Risk 
          is somewhat of a generic wargame. The units are represented as a sort 
          of "strength in numbers", there isn't any difference in the different 
          playing pieces other that the number of units they represent. In combat 
          the higher number of units you have, the better chances that you have. 
          In games that I've played and seen, the combat near the end of the 
            game often seems to move in a wave of destruction across from one 
            side of the board to the other, but with a wrong move it can be turned 
            right around in a wave back in the other direction. 
          
Personally, I prefer games that have different types of combat units, 
            such as in Conquest of the Empire, with 
            the Infantry, Cavalry, and Catapults; or some special rules for each 
            player, such as in Dune, with one player 
            getting extra movements, or extra cards, or even special abilities 
            that allow the player to see what to expect in upcoming rounds. 
          
Recently I've heard more about what Hasbro has been up to and I admit 
            that look forward to seeing how Hasbro has updated the game with the 
            new Risk 2210 A.D.