This paper uses a game design patterns approach in a comparison of the popular Real-Time Strategy (RTS) computer game, Warcraft III by Blizzard, and the popular non-computer strategic board game, Risk by Parker Brothers.The aim is to explore the feasibility of using such an approach to identify differences that would be useful in converting other non-computer based gameplay into computer game designs. While more comparisons are still needed, the differences already identified can be used as high-likelihood candidates in attempts to adapt other non-computer games into successful computer game designs. They may also be useful in attempts to make existing computer-based games or simulations more attractive by better leveraging the strengths of the medium.The paper concludes with a discussion on other uses and insights that could be gained from such comparisons, and future work.