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** The ''Empires'' [[MissionPackSequel expansion packs]] in the ''DynastyWarriors'' games played out like this, and a conflict between two occupied territories led to traditional DW gameplay where you hacked and slashed your way through everything that didn't look like you.

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** The ''Empires'' [[MissionPackSequel expansion packs]] in the ''DynastyWarriors'' ''VideoGame/DynastyWarriors'' games played out like this, and a conflict between two occupied territories led to traditional DW gameplay where you hacked and slashed your way through everything that didn't look like you.
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* ''KnightsOfHonor'' worldview is a Risk styled map that includes Europe, Northern Africa, the Near-East and parts of Russia. The world is divided in provinces, which are color-coded depending on which nation they are part of. Since there are three different starting points in history, there are three different maps to start on.

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* ''KnightsOfHonor'' ''VideoGame/KnightsOfHonor'' worldview is a Risk styled map that includes Europe, Northern Africa, the Near-East and parts of Russia. The world is divided in provinces, which are color-coded depending on which nation they are part of. Since there are three different starting points in history, there are three different maps to start on.
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Not a subversion in the least


* ''VideoGame/SengokuBasara'' (a.k.a. ''Devil Kings'') features a Risk style map, where you can only attack neighboring countries. This is somewhat subverted in that, no matter which territory you chose, you take the fight to their capital. Victory means you take their entire land.

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* ''VideoGame/SengokuBasara'' (a.k.a. ''Devil Kings'') features a Risk style map, where you can only attack neighboring countries. This is somewhat subverted in that, no No matter which territory you chose, you take the fight to their capital. Victory means you take their entire land.
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* ''VideoGame/NorthAndSouth'' simply uses a map of the eastern United States with modern state boundaries.

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* ''VideoGame/NorthAndSouth'' simply uses a map of the eastern United States with modern state boundaries.
boundaries. Since the actual shapes of the states don't matter with this kind of map, some of them are very oddly drawn. To list just a few examples: West Virginia, New Jersey, and Maryland are all lumped together in one great blob; Missouri and Arkansas "lean", intruding upon the states to their west; Wisconsin is all but unrecognizable with the bulge at the top being given to of Michigan and its western edge rendered a diagonal line; Pennsylvania is a generic parallelogram, missing the extension on top and the eastern "nose"; Lakes Ontario and Erie are connected by a strait (and are drawn as one body of water in the NES version); Iowa's southeastern "arm" is missing; and Texas's southern border is completely wrong (it does bear some resemblance to Bell's proposal during the Compromise of 1850, but in 1861 when the war started it had its modern-day boundaries).
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* ''VideoGame/NorthAndSouth'' simply uses a map of the eastern United States with modern state boundaries.
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Zero context examples are not allowed


* ''KnightsOfHonor'' worldview is a Risk styled map that includes Europe, Northern Africa, the Near-East and parts of Russia. The world is divided in provinces, which are color-coded depending on which nation they are part of. Since there are three different starting points in history, there are three different maps to start on.
* ''World of Warcraft''.

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* ''KnightsOfHonor'' worldview is a Risk styled map that includes Europe, Northern Africa, the Near-East and parts of Russia. The world is divided in provinces, which are color-coded depending on which nation they are part of. Since there are three different starting points in history, there are three different maps to start on.
* ''World of Warcraft''.
on.
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* [[http://sillysoft.net/lux/ Lux]] is classic Risk, [[RecycledInSpace In Space!]] And in New York City. And in California. And in Cold War Germany, in Tasmania, in China during the Romance of the Three Kingdoms, in the Roman Empire, [[ItMakesSenseInContext on a dart board]]... over 800 different maps of varying difficulty and quality, mostly user-defined. (You can even play on the original Risk map, not to mention various derivatives thereof... including one where the land and water have switched places.) A couple of spin-off games focus on conflicts from ancient history and the history of the USA.
** [[http://conquerclub.com/ Conquer Club]] is the same, only Web-based (nothing to download, play from anywhere you can get at the Web).

