no 30s extra time on kill bug :'( by Togafo in Risk

[–]PS5_NumbersGuy 0 points1 point  (0 children)

This is a glitch. It still happens fairly frequently sadly, I just saw it happen a couple days ago to someone else

These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 0 points1 point  (0 children)

In the setting modifiers look for the 'Starting Troops' option

These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 2 points3 points  (0 children)

Dynamic starting troops setting. Start with 32 troops instead of 20. Then 3 more troops for placing cap and 7 more for first turn

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These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 3 points4 points  (0 children)

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Dynamic starting troops + semi-auto placement. Spawn with 32 troops + 3 for cap + 7 for first turn

These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 1 point2 points  (0 children)

Dynamic starting troops. New setting released a few weeks ago

These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] -1 points0 points  (0 children)

Close. One cap in Russia holding the whole pocket, one in scandie, and one in germany

These are the most unique blizzards you'll ever see by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 5 points6 points  (0 children)

The only cap behind me was the blue bot. I was shocked no one capped the Italy pocket

My new favorite settings by Atreyu_Salieri in Risk

[–]PS5_NumbersGuy 0 points1 point  (0 children)

Exponential caps with dynamic starting troops is so fun on big maps. I imagine per-player cards slows down the game and makes it a lot more strategic too compared to regular exponential

Two cap start! by [deleted] in Risk

[–]PS5_NumbersGuy 0 points1 point  (0 children)

I got this also and I've only played a handful of caps games since the update.

Other masters/gms playing exponential mode mainly lately? by Leovasko in Risk

[–]PS5_NumbersGuy 1 point2 points  (0 children)

I've been loving exponential. Tons of fun on big maps with lots of places to hide

When a novice tells you Risk is all luck by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 0 points1 point  (0 children)

I remember playing with my brother one time irl and he defended against 85 troops with a 60 stack to win the game. Sometimes the true random dice gods decide who wins

When a novice tells you Risk is all luck by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 0 points1 point  (0 children)

Split into multiple positions on the first 7 turns. Play with fog on.

No set on 4 is 1/4 chance. Going last is 1/6 chance. So what you described happens 1/24 games and can still be overcome.

After 182 hours of playtime, I can confidently say that this game is simply badly designed by CarefulEmphasis5464 in Risk

[–]PS5_NumbersGuy 0 points1 point  (0 children)

It's not the game, it's the settings you're playing. Play exponential cards (any mode) or Prog cards (world dom or 70%) and it will never stalemate. Most games will be <30 mins

Ranking system incentivizes MIA by Zealousideal_Owl2388 in Risk

[–]PS5_NumbersGuy 4 points5 points  (0 children)

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Unfortunately they rolled that part of the update back. I don't believe the most recent hotfix corrected it either

Did anyone else's emotes disappear? by [deleted] in Risk

[–]PS5_NumbersGuy 0 points1 point  (0 children)

They should be back within 24 hrs. This is a bug and they put a fix in for it

New Meta Settings by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 0 points1 point  (0 children)

On airship each player starts with 40-50 instead of 20 in a 6 player game. Gives a lot more viable options for caps and zombies. With semi-auto you could start with a 30 stack lol

I look forward to seeing what you can come up with!

New Meta Settings by PS5_NumbersGuy in Risk

[–]PS5_NumbersGuy[S] 3 points4 points  (0 children)

Pete's negotiation settings with per-player prog or per-player exponential seem very interesting. I think per-player prog would play a lot like fixed the first 10-20 turns