I hadn't played any different risk maps till I came to d12, before that I played the sameeeeee world map, that could have extra links as an option.
Other than 2v2 games we created manually. My favourite setting was an 8 player, 80% (Domination) Increasing cards, with all the extra links, and it was always +6 cards needed for a fly trade. This was the main game played at one time by all the ladder players when it was popular online and the only place to play risk online. Extra links included, Svalvard, Hawaii, Philippines, NZ...
We used a random drop setting, but placed troops manually. There was a type robotic play when all pro's were playing. If you were first in turn (consecutive) and if
you had a territry dropped in Australia - OR - South America you had your preference and the unwritten rule was you should only take that continent after 2-3 rounds
minumum or roamers and even another continent holder would probably keep you in check. Africa was allowable within 4 rounds. Other continents were for what we called roamers (remaining players without a continent). Sometimes Europe was taken
by a player, but never asia or north america. The continent holders (southern hemisphere) wouldn't build their borders more than 3, but they would have a back up
behind their border just in case, for future rounds. The bulk of troops was needed for protecting roamers against eachother and from other strong continent holders. A new player
would always make the game more interesting, otherwise you waited for a slip up of a missed block, or someone with 5 cards at the wrong time.
The extra links were convenient for roamers in place like Hawaii - Central America where strong continent holders could protect you. They protected you of
course for their own game to win. This was the way pro's played it, it would often be a mindset of roamers vs Continent holders. If a continent holder took his region
too early in the game, roamers would align together to break it and block eachother, they werent as strong but they needed to keep the continent holders in check, making
sure they dont get too greedy, and they were never allowed any sattelite territories (outside of their continenet area. Roamers would work together to kill the one spots
for easy cards. Often a roamer was in the best position to win, if he found the best holes to hide in, and set up on other roamers for a sweep game when ascending value was right. Game's would last roughly 2 hours.
Later years the main popular setting is a 6 player SET card (cannons, calvary, soldier) value system, with no extra links.
map settings
map in the game
game can be downloaded
download and play on PC too.
For this Chicago map, I feel it might be popular because it's looks simple (like USA) with a difference that it's vertical and has a the skip traffic link or links, it's more balanced, and it's a real location that makes maps popular. It doesn't look complicated. I didn't like USA at first because it looked simple, but it's one of those maps that grow on you and learn to appreciate for certain settings, and it's a popular map (maybe because it's the USA).
I hadn't played any different risk maps till I came to d12, before that I played the sameeeeee world map, that could have extra links as an option.
Other than 2v2 games we created manually. My favourite setting was an 8 player, 80% (Domination) Increasing cards, with all the extra links, and it was always +6 cards needed for a fly trade. This was the main game played at one time by all the ladder players when it was popular online and the only place to play risk online. Extra links included, Svalvard, Hawaii, Philippines, NZ...
We used a random drop setting, but placed troops manually. There was a type robotic play when all pro's were playing. If you were first in turn (consecutive) and if
you had a territry dropped in Australia - OR - South America you had your preference and the unwritten rule was you should only take that continent after 2-3 rounds
minumum or roamers and even another continent holder would probably keep you in check. Africa was allowable within 4 rounds. Other continents were for what we called roamers (remaining players without a continent). Sometimes Europe was taken
by a player, but never asia or north america. The continent holders (southern hemisphere) wouldn't build their borders more than 3, but they would have a back up
behind their border just in case, for future rounds. The bulk of troops was needed for protecting roamers against eachother and from other strong continent holders. A new player
would always make the game more interesting, otherwise you waited for a slip up of a missed block, or someone with 5 cards at the wrong time.
The extra links were convenient for roamers in place like Hawaii - Central America where strong continent holders could protect you. They protected you of
course for their own game to win. This was the way pro's played it, it would often be a mindset of roamers vs Continent holders. If a continent holder took his region
too early in the game, roamers would align together to break it and block eachother, they werent as strong but they needed to keep the continent holders in check, making
sure they dont get too greedy, and they were never allowed any sattelite territories (outside of their continenet area. Roamers would work together to kill the one spots
for easy cards. Often a roamer was in the best position to win, if he found the best holes to hide in, and set up on other roamers for a sweep game when ascending value was right. Game's would last roughly 2 hours.
Later years the main popular setting is a 6 player SET card (cannons, calvary, soldier) value system, with no extra links.
map settings [spoiler][img]http://oi64.tinypic.com/2mrw5dx.jpg[/img][/spoiler]
map in the game [spoiler=typical pro set up][img]http://oi66.tinypic.com/314rzh1.jpg[/img][/spoiler]
game can be downloaded [url=https://www.dropbox.com/s/4e5f9apn4jolfju/US_version.exe
]download[/url] and play on PC too.
For this Chicago map, I feel it might be popular because it's looks simple (like USA) with a difference that it's vertical and has a the skip traffic link or links, it's more balanced, and it's a real location that makes maps popular. It doesn't look complicated. I didn't like USA at first because it looked simple, but it's one of those maps that grow on you and learn to appreciate for certain settings, and it's a popular map (maybe because it's the USA).