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* [[http://sillysoft.''[[http://sillysoft.net/lux/ Lux]] Lux]]'' is classic Risk, [[RecycledInSpace In Space!]] And in New York City. And in California. And in Cold War Germany, in Tasmania, in China during the Romance of the Three Kingdoms, in the Roman Empire, [[ItMakesSenseInContext on a dart board]]... over 800 different maps of varying difficulty and quality, mostly user-defined. (You can even play on the original Risk map, not to mention various derivatives thereof... including one where the land and water have switched places.) A couple of spin-off games focus on conflicts from ancient history and the history of the USA.
** [[http://conquerclub.''[[http://conquerclub.com/ Conquer Club]] Club]]'' is the same, only Web-based (nothing to download, play from anywhere you can get at the Web).
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** ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' and ''[[VideoGame/CommandAndConquerTiberianWars Tiberian Wars]]'' used it in an interesting way, because there are a number of optional missions you have access to, which usually make the "main" missions much easier if you complete them all.
** ''Kane's Wrath'', the expansion to ''[[VideoGame/CommandAndConquerTiberianWars Tiberium Wars]]'', made efforts to avert this by having a global map where every army could be moved freely around the map with no defined territories. Each base the players found develops its own (circular) zone; the borders of which prevented allied units from founding another base close to it and instantly caused a battle to occur is an enemy entered it. Further, the amount of open, uncontested area covered by the base determined how much money its owner gets every turn.

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** ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' and ''[[VideoGame/CommandAndConquerTiberianWars ''[[VideoGame/CommandAndConquerTiberiumWars Tiberian Wars]]'' used it in an interesting way, because there are a number of optional missions you have access to, which usually make the "main" missions much easier if you complete them all.
** ''Kane's Wrath'', the expansion to ''[[VideoGame/CommandAndConquerTiberianWars ''[[VideoGame/CommandAndConquerTiberiumWars Tiberium Wars]]'', made efforts to avert this by having a global map where every army could be moved freely around the map with no defined territories. Each base the players found develops its own (circular) zone; the borders of which prevented allied units from founding another base close to it and instantly caused a battle to occur is an enemy entered it. Further, the amount of open, uncontested area covered by the base determined how much money its owner gets every turn.
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* The original ''CommandAndConquer'' (and the ''[[CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of two separate continents depending on your alliance. The map was simply an artificial facade of a CampaignTree, but you could see other areas on the map being contested or conquered by other good and bad guys while you went.
** ''Tiberian Sun'' and ''Tiberian Wars'' used it in an interesting way, because there are a number of optional missions you have access to, which usually make the "main" missions much easier if you complete them all.
** ''Kane's Wrath'', the expansion to ''Tiberium Wars'', made efforts to avert this by having a global map where every army could be moved freely around the map with no defined territories. Each base the players found develops its own (circular) zone; the borders of which prevented allied units from founding another base close to it and instantly caused a battle to occur is an enemy entered it. Further, the amount of open, uncontested area covered by the base determined how much money its owner gets every turn.
** ''Tiberian Sun'' and ''Red Alert 2'' had a multiplayer function in which players could choose which territories to fight over, and those territories would periodically change hands based on which faction won the most matches in that territory.

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* The original ''CommandAndConquer'' ''VideoGame/CommandAndConquerTiberianDawn'' (and the ''[[CommandAndConquerRedAlert ''[[VideoGame/CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of two separate continents depending on your alliance. The map was simply an artificial facade of a CampaignTree, but you could see other areas on the map being contested or conquered by other good and bad guys while you went.
** ''Tiberian Sun'' ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' and ''Tiberian Wars'' ''[[VideoGame/CommandAndConquerTiberianWars Tiberian Wars]]'' used it in an interesting way, because there are a number of optional missions you have access to, which usually make the "main" missions much easier if you complete them all.
** ''Kane's Wrath'', the expansion to ''Tiberium Wars'', ''[[VideoGame/CommandAndConquerTiberianWars Tiberium Wars]]'', made efforts to avert this by having a global map where every army could be moved freely around the map with no defined territories. Each base the players found develops its own (circular) zone; the borders of which prevented allied units from founding another base close to it and instantly caused a battle to occur is an enemy entered it. Further, the amount of open, uncontested area covered by the base determined how much money its owner gets every turn.
** ''Tiberian Sun'' ''[[VideoGame/CommandAndConquerTiberianSun Tiberian Sun]]'' and ''Red ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2'' 2]]'' had a multiplayer function in which players could choose which territories to fight over, and those territories would periodically change hands based on which faction won the most matches in that territory.
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** The turn-based predecessor to ''DawnOfWar'' - ''FinalLiberation'' - also possessed a Risk-style map for the Imperium to reclaim from the Orks.

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** The turn-based predecessor to ''DawnOfWar'' ''VideoGame/DawnOfWar'' - ''FinalLiberation'' - also possessed a Risk-style map for the Imperium to reclaim from the Orks.



