Risk Game: Australia's Countries And Territories

what countries are in australia in risk game

The board game Risk involves diplomacy, conflict and conquest, with players controlling armies of playing pieces with which they attempt to capture territories from other players. The territories on the board represent real-life geographical or political regions. Australia is one of the six continents on the board, and it is made up of four territories: Indonesia, New Guinea, Western Australia and Eastern Australia. Australia is a popular continent to target in the game because it is easy to defend, with only one entry point through Siam.

Characteristics Values
Number of Territories 4
Territory Names Indonesia, New Guinea, Western Australia, Eastern Australia
Number of Territories Connected 3
Number of Entry Points 1
Entry Point Indonesia, through Siam
Number of Territories to Connect to Siam 3
Territories to Connect to Siam China, India, Indonesia
Number of Territories to Connect to China 2
Territories to Connect to China India, Indonesia
Number of Territories to Connect to India 2
Territories to Connect to India China, Indonesia

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Australia as a defensive base

Australia is a continent in the game Risk, which is a strategy board game of diplomacy, conflict, and conquest for two to six players. The game is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents. The territories on the board represent real-life geographical or political regions, with territory borders drawn to resemble the geography of those regions.

One of the most basic and widely used strategies in the game involves establishing the continent of Australia as a defensive base. This is because Australia only has one entry point, through Indonesia and Siam, making it an ideal continent to keep and hold, especially when playing a defensive game. This strategy requires patience and slow, steady expansion. It is important to be mindful of the units your opponents are facing and to watch for any players establishing a presence in Asia, as they may try to knock you out.

After securing Australia, the ideal position is to have your entire force in Siam, with each Australian territory having a minimum of one army each. This is a strong defensive position, as every other continent has at least two entry points to defend, and most players will not be able to penetrate Australia early in the game. To further strengthen your defensive position, you can move on to placing defensive units in Siam, China, India, or Indonesia to keep people out of Australia.

When there are three or more players going for Australia, a stand-off may occur, with no one wanting to attack for fear of defeat from a third or fourth party. In this situation, it is advisable to take an escape route and establish yourself elsewhere on the board while the conflict is settled.

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Initial army placement

The standard version of Risk is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents. The territories on the board represent real-life geographical or political regions, with the territory borders drawn to resemble the geography of those regions.

Australia is one of the six continents in the game, and it comprises the territories of Western Australia and Eastern Australia. Players often attempt to gain control of Australia early in the game, as it is the only continent that can be successfully defended by heavily fortifying one country—either Siam or Indonesia.

The initial placement of armies in Risk involves setting up the game by issuing armies to players and allocating territories on the board. Each player chooses a colour and counts out the number of armies they will need to start the game. The number of armies each player starts with depends on the number of players:

  • If there are 3 players, each player counts out 35 infantry.
  • If there are 4 players, each player counts out 30 infantry.

The player who placed the first army on the board starts the game. On each player's turn, they receive reinforcement armies based on the number of territories they occupy, with bonus armies for holding whole continents.

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Opening turns

The opening turns of a Risk game are crucial as they can determine the course of the entire game. The standard version of Risk is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents. The goal of the game is to occupy every territory on the board and eliminate other players.

There are four territories in Australia: Indonesia, New Guinea, Western Australia, and Eastern Australia. Australia is often considered the easiest continent to hold, with just one entry point at Indonesia through Siam. Therefore, it is a popular first target for players, especially those focusing on a defensive strategy.

  • After the territories are claimed, place all your forces on a single territory in Australia. Choose a territory that offers the most flexibility for attacks and provides leverage against opponents challenging you on the continent.
  • Be mindful of your opponents' unit placements. Watch for players establishing a presence in Asia, as they may try to knock you out. Respond accordingly, prioritizing superiority in Australia.
  • Once you have secured Australia, move your forces to Siam, with each Australian territory having a minimum of one army. This is an ideal defensive position, as most players will not be able to penetrate Australia early in the game.
  • If other players give up on Australia, shift to a more defensive strategy by placing units to keep people out of Australia. Siam is ideal for this, but China, India, or Indonesia can also be used if necessary.
  • Analyze your opponents' positions and adjust your strategy accordingly.
  • Hold onto your Risk cards until you can turn them in for maximum reinforcements, especially early in the game when extra armies make a bigger difference.
  • Eliminate weak players who hold many Risk cards to acquire their cards and gain an advantage.
  • Avoid early conflicts over bonuses, as this can secure your position in the game without attracting too much attention.
  • Appear like a big enough threat that other players will not want to target you, but not so threatening that you become a primary target.
  • Always leave a path open to attack your opponents to avoid getting "stuck" behind friendly troops.

Remember, the game involves elements of diplomacy and alliances, so forming unofficial treaties with other players can also be a crucial part of your strategy.

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Asia and beyond

The board game Risk involves diplomacy, conflict, and conquest, with players controlling armies of playing pieces to capture territories from other players. The standard version of the game is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents.

When playing Risk, Australia is an excellent secure base away from other players. It is quick to conquer and easy to defend, although it is often a continent where most players compete. Australia has four territories: Indonesia, New Guinea, Western Australia, and Eastern Australia. It is an ideal defensive position as, with the exception of Indonesia and Eastern Australia, every Australian territory connects with every other one.

Now, Asia and beyond. Once you have conquered Australia, your ideal position is to have your entire force in Siam, with each Australian territory having a minimum of one army each. This is because Asia is a threat to Australia as it has only one outlet through Siam. If you are making a play for Asia, Kamchatka should be the first territory to take with a respectable force. Establishing a strong defensive position in Kamchatka will create a "wall" as you push west through Asia. As your position in Asia strengthens, your opponents will work to prevent you from taking it. However, any player approaching you from Africa or Europe also has to worry about weakening their forces, so they are unlikely to throw everything against you. By securing Kamchatka first, you have blocked a player in North America, who is in a much stronger position to attack you with more force.

Once you have taken and secured Siam and established a strong presence in India and China, there is little advance strategizing you can do. So much depends on the strength and position of your opponents and any diplomatic relationships you have established.

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Securing Siam

To secure Siam, players should first focus on establishing a strong presence in India and China. These two countries provide a formidable barrier to entry for other players and are crucial to maintaining control of the continent. It is also important to watch for any players establishing a presence in Asia, as they may attempt to move into Australia and knock you out.

One strategy is to fortify armies in Indonesia, which is part of the Australian territory, and then push into Siam. This move can help defend your position in Australia and keep competitors at bay.

Another strategy is to use Siam as a defensive stronghold to keep players out of Australia. This is particularly useful if you were unable to claim Indonesia at the beginning of the game.

Overall, the key to securing Siam is to be mindful of your opponents' positions and respond accordingly. Watch for players gaining a foothold in Asia, and be prepared to adapt your strategy as the game progresses.

Frequently asked questions

There are four territories in Australia: Indonesia, New Guinea, Western Australia, and Eastern Australia.

Australia is a good continent to conquer because it only has one entry point (Indonesia, through Siam), making it an ideal continent to keep and hold, especially when focusing on a defensive game.

It is important to watch for any players establishing a presence in Asia, as they may try to take Australia for themselves. Your first priority should be having superiority in Australia, but if any potential opponents give up on the continent, you can move on to placing defensive units to keep people out of Australia.

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