AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant
Castle Risk is a variant of Risk set in Europe where each player has a castle to defend. Players deploy armies, attack territories, and try to capture opponents’ castles while protecting their own. The game features a more focused map (Europe only) and the castle mechanism adds a concrete elimination target. The last player with an uncaptured castle wins.
Each turn follows this sequence:
1. Receive Reinforcements: Count your territories and any continent bonuses. Place new armies on your territories.
2. Attack (optional): Attack adjacent enemy territories by rolling dice. Attacker rolls up to 3 dice; defender rolls up to 2 dice. Compare highest dice, then second-highest. Higher die wins; ties go to the defender. Losing side removes one army per lost comparison.
3. Fortify (optional): Move armies from one territory to an adjacent connected territory.
4. Draw a card: If you captured at least one territory this turn, draw a territory card. Sets of cards can be traded for bonus armies.
A player is eliminated when their castle is captured. The last player with their castle standing wins the game. Alternatively, the game can be played until one player controls all territories.
| Phase | Action |
|---|---|
| 1. Reinforce | Place new armies (territory count + continent bonus) |
| 2. Attack | Roll dice vs. adjacent enemies (optional) |
| 3. Fortify | Move armies between connected territories |
| 4. Cards | Draw 1 card if you captured a territory |
Win condition: Last player with an uncaptured castle Combat: Attacker up to 3 dice vs. defender up to 2 dice; highest wins, ties to defender