Black Jack wrote:Most of my Risk back-ground is with the board-game version.
In FtF encounters, in-game deals were considered a natural part of play.
Ganging up on the top-dog... was just a fact-of-life
Why is it considered cheating in online versions?
I'm not advocating a pro or con stance on the topic... I'm still in an information-gathering mode

Yeah, my background is similar. Lots of Risk games back in college, so many my grades suffered in fact (well, Risk, Diplomacy, D&D, Advanced Squad Leader, Chess, Axis & Allies, Kings & Things, Backgammon...). Sometimes we'd play with house rules that said no alliances, though I think that makes for a boring game. Sometimes the negotiations had to be public, which is effectively the same rule as here.
The most fun games, though, were the games where secret alliances are allowed. You break away from the game for 30 minutes or so, every couple turns or every turn, and everyone goes off and discusses the games in private. Trying to overhear private discussions is not forbidden, and adds another fun element. Backstabbing is allowed, though I consider it unwise, cause you'll never be trusted again. Better to mislead other players about what you actually mean.
It makes things very interesting. To be implemented here, it'd need some kind of honor code to make alliances only for a single game; you wouldn't want pairs of players who always agree secretly to support each other in all games.
Here, I've found it rather difficult to make alliances, because I'm playing strangers who don't always respond to posts or suggestions. So sometimes you have to just try to create general good will ("I have no intention of attacking you on X border" or "We should avoid attacking each other to prevent [some other player] from gaining strength"). That's a fine art that I'm beginning to find quite a bit of fun.