Risk board game direction




















When the time comes to attack, players can attack as much as they wish and that can be done by comparing the highest dice rolled by each side. If players take the territory of an enemy then they are given a bonus card. However, the moves and decisions that players make require planning, brave moves and fast decisions because attacks have to be carried out at the right time.

The winner is determined by the first person to remove every opponent by taking control of all 42 territories. Throughout the years, a number of editions have been released across many different countries and new, updated versions have been released. In terms of special editions, a Vintage Collection Edition has been released along with a 40th Anniversary Collectors Edition. This classic game has stood the test of time, proving just how highly regarded it really is. The gameplay is exciting, intriguing and it keeps players interested throughout.

Available Amazon ». Cards can be turned in when you have a three of a kind e. For the first set of cards you turn in, you receive 4 armies; 6 for the second; 8 for the third; 10 for the fourth; 12 for the fifth; 15 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in.

If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in. Owning all the territories of a continent. For each continent that you completely dominate no other enemy armies are present , you receive reinforcements.

You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America. Note : if the amount of armies you would receive at the beginning of your turn is less than three, round up to three. Place your armies.

You may place the armies you received at the beginning of your turn wherever you have an army presence, in whatever proportion. If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you. You must place those infantrymen on the territory specified by the card. Part 3. Attack adjacent territories. You may only attack other territories that are adjacent to a territory you own or that are connected to a territory you own by a sea-lane.

For example, you cannot attack India from the Eastern United States because the territories are not adjacent. Attack any number of times from any one of your territories to any adjacent territory. You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions.

A player may decide not to attack at all during a turn, only deploying armies. Declare that you are going to attack. When you want to attack another territory, you have to declare your intentions out loud. Decide how many armies you are going to use in your attack.

Because your territory must be occupied at all times, you must leave at least one army behind. The number of armies you attack with will determine how many dice you get to roll when you square off the opponent whose territory you are defending. Roll the dice. You roll up to three red dice, depending on your troop size. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of two.

If there is only one white die, only match up the highest red die with the white die. Occupy the territory if you win it. If you successfully wipe out all of the defending armies in the area you are attacking, then will need to occupy the territory with at least as many attacking armies as used in the attack. If you attack with three dice or three armies , you must colonize the newly-acquired territory with at least three armies, although you can choose to colonize it with more if you wish.

Get a Risk Card if you can. If at the end of your attacking turn you've conquered at least one territory, then you have earned a Risk card. You cannot earn more than one Risk card for this. Part 4. Understand that you cannot move armies around until your next attacking turn. If your territories are not well fortified, then they will be vulnerable to attack from your opponents. To keep your territories safe from attack during your opponents' attack phases, move your pieces where you want them before ending your turn.

Fortify your territories. Move your pieces to different territories at the end of your turn. It is in your best interest to move pieces to your border territories that are more vulnerable to attacks by your opponents.

There are two rules on how you can move your pieces: [18] X Research source Standard Rule : Move any number of army pieces from a single territory into an adjacent territory occupied by you. Alternate Rule : You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control.

Remember to leave at least one army piece behind. In order to retain control of the territories that you are moving army pieces from, make sure that you leave at least one of your army pieces on each territory that you own. Otherwise, you will no longer have control of the territory. Part 5. Know the three basic strategies described in the Risk rulebook. Risk is a strategy game, so it rewards players who employ tactics and who outsmart their opponents.

The three pieces of strategic advice given to players by the Risk rulebook include: [20] X Research source Try to hold entire continents to get the bonus reinforcements. Your might is measured in army reinforcements, so it's a good strategy to get as many reinforcements as possible.

Watch your borders for buildups of enemy armies that could imply an impending attack. Make sure your own borders are properly fortified against enemy attack.

Cluster your reinforcements mostly along your borders to make it harder for enemies to penetrate your territory.

Attack as much as possible early in the game. One way to improve your chances of winning is to go on the offensive right away and attack your opponents every chance that you get. This strategy will help you to gain more territories quickly, which will give you more armies to work with at the beginning of your turns. Attacking often will also take armies away from your opponents, so they will have fewer armies to work with.

Eliminate weak players with lots of Risk cards. Eliminating weak opponents with plenty of Risk cards has two benefits: it gets rid of an enemy as well as netting you extra cards. Learn the continent theories. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents. For example, conquering small continents is an advantage because they have fewer territories and are easier to control.

Start in Australia and hold control of it. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Build troops and move up through Asia when it begins to weaken. North America Theory. Begin in North America, fortify it against Europe and Asia. Move down to South America, cut through Africa and move up. This operates on the assumption that Asia and Europe are fighting each other to expand.

Africa Theory. Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Try not to begin in Asia; it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.

Use a defensive strategy to hold onto a cluster of countries that fall across several continents. Instead of attacking as much as you can, you might choose to defend your borders and build up your troops. While you will not receive the continent bonus of armies at the beginning of your turn, having strong defenses will make it harder for your opponents to attack you and win. Create allies. While this isn't outlined as a "rule" in the official book, you may benefit from creating agreements with players to help each other and take out other players.

Just keep in mind that you will eventually need to attack each other. A sample agreement might be something like, "Neither of us will expand into Africa until Alexander is out of the game. The rules below are some of the exact directions that came in the original packaging. Share with us your comments, funny stories, tips, advice, strategies, creative ways to play, questions about how to play, problems with the directions or anything you want about Risk.

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