How to play Risk Official Rules

By: Dennis B. B. Taylor

Rules for Playing Risk

Playing the game of Risk is an exciting and strategic experience that requires careful thought and decision-making. In Risk, players compete against each other to conquer territories on a map and ultimately achieve global domination. The game is divided into turns, and each turn consists of several phases. Let’s dive into the rules of this thrilling game and discover how to play like a pro.

Set Up

To begin playing Risk, the game board is placed on a flat surface, and each player is given a set of army pieces in their chosen color. The number of army pieces handed to each player is determined by the number of players participating, as indicated in the instructions.

Goal of the Game

The main objective in Risk is to conquer and occupy territories until you have achieved global domination. This is done by strategically moving your armies across the board, attacking enemy territories, and defending your own.

Turn Phases

Each turn in Risk consists of three phases: reinforcement, attack, and fortification. Let’s take a closer look at each phase.

Reinforcement Phase

During the reinforcement phase, players receive additional armies based on the number of territories they currently occupy and the number of sets of territory cards they have collected. These additional armies can then be placed on any territories the player controls.

Attack Phase

In the attack phase, players have the option to attack neighboring territories that are controlled by other players. By rolling dice and comparing the results, players determine the outcome of each attack. This strategic phase requires careful consideration of the number of attacking and defending armies, as well as the element of luck.

Fortification Phase

During the fortification phase, players have the opportunity to move armies from one of their territories to another. This allows players to strengthen their defenses or launch future attacks. It’s important to note that armies can only be moved between territories that are connected by a continuous chain of territories owned by the same player.

Winning the Game

The game of Risk continues until one player achieves their goal of global domination by occupying every territory on the board. This player is then declared the winner.

Remember, playing Risk requires strategic thinking, careful planning, and a bit of luck. With these rules in mind, you’ll be ready to embark on an epic journey of world conquest. Good luck!

How to play Risk Official Rules UltraFoodMess

Hey there, let’s dive into the world of the game board! It’s like a map, showing us 6 continents split into 42 territories. Each continent has its own color and is made up of 4 to 12 territories.

Now, take a look at the numbers on the bottom edge of the board. They tell us how many armies we’ll get when we trade in a set of cards.

The Armies:

When it comes to the armies in this game, there are actually six complete sets to choose from. Each set has three different types of armies:

  1. Infantry (worth 1 army)
  2. Cavalry (worth 5 infantry armies)
  3. Artillery (worth 10 infantry armies or 2 cavalry armies)

To start the game, you will need to place your infantry armies on the board. As the game progresses, you have the option to trade in 5 infantry armies for 1 cavalry army, or 2 cavalry armies (or 1 cavalry and 5 infantry armies) for 1 artillery army.

The Cards:

There are several types of cards in the game of Risk that you should know about. First, there are 42 cards that are marked with a territory and a picture of Infantry, Cavalry, or Artillery. These cards represent the different types of troops you can have.

Then, there are two “wild” cards that are marked with all three pictures, but no territory. These cards can be used as any type of troop you need.

Finally, there are 12 Secret Mission cards that are used only in the Secret Mission variation of the game. These cards have specific objectives that you need to complete in order to win the game. They are not used in the regular version of Risk, so you can remove them if you’re not playing with the Secret Mission variation.

Understanding these different types of cards is important in order to play the game effectively. By following the rules and using the cards strategically, you can increase your chances of victory. Good luck!

The Goal of the Game

The objective is to conquer the entire world by capturing all the territories on the game board. Your ultimate aim is to eliminate all your opponents and establish your dominance.

Setting Up the Game

  1. Choose a color and gather the “armies” required to start the game, based on the number of players.
    • If there are 2 players, please refer to the special instructions.
    • If there are 3 players, each player should have 35 Infantry units.
    • If there are 4 players, each player should have 30 Infantry units.
    • If there are 5 players, each player should have 25 Infantry units.
    • If there are 6 players, each player should have 20 Infantry units.
  2. Roll a single die. The player who rolls the highest number must take one Infantry piece from their pile and place it onto any territory on the board. This action signifies claiming that territory as their own.
  3. Let’s Play Risk!

