How many armies to start in risk




















The game also included for the first time cities, capitals, and major and minor objectives and rewards. These additions added a new element of complexity to the game whilst still maintaining accessibility to new players. Game Board: The Risk game board is simply a map of 6 continents divided into 42 territories total.

Each continent is a depicted with a different color and each contain 4 to 12 territories within its borders. The numbers along the bottom or southern edge of the board indicate the number of armies you will receive for a set of cards you trade in.

The game starts with infantry pieces, however later in the game you may trade these pieces for Cavalry or Artillery or Calvary for Artillery according to their respective values above. Cards: There are 42 Cards, each marked with a territory and a picture of Infantry, Cavalry, or Artillery. Remove Secret Mission cards if not playing that variation. Risk requires planning before the game can begins. Initial placement of armies determines battles later in the game.

To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly. Classically, players got 50 armies each. However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies. These are defensive armies for both players only and never used for offense.

When one player attacks the neutral country, the other rolls the dice for that country. Successfully winning battles depends on careful planning and bold moves. One common house rule follows the same ratios of troops, but simply uses cards instead of stars. This "currency" method prevents the wild escalation of reinforcements that occurs with the traditional rules. Players are forced to turn in their cards if they have a full set of ten. If an Objective has been accomplished on the player's turn, that player is prohibited from also drawing a Risk card on that turn.

The territory on the card is irrelevant when drafting troops. An additional card exchange regime is to offer a fixed number of armies depending on the emblem on the card. Three cannons would receive four armies, three infantry would receive six armies, three cavalry would receive eight armies, and one of each emblem would receive 10 armies.

Yet another card exchange regime follows the escalating exchange rules, but after awarding 15 armies for the sixth exchanged set the number is reset to the original four armies before increasing again with each exchange. The official rulebook suggests variations to the game-play mechanics for " Risk experts," any or all of which can be used depending on player preference.

In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules. These may include structure such as forts, freeplay players take turns simultaneously , or other rules. The following is a typical layout of the Risk game board, with a table of the corresponding continent and territory names. As such, the territoryborders are drawn to resemble the geography of those regions.

This provides an interior space on which to place the army units, adds an element of realism to the game, and also adds complexity. A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring. Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.

Risk Wiki Explore. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Risk Board Game. Edit source History Talk 0. Categories Games Add category. Cancel Save. Universal Conquest Wiki. North America. South America. Outcome probabilities of one dice roll in Risk various number of die. They may place them in any space they occupy to make their army bigger.

Once the new troops are added, the active player can either pass, move, or choose a territory to attack. To move, the player moves any number of troops from one territory to an adjacent territory they already occupy.

You can only move once a turn and can do it before or after you attack. You can only attack territories that border a space you occupy, and you can only use the army in the bordering space to attack. The attacking player can attack with 2, 3, or greater than 4 troops, and can receive up to 3 attacking dice. The defending player can defend with any number of troops, but can only receive up to 2 defending dice.

The attacking player rolls dice equal to the number of attacking troops minus 1, and the defending player rolls dice equal to the number of defending troops. Repeat this process with the next highest set of die if the attacker is using 2 attacking die. Ignore the lowest die if the attacker is using 3 attacking die.

If the defender runs out of troops in a territory, the attacking player then moves into the territory. Then, they can move any remaining troops from the space they attacked from into that new territory. At the end of the turn, if an attacking player successfully occupies a new territory, they draw a card from the Risk pile. If you get 3 Risk cards with the same troop on it, 3 Risk cards with 1 of each troop type, or 2 Risk cards with a wildcard, you can trade them in for additional armies.

You get 4 troops for your first set, and 2 additional troops for every subsequent set until you get to 6 sets, at which point you get 15 troops.

Play continues counterclockwise until one player remains and they successfully occupy the entire world. To learn about Risk cards, alternate rules, and game strategies, read on! Did this summary help you? Yes No. Log in Social login does not work in incognito and private browsers. Please log in with your username or email to continue. No account yet? 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. Continue in this way until everyone has run out of armies.

There is no limit to the number of armies you may place onto a single territory. Shuffle the pack of RISK cards maybe, remove the Mission cards and place the cards face down by the side of the board. On your turn, try to capture territories by defeating your opponents' armies. But be careful: Winning battles will depend on careful planning, quick decisions, and bold moves. You will have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies.

Note: At any time during the game, you may trade in Infantry pieces for the equivalent in Cavalry or Artillery if you need to, or wish to. At the beginning of each turn, calculate how many new armies you can add to your territories based on:. At the beginning of every turn including your first , count the number of territories you currently occupy, then divide the total by three ignore any fraction. The answer is the number of armies you receive.

Place the new armies on any territory you already occupy. You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories. In addition, at the beginning of your turn, you will receive armies for each continent you control.

To control a continent, you must occupy all its territories at the start of your turn. These numbers can be different depending on the version of Risk you are playing. To find the exact number of armies, look at the chart in the lower left-hand corner of the game board.

At the end of any turn in which you have captured at least one territory, you will earn one and only one RISK card. You are trying to collect sets of 3 cards in any of the following combinations: 3 cards of the same design Infantry, Cavalry, or Artillery , 1 each of 3 designs, or any 2 plus a "wild" card.



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