Overview[]
Risk is a strategy board game produced by Parker Brothers (now a division of Hasbro). Winning Moves also makes a classic 1959 version. It was invented by French film director Albert Lamorisse and originally released in 1957 as La Conquête du Monde ("The Conquest of the World") in France. It was later bought by Parker Brothers and released in 1959 with some modifications to the rules as Risk: The Continental Game, then as Risk: The Game of Global Domination.
Risk is a turn-based game for two to six players. The standard version is played on a board depicting a political map of the Earth, divided into forty-two territories, which are grouped into six continents. The object of the game is to occupy every territory on the board and in doing so, eliminate the other players. Players control armies with which they attempt to capture territories from other players, with results determined by dice rolls.
How to Play[]
Each player takes one of the colored token sets to represent their army, with various pieces representing different denominations of troops.
- Infantry = 1
- Cavalry = 5
- Cannons = 10
Each player counts out a specific number of troops to prepare to deploy to the game board, the number of troops each player counts out is dependent on the number of players in the game:
- 2 players = (additional rules apply, see special notes)
- 3 players = 35
- 4 players = 30
- 5 players = 25
- 6 players = 20
Each player rolls a die, with the highest number going first. The high-roller places one infantry from his pre-counted pile onto a territory on the game board, thus claiming that territory. The player to the left then places a unit an unclaimed territory. This process continues until all 42 territories are claimed. Once all 42 territories are claimed, each player may then place one infantry on one of their own territories to reinforce it. Each player places one infantry in a continuation of the order established while claiming territory.
Risk cards are shuffled and then placed face down where every player can reach them. Game play starts with the player who placed the first army. Mission cards are used for a special game mode and should be separated from the Risk cards and set aside for normal play.
Gameplay:
Each turn consists of three parts: placing armies, attacking, and one free move at the end of your turn.
Placing Armies – At the beginning of your turn, count the total number of territories you own and divide by three. This is the number of additional armies you will receive for territory (ignoring fractions). If the number of territories divided by three is less than three, you receive three armies instead. Add the value of any continents you fully control, and play bonus cards if you need or want to and add them to this total to give you the number of troops you receive this turn (troops must be placed in the turn they are received).
Territory Bonus Example:
- 11 territories or less = 3 armies
- 12 = 4 armies
- 15 = 5 armies
- 18 = 6 armies, etc.
Bonus cards may only be played in sets at the beginning of your turn or as drawn if you have more than five in your hand. Sets include one of each card type (infantry, cannon, cavalry), or three of the same kind. Wild cards may be used to form set or variety turn ins (infantry, cannon, cavalry). If you own a territory that is shown on the card set you turn in, you also receive an immediate two free infantry placed on that territory.
Set turn-in values are based on the number of sets that have been turned in during the game:
First set – 4
Second set – 6
Third set – 8
Fourth set – 10
Fifth set – 12
Sixth set – 15
After the sixth set, each set afterwards is worth an additional 5 more from the previous total.
After placing your armies you may declare attacks. You may only attack territories adjacent to your own where your territory contains two or more armies. You may attack with any number of armies except for one, which must remain to defend your territory.
Example:
Your territory has 5 armies and the enemy territory has 3. You may attack with up to 4 armies, the 5th may never be used to attack as no territory can be left undefended. You must declare up to three armies to attack with on a single round, and if you successfully win the territory you must move at least as many armies as you declared attackers, and any number greater than that, so long as at least one army is left to defend the original territory.
During your turn, you may attack as many times as you wish over as many rounds as you wish, even if you are attacking from a territory you just conquered.
After you are done declaring attacks, if you successfully conquered one territory you may draw one risk card. You may only draw one risk card per turn.
Resolving Combat:
Defenders use up to two white dice to defend against up to three attacking red dice. Attackers declare up to three troops to use on their attack with each troop represented by a die. Defenders use two dice if they have two or more troops, but only one die if they have a single troop. Attackers roll first, defenders roll second. The two highest die in both rolls are used, with the highest of each roll being matched against the highest of the other roll. Ties go to the defender with each losing roll defeating 1 troop. Rounds continue until all defenders are defeated, the attacker runs out of troops they can attack with, or the attacker decides to withdraw.
Example: Attacker rolls 3, 2, 5 Defender Rolls 2, 5 Result = 5 against 5 goes to the defender. 2 Against 3 goes to the attacker. Each player loses 1 troop.
Attacker rolls 4, 6, 5 Defender Rolls 5, 4 = 5 goes against 6 goes to attacker. 4 against 5 goes to attacker. Defender loses two troops.
Atacker rolls 3, 3, 5, Defender rolls 6, 3 = 6 goes against 5 goes to attacker. 3 goes against 3 tie goes to defender. Attacker loses two troops.
At the end of your turn you may reinforce one territory that you own from another adjacent territory that you own. You may make this move once per turn, and you may move as many troops as you want as long as you leave at least one behind.