    Hey there! I’m about to explain how to play the awesome game of Risk. If you like strategy and a little bit of luck, then this game is perfect for you. Now, let’s dive right in and see how it’s done!

    1. To start the game, we all take turns placing our armies on any unoccupied territories. We keep going until all 42 territories are claimed. Exciting, isn’t it?
    2. Once all the territories are claimed, we get to place one extra army on any territory we already have. Keep doing this until we run out of armies. No need to hold back – you can put as many armies as you want on a single territory!
    3. Now, let’s shuffle the pack of RISK cards and put them face down beside the board. These cards will come into play later, but for now, they form the draw pile.
    4. The player who placed the first army gets to kick off the game. Are you ready for some action?

    It’s Game Time!

    Alright, let’s talk game play. When it’s your turn, get ready to strategize and conquer territories by defeating your opponents’ armies. But beware! Success in battles depends on careful planning, quick thinking, and bold moves. So, make sure you’re up for the challenge!

    In this game, you have to be strategic in deploying your forces, carefully timing your attacks, and fortifying your defenses to fend off all enemies. You can exchange Infantry pieces for Cavalry or Artillery whenever necessary or desired.

    Your turn consists of three steps, which must be followed in order:

    1. Placing new armies.
    2. Launching attacks.
    3. Strengthening your position.

    I. Placing New Armies

    Hey there! Let’s talk about how you can add new armies to your territories in the game of RISK. It’s pretty simple and can give you a boost in your quest for world domination!

    • The first way to get new armies is by counting the number of territories you have. Every turn, including your first, divide the total number of territories you have by three. Don’t worry about any leftover fractions.
    • Another way to earn armies is by controlling continents. Each continent has a value, and if you control the whole continent, you get a certain number of armies. The bigger the continent, the more armies you’ll receive. It’s a pretty sweet deal!
    • Did you know you can also trade in sets of RISK cards for armies? Yup, it’s true! Collect three cards of the same kind or three different cards that match a specific territory, and you can exchange them for some extra armies.
    • And lastly, there’s a special bonus if you have a card that matches a specific territory. If you trade in a set of cards and one of them matches a territory you already control, you’ll get even more armies. Pretty awesome, right?

    So, there you have it! These are the different ways you can get new armies in RISK. Now you’re ready to strategize and conquer the world. Good luck!

    At the start of your turn, you’ll receive armies for each continent you control. To control a continent, you need to occupy all its territories. The number of extra armies you get varies for each continent. Asia gives you 7, North America and Europe give you 5 each, Africa gives you 3, and South America and Australia give you 2 each. Keep in mind that these numbers may be different depending on the version of Risk you are playing. You can find the exact number of armies by looking at the chart in the lower left-hand corner of the game board. Now let’s talk about Risk cards. After capturing at least one territory in a turn, you’ll earn one RISK card.

    Hey there! Let me break it down for you. The goal is to get sets of 3 cards. You can do this by either getting 3 cards of the same design (like Infantry, Cavalry, or Artillery), 1 card from each of the 3 designs, or you can have 2 cards and use a “wild” card to make a set.

    Now, here’s where it gets interesting. If you manage to collect 3 RISK cards, you have a choice. You can either turn them in right away at the start of your next turn, or you can hold on to them for later. But here’s the catch: if you have 5 or 6 cards when your turn begins, you have to trade in at least one set. And if you have an extra set, you can trade that in too.

    Trading in Cards for Armies

    When we start playing subsequent turns, we have the opportunity to trade in sets of cards. This means that if we have a matching set of cards, we can exchange them for additional armies. The number of armies we receive depends on the total number of sets that have been traded in so far by anyone playing the game.

