Air Force One and Risk (game): Difference between pages

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{{Infobox_Game
{{for|the current aircraft|Boeing VC-25}}
| subject_name = [[Image:Risk logo.png|250px]]
{{otheruses}}
| image_link = [[Image:RiskInPlay.jpg|none|250px]]
<!-- This article is a part of [[Wikipedia:WikiProject Aircraft]]. Please see [[Wikipedia:WikiProject Aircraft/page content]] for recommended layout. -->
| image_caption = A typical game of ''Risk'' in play.
{{Infobox Aviation
| players = 2–6
|name = Air Force One
| ages = 10+
|image = Image:Air Force One over Mt. Rushmore.jpg
| setup_time = 5–20 minutes
|caption = A USAF [[Boeing VC-25]]A above [[Mount Rushmore]]
| playing_time = 1–8 hours (player dependent)
| complexity = medium
| strategy = high
| random_chance = Medium (dice, cards)
| skills = [[Tactics]], [[Strategy]], and [[Negotiation]]
}}
}}
'''''Risk''''' is a commercial [[strategy game|strategic]] [[board game]], produced by [[Parker Brothers]] (now a division of [[Hasbro]]). It was invented by French movie director [[Albert Lamorisse]], and originally released in 1957, as ''La Conquête du Monde'' (The Conquest of the World), in [[France]].


''Risk'' is a turn-based game for two to six players, and is played on a board depicting a stylized [[Napoleonic Wars|Napoleonic-era]] political map of the Earth, divided into forty-two territories, which are grouped into six [[continent]]s. Players control armies, with which they attempt to capture territories from other players. The goal of the game is to control all the territories&mdash;or "[[World domination|conquer the world]]"&mdash;through the elimination of the other players. Using [[area movement]], ''Risk'' ignores realistic limitations, such as the vast size of the world, and the logistics of long [[Military campaign|campaigns]].
'''Air Force One''' is the [[air traffic control]] [[call sign]] of any [[United States]] [[United States Air Force|Air Force]] aircraft carrying the [[President of the United States]].<ref name="foxtrot"> [http://www.faa.gov/airports_airtraffic/air_traffic/publications/atpubs/ATC/Chp2/atc0204.html#2-4-20 Order 7110.65R (Air Traffic Control)] Federal Aviation Administration 14 March 2007. Retrieved: 27 August 2007. </ref> Since 1990, the presidential fleet has consisted of two specifically configured, highly customized [[Boeing 747-200#747-200|Boeing 747-200B]] series aircraft – [[Tail Code|tail codes]] "28000" and "29000" – with Air Force designation "[[Boeing VC-25|VC-25A]]". While these aircraft are referred to as "Air Force One" only while the president is on board, the term is commonly used to describe either of the two aircraft normally used and maintained by the U.S. Air Force solely for the president.


== Equipment and its evolution in design ==
When the president needs to fly to locations that have runways too short for the VC-25A, a [[Boeing C-32]] is used instead; the [[Lockheed JetStar|Lockheed C-140 Jetstar]] was also used in this role, notably by [[Ronald Reagan]].{{Fact|date=April 2008}}
[[Image:RiskSoldier.jpg|thumb|The [[infantry]], the basic unit of ''Risk'', representing one army.]] [[Image:RiskCavalry.jpg|thumb|The [[cavalry]], representing five armies.]][[Image:RiskCannon.jpg|thumb|The [[artillery]], representing ten armies.]]
Each ''Risk'' game comes with six sets of armies, each of a different color. Individual sets of armies are denoted by three different tokens. [[Infantry]] tokens represent a single army unit, [[cavalry]] represent five army units, and [[artillery]] ten units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of armies during the game, another color may be used to substitute, or any other symbolic token to help keep track of his or her armies. Standard equipment also comprises five [[dice]]: two for the defender and three for the attacker, both sets being color-coded as well.


Also included is a total of seventy-two ''Risk'' cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a ''Risk'' card set, in order to receive reinforcements. Twenty-eight Mission cards also come with the game, but are used only in ''Secret Mission Risk''.
An Air Force aircraft carrying the [[Vice President of the United States]] is designated as [[Air Force Two]].


In the first editions, the playing pieces were wooden cubes representing one army each and a few rounded triangular prisms representing ten armies each, but in later versions of the game these pieces were molded of plastic in order to reduce costs. In the 1980s, these were changed to pieces shaped like the [[Roman numeral]]s for I, III, V, and X. The 1993 edition introduced infantry, cavalry, and artillery pieces, which were made of plastic. The 40th Anniversary Collector's Edition contained the same troop pieces, but made of metal rather than plastic. Additionally, the movement route between the territories of [[East Africa]] and [[Middle East]] was removed; this was later confirmed as a manufacturing error. Subsequent editions reverted to plastic pieces, and replaced the missing route.<ref name=RiskEvolution>{{cite web |author=Dave Shapiro |title=Risk: The Evolution of a Game |month=December | year=2002 |work=The Games Journal |url=http://www.thegamesjournal.com/articles/Risk.shtml|accessdate=2007-05-12}}</ref> While the European versions of ''Risk'' had included the variation "''Secret Mission Risk''" for some time, the U.S. version did not have this added until 1993.<ref name=HistoryRisk>Risk timeline at [http://boardgames.about.com/od/risk/a/risk_history.htm boardgames.about.com]; last accessed May 12, 2007.</ref>
==History==
[[Theodore Roosevelt]] became the first president to fly in an aircraft on 11 October 1910. At the time he was no longer in office, having been succeeded by [[William Howard Taft]]. However, prior to [[World War II]], overseas and cross-country presidential travel was rare. Lack of [[wireless]] [[telecommunication]] and quick transportation made long-distance travel impractical, as it took up much time and isolated the president from events in [[Washington, D.C.]]


== Standard setup ==
===The First "Flying Presidents"===
Setting up the ''Risk'' board for play is more involved than in many other games. Each player first counts out a number of his playing pieces or "armies" for initial deployment. The number of armies that begins the game depends on the number of players: 40 armies for 2 player: 35 armies each if three players; 30 armies each if four players; 25 armies each if five players; and 20 armies each if six players. Players then take turns claiming territories by placing an army on an unoccupied territory until all the territories are occupied. A roll of a die is used to determine which player selects the first territory. Placement of armies continues until all armies have been deployed, with players using their remaining armies to strengthen strategic territories. After all armies have been placed the actual game begins, with another roll of a die used to determine the playing order. An alternate and quicker method of setup is to randomly assign starting territories to each player by dealing out the entire deck of cards, minus the wild cards. Each player must place at least one army on each territory assigned to him. The rest may be distributed at will.
By the late 1930s, with the arrival of aircraft such as the [[Douglas DC-3]], increasing numbers of the U.S. public saw passenger air travel as a reasonable mode of transportation. All-metal aircraft, more reliable engines, and new radio aids to navigation had made commercial airline travel safer and more convenient. Life insurance companies even began to offer line pilots insurance policies, albeit at extravagant rates, and many businessmen began using the airlines in preference to rail travel, especially for longer trips.


==Player turn==
The first president to fly in an aircraft while in office was [[Franklin D. Roosevelt]], who traveled on a Pan Am-crewed [[Boeing 314]] [[flying boat]] to the 1943 [[Casablanca Conference (1943)|Casablanca Conference]] on the progress of World War II. The threat from the [[Kriegsmarine|Kriegsmarine's]] submarines in the [[Battle of the Atlantic (1939–1945)|Battle of the Atlantic]] made air travel the preferred method of transportation.
===Reinforcements===
At the start of each player's turn, the player adds reinforcements to his or her territories. A player receives additional armies based on the number of territories he or she controls, the value of the continents he or she controls, and the value of any ''Risk'' card sets he or she turns in. The player receives one army for every three territories under his or her control (ignoring any remainder), with a minimum of three armies per turn. The number of reinforcements for holding a continent varies. For holding [[Asia]], the player receives seven extra armies; for [[North America]] and [[Europe]], five; for [[Africa]], three are given; and for the continents of [[Australia]] and [[South America]], two reinforcements are placed on the board.


