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Risk Express box art

Risk Express

Game ID: GID0266761
Game Info
Year
2006
Collection
Rating
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Vibe profile
How this game feels to play
Description

Risk Express, part of the Hasbro Express Line, is a quick-playing game of conquest. Fourteen disks are laid out at the start of the game, each showing one or more countries and the symbols required to conquer these countries, with the symbols being separated into battle lines. Each card belongs to a continent, with some continents having only a single card and some having up to four cards.

A player starts his turn by rolling seven dice, the six sides of which show artillery, cavalry, general, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.

Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional general line in the process. If a player owns all the cards of one continent, however, those cards are secure and cannot be stolen. What's more, these cards are now worth more points because you've united the continent under one ruler (you).

When the last card is claimed, players tally their points, and whoever has the highest score wins.

Description

Risk Express, part of the Hasbro Express Line, is a quick-playing game of conquest. Fourteen disks are laid out at the start of the game, each showing one or more countries and the symbols required to conquer these countries, with the symbols being separated into battle lines. Each card belongs to a continent, with some continents having only a single card and some having up to four cards.

A player starts his turn by rolling seven dice, the six sides of which show artillery, cavalry, general, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll.

Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional general line in the process. If a player owns all the cards of one continent, however, those cards are secure and cannot be stolen. What's more, these cards are now worth more points because you've united the continent under one ruler (you).

