One of my favorite movies of all time is Battle Royale. It’s a Japanese film about a class of students who are sent to an evacuated island to fight to the death. Each student is given a small survival kit including a random weapon and three days to kill everybody else before explosive collars fashioned around the necks of all of the students detonates. It’s a rather morbid tale, but the special effects and goofy subtitles make it very campy.
In many ways this fight to the death is a lot like a game of Risk. The objective is to eliminate all other players, each player starts with a random position and if the game goes too long it becomes unplayable (I mean, once you’re turning in cards for 40 mans you’re just asking which player is the best at rolling dice). Having seen Battle Royale more than any human being probably should and having won more tabletop games than I could possibly keep track of I’ve come up with a few guidelines for free-for-all competition. I’ll mostly use examples from Risk but these are certainly applicable in other games. And if you ever find yourself reluctantly engaged in a fight to the death they just might save your life.
RULE #1: Be Proactive
Alternatively- Get busy killing or get busy dying.
In most games there are advantages to be gained by advancing your position. In Risk you acquire a “conqueror’s card” once per turn if you conquer any territory (which can later be redeemed for mans) and you get a significant bonus if you’re able to control an entire continent. Additionally you claim all of the conqueror’s cards of any player you eliminate.
Beginning players are pretty quick to realize that they want to conquer a continent, but there seems to be a slow learning curve for learning that you want to murder anybody else who tries to hold one. Being proactive is as much about hindering your opponents as it is about helping yourself. Depending on the number of players in the game you are only allotted a fraction of your opponents combined forces, which is the way that you should be thinking about your pieces. After all, you have to eliminate a lot more mans to win than your opponents do to cause you to lose. Allowing any of them to hold a continent only pushes this disadvantage and also makes it more likely that the game will be proceed to the “random phase” (the aforementioned stage in the game when conqueror’s cards begin to grant completely ludicrous bonuses).
Personally I like to only place my mans on one or two territories in the initial placement of the game and to either conquer Australia or (preferably) South America on the first turn. I’ve also been known to go for Africa. The general rule is to follow the path of least resistance. Being early in the turn order can be very important to this end as it both allows you to take over your continent first and then use your bonus mans to break up somebody else’s before they can get their bonus. If you’re later in the turn order then your time is probably better sent just sabotaging everybody else and waiting for an opportunity to go big.
RULE #2: Play Conservatively
It’s very important to find the balance between rules one and two. I was playing with my friend Joe one time and his game plan was to attack so long as he still had mans left to do so. I’m sure that it’s not true, but I want to say that he conquered two continents on the first turn, but this left him with only one man on each of his territories. He never got a second turn.
You can only get one conqueror’s card per turn, so you should have a pretty good reason to conquer any territory beyond the first. Spreading yourself thin is a good way to lose a continent and you only get the bonuses if you can start your next turn with it.
My favorite character in Battle Royale is named Kizuo Kiriyama, or as I like to call him Cheat Codes. Kiriyama is an ice cold murderer and chalks up more kills than anybody else on the island. SPOILER ALERT- he dies anyway. Proactive as he was, he failed to survive, which was after all the primary objective. Style points are certainly worth more in a board game because you, you know, live to tell about them, but few good stories ends in “and then I lost anyway.”
RULE #3: Words Speak Louder Than Actions
Diplomacy in Risk is a funny thing. Never forget that the game is a free for all. This makes promises almost meaningless, but that doesn’t mean that your opponents won’t value them for whatever reason. If anybody asks you for any favor it’s usually correct to agree to it and then to betray them. A lot can happen in a turn and you can usually come up with a valid enough reason to rescind on your promise. They should know better than to trust their opponent. The obvious exception is when something is mutually beneficial, which usually can only mean that you are aligning yourselves against “the threat” (more on this later).