In addition to reinforcements from holding territories, players also gain reinforcements by turning in ''Risk'' card sets. During the attacking phase of his or her turn, if a player conquers at least one territory, he or she may claim a ''Risk'' card, which is a card showing one of the forty-two territories, and a picture of an infantryman, a cavalryman, or a cannon. There are also two wild cards, which have a picture of all three ''Risk'' units, but no territory diagram; these may be used as either infantry, cavalry, or cannon, in order to finish a set of cards. A set of ''Risk'' cards is three cards showing the same unit (eg. all three cards have cavalry pictures), or three cards showing one of each type of ''Risk'' unit. The number of reinforcements awarded for a turned in set increases as sets of cards are turned in. Also, turning in a card with a pictured territory owned by the player awards two additional armies to be placed in that territory.
The first dedicated aircraft proposed for presidential carriage was a [[C-87 Liberator Express|C-87A]] VIP transport aircraft. This aircraft, Number 41-24159, was re-modified in 1943 for use as a presidential VIP transport, the ''Guess Where II'', intended to carry President Franklin D. Roosevelt on international trips.<ref name= "Dorr"/> Had it been accepted, it would have been the first aircraft to be used in presidential service i.e. the first Air Force One. However, after a review of the C-87's highly controversial safety record in service, the [[United States Secret Service|Secret Service]] flatly refused to approve the ''Guess Where II'' for presidential carriage.<ref name= "Dorr">Dorr 2002, p. l34.</ref> The plane was then used to transport senior members of the Roosevelt administration on various trips. In March 1944, the ''Guess Where II'' transported [[Eleanor Roosevelt]] on a goodwill tour of several Latin American countries. The plane was scrapped in 1945.<ref name= "Dorr"/>


===Attacking===
[[Image:Sacred Cow airplane.jpg|thumb|right|President Roosevelt's [[C-54 Skymaster]] aircraft, nicknamed "the Sacred Cow."]]
[[Image:Risk-dice-example.jpg|thumb|<center>Example of matching up attacking (left) and defending (right) dice</center>]]
The Secret Service subsequently reconfigured a Douglas [[C-54 Skymaster]] for duty as a presidential transport. This aircraft, nicknamed the ''Sacred Cow'', included a sleeping area, radio telephone, and retractable elevator for Roosevelt's [[wheelchair]]. As modified, the presidential C-54 carried the president on several important trips.
After deploying reinforcements, the player may attack to gain territory and get a ''Risk'' card. Attacks can only occur between two adjacent territories, one owned by the attacking player, and the other owned by a different player. The outcomes of battles are decided by [[#Dice probabilities|rolling dice]]. Each roll of the dice is considered an individual attack, and the attacking player may attack any number of territories any number of times (including switching back and forth between targets). If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker is rewarded with all of the defender's ''Risk'' cards.


If an attack successfully kills the last defending army, the attacking player is required to move armies from the attacking territory to occupy the defeated territory. The minimum number of armies is equal to the number of dice rolled, and there is no limit to the total number that may be moved, so long as at least one army remains in the attacking territory. Thus, if the attacker has three armies in a territory, he or she may roll only two dice, because only two armies are free to occupy the attacked territory. The defending player can roll a die for each army stationed on a territory, up to two. Thus, a territory defended by a single army is weaker than one defended by more.
[[Image:Independence aircraft.png|thumb|left|The ''Independence''.]]
After Roosevelt died in spring 1945, Vice President [[Harry S Truman]] became President. He replaced the C-54 with a modified [[Douglas DC-6|C-118 Liftmaster]], calling it the ''Independence'', possibly in reference to President Truman's hometown of [[Independence, Missouri]]. This was the first aircraft acting as Air Force One that had a distinctive exterior&ndash;a [[bald eagle]] head painted on its nose.


In a conventional attack in which both the attacker and defender have several armies, the attacking player may roll one, two, or three dice. The defending player rolls either one or two. The attacker's highest die is compared against the defender's highest die, and if both players rolled at least two dice the attacker's second-highest die is compared against the defender's second-highest die. If one player rolled more dice than the other, the unpaired lowest dice are disregarded. For each comparison, the defender loses an army if the attacker's die is greater than the defender's, but the attacker loses an army if the defender's die is greater than or equal to the attacker's. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use multiple dice often offsets this advantage, as indicated in the [[#Dice probabilities|dice probability chart]] below. Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities have been studied using [[Markov Chain]]s.<ref name="osj">Osborne, Jason A. ''Markov Chains for the RISK Board Game Revisited'' ''Mathematics Magazine'', Vol. 76, No. 2, pp. 129-135, April 2003</ref><ref name="bls">Blatt, Sharon, ''RISKy business: An in-depth look at the game RISK'' ''Undergraduate Math Journal'', Vol. 3, No. 2, 2002, http://www.rose-hulman.edu/mathjournal/archives/2002/vol3-n2/paper3/v3n2-3pd.pdf</ref><ref name="tab">Tan, Baris, ''Markov chains and the RISK board game'' ''Mathematics Magazine'', Vol. 70, pp 349-357, December 1997</ref>
[[Image:Columbine III aircraft.png|thumb|right|The ''Columbine III'']]
The presidential call sign was established for security purposes during the administration of [[Dwight D. Eisenhower]]. The change stemmed from a 1953 incident where an [[Eastern Air Lines|Eastern Airlines]] commercial flight (8610) had the same call sign as a flight the president was on (Air Force 8610). The aircraft accidentally entered the same airspace, and after the incident the unique call sign "Air Force One" was introduced for the presidential aircraft.


===Fortifying===
Eisenhower also introduced four other [[propeller]] aircraft, the [[Lockheed Constellation|Lockheed C-121 Constellations]] (VC-121E) to presidential service. These aircraft were named ''Columbine II'' and ''Columbine III'' by [[Mamie Eisenhower]] after the [[Aquilegia caerulea|columbine]], the official [[state flower]] of [[Colorado]], her adopted home state. Two [[Aero Commander 500|Aero Commanders]] were also added to the fleet and earned the distinction of being the smallest Air Force Ones ever. President Eisenhower also upgraded Air Force One's technology by adding an air-to-ground telephone and an air-to-ground [[teletype]] machine. Towards the end of Eisenhower's term, in 1958, the Air Force added three [[Boeing 707]] [[jet aircraft|jet]]s (designated SAM 970, 971, and 972), 707-153 models, into the fleet. "Ike" became the first president to use the 707 during his "Flight to Peace" Goodwill tour, from 3 December through 22 December 1959. He visited 11 Asian nations, flying {{convert|22000|mi|km}} in 19 days, about twice as fast as he would have on ''Columbine''.
When a player has finished attacking, he or she has the option to move any number of armies from one of their territories into an adjacent territory that they occupy. The player must still leave at least one army in each territory. If the player captured at least one territory during the turn, the player may draw a single ''Risk'' card from the deck. A player may not hold more than five cards at any one time, therefore, after drawing their fifth ''Risk'' card, he or she will be required to turn in a ''Risk'' set (three matching cards) upon his or her next turn. Play then proceeds clockwise to the next player.


== Two Player Risk ==
Air Force One usually does not have fighter aircraft to escort the presidential aircraft over the United States, but it does occur. On an unscheduled stop in San Antonio, Texas, in January 2006, four fighters were seen in close coverage, within a few meters, two below Air Force One's fuselage, and one under each wing. In June 1974, Syrian fighter jets intercepted Air Force One to act as escorts. However, the Air Force One crew was not informed in advance and, as a result, took evasive action including a dive.<ref> [http://www.washingtonpost.com/wp-srv/liveonline/03/special/books/sp_books_walsh052203.htm Washington Post Book Review] of ''Air Force One: A History of the Presidents and Their Planes''. New York: Hyperion: 2003. ISBN 1-4013-0004-9.</ref>
The rules for this 2-player game were developed by Michael Levin of Philadelphia, Pa., and were included within the Official Rules published in 1975.<ref>Official Rules pamphlet distributed with Risk board game (cir. 1975)</ref>


This 2-player version is played according to the traditional rules of Risk. Each player takes 40 armies and alternately places one army on an unoccupied territory until each has occupied 14 territories. The remaining armies are alternately distributed on the occupied territories. The remaining 14 territories will be occupied by a force called the Allied Army. These armies are composed of playing pieces different in color from those used by the two players. Two Allied Armies will be placed on each unoccupied territory for a total of 28 armies.
===Boeing 707s as Air Force One===
{{main|VC-137C SAM 26000|VC-137C SAM 27000}}
[[Image:Air Force One SAM 27000.jpg|thumb|right|[[SAM 27000]] as ''Air Force One'']]
Presidential air travel entered the jet age during the presidency of [[John F. Kennedy]]. In October 1962, the Kennedy administration took delivery of a [[Boeing C-137|VC-137]], [[SAM 26000|a modified long-range 707—Special Air Mission (SAM) 26000]], although he had used the Eisenhower-era jets for trips to Canada, France, Austria and the United Kingdom.


Each of the two players accumulate armies in the traditional manner. When a player begins his turn and determines the number of armies he is entitled to, the Allied Army is entitled to one half of that number. Fractions do not count, so, if a player obtains a total of nine armies, the Allied Army is entitled to four. Each of the two players place their armies on the board according to the traditional rules. After a player has accumulated his armies, placed them on the board and completed his attacks (but prior to his free move) the opposing player places the number of Allied Armies (determined above) in Allied occupied territories.
The Air Force had attempted a special presidential [[livery]] of their own design: a scheme in red and metallic gold, with the nation's name in block letters. Kennedy felt the aircraft appeared too regal and on advice from his wife, First Lady [[Jacqueline Kennedy]], he contacted the French-born American [[industrial design]]er [[Raymond Loewy]] for help in designing a new livery and interiors for the VC-137 jet.<ref name=Walsh>Walsh, Kenneth T. Air Force One: A History of the Presidents and Their Planes. New York: Hyperion: 2003. ISBN 1-4013-0004-9.</ref> Loewy met with the president, and recorded that his earliest research on the project took him to the National Archives where he looked at the first printed copy of the [[United States Declaration of Independence]], and saw the country's name set widely spaced and in upper case in a typeface called [[Caslon]]. He chose to expose the polished aluminum fuselage on the bottom side, and used two blues; a slate-blue associated with the early republic and the presidency, and a more contemporary [[cyan]] to represent the present and future. The [[Seal of the President of the United States|presidential seal]] was added to both sides of the fuselage near the nose, a large American flag was painted on the tail, and the sides of the aircraft read <small>UNITED STATES OF AMERICA</small>. The result of Loewy's work won immediate praise from the president, the press, and the jet's livery became a global icon. The VC-137 markings were adapted for the larger VC-25 when it entered service in 1989.


