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Board Games
1–4 players
game board, playing piece, card
10 essential rules
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 reposi...
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.
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.
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.
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.
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.
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.
The classic game has no running score. A player wins immediately upon controlling all 42 territories and eliminating every opponent.
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 ...
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.
Risk uses ordinary six-sided dice. The attacker needs up to three dice and the defender needs up to two.
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