| Taking over the world has always been a lofty | | | | became marketed in 1959 and grew to such heights |
| aspiration, yet one that many people secretly dream | | | | that it has been acknowledged as both John F. |
| of. There're few people who haven't made a | | | | Kennedy and Henry Kissinger's favorite game. |
| declaration of, "When I rule the world..." or secretly | | | | The board is set on a map of the European nations, |
| thought about what changes they might make if | | | | with each of the players controlling the armed forces |
| they did. Very few people in history have ever | | | | of one of the major European powers. Game play is |
| actually gained control of the known world, and by | | | | centered around players building alliances with each |
| today's standards, it would probably be impossible to | | | | other and then the subsequent honoring or betraying |
| fully control the world due to others in it with power. | | | | of those alliances. Each player aims to own certain |
| However, that doesn't stop people from living out | | | | strategic cities and territories on the map which are |
| buried fantasies and playing games to live them out. | | | | designated as "Supply Centers." These supply centers |
| There are a number of games available which help | | | | provide the player with more units, giving them more |
| players express their desires on a global level. Risk is | | | | power as the game continues. However, they also |
| one of the most popular world domination games, as | | | | determine the fate of the game. Any player which |
| it has one of the largest canvasses and some of the | | | | loses control of a supply center is removed from the |
| loftiest goals. With Risk, between 2 to 6 players | | | | game, and once any one player controls 18 of the 34 |
| compete for control of the entire map of the world. | | | | supply centers, they are declared to be the winner |
| With this particular board game, the map of the | | | | of the game. |
| world has been divided into 42 different territories. | | | | Diplomacy offers players with an alternate take to |
| Through the usage of strategic maneuvers, careful | | | | Risk, however, for much of the game relies on |
| planning, and a little luck, a player launches campaigns | | | | communicating with the other players and building a |
| and goes into battle against all other players. The | | | | strategy out of that. It is also not turn-based, the |
| game is over when one player controls all of these | | | | game proceeds in phases. After a negotiation phase |
| territories, ensuring total world domination. While the | | | | between each of the players, a movement phase |
| game can be long, most players find it to be | | | | occurs in which each player secretly writes down the |
| extremely satisfying, for the level of strategy | | | | movements they wish to enact. All movements are |
| needed to succeed is high, meaning that players | | | | then revealed and simultaneously performed. This |
| largely control their own fates. | | | | allows a more open, cooperative format of play |
| Straight out war games are not the only options | | | | which many players enjoy. Either type of game, Risk |
| available for gamers interested in world domination | | | | or Diplomacy, offers players the chance to |
| games, however. There is quite a popular game called | | | | experience a form of world domination, but through |
| Diplomacy which many find enjoyable. The game first | | | | vastly different means. |