Rating: 5.5 Fair
Players: 2-6 players
Playing time: 120 minutes

Created by: Albert Lamorisse, Michael I. Levin, (Uncredited)

Published by: (Unknown), Alga, Barnes & Noble

Alternate Names: Ataque, La Conquista del mundo, Risc Commander, Risco, Risiko


RISK is the game of "global domination". The objective of the game is to attack and capture enemy territories in order to wipe out the opponent and become the ruler of the world.

This game is played on a board that is divided up into 42 territories and each player is given multiple tokens where each token represents one army. The number of armies is determined at the beginning of each turn and is based on the number of territories that the player occupies.

In order to win the game, a player must conquer all the territories. On each turn, a player can attack adjoining territories controlled opponents. The attacker must have at least two armies in order to attack because at least one army remains in the currently occupied territory and one army can attack the defending army.

An attacker may choose to withdraw from the war at any time but if they remain in battle until the end, there are two possible outcomes:

  1. The defending army will be destroyed and the attacker will now have a new territory in its possession.
  2. The attacker will only have one army left and will be unable to engage in battle, resulting in a failure to conquer the territory.

In order to determine if a battle is won or lost by the attacking army, both players roll dice. The number of dice depends on the number of armies the player has.

If the defender has one army, one die is rolled but if the defender has two or more armies then two dice may be rolled. An attacker rolls either one, two, or three dice depending on the number of armies he/she has. The attacker must have at least one more army in the territory than the number of dice to be rolled.

For example, if an attacker has three armies, he/she can roll a maximum of two dice.

A player does have the option of rolling less than their maximum number of dice allotted. This would decrease the potential number of armies lost but would reduce the odds of winning.

Once the dice are rolled, they are placed in descending order. The attacker's highest die is then compared to the defender's highest and if each player has at least two dice then the second largest for both sides is compared.

The attacker loses one army for every die in the compared pairs that is less than or equal to the defender's die and the defender loses one army for every compared die that is less than the attacker's die.

Armies are removed from the board when they are lost and the dice are rolled again until one side can no longer engage in battle. Throughout the course of a single battle, armies are lost and can never be gained.

Risk can be played with 2 - 6 players and the average duration of a game is between 60 and 120 minutes.

The game was first published in 1959 by Parker Brothers and currently by Hasbro. The game was created by Albert Lamorisse. For more information check here the history of Risk.

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Game Board

The game board is a map of 6 continents divided into 42 territories.

Each continent is a different color and exists of 4 to 12 territories.

The numbers along the bottom (southern) edge of the board indicate the number of armies you will receive for a set of cards you trade in.

The Armies

There are six complete sets of armies, each containing three types:

  1. Infantry (worth l)
  2. Cavalry (worth 5 Infantry)
  3. Artillery (worth 10 Infantry, or 2 Cavalry)

Start the game by placing Infantry pieces. Later, you can trade in 5 Infantry for 1 Cavalry, or 2 Cavalry (or 1 Cavalry and 5 Infantry) for 1 Artillery. …

The key to winning in Risk is often to occupy complete continents. The choice of your initial continent is important. Without a good starting position, you will make it yourself very difficult to compete with other players who have a better strategic position.

The initial continent depends on many factors such as the number of players in the game and the playing order.

Priority for taking continents (1 means first to conquer)
2 playersNorth AmericaAustraliaSouth AmericaAfricaEurope
3 playersAustraliaNorth AmericaSouth AmericaAfricaEurope
4 playersAustraliaSouth AmericaAfricaNorth AmericaEurope or Asia
5 playersAustraliaSouth AmericaAfricaNorth AmericaEurope

Notice that the preferred options are only suggestions. It's always possible to win the game no matter where you start. …

In Risk, the winner is decided by luck (rolling of the dice) and by strategy and intelligent tactical decisions of the players.

  1. Controlling an entire continent gives you the continent bonus but also know that this makes you an attractive target for other players.

  2. When you control a continent, position your armies to protect the points of attack much more.

  3. Do not conquer an entire continent unless you know you can hold it for at least a full turn.

  4. Try not to let other players control continents, but don't weaken yourself too much in the process. …

A strategy is not a fixed recipe

The key in all strategic wargames is the adaptation. The risk map changes quickly and even every turn can be a different situation which requires other moves.

The best strategy for every game doesn't exist and must always evolve. You can not win every game with the same strategy.

Every game or every situation is different, and you need to think about the best counter to get back in control.

Once you are in control, you can think more about working out your original game plan. …

This version is played like regular Risk with one crucial exception: Along with your armies and those of your opponent, there are also "neutral" armies on the board that act as a buffer between you and your opponent.

This feature gives the two-player version much the same strategic flavor as the regular RISK game.


The two players each select a complete set of armies. Then either of them picks the third set to be "neutral".

Take 40 Infantry pieces from each of the 3 sets and claim territories in the following manner: …


  • Gameboard
  • 15 crowns
  • 4 armies (each with 35 footmen, 12 archers, 12 cavalry, 4 siege weapons)
  • 8 castles
  • 21 gold pieces
  • 40 silver pieces
  • 4 war banners
  • First player marker
  • 4 reminder cards
  • 8 crown cards
  • Card box

Game Board

Object of the Game

Control seven or more crowns at the end of a round to win the game.


First, each player selects an army colour and takes the plastic figures, War Banner, reminder card and eight King's Orders cards for that army.

Next, each player receives five silver coins, one crown and one castle. Place the remaining components in a separate area next to the board. This is the reserve. (Keep your army units in an area near you - this is called your army reserve). …

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