One of my personal favourite games is Risk. Have you ever played? Well, if your husband is anything like my dad, which most men are, then he is very controlling and is very terratorial. If this is true then he will love Risk. The basic premise of Risk is this- taking over the world.
Players 2–6
Age range 8+
Setup time 5–10 minutes
Playing time 1–8 hours (player dependent)
Risk is a turn-based game for two to six players. It is played on a board depicting a stylized Napoleonic-era political map of the Earth, divided into 42 territories that are grouped into six continents.
STANDARD SETUP
To start, each player rolls one die. The player who rolls the highest number plays first and the sequence goes clockwise.
Game cards are dealt and in turn each player places an army on a territory according to the card, to claim it until all territories have been claimed; following this, the players position among their territories the armies remaining from their starting number of armies (varying depending on the number of people playing; for six, each gets 25; for five, 30; four, 35; etc.).
PLAYER TURN: REINFORCEMENTS
The game is played in turns and uses a form of area movement to regulate turns. At the start of each player's turn, the player adds reinforcements to their armies. A player receives additional armies each turn based on the territories they control. The player will receive one army for each three territories under their control, with a minimum of three per turn. Additional armies are given for controlling all territories in a continent or continents.
Continent # of Extra armies
Africa 3
Australia 2
Asia 7
Europe 5
North America 5
South America 2
Players may also gain reinforcements by turning any sets of three identical cards, or any sets of one card of each of the three types. The number of armies awarded increases as sets of cards are turned in.
PLAYER TURN: ATTACKING
The player may then attack any enemy territory that is adjacent to one of the player's territory that has at least two armies on it. The outcome of battles is decided by rolling dice.
The attacking player states how many attack dice will be rolled; the attacking player must have one more army in the attacking territory than the number of dice to be rolled and may roll no more than three attack dice. The defending player then states whether one or two defense dice will be rolled; the defended must have at least as many armies in the defending territory as dice rolled. Both players roll all dice simultaneously and compare their highest die. If the highest defender's die is equal to or greater than that of the highest attacker die, the attacker loses an army; otherwise the defender loses an army. If the defender rolled a second die, the process is repeated with each player's second highest die.
The infantry, the basic unit of Risk, representing one army.If the result of an attack is that the defender has no more armies in the defending territory, the attacker must move into that territory at least as many armies as attack dice rolled, and may move any number greater than that, so long as one army remains in the attacking territory.
After each attack is resolved, the attacker may elect to continue the attack, attack elsewhere, or stop attacking. If an attacking player occupies a defender's last territory, the defender must give the attacker all of the defender's cards and is out of the game. The attacker may turn in cards for reinforcements, as in the reinforcement phase; the decision must be made before the attacker makes any further attacks and the attacker may not retain more than five cards at any time.
END OF PLAYER TURN
A player who has finished attacking may (but need not) move any number of armies from one (and only one) territory they control into one (and only one) neighboring territory that they already occupy; however the player must always leave at least one army in each territory.
At the end of any turn in which a player has captured at least one enemy territory, the player must draw one card from the deck. A player may not hold more than five cards at a time. The attack dice are then passed to the next player and the turn ends.
~LIST OF TERRITORIES~
NORTH AMERICA
Alaska
Alberta¹
Central America
Eastern United States
Greenland
Northwest Territory
Ontario¹
Quebec¹
Western United States
¹On some versions sold in Canada, Alberta, Ontario and Quebec are known as Western Canada, Central Canada and Eastern Canada respectively.
EUROPE
Great Britain
Iceland
Northern Europe
Scandinavia
Southern Europe
Ukraine
Western Europe
ASIA
Afghanistan
China
India
Irkutsk
Japan
Kamchatka
Middle East
Mongolia
Siam
Siberia
Ural
Yakutsk
SOUTH AMERICA
Argentina
Brazil
Peru
Venezuela
AFRICA
Congo
East Africa
Egypt
Madagascar
North Africa
South Africa
AUSTRALIA
Eastern Australia
Indonesia
New Guinea
Western Australia
OBJECT OF THE GAME
To take over the world.
I hope you enjoy Risk! And, just between you and me: kick your husband's ***!
2006-11-25 06:02:45
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answer #1
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answered by Zach D 2
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Beyond Balderdash.