Each of the two players attack according to the traditional rules. A player may attack the other player or the Allied Army. When a player attacks the Allied Army, the other player rolls the dice for the Army. Immediately after the Allied Armies are placed, the player who placed them may act as the Allied Army and attack the other player's armies. He need not use the armies immediately, but may allow them to accumulate in a territory. However, if they are not used, the other player may use them to his advantage when he gets the use of the Allied forces. When a player is commanding Allied forces he may not attack his own territories. Allied forces do not pick up RISK cards and they accumulate armies only in the manner described above.
SAM 26000 was in service from 1962 to 1998, serving Presidents Kennedy to [[Bill Clinton|Clinton]], but was replaced by another VC-137, [[SAM 27000|Special Air Mission 27000]] in 1972. [[Richard Nixon]] was the first president to use this, and the aircraft would continue serving every president since, until it too was replaced by two [[Boeing VC-25|VC-25]] aircraft (SAM 28000 and 29000) in 1990. SAM 27000 was decommissioned in 2001 by President [[George W. Bush]], flown to [[San Bernardino International Airport]] in [[California]], and later driven in pieces to the [[Ronald Reagan Presidential Library]] in [[Simi Valley]] where it was reassembled and is currently on permanent display.


The first player may take his free move only after the second player has decided to stop attacking with the Allied Army. The Allied Army is not entitled to a free move.
===Transition to Boeing 747s===
[[Image:Air Force One President Office.jpg|thumb|right|[[George W. Bush]], Bill McGurn, Stephen Hadley and Ed Gillespie gather in the President's office aboard ''Air Force One''.]]
{{see also|Boeing VC-25}}


The game ends when one player loses all his territories. If the Allied Army loses all its territories it may no longer obtain additional armies and game play is continued according to the traditional rules.
Though [[Ronald Reagan|Ronald Reagan's]] two terms as president saw no major changes to Air Force One, the fabrication of the current 747s began during his presidency. Reagan ordered two identical [[Boeing 747]]s to replace the aging 707 that he used for transport.<ref name="747-dod">{{cite web|url=https://www.defenselink.mil/news/newsarticle.aspx?id=26295|title=Reagan Makes First, Last Flight in Jet He Ordered|accessdate=2008-04-24|date=June 10, 2004|publisher=United States Department of Defense|author=Williams, Rudi}}</ref> The interior designs were drawn up by [[First Lady of the United States|First Lady]] [[Nancy Reagan]], who used designs reminiscent of the [[American Southwest]].<ref name="747-dod"/> The first aircraft was delivered in 1990, during the administration of [[George H.W. Bush]]. Delays were experienced to allow for additional work to protect the aircraft from electromagnetic pulse (EMP) effects. [[Image:George and Laura Bush at Bagram Air Base in Afghanistan.jpg|thumb|left|200px|Air Force One sits at [[Bagram Air Base]] in [[Afghanistan]] on March 1, 2006.]]


'''Summary of Procedure for Two Player Risk'''
Today's Air Force One is equipped with both secure and unsecure phone and computer communications systems, enabling the president to perform duties while in the air in the event of an attack on the [[United States]].
*Players place their armies. The Allied Army is placed on the remaining territories.
*Player One obtains his armies, places them and attacks. Player Two, acting as the Allied Army, places the accumulated Allied forces and may attack Player One with Allied Armies only. Player One then has a free move.
*Player Two accumulates his armies, places them on the board and attacks. Player One then accumulates the Allied Armies, places them in Allied occupied territories and may attack territories occupied by Player Two. Player Two takes his free move.


==Strategy==
One of the most dramatic episodes aboard Air Force One happened during the [[September 11, 2001 attacks]]. President [[George W. Bush]] was interrupted at [[Emma E. Booker Elementary School]] in [[Sarasota, Florida]], after the attack on the [[World Trade Center]] South Tower in [[New York City]]. President Bush flew on Air Force One from [[Sarasota-Bradenton International Airport]] to [[Barksdale Air Force Base]] in [[Louisiana]] and then to [[Offutt Air Force Base]] in [[Nebraska]] before returning to Washington. The next day, officials at the White House and the Justice Department explained that President Bush did this because there was "specific and credible information that the White House and ''Air Force One'' were also intended targets."<ref>[http://www.whitehouse.gov/news/releases/2001/09/20010912-8.html White Hose News releases]</ref> The White House later could not confirm evidence of a threat made against Air Force One, and subsequent investigation found the original claim to be a result of miscommunication.<ref>[http://www.washingtonpost.com/ac2/wp-dyn?pagename=article&node=&contentId=A32319-2001Sep26 "White House Drops Claim of Threat to Bush."] ''The Washington Post'', 27 September 2001. Retrieved: 28 February 2007.</ref>
[[Image:P2200009.JPG|right|thumb|200px|Risiko (Italian version) in play]]
===Basic strategy===
The official rulebook gives three basic strategic tips for the classic rules. First, players should control entire continents to get the bonus reinforcement armies. Second, players should watch their borders for buildups of armies that could imply an upcoming attack. Third, players should build up armies on their own borders for better defense.


===Common strategies===
==Past aircraft that served as Air Force One==
Besides basic strategies listed in the official rulebook, there are several more strategies one can apply, many of which revolve around the tactics of fortification. For instance, players often attempt to gain control of what the game manual calls [[Australia]] ([[Australasia]]) early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either [[Thailand|Siam]] or [[Indonesia]]).<ref name=RiskStrategyHasbro>Risk strategies at [http://www.hasbro.com/risk/default.cfm?page=strategy hasbro.com]; last accessed March 12, 2007.</ref> Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. A much riskier and more ambitious strategy involves attempting to hold [[North America]], which provides a sizable five army bonus, but requires three different entry point territories to be defended.
[[Image:George W. Bush Tours Air Force One.jpg|thumb|right|President [[George W. Bush]], [[Laura Bush]], and former First Lady [[Nancy Reagan]] tour [[VC-137C SAM 27000|SAM 27000]], the aircraft that served seven presidents from 1972&ndash;2001; it is now housed at the [[Ronald Reagan Presidential Library]].]]


Usually, it is best to hold territories within a compact area, in order to facilitate both defense and attack. Spreading one's territories across the globe is risky, since it usually leads to fighting on many fronts and the rapid depletion of one's forces.
Several presidential aircraft that have formerly served as Air Force One are on display in the presidential hangar of the [[National Museum of the United States Air Force]], located at [[Wright-Patterson Air Force Base|Wright-Patterson AFB]] near [[Dayton, Ohio|Dayton]], [[Ohio]] (''Sacred Cow'', ''Independence'', ''Columbine III'', [[VC-137C SAM 26000|SAM 26000]], and other smaller presidential aircraft), as well as at the [[Museum of Flight]] in [[Seattle, Washington|Seattle]], [[Washington]] (earlier VC-137B SAM 970).


Geography also plays a large role in strategy. For example, Australia offers better defense, while [[South America]] offers better offense. Australia can be easily defended, since it has the fewest borders, yet its only neighboring continent is [[Asia]], which is the most difficult to maintain. By contrast, South America is more difficult to defend, since it has two borders and the same value of bonus reinforcements as Australia, yet its neighboring continents are North America and [[Africa]], which are both easier to obtain and defend, compared to Asia.
[[United Airlines]] has the distinction of being the only commercial airline to have operated ''[[Executive One]]'', the designation given to a civilian flight on which the U.S. President is aboard. On 26 December 1973, then-President Richard Nixon flew as a passenger aboard a [[Washington Dulles]] to [[LAX|Los Angeles]] flight. It was explained by his staff that this was done in order to conserve fuel by not having to fly the usual Boeing 707 Air Force aircraft.<ref> [http://openweb.tvnews.vanderbilt.edu/1973-12/1973-12-27-CBS-8.html United Airlines]</ref> However, the 707 followed the United aircraft to transport the President back to Los Angeles, negating the flight.{{Fact|date=September 2008}}


''Risk'' cards also play an important role in strategy. Generally, it is thought advisable to hold one's ''Risk'' cards until one can cash them in for maximum reinforcements.<ref name=RiskStrategyHasbro/> This is especially true earlier on in gameplay, as extra armies make a greater difference in the beginning of the game.<ref name=RiskStrategyHasbro/> Eliminating a weak player who holds a large number of ''Risk'' cards is also a good strategy,<ref name=RiskStrategyHasbro/> as players who eliminate their opponents get possession of their opponents' ''Risk'' cards. Additionally, if a player has five or more ''Risk'' cards after taking the cards of another player, he or she must immediately turn the ''Risk'' cards in for reinforcements until the player has less than five cards and then may continue attacking.
On 8 March 2000, President Clinton flew to Pakistan aboard an unmarked [[Gulfstream III]] while another aircraft with the call sign "Air Force One" flew on the same route a few minutes later. This diversion was reported by several U.S. press outlets and is not a secret event. This was presumably done as a diversion in case terrorists attempted to shoot down the aircraft that the president was aboard.


