Originally posted by huckleberryhoundAs conquerclub is a little different from actual Risk, going first may not be as big of an advantage as I first thought. In CC each country starts off with 3 men on it, unlike Risk. If you start with no continents, then you'd have only 21 counties, which would translate into 7 first-turn men. You'd likely only be able to conquer one or two countries, a position from which the second player would have a reasonable chance of recovering.
506386
redhotpawn
6 player game.
Oh, as far as whoever goes first wins, apparently it is actually "whoever goes first, unless it is me"....that's why i need the practice. The games do go a lot faster though, and i've completed 7 or so in the past 2 days.
Originally posted by badmoonI found it is the clustering of your initial troops too. I have lost games in the first round entirely because there are more grey troops in my area, or the other guy needs one kill to get his first bonus. I have won a few too, but the loses are excruciating
Initial game deployment is at least 50% of it in 2 man...I've played it a few times...what I've found is that you have to utilyze your armies to the maximum...Don't let them sit back and guard Eurasia or something...Also get a continent as soon as possible
Originally posted by huckleberryhoundI'm crap too. 🙁
I found it is the clustering of your initial troops too. I have lost games in the first round entirely because there are more grey troops in my area, or the other guy needs one kill to get his first bonus. I have won a few too, but the loses are excruciating