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Risk

World domination through strategic armies, calculated dice battles, and relentless expansion. Eliminate every opponent and control every territory.

πŸ‘₯2-6⏱️2-4 hoursπŸŽ‚Ages 10

1 Game Overview

Risk is a classic strategy board game of world conquest. Players command armies, attack territories, fortify positions, and attempt to eliminate all opposing players. The board is a stylized map of the world divided into 42 territories and 6 continents.

On each turn you receive reinforcements (based on territories held), attack neighbors with dice, and fortify your defenses. Holding entire continents gives you bonus troops every turn. The last player with armies on the board wins.

2 What's in the Box

  • 1 game board (world map with 42 territories)
  • 6 sets of armies in different colors (infantry = 1, cavalry = 5, cannon = 10)
  • 5 dice (3 red for attacker, 2 white for defender)
  • 56 Risk cards (42 territory cards + 2 wild cards)
  • 1 mission card deck (optional mission variant)

3 Setup

  1. Each player selects an army color and takes their pieces.
  2. Players take turns claiming territories by placing 1 army on an unclaimed space until all 42 territories are claimed.
  3. Players then take turns placing remaining starting armies on their territories.
  4. Shuffle the territory cards and place face-down. Each player gets one card to start.
  5. Youngest player goes first; play proceeds clockwise.

4 How to Play

Each Turn Has 3 Phases

Phase 1 - Get New Armies: You receive reinforcements equal to: number of territories / 3 (minimum 3), plus continent bonuses (e.g. Australia = +2, Europe = +5, North America = +5). Also trade in Risk cards if you have a set of 3 (wild cards are flexible).

Phase 2 - Attack (Optional): Attack any neighboring territory from any of your territories with 2+ armies. You must leave 1 army behind.

  • Attacker rolls up to 3 dice (must have that many armies beyond the 1 left behind).
  • Defender rolls 1 or 2 dice (up to however many armies defend).
  • Compare highest dice: highest wins (tie goes to defender). Then second-highest if both rolled 2+. Losers remove 1 army each comparison.
  • Repeat until attacker stops or territory is taken.

If you conquer a territory, draw a Risk card. Move at least 1 army into the captured territory.

Phase 3 - Fortify: Move any number of armies from one territory to one adjacent territory (connected by a chain of your territories).

Risk Cards

Cards show a territory and a symbol (infantry, cavalry, or cannon). Turn in a matching set of 3 (all same or all different) for bonus armies. Values increase: 4, 6, 8, 10, 12, 15, then +5 each time. When you eliminate a player, you take all their cards.

5 Winning

Eliminate all other players by conquering every territory they hold. The last player with armies remaining wins. In the Mission variant (recommended), each player has a secret mission card - win by completing your mission instead.

6 Strategy Tips

  • Hold continents. The bonus armies from complete continents compound over time. Australia (easy to defend from Siam) is a great starting hold. Avoid fighting over continents with many entry points.
  • Attack in waves. Commit to eliminating a player in one turn to collect their cards. A half-eliminated player will rebuild and still hate you.
  • Watch the card counts. Players with many cards become targets - they're worth attacking for the cards. Don't let anyone get too many.
  • Defend chokepoints. Stack armies in key border territories rather than spreading thin across all your lands.
  • Probability favors attackers with 3 dice. 3 attacking dice vs. 2 defending dice slightly favors the attacker. A 2:1 army ratio is generally enough to expect success.
  • Don't overextend. Conquering half the world and leaving 1 army on each territory is a recipe for being demolished next turn.

🎲 House Rules

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