There is a lot to be said about being an enjoyable player in a multiplayer game. If you’re cracking jokes and having a good time people will want to continue playing with you. You may have noticed that I refer to game pieces as "mans". Small, quirky things like this do a surprising amount of work in terms of being liked both in-game and in life alike. If you’re complaining about being attacked then people are just going to attack you all the more. Either because they want you to take your negative elsewhere or because they are amused by your displeasure at a simple game.
Table talk is a really great way to play mind games. One of my favorite things to do is to establish an enemy in name alone. That is to say that I will pick one player to verbally spar with without necessarily ever attacking them myself. The most successful application of this is when you can actually get the table to attack that player for like, no reason. And if it doesn’t work you probably had fun anyway.
RULE #4: Be Able to Identify “The Threat”
I can’t stress enough that every other player is out to get you, but after the game has had some time to progress there is usually one player that is obviously advantaged over all of the others. There is quite a lot to be said about managing the threat.
Never align yourself with the threat
In general I try to never align myself with anybody better positioned than myself, but that rule can certainly be broken. However, you should never ally with the best positioned player. The threat is Hitler, and if you align yourself with it then you are Joseph Stalin. I think we all know how that story turned out. If anybody is able to just turn around and start eliminating players, it’s the threat. Why would you trust the player at the table that is most likely to just kill you?
Promises actually mean something once the threat is established
Just reinforcing the point that I made earlier. Once the threat is established it’s usually in the best interest of the other players to team up against it. “I’ll break South America if you’ll break Africa” is a perfectly reasonable exchange.
Once you become the threat, it’s hard to unbecome the threat
This one is kind of weird, but definitely true. Even when your forces dwindle and you’re barely hanging on people are still going to be thinking about that time that you went for Asia. Once you go big everybody else is going to try to break you, and once they’ve broken you then it probably won’t be too long before somebody finishes the job to take all of your cards. Not every game has an incentive for eliminating players, but I think that most people gain personal satisfaction from eliminating their former oppressor.
If you must become the threat…
Do it in a big way. It’s important to fly under the radar for as long as you can so that you’re better positioned when everybody else finally realizes that the game is yours to lose. It’s not always easy to evaluate, but this is my rule for when to become the threat-
The game should turn into a team competition of everybody against you and it should feel unfair that there aren’t more of them.
RULE #5: Know When to Concede
This rule doesn’t really jive with the others, but I think it’s worth mention. A lot of people think that every game of Risk goes on for days when in fact the game should most often take less than two hours. You just have to accept that the way that Risk is designed makes the end game an unnecessarily long grind. It’s true that the chance involved in Risk makes it so that there are no impossible situations, but there are plenty of boringly improbable ones. Unless you’re playing for money (or blood, I guess) there’s no reason to play to your outs if that game play results in a negative experience. When your opponent is heavily favored and the only way you can win is through an agonizing, mindless sequence of chance then you’re usually better off giving up. Consider the following scenarios:
One player is overwhelmingly dominating the game, but the other players recognize a small chance for victory. However, the game state has become unpleasant and the losing players concede.
Alternatively;
One player is overwhelmingly dominating the game, but the other players recognize a small chance for victory. The game state has become unpleasant but the losing players decided to grind it out. The game goes on for another hour and results in the expected outcome of the dominant player winning.
Or, some-crazy-how;
One player is overwhelmingly dominating the game, but the other players recognize a small chance for victory. The game state has become unpleasant but the losing players decided to grind it out. Let’s say that things go perfectly and somehow a different player wins within an hour. Congratulations to that player. They are truly skilled at rolling dice.
The only negative that I perceive from the first scenario is that some people are too proud to admit when they’re beat. I really don’t want to play with this type of person anyhow because oh my God we’re human beings and we lose sometimes get over it. The negatives of the other two scenarios are significantly worse. That hour of unenjoyable game play is both a drain on your life and your perception of the game.
This is by no means an exhaustive piece of strategy, and I think that the most meaningful content is probably in Rule #5, but I hope that this was at least an interesting read for table-top gamers. Until next time, good luck trying to take over the world.