Risk Board Game Rules & Strategies

Risk Global Domination Rules

Posted in Uncategorized by admin on March 17th, 2009

To win at Risk, you must first know to the rules and the mechanics of the game. It is actually very simple, especially once you have already understood how it is played. The strategy to win may be difficult since it may vary with every other player you go up against, but how to play the game is easy to understand. You just have to remember that the objective of the game is to eliminate your opponents’ armies. Thus, all you need to do is achieve Global Domination.

Risk Before the Game

Before you actually play the game, you should already be planning your strategy as you place your initial army during the set up. Unlike most board games, Risk will requires careful planning during set up so that you could have an advantage in terms of positioning your armies.

During Setup, each player will be given a certain number or armies - for a two player game, each players will get 40 infantries; for a three player game, each players should get 35 infantries each; for a four player game, each player should receive 3o infantries each; for a five player game, each player should get 25 infantries each and for a six player game, each should get 20 infantries each.

These infantries are to be placed in the territories in the map, they will serve as markers or as claims to the territories. Each player will take turns in placing territories. The first to position the first piece is decided by the dice. Players have to throw the dice and whoever can roll the highest will be the first to put his infantry in the map. Whichever player in on the left of the first player will place his piece next, followed by the player on his left, and so on and so forth. This will go on until all 42 territories are occupied.

Once all the territories are occupied by all the players of the game, the remaining pieces of each player will now be placed in the respective territories of the player. This will be done alternately until all the pieces of each player, distributed before the game, are placed in the map. There is no limit to the number of pieces or infantries that you can place in one territory - this part now will depend on your strategy.

Once all the pieces are placed, you can now take out the deck of Risk cards. Take out the Mission Cards because you will not need it in the Global Domination game. Remove the Strategy Tips Card from the deck as well. Place three of the Strategy Tips where all the players can reach while sliding the fourth under the map. This Strategy Tip card will be the marker for the number of armies or infantries you can trade in later on during the game.

When all these are done, the game may start. The highest roller of the dice prior the placement of the pieces shall be the first to take a turn.

Risk Game Play

Once the game has started, you should set your strategy in motion already. Try to win and conquer as many enemy territories as you can. You can only occupy enemy territory once you attack and defeat the present occupant.

Per turn, a player has three steps that he could choose to perform or not in the game: get new armies, attack enemy territory and fortifying your borders or your territories. The second and third steps are optional. You may or may not perform the second and third steps every turn but never forget to get new armies during the start of your every turn.

Risk Additional Armies

During every start of a player’s turn the player is entitled to get new armies. The number of reinforcements the player could receive will depend on four factors: The number of territories you occupy; the value of the continents you control; The value of the set of Risk Cards you are trading in; and the specific territory image on the of Risk Card you are trading for armies.

At the beginning of your turn, including your very first turn, count the number or territories you have then divide it by three, the quotient will be the number of armies you’ll get for that turn.

Example.

If you have 14 territories, divide it by three, the answer you’ll get is 4.66. disregard the fraction, the number of armies you’ll get is 4.

The lowest number or additional armies you could get is 3. Even if the number of your territories is less than 9, you should still get additional 3 armies for that turn.

Now, if you control a continent, meaning you occupy all the territories in one continent, you will also get additional army during every turn corresponding to the equivalent number of armies assigned per continent. To identify the number of additional armies a player should get for controlling a specific army, you could check the table in the lower left corner of the map.

You can trade sets of Risk Cards in exchange for additional armies. You could get ONLY ONE Risk Card after every turn that you have conquered at least one enemy territory. You have to collect a set of Risk Cards before you could trade it in for additional armies. There are three possible combinations to form a complete set of Risk Cards : three of a kind, which means you have three cards that contain the same image (either three infantries, three cavalries, or three artilleries); you have one card of each, (you have one infantry card, one cavalry card and one artillery card); an incomplete set of either one of the first two combinations plus a wild card ( wild cards contain all three images and can be used as any one of them at a time only).

Once you have collected a set of Risk Cards, you have the option to trade them for additional armies at beginning of your next turn or you can hold on to the set first and use it when you deem necessary. If by chance, you already have five or six cards, it is mandatory to exchange a set of cards for additional armies. The number of Risk Cards you are holding on to should always be less than five cards.

When you have decided to trade in your set of cards, the number of armies that you could get will depend on how many sets have already been traded prior to your turn to trade. The number of armies that you could trade in starts with 4 armies, the second set will get 6 armies, then the third will get 8, the fourth to trade a set will get 10 additional armies, the fifth to trade shall get 12 additional armies, the sixth to trade a set will gain an additional of 15 armies.

It is not necessary though that the same person should be trading the sets to have an increasing number of equivalent armies to be traded. This count includes the trades of other players. This means that if player A trades the first set of cards, he’ll get addition 4 armies. If player B trades in a set of cards after player A’s turn, player B should get 6 additional armies and so on and so forth.