When the last card is claimed, players tally their points, and whoever has the highest score wins.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 10
This page: 10
Sentiment: pos 9 · mix 0 · neu 1 · neg 0
Mentions per page
Showing 1–10 of 10
Video E6fYPgsYlfM Meeple University Playthrough at 0:06 sentiment: positive
video_pk 63997 · mention_pk 157506
Meeple University - Risk Express video thumbnail
Click to watch at 0:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Clear, fast rounds with simple setup
  • Asymmetrical powers create interplay and strategy
  • Two-player head-to-head with engaging decisions
  • Flipping and seal mechanics add depth
Cons
  • Potentially swingy due to power cards
  • Rules clarity required for sealing and card placement
Thematic elements
  • factions with unique abilities and card-based interaction
  • fantasy battle across lands with multiple factions; magical vs physical lands
Comparison games
  • Diablo 4
Mechanics (from transcript analysis)
  • asymmetric player powers — Each player has a character card with a once-per-round ability that can swing power or flip cards.
  • Asymmetrical character powers — Each player has a character card with a once-per-round ability that can swing power or flip cards.
  • card flipping — Cards can be flipped face-up/face-down to count or to reassign status; players may flip own or opponent cards.
  • Deck and draw — Each player has a 10-card deck, draws seven cards at round start, and uses seven cards per round.
  • Land majority control — Players compete to control majority on each of three lands by playing cards; lands can be magical or physical.
  • Sacred seals — Sacred seals are used to lock slots on a land side, restricting how many cards can be placed.
  • Turn order selection / last-mover consideration — Players secretly choose the order of their three hero cards; last to act sees prior moves but loses some power on the final turn.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this two play game yes this is a strategic card playing game for two players
  • the game is designed by Zeon wo
  • published by Giza
  • within each round there are three lands
  • place the magical Cards into the magical lands and the physical Cards into the physical land
  • you flip other players cards unexpectedly swap cards around
  • Age of Aon
References (from this video)
No references stored for this video.
Video jSqNLUB5Iq0 Chairman of the Board Discussion at 13:01 sentiment: positive
video_pk 13526 · mention_pk 39573
Chairman of the Board - Risk Express video thumbnail
Click to watch at 13:01 · YouTube ↗
Overall sentiment (raw)
positive
Pros
none
Cons
none
Thematic elements
Comparison games
  • Unusual Suspects
  • Cabo
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this for me is not work it's fun and I intend to keep it that way
  • I value meaningful decisions more than anything else, what is the consequence to my actions
  • I would 100% choose to teach a game over being taught to the game
  • quantity over quality is a key point I think harms the hobby
References (from this video)
No references stored for this video.
Video bGXMVtgvdJ8 Chairman of the Board Discussion at 8:11 sentiment: positive
video_pk 13390 · mention_pk 39262
Chairman of the Board - Risk Express video thumbnail
Click to watch at 8:11 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Cool back-and-forth with interaction
  • Accessible, quick to play
  • Engaging for repeat plays
Cons
  • Light on thematic depth
  • Some might prefer more strategic depth
Thematic elements
Comparison games
  • Ra
  • Age of War
Mechanics (from transcript analysis)
  • Dice draft / row completion — Luck-based tile/card draw with requirements; back-and-forth to claim cards and complete rows.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is where I talk about all of the non new to me games that I have been playing
  • thoroughly thoroughly enjoyed this recent play
  • it's just a lovely T placement game
  • this is one of the best two-play games of all time
  • I love this game
  • an absolute blast of a game
  • the combos are fantastic
References (from this video)
No references stored for this video.
Video XLyC60fcfs4 Unknown Channel Discussion at 1:55 sentiment: positive
video_pk 12380 · mention_pk 159466
Unknown Channel - Risk Express video thumbnail
Click to watch at 1:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Drives local play and can spark store stocking
  • Engages a sizable player base in some shops
Cons
  • High model/terrain requirements
  • Complexity can be daunting for new players
Thematic elements
  • historical warfare
  • World War II miniature battles
  • historical realism with tactical focus
Comparison games
  • Warhammer 40,000
  • Age of Sigmar
Mechanics (from transcript analysis)
  • Dice-based resolution — combat outcomes resolved with dice and modifiers
  • Line of sight — terrain interactions influence engagement and visibility
  • mini-games — army-level tactical combat with modeled miniatures on a table
  • miniature wargame — army-level tactical combat with modeled miniatures on a table
  • Terrain and line of sight — terrain interactions influence engagement and visibility
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • bellwether is the person that picks a direction and starts the ball rolling
  • it's easier on them to learn a skirmish game because the investment of time is usually lower
  • the bellwether of the group had something to do with it
  • i'll run it and help you roll up your characters
References (from this video)
No references stored for this video.
Video J042jF6QPg0 Chairman of the Board Discussion at 1:52 sentiment: positive
video_pk 10467 · mention_pk 30815
Chairman of the Board - Risk Express video thumbnail
Click to watch at 1:52 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Accessible dice-driven play
  • Useful catch-up mechanisms to keep players engaged
Cons
  • Reliance on luck can be frustrating for some
  • Some players may feel set theft reduces control
Thematic elements
  • Dice-driven conquest and symbol matching
  • Ancient warfare with symbolic artifact claims
  • Yahtzee-inspired conquest with set locking
Comparison games
none
Mechanics (from transcript analysis)
  • Dice rolling — Roll dice to attempt to claim cards by matching symbols.
  • Lock-in and theft — Once a set is complete, it is locked for the rest of the game; others can win only if incomplete.
  • set collection — Complete symbol sets to lock in cards; incomplete sets can be stolen.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This is a very nasty auction style game.
  • I think it's a great design.
  • One of my favorite games if not my favorite game.
  • It's nice that it plays in about 30 minutes.
  • I think it's a wonderful design.
References (from this video)
No references stored for this video.
Video CEmO1G4ifQU Unknown Channel Discussion at 9:25 sentiment: neutral
video_pk 8313 · mention_pk 162792
Unknown Channel - Risk Express video thumbnail
Click to watch at 9:25 · YouTube ↗
Overall sentiment (raw)
neutral
Pros
  • historical flavor and realism
  • varied armies and formations
Cons
  • requires large painting effort for large forces
Thematic elements
  • historical realism with focus on vehicles and infantry
  • World War II historical battles
  • campaign-style historical play
Comparison games
  • Kings of War
  • Mercs
Mechanics (from transcript analysis)
  • dice-based resolution with unit stats — multiple dice pools and morale checks for realistic engagements
