I was wondering. Then I played the actual board game with my family but I was reminded that we play it in the form of the first scenario I described. Save my name, email, and website in this browser for the next time I comment. Contents hide. What is the goal? Game setup Game Components. Risk Card Draw Pile. Gameplay Getting and placing new armies.
Fortifying your position. How do you win? Video Walkthrough Related Posts:. Share on facebook. Share on twitter. Share on linkedin. Share on pinterest.
Share on reddit. Share on whatsapp. Find out about Risk. Hasbro Risk Game. Game setup. Game Board. The Armies. Risk Cards. The game board is a map of 6 continents divided into 42 territories. Each continent is a different color and contains from 4 to 12 territories. Tanner says: Jake says: Steve says: Sharon says: Matt Kristofiki says: 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.
If you have collected a set of 3 RISK cards, you may turn them in at the start of your next turn, or you may wait. But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set and may trade in a second set if you have one. At the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far. For quick reference, keep traded-in cards face down under the bottom edge of the game board to mark the value in armies of the next trade.
After the sixth set has been traded in, each additional set is worth 5 more armies. Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 armies, and so on.
Thus, if you trade in the 3rd set in the game, you receive 8 armies, even if itis the first set you have traded in. Occupied territories: If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies.
You must place both those armies onto that particular territory. Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in. Tip: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. It is a an excellent military strategy to move your armies to the front, heavily fortifying territories that border enemy territories.
After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture a territory by defeating all the opposing armies already on it. For example, the eighth set traded in gives you 25 armies. If any of the territories you occupy are depicted on one of the three cards you will receive an extra 2 armies.
Both armies must be placed in the respective territory. After positioning your armies you can choose to attack. The objective of attacking is to capture a territory by defeating all its occupying armies. Battles are fought by rolling the dice. If you do not wish to attack, pass the dice to the player on your left. You may, however, still fortify your position.
You may end an attack or attacks at any time. If you have succeeded in capturing at least one territory, draw a Risk card from the draw pile. No matter how many territories successfully captured, you can only draw one card per turn.
Begin by announcing where you plan to attack and what territory you are attacking from. Roll the dice against you opponent. Compare the highest die rolled. If both rolled more than one die, compare the next highest pair and apply the same rules. In the event of a tie, the defender always wins. Also, the attacker can never lose more than two armies per roll.
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