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