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • the pros and cons of quality versus quantity in wargaming
  • subjective to some people
  • not everyone can be a masterpiece
  • it's like a buffet I can do a little bit of this and a little bit of that and kind of keep moving
  • lower quantity higher quality they should have made those words maybe just slightly more different
  • do you love to see big armies or do you love to paint and spend a good amount of time per model
  • it's a personal preference
References (from this video)
No references stored for this video.
Video x_Uk5XThUW0 Actualol Top List at 2:29 sentiment: positive
video_pk 7735 · mention_pk 94615
Actualol - Risk Express video thumbnail
Click to watch at 2:29 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • communal experience and invested play
  • entertaining moments around the tower
Cons
  • setup complexity
  • humor may not land for everyone
Thematic elements
  • tribal development, hunting, reproduction
  • prehistoric tribe building and survival
  • humorous, playful
Comparison games
  • Stone Age
Mechanics (from transcript analysis)
  • tower/meeple mechanic — workers interact with a tower; falling workers yield resources
  • worker placement — send workers to gather resources (food, stone, pelts, wood)
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Sushi Roll is a dice game about eating sushi with such a perfect name that you can't help but feel the makers of 2014's sushi dice should all retire in shame
  • I love gambling on trying to collect the best set because if you do it feels like pulling off a full house in poker
  • it's not going to appeal to gamers who want strategic depth but if you want a light-hearted social game with big moments age of dirt is one-of-a-kind
  • Deep Blue is the year's big family game
  • this is the best storytelling board game I've ever played and it's not even close
References (from this video)
No references stored for this video.
Video mZ7RMmW4Rrs Chairman of the Board Top List at 7:21 sentiment: positive
video_pk 7469 · mention_pk 22136
Chairman of the Board - Risk Express video thumbnail
Click to watch at 7:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • engaging back-and-forth
  • interesting symbol sets and timing
Cons
  • not as frequently played due to availability/complexity of upkeep
Thematic elements
  • feudal/samurai-themed fortress collection
  • dice-driven conquest with fortress cards
  • attentive and tense, with back-and-forth sieges
Comparison games
none
Mechanics (from transcript analysis)
  • Dice rolling — roll seven dice with different symbols to match fortress cards
  • set collection/ownership — claim fortress cards by matching symbols; opponents can steal on their turns
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's one of the best filler games out there. It's absolutely evergreen.
  • El Grande... the best area control game of all time.
  • Resistance Avalon, this was actually my number one in my top 50.
  • I can't quite actually answer why I don't play Age of War as regularly as I should because whenever I do play it, I thoroughly enjoy it.
  • This is actually the original version of a party game which is now called Good Critters.
  • This is one of the best filler games that you will play.
References (from this video)
No references stored for this video.
Video 8MMTvuAlOug Board Game Coffee Preview at 0:35 sentiment: positive
video_pk 4904 · mention_pk 116940
Board Game Coffee - Risk Express video thumbnail
Click to watch at 0:35 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong campaign structure with evolving rewards and permanent upgrades
  • High variety of characters and unique abilities
  • Objective deck adds replayability and mission variety
  • Terrain and tactical positioning add strategic depth
  • Box design offers practical storage for armies and unlockables
Cons
  • Rules can be dense and require careful study
  • Complexity may deter new players
  • Some mechanics (e.g., facing turns) can slow play if not managed well
  • Prototype components shown may differ from final production
Thematic elements
  • Fantasy warfare with campaign-driven progression and destiny-driven objectives
  • Fantasy battlefield where two players start in opposite quadrants and customize armies to meet evolving mission conditions
  • Campaign-driven, objective-based progression with evolving units and rewards
Comparison games
  • Chess
Mechanics (from transcript analysis)
  • Campaign progression and end-game crown — Progression through battles rewards a cross-like artifact that can end the campaign when captured
  • Customizable armies with permanent upgrades — Players earn rewards to add powerful new units and skill upgrades to their pool, permanent until loss
  • Deck building — A randomized set of mission-specific challenges at combat start that alter rules and victory conditions
  • grid movement — Movement directions depend on current facing, allowing orthogonal or diagonal advancement when appropriate
  • Grid-based movement with orthogonal/diagonal options — Movement directions depend on current facing, allowing orthogonal or diagonal advancement when appropriate
  • Objective deck — A randomized set of mission-specific challenges at combat start that alter rules and victory conditions
  • Terrain interaction — Terrain features grant advantages (hill lines of sight, forests concealment) and can be altered by spells or effects
  • Track advancement — Progression through battles rewards a cross-like artifact that can end the campaign when captured
  • Turn-based movement with facing — Units move in turns, and turning to a new facing consumes a move; planning around facing is essential
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • tales of war takes place on a battlefield of your making
  • you see at the start of your campaign both players start off with a basic selection of army personnel
  • these objectives are what make up your campaign
  • a box... it's not just a box... well it is a box
  • just close her up and you've got yourself a tidy little box of death dealers ready to lay waste to the poor bastard in the blue corner
  • two-player competitive campaign
References (from this video)
No references stored for this video.
Video IszlYvzL5TI Chairman of the Board Review at 6:55 sentiment: positive
video_pk 111 · mention_pk 279
Chairman of the Board - Risk Express video thumbnail
Click to watch at 6:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tense and thematic two-player-friendly experience
  • simple core loop with strategic depth
Cons
  • three-player variant is not optimal
  • older design may feel dated to some
Thematic elements
  • roll-and-conquer, temple-focused strategy
  • temple conquest with dice
  • yatsi-style dice game with tactical variance
Comparison games
  • yatsi-type dice war games
Mechanics (from transcript analysis)
  • dice rolling / pursuit of temple cards — roll dice one by one to attempt temple captures
  • temple advancement and collection — conquer temples and manage risk of rolling out
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's such a wonderfully implemented tug-of-war game, and I love the way you do not have to focus 100% on the tug-of-war
  • the replayability and just the elegance of this brilliant dice-driven Euro
  • this is Mandala, the original one here
  • it's so quick and it's just a delight to play
  • Captain Flip, evergreen family style game
References (from this video)
No references stored for this video.
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