Difference between revisions of "Classic Mini"

From Major Command - Risk Game Wiki
Jump to: navigation, search
Line 10: Line 10:
 
==Strategy and Tips==
 
==Strategy and Tips==
  
content goes here
+
As MajCom's smallest map, Classic Mini requires a different approach, especially in larger games. South America, Africa, and Oceania are good early bonuses, especially in conjunction with Antarctica (note: holding Antarctica by itself confers no bonus, but will give you a +1 when you hold any other command).
 +
 
 +
Large games, 10-12 players, are great fun on Mini, but they're a bit of a crapshoot, and it's not unusual for players to be eliminated before they even get a chance to take a turn. A 20% winning percentage under such conditions would be pretty amazing, so don't get discouraged.
 +
 
 +
Recommended settings:
 +
Singles: 2-4p (10-12p for veterans)
 +
Teams: 4-6p
 +
Any reserves
 +
Border/1, Path/1, or Anywhere/1 reinforcements
  
 
==History==
 
==History==

Revision as of 02:40, 24 April 2011

Classic Mini

Mininames.jpg

Stats

Regions:24 Commands 6 Special Features: Double Dipping

Strategy and Tips

As MajCom's smallest map, Classic Mini requires a different approach, especially in larger games. South America, Africa, and Oceania are good early bonuses, especially in conjunction with Antarctica (note: holding Antarctica by itself confers no bonus, but will give you a +1 when you hold any other command).

Large games, 10-12 players, are great fun on Mini, but they're a bit of a crapshoot, and it's not unusual for players to be eliminated before they even get a chance to take a turn. A 20% winning percentage under such conditions would be pretty amazing, so don't get discouraged.

Recommended settings: Singles: 2-4p (10-12p for veterans) Teams: 4-6p Any reserves Border/1, Path/1, or Anywhere/1 reinforcements

History

Gameplay: Incandenza Graphics: Widowmakers