Risk how long to play




















For the base, you take the total number of territories you control, no matter where they are, and divide that number by 3. Round down to a number and that is what you get with the minimum always being 3. Then you add your bonus points. These come from controlling one or more continents. You control a continent by having at least one troop in every territory of a particular content. Some are easier than others, like Australia is only four and has one way in so it is worth 2, while Asia has twelve territories and five ways in so if you can get that you get 7.

See Below. You combine your base and bonus troops and then add them to any territory you control in any combination. Put all in one or one if many different territories, or lots in one and a few in others.

It is up to you. Once your troops are out you move onto attack. You can attack as much or as little as you would like. You get a red attack die for as many people as you are attacking with up to three dice. So if you attack with 1 you get 1 die, 2 you get 2 die, 3 you get 3 die, 4 for you get 3 die, 5 you get 3 die, etc.

This is because you only attack with up to three at one time. It is the same with defending except it is only up to two instead of three. Once you determine your attack each player rolls their dice at the same time for that battle, the attacker with the red and defender with the blue. If it is the max three dice on two, each player takes their two highest rolls and compares them. The highest red goes against the highest blue, and the second highest red goes against the second highest blue.

Whoever has the highest number in each comparison wins the fight, but a tie is won by the defender this is what makes the 3 dice against two fair. So in this scenario, two troops will be lost because there are two battles. If red rolled 5, 4, 4 and blue rolled 5, 3, there would be a loss of one troop on each side because the 5 vs 5 blue wins tie and 3 vs 4 red wins for being higher. You remove the lost troops and go again as long as the attacking player wants.

This is where the most meat in how to play Risk lives. After you have decided to stop attacking you move into the final fortification stage. Here you get ONE move. You can move any amount of troops leaving at least one from a territory to one other connected territory. So you can move very far away as long as the start and end territory is connected by a string of places you control.

When your turn is done, if you successfully took over at least one territory that turn, you get to draw a risk Bonus Card. When you get enough of these, they give you big one time troop bonuses and what will eventually win you the game.

It is only ever one card, even if you took fifteen territories this turn, you just get one. These are so key, if you are not getting these every turn, you will lose. If there is one thing you should take away from this how to play Risk guide it is to do whatever it takes to get a bonus card every turn.

You may have noticed numbers around the edge of the board. This has to do with the bonus sets of troops you can get.

You get these by collecting risk cards at the end of your turn the cards that have a territory and one of three army symbols. To get a bonus set of troops you need to turn in a set of three cards.

A set is either 3 infantry, 3 cavalry, 3 cannons or one of each three. Every time someone turns in a set, you move to the next number and a set gets you more troops. There are two wild cards that can be anything.

As you can see as you move out, those swings get huge. By around the 35 troop sets, people get enough to take everyone out. You turn in your set of three cards at the beginning of your turn and those troops get added to your overall troop placement for that turn.

As a bonus, if one of the cards you turn in has a territory on it you control, that specific territory gets two troops added to it. You can have up to five of these cards before you have to turn in, which is a benefit if you are trying to get others to use first and get the total higher for when you turn in. If you have five at the beginning of your turn you are forced to use. If you ever have more than five, you immediately have to turn in three and claim troops.

This comes into play when you take out another player. A player is out of the game when they control no more territories. The reaming players would just continue as is with the eliminated players no longer taking turns. When a player is eliminated, the person who takes them out gets all the unused risk cards they have in their hands. Leading to what could be a game-winning avalanche. The games ends when one player has defeated all other players, claiming world domination.

Risk games are long, games have also been known to end by someone flipping the game board or people being too exhausted.

In that case, whoever controls the most territories wins. There are many alternates that you can take on when learning how to play Risk. Create an account. Edit this Article. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article parts. Tips and Warnings. Related Articles. Article Summary. Part 1.

Understand the basic objective of the game. The objective of the game is to conquer the world by controlling all of the countries on the board. You do this by attacking other players and taking over new territories on the board. All the while, you need to make sure that your own territories are well-defended. Before you start your game, make sure that you have all of the game components.

The game of Risk comes with a foldable game board, a set of 72 cards, and various army tokens. The Risk armies come in six basic colors, along with different kinds of tokens, denoting size of the army. A pack of 56 Risk cards should be included. There should be five dice three red and two white. Determine how many people are going to be playing. Before you get started, figure out how many people will be playing the game.

The total amount of armies you start the game with depends on how many players there are: [3] X Research source 6 players - 20 armies each 5 players - 25 armies each 4 players - 30 armies each 3 players - 35 armies each 2 players - 40 armies each this varies between editions.

Set up your initial territories. This will determine the starting points for all players. There are two ways to determine the initial territories: [4] X Research source Have each player roll a die Standard Rules. The player that rolled the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the 42 territories on the board, players place their remaining armies onto territories they already claim in any order they choose.