Another common tactic is to simply control the most territories. This is especially effective when the game is deadlocked - or no player is able to attain a continent. Because more territories translates to more reinforcements, having the most land will prove an advantage.
The Boeing 707 that served as Air Force One from the Nixon years to the current George Bush administration ([[VC-137C SAM 27000|SAM 27000]]) is on display in [[Simi Valley]], [[California]] at the [[Ronald Reagan Presidential Library]]. The Library's Air Force One Pavilion was opened to the public on 24 October 2005.
(For example, Player A has 22 territories, whereas Player B has obtained South America but only has 11 territories. Player B's income is five armies per turn, yet Player A receives seven armies per turn despite not holding a continent)


It is also common to control "choke points" in order to simultaneously defend a country and prevent another country from being captured. For example, if a player controls North America, he may choose to control Iceland as well in order to force players to conquer Iceland before attacking North America. Moreover, since the player is controlling Iceland, other players are unable to control Europe. Another example is controlling North Africa to defend South America, or Siam to defend Australia, or Kamchatka to defend the western side of North America.
A [[Douglas DC-6|VC-118A Liftmaster]] used by John F. Kennedy is on display at the [[Pima Air & Space Museum]] in [[Tucson, Arizona|Tucson]], [[Arizona]].


A good strategy would be to attempt to control North and South America together. This eliminates the southern entry into North America as well as the northern entry into South America. The attacking points now become Greenland, Brazil, and Alaska. The player should then attempt to conquer Iceland, North Africa, and Kamchatka and then control them with heavily fortified armies to prevent or slow an attack on the Americas.
In 2007 U.S. Air Force requested information from Airbus on the [[A380]] as replacement for Air Force One and the [[C-5 Galaxy]] based on maintenance costs and fuel efficiency concerns.<ref name="A380">Trimble, Stephen. "US considers Airbus A380 as Air Force One and potentially a C-5 replacement." ''[[Flight Global]]'' 17 October 2007.</ref><ref>[http://www.flightglobal.com/articles/2007/10/17/218681/exclusive-us-considers-airbus-a380-as-air-force-one-and-potentially-a-c-5-replacement.html Airbus] Retrieved: 7 October 2007.</ref> It is believed{{Who|date=September 2008}} the two current aircraft will not need replacement until at least 2020.


===Alliances===
==Analogs in other countries==
No official [[alliance]]s or truces exist in the game, although players often form unofficial treaties or "[[gentlemen's agreement]]s" to safeguard themselves from attacks while they concentrate their forces elsewhere, or to eliminate a player who has grown too strong. There are no rules protecting these agreements, and therefore these agreements are often broken. For example, one party will suddenly turn on the other by conquering a single territory on a continent controlled by her or his erstwhile ally, thus weakening the latter's chances of world domination, but increasing the chances of a bloody revenge against them.
{{main|Air transports of heads of state and government}}


===Dice probabilities===
==Popular culture==
The attacker can use up to three [[dice]], and the defender can only use up to two dice. Since the highest dice are compared, it is advantageous to use more dice than the other player. The table below demonstrates the probabilities of the outcomes given different combinations of dice:
<!-- ===============({{NoMoreCruft}})===============-->
<!-- Please READ [[Wikipedia:WikiProject Aircraft/page content]] and [[Wikipedia:WikiProject Military history#Popular culture]] before adding any "Popular culture" items.


{| class="wikitable" style="text-align:center"
Please do not add the many minor appearances of the aircraft. This section is only for major cultural appearances where the aircraft plays a MAJOR part in the story line, or has an "especially notable" role in what is listed. A verifiable source proving the appearance's notability may be required. Random cruft, including ALL Ace Combat, Battlefield, and Metal Gear Solid appearances, and ALL anime/fiction lookalike speculation, WILL BE removed.
|-
| colspan="3" rowspan="2" | Probabilities of winning a dice roll in ''Risk''<br>(various die <!-- die is singular, dice is plural -->combinations)<ref>[http://72.14.253.104/search?q=cache:7D74iBIel-EJ:www.recreationalmath.com/Risk/RiskPaper.doc+risk+dice+probability&hl=en&gl=us&ct=clnk&cd=2&client=firefox-a HTML version of the probability distribution of Risk battles] URL accessed May 12, 2007.</ref>
! colspan="3" | Attacker
|-
! one die <!-- die is singular, dice is plural -->
! two dice
! three dice
|-
! rowspan="5" | Defender
! rowspan="2" | one<br>die
! Attacker wins
| align="right" | 15/36 = 41.67%
| align="right" | 125/216 = 57.87%
| align="right" | 855/1296 = 65.97%
|-
! Defender wins
| align="right" | 21/36 = 58.33%
| align="right" | 91/216 = 42.13%
| align="right" | 441/1296 = 34.03%
|-
! rowspan="3"| two<br>dice
! Attacker wins
| align="right" | 55/216 = 25.46%
| align="right" | 295/1296 = 22.76%
| align="right" | 2890/7776 = 37.17%
|-
! Defender wins
| align="right" | 161/216 = 74.54%
| align="right" | 581/1296 = 44.83%
| align="right" | 2275/7776 = 29.26%
|-
! Both win one
| align="right" | n/a
| align="right" | 420/1296 = 32.41%
| align="right" | 2611/7776 = 33.58%
|}


===Card set probabilities===
If your item has been removed, please discuss it on the talk page FIRST. A verifiable source proving the appearance's notability may be required. If a consensus is reached to include your item, a regular editor of this page will add it back. Thank you for your cooperation.-->
This is the probability of having a risk set if a player has 1-5 cards. This is calculated ignoring the wildcards and assuming large number of cards. So If we take both of them into account it will further increase the probability of having a Risk-Set.
<!-- ===============({{NoMoreCruft}})=============== -->
{| class="wikitable" style="text-align:center"
<!-- Please do not use bullet points. Their use attracts other, usually non-notable, items. -->
|-
! Number of Cards
! Probability of having a Risk Set
|-
| 1 or 2
| 0% / NA
|-
| 3
| 33.3%
|-
| 4
| 85.6%
|-
| 5
| 100%
|}
Wild Cards not only replace ''any card'' but if somebody has a wild-Card he can make a sure set with any two other cards.


==Differences of rules==
Air Force One is a prominent symbol of the [[United States|American]] [[President of the United States|presidency]] and its power.<ref name=Walsh/> Air Force One is famous worldwide, so much so that when then-[[Prime Minister of the United Kingdom|British Prime Minister]] [[Tony Blair]] indicated a desire for a similar personal air transport, the press immediately dubbed it "[[Air transport of the Royal Family and executive of the United Kingdom|Blair Force One]]."<ref> [http://news.bbc.co.uk/1/hi/uk_politics/2978756.stm 'Blair Force One' plans get boost BBC [[11 June]] 2003.] Retrieved: 22 April 2007.</ref><ref>Tempest, Matthew. [http://politics.guardian.co.uk/news/story/0,,1801931,00.html "PM to get his own 'Blair Force One'".] ''[[Guardian Unlimited]]'', 20 June 2006. Retrieved: 22 April 2007.</ref><ref>Campbell, Duncan. [http://politics.guardian.co.uk/green/story/0,,1802380,00.html?gusrc=rss "Blair Force One cleared for takeoff."]''[[Guardian Unlimited]]'', 21 June 2006. Retrieved: 22 April 2007.</ref>
Over the years, [[Parker Brothers]] and [[Hasbro]] have published many different editions of rules for the game. In the most recent rulebook, three variations are given. Since playing ''Risk'' with two players is not always as engaging as games with more players, "''World Domination Risk for 2 Players''" recommends occupying some territories with neutral armies, to come close to the strategic value and fun of an actual three-way game. "''Capital Risk''" is recommended for a shorter world domination game in which each player has their "capital" in one of their initial territories, and the player to capture all capitals wins.<ref>Risk II</ref>


The "''Secret Mission Risk''" variant, which has been the standard game in European editions for some decades,<ref name=HistoryRisk/> gives each player four specific missions short of complete world domination. Missions include various tasks such as conquering two specific continents, e.g. [[Asia]] and [[South America]], eliminating one specific other player, e.g. all the blue troops, conquering any twenty-four territories, or conquering any 18 territories, but maintaining at least 2 troops in each. Players do not reveal their missions to each other until the end of the game, which is after the first player to fulfil the condition of their missions displays his Secret Mission Cards and wins the game.
''Air Force One'' has often appeared in [[popular culture]] and [[fiction]], most notably as the setting of the [[1997 in film|1997]] [[Air Force One (film)|action film of the same name]]. In the film, [[Kazakhstan|Kazakh]] [[Terrorism|terrorists]] [[Aircraft hijacking|hijack]] ''Air Force One'' and hold the president and other passengers as [[hostage]]s.


