If you cause a territory to be under dispute by sending in 1 unit into a territory to "tie up a larger army, the defender can still expand units out of that territory. Page 10 of rulebook, under "Notes and Restrictions on Expanding" (second bullet point) ...
I played this for the first time a month ago and it was very fun and easy to learn from everyone. Was originally debating between Risk Legacy, Risk 2210 and Risk Europe. Ended up with Europe and not a single bit of regret.
Also 22:52 is not allowed. Committed forces have to stay in the territory you just invaded. This is also a rule from classic risk that was changed in Risk Europe. You must leave at least one unit behind when expanding, and committed forces cannot retreat. If you want to do that you'll need to use a maneuver order in the next round. BTW, you can commit all your units into a territory in dispute using a maneuver order and leave a non city territory without units, but only using a maneuver order, you can't do this with an expand order.
That thing at 16 min was actually not really true, because it says in the rule book that a defending army can expand out of a disputed territory and has to leave behind the equivalent number of units to the atacking army units. So he could have left one unit and attack with an expand order.
I like how this version adresses the biggest problem I had with classical "Risk" units. I classical "Risk" there is in fact one unit, different miniature essentially means there is simply more of the same unit. Here each unit is given unique ability - it adds to strategic depth and combat is much more interesting. This game is revolutionary, one of the kind in "Risk" family. I'm not sure if Hasbro did a good job communicating that. Simply naming the game "Risk Europe" suggests a different map but in fact this edition vastly differs from the original.
Thanks for the video. My wife and I cannot wait to play. Looks like you can finish it pretty fast. We have a cat so leaving a game set up over night is a nogo. Plus she uses the steamroller move on me in the regular Risk..... I have no patience for the Army building. Will have to learn the mercenaries rules with only two players.
mistake at 17:10 you can't manouvre when you do split expand. you can only move in to enemy territories or empty teritories if you do the expand or split expand option
just wanna mention one thing. when someone expands with only one troop into enemy territory the "pinned army" is not pinned. you can expand or maneuver but you have to leave at least as many men behind as there are enemy troops trying to pin your army. this can be used for retreat or attack. like leaving a force behind to secure the retreat of the reast with a maneuver maybe because the opponent hast a high quality army with more siegeengineswich can be pinned down by a few footmen. that means you can pin down 1 siegeengine with 1 footman but not two footmen with one troop even if its a more expensive one. rome could have been attacked by leaving one footman behind. this also makes footmen more versatile because their numbers are useful. in combat theyre only cannonfodder. but overall they provide protection and are pretty versatile. therefore they lack in strength.
John Bairos they played that wrong... split expand should only be into an empty territory or one with enemies in it. He did a split maneuver instead, which isn't even an option on the cards.
I highly suggest you all reviewing GoT Risk by USAopoly. It’s also card based revolving around unique team abilities. I think it would be entertaining. Got risk is a close second. extremely similar, taking ten victory points to win, I think you would very much enjoy it. Good luck with the copyright.
Don't know if u can help me with this: exemple when we are in phase 4 (all units) and the offensive have 2 archer, 1footman and 1 siège weapon/ the defender have 2 footman and 1 siege weapon, how this is suppose to work ? Like, we play the 1st round(siegeW) the 2rd(archer) and the 3rd(cavalier), did we supposed to play the 4rd round like if all unit value is like à footman?
@@piotrpan7862 It's really fun, but only if you have 4 players at the table, which is a tough thing to do at the moment. I now mostly play board games with my wife and there are tons of better games for 2, out there.
Even though Risk is loosely based on history, it pains me too much to hear the green placement called The Holy Roman Empire” just because you placed your units in Rome. I forgive you, but learn some history, mate!
I thought the game went too fast. Rules state that once you get 7 crowns you win. I've had people buy there way out of the game in which really sucks for anyone that likes strategy play. I made up new rules to our play mode. I made up a new crown sheet that holds 17 crowns. Lamenated the paper and put it into play. Instead of winning at 7 crowns unless your 3 crowns ahead of the other person. So if you are at 7 crowns and another opponent is at 6 - you do not win. You win by being 3 crowns ahead of your opponent from 7 crowns. So if I had 10 crowns and the other opponent had 7 crowns. I would win. If I had 10 crowns and the other opponent has 8 crowns, we keep going. BUT!! whoever hits 17 crowns win. I also use chips to place under the footmen to keep a count. Yellow = 1, Green = 3, Red = 5, & Blue = 10. Also, another rule to eliminate the buying your way out is that when you purchase a crown card you must complete that card to gain that extra crown. Sure. It makes the game longer, but it's such a gooooooood game that in our opinion we feel that the game just goes way too fast. I would like a feed back on your opinion of our new house rule.