** The first two games had Risk style maps where units move from province to province and initiate attacks, or reinforce pre-existing troops. Every game from ''Rome'' and upwards gave all units a certain number of movement points so they could wander across the map freely rather than hop between adjoining territories. Provinces still exist however in terms of how the economy mechanics work as every large city draws its resources from the surrounding land essentially being the capital of a province.
** As of ''Empire: Total War'', regional capitals (i.e. provincial/state capitals, such as Albany for New York or Boston for the "Confederation of New England" in the Road to Independence campaign) are ''the'' "control point," so holding it grants you control of the region (in terms of boundaries) but also every building and 'town' (home to a single building) in it at its existing level of development.

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** [[VideoGame/ShogunTotalWar The first first]] [[VideoGame/MedievalTotalWar two games games]] had Risk style maps where units move from province to province and initiate attacks, or reinforce pre-existing troops. Every game from ''Rome'' ''[[VideoGame/RomeTotalWar Rome]]'' and upwards gave all units a certain number of movement points so they could wander across the map freely rather than hop between adjoining territories. Provinces still exist however in terms of how the economy mechanics work as every large city draws its resources from the surrounding land essentially being the capital of a province.
** As of ''Empire: Total War'', ''VideoGame/EmpireTotalWar'', regional capitals (i.e. provincial/state capitals, such as Albany for New York or Boston for the "Confederation of New England" in the Road to Independence campaign) are ''the'' "control point," so holding it grants you control of the region (in terms of boundaries) but also every building and 'town' (home to a single building) in it at its existing level of development.

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* ''Atom Zombie Smasher'' has a randomly generated version of this kind of map which is used to calculate how close you are to winning (or losing) each turn and to simulate a zombie outbreak

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* ''Atom Zombie Smasher'' ''VideoGame/AtomZombieSmasher'' has a randomly generated version of this kind of map which is used to calculate how close you are to winning (or losing) each turn and to simulate a zombie outbreak



* ''AtomZombieSmasher''
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* The conflict rules for ''TabletopGame/SpiritOfTheCentury'' and later Fate-based games invoke this by loosely dividing the scene of any given conflict that needs enough space into a number of distinct "zones" as defined by the GM. For physical combat, the assumption is that everybody in the same zone should be able to engage each other in melee or fisticuffs while hitting things and people in adjacent or more distant zones requires some suitable form of ranged attack.

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** ''Tiberian Sun'' and ''Red Alert 2'' had a multiplayer function in which players could choose which territories to fight over, and those territories would periodically change hands based on which faction won the most matches in that territory.




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* ''World of Warcraft''.
Willbyr MOD

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* Every once and a while, GamesWorkshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be. The latest ones (hex-based) just gives you a 3D map, some basic rules, and tells you that the rules are just an example and you can do it however you feel like.

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* Every once and a while, GamesWorkshop, Creator/GamesWorkshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be. The latest ones (hex-based) just gives you a 3D map, some basic rules, and tells you that the rules are just an example and you can do it however you feel like.
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The player's armies are often represented on the map itself, and can be moved only to a contiguous country (unless the game allows for special "air" units or the like). If the game allows strategic combat as well, a scenario where the individual units can be controlled starts, the nature of which usually is determined by the territory in question. In most cases only a few of the scenarios are pre-scripted, with the majority being skirmishes played against the computer.

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The player's armies are often represented on the map itself, and can be moved only to a contiguous country (unless the game allows for special "air" units or the like). If the game [[TurnBasedStrategyRealTimeCombat allows strategic combat as well, well]], a scenario where the individual units can be controlled starts, the nature of which usually is determined by the territory in question. In most cases only a few of the scenarios are pre-scripted, with the majority being skirmishes played against the computer.
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* Strategy games by ParadoxInteractive ''are'' this trope - most notably EuropaUniversalis, HeartsOfIron, and [[VictoriaAnEmpireUnderTheSun Victoria]]. Most of the games made by paradox in house use the Clausewitz Engine, which essentially appears to be a Risk style map (though it is sort of on steroids, what with the hundreds of provinces). The games themselves are merely different mechanics built around the map. While all games that have been produced so far have used maps based on real areas of the world, several mods have proved that it can be used for fantasy worlds as well. Previous Engines also pretty much did this as well, and several other games they publish use different engines which feature risk style maps.

to:

* Strategy games by ParadoxInteractive ''are'' this trope - most notably EuropaUniversalis, HeartsOfIron, and [[VictoriaAnEmpireUnderTheSun Victoria]]. Most of the games made by paradox in house use the Clausewitz Engine, which essentially appears to be a Risk style map (though it is sort of on steroids, what with the hundreds of provinces). The games themselves are merely different mechanics built around the map. While all games that have been produced so far have used maps based on real areas of the world, several mods have proved that it can be used for fantasy worlds (including ''Series/GameOfThrones'' and ''Franchise/TheElderScrolls'') as well. Previous Engines also pretty much did this as well, and several other games they publish use different engines which feature risk style maps.
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None


