<p>There are additional maps available for Risk. The most obvious is "Castle Risk" using just Europe. They don't substantially alter the play that much; sufficiently little that the other themed variants need other special rules to make them worth playing apart from the original world map.</p>

<p>That said, I've not seen any with a pure-grid topography. Not that it would be terribly hard to play it that way... </p>

<p>There is a variant with a regular pattern, but it's not a grid: <a href="http://boardgamegeek.com/boardgame/24253/fleets" rel="nofollow">Fleets</a>. Fleets uses sectios of rings, in a clear pattern. It also uses a stacking limit of 1, so it has a very different feel. </p>

<p>I have played Fleets without the stacking limit; it turns out to be very much worse that way. Whomever gets the most territory early (a luck driven factor) wins the game as production is tightly linked to territory.</p>

CC BY-SA 3.0
2011-12-01T05:40:48.910Z
2011-12-01T05:40:48.910Z
aramis
<p>The computer game <a href="http://sillysoft.net/lux/">Lux</a> is Risk, but with <a href="http://sillysoft.net/lux/maps/">a huge number of custom maps</a> and themes.  You can also create your own maps using their map editor.</p>

<p>Many of the maps include additional rules, such as time-based continent values or starting positions.</p>

<p>If you're interested in Risk played on arbitrary graphs (nb. including directed graphs!) then I think this would be a great place to start investigating.</p>

CC BY-SA 3.0
2011-12-01T12:52:48.123Z
Here's an example of a non-planar graph, with negative re-enforcements for one of the 'continents': http://sillysoft.net/lux/maps/Nevada%20-%20Alien%20Assault
tttppp
CC BY-SA 3.0
2011-12-01T11:19:00.790Z
2011-12-01T11:19:00.790Z
tttppp
<p>A Risk board represents the map of the world, or of Europe. Thus, it implies some constraints for example on the connectedness of a territory.</p>

<p>I would like to explore how graph theory could help your strategies, and on which measure would a change of the node number and degree change them.  Are there any variants of this game that are played on an arbitrary graph?  (Yes, I realize that it wouldn't be in the spirit of a war game at that point.)</p>

<game-design><risk><game-development>
Playing Risk in an arbitrary graph
Davide Giraudo
# Playing Risk in an arbitrary graph

(Asked by: username_0 on 2011-11-30)

A Risk board represents the map of the world, or of Europe. Thus, it implies some constraints for example on the connectedness of a territory.

I would like to explore how graph theory could help your strategies, and on which measure would a change of the node number and degree change them. Are there any variants of this game that are played on an arbitrary graph? (Yes, I realize that it wouldn't be in the spirit of a war game at that point.)

**Tags:** game-design, risk, game-development


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## 2 answers

### Answer by username_2 on 2011-12-01. Score: 10 | Accepted answer

The computer game [Lux](http://sillysoft.net/lux/) is Risk, but with [a huge number of custom maps](http://sillysoft.net/lux/maps/) and themes. You can also create your own maps using their map editor.

Many of the maps include additional rules, such as time-based continent values or starting positions.

If you're interested in Risk played on arbitrary graphs (nb. including directed graphs!) then I think this would be a great place to start investigating.

> **Comments:**
> **username_2**: Here's an example of a non-planar graph, with negative re-enforcements for one of the 'continents': http://sillysoft.net/lux/maps/Nevada%20-%20Alien%20Assault  

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### Answer by username_1 on 2011-12-01. Score: 1

There are additional maps available for Risk. The most obvious is "Castle Risk" using just Europe. They don't substantially alter the play that much; sufficiently little that the other themed variants need other special rules to make them worth playing apart from the original world map.

That said, I've not seen any with a pure-grid topography. Not that it would be terribly hard to play it that way...

There is a variant with a regular pattern, but it's not a grid: [Fleets](http://boardgamegeek.com/boardgame/24253/fleets). Fleets uses sectios of rings, in a clear pattern. It also uses a stacking limit of 1, so it has a very different feel.

I have played Fleets without the stacking limit; it turns out to be very much worse that way. Whomever gets the most territory early (a luck driven factor) wins the game as production is tightly linked to territory.


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