Deal out the deck of cards Alternate Rules. Deal out the entire deck of cards, minus the two Wild cards. Have each player place one of their army pieces in each territory according to the cards they are holding. Take turns doing this. Roll the dice to determine who goes first. The player who rolls the highest number starts the game.

Then the play order goes clockwise from the starting player. The game starts after the order of play has been determined. Part 2. Select army units.

So if a player gets seven armies at the beginning of his turn, he can redeem them by getting either seven infantry pieces or by getting one cavalry piece and two infantry pieces which add up to seven. Get your new armies at the beginning of each turn. At the beginning of each turn, players receive more armies. The number of armies is determined by: [7] X Research source The number of territories you own. For every three countries, the player gets one army. For example, if you had 11 countries, you would receive 3 armies; if you had 22 countries, you would receive 7 armies.

Turning in cards. Cards can be turned in when you have a three of a kind e. For the first set of cards you turn in, you receive 4 armies; 6 for the second; 8 for the third; 10 for the fourth; 12 for the fifth; 15 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in.

If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in. Owning all the territories of a continent. For each continent that you completely dominate no other enemy armies are present , you receive reinforcements. You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America. Note : if the amount of armies you would receive at the beginning of your turn is less than three, round up to three.

Place your armies. You may place the armies you received at the beginning of your turn wherever you have an army presence, in whatever proportion. If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you.

You must place those infantrymen on the territory specified by the card. Part 3. Attack adjacent territories. You may only attack other territories that are adjacent to a territory you own or that are connected to a territory you own by a sea-lane. For example, you cannot attack India from the Eastern United States because the territories are not adjacent. Attack any number of times from any one of your territories to any adjacent territory.

You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions. A player may decide not to attack at all during a turn, only deploying armies.

Declare that you are going to attack. When you want to attack another territory, you have to declare your intentions out loud. Decide how many armies you are going to use in your attack. Because your territory must be occupied at all times, you must leave at least one army behind.

The number of armies you attack with will determine how many dice you get to roll when you square off the opponent whose territory you are defending. Roll the dice. You roll up to three red dice, depending on your troop size. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of two.

If there is only one white die, only match up the highest red die with the white die. Occupy the territory if you win it. If you successfully wipe out all of the defending armies in the area you are attacking, then will need to occupy the territory with at least as many attacking armies as used in the attack. If you attack with three dice or three armies , you must colonize the newly-acquired territory with at least three armies, although you can choose to colonize it with more if you wish. Get a Risk Card if you can.

If at the end of your attacking turn you've conquered at least one territory, then you have earned a Risk card. You cannot earn more than one Risk card for this. Part 4. Understand that you cannot move armies around until your next attacking turn. If your territories are not well fortified, then they will be vulnerable to attack from your opponents.

To keep your territories safe from attack during your opponents' attack phases, move your pieces where you want them before ending your turn. Fortify your territories.

Move your pieces to different territories at the end of your turn. It is in your best interest to move pieces to your border territories that are more vulnerable to attacks by your opponents. There are two rules on how you can move your pieces: [18] X Research source Standard Rule : Move any number of army pieces from a single territory into an adjacent territory occupied by you.

Alternate Rule : You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control. Remember to leave at least one army piece behind. In order to retain control of the territories that you are moving army pieces from, make sure that you leave at least one of your army pieces on each territory that you own.

Otherwise, you will no longer have control of the territory. Part 5. Know the three basic strategies described in the Risk rulebook. Risk is a strategy game, so it rewards players who employ tactics and who outsmart their opponents.

The three pieces of strategic advice given to players by the Risk rulebook include: [20] X Research source Try to hold entire continents to get the bonus reinforcements. Your might is measured in army reinforcements, so it's a good strategy to get as many reinforcements as possible. Watch your borders for buildups of enemy armies that could imply an impending attack.

Make sure your own borders are properly fortified against enemy attack. Cluster your reinforcements mostly along your borders to make it harder for enemies to penetrate your territory. Attack as much as possible early in the game. One way to improve your chances of winning is to go on the offensive right away and attack your opponents every chance that you get.

This strategy will help you to gain more territories quickly, which will give you more armies to work with at the beginning of your turns. Attacking often will also take armies away from your opponents, so they will have fewer armies to work with. Eliminate weak players with lots of Risk cards. Eliminating weak opponents with plenty of Risk cards has two benefits: it gets rid of an enemy as well as netting you extra cards.

Learn the continent theories. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents. For example, conquering small continents is an advantage because they have fewer territories and are easier to control.

Start in Australia and hold control of it. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Build troops and move up through Asia when it begins to weaken.

North America Theory. Begin in North America, fortify it against Europe and Asia. Move down to South America, cut through Africa and move up. This operates on the assumption that Asia and Europe are fighting each other to expand. Africa Theory. Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Try not to begin in Asia; it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.



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