rules for this 2-player game were
developed by Michael Levin of Philadelphia,
Pennsylvania, and were included within
the Official Rules published in 1975.
This 2-player version is played according
to the traditional rules of Risk.
Each player takes 40 armies and alternately
places one army on an unoccupied territory
until each has occupied 14 territories.The
remaining armies are alternately distributed
on the occupied territories. The remaining
14 territories are occupied by a force
called the Allied Army. These armies
are composed of playing pieces different
in colour from those used by the two
players. Two Allied Armies will be
placed on each unoccupied territory
for a total of 28 armies.
player accumulates armies in the traditional
manner. At the beginning of each turn,
the Allied Army is entitled to one
half the number of armies the player
receives, rounding down. So,
if a player obtains a total of nine
armies, the Allied Army is entitled
to four. Each player places the armies
on the board according to the traditional
rules. After a player has accumulated
his armies, placed them on the board
and completed his attacks (but prior
to the fortifying phase) the opposing
player places the number of Allied
Armies (determined above) in Allied
player attacks according to the traditional
rules. A player may attack the other
player or the Allied Army. When a
player attacks the Allied Army, the
other player rolls the dice for the
Allied Army. Immediately after the
Allied Armies are placed, the player
who placed them may act as the Allied
Army and attack the other player's
armies. He need not use the armies
immediately but may allow them to
accumulate in a territory. However,
if they are not used, the other player
may use them to his advantage when
he gets the use of the Allied forces.
When a player is commanding Allied
forces he may not attack his own territories.
Allied forces do not pick up Risk
cards, and they accumulate armies
only in the manner described above.
first player may take his free move
only after the second player has stopped
attacking with the Allied Army. The
Allied Army is not entitled to a free
game ends when one player loses all
his territories. If the Allied Army
loses all its territories it may no
longer obtain additional armies and
game play is continued according to
the traditional rules.
player has a "capital" in
one of the initially-occupied territories.
The player to capture all capitals
wins. Capital Risk often leads to
much shorter games.
Mission Risk, which was the standard
game in European editions for some
decades until 2003, gives each
player a specific mission short of
complete world domination.
Players do not reveal their missions
to each other until the end of the
game, which is after the first player
to complete and hold the mission shows
the Secret Mission Card and wins the
Europe, Australia and one other
Europe, South America and one other
North America and Africa
Asia and South America
North America and Australia
all armies of a named opponent or,
in the case of being the named player
oneself, to Capture 24 territories
18 territories and occupy each with
is important to note that with destroying
the army of a said colour, the player
with the card does not need to destroy
all of the armies himself. If an opponent
destroys the last army of the said
colour, the player with that mission
card still wins.
2003, a different "Secret mission"
version of the game was released,
in which each player received four
(easier) secret missions to complete.
Card Turn-In Rules
some editions, the cards display either
one or two stars. Cards may be exchanged
to draft a number of armies depending
on the sum of these stars (limited
from 2 to 10 stars) according to the
table below. Cards may be accumulated
as long as the player wishes. The
new armies are immediately deployed
in any combination across the player's
One common house rule follows the
same ratios of troops, but simply
uses cards instead of stars. This
"currency" method prevents
the wild escalation of reinforcements
that occurs with the traditional rules.
Players are forced to turn in their
cards if they have a full set of five.
If an Objective has been accomplished
on the player's turn, that player
is prohibited from also drawing a
Risk card on that turn. The territory
on the card is irrelevant when drafting
An additional card exchange regime
is to offer a fixed number of armies
depending on the emblem on the card.
Three cannons would receive four armies,
three infantry would receive six armies,
three cavalry would receive eight
armies, and one of each emblem would
receive 10 armies.
another card exchange regime follows
the escalating exchange rules, but
after awarding 15 armies for the sixth
exchanged set the number is reset
to the original four armies before
increasing again with each exchange.
official rulebook suggests variations
to the game-play mechanics for "Risk
experts," any or all of which
can be used depending on player preference.
These suggestions include:
the rate at which Risk card sets
increase in value so that they only
go up by 1 each time.
for armies to move to any controlled
territory if it has contiguity between
it and its destination (rather than
only an immediate neighbour).
an attack advantage (the option
to re-roll one die per battle) when
attacking from or to a territory
for which the attacker holds a Risk
attackers the ability to change
one of the dice rolled so that a
six is showing. An attacker may
do this only once per turn.
addition to these official variations,
many computer and Internet versions
have different rules, and gaming clubs
often use house rules or competition-adjusted
rules. These may include structure
such as forts, free-play (players
take turns simultaneously), or other