Elimination:
If an opponent eliminates you by taking your last territory then you must forfeit all of your Risk cards to that player. If that player then holds more than 6 cards because of this action, they must immediately play a risk set/sets until they hold 4 or fewer cards and place the armies and then continue their attack phase.
Winning the Game and Special Game Modes:
A player wins the game by conquering all 42 territories.
Special Rules For Two Players:
Use a third army set to be used as a “neutral” army. Player count 40 infantry for themselves, and set aside 40 infantry for the neutral army.
Remove 2 wild cards from the Risk deck (and the mission cards), shuffle and deal them into three piles face down. Each player takes one pile, with the third pile going to the neutral army.
Each player places 1 army on each of the 14 territories in their pile that they chose, with the neutral army also getting 1 army on each of its own territories.
Players then take turns placing two of their own armies and then one neutral army to reinforce their existing territories (neutral armies reinforcing neutral territories).
Once all armies have been placed, return the two wild cards to the deck, shuffle the risk cards, and place them face down where both players can reach it. Play resumes as normal. Neutral armies never get reinforcements and their defense rolls are played by your opponent.
Capital Risk
Optional game mode in which each player selects a capital by selecting a territory they own
from the risk deck and placing the card face down in front of them. Once every player has done this, they reveal the card to everyone to show their capital. Players win this game mode by controlling all capitals, including their own, at the same time. Players select their capital after initial army placement.
Secret Mission Risk (3 to 6 players):
Territories are selected by dealing all risk cards out after removing the two wild cards from the deck. Each risk card represents a territory, and players place one army upon each of their territories, and follow normal procedures as in the other variants. Mission cards are separated in their own pile and given to a player elected as “general”. The general then goes through the mission cards and removes missions that are not relevant to the game (due to lack of players), shuffles the remaining mission cards and deals one to each player face down. Each player must complete this secret objective to win the game.
Revisions and Expansions[]
Essential facts | Detailed information | |
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Copyright dates: 1959, 1963, 1975, 1980, 1990, 1993, 1999, 2004
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Game description | The traditional version of Risk. |
Number of players | 2 – 6 | |
Army units | Currently army units consist of infantry, cavalry, and cannon; worth 1, 5, and 10 "armies" respectively. In past editions there have been other variations. In 1959, wooden cubes were worth 1 "army", while oblong wooden pieces were worth 10 "armies". This was replaced in the 1963 and 1975 editions for plastic triangle pieces worth 1 "army" and plastic stars worth 10 "armies". In 1980, plastic Roman numerals I, III, V, and X were used as literal numerical representations of army units. This change was reverted in the 1990 version, in favor of the plastic triangles and stars of previous editions. In 1993, the infantry, cavalry, and cannon pieces were introduced and have been used ever since; though in varying designs. | |
Other features | Secret Mission Risk cards, enabling Secret Mission Risk, included since 1993. |
Castle Risk[]
Essential facts | Detailed information | |
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Copyright date: 1986
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Game description | A version focusing on Europe in which each player's goal is to protect their castle from attack. It is often considered to be a poor game, but many concepts were used again in later variations. |
Number of players | 2 – 6 | |
Army units | Army units consist of plastic triangles, which represent 1 "army", and plastic stars, which represent 10 "armies". | |
Other features |
Risk 40th Anniversary Edition[]
Essential facts | Detailed information | |
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Copyright date: 1999
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Game description | Features a color-enhanced board and metal pieces. |
Number of players | 2 – 6 | |
Army units | For the special collectors' edition, army units are made of metal. Infantry pieces worth 1 "army"; cavalry, 5 "armies"; cannon, 10 "armies". | |
Other features | The movement route between the territories of East Africa and Middle East was removed; this was later confirmed as a manufacturing error. |
Risk: 2210 A.D.[]
Essential facts | Detailed information | |
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Copyright dates: 2001
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Game description | An award winning futuristic version of Risk. The game features Moon Territories, ocean territories and Commanders. |
Number of players | 2 – 5 | |
Army units | In addition to normal plastic army figurines, each army also has commanders which can affect battles where they are present. | |
Other features | Randomly placed disaster zones, in/through which no unit may move, make each game slightly different. |
Risk: the Lord of the Rings[]
Essential facts | Detailed information | |
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Copyright date: 2002
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Game description | Players attempt to conquer Middle-earth from the Lord of the Rings. |
Number of players | 2 – 4 | |
Army units | Army units include 'light' armies or 'dark' armies. The 'light' armies consist of Elven Archers, Riders of Rohan and eagles. The 'dark' armies consist of orcs, Dark Riders and cavetrolls. | |
Other features | A ring moves across the gameboard throughout after turns. Once it reaches Mordor, the game ends. Also included leaders and strongholds. |
Risk: the Lord of the Rings: Gondor & Mordor Expansion Set[]
Essential facts | Detailed information | |
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Copyright date:2003