After the sixth set of cards, you’ll just have to get 5 additional armies for every set of Risk Cards you trade in. This means that if player C trades the sixth set of cards, he’ll receive 15 additional armies. Now if player D trades his set after player C’s turn, Player D should get 20 additional armies. If player E trades a set of cards after that, Player E should get 25 additional armies and so on ad so forth.

The Risk Cards that you collect will have illustrations of specific territories. If you own at least one of the three territories in the set of Risk Cards you traded, yo will get an additional 2 armies. 2 armies is the maximum number of additional armies you could get under this situation. Even if you own three of the territories in your set, you can only get 2 additional armies.

Once you have received your additional armies for the turn, remember to deploy them properly. Risk is not simply a number’s game. Winning the game will depend heavily on your strategic deployment of armies and your tactical timing of attack.

Risk Attacking

Once you have deployed your armies to your territories, you now have an option to attack an enemy territory. If you do not wish to attack an enemy territory, you can pass the dice to the player to your left and wait till your next turn.

If you choose to attack an opponent’s territory, you’ll have to be aware of these rules:

  • You may only attack an enemy territory that is adjacent to one of your own territories. If your territory or if the enemy territory you wish to attack is an island, there is no adjacent territory but there is a dashed line. You can attack an enemy territory that is connected to yours by this dashed line.

  • The territory you are attacking from must have at least two armies. The reason for this is that the territory you occupy should always have at least one army. So if you occupy an enemy territory you must deploy at least one army to that newly acquired territory while leaving one to where you attacked from.

  • You have unlimited attacks. As long as you have enough armies on your border, you can constantly attack an enemy territory until your opponent has no more army left in that territory or you can opt to shift an attack to another territory that is adjacent to another one of your territories. You may attack as often and as many territories you want per turn.

During an attack, you must first declare who or what territory you are attacking and which territory you are attacking from. Then you can roll the dice against your opponent. The battles are decided by the roll of the dice.

Before rolling the dice, both the attacker and the defender must declare how many dice they intend to use. The attacker has the option to roll 1, 2, or 3 red dice, while the defender has the option to roll 1 or 2 white dice. It is important to remember that the number of dice to use will also determine the number of casualties one player may suffer from an attack or from defense; the more dice you roll, the more armies you may lose. The number of dice rolled during an attack also determines the minimum number of armies required to move to a conquered territory if the attack is successful.

With these considerations, it is imperative that the attacker must have at least more than one army on the territory he is attacking from than the number of dice he decides to roll during an attack. Whether he wins or loses, he still has at least one army in that territory.

On the defense’s side, if he decides to roll two dice, he must at least have two armies in that territory.

To decide the victor in a battle, the two players must compare the outcome of the rolled dice. Identify the highest rolled dice by both the attacker and the defender, if the defender’s dice is higher, the attacker loses one army from the territory he is attacking from. If the attacker’s dice is higher, one army from the defending territory is taken out.

If both attacker and defender rolled two dice, then compare the second highest dice of each player to determine who lost the battle. In case of a tie, the defending player always has the advantage, meaning the defending player wins so the attacking player must remove one army from the attacking territory. It is important to remember that an attacker cannot lose more than two armies in one roll. The purpose of the third dice is merely to increase the chance of the attacker to win the battle without risking a third army.

If you have eliminated all the armies on an enemy territory, that is the only time when you can consider having captured that enemy territory. You must occupy this newly acquired territory immediately. The minimum amount of armies you could deploy in this territory is the number or dice you rolled. The maximum number depends on you. You can deploy as many as you want as long as you leave one of your armies on the territory you attacked from.

You can choose to end your attack at any time. Declare your intention to end your attack for that turn, then if you have acquired an enemy territory during that attack, you may draw from the deck of Risk Cards. If you did not acquire any new territories, you can choose to fortify your territories before passing the dice to the next player.

If during this turn, you have eliminated a player from the game, you will, aside from acquiring his territory, acquire his Risk cards as well. If you have six or more cards because of the acquisition, you can immediately trade these cards in for additional armies until you only have less than five cards. If after your acquisition, you only acquired less than six cards, you’ll have to wait until your next turn to trade in your cards. If after the acquisition, you have five cards, then you draw for on the deck to make your Risk cards amount to six cards, you still have to wait your next turn to trade the set of cards for additional armies.

Risk Fortifying

After an attack, or if you do not desire to attack during a turn, you can still fortify your territories before handing the dice to the next player to end your turn. To fortify your territory, you can move as many armies as you like from ONE and ONLY ONE of your territories to its adjacent territories.

Remember to leave at least one army to the territory your army is moving from. Your territory cannot be left vacant.

Risk Winning

The winner of the game is determined when one of the players have occupied or conquered all 42 of the territories on the map or have vanquished all the other players.

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