Section 1: Introduction
Risk is a turn-based strategy board game about controlling territories, defending borders, and deciding when to launch an attack. Each player commands an army represented by playing pieces placed across a world map. Players gain reinforcements, attack neighboring territories with dice, and reposition forces while pursuing an agreed victory condition.
The standard game is best with three to six players. A two-player game needs an additional neutral-army procedure or another agreed variant because direct play without a neutral force can give the first player too much influence over the opening map.
Purpose of the Game
In the classic world-conquest game, the objective is to eliminate every opposing army and control all 42 territories on the board. Shorter games may instead use secret missions, capitals, territory targets, or a fixed round limit. Everyone must agree on the victory condition before territories are assigned.
Core Principles
- Every territory on the board is controlled by exactly one player or neutral army.
- A territory must always contain at least one army.
- Players receive reinforcements at the beginning of their turns.
- Attacks may cross only the border or connection shown between two territories.
- Dice determine battle losses; strategic positioning determines which battles are worth attempting.
- Negotiation is welcome, but promises are not binding unless the group adopts a house rule that makes them binding.
Before Starting
Risk has appeared in several editions with differences in card rewards, two-player setup, mission cards, and optional quick-play systems. These rules use the widely played classic reinforcement and escalating-card system. If the components supplied with a particular edition specify a different card schedule or map connection, use the printed components consistently or agree to use the classic system described here.
Section 2: Components
A complete game requires a world-map game board, army playing pieces in distinguishable colors, territory cards, and six-sided dice. The exact shape and denomination of army pieces may vary by edition without changing their value in play.
Game Board
The game board contains 42 territories grouped into six continents. Borders and connection lines show which territories are adjacent. A territory separated by water is not adjacent unless the board displays a connecting line between it and another territory.
| Continent | Territories | Reinforcement Bonus |
|---|---|---|
| North America | 9 | 5 armies |
| South America | 4 | 2 armies |
| Europe | 7 | 5 armies |
| Africa | 6 | 3 armies |
| Asia | 12 | 7 armies |
| Australia | 4 | 2 armies |
Army Playing Pieces
Each player needs a supply of playing pieces in one color. Pieces may have different shapes representing different quantities, commonly one army, five armies, and ten armies. Players may exchange equivalent denominations whenever useful. The physical number of pieces does not normally limit the number of armies a player may command; use substitutions or agreed markers if a color runs short.
Territory Cards
There is normally one card for each of the 42 territories. Each territory card also displays an army symbol, traditionally infantry, cavalry, or artillery. Wild cards display all three symbols and do not correspond to a territory. Cards are shuffled into a face-down draw pile after they have been used to assign starting territories.
A valid card set consists of three cards with the same symbol, one card of each of the three symbols, or any otherwise valid combination completed by a wild card. Some editions replace these symbols with stars or use a different reward table; those cards should be handled according to one agreed system for the entire game.
Dice
Risk uses ordinary six-sided dice. The attacker needs up to three dice and the defender needs up to two. Differently colored attacker and defender dice are helpful but not essential. Each die must produce results from one through six with equal likelihood.
Section 3: Setup
Choose the Game Format
Agree on classic world conquest or one of the shorter formats in Section 6. Decide how card sets will be valued, whether negotiation is allowed, and whether fortification may follow a chain of friendly territories or only a single border. Settling these details before setup prevents midgame disputes.
Choose Colors and Starting Armies
Each player selects a color and takes the corresponding army pieces. For the classic three-to-six-player game, use these customary starting totals:
- Three players: 35 armies each.
- Four players: 30 armies each.
- Five players: 25 armies each.
- Six players: 20 armies each.
One player rolls a die. Highest result goes first; reroll ties among the tied players. Play then proceeds clockwise.
Assign Territories
Remove any wild cards, shuffle the 42 territory cards, and deal them face down as evenly as possible. A player controls every territory named on the cards dealt to that player. If the cards cannot be divided evenly, some players will begin with one additional territory; this is normal.
Each player places one army on every assigned territory. After all 42 territories are occupied, players take turns placing one additional army on any territory they already control. Continue one army at a time until every player has placed the full starting total.
For a more social opening, the group may assign territories by drafting instead. Beginning with the first player, each player claims one unoccupied territory and places one army there. Continue clockwise until all territories are occupied, then place the remaining armies one at a time as usual.
