Attacker loses two troops.Īt the end of your turn you may reinforce one territory that you own from another adjacent territory that you own. Defender loses two troops.Ītacker rolls 3, 3, 5, Defender rolls 6, 3 = 6 goes against 5 goes to attacker. Each player loses 1 troop.Īttacker rolls 4, 6, 5 Defender Rolls 5, 4 = 5 goes against 6 goes to attacker. Rounds continue until all defenders are defeated, the attacker runs out of troops they can attack with, or the attacker decides to withdraw.Įxample: Attacker rolls 3, 2, 5 Defender Rolls 2, 5 Result = 5 against 5 goes to the defender. Ties go to the defender with each losing roll defeating 1 troop. The two highest die in both rolls are used, with the highest of each roll being matched against the highest of the other roll. Attackers roll first, defenders roll second. Defenders use two dice if they have two or more troops, but only one die if they have a single troop. Attackers declare up to three troops to use on their attack with each troop represented by a die. You may only draw one risk card per turn.ĭefenders use up to two white dice to defend against up to three attacking red dice. You must declare up to three armies to attack with on a single round, and if you successfully win the territory you must move at least as many armies as you declared attackers, and any number greater than that, so long as at least one army is left to defend the original territory.ĭuring your turn, you may attack as many times as you wish over as many rounds as you wish, even if you are attacking from a territory you just conquered.Īfter you are done declaring attacks, if you successfully conquered one territory you may draw one risk card. You may attack with up to 4 armies, the 5th may never be used to attack as no territory can be left undefended. Your territory has 5 armies and the enemy territory has 3. You may attack with any number of armies except for one, which must remain to defend your territory. You may only attack territories adjacent to your own where your territory contains two or more armies. Set turn-in values are based on the number of sets that have been turned in during the game:Īfter the sixth set, each set afterwards is worth an additional 5 more from the previous total.Īfter placing your armies you may declare attacks.
If you own a territory that is shown on the card set you turn in, you also receive an immediate two free infantry placed on that territory. Wild cards may be used to form set or variety turn ins (infantry, cannon, cavalry).
Sets include one of each card type (infantry, cannon, cavalry), or three of the same kind. Add the value of any continents you fully control, and play bonus cards if you need or want to and add them to this total to give you the number of troops you receive this turn (troops must be placed in the turn they are received).īonus cards may only be played in sets at the beginning of your turn or as drawn if you have more than five in your hand. If the number of territories divided by three is less than three, you receive three armies instead. This is the number of additional armies you will receive for territory (ignoring fractions). Placing Armies – At the beginning of your turn, count the total number of territories you own and divide by three. Mission cards are used for a special game mode and should be separated from the Risk cards and set aside for normal play.Įach turn consists of three parts: placing armies, attacking, and one free move at the end of your turn. Game play starts with the player who placed the first army. Risk cards are shuffled and then placed face down where every player can reach them. Each player places one infantry in a continuation of the order established while claiming territory. Once all 42 territories are claimed, each player may then place one infantry on one of their own territories to reinforce it. This process continues until all 42 territories are claimed. The player to the left then places a unit an unclaimed territory. The high-roller places one infantry from his pre-counted pile onto a territory on the game board, thus claiming that territory. Each player takes one of the colored token sets to represent their army, with various pieces representing different denominations of troops.Įach player counts out a specific number of troops to prepare to deploy to the game board, the number of troops each player counts out is dependent on the number of players in the game:Ģ players = (additional rules apply, see special notes)Įach player rolls a die, with the highest number going first.