* ''SengokuBasara'' (a.k.a. ''Devil Kings'') features a Risk style map, where you can only attack neighboring countries. This is somewhat subverted in that, no matter which territory you chose, you take the fight to their capital. Victory means you take their entire land.

to:

* ''SengokuBasara'' ''VideoGame/SengokuBasara'' (a.k.a. ''Devil Kings'') features a Risk style map, where you can only attack neighboring countries. This is somewhat subverted in that, no matter which territory you chose, you take the fight to their capital. Victory means you take their entire land.
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None

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** ''VideoGame/SaintsRow 2'' and its sequels do the same to Stilwater and Steelport.
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Compare OverworldNotToScale, PointAndClickMap, LevelMapDisplay.

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Compare OverworldNotToScale, PointAndClickMap, LevelMapDisplay.
LevelMapDisplay. See also SpreadingDisasterMapGraphic.
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* ''DungeonKeeper 2'' uses a 3d Risk-style map for its campaign mode, and some maps can be entered at different points on the overworld map.

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* ''DungeonKeeper ''VideoGame/DungeonKeeper 2'' uses a 3d Risk-style map for its campaign mode, and some maps can be entered at different points on the overworld map.
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** [[http://conquerclub.com/ Conquer Club]] is the same, only Web-based (nothing to download, play from anywhere you can get at the Web).
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cleaning


* {{Risk}}, obviously, as the TropeNamer. In addition, quite probably the majority of strategy games, as well as a goodly number of non-strategy ones. The examples are too numerous to list fully: {{Diplomacy}} (possibly the UrExample), {{Axis and Allies}}, TabletopGame/{{Civilization}}...

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* {{Risk}}, ''{{Risk}}'', obviously, as the TropeNamer. In addition, quite probably the majority of strategy games, as well as a goodly number of non-strategy ones. The examples are too numerous to list fully: {{Diplomacy}} (possibly the UrExample), {{Axis and Allies}}, TabletopGame/{{Civilization}}...



* Discworld: AnkhMorpork is played on a map of the titular city which is separated into 12 different areas or suburbs, each having its own building costs and benefits if you manage to get a building on that area.

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* ''[[Literature/{{Discworld}} Discworld: AnkhMorpork Ankh-Morpork]]'' is played on a map of the titular city which is separated into 12 different areas or suburbs, each having its own building costs and benefits if you manage to get a building on that area.
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*** The difference in practice between a hex-based map and a "free movement" map using a measuring tape are pretty minimal. This is, in fact, one of the ''reasons'' hex maps are so common in wargames; they represent "real" movement more accurately than a square grid does (six one-inch hexes is nearly always less than half an inch off from six inches center-to-center distance, no matter what direction you move in), while minimizing the amount of futzing around with rulers that needs to be done.
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* ''{{Pandemic}}'' has a map of world countries with Risk-style geographical simplifications (e.g. Peru, Brazil and Argentina are the only countries in South America).

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* ''{{Pandemic}}'' ''VideoGame/{{Pandemic}}'' has a map of world countries with Risk-style geographical simplifications (e.g. Peru, Brazil and Argentina are the only countries in South America).
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* ''AtomZombieSmasher''

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* Every once and a while, GamesWorkshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be.
** The latest ones (hex-based) just gives you a 3D map, some basic rules, and tells you that the rules are just an example and you can do it however you feel like.

to:

* Every once and a while, GamesWorkshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be.
**
be. The latest ones (hex-based) just gives you a 3D map, some basic rules, and tells you that the rules are just an example and you can do it however you feel like.



*** As of ''Empire: Total War'', regional capitals (i.e. provincial/state capitals, such as Albany for New York or Boston for the "Confederation of New England" in the Road to Independence campaign) are ''the'' "control point," so holding it grants you control of the region (in terms of boundaries) but also every building and 'town' (home to a single building) in it at its existing level of development.
* The original ''CommandAndConquer'' (and the ''[[CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of two separate continents depending on your alliance. The map was simply an artificial facade of a tree campaign, but you could see other areas on the map being contested or conquered by other good and bad guys while you went.

to:

*** ** As of ''Empire: Total War'', regional capitals (i.e. provincial/state capitals, such as Albany for New York or Boston for the "Confederation of New England" in the Road to Independence campaign) are ''the'' "control point," so holding it grants you control of the region (in terms of boundaries) but also every building and 'town' (home to a single building) in it at its existing level of development.
* The original ''CommandAndConquer'' (and the ''[[CommandAndConquerRedAlert C&C: RedAlert]]'') used a Risk map of two separate continents depending on your alliance. The map was simply an artificial facade of a tree campaign, CampaignTree, but you could see other areas on the map being contested or conquered by other good and bad guys while you went.



