So basically, portals have been introduced, which introduce a fun dimension for those of us who like the nonstandard features in Risk: Global Domination. However, now more than ever, multiplayer needs a retool. Example:
Suppose you're playing Capital Conquest with unstable portals & fog of war on one of the many Risk maps which start players off with 12 territories. Player 1 generally has a major advantage over Player 6 to begin with in Risk; this is fine, it's a time-worn tradition. Risk: Global Domination even mitigates this some with a couple additional troops.
Player 1 gets the most premium choice of capitals, with the least need to defend it, as they go first and can immediately dump 6 more troops on the capital if they so desire.
Player 6 gets the worst choice of regions in which to place a capital, unless they want to go head-to-head with someone. They can't put their capital on any territory with 1 troop adjacent to a (Player 1/Player 2) territory with (2/3+) troops, because that player could place 6 (sometimes 5) troops next to their capital and have even odds of winning a second capital before Player 6 even gets a turn. So they're multiply handicapped.
In this scenario, on the 1st turn, Player 1 gets 6 troops (12 territories + capital), and Player 6 usually gets at most 8 troops if they held their capital, because they've usually lost at least 1 territory, and thus get (base: 3)+(bonus: 3)+(capital: 2). So the 3 bonus troops is really 2 bonus troops.
Then you add in the moving portals, which also preference Player 1 because they're both the first able to defend theirs and to set up attacks, and the first to be able to attack when portals open.
Then you add in the fog of war element, and by Player 6's turn, if they have no portals left, they have no way of judging whether reaching 'n breaching through a portal is going to be a good strategy, because 5 players have already had the opportunity to deny them visibility.
Won't buy Nitro, must end here.