Contents
Risk
is a strategic board game, produced
by Parker Brothers (now a division
of Hasbro). It was invented by French
film director Albert Lamorisse and
originally released in 1957, as La
Conquête du Monde ("The
Conquest of the World"), in France.
Risk is a turn-based game for two
to six players. The standard version
is played on a board depicting a political
map of the Earth, divided into forty-two
territories, which are grouped into
six continents. The primary object
of the game is "world domination,"
or "to occupy every territory
on the board and in so doing, eliminate
all other players." Players control
armies with which they attempt to
capture territories from other players,
with results determined by dice rolls.
Equipment
And Its Evolution In Design
Each
Risk game comes with a number of differently-coloured
tokens denoting armies. In the first
editions, the playing pieces were
wooden cubes representing one army
each and a few rounded triangular
prisms representing ten armies each,
but in later versions of the game
these pieces were molded of plastic
to reduce costs. In the 1980s, these
were changed to pieces shaped into
the Roman numerals I, III, V, and
X. The 1993 edition introduced plastic
Infantry tokens (representing a single
unit), cavalry (representing five
units), and artillery (representing
ten units).
|
|
|
|
|
Infantry,
the basic unit of Risk, represents
one army.
|
Cavalry
represents five armies.
|
Artillery
represents ten armies.
|
The
40th Anniversary Collector's Edition
contained the same troop pieces but
made of metal rather than plastic.
In the 2005 "bookcase" edition,
playing pieces are once again wooden
cubes. 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, another colour may be used to
substitute, or another symbolic token
to help keep track of armies. Standard
equipment also include five (originally
six) dice in two colours: two dice
for the defender and three for the
attacker.
Also
included is a total of seventy-two
Risk cards. Forty-two of these depict
territories, in addition to 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, these cards may be
traded in for reinforcements at the
beginning of a player's turn. These
cards can also be used for game set-up
(see below for details). Also included
are two wild cards that depict an
infantry, cavalry, and artillery piece,
as opposed to one of the three and
a territory. Because these cards have
all three symbols, they can match
with any two other cards to form a
set. Twenty-eight Mission cards also
come with the game to be used in the
Secret Mission Risk rule variant.
In
the 40th Anniversary Collector's Edition
the movement route between the territories
of East Africa and Middle East was
removed; this was later confirmed
to be a manufacturing error, an error
repeated in Risk II. Subsequent editions
restored the missing route. While
the European versions of Risk had
included the variation Secret Mission
Risk for some time, the U.S. version
did not have this added until 1993.
Setup
Standard
Setting
up the Risk board for play is more
involved than in many other games.
Each player first counts out a number
of playing pieces or "armies"
for initial deployment. The number
of armies that begins the game depends
on the number of players: 40 armies
for two players: 35 armies each if
three players; 30 armies each if four
players; 25 armies each if five players;
and 20 armies each if six players.
Players then take turns claiming territories
by placing an army on an unoccupied
territory until all the territories
are occupied.
Players
then take turns placing their remaining
armies on their territories. After
all armies have been placed, the actual
game begins with another roll of a
die, used to determine the playing
order.
Alternate
An
alternate and quicker method of setup
from the original French rules is
to deal out the entire deck of Risk
cards (minus the wild cards), assigning
players to the territories on their
cards.
Player
Turn
There
are five phases to a player's turn:
placing reinforcements, turning in
Risk cards, attacking, fortifying,
and receiving Risk cards.
Drafting
Troops
At
the beginning of a player's turn,
the player drafts new armies (troops)
and then distributes these pieces
around the board to reinforce any
territory occupied by that player.
The number of armies drafted is determined
by summing the following several rules
(official versions have varied with
various editions):
Territories and Cities formula; draft
armies equal to the number of occupied
territories plus the number of cities
in those occupied territories divided
by three and rounded down to the nearest
integer. If this result is less than
three, round up to three armies.
Continent
Bonus; The player receives additional
armies for occupying an entire continent,
equal to the continent bonus shown
on the game board.
|
Continent
|
Bonus
|
|
Asia
|
7
|
|
North
America
|
5
|
|
Europe
|
5
|
|
Africa
|
3
|
|
South
America
|
2
|
|
Australia
|
2
|
One
additional army for every capital
within the player's occupied territories.
Any armies gained from turning in
Risk Cards.
Turning
In Risk Cards
The
player may receive armies by turning
in a set of three Risk cards. A set
of Risk cards consists of one of the
following:
- three
cards depicting the same unit (e.g.
all three cards have cavalry pictures)
- three
cards showing one of each type of
Risk unit (soldier, cavalry, artillery).
If
the player has five cards, he must
trade in a set. The player places
the armies on any of his territories.
The
first set to be turned is worth 4
reinforcements; the second is worth
6; third 8; fourth 10; fifth 12; sixth
15 and for every additional set thereafter
5 more armies than the previous set
turned in. Also, if a player owns
one or more of the territories depicted
on the set of turned in cards, the
player may choose one of these territories
to be awarded two additional armies
that must be placed in that territory.
Attacking
Example
of matching up attacking (red) and
defending (white) dice; in this case
the attacker has won the battle.
Attacks
can only be originated by the player
currently having a turn, and must
be launched from one of the attacker's
territories, against an adjacent or
sea-lane connected territory occupied
by an opposing player. The outcomes
of battles are decided by rolling
dice. Each dice roll determines the
outcome of an individual attack, however
a player may repeat this process during
the attack phase of the turn, attacking
any number of territories any number
of times before yielding the turn
to the next player. Attacking is optional;
a player may decline to attack at
all during the turn.
The
attacking player attacks with one,
two, or three armies, rolling a corresponding
one, two or three dice. At least one
army must remain behind in the attacking
territory not involved in the attack,
as a territory may never be left unoccupied.
Before the attacking player rolls,
the defending player must choose to
resist the attack with either one
or two armies (using at most the number
of armies currently occupying the
defended territory) by rolling a corresponding
one or two dice.
The
attacker's highest die number is compared
against the defender's highest die.
The highest number wins, with the
defender winning in the event of a
tie.
The
attacker's next highest die is compared
against the defender's second-highest
die (assuming the defender committed
a second army).
Any
extra dice (dice not matched against
a defending army) are disregarded
and do not affect the results.
With
each dice comparison, the loser removes
one army from his territory from the
game board.
If
an attack successfully eliminates
the final defending army within a
territory, the attacking player then
must occupy the newly conquered territory
with at least the number of attacking
armies used in the last round of attack.
There is no limit to the total number
of additional armies that may be sent
in to occupy, providing at least one
army remains behind in the original
attacking territory.
If
an attacking player occupies a defender's
last territory, thus eliminating them
from the game, the attacker acquires
all of the defender's Risk cards.
If the conquering player now has five
or more cards, he must trade in sets
until he has fewer than five. The
gained armies are placed immediately.
Fortifying
When
finished attacking and before passing
the turn over to the next player,
a player has the option to maneuver
any number of armies from a single
territory occupied by the player into
an adjacent territory occupied by
the same player. Under an alternate
rule, the maneuvering armies may travel
through as many territories to their
final destination as desired, providing
that all involved pass-through territories
are connected and occupied by that
same player. As always, at least one
army must be left in the originating
territory.
Receiving
A Risk Card
If
the player has conquered at least
one territory during the turn, the
player draws a Risk card from the
deck, and the player does not trade
in cards at this point. Play then
proceeds clockwise to the next player.
See
also: Rule
Variations, Strategy
& Dice
Probabilities

|