* The Weapon Master mode in ''[[SoulSeries SoulCalibur 2]]''. Yes, in a FightingGame. Any battles generated on the map were played out as a match or series of matches. Advantages and disadvantages were granted by equipment and leveling up. Similar modes appear in later games of the series. The arcade version of SCII even had a stripped-down version called Conquest, in which the saved characters of other players of the same arcade machine would be encountered as {{NPC}}s.
** This mode was inspired by the excellent Edge Master mode in Soul Edge/Blade for the PS1, which also has a Risk-like map.

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* The Weapon Master mode in ''[[SoulSeries SoulCalibur 2]]''. Yes, in a FightingGame. Any battles generated on the map were played out as a match or series of matches. Advantages and disadvantages were granted by equipment and leveling up. Similar modes appear in later games of the series. The arcade version of SCII even had a stripped-down version called Conquest, in which the saved characters of other players of the same arcade machine would be encountered as {{NPC}}s.
**
{{NPC}}s. This mode was inspired by the excellent Edge Master mode in Soul Edge/Blade for the PS1, which also has a Risk-like map.



* Strategy games by ParadoxInteractive ''are'' this trope - most notably EuropaUniversalis, HeartsOfIron, and [[VictoriaAnEmpireUnderTheSun Victoria]].
** Most of the games made by paradox in house use the Clausewitz Engine, which essentially appears to be a Risk style map (though it is sort of on steroids, what with the hundreds of provinces). The games themselves are merely different mechanics built around the map. While all games that have been produced so far have used maps based on real areas of the world, several mods have proved that it can be used for fantasy worlds as well. Previous Engines also pretty much did this as well, and several other games they publish use different engines which feature risk style maps.

to:

* Strategy games by ParadoxInteractive ''are'' this trope - most notably EuropaUniversalis, HeartsOfIron, and [[VictoriaAnEmpireUnderTheSun Victoria]].
**
Victoria]]. Most of the games made by paradox in house use the Clausewitz Engine, which essentially appears to be a Risk style map (though it is sort of on steroids, what with the hundreds of provinces). The games themselves are merely different mechanics built around the map. While all games that have been produced so far have used maps based on real areas of the world, several mods have proved that it can be used for fantasy worlds as well. Previous Engines also pretty much did this as well, and several other games they publish use different engines which feature risk style maps.
Is there an issue? Send a MessageReason:
None


* Every once and a while, Games Workshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be.

to:

* Every once and a while, Games Workshop, GamesWorkshop, creator of [[TabletopGames Warhammer and the Lord of the Rings strategy game]] (and ''TabletopGame/{{Warhammer 40000}}'', but that is less relevant here) will release a new idea on how to do map-based campaigns. These systems never agree with one another, which just goes to show how volatile these "meta-games" can be.
Is there an issue? Send a MessageReason:
None


* In Episode 2 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', Strong Bad's overworld map from the previous installment is eaten by TheKingOfTown, so he uses the game board of a [[LawyerFriendlyCameo Risk-like game]] as a substitute. Appropriately, the episode centers around federating the breakaway "countries" of the other characters to Strong Badia.

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* In Episode 2 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', Strong Bad's overworld map from the previous installment is eaten by TheKingOfTown, so he uses the game board of a [[LawyerFriendlyCameo Risk-like game]] as a substitute. Appropriately, the episode centers around federating the breakaway "countries" of the other characters to Strong Badia. Toward the end of the game, there's a deluxe version of the game in the King of Town's castle, which has to be played to complete the episode. The objective of the board game is to get one particular character from one end of the map to the other, using the other characters to clear a path through the defenders.
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* It's very common on the Random (/b/) board of 4chan for posters to start games of Risk using homemade Risk boards with many more territories (to the point the rules of conquering are heavily modified) than the original board, or boards based in fictional franchises (such George R. R. Martin's A Song of Ice and Fire.)
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[[Literature/TheLordOfTheRings http://static.tvtropes.org/pmwiki/pub/images/LotRRisk.jpg]]
[[caption-width:297:Galadriel may have trouble fighting off Napoleon's black horde.]]


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[[Literature/TheLordOfTheRings [[quoteright:297:[[Literature/TheLordOfTheRings http://static.tvtropes.org/pmwiki/pub/images/LotRRisk.jpg]]
[[caption-width:297:Galadriel
jpg]]]]
[[caption-width-right:297:Galadriel
may have trouble fighting off Napoleon's black horde.]]

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