THE FULL READ
Risk is the most-recognised board game in the world outside of Monopoly, and the most-criticised on r/boardgames outside of Monopoly. The fundamental tension is that Risk has real strategic depth — Australia first, control bonus continents, manage your reinforcement rate — but the experience is undermined by extreme game length and player elimination.
A standard six-player Risk runs four hours and eliminates two or three players before the end. Once you're out, you sit and wait. This is the single most-cited reason groups switch to Risk: Legacy, Twilight Imperium, or modern alternatives like Scythe — same global conquest feel, no player elimination, often shorter.
The dice are also famously variance-heavy. Attacker rolls three dice, defender rolls two, highest dice compared. A 30-army stack can lose half its troops to a 10-army stack on a bad roll streak. Veterans accept this; first-timers find it infuriating. The community-recommended fix is the "blitz" rule (attacker keeps rolling automatically until they win or have one army left) which speeds up the dice gauntlet.
Risk: Legacy (2011) and Risk 2210 A.D. are universally considered improvements on the base game. Legacy in particular — a 15-session campaign that permanently changes the board and rules — is one of the highest-rated games on BoardGameGeek and worth owning even by people who hate the original.
The base game's place is now firmly nostalgic. Pull it out for a holiday game with relatives who haven't played anything else in twenty years. For anything else, almost any modern area-control game will deliver the same experience more efficiently — Scythe and Small World are both better, faster, more replayable, and avoid player elimination entirely.