Prepare the Card Pile
Collect all territory cards, add the wild cards included in the chosen edition, shuffle thoroughly, and place them face down beside the board. Leave room for a face-up discard pile. No player begins the classic game with a territory card in hand.
Open Information
Territory ownership and the number of armies on every territory are public information. Players may stack or exchange pieces to make totals readable. Cards are normally kept secret, but the number of cards held by each player should remain visible or be truthfully announced when asked.
Section 4: Gameplay
A turn has three phases in order: receive and place reinforcements, attack if desired, and fortify if desired. A player must complete each phase before moving to the next and may not return to an earlier phase.
Phase 1: Reinforcements
Count the territories controlled at the beginning of the turn and divide that number by three, ignoring any remainder. The player receives that many armies, with a minimum of three armies even when the calculation produces fewer.
Add the bonus for every continent the player controls completely at the beginning of the turn: 5 for North America, 2 for South America, 5 for Europe, 3 for Africa, 7 for Asia, and 2 for Australia. Continent bonuses are not awarded for partial control.
The player may also exchange a valid set of territory cards. Under the classic escalating schedule, successive sets traded by anyone during the game are worth 4, 6, 8, 10, 12, and 15 armies. Each later set is worth five more armies than the preceding set: 20, 25, 30, and so on.
If a player trades a card displaying a territory they currently control, that territory receives two additional armies. When multiple owned territories appear in the set, the two-army bonus is still applied to only one eligible territory. This bonus is separate from the main set value.
A player beginning the turn with five or more cards must trade a valid set. A player with fewer than five cards may trade a valid set or save the cards. All reinforcements must be placed on territories the player controls before attacking.
Phase 2: Attack
Attacking is optional, and a player may conduct any number of attacks during this phase. To attack, choose a controlled territory containing at least two armies and an enemy territory connected to it by a shared border or printed connection line.
- The attacker rolls one, two, or three dice, but must leave at least one army behind. Three attack dice therefore require at least four armies in the attacking territory.
- The defender rolls one or two dice. Two defense dice require at least two armies in the defending territory.
- Both sides roll simultaneously and arrange their results from highest to lowest.
- Compare the highest attacker die with the highest defender die. The lower result loses one army.
- If both sides rolled at least two dice, compare their second-highest dice in the same way.
- Every tied comparison is won by the defender, so the attacker loses one army.
Remove all losses immediately. If the defender still has an army in the territory, the attacker may attack again, attack elsewhere, or stop attacking.
Conquering a Territory
When the defender's last army is removed, the attacker conquers the territory and must move armies into it from the attacking territory. The attacker must move at least as many armies as the number of dice used in the final attack roll, and may move more. At least one army must remain behind in the territory from which the attack was made.
The newly conquered territory may attack an adjacent enemy territory later in the same attack phase if it contains enough armies. Armies may never pass through an enemy-controlled territory without conquering it.
Eliminating a Player
A player is eliminated upon losing their final territory. The conquering player takes all territory cards held by the eliminated player. If this gives the conqueror six or more cards, the conqueror must immediately trade sets until holding four or fewer cards, placing the resulting armies before continuing the attack phase. With exactly five cards, the conqueror must make an immediate trade if a valid set is available.
Taking a Card
If the active player conquered at least one territory during the turn, that player draws exactly one territory card after finishing all attacks. Conquering several territories still earns only one card. A player who conquered no territory draws no card.
Phase 3: Fortification
At the end of the turn, the player may make one fortification move. Move any positive number of armies from one controlled territory to another controlled territory connected by an uninterrupted path of that player's territories. At least one army must remain in the starting territory.
The entire transfer counts as one fortification, regardless of the path's length. Armies do not stop in intermediate territories. A group preferring the older adjacent-only style may require the two territories to share a direct border, but that choice must be announced before play.
After the optional fortification and any earned card draw, play passes clockwise to the next player.
Section 5: Scoring & Winning
Classic World Conquest
The classic game has no running score. A player wins immediately upon controlling all 42 territories and eliminating every opponent. If the final territory is conquered during an attack, no further fortification or card draw is necessary.
Secret-Mission Victory
When using mission cards supplied by an edition, each player receives one secret objective before armies are placed. A player wins immediately after personally completing the stated objective, provided any special conditions on the card are satisfied.
If a mission requires eliminating a particular color that is not in the game, belongs to the mission holder, or is eliminated by another player, use the replacement objective printed by the edition. If none is printed, replace that mission before play or agree that its holder must instead control 24 territories.