Rick Halpin I'm pretty sure that you can only get the crown from completing the mission. This makes sense because you're not meant to buy your way out.
What happens when i have for example 10 units in the normandy and someone wants to take the area but there is simply no room for his units there? Please somebody unriddle me this
17:50 Why did he invaded that territory with just one unit? Not only is he doing it on a castle territory with a non-siege unit, but also the defender is allowed to expand OUT of a territory in dispute so long as it leaves equal number (or more) of units behind. So if he's doing it to protect Berlin then that won't work.
What happens if in a disputed territory "X" player has 4 Siege Weapons and no Footmen and "Y" player has 25 Footmen when they go into the last Ranked Battle? Does "X" player get to roll a dice at all or does he just sits and watches how 2 of his Siege Weapons get obliterated by simple Footmen?
I'm pretty sure "X" would still get to roll the rank 4 order dice because it is for all units. so yea the siege engines get to roll their bonus rolls of 2 dice @3+ rolls and then the defender compare rolls
Surprised that 1 unit tying up an entire army rule went unnoticed. Haven't played the game or read the rules but it 'felt' completely wrong from a gameplay perspective. Normally if something feels that wrong a decent game will have a rule to prevent it!
crzy1gs youre absolutely correct companies deserve more credit for rules design !! But in this case we did not think of this as a broken rule or a mistake ! .... more like a tactic to not get completely hosed by more than one player ! It seemed more than reasonable to hold up a larger army with a smaller force ! ..... just ask the Spartans! 😉
I love this game it’s very strategic compared to the trash that is normal risk but my main problem is simple Madrid London and Paris are so close and they all make armies by taxing meaning you get a massive army from just taxing I rest my case.
I made some Slight rule changes for a smoother, more balanced game. You get 2 cities to start and only use 3 King's order Cards. Made it a whole lot better. See boardgamegeek.com/thread/1736052
I've played it before. It's not that complicated once you learn the game and get the hang of it. There are some situations that can be confusing and create controversy but other than that it is not that complicated at all.
It's easy and fun. Give it a shot. After a round you'll get the hang of it. It took me like maybe 4 or 5 games to really get the rules correctly, you'll make some small mistakes first but that's OK.
@@iceman4319 take a chill pill, boy. Healthy critics are beneficial to a smart and sophisticated person. You aren't one of them for sure. Once you go public, you have to be ready for good and bad reviews, thats the whole point of it, but you wouldn't get it.
@@propellerjfk I wouldn't get it? Boy you made this comment 2 years ago, dont act like you are some high and mighty person who has the best view on things. You legit have no sense of what is right. You comment didn't elaborate on why his video was wrong, you made legit 1 sentence. Thats not constructive Your bullcrap answer of "I dont expect you to get it" is the most Know it all move, you are probably not out of middle school, so next time you want to come at someone on the Internet, make a smart and correct analyzation you twit.
@@iceman4319 boy, you are stupid. I didn't think it was that bad. I retreat myself from this conversation. Cant sink to your degradation and miserable level of life.
I feel like Risk Europe is underrated compared to normal risk which is much more popular
I agree 100%🙂
^
If you cause a territory to be under dispute by sending in 1 unit into a territory to "tie up a larger army, the defender can still expand units out of that territory. Page 10 of rulebook, under "Notes and Restrictions on Expanding" (second bullet point) ...
William Buchanan yeah one of the other guys on here has mentioned that !! ..... missed that 😊
I was gonna make the same remark
I played this for the first time a month ago and it was very fun and easy to learn from everyone.
Was originally debating between Risk Legacy, Risk 2210 and Risk Europe. Ended up with Europe and not a single bit of regret.
late response but good because i just played 2210 and it had me ripping my hair out. super complicated.
Also 22:52 is not allowed. Committed forces have to stay in the territory you just invaded.
This is also a rule from classic risk that was changed in Risk Europe. You must leave at least one unit behind when expanding, and committed forces cannot retreat. If you want to do that you'll need to use a maneuver order in the next round.
BTW, you can commit all your units into a territory in dispute using a maneuver order and leave a non city territory without units, but only using a maneuver order, you can't do this with an expand order.
Great video. Really helped refresh my memory on how the game works.
Thanks ,🙂
That thing at 16 min was actually not really true, because it says in the rule book that a defending army can expand out of a disputed territory and has to leave behind the equivalent number of units to the atacking army units. So he could have left one unit and attack with an expand order.
aah I missed that bit !! :) thanks for the comment !
