control but tougher decisions as the opportunities have expanded. It is worth playing for this change alone.
Finally Seinfeld fans will be disappointed to discover that the Ukraine has been replaced with Russia. (Sorry Kramer.)
I have read in several articles that this version of the game will replace classic Risk. Originally I was disappointed believing that Black Ops just wasn't up to the task....I was wrong. While retaining the introductory nature of the classic game this is a far superior version of Risk. It is quicker and offers more `gameplay' without sacrificing the critical elements of Risk family games. Being totally honest, I have not bothered with the world domination version of classic Risk in years. When we play the classic board it is with the 2003 edition of Mission Risk. If I were to devote the time required for the classic game, I would rather play 2210 or Godstorm. Black Ops however, is a game that will come off the shelf often. It is a superb revision of the classic game.
If some version of Black Ops replaces the original it will not only introduce new players to more advanced gaming (as the original did) but may drag in some of the Eurogame crowd. As an introductory game, the variety of player decisions and options far exceeds that of Ticket to Ride or Carcassone and rivals that of Settlers of Catan.
Black Ops is the real deal.