The two-player game differs in that the players use ''Risk'' cards to determine where armies are placed. Similarly, in [[Albert Lamorisse|Lamorisse's]] original version, all players claimed territories based on the ''Risk'' cards they were dealt. For example, if a player were to receive the [[Peru]] card, then that player would occupy Peru.
In the film ''[[Superman (film)|Superman]]'', Air Force One (a [[Boeing 707]]) is struck by lightning flying over Metropolis, prompting [[Superman]] to bring it safely to the ground.


The official rulebook suggests variations to the gameplay mechanics for "''Risk'' experts," any or all of which can be used depending on player preference. These suggestions include:
Air Force One was featured prominently in the 1978 [[Edwin Corley]] thriller of the same name. Air Force One has also been featured in [[John Denis]]'s 1981 novel ''Air Force 1 is Down'' and [[Robert Serling]]'s novel ''[[The President's Plane Is Missing]]'', subsequently adapted for a TV movie and its sequel ''[[Air Force One Is Haunted]]''.
*Reducing the rate at which ''Risk'' card sets increase in value so that they only go up by 1 each time
*Allowing for faster redeployment of armies at the end of a turn
*Disallowing more than twelve armies per territory, which can cause a loss of armies due to having nowhere to put them
*Granting an attack advantage when attacking from or to a territory for which the attacker holds a ''Risk'' card
*Simulating a "commander" in a battle by changing an attacking die to a 6 once per turn


In addition to these official variations, many [[computer]] and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules.
==See also==
<!-- trivia is generally frowned upon in FAs, and this is unsourced. == Trivia ==
{{portalpar|Military of the United States|Naval Jack of the United States.svg|65}}
*The German edition of the game is infamous for its liberal use of [[euphemism|euphemistic]] language: territories are "liberated" rather than occupied, enemy armies are "dissolved" rather than defeated, and the actual attacks are referred to as "diplomatic initiatives". -->
*[[Air transports of heads of state]]
*[[Cadillac One]]
*[[Marine One]]
*[[C-137 Stratoliner|VC-137C Air Force One]]


==References==
== Territories ==
The following is a rough representation of the ''Risk'' game board, with a table of the corresponding continent and territory names. The territory and continent links refer to the general use of those terms, outside of the context of the ''Risk'' board game.
{{reflist}}


[[Image:Risk game map.png|thumb|none|800px|A representation of the ''Risk'' game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring.]]
==Bibliography==

{{refbegin}}
;The territories of ''Risk''<ref>[http://www.gamingcorner.nl/risk-territories.htm Risk territories]. ''The Gaming Corner''. Accessed [[2006-05-12]].</ref>
*Abbott James A. and Elaine M. Rice. ''Designing Camelot: The Kennedy White House Restoration.'' New York: Van Nostrand Reinhold, 1998. ISBN 0-442-02532-7.
{{Multicol|600px}}
*Albertazzie, Ralph and [[Jerald TerHorst|Jerald F. TerHorst]]. ''Flying White House: The Story of Air Force One''. New York: Book Sales, 1979. ISBN 0-698-10930-9.
'''[[North America]]''' (5)
*Braun, David. [http://news.nationalgeographic.com/news/2003/05/0529_030529_airforceone.html Q&A: U.S. Presidential Jet Air Force One.] ''National Geographic News,'' 29 May 2003
# [[Alaska]]
*Dorr, Robert F. ''Air Force One''. St. Paul, Minnesota: Motorbooks International, 2002. ISBN 0-7603-1055-6.
# [[Alberta]]<nowiki>*</nowiki>
*Hardesty, Von. ''Air Force One: The Aircraft that Shaped the Modern Presidency''. Chanhassen, Minnesota: Northword Press, 2003. ISBN 1-55971-894-3.
# [[Central America]]
*Harris, Tom. [http://www.howstuffworks.com/air-force-one.htm How Air Force One Works.] HowStuffWorks.com. Retrieved: 10 October 2006.
# [[Eastern United States]]
*Technical Order 00-105E-9, Segment 9, Chapter 7 [http://www.0x4d.net/files/AF1/ Technical Order 00-105E-9]
# [[Greenland]]
*United States Air Force. [http://www.af.mil/factsheets/factsheet.asp?fsID=131 Air Force One Fact Sheet] July 2003.
# [[Northwest Territories|Northwest Territory]]
*Walsh, Kenneth T. ''Air Force One: A History of the Presidents and Their Planes''. New York: Hyperion: 2003. ISBN 1-4013-0004-9.
# [[Ontario]]<nowiki>*</nowiki>
{{refend}}
# [[Quebec]]<nowiki>*</nowiki>
# [[Western United States]]
'''[[South America]]''' (2)
# [[Argentina]]
# [[Brazil]]
# [[Peru]]
# [[Venezuela]]
{{Multicol-break}}
'''[[Europe]]''' (5)
# [[Great Britain]]
# [[Iceland]]
# [[Northern Europe]]
# [[Scandinavia]]
# [[Southern Europe]]
# [[Ukraine]]
# [[Western Europe]]
'''[[Africa]]''' (3)
# [[Democratic Republic of the Congo|Congo]]
# [[East Africa]]
# [[Egypt]]
# [[Madagascar]]
# [[North Africa]]
# [[Southern Africa|South Africa]]
{{Multicol-break}}
'''[[Asia]]''' (7)
# [[Afghanistan]]
# [[China]]
# [[India]]
# [[Irkutsk Oblast|Irkutsk]]
# [[Japan]]
# [[Kamchatka]]
# [[Middle East]]
# [[Mongolia]]
# [[Thailand|Siam]]
# [[Siberia]]
# [[Ural (region)|Ural]]
# [[Yakutsk]]
'''[[Australia]]''' (2)
# [[Eastern states of Australia|Eastern Australia]]
# [[Indonesia]]
# [[New Guinea]]
# [[Western Australia]]
{{Multicol-end}}

Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.

<nowiki>*</nowiki>On some versions sold in [[Canada]], ''Alberta'', ''Ontario'' and ''Quebec'' are known as ''Western Canada'', ''Central Canada'' and ''Eastern Canada'' respectively.

== Official versions ==
{{Main|List of licensed Risk game boards}}
In addition to the original version of 1959, and a ''40th Anniversary Edition'' with metal pieces, a number of official variants of ''Risk'' have been released over the years. In recent years, Hasbro has predominantly based its ''Risk'' variants on popular films. The most recent example in this trend is the ''[[Transformers (fiction)|Transformers]]'' version, released in June 2007. In chronological order, the variations of ''Risk'' that have been released are:
* ''[[Castle Risk]]'' (1986) – A version focusing only on Europe in which each player's goal is to protect their castle from attack. ''Castle Risk'' was the first version of ''Risk'' released after 27 years of production to depart from standard play.<ref name=RiskEvolution/> Although it was unsuccessful, it introduced many concepts integrated into later versions of ''Risk''.<ref name=RiskEvolution/>
* ''[[List of licensed Risk game boards#Risk: Édition Napoléon|Risk: Édition Napoléon]]'' (1999) – Adds generals, fortresses, and naval units.
** ''[[List of licensed Risk game boards#Risk: Édition Napoléon: Extension Empire Ottoman|Risk: Édition Napoléon: Extension Empire Ottoman]]'' (2000) – Adds a sixth player to ''Risk: Édition Napoléon''.
* ''[[Risk 2210 A.D.|Risk: 2210 A.D.]]'' (2001) – An award winning futuristic version, produced by [[Avalon Hill]], another division of Hasbro. The game features moon territories, ocean territories and commander units and offers a number of official and unofficial expansions.
* ''[[List of licensed Risk game boards#Risk: the Lord of the Rings|Risk: the Lord of the Rings]]'' (2002) – 2–4 player version based on northern [[Middle-earth]].
** ''[[List of licensed Risk game boards#Risk: the Lord of the Rings: Gondor & Mordor Expansion Set|Risk: the Lord of the Rings: Gondor & Mordor Expansion Set]]'' (2003) – Extension to ''Risk: the Lord of the Rings'', also includes a 2-player ''Siege of Minas Tirith'' mini-game.
* ''[[Risk: Lord of the Rings Trilogy Edition|Risk: the Lord of the Rings: Trilogy Edition]]'' (2003) – Combines the first two Lord of the Rings versions, but does not include the ''Siege of Minas Tirith'' mini-game.
* ''[[Risk Godstorm]]'' (2004) – A version based on the mythological [[Pantheon (gods)|pantheons]] of various ancient civilizations; produced by Avalon Hill.
* ''[[Star Wars Risk: The Clone Wars Edition|Risk: Star Wars: Clone Wars Edition]]'' (2005) – Set in the [[Star Wars]] universe during the [[Clone Wars (Star Wars)|Clone Wars]]. The player can fight on the side of the Separatists or the [[Galactic Republic (Star Wars)|Republic]], using either the classic Risk rules or the Clone Wars variations where altruism pays off.
* ''[[Risk: Star Wars Original Trilogy Edition]]'' (2006) – Set during the [[Galactic Civil War]], players play as the [[Galactic Empire (Star Wars)|Galactic Empire]], the [[Rebel Alliance]], or the [[Hutts]]. This version is unique in that each of the factions has a different set of goals and victory conditions.
* ''[[List of licensed Risk game boards#Risk Junior: Narnia|Risk Junior: Narnia]]'' (2006) – Based on ''[[The Lion, the Witch and the Wardrobe]]'', players can play as either the forces of Aslan or as the forces of the White Witch.
* ''[[List of licensed Risk game boards#Risk: The Transformers Edition|Risk: The Transformers Edition]]'' (2007) - Based on the [[Transformers (film)|Transformers]] film, players can either play on the side of the [[Autobots]] or the [[Decepticons]] on a [[Cybertron]] stylized map.
* ''[[List of licensed Risk game boards#Risk: Black Ops|Risk: Black OPS]]'' (2008) - Limited edition released in early 2008. Print run was limited to a 1000 copies. Most of the copies were given to people in the boardgame industry to test out new rules for up coming editions.

