Risk classic board game rules


















In this variation instead of using portal cards we would have to roll the three attack dice. You needed at least two sixes and a five to get the portal to open. If someone held the connecting territory on the adjoining board you had to attack them just as you would if you were neighbors on the same board. After entering the second world you could only move 1 army at a time into any empty country spaces. Otherwise, your countries earned at least 3 armies for that board.

This way it took a long time for any player to gain control over either North America or Asia on the new world, allowing time for the other players to attack the portal territories. We still required one player to be left standing before the game was over. In this kind of game you have to rely on the most aggressive strategies possible because there is so much territory to cover that players could become strong enough in one world to prevent players from another world from winning the game.

With three game boards we decided to give each player starting countries on all three boards. You still had to role 2 sixes and a 5 to open an interdimensional portal. You could not abandon a territory. So if you were down to one country, either Alaska or Kamchatka, and you opened a portal, you could only go through with 3 armies, leaving 1 behind. We never quite got this one to work out well, probably because we allowed too many nukes into the game.

We tried two different variations on nuclear technology. So if you won a nuke card you could turn it face up as a deterrent. The 5-card-max rule did not apply to the nuke cards.

You could, in theory, collect all the nuke cards. You then removed all their armies. But no one could enter the country for 3 turns. So play went like this:. We experimented with different numbers of Nuke cards. You need at least one per player but I liked the games where we had at least 3 extra Nuke cards. There should be hope that everyone can get a deterrent.

If he lost that last country he would have to wait until the end of Turn 3 to get back into the game. In one game one player got all the Nuke cards and he bombed all the countries bordering his territories.

We got drunk one weekend and decided to make the game more interesting by having aliens invade the planet at random intervals. We used pieces from another board game to represent the aliens. Each player as he took his turn would begin by rolling five dice. If he got all 5s, or all 6s, or all 5s and 6s an alien invasion occurred.

The player whose country was invaded had to fight off the aliens before he could attack anyone else. He was not allowed to attack any other players until all the aliens were gone from his territory. I was wondering. Then I played the actual board game with my family but I was reminded that we play it in the form of the first scenario I described.

Save my name, email, and website in this browser for the next time I comment. Contents hide. What is the goal? Game setup Game Components. Risk Card Draw Pile. Gameplay Getting and placing new armies. Fortifying your position.

How do you win? Video Walkthrough Related Posts:. Share on facebook. Share on twitter. Share on linkedin. Share on pinterest. Share on reddit. Share on whatsapp. Find out about Risk. Hasbro Risk Game.

Game setup. Game Board. The Armies. Risk Cards. The game board is a map of 6 continents divided into 42 territories. Each continent is a different color and contains from 4 to 12 territories. The numbers along the bottom southern edge of the board indicate the number of armies you will receive for a set of cards you trade. There are 6 sets of armies, each containing 3 categories of army pieces: Infantry worth l Cavalry worth 5 Infantry , and Artillery worth 10 Infantry, or 2 Cavalry Start the game by placing Infantry pieces; later in the game, you may trade in 5 Infantry for 1 Cavalry, or 2 Cavalry or 1 Cavalry and 5 Infantry for 1 Artillery.

Setup RISK demands careful planning before you start to play. Setup begins with Initial Army Placement. Initial Army Placement — Starting Armies 2 — see 2 player rules. You and your opponent each select a complete set of armies. Shuffle thoroughly and deal the cards, face down, into 3 equal piles. Both you and your opponent choose a different pile. Your opponent does the same. If any of the territories you occupy are depicted on one of the three cards you will receive an extra 2 armies.

Both armies must be placed in the respective territory. After positioning your armies you can choose to attack. The objective of attacking is to capture a territory by defeating all its occupying armies. Battles are fought by rolling the dice. If you do not wish to attack, pass the dice to the player on your left.

You may, however, still fortify your position. You may end an attack or attacks at any time. If you have succeeded in capturing at least one territory, draw a Risk card from the draw pile. No matter how many territories successfully captured, you can only draw one card per turn. Begin by announcing where you plan to attack and what territory you are attacking from.

Roll the dice against you opponent. Compare the highest die rolled. If both rolled more than one die, compare the next highest pair and apply the same rules. In the event of a tie, the defender always wins. Also, the attacker can never lose more than two armies per roll. After defeating the last enemy army, you come into ownership of that territory and must immediately occupy it. Occupy the new territory by adding at least as many armies as the number of dice rolled in the last battle.

You must leave at least one army in the territory you attacked from. During game play, every territory must have at least on army. If you eliminate an opponent during your turn by defeating the last of their armies, you win any Risk cards they have collected.

Every turn can end with fortification.



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