    To keep track of the value of each trade, we should place the traded-in cards face down under the bottom edge of the game board.

    After the sixth set has been traded in, each additional set becomes even more valuable. We receive 5 extra armies for every set traded in beyond the sixth. For example, if we trade in the seventh set, we will receive 20 armies. If we trade in the eighth set, we will receive 25 armies, and so on.

    The terms “first” and “second” set refer to any set that is traded in by anyone during the game. So, even if it’s the first set you have traded in, if it is the third set traded in by anyone, you will still receive 8 armies.

    Occupied territories: If any of the 3 cards you trade in has a picture of a territory you control, you get 2 extra armies. Put both armies on that territory.

    Note: In one turn, you can’t get more than 2 extra armies in addition to the ones you get for matching sets of cards.

    Tip: No matter how many armies you get at the start of your turn, use them wisely. Use them to prepare for an attack or to defend against one.

    An excellent military strategy is to move your armies to the front, reinforcing territories that border enemy territories.

    II. Attacking

    Hey there! So, here’s the deal. Once it’s my turn in this game, I’ll first place my armies strategically. Then, it’s decision time: do I want to start an attack or just chill for a bit?

    Now, when it comes to attacking, my goal is to take over a territory by defeating all the armies already there. And how do we do that, you wonder? Well, it’s time for some good ol’ dice rolling! But before we dive into this epic battle, I’m gonna take a moment to study the board and make my tactical decision: Do I wanna attack or not? It’s all up to me!

    If I decide that today is not my day for an attack, I’ll just pass the dice to the player on my left. Easy peasy. And hey, even if I choose not to attack, I can still make my position stronger by fortifying it if I want to. Gotta be prepared, you know?

    Now, if I do choose to attack, it’s important to follow these rules:

    • I can only attack a territory that is touching one of my own, or connected to it by a dashed line.

    Let’s take a look at some examples to make it clearer. For instance, Greenland can attack the Northwest Territory, Ontario, Quebec, and Iceland. Meanwhile, North Africa can attack Egypt, Western Europe, and Brazil. Oh, and by the way, Alaska, at the edges of the board, is considered adjacent to Kamchatka, so it can totally attack it with no problem.

    Your goal is to “rewrite this text to meet the above requirements”.

    Okay, here’s the deal. When we’re playing this game, we gotta make sure we’re clear about which territories we’re attacking and where we’re attacking from. Then, we roll the dice against the person who’s defending the other territory.

    But, before we roll those dice, we both need to say how many we’re rolling, and we gotta roll ’em at the same time. As the attacker, you’ll throw either 1, 2, or 3 red dice. But here’s the catch – you gotta have at least one more army in your territory than the number of dice you’re rolling. It’s all about strategy, you know?

    Here’s a tip: the more dice you roll, the more likely you are to win. But be careful, because the more dice you roll, the more armies you might lose or have to move into the captured territory. It’s a bit of a risk, but sometimes you gotta take chances to win big!

    Now, let’s talk about deciding a battle.

    Here’s the deal – we compare the highest die that each of us has rolled. If your die is higher (since you’re the attacker), the defender loses one army from the territory that’s under attack. It’s like a game of chance, but hey, that’s what makes it exciting!

    If you roll a lower number than the defender, you lose an army from the territory you attacked from – make sure to put it back in your clear plastic box.

    If you and the defender rolled more than one die, look at the next-highest dice and compare them again. Keep repeating this process.

    III. Strengthening Your Position

    At the end of my turn, I can fortify my position. It doesn’t matter what I’ve done so far – I always have this option.

    I don’t have to win a battle or even try to attack to do this. Some players call it a “free move”.

    To strengthen my position, I can move as many armies as I want from one of my territories to an adjacent one. But I can only do this once.

    When I do this, I need to think about where my troops can be helpful in an attack. I should also make sure to leave at least one army behind.

    End of the Game

    The game ends when a player captures all 42 territories and eliminates every opponent. The first player to do this is the winner.

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