== Computer implementations and video games ==
Several [[Personal computer game|computer]] and [[video game]] versions of ''Risk'' have been released, starting with the [[Commodore 64]] edition in [[1988 in video gaming|1988]]<ref name=Commodore64>Commodore 64 edition information at [http://www.islandnet.com/~kpolsson/c64hist/c641988.htm Chronology of the Commodore 64 Computer]; last accessed May 12, 2007.</ref> and the [[Macintosh]] (Mac) edition in [[1989 in video gaming|1989]]. Since then, various other editions have been released for [[IBM PC compatible|PC]], [[Amiga]], [[Sega Genesis]], [[PlayStation]], [[PlayStation 2]], and [[Game Boy Advance]]. In 1996 [[Hasbro Interactive]] released a PC version of Risk that included a new variation on the game called "Ultimate Risk", which did not use dice but rather implemented the use of forts, generals, and complex battle strategies. ''[[Risk II]]'' for PC and Mac was released as a [[2000 in video gaming|2000 video game]]. On September 30th 2008 a Risk clone was released on the app store for iPhone and iPod touch called Lux Touch. In addition, there are many unofficial ''Risk'' clones, many of which can be played online. <!--Do NOT add any of these unofficial "Risk" clones no matter how popular they might be. See Talk page for more info.-->

The single player [[Total War]] [[PC game]] series is largely inspired by Risk.

== Popular culture ==
''Risk'''s seminal influence on strategy conquest board games is reflected by its numerous references in popular culture. While individual references are too numerous to list, the board game ''Risk'' has appeared in various songs, movies, and television series; perhaps most notably in episodes of the [[Situation comedy|sitcoms]] ''[[Seinfeld]]'', ''[[Malcolm in the Middle]]'', and ''[[Lost (TV series)|Lost]]''. The character of [[Arnold Rimmer]] from the TV series ''[[Red Dwarf]]'' is also an avid ''Risk'' enthusiast; he maintains a "Risk Campaign Diary" and enjoys recounting games turn-by-turn to his crewmates. The band [[R.E.M.]] mention a series of popular games, including Risk, in their song "[[Man on the Moon (song)|Man on the Moon]]". The comedian [[Eddie Izzard]] comments that [[Adolf Hitler]] would never have made his attack on the [[Eastern Front (World War II)|Eastern Front]] if he had played Risk as a child. In the animated series [[Undergrads]], the four main characters play Risk throughout an entire episode (which itself is entitled 'Risk'). In a [[The Suite Life of Zack & Cody]] episode, Zack and some of his friends start a game called Total World Conquest, a spin off of ''Risk''.

The April 2008 edition of [[Wired Magazine]] re-created an entirely [http://www.wired.com/culture/culturereviews/magazine/16-04/found new board] that presented the globe in the future, when politics and environmental changes affected technology, land-mass, boundaries and country names.

== References ==
{{reflist}}


==External links==
== External links ==
=== Official ===
{{commons}}
{{commons|Risk}}
* [http://www.nationalmuseum.af.mil/factsheets/factsheet.asp?id=570 SAM 26000 at the National Museum of the United States Air Force]
* [http://www.707sim.com/air-force-one.html Facts and History of 707 as Air Force One and "Where they are Now?"]
* [http://www.hasbro.com/risk/ Hasbro's official Risk page]
** [http://www.hasbro.com/risk/default.cfm?page=browse&product_id=16115 Hasbro's ''Risk: Star Wars: Clone Wars'' page]
* [http://www.reaganfoundation.org/airforceone/ Air Force One Pavilion]
*Hasbro's Risk rules
* [http://www.af.mil/factsheets/factsheet.asp?id=131 Air Force Fact Sheet, VC-25 - AIR FORCE ONE]
* [http://www.whitehouse.gov/whmo/af1.html Air Force One page on White House site]
**[http://www.hasbro.com/common/instruct/Risk1959.PDF 1959 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1963.PDF 1963 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1975.PDF 1975 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1980.PDF 1980 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk-CastleRisk(1990).PDF 1990 edition of the Risk rules along with Castle Risk rules]
**[http://www.hasbro.com/common/instruct/risk.pdf 1993 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1999.PDF 1999 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/RiskCollector's40thAnniversaryEdition.PDF 1999 Risk 40th Anniversary Collector's edition of the Risk rules]
* [http://blog.markturansky.com/archives/62 Printable Charts of Odds and Probabilities] licensed under the Creative Commons Attribution-Noncommercial-Share Alike
* [http://www.strategygamenetwork.com Online Game of Risk]


=== Unofficial ===
===Photographs and other multimedia===
* [http://www.kent.ac.uk/IMS/personal/odl/riskfaq.htm Risk FAQ] A long-standing and comprehensive list of Frequently Asked Questions about Risk with answers.
* [http://www.trumanlibrary.org/photographs/search.php?access=selectbycategory&keywords=Presidential+aircraft Truman Library & Museum]
* [http://risk.wikia.com] An unoffical wiki.
* [http://www.af.mil/photos/index.asp?galleryID=55 United States Air Force]
<!-- Please do NOT add external links to unofficial websites. See talk pages first before adding links -->
* [http://www.boeing.com/history/boeing/airforceone.html Boeing History of Air Force One]


''
{{PresidentialCallsigns}}
{{White House Military Office}}
{{US Air Force navbox}}
{{aviation lists}}


[[Category:Executive Office of the President of the United States]]
[[Category:1959 introductions]]
[[Category:Individual aircraft]]
[[Category:Board wargames]]
[[Category:Presidential aircraft]]
[[Category:Origins Award winners]]
[[Category:Special-purpose aircraft]]
[[Category:Multiplayer games]]
[[Category:United States Air Force]]
[[Category:Risk (game)| ]]
[[Category:Call signs]]


[[cs:Air Force One]]
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[[id:Air Force One]]
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[[it:Air Force One]]
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[[zh:空军一号]]

Revision as of 20:41, 10 October 2008

File:Risk logo.png
File:RiskInPlay.jpg
A typical game of Risk in play.
Players2–6
Setup time5–20 minutes
Playing time1–8 hours (player dependent)
ChanceMedium (dice, cards)
Age range10+
SkillsTactics, Strategy, and Negotiation

Risk is a commercial strategic board game, produced by Parker Brothers (now a division of Hasbro). It was invented by French movie director Albert Lamorisse, and originally released in 1957, as La Conquête du Monde (The Conquest of the World), in France.

Risk is a turn-based game for two to six players, and is played on a board depicting a stylized Napoleonic-era political map of the Earth, divided into forty-two territories, which are grouped into six continents. Players control armies, with which they attempt to capture territories from other players. The goal of the game is to control all the territories—or "conquer the world"—through the elimination of the other players. Using area movement, Risk ignores realistic limitations, such as the vast size of the world, and the logistics of long campaigns.

Equipment and its evolution in design

File:RiskSoldier.jpg
The infantry, the basic unit of Risk, representing one army.
File:RiskCavalry.jpg
The cavalry, representing five armies.
File:RiskCannon.jpg
The artillery, representing ten armies.

Each Risk game comes with six sets of armies, each of a different color. Individual sets of armies are denoted by three different tokens. Infantry tokens represent a single army unit, cavalry represent five army units, and artillery ten units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of armies during the game, another color may be used to substitute, or any other symbolic token to help keep track of his or her armies. Standard equipment also comprises five dice: two for the defender and three for the attacker, both sets being color-coded as well.

Also included is a total of seventy-two Risk cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a Risk card set, in order to receive reinforcements. Twenty-eight Mission cards also come with the game, but are used only in Secret Mission Risk.

