Why monopoly is so bad?

Why monopoly is so bad?

The advantage of monopolies is an ensured consistent supply of a commodity that is too expensive to provide in a competitive market. An electric company is a good example of a needed monopoly. The disadvantages of monopolies are: Price fixing privileges that allow them to dictate prices, regardless of demand.

Is risk a fun board game?

Risk can be fun and is very simple and easy to teach. You and the other players will have to be ok with: possibly being eliminated, dice determining combat, and long downtimes. But if you are playing with family or kids, Risk can serve as a fun game with more strategy than other options like monopoly or yahtzee.

Who goes first in risk?

Each player places one infantry in a continuation of the order established while claiming territory. Risk cards are shuffled and then placed face down where every player can reach them. Game play starts with the player who placed the first army.

How many troops start in risk?

The number of armies that begins the game depends on the number of players: 40 armies for two players: 35 armies each if three players; 30 armies each if four players; 25 armies each if five players; and 20 armies each if six players.

How many troops do you get each turn in risk?

Players are given a minimum of 3 troops per turn. Additional troop bonuses may be granted; these are detailed later in the Rules section. The second phase of the turn is the attack phase. Players may choose to attack any territory adjacent to his or her own during the attack phase.

How do you gain troops in risk?

So if a player gets seven armies at the beginning of his turn, he can redeem them by getting either seven infantry pieces or by getting one cavalry piece and two infantry pieces (which add up to seven). Get your new armies at the beginning of each turn. At the beginning of each turn, players receive more armies.

How many troops do you need for cards in risk?

4 armies

How do the cards in risk work?

In Risk, Cards are traded in for extra troops at the start of a players turn. The picture on the card (Infantry, Calvary or Artillery) determines how many extra troops a player receives. Cards must be used at the start of a player’s turn, before they begin to attack.

What happens when you run out of risk cards?

You don’t immediately reshuffle when you run out of cards. You only reshuffle if you need draw or discard from an empty deck. If you needed to reveal the top card of a deck and it is currently empty, you do nothing. discard, draw, and play effects all force a shuffle.