Correct Vaidi32.... Gandalf.. YOU HAVE NO POWER HERE... (evil laughter ensues)
Vaidi32 plaay by the rules boys
Anyways awesome video! Wish there was more Risk Europe on RUclips so If you can make more then keep them coming!
great video. I loved to watch the gameplay and see everyone having fun
Thanks mate 👍 .... glad you liked it ! 🙂
I like how this version adresses the biggest problem I had with classical "Risk" units. I classical "Risk" there is in fact one unit, different miniature essentially means there is simply more of the same unit. Here each unit is given unique ability - it adds to strategic depth and combat is much more interesting. This game is revolutionary, one of the kind in "Risk" family. I'm not sure if Hasbro did a good job communicating that. Simply naming the game "Risk Europe" suggests a different map but in fact this edition vastly differs from the original.
Yup totally agree ! This is a superior version but not that many folks no that ! 😔
Thanks for the video. My wife and I cannot wait to play. Looks like you can finish it pretty fast. We have a cat so leaving a game set up over night is a nogo. Plus she uses the steamroller move on me in the regular Risk..... I have no patience for the Army building. Will have to learn the mercenaries rules with only two players.
lp8256 no problem glad you liked it and that it helped ! 🙂 .... subsribe for more ! 😉
The siege weapon can attck two at the same time 3 for each die,dont add two dice together
maneuvers are used to reinforce for attack or to defend
mistake at 17:10 you can't manouvre when you do split expand. you can only move in to enemy territories or empty teritories if you do the expand or split expand option
just wanna mention one thing. when someone expands with only one troop into enemy territory the "pinned army" is not pinned. you can expand or maneuver but you have to leave at least as many men behind as there are enemy troops trying to pin your army. this can be used for retreat or attack. like leaving a force behind to secure the retreat of the reast with a maneuver maybe because the opponent hast a high quality army with more siegeengineswich can be pinned down by a few footmen. that means you can pin down 1 siegeengine with 1 footman but not two footmen with one troop even if its a more expensive one. rome could have been attacked by leaving one footman behind. this also makes footmen more versatile because their numbers are useful. in combat theyre only cannonfodder. but overall they provide protection and are pretty versatile. therefore they lack in strength.
17:35 , how did blue player attack a city with a castle without a siege weapon ?
Nader EL-Kaissi oooh you are right !! Even though he wasn't trying to take the castle , it still requires a siege weapon ! 🤔 😀
correct me if I'm wrong at 16:50 the gentleman stated a split expand ?? looks to me he did a maneuver not expand ??
John Bairos they played that wrong... split expand should only be into an empty territory or one with enemies in it. He did a split maneuver instead, which isn't even an option on the cards.
he moved a few red pieces to the left into a a already red territory.
Excellent job - I was the 300th thumb! I like your sound in that format. What mic are you using? I couldn't make out the name.
I highly suggest you all reviewing GoT Risk by USAopoly. It’s also card based revolving around unique team abilities. I think it would be entertaining. Got risk is a close second. extremely similar, taking ten victory points to win, I think you would very much enjoy it. Good luck with the copyright.
I bought this on sale, not had time to play yet.
Same here!
Don't know if u can help me with this: exemple when we are in phase 4 (all units) and the offensive have 2 archer, 1footman and 1 siège weapon/ the defender have 2 footman and 1 siege weapon, how this is suppose to work ?
Like, we play the 1st round(siegeW) the 2rd(archer) and the 3rd(cavalier), did we supposed to play the 4rd round like if all unit value is like à footman?
Thanks for the video, guys. My copy is on its way.
No worries enjoy and thanks for watching
What is now your opinion about game?
@@piotrpan7862 It's really fun, but only if you have 4 players at the table, which is a tough thing to do at the moment. I now mostly play board games with my wife and there are tons of better games for 2, out there.
@@blackjack2150 So what is your best game for two? :)
@@piotrpan7862 These are not at all similar to Risk Europe, but our favorites are Concordia (with Salsa), Castles of Burgundy and Orleans.
Even though Risk is loosely based on history, it pains me too much to hear the green placement called The Holy Roman Empire” just because you placed your units in Rome. I forgive you, but learn some history, mate!
Ha the funny thing is when this notification came through i was at a museum about the Romans 😄
Holy roman empire is german btw
Can you send me the link to buy it?