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Game description | Players attempt to conquer Middle-earth from the Lord of the Rings. This is an extension to Risk: the Lord of the Rings, also includes a 2-player Siege of Minas Tirith mini-game. |
Number of players | 2 – 4 | |
Army units | Army units include 'light' armies or 'dark' armies. The 'light' armies consist of Elven Archers, Riders of Rohan and eagles. The 'dark' armies consist of orcs, dark riders and cavetrolls (molds). In the European version: the 'light' armies consist of humans, horseman (Rohirrim) and Ents. The 'dark' armies consist of Warg Riders, Morgul Army and the Haradrim (molds). | |
Other features | A ring moves across the gameboard throughout after turns. Once it reaches Mordor, the game ends. Also included leaders and strongholds. |
Risk: Lord of the Rings Trilogy Edition[]
Essential facts | Detailed information | |
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Copyright date: 2003
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Game description | Combines the first two Lord of the Rings versions, but does not include the Siege of Minas Tirith mini-game. |
Number of players | 2 – 4 | |
Army units | Army units include 'light' armies or 'dark' armies. The 'light' armies consist of Elven Archers, Riders of Rohan and eagles. The 'dark' armies consist of orcs, Dark Riders and cavetrolls. | |
Other features | A ring moves through the gameboard as the players take turns. Once it reaches Mordor, the game ends. Also included leaders and strongholds. |
Risk Godstorm[]
Essential facts | Detailed information | |
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Copyright dates: 2004
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Game description | A version based on the mythological pantheons of various ancient civilizations. The map is a stylized continent flanked by the island of Atlantis. Dead units battle in the underworld for the chance for resurrection. |
Number of players | 2 – 5 | |
Army units | In addition to normal plastic army figurines, each army also has gods which can affect battles where they are present. | |
Other features | Randomly placed plague zones; "Faith tokens" which act as currency to buy Gods and cards, each of which have different characteristics. |
Risk: Star Wars: Clone Wars Edition[]
Essential facts | Detailed information | |
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Copyright date: 2005
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Game description | Set in the Star Wars universe during the Clone Wars. The player can fight on the side of the Separatists or the Republic, using either the classic Risk rules or the Clone Wars variations. |
Number of players | 2 – 4 | |
Army units | ||
Other features | Included "Order 66" which allows for shorter game play. |
Risk: Star Wars Original Trilogy Edition[]
Essential facts | Detailed information | |
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Copyright date: 2006
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Game description | Set in the Star Wars universe, players play as the Galactic Empire, the Rebel Alliance, or the Hutts. This version is unique in that each of the factions has a different set of goals and victory conditions. |
Number of players | 2 – 5 | |
Army units | ||
Other features |
Risk: The Transformers Edition[]
Essential facts | Detailed information | |
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Copyright date: 2007
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Game description | Based on the Transformers film, players can either play on the side of the Autobots or the Decepticons on a Cybertron stylized map. |
Number of players | 2 – 4 | |
Army units | Single units are depicted as robots, and three army units are futuristic tanks | |
Other features | Leaders and location that can "transform" and have special powers based on form.
Also some boards can be changed by spinning or sliding them. |
Risk Junior: Narnia[]
Essential facts | Detailed information | |
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Copyright dates: 2006
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Game description | Based on The Lion, the Witch and the Wardrobe, players can play as either the forces of Aslan or as the forces of the White Witch. It is the first Risk game made for young children. |
Number of players | 2 – 4 | |
Army units | ||
Other features |
Risk: Halo Wars[]
Essential facts | Detailed information | |
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Copyright dates:2009
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Game description | Based on Halo Wars, played just like Risk Revised. |
Number of players | 3 – 5 | |
Army units | Army units are 1 and 3. | |
Other features | There are three different races as noticed in the Halo storyline. There are the UNSC, the Covenant, and the Flood. In the 5-player mode the UNSC has two allied forces and they fight against the Covenant, as both sides also try to extinguish the powerful flood diseased creatures. There are heroes which give combat bonuses. |
Risk Legacy[]
Essential facts | Detailed information | |
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Copyright dates: 2011
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Game description | A game set in the future on an "earth clone" that has permanent changes to the game board and cards each time you play. |
Number of players | 3 – 5 | |
Other features | There are five factions, each with different pieces and rules. The rules change each game, previous games affect future games and cards are permanently destroyed. |
Risk: Metal Gear Solid[]
Essential facts | Detailed information |
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Risk: Metal Gear Solid is a board game, released in 2011 by USAopoly, based upon the game Risk, with the setting of Hideo Kojima's Metal Gear Solid 4: Guns of the Patriotsvideo game. | Gameplay is similar to the standard edition of Risk, but it includes heroes that upgrade one attacking or defending die to an eight sided die if they're attacking a territory or in an attacked territory. The game also includes 'Drebin Cards', which can be purchased by players and provide a range of effects on the game, and Outer Haven, a group of territories that can travel to several places on the board.
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