A game of Risk being playedRisk is a of, for two to six players. The standard version is played on a board depicting a of, divided into forty-two, which are grouped into six.
Rotates among players who control of playing pieces with which they attempt to capture territories from other players, with results determined. Players may form and dissolve during the course of the game. The goal of the game is to occupy every territory on the board and in doing so, eliminate the other players.
The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited 'secret mission' objective that shortens the game.Risk was invented in 1957 by, a filmmaker, and went on to become one of the most popular board games in history, inspiring other popular games such as. The simple rules but complex interactions make it appealing to adults as well as children and families. It is still in production by with numerous editions and variants with popular media themes and different rules including PC software versions, video games, and mobile apps.
Where to Play Risk Online? You can Play RISK Online on over a dozen different websites. Some are obviously better than other. We have tried to review them all. Just scroll down to read about our favorite websites where you can play RISK online. The Board Game RISK has been around since we were children. We all played board games with friends or family sitting around a table.
Eight 'territory cards' from the 1963 UK set and the same from 1980 UK set. The latter were more accurate maps (northern 'Ukraine' and Greece in 'Southern Europe' are more accurate) and the cards were made of higher quality material.Equipment includes a large tabletop board depicting a political map of the earth, divided into forty-two territories, which are grouped into six continents by color. In addition to shared boundaries between territories which define routes of attack/defense, numerous special trans-oceanic or trans-sea routes are also marked; for example, the route between North Africa and Brazil.
The oceans and seas are not part of the playing field.Each Risk game comes with a number of sets (either 5 or 6) of different colored tokens denoting troops. A few different or larger tokens represent multiple (usually 5 or 10) troops. These token types are purely a convention for ease of representing a specific army size. If a player runs out of army pieces during the game, pieces of another color or other symbolic tokens (coins, pieces from other games, etc.) may be substituted to help keep track of armies.Also included is a deck of Risk cards, comprising forty-two territory cards, two wild cards, and twelve or twenty-eight mission cards. The territory cards correspond to the 42 territories on the playing board. Each of the territory cards also depicts a symbol of an infantry, cavalry, or artillery piece.
One of these cards is awarded to a player at the end of each turn if the player has successfully conquered at least one territory during that turn. No more than one card may be awarded per turn. If a player collects either three cards with the same symbol, or one of each, or two different and a wild card, they may be traded in for reinforcements at the beginning of a player's turn. These cards can also be used for game set-up.
The two wild cards depict infantry, cavalry and artillery pieces. Because these cards have all three symbols, they can match with any two other cards to form a set. The mission cards each specifying some secret mission (something less than 'conquer the world') are used in the Secret Mission Risk rule variant.Standard equipment also includes five or six in two colors: three red dice for the attacker, and two or three white or blue dice for the defender. There is also a Golden Cavalry piece used to mark the progressive turn-in value of matched sets of territory cards.Territories The following is a typical layout of the Risk game board, with a table of the corresponding continent and territory names. Each territory on the typical Risk game board represents a real-life geographical or political region on Earth. As such, the territory are drawn to resemble the geography of those regions.
This provides an interior space on which to place the army units, adds an element of realism to the game, and also adds complexity. Most of the territories represent a combination of countries or states; some that have names of single countries or states, such as Argentina, do not represent the boundaries of the real-life entity. Antarctica and New Zealand are not represented. ^ In the 40th Anniversary Collector's Edition, the movement route between the territories of and was removed; this was later confirmed to be a manufacturing error, an error repeated in. Subsequent editions restored the missing route. The territory of Afghanistan does not include the present-day country of.Gameplay Setup consists of determining order of play, issuing armies to players, and allocating the territories on theboard among players, who place one or more armies on each one they own. Example of matching up attacking (red) and defending (white) dice; in this dice roll, the defender loses two armies.At the beginning of a player's turn, they receive reinforcement armies proportional to the number of territoriesheld, bonus armies for holding whole continents, and additional armies for turning in matched sets of territorycards obtained by conqueringnew territories.
The player may then attack, move his armies, or pass.On a player's turn, after they have placed their reinforcements, they may choose to attack territories adjacent to theirs which are occupied by enemy armies. A territory is adjacent if it is connected visibly by land, or by a '. Attacks are decided by dice rolls, with the attacker or defender losing a specified number ofarmies per roll. When attacking, a battle may continue until the attacker decides to stop attacking, the attacker has no more armies with which to attack, or the defender has lost their last army at the defending territory, at which point the attacker takes over the territory by moving armies onto it, and draws a territory card for that turn.At the end of a player's turn, they may move armies from one of their territories to another 'connected' territory.A player is eliminated from the game when they have lost their last territory.
