Risk

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Each player selects a color and receives armies based on player count: 3 players = 35 Infantry each; 4 = 30; 5 = 25; 6 = 20.
  2. Players alternate placing one Infantry on any unclaimed territory until all 42 territories are occupied.
  3. Players then take turns placing remaining armies on territories they already control.
  4. Shuffle the territory card deck and place it face-down near the board.
  5. Whoever placed the first army goes first.

Turn Structure

Each turn consists of three phases:

  1. 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.
  2. 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.
  3. 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

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).