Castle Risk

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Overview

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.

Components

Setup

  1. Each player chooses a color and receives armies and a castle.
  2. Players take turns placing their castle on a territory, then deploying starting armies across their territories.
  3. Distribute territory cards or draft territories depending on variant.
  4. Place initial armies according to starting army counts.

Turn Structure

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.

Actions

Scoring / Victory Conditions

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.

Special Rules & Edge Cases

Player Reference

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