In the first editions, the playing pieces were wooden cubes representing one army each and a few rounded triangular prisms representing ten armies each, but in later versions of the game these pieces were molded of plastic in order to reduce costs. In the 1980s, these were changed to pieces shaped like the Roman numerals for I, III, V, and X. The 1993 edition introduced infantry, cavalry, and artillery pieces, which were made of plastic. The 40th Anniversary Collector's Edition contained the same troop pieces, but made of metal rather than plastic. Additionally, the movement route between the territories of East Africa and Middle East was removed; this was later confirmed as a manufacturing error. Subsequent editions reverted to plastic pieces, and replaced the missing route.[1] While the European versions of Risk had included the variation "Secret Mission Risk" for some time, the U.S. version did not have this added until 1993.[2]

Standard setup

Setting up the Risk board for play is more involved than in many other games. Each player first counts out a number of his playing pieces or "armies" for initial deployment. The number of armies that begins the game depends on the number of players: 40 armies for 2 player: 35 armies each if three players; 30 armies each if four players; 25 armies each if five players; and 20 armies each if six players. Players then take turns claiming territories by placing an army on an unoccupied territory until all the territories are occupied. A roll of a die is used to determine which player selects the first territory. Placement of armies continues until all armies have been deployed, with players using their remaining armies to strengthen strategic territories. After all armies have been placed the actual game begins, with another roll of a die used to determine the playing order. An alternate and quicker method of setup is to randomly assign starting territories to each player by dealing out the entire deck of cards, minus the wild cards. Each player must place at least one army on each territory assigned to him. The rest may be distributed at will.

Player turn

Reinforcements

At the start of each player's turn, the player adds reinforcements to his or her territories. A player receives additional armies based on the number of territories he or she controls, the value of the continents he or she controls, and the value of any Risk card sets he or she turns in. The player receives one army for every three territories under his or her control (ignoring any remainder), with a minimum of three armies per turn. The number of reinforcements for holding a continent varies. For holding Asia, the player receives seven extra armies; for North America and Europe, five; for Africa, three are given; and for the continents of Australia and South America, two reinforcements are placed on the board.

In addition to reinforcements from holding territories, players also gain reinforcements by turning in Risk card sets. During the attacking phase of his or her turn, if a player conquers at least one territory, he or she may claim a Risk card, which is a card showing one of the forty-two territories, and a picture of an infantryman, a cavalryman, or a cannon. There are also two wild cards, which have a picture of all three Risk units, but no territory diagram; these may be used as either infantry, cavalry, or cannon, in order to finish a set of cards. A set of Risk cards is three cards showing the same unit (eg. all three cards have cavalry pictures), or three cards showing one of each type of Risk unit. The number of reinforcements awarded for a turned in set increases as sets of cards are turned in. Also, turning in a card with a pictured territory owned by the player awards two additional armies to be placed in that territory.

Attacking

Example of matching up attacking (left) and defending (right) dice

After deploying reinforcements, the player may attack to gain territory and get a Risk card. Attacks can only occur between two adjacent territories, one owned by the attacking player, and the other owned by a different player. The outcomes of battles are decided by rolling dice. Each roll of the dice is considered an individual attack, and the attacking player may attack any number of territories any number of times (including switching back and forth between targets). If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker is rewarded with all of the defender's Risk cards.

If an attack successfully kills the last defending army, the attacking player is required to move armies from the attacking territory to occupy the defeated territory. The minimum number of armies is equal to the number of dice rolled, and there is no limit to the total number that may be moved, so long as at least one army remains in the attacking territory. Thus, if the attacker has three armies in a territory, he or she may roll only two dice, because only two armies are free to occupy the attacked territory. The defending player can roll a die for each army stationed on a territory, up to two. Thus, a territory defended by a single army is weaker than one defended by more.

In a conventional attack in which both the attacker and defender have several armies, the attacking player may roll one, two, or three dice. The defending player rolls either one or two. The attacker's highest die is compared against the defender's highest die, and if both players rolled at least two dice the attacker's second-highest die is compared against the defender's second-highest die. If one player rolled more dice than the other, the unpaired lowest dice are disregarded. For each comparison, the defender loses an army if the attacker's die is greater than the defender's, but the attacker loses an army if the defender's die is greater than or equal to the attacker's. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use multiple dice often offsets this advantage, as indicated in the dice probability chart below. Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities have been studied using Markov Chains.[3][4][5]

Fortifying

When a player has finished attacking, he or she has the option to move any number of armies from one of their territories into an adjacent territory that they occupy. The player must still leave at least one army in each territory. If the player captured at least one territory during the turn, the player may draw a single Risk card from the deck. A player may not hold more than five cards at any one time, therefore, after drawing their fifth Risk card, he or she will be required to turn in a Risk set (three matching cards) upon his or her next turn. Play then proceeds clockwise to the next player.

Two Player Risk

The rules for this 2-player game were developed by Michael Levin of Philadelphia, Pa., and were included within the Official Rules published in 1975.[6]

This 2-player version is played according to the traditional rules of Risk. Each player takes 40 armies and alternately places one army on an unoccupied territory until each has occupied 14 territories. The remaining armies are alternately distributed on the occupied territories. The remaining 14 territories will be occupied by a force called the Allied Army. These armies are composed of playing pieces different in color from those used by the two players. Two Allied Armies will be placed on each unoccupied territory for a total of 28 armies.

Each of the two players accumulate armies in the traditional manner. When a player begins his turn and determines the number of armies he is entitled to, the Allied Army is entitled to one half of that number. Fractions do not count, so, if a player obtains a total of nine armies, the Allied Army is entitled to four. Each of the two players place their armies on the board according to the traditional rules. After a player has accumulated his armies, placed them on the board and completed his attacks (but prior to his free move) the opposing player places the number of Allied Armies (determined above) in Allied occupied territories.

Each of the two players attack according to the traditional rules. A player may attack the other player or the Allied Army. When a player attacks the Allied Army, the other player rolls the dice for the Army. Immediately after the Allied Armies are placed, the player who placed them may act as the Allied Army and attack the other player's armies. He need not use the armies immediately, but may allow them to accumulate in a territory. However, if they are not used, the other player may use them to his advantage when he gets the use of the Allied forces. When a player is commanding Allied forces he may not attack his own territories. Allied forces do not pick up RISK cards and they accumulate armies only in the manner described above.

The first player may take his free move only after the second player has decided to stop attacking with the Allied Army. The Allied Army is not entitled to a free move.

The game ends when one player loses all his territories. If the Allied Army loses all its territories it may no longer obtain additional armies and game play is continued according to the traditional rules.

Summary of Procedure for Two Player Risk

  • Players place their armies. The Allied Army is placed on the remaining territories.
  • Player One obtains his armies, places them and attacks. Player Two, acting as the Allied Army, places the accumulated Allied forces and may attack Player One with Allied Armies only. Player One then has a free move.
  • Player Two accumulates his armies, places them on the board and attacks. Player One then accumulates the Allied Armies, places them in Allied occupied territories and may attack territories occupied by Player Two. Player Two takes his free move.

Strategy

File:P2200009.JPG
Risiko (Italian version) in play

Basic strategy

The official rulebook gives three basic strategic tips for the classic rules. First, players should control entire continents to get the bonus reinforcement armies. Second, players should watch their borders for buildups of armies that could imply an upcoming attack. Third, players should build up armies on their own borders for better defense.

Common strategies

Besides basic strategies listed in the official rulebook, there are several more strategies one can apply, many of which revolve around the tactics of fortification. For instance, players often attempt to gain control of what the game manual calls Australia (Australasia) early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either Siam or Indonesia).[7] Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. A much riskier and more ambitious strategy involves attempting to hold North America, which provides a sizable five army bonus, but requires three different entry point territories to be defended.

Usually, it is best to hold territories within a compact area, in order to facilitate both defense and attack. Spreading one's territories across the globe is risky, since it usually leads to fighting on many fronts and the rapid depletion of one's forces.

Geography also plays a large role in strategy. For example, Australia offers better defense, while South America offers better offense. Australia can be easily defended, since it has the fewest borders, yet its only neighboring continent is Asia, which is the most difficult to maintain. By contrast, South America is more difficult to defend, since it has two borders and the same value of bonus reinforcements as Australia, yet its neighboring continents are North America and Africa, which are both easier to obtain and defend, compared to Asia.

Risk cards also play an important role in strategy. Generally, it is thought advisable to hold one's Risk cards until one can cash them in for maximum reinforcements.[7] This is especially true earlier on in gameplay, as extra armies make a greater difference in the beginning of the game.[7] Eliminating a weak player who holds a large number of Risk cards is also a good strategy,[7] as players who eliminate their opponents get possession of their opponents' Risk cards. Additionally, if a player has five or more Risk cards after taking the cards of another player, he or she must immediately turn the Risk cards in for reinforcements until the player has less than five cards and then may continue attacking.

Another common tactic is to simply control the most territories. This is especially effective when the game is deadlocked - or no player is able to attain a continent. Because more territories translates to more reinforcements, having the most land will prove an advantage. (For example, Player A has 22 territories, whereas Player B has obtained South America but only has 11 territories. Player B's income is five armies per turn, yet Player A receives seven armies per turn despite not holding a continent)

It is also common to control "choke points" in order to simultaneously defend a country and prevent another country from being captured. For example, if a player controls North America, he may choose to control Iceland as well in order to force players to conquer Iceland before attacking North America. Moreover, since the player is controlling Iceland, other players are unable to control Europe. Another example is controlling North Africa to defend South America, or Siam to defend Australia, or Kamchatka to defend the western side of North America.