Fixed-Round Scoring
For a predictable playing time, agree on a number of complete rounds, commonly eight to twelve. Every player should receive the same number of turns. At the end of the final round, calculate:
- One point for each controlled territory.
- The printed continent bonus for each completely controlled continent.
- One point for every five armies remaining on the board, ignoring any remainder.
The highest total wins. Break a tie by most territories, then most complete continents, then most armies. If players remain tied, they share the victory or play one additional complete round.
Concession and Stalemate
A player may concede only when the group accepts the concession. For a clean result, remove the conceding player's armies and award their territories and cards according to an agreed method; the simplest approach is to treat them as eliminated by the player who would next attack them, but unanimous agreement is recommended.
If all remaining players agree that the position is stalled, they may declare a draw or switch to fixed-round scoring. No player should be declared the winner solely for appearing strongest unless that resolution was agreed upon.
Recording Results
Casual groups may record the winner, victory format, number of players, and number of rounds. A simple league can award three standings points for a win, one for a draw, and none for a loss. League points are optional and do not alter victory within an individual game.
Section 6: Variants & House Rules
Risk is highly adaptable. Select variants before setup and apply them equally to everyone. Avoid changing reinforcement values, card rewards, or victory conditions after players have committed to a strategy.
Two-Player Neutral Army
Divide the territory cards into three roughly equal groups: one for each player and one for a neutral army. Place one army of the appropriate color on every dealt territory. Players then alternate placing their remaining starting armies on their own territories and neutral armies on neutral territories until the agreed supplies are placed.
The neutral army does not take turns, attack, receive cards, or gain reinforcements. When a player attacks a neutral territory, the opposing player rolls its defense dice. Neutral territories are conquered normally. The first player to eliminate the other active player wins; controlling the remaining neutral territories is unnecessary.
Capital Risk
After setup, each player secretly selects one controlled territory as a capital and then reveals all capitals together. A capital should begin with an agreed defensive force, commonly at least five armies. To win, a player must control every capital at the end of their turn. For a shorter game, require control of the player's own capital plus a majority of all capitals.
Territory Target
Instead of total conquest, the first player to end a turn controlling an agreed number of territories wins. Twenty-four territories creates a familiar medium-length target. For a tougher finish, require the player to hold the target through every opponent's next turn before victory is confirmed.
Progressive or Flat Card Rewards
The escalating trade schedule creates dramatic late-game swings. For a steadier game, every valid set may be worth a fixed number such as eight armies. Another common schedule awards four armies for three infantry symbols, six for three cavalry symbols, eight for three artillery symbols, and ten for one of each symbol. Wild cards complete any set but do not add a separate bonus.
Limited Card Escalation
Use the classic 4, 6, 8, 10, 12, and 15 sequence, but cap all later sets at 20 armies. This preserves the value of collecting cards while reducing sudden runaway turns.
Adjacent Fortification
A strict fortification game permits the end-of-turn move only between directly adjacent friendly territories. This makes interior positioning more important and slows the movement of large armies across a continent.
Multiple Fortifications
For a faster and more flexible game, permit up to three fortification moves at the end of each turn. Each move must independently follow a friendly path and leave one army behind. A particular army may move only once during the fortification phase to prevent unlimited shuffling.
Simultaneous Planning
To reduce waiting, other players may plan while the active player acts. No pieces or cards may be moved out of turn, and all decisions remain changeable until that player's turn begins. Dice rolls and battles must still be resolved one active player at a time.
Turn Timer
For brisk recreational play, allow two or three minutes for the attack phase. When time expires, finish the current dice comparison, then proceed to fortification. Pause the timer during genuine rules questions or when pieces must be recounted.
Team Play
Divide players into equal teams, with teammates seated apart when possible. Players retain separate territories, armies, cards, and turns. Teammates may coordinate openly but may not transfer territories, armies, or cards. A team wins when its members collectively control the entire board or satisfy the agreed team objective.
Friendly Casual Play
- Allow a player to correct an obvious piece-counting mistake before the next dice roll or turn begins.
- Roll dice in a clear area and reroll any die that leaves the table or lands visibly tilted.
- Require players to state the attacking territory, defending territory, and number of dice before rolling.
- Keep alliances informal and temporary; players remain free to change plans on their own turns.
- Use fixed-round scoring when the available playing time is limited.