By clicking the button below you are agreeing to the terms of service.
<placeholder>
<placeholder>
<placeholder>
<placeholder>.
<placeholder>
Hrvatski
Dansk
Nederlands
English
Eesti
Français
Deutsche
ελληνικά
Magyar
Italiano
Norsk
Português
Español
Svenska
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Views
From Majorcommand
Jump to: navigation,

Back to Wiki Main Page


Reserves

What Are Reserves at Risk Game?

At Major Command Risk "Reserves" represent spare troops that can be "called up" to the front when you have accumulated a set of three reserves. A single reserve is awarded to you at the end of the turn only if you've successfully attacked and captured at least one region that turns. When a you have acquired a set of reserves, you can call them up for extra troops to deploy. Reserves are listed graphically in the Intel tab.

Reserves-example1.png


Color: Reserves come in three colors: red, tan, and white. A set of three Reserves can be called up when a player possesses either one of each color or three of the same color. Regardless of Risk game setting, Reserve color has no impact on the troop value.

Region: Each reserve is affiliated with a particular region on the map. If you control that region named on the card (it will be bold), you will automatically be awarded a bonus of 2 extra troops in that region when you call up that reserve card as part of a set (to see the names of your regions, click on the "Names" button on the top row). These bonus troops are immediately placed on the named region when you call up the reserves. Just think of this as your spare troops representin' the homeland.

Calling Up Reserves

At the Beginning of a Turn:

Reserves1.png
Just after starting your turn, if you have a set of three reserves available, this time (before the deployment phase) is a time when you may "call up" reserves. Simply click on the three reserves that make up a set in the pop-up window, and click the Call Up # Reserves button.
Reserves2.png
If you do not wish to call up reserves, click the "Save for Later" button.


Alternatively, you can click on the Intel tab, click on the 3 reserves that make up a set in the top row of the tab, and click the button to the right that says Call Up # Reserves.
Calling up reserves in the intel tab

If you do not wish to call up reserves, click the action button in the top left corner, just under the Games tab. It should read "Deploy".

Click the action button when it says "Deploy" to save reserves for another turn

Doing one of the four choices mentioned above would let you advance to the deployment phase.

Note: you can't call up reserves during deployment phase (after you "click save for later" or the "Deploy" action button).

After Eliminating Another Player

To the victor goes the spoils. The Reserves of a defeated player are immediately awarded to you when you eliminate them from the risk game. If this leaves you with four or fewer Reserves, then you continue your turn as normal. However, if you end up with five or more reserves, then you MUST call them up and deploy the extra troops before finishing with your turn. If, after calling up a set of Reserves, you still have five or more, then you must call up another set.

Reserves Risk Game Settings

There are three different settings for Reserves available to choose from when the Risk game is created: Escalate, Escalite, and Flat Rate, all of which assign different values to a given set of Reserves.

Escalate

  • Value: 4, 6, 8, 10, 12, 15, 20, 25, 30,...
  • Description: The first set of Reserves called up by any player is worth 4 extra troops, the second set is worth 6, and so on.
  • Basic strategy: It's usually better to try and wait and call up reserves after your opponents do, so they are worth more. The strategy should be structured around trying to eliminate weaker opponents. Eliminating a weaker opponent and cashing multiple reserves can often allow you to eliminate more players, cash more reserves, and win the risk game in a single turn. Holding commands is less important than building up large stacks of troops in different areas of the map in order to make it more difficult for players to eliminate you and to maximize your opportunity to eliminate other players. When eliminating opponents, especially in large single risk games, it's best to aim for defeating opponents with enough reserves to give you 5+ after eliminating them, thus allowing you to call them up mid-turn and deploy more troops.

Escalite

  • Value: 4, 5, 6, 7, 8, 9...
  • Description: The first set of Reserves called up by any player is worth 4 extra troops, the second set is worth 5, and so on.
  • Basic strategy: Since Escalite Reserves grow at a much slower rate than Escalating, there will be less of an emphasis on eliminating opponents for reserves, though that will still be a useful strategy as long as you don't weaken yourself so much in the attempt that you're easy pickings for another opponent.

Flat Rate

  • Value: 6
  • Description: Every set of Reserves called up, regardless of how many have been called up already, is worth 6 troops.
  • Basic strategy: You'll want to focus more on taking and holding commands rather than eliminating opponents. Be sure to keep an eye on the Intel tab to make sure that no one opponent takes an insurmountable lead.
Are you searching for a place to play RISK online? Try a Risk-Like game here at Major Command. We offer a unique global conquest game that will satisfy your RISK online cravings. RISK is a trademark of Hasbro. Major Command is not associated with Hasbro or thier RISK game in any way. | Privacy | Terms | Flash10+ required.
Major Command Game is always working on Upgrades and Improvements - Please suport us if you can. Thank You! :-)
Membership Options
It is your turn in 0 games
Jump To Games