
RISK-Style Browser Games: Which Need No Account?
Five RISK-style games you can play online, checked on their own sites: who asks for an account, who has bots, and how long a 2-player game runs.

Five RISK-style games you can play online, checked on their own sites: who asks for an account, who has bots, and how long a 2-player game runs.

Capitals mode ended 4-player World games in 9 rounds instead of 32. How the capital is picked, why it starts exposed, and how to play for it.

Easy bots won 5% of mixed games, Hard and God Mode 36% each. What each CONQUEST bot level attacks with, when it gives up, and how to beat it.

Seat 1 wins 74% of two-player CONQUEST games between equal bots, 92% with a manual draft. With 3 to 6 players on the World map, order barely matters.

Frontlines and CONQUEST ship 20 real-world maps between them. Which browser strategy games use real geography, and how real each map is.

Oceania and South America each pay 2 armies a turn for about 9 expected losses. Oceania has one door. All six regions of the World map, computed.

Frontlines runs on a 45-minute clock. CONQUEST waits for your turn: a 4-player World game took a median 27 rounds. Which one to play tonight.

A card set pays 4 armies first and 60 by the 15th trade. Exact CONQUEST card values, the 5-card rule and when to cash in, computed from the game's rules.

Frontlines rooms start 25 seconds after the first player joins. CONQUEST seats 2 to 6. How to set up a game for your group, and what trips people up.

Three dice against two takes both defenders 37% of the time. Exact RISK odds for every roll and every battle size, and how Tactical Dice changes them.