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Let’s Play Risk Diplomatic Wars!
What is Risk Diplomatic Wars?
Hey there! Have you ever played Risk Diplomatic Wars? If not, I’m here to explain it to you. This exciting game is all about strategy and diplomacy. It’s a game that challenges you to conquer territories and form alliances with other players to achieve victory. So, if you enjoy thinking strategically and forming alliances, you’re going to love this game!
Understanding the Rules
Now, let’s dive into the rules of Risk Diplomatic Wars. It’s really not as complicated as it might seem at first glance. The objective of the game is to conquer as many territories as possible and eliminate your opponents. The game is played on a map divided into different territories, each with its own strategic value and number of armies.
Taking Turns
The game is played in turns, starting with the first player and then moving clockwise. On your turn, you have two main actions you can take: attack neighboring territories and reinforce your own territories. The goal is to strategically deploy your armies and capture new territories while defending your own.
Alliances
In Risk Diplomatic Wars, alliances are a crucial part of the game. You can form alliances with other players to strengthen your position and gain an advantage over your opponents. By working together, you can plan coordinated attacks, share resources, and ultimately increase your chances of victory.
Combat
Combat in Risk Diplomatic Wars is resolved through dice rolls. When you attack a neighboring territory, you roll dice to determine the outcome of the battle. The number of dice you can roll is determined by the number of armies you have in the attacking territory. The defender also gets to roll dice based on the number of armies they have in the defending territory. The outcome of the battle is based on comparing the results of the dice rolls.
Conclusion
So there you have it, the rules of Risk Diplomatic Wars! It’s a thrilling game of strategy and diplomacy that will keep you on your toes. Remember, the key to victory is to think strategically, form alliances, and conquer as many territories as possible. Now go ahead and gather your friends, it’s time to play!

A player is picked to go first and given the first player marker. Then, each player takes turns placing one soldier on any territory on the board. We go around the table until all the spots are filled.
Next, each player receives a number of soldiers equal to the number of territories they control. They can then place these soldiers on any territories they control. Some players may have more territories than others.
After that, starting with the first player, each player picks a territory to be their capital and puts their capital icon on it. Capital icons count as one unit but can’t move.
The goal of the game is to control everyone’s capital to win.
During gameplay, players take turns doing various actions. It’s important to strategize and make wise decisions. Good luck!
Have you ever played a game that has two different parts? Well, this game I’m about to describe to you has just that! It’s divided into two phases: the negotiation phase and the player turns phase. Let me explain how it all works!
First, we have the negotiation phase. This is when players get together and try to make deals with each other. They talk, they bargain, and they try to convince each other to make certain moves. It’s a time for strategy and persuasion, where you use your words to get what you want.
Once the negotiation phase is over, it’s time for the player turns phase. This is when each player takes their turn and makes their moves on the game board. They can move their pieces, take actions, and try to gain the upper hand. It’s all about making the best choices and using your skills to outsmart your opponents.
Now, here’s where it gets interesting. After both the negotiation phase and the player turns phase are finished, something special happens. The first player marker is passed clockwise to the next player, and a new round begins. This means that everyone gets a chance to be the first player and have the advantage. It keeps the game fresh and ensures that no one player has an unfair advantage.
And there you have it! That’s how this game is played. It’s a unique experience that combines negotiation and strategy to create an exciting and dynamic gameplay. So, are you ready to give it a try?
The Negotiation Phase: Create Alliances and Forge Deals
During the negotiation phase, you and your fellow players have the opportunity to make trades and agreements that can greatly impact the game. It’s a crucial time to strategize and form alliances that will shape the course of the game. The deals made during this phase are binding until the next negotiation phase, so choose your partners wisely.
Honesty is key during negotiations. You must always follow through on the deals you make. Breaking a deal is considered breaking the rules and can have serious consequences for your reputation in the game. However, vassal states are not allowed to participate in the negotiation round (see Vassal States).
Types of Negotiations:
- Territories: Trade control of territories with other players to expand your reach or strengthen your defenses.
- Territory Cards: Exchange valuable territory cards with other players to gain strategic advantages.