A good strategy would be to attempt to control North and South America together. This eliminates the southern entry into North America as well as the northern entry into South America. The attacking points now become Greenland, Brazil, and Alaska. The player should then attempt to conquer Iceland, North Africa, and Kamchatka and then control them with heavily fortified armies to prevent or slow an attack on the Americas.

Alliances

No official alliances or truces exist in the game, although players often form unofficial treaties or "gentlemen's agreements" to safeguard themselves from attacks while they concentrate their forces elsewhere, or to eliminate a player who has grown too strong. There are no rules protecting these agreements, and therefore these agreements are often broken. For example, one party will suddenly turn on the other by conquering a single territory on a continent controlled by her or his erstwhile ally, thus weakening the latter's chances of world domination, but increasing the chances of a bloody revenge against them.

Dice probabilities

The attacker can use up to three dice, and the defender can only use up to two dice. Since the highest dice are compared, it is advantageous to use more dice than the other player. The table below demonstrates the probabilities of the outcomes given different combinations of dice:

Probabilities of winning a dice roll in Risk
(various die combinations)[8]
Attacker
one die two dice three dice
Defender one
die
Attacker wins 15/36 = 41.67% 125/216 = 57.87% 855/1296 = 65.97%
Defender wins 21/36 = 58.33% 91/216 = 42.13% 441/1296 = 34.03%
two
dice
Attacker wins 55/216 = 25.46% 295/1296 = 22.76% 2890/7776 = 37.17%
Defender wins 161/216 = 74.54% 581/1296 = 44.83% 2275/7776 = 29.26%
Both win one n/a 420/1296 = 32.41% 2611/7776 = 33.58%

Card set probabilities

This is the probability of having a risk set if a player has 1-5 cards. This is calculated ignoring the wildcards and assuming large number of cards. So If we take both of them into account it will further increase the probability of having a Risk-Set.

Number of Cards Probability of having a Risk Set
1 or 2 0% / NA
3 33.3%
4 85.6%
5 100%

Wild Cards not only replace any card but if somebody has a wild-Card he can make a sure set with any two other cards.

Differences of rules

Over the years, Parker Brothers and Hasbro have published many different editions of rules for the game. In the most recent rulebook, three variations are given. Since playing Risk with two players is not always as engaging as games with more players, "World Domination Risk for 2 Players" recommends occupying some territories with neutral armies, to come close to the strategic value and fun of an actual three-way game. "Capital Risk" is recommended for a shorter world domination game in which each player has their "capital" in one of their initial territories, and the player to capture all capitals wins.[9]

The "Secret Mission Risk" variant, which has been the standard game in European editions for some decades,[2] gives each player four specific missions short of complete world domination. Missions include various tasks such as conquering two specific continents, e.g. Asia and South America, eliminating one specific other player, e.g. all the blue troops, conquering any twenty-four territories, or conquering any 18 territories, but maintaining at least 2 troops in each. Players do not reveal their missions to each other until the end of the game, which is after the first player to fulfil the condition of their missions displays his Secret Mission Cards and wins the game.

The two-player game differs in that the players use Risk cards to determine where armies are placed. Similarly, in Lamorisse's original version, all players claimed territories based on the Risk cards they were dealt. For example, if a player were to receive the Peru card, then that player would occupy Peru.

The official rulebook suggests variations to the gameplay mechanics for "Risk experts," any or all of which can be used depending on player preference. These suggestions include:

  • Reducing the rate at which Risk card sets increase in value so that they only go up by 1 each time
  • Allowing for faster redeployment of armies at the end of a turn
  • Disallowing more than twelve armies per territory, which can cause a loss of armies due to having nowhere to put them
  • Granting an attack advantage when attacking from or to a territory for which the attacker holds a Risk card
  • Simulating a "commander" in a battle by changing an attacking die to a 6 once per turn

In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules.

Territories

The following is a rough representation of the Risk game board, with a table of the corresponding continent and territory names. The territory and continent links refer to the general use of those terms, outside of the context of the Risk board game.

A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring.
The territories of Risk[10]

Template:Multicol North America (5)

  1. Alaska
  2. Alberta*
  3. Central America
  4. Eastern United States
  5. Greenland
  6. Northwest Territory
  7. Ontario*
  8. Quebec*
  9. Western United States

South America (2)

  1. Argentina
  2. Brazil
  3. Peru
  4. Venezuela

Template:Multicol-break Europe (5)

  1. Great Britain
  2. Iceland
  3. Northern Europe
  4. Scandinavia
  5. Southern Europe
  6. Ukraine
  7. Western Europe

Africa (3)

  1. Congo
  2. East Africa
  3. Egypt
  4. Madagascar
  5. North Africa
  6. South Africa

Template:Multicol-break Asia (7)

  1. Afghanistan
  2. China
  3. India
  4. Irkutsk
  5. Japan
  6. Kamchatka
  7. Middle East
  8. Mongolia
  9. Siam
  10. Siberia
  11. Ural
  12. Yakutsk

Australia (2)

  1. Eastern Australia
  2. Indonesia
  3. New Guinea
  4. Western Australia

Template:Multicol-end

Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.

*On some versions sold in Canada, Alberta, Ontario and Quebec are known as Western Canada, Central Canada and Eastern Canada respectively.

Official versions

In addition to the original version of 1959, and a 40th Anniversary Edition with metal pieces, a number of official variants of Risk have been released over the years. In recent years, Hasbro has predominantly based its Risk variants on popular films. The most recent example in this trend is the Transformers version, released in June 2007. In chronological order, the variations of Risk that have been released are:

Computer implementations and video games

Several computer and video game versions of Risk have been released, starting with the Commodore 64 edition in 1988[11] and the Macintosh (Mac) edition in 1989. Since then, various other editions have been released for PC, Amiga, Sega Genesis, PlayStation, PlayStation 2, and Game Boy Advance. In 1996 Hasbro Interactive released a PC version of Risk that included a new variation on the game called "Ultimate Risk", which did not use dice but rather implemented the use of forts, generals, and complex battle strategies. Risk II for PC and Mac was released as a 2000 video game. On September 30th 2008 a Risk clone was released on the app store for iPhone and iPod touch called Lux Touch. In addition, there are many unofficial Risk clones, many of which can be played online.

The single player Total War PC game series is largely inspired by Risk.

Popular culture

Risk's seminal influence on strategy conquest board games is reflected by its numerous references in popular culture. While individual references are too numerous to list, the board game Risk has appeared in various songs, movies, and television series; perhaps most notably in episodes of the sitcoms Seinfeld, Malcolm in the Middle, and Lost. The character of Arnold Rimmer from the TV series Red Dwarf is also an avid Risk enthusiast; he maintains a "Risk Campaign Diary" and enjoys recounting games turn-by-turn to his crewmates. The band R.E.M. mention a series of popular games, including Risk, in their song "Man on the Moon". The comedian Eddie Izzard comments that Adolf Hitler would never have made his attack on the Eastern Front if he had played Risk as a child. In the animated series Undergrads, the four main characters play Risk throughout an entire episode (which itself is entitled 'Risk'). In a The Suite Life of Zack & Cody episode, Zack and some of his friends start a game called Total World Conquest, a spin off of Risk.

The April 2008 edition of Wired Magazine re-created an entirely new board that presented the globe in the future, when politics and environmental changes affected technology, land-mass, boundaries and country names.

References

  1. ^ a b c Dave Shapiro (2002). "Risk: The Evolution of a Game". The Games Journal. Retrieved 2007-05-12. {{cite web}}: Unknown parameter |month= ignored (help)
  2. ^ a b Risk timeline at boardgames.about.com; last accessed May 12, 2007.
  3. ^ Osborne, Jason A. Markov Chains for the RISK Board Game Revisited Mathematics Magazine, Vol. 76, No. 2, pp. 129-135, April 2003
  4. ^ Blatt, Sharon, RISKy business: An in-depth look at the game RISK Undergraduate Math Journal, Vol. 3, No. 2, 2002, http://www.rose-hulman.edu/mathjournal/archives/2002/vol3-n2/paper3/v3n2-3pd.pdf
  5. ^ Tan, Baris, Markov chains and the RISK board game Mathematics Magazine, Vol. 70, pp 349-357, December 1997
  6. ^ Official Rules pamphlet distributed with Risk board game (cir. 1975)
  7. ^ a b c d Risk strategies at hasbro.com; last accessed March 12, 2007.
  8. ^ HTML version of the probability distribution of Risk battles URL accessed May 12, 2007.
  9. ^ Risk II
  10. ^ Risk territories. The Gaming Corner. Accessed 2006-05-12.
  11. ^ Commodore 64 edition information at Chronology of the Commodore 64 Computer; last accessed May 12, 2007.

External links

Official

Unofficial

  • Risk FAQ A long-standing and comprehensive list of Frequently Asked Questions about Risk with answers.
  • [1] An unoffical wiki.