Rules for the Risk Strike Card & Dice Game
Hey there! Let me walk you through the rules of the Risk Strike Card & Dice Game! It’s an awesome game that’s all about strategy and luck. Get ready for some exciting gameplay!
Objective
The goal of the game is to conquer territories and eliminate your opponents. You’ll do this by strategically placing your armies on the map, battling other players, and using cards to gain an advantage.
Setting Up
To start the game, each player will choose a color and receive a set of army pieces. The game board represents different territories, divided and labeled with borders. Players will take turns placing their armies on these territories to establish control.
Gameplay
On your turn, you have three phases: reinforcement, attack, and fortification.
Reinforcement Phase
In this phase, you’ll receive additional armies to place on your controlled territories. The number of armies you receive is based on the number of territories you control and the continents you dominate.
Attack Phase
During the attack phase, you can choose to attack a neighboring territory. You’ll roll dice to determine the outcome of the battle. The player with the highest dice roll wins, and the losing player must remove their armies from the conquered territory.
Fortification Phase
In the fortification phase, you can move your armies from one territory to another to strengthen your defense or prepare for an attack. This phase allows you to strategize and optimize your position on the map.
Card Mechanics
Throughout the game, you’ll have the opportunity to earn cards. These cards can be traded to boost your army’s strength. Sets of cards can be exchanged for additional armies, allowing you to reinforce your positions and expand your control.
Winning the Game
The game continues until one player has conquered all the territories or eliminated all other players. This player will be declared the winner!
So, now that you know the rules of the Risk Strike Card & Dice Game, gather your friends and embark on a thrilling adventure of strategy and conquest! Good luck!
Hey there! Let me tell you about Risk Strike, a cool twist on the classic game, Risk. In this version, I’m racing against other players to conquer not just one, but two whole continents. Instead of moving game pieces around a board, I’ll gather sets of continent cards and place them on the table, kind of like playing rummy.
So, what do you get in the box?

When you play the game of Risk Strike, each continent card has a domination number. This number tells you how many of that continent you need to conquer in order to claim it. Along with the continent cards, there are forty tactics cards. These cards are crucial for attacking, defending, and causing chaos in battle. To help you keep track of the game, there are also five reference cards that remind you of the rules and show how the continents are connected. As you conquer each continent, you collect a domination coin to show your victory.
Just like in classic Risk, you’ll need three red attack dice and two black defend dice. These dice determine the outcome of battles and play a big role in the game.
The Initial Setup

Hey there! Let’s get started with a game of Risk Strike. Here’s how you set it up:
Take the white continent cards and the black tactics cards and shuffle them separately. Give each player three white continent cards, which they’ll place face up in front of them on the table. Then, deal three black tactics cards to each player, forming their hand. Just make sure no one else sees your tactics cards.
Each player also gets a reference card, and you’ll place the domination coins and dice in the center of the table.
Now, let’s decide who goes first. Everyone rolls a die, and the player with the highest number gets the honor of going first. The other players, except the first player, draw an extra tactics card. In a two-player game, the player not going first also gets an additional continent card.
And lastly, make sure there’s enough space in the middle of the table for a surrendered continent card display.
Now, Let the Game Begin!
When I start my turn, I get to draw two cards. These cards can be either continent cards or tactics cards. If I draw two continent cards, I place them face up in front of me. If I draw two tactics cards or one of each, I add them to my hand.
Once I’ve drawn my cards, I have two choices: I can either attack or pass. If I pass, I draw another tactics card and my turn is over.
But if I decide to attack, there are three phases to go through. However, I can only attack once per turn.
When I attack, I can only do so within the same continent or a connected continent. To start the attack, I have to declare who I’m attacking and from which continent. I also need to specify which continent I’m attacking. If I’m unsure of the connections, I can refer to the map on the reference card.
So, here’s how step two of the attack goes down. I’ve got my troops ready to roll, and it’s time to make my move. First things first, I play some troop tactics cards from my hand. These cards are gonna help me launch my attack, so I gotta choose wisely.
Once I’ve played my attacking troop cards, I gotta put ’em face up next to the continent I’m striking from. Gotta make sure everyone knows where I’m coming from, you know?
Now it’s the defending player’s turn. They gotta deploy their troop cards and put ’em near the continent they’re defending. Gotta be prepared for anything, right?
But here’s the kicker – other players can also join in on the action. They can deploy their own troops to help out either the attacker or the defender. Gotta announce who they’re aiding right away, though. No sneaky business here!
So, that’s how step two goes. It’s all about troop deployment and strategic moves. Gotta think ahead and make the right choices. Good luck out there!
Okay, so let’s talk about step three: rolling dice and resolving the battle. Now, both you and I have some cards, right? Continent cards and troop cards. Well, these cards determine how many dice we can roll. The attacker can roll up to three dice, while the defender can only roll up to two dice. We roll our dice and line them up to see who comes out on top.
When it comes to comparing dice in a battle, the highest die rolls are the ones that matter the most. It works like this: let’s say I’m the attacker, and you’re the defender. We look at our highest dice and compare them. If my highest die is higher than yours, you have to get rid of a troop card that you played. But if you don’t have any troop cards, you have to give up a continent card that’s being attacked and give it to me. On the other hand, if your die is equal to or greater than mine, you win the battle. In that case, I have to get rid of one of my troop cards or surrender the continent card that I used to attack and put it in the surrendered continent card pile in the middle of the table. Once we’re done comparing the highest dice, we move on to the next pair of dice and keep going until we’ve compared all of them.
In the game, an attack can continue as long as there are attacking continent cards and defending continent cards left. Once there are no more continent cards or if the attacking player decides to stop, the attack ends. Any remaining troop cards are then discarded. If the attacking player chooses to continue, both players roll their dice again and the battle is resolved. The attack phase continues until the attacker decides to stop or there are no more continent cards to allow the attack.
Once a player’s turn is over, the play passes to the left.
Now, let’s talk about the tactics cards. There are eight different types of tactics cards that offer various strategies. Each card specifies when it can be used. You can play as many tactics cards as you want from your hand without any limitations. The tactics cards are resolved in the order they are played, and once a card is resolved, it is discarded.
Troop cards are used during battles and give you more dice to use when attacking or defending. Spy cards can be played at any time during your turn and allow you to see one player’s cards. You also draw one tactics card from the deck. Canceled orders cards let you cancel a tactics card played by an opponent, but troop cards cannot be canceled. Rally cards are played after rolling dice during a battle and add two to each of your dice. Artillery cards can be played after troops are deployed and force one player of your choice to discard up to two active troop cards. Sabotage cards must be played immediately after troops are deployed and the battle ends. They return any troop cards to the player’s hand and end the turn. Expand cards can be played at any time during your turn and allow you to draw either two continent cards or one tactics card. Finally, bombard cards are played after players roll their dice. They let you change any one die to a 6 and rearrange the pairs for resolving the attack.
Conquering the World
Once you’ve amassed enough continent cards to reach or exceed the domination number indicated on the card, it’s time to claim that continent’s domination coin. This coin can be obtained either from the coin pile or by taking it from another player. Once you possess a domination coin, it will remain in your possession unless someone else meets the domination requirement for that continent and successfully takes it from you. Even if you lose enough continent cards to drop your total below the domination number, you’ll still get to keep the coin.
Emerging Victorious
The objective of Risk Strike is to be the first player to collect two domination coins. Obtain these coveted coins, and you’ll secure a glorious victory! So gather your forces, strategize wisely, and conquer the world! Good luck!