I thought the game went too fast. Rules state that once you get 7 crowns you win. I've had people buy there way out of the game in which really sucks for anyone that likes strategy play. I made up new rules to our play mode. I made up a new crown sheet that holds 17 crowns. Lamenated the paper and put it into play. Instead of winning at 7 crowns unless your 3 crowns ahead of the other person. So if you are at 7 crowns and another opponent is at 6 - you do not win. You win by being 3 crowns ahead of your opponent from 7 crowns. So if I had 10 crowns and the other opponent had 7 crowns. I would win. If I had 10 crowns and the other opponent has 8 crowns, we keep going. BUT!! whoever hits 17 crowns win. I also use chips to place under the footmen to keep a count. Yellow = 1, Green = 3, Red = 5, & Blue = 10. Also, another rule to eliminate the buying your way out is that when you purchase a crown card you must complete that card to gain that extra crown. Sure. It makes the game longer, but it's such a gooooooood game that in our opinion we feel that the game just goes way too fast.
I would like a feed back on your opinion of our new house rule.
Rick Halpin I'm pretty sure that you can only get the crown from completing the mission. This makes sense because you're not meant to buy your way out.
What happens when i have for example 10 units in the normandy and someone wants to take the area but there is simply no room for his units there? Please somebody unriddle me this
Funny LOTR moment there. Lol
ha , i have my moments ! :D
From where you buy the risk europe? Please tell
Sorry dude , it was a friends copy and it was a long time ago 😬
17:50 Why did he invaded that territory with just one unit?
Not only is he doing it on a castle territory with a non-siege unit, but also the defender is allowed to expand OUT of a territory in dispute so long as it leaves equal number (or more) of units behind.
So if he's doing it to protect Berlin then that won't work.
24:38 again, this won't work, the red player can push into Rome so long as he leaves units in higher or equal number behind.
What happens if in a disputed territory "X" player has 4 Siege Weapons and no Footmen and "Y" player has 25 Footmen when they go into the last Ranked Battle? Does "X" player get to roll a dice at all or does he just sits and watches how 2 of his Siege Weapons get obliterated by simple Footmen?
I'm pretty sure "X" would still get to roll the rank 4 order dice because it is for all units. so yea the siege engines get to roll their bonus rolls of 2 dice @3+ rolls and then the defender compare rolls
Aw that is a good stall tactic, "the Gandalf Expansion". Tie down a hoard and buy time.
Diabolik771 ha ha yeah coined by me 😄
Orange can play an expand and go into Rome, he'd just have to leave a 1 to 1 unit to battle your guys. He's not retreating.
yeah it was an error on our part as others have said !! i blame our excitement :D
Game is void! :)
Diabolik771 but but i won !! 😯 .... i think , i may have to watch the video again 😄
Surprised that 1 unit tying up an entire army rule went unnoticed. Haven't played the game or read the rules but it 'felt' completely wrong from a gameplay perspective. Normally if something feels that wrong a decent game will have a rule to prevent it!
crzy1gs youre absolutely correct companies deserve more credit for rules design !! But in this case we did not think of this as a broken rule or a mistake ! .... more like a tactic to not get completely hosed by more than one player ! It seemed more than reasonable to hold up a larger army with a smaller force ! ..... just ask the Spartans! 😉
I love this game it’s very strategic compared to the trash that is normal risk but my main problem is simple Madrid London and Paris are so close and they all make armies by taxing meaning you get a massive army from just taxing I rest my case.
I made some Slight rule changes for a smoother, more balanced game. You get 2 cities to start and only use 3 King's order Cards. Made it a whole lot better. See boardgamegeek.com/thread/1736052
cool , maybe ill give it ago next time ! :)
Game looks too complicated
It's not at all. Very easy, very fun.
I've played it before. It's not that complicated once you learn the game and get the hang of it. There are some situations that can be confusing and create controversy but other than that it is not that complicated at all.
It's easy and fun. Give it a shot. After a round you'll get the hang of it.
It took me like maybe 4 or 5 games to really get the rules correctly, you'll make some small mistakes first but that's OK.
Random skips, not detailed enough of an explanation.
I don't see you making content, editing it, or doing anything. Dont be aa hypocrite, you came here to watch. If you dont like it, then dont watch it.
@@iceman4319 take a chill pill, boy. Healthy critics are beneficial to a smart and sophisticated person. You aren't one of them for sure. Once you go public, you have to be ready for good and bad reviews, thats the whole point of it, but you wouldn't get it.
@@propellerjfk I wouldn't get it? Boy you made this comment 2 years ago, dont act like you are some high and mighty person who has the best view on things. You legit have no sense of what is right. You comment didn't elaborate on why his video was wrong, you made legit 1 sentence. Thats not constructive
Your bullcrap answer of "I dont expect you to get it" is the most Know it all move, you are probably not out of middle school, so next time you want to come at someone on the Internet, make a smart and correct analyzation you twit.
@@iceman4319 boy, you are stupid. I didn't think it was that bad. I retreat myself from this conversation. Cant sink to your degradation and miserable level of life.
pretty useless if you just do random skips