- Cease Fire Pact: Agree to a temporary truce with another player to halt hostilities and focus on other objectives.
- Battle Assistant Pact: Form an alliance with another player to coordinate attacks and support each other in battles.
- Open Borders Pact: Establish open borders with another player, allowing for easier movement and access to each other’s territories.
- Vassal Pact: Enter into a vassal relationship with another player, where one player pledges loyalty and support to the other.
- Declare War: Challenge another player by declaring war, initiating an all-out conflict.
The Player Turns Phase: Seize Opportunities and Make Strategic Moves
Your turn in the game consists of several phases that allow you to make strategic decisions and shape the outcome of the game. It’s your chance to strengthen your position and outmaneuver your opponents. Here’s how it works:
- Draw a Card: Start your turn by drawing a card from the deck. This card could give you valuable resources or special abilities.
- Reinforce: Use your available reinforcements to strengthen your territories, reinforcing your defenses or expanding into new areas.
- Attack or Play a Territory Card: Choose between launching an attack on an enemy territory or playing a territory card with special effects.
- Maneuver: Move your troops strategically between your territories to optimize your defenses or set up for future attacks.
The Art of Attacking: Claim Territories and Overcome Foes
When it comes to diplomatic wars in RISK, attacking takes on a whole new meaning. Here’s how it works:
First, I have to declare all the attacks I want to make for this turn. I can only attack territories that are next to ones I already control. I can move as many of my units as I want from my territory to the one I’m attacking, but I always have to leave at least one unit behind.
Once I’ve declared my attacks, it’s time to resolve them. I can do it in any order I want. Both the defender and I roll dice based on how many units we have in the battle.
But here’s the twist: there can be assists that change the odds of the attack. These can come into play and make it harder or easier for me to win.
And here’s another thing to consider: the more territories I have next to the one I’m attacking, the higher my chances of success. Each adjacent territory gives me an extra point of killing chance, up to a maximum of 2+.
When you’re attacking a territory, the defending player’s adjacent territories can make it harder for you to win. For each adjacent territory the defender has, your chance of success goes down by one, but it’s never worse than a 6+. If both players have Assists, they cancel each other out.
If you have the “Battle Assistant” Pact, you can use other players’ territories to help you attack, but you can never use the defending player’s territories. Also, territories that have already attacked or are going to attack during your turn won’t provide any assistance.
The defending player always rolls on a 4+.
Capitals
If you’re attacking another player’s capital city, you have a 6+ chance of success, no matter what. Assists don’t come into play.
If you control ALL of the adjacent territories to your opponent’s capital, you automatically destroy it. You must then move at least one of your troops into the territory. If you can’t do that, you have to abandon one of your territories.
So, here’s the deal: when you take control of a capital in this game, you gotta remove the capital marker and put it right next to your supply. And get this – the player who’s in control of that capital becomes your vassal state! Crazy, right? (Check out Vassal States if you’re interested).
Now, here’s the catch – capitals don’t move on the map, but they do count as one unit. So, even though they’re stationary, they still pack a punch.
But get this! If you manage to control all the capital icons at any point, you’re the winner! Boom!
But hold up, kid – we’re not done yet. Time to talk about playing a Territory Card.
Instead of launching an attack, you have the option to play a territory card. Sounds neat, huh? When you decide to play a territory card, you’ve got two choices: you can either target the territory printed on the card, or – and here’s the kicker – you can go for a surprise attack on a capital territory.

Starting a Civil War
Get ready to take over another territory completely!
Your task is to change all troops in the target territory to your color.
There’s a chance that your takeover might fail and result in some losses. If that happens, you’ll have to remove the same amount of units from the target territory.
Beware of riots and anarchy that may ensue. This means that the territory will descend into chaos, and mass riots will break out. Here’s what you do: roll a six-sided die (d6) for the target territory and each adjacent territory. For each territory, lose the number of troops rolled.
Keep in mind that you cannot target a capital territory directly. However, capital territories can still be affected by riots and anarchy. But don’t worry, the capital icon, which represents a unit, cannot be removed this way.