The game begins by all players rolling a die, the high roll chosen to be the first "dasher". The dasher draws a "definition card" from the supplied box, and rolls the die to decide which of the five words listed there shall be used (if a six is rolled, the dasher may choose for him- or herself which word to use). Then the dasher writes the definition (as supplied on the card) on a piece of paper. All other players then write down a definition, which may be an honest attempt to supply the correct definition, or, if they do not know or for tactical reasons decide not to, a fictitious definition for the word designed to sound convincing as possible.
The players hand their definitions to the dasher, who checks if any of their definitions are the same as the real definition. If there are any, the player(s) submitting the correct definition is/are immediately awarded three points, and if there is more than one the round is abandoned (though the points are retained). The definitions, including the real definition, are then read out in random order. Players record which answer they believe is correct.
Players are awarded two points if they guess the correct definition. Players are awarded one point for each other player who incorrectly chooses the fake definition they wrote. The dasher is awarded three points if no one guesses the correct definition.
For each point awarded, players move their tokens around the game board one square. The role of dasher then passes to another player. The winner is the individual whose token reaches the end square first.
The best part is listening to all the weird answers by each people.
If you don't like the game, just make a new game out of it by seing who can come up with the funniest answer.
2006-11-25 01:48:34
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answer #2
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answered by Hurley 3
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I'm a board game fanatic! I love them. I have the same problem you do -- no one else loves to play as much as me and they always get tired of it LONG before I do. Here are a few of my favorites:
1) Balderdash--It's a game where you get some "rarely used in everyday language" word and try to define it. If you don't know the definition you make one up. Then all the definitions are read and you have to pick the one you think is the real definition. You get points for picking the correct definition or having someone pick your made up definition. It's terrific fun seeing what other people come up with as the definition and trying to trick people with your clever made up definition.
2) Wise and Otherwise-It's sort of like Balderdash except it's old sayings and you have to pick out the end of the old saying. Like: "Early to bed, early to rise, makes a man.... (Except they're not readily recognizable sayings like that.)
3) Pictionary--You probably already know about this one. It's like charades except you draw it instead of act it out.
4) Taboo--You have to say a word on a card your teammate has, except there are a list of words you can't use--but you can say anything else that isn't on the card.
5) Cranium--Charades, sculpting with clay, word play etc. Like a lot of games mixed in together. Something for everyone.
Well, those are my favorites that I can think of off the top of my head! Happy times!
2006-11-25 02:01:47
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answer #3
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answered by makingthisup 5
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The old games like Monpoly, Life, Scrabble and UNO are still winners in our family.
Try Domino's great fun
2006-11-25 01:46:24
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answer #4
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answered by Dr. Knowledge 2
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Monopoly always wins for me. It always ends up with someone storming off and slamming a door, and one person owning virtually everything on the board. Bliss! Or you could try Trivial Pursuit. Gotta be a bit of a brainbox for that one though.
2016-03-29 08:26:25
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answer #5
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answered by Anonymous
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Check out the games from Steve Jackson games. They have some fun gamed that are in a class of their own. My favs are Zombies! and Illuminati
2006-11-25 18:00:29
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answer #6
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answered by gamereaper3 3
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Quality games for every taste can be found at the Rio Grande Games web site. www.riograndegames.com
Carcasonne is the company's best seller but I recommend Carcasonne: Hunters & Gatherers for a casual gamer.
2006-11-25 07:46:12
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answer #7
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answered by LudoRex 7
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We all enjoy Scene it even my husband and he hates board games as well. Scene it comes in different types ie Disney, Harry Potter, and the original.
2006-11-25 01:41:11
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answer #8
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answered by betty boop 5
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If you like "Scrabble" then check out "Pick Two" another good family game is "Set" or "Apples to Apples" or "Blokus" or "Texas Hold Em"
2006-11-25 15:17:17
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answer #9
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answered by yakgal 2
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The game Sequence is fun... you can find it in Target. My husband, who hates board games, loves this one. I bet your kids will too!
2006-11-25 01:45:37
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answer #10
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answered by Anonymous
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Cranium is a blast. It includes a category that uses definitions as well as other fun categories. something for everyone.
Balderdash is also a fun game.
2006-11-25 01:42:22
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answer #11
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answered by G-Man 3
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