by whac3
The idea that the original Risk favors defensive play is common but frankly highly erroneous; I think people with this view either haven't played often enough or only have played with people who really don't know how to play. (See my strategy article.)Risk strongly favors expansion. Turtling is either not expanding at all or only taking one territory a turn which is effectively the same as not expanding. It minimizes territory. Especially if the player is taking a card each turn, it simply increases his attractiveness as a target. Moreover, anyone who attacks only one player rather than choosing targets based on board position is an idiot except when that person can eliminate the other player, take his ro her cards and use them to get more armies mid-turn.
The original Risk doesn't ever favor defense; it favors attack. Hence its name is well chosen. This game by contrast favors defense much more-- not less. There is no increasing value of sets, indeed wasting cards on sets at all is effectively discouraged, and the number of rounds is limited. The best plan in this game is to survive to rond five and bid to go last. Then go all out.