The player that defeated them receive the defeated player's territory cards, if any. The victor is the last player remaining when all other players have been eliminated.There are special rules for two-player games: the territories are divided between the two players and a neutral armyduring setup. In play, the neutral army only plays defense when attacked, never attacks or moves armies, anddoesn't have a turn like an active player. If the neutral army is eliminated, the game continues under normalrules.Some editions have rules variants regarding how armies or territories are allocated during setup or how armiesmay be moved at the end of a turn. There are also variations in the tokens representing armies that don'taffect play. European editions assign each player a secret mission, and the game goes until one playercompletes his mission rather than conquers the world. Different editions have differing numbers of suchmissions.
The Italian edition uses a different number of dice in battle. Themed variants have different mapconfigurations and substantially different rules.The rules of some editions describe a variant called Capital Risk, where each player has a in one of the initially occupied territories. The player to capture all capitals wins. Any armies and territories that belong to the losing nation are turned over to the victor.
Capital Risk often leads to much shorter games. Other rules variants for ' Risk experts' are also listed.Gaming clubs may also have 'house rules' or competition-adjusted rules. Strategy. (Italian version) in play Basic strategy The official rulebook recommends three basic strategy points for play under the standard rules:.
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Players should control entire continents to get the bonus reinforcement armies. Players should watch their borders for buildups of armies that could imply an upcoming attack.
Players should build up armies on their own borders for better defense.Holding continents is the most common way to increase reinforcements. Players often attempt to gain control of Australia early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either or ). Generally, continents with fewer access routes are easier to defend as they possess fewer territories that can be attacked by other players. Has 2 access points, and each have 3, has 4, and has 5.Generally, it is thought advisable to hold Risk cards until they can be turned in for maximum reinforcements.
This is especially true earlier on in gameplay, because extra armies make a greater difference in the beginning of the game. Eliminating a weak player who holds a large number of Risk cards is also a good strategy, since players who eliminate their opponents get possession of their opponents' Risk cards. In this case, trading in Risk cards earlier may help acquire the necessary troops. If the conquering player has six: 10 or more Risk cards after taking the cards of another player, the cards must be immediately turned in for reinforcements until the player has fewer than five cards and then may continue attacking.' Turtling' is a defensive strategy where a player who feels vulnerable tries to become too expensive to be removed while remaining a threat to harass other players.
The objective of this strategy is to avoid early defeat. A player using this strategy might remain in the game all the way to later stages and then mount an attack on the weakest player and start a chain elimination to remove one player after another to win the game. The player who uses this strategy is called a. The term was popularised in games where a player creates a or a turtle shell around the base of operations. Solutions to counteract this strategy using cooperation have been proposed. Alliances The rules of Risk neither endorse nor prohibit. Thus players often form for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong.
Because these agreements are not enforceable by the rules, these agreements are often broken. Alliance making/breaking can be one of the most important elements of the game, and it adds human interaction to a decidedly probabilistic game. Some players allow trading of Risk cards, but only during their turn. This optional rule can make alliances more powerful.Attack and defense Capturing a territory depends on the number of attacking and defending armies and the associated probabilities. In a battle to completion, a player who has more armies (even just one more) has a significant advantage, whether on attack or defense (the number of attacking armies does not include the minimum one army that must be left behind in the territory).Defenders always win ties when dice are rolled. This gives the defending player the advantage in 'one-on-one' fights, but the attacker's ability to use more dice offsets this advantage. It is always advantageous to roll the maximum number of dice, unless an attacker wishes to avoid moving men into a 'dead-end' territory, in which case they may choose to roll fewer than three.
Thus when rolling three dice against two, three against one, or two against one, the attacker has a slight advantage, otherwise the defender has an advantage.There are online tools available to compute the outcome of whole campaigns (i.e. The attacking of several territories in a row).is a variant of the game released in Italy, in which the defender is allowed to roll up to three dice to defend. This variation dramatically shifts the balance of power towards defense.Awards and commendations. Risk was inducted into magazine's Hall of Fame in 1984. Risk was inducted into Hall of Fame in 1995.Official licensed Risk games. Gordon, David.
TotalDiplomacy. (PDF). Parker Brothers. Retrieved 2015-05-24. (2009). The Gaming Corner.
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(2017-12-20), SMG Studio, retrieved 2018-03-19. Retrieved 21 November 2018.Further reading. Honary, E. Total Diplomacy: The Art of Winning RISK.
North Charleston, SC: BookSurge Publishing.External links Wikimedia Commons has media related to.