Launching a Surprise Attack
Ready for an unexpected move? You can launch an attack from any territory under your control into the targeted territory. The best part? You get to ignore all assists. Yes, you can even play this on a capital territory!
Fortifying Your Position
When it comes to gameplay in Fortify, there’s something unique about this action – it’s played out of turn. Unlike other actions, Fortify allows you to make a move when it’s not your turn. Let me explain how it works.
Imagine a scenario: a territory is being attacked. The attack is about to begin, but before any dice are rolled, there’s an opportunity for you to step in. If you happen to have a territory card that matches the defending territory, you can play it to fortify that territory. This means that you strengthen the defense of the territory being attacked.
Now, let’s talk about maneuvering in the game. This is another important aspect you need to understand.
Maneuvering allows you to freely move your troops around the map as long as you have an open, chaining connection between your territories. This means that you can move your troops from one territory to another as long as there is a clear path between them. And here’s a cool thing – you can even use other players’ territories to move your troops if you have the “Open Borders” act.
But wait, there’s more to maneuvering! You can also peacefully maneuver into another player’s territory if you wish. This means that you can move your troops into their territory without starting a fight. However, there are a couple of rules to keep in mind. First, the troops you maneuvered will change into the color of that player – it’s like giving them control over those troops. Also, please note that you cannot maneuver into empty territories – there must be troops in the territory for you to move into.
Lastly, let’s talk about the Vassal State, which is an important concept in the game.
Leader
So, let’s talk about what happens when another player becomes your Vassal state. This can happen either by you destroying their capital or by them surrendering peacefully during negotiations.
When they become your Vassal state, you gain their capital icon, along with any other capital icons they have accumulated throughout the game. Pretty cool, right?
Now, here’s the deal: as long as they’re your vassal state, they have to give you all of their capitals. You collect them and add them to your supply. And the best part? You can have more than one Vassal state. The more, the merrier!
Now, here’s a little something extra. When you have a Vassal state, both of you automatically have some pacts in place. These pacts include a “Cease Fire” pact, an “Open Borders” pact, and a “Battle Assistant” pact. It’s like having a whole team on your side.
But it gets even better. As the leader player, you get some special perks. You have access to “Country Bonuses” and a handy “Takeover Assist” pact. It’s all about the advantages, my friend.
When it comes to vassal states, there are a few important things you should know. First of all, any territories controlled by your vassal state will count towards your country bonuses. This means that having vassal states can really give your country a boost.
But that’s not all – your vassal state’s territories can also help you in taking over a capital that is adjacent to them. However, there are a couple of conditions that must be met. Firstly, you must already control at least one adjacent territory to the capital. And secondly, you need to move at least one of your units into that adjacent territory.
During the negotiation phase of the game, you have the power to influence your vassal states. You can force each of them to do one of the following things:
- Give you a territory of their choice.
- Give you a card of their choice.
- Declare war on a player.
Vassal

When you become a vassal state, you lose all your capitals, and any capitals you gain will go to your leader. You never get country bonuses, and you automatically have the Cease Fire, Open Borders, and Battle Assistant pacts.
If your leader makes pacts with other players (like making a cease fire with someone), you automatically have those pacts too.
A vassal state can never take first place, but there’s still a tiny bit of hope.
At the start of your turn, roll two dice. If you roll a 12 or higher, you’ve successfully started a revolution.
You get a +1 bonus on the dice roll for each territory you control more than your leader.
Hey there! So, here’s what you need to do: choose a non-capital territory that you or your leader controls. Put your original capital on that territory and switch all troops there to your color. Boom! Just like that, you’re no longer a vassal state. That changes are effective immediately, and you gotta cancel all the pacts you had with your previous leader and any other players. Time for a fresh start!
Getting Eliminated
If, at any point in the game, you don’t control at least one territory, you’re out. That means you can’t negotiate or get any benefits. Bummer!
The End Game
When the game ends, there will be one winner and all the other players will either be vassal states or eliminated entirely. To figure out who wins, we look at the order in which territories were conquered. The last player to become a vassal state takes last place. So, the first person to become a vassal state will be 5th, the second will be 4th, and so on.