Overview
Risk is the classic global strategy board game of world domination, originally designed by Albert Lamorisse and first published in 1959. Players deploy armies across a map of the world divided into 42 territories and 6 continents, attacking neighboring territories to expand their empires. The game combines strategic army placement with dice-based combat. The goal is to conquer all 42 territories and eliminate every opponent.
Components
- Game board (world map with 42 territories across 6 continents)
- 5 complete army sets in different colors, each containing Infantry (value 1), Cavalry (value 5), and Artillery (value 10)
- 43-card deck (42 territory cards featuring Infantry, Cavalry, or Artillery symbols, plus 2 wild cards)
- 2 reference cards
- 5 dice (3 red attack dice, 2 white defense dice)
- 12 Secret Mission cards (optional variant)
Setup
- Each player selects a color and receives armies based on player count: 3 players = 35 Infantry each; 4 = 30; 5 = 25; 6 = 20.
- Players alternate placing one Infantry on any unclaimed territory until all 42 territories are occupied.
- Players then take turns placing remaining armies on territories they already control.
- Shuffle the territory card deck and place it face-down near the board.
- Whoever placed the first army goes first.
Turn Structure
Each turn consists of three phases:
- Place New Armies:
- Receive armies equal to total territories controlled divided by 3 (minimum 3).
- Receive bonus armies for controlling an entire continent.
- Trade in matched Risk card sets for additional armies.
- Place all new armies on any controlled territories.
- Attack (optional):
- Attack any adjacent territory (connected by a border or dashed line).
- Must attack from a territory with at least 2 armies (leave 1 behind).
- Attacker rolls 1-3 red dice (max = attacking armies minus 1, up to 3).
- Defender rolls 1-2 white dice (max = defending armies, up to 2).
- Compare highest attacker die to highest defender die; second highest to second highest. Loser of each comparison removes 1 army. Defender wins ties.
- If all defenders are eliminated, attacker moves in (at least as many armies as dice rolled).
- May continue attacking as many territories as desired.
- Fortify (optional):
- Move any number of armies from one territory to one adjacent connected territory. Leave at least 1 army behind.
Actions
Trading Risk Cards: At the beginning of your turn, trade a matched set of 3 cards (3 same symbol, or 1 of each, or any 2 plus a wild) for bonus armies. The bonus escalates with each trade: 1st set = 4 armies, 2nd = 6, 3rd = 8, 4th = 10, 5th = 12, 6th = 15, then +5 each subsequent set. If a traded card matches a territory you control, place 2 bonus armies there.
Earning Risk Cards: At the end of any turn in which you captured at least one territory, draw one (and only one) Risk card.
Eliminating a Player: If you eliminate another player, you take all their Risk cards. If this gives you 6+ cards, you must immediately trade in sets.
Scoring / Victory Conditions
Standard Game: The winner is the first player to occupy all 42 territories, eliminating every opponent.
Mission Variant (optional): Each player receives a Secret Mission card at setup. The first player to complete their mission wins. Missions include destroying all armies of a specific color or controlling specific continents.
Special Rules & Edge Cases
- Continent Bonuses: Asia = 7, North America = 5, Europe = 5, Africa = 3, South America = 2, Australia = 2.
- Card Limit: If you ever hold 5+ cards at the start of your turn, you must trade in at least one set before attacking.
- Two-Player Variant: A neutral third army is placed; both players control it alternately during combat.
- You may not move armies through territories you do not control during fortification.
- A territory must always contain at least 1 army.
Player Reference
| Continent |
Territories |
Bonus Armies |
| Asia |
12 |
7 |
| North America |
9 |
5 |
| Europe |
7 |
5 |
| Africa |
6 |
3 |
| South America |
4 |
2 |
| Australia |
4 |
2 |
Turn: Place armies > Attack (optional, repeat) > Fortify (optional).
Combat: Attacker up to 3 dice vs. Defender up to 2 dice. Compare highest pairs. Ties go to defender.
Card sets: 3 matching, 1-of-each, or 2 + wild = bonus armies (4, 6, 8, 10, 12, 15, +5 thereafter).