
Risk Rules
Risk is a legendary strategy board game of global domination, alliances, and betrayal. Players compete to control territories across a world map by deploying armies, attacking opponents, and fortifying positions. It's a thrilling blend of calculated risk-taking, strategic planning, and a touch of luck, making Risk a classic for gamers who enjoy long-term tactical play.

Created by Adam D Fernsby
How to Play Risk Board Game
In this complete guide we at Playiro teach beginners how to play Risk like a pro. Discover how to build strong armies, plan bold attacks, and outmaneuver rivals for world domination.
Preparations
- Players: 2 to 6 players
- Objective: Conquer all territories on the map or complete secret missions (depending on the version).
Game Setup:
- Lay out the board showing a stylized map of the world, divided into 42 territories across 6 continents.
- Each player chooses a color and takes the corresponding set of army tokens.
- Shuffle and deal all territory cards evenly among players to determine initial control.
- Players place one army on each of their territories, then take turns placing their remaining armies.
- Shuffle the Risk cards and place them face down to form a draw pile.
Gameplay
Risk is played in turns, moving clockwise. Each player's turn consists of three phases:
1. Reinforcement Phase
At the beginning of your turn, calculate how many new armies you receive:
- Territory Bonus: Divide the number of territories you control by 3 (rounded down). Minimum 3 armies.
- Continent Bonus: If you control all territories in a continent, you receive bonus armies.
- Card Bonus: Trade in sets of Risk cards (3 of a kind or 1 of each symbol) for extra troops.
2. Attack Phase (Optional)
You may attack any adjacent enemy territory:
- Declare which territory you're attacking and from where.
- Use dice to resolve battles:
- Attacker: Up to 3 dice.
- Defender: Up to 2 dice.
- Compare dice results:
- Highest attacker die vs highest defender die.
- Second-highest attacker die vs second-highest defender die.
- Higher roll wins; ties go to the defender.
- Loser removes one army per lost die.
- You can attack as many times as you want during your turn.
- If you conquer at least one territory, draw a Risk card at the end of your turn.
3. Fortify Phase
- Move armies from one territory to another connected territory (adjacent or via continuous path).
- Only one fortification move per turn (unless playing with advanced rules).
Winning the Game
There are two different ways to win a game of Risk.
Standard Victory Condition
World Domination → Be the last player remaining by eliminating all opponents and controlling all 42 territories.
Alternate Victory (Mission Risk)
In some editions, players receive secret missions (e.g., “Eliminate a player” or “Control two continents”).
First to complete their mission wins the game.
Strategies and Tips
Winning in Risk involves balancing expansion with defense, timing attacks, and leveraging alliances when needed. While luck plays a role in dice battles, smart positioning and troop management are usually decisive.
Basic Strategies
- Hold continents for bonuses → Africa & South America are easier to secure and provide extra reinforcements.
- Don’t overextend → Expanding too quickly leaves territories weak and vulnerable.
- Pick your battles → Avoid wasting troops on low-reward attacks; build strength before striking hard.
- Build border walls → Fortify territories facing opponents; leave internal areas lightly defended.
Advanced Strategies
- Bluff & manipulate → Suggest truces or threats to influence opponents’ moves.
- Card timing → Trade in Risk cards when the reward is highest; sometimes waiting pays off.
- Eliminate strategically → Taking out a player grants you all their Risk cards; do it only if safe.
- Break enemy continents → Even if you can’t hold a territory, disrupting opponents' continent control can cripple their reinforcements.
Overview of the Game Rules – Simplified
Aspect | Details |
---|---|
Objective | Conquer all territories or complete your mission |
Turns | Each turn = Reinforcement → Attack → Fortify |
Combat | Dice-based battles; highest dice win; ties favor defender |
Cards | Earn by conquering territories; trade sets for reinforcements |
Victory | Last player standing or mission completed |
Variants & House Rules (Optional)
- Capital Risk → Each player designates a capital; capture all capitals to win.
- Progressive Card Bonus → Card trade-in values increase as the game progresses.
- Commanders Edition → Includes special units with unique abilities in some versions.
Risk FAQ
Can I attack multiple territories in one turn?
Yes. You can make as many attacks as you want, as long as they are from and to adjacent territories.
How do I get more armies?
By controlling more territories, owning whole continents, or trading in Risk cards.
What happens if I eliminate a player?
You immediately collect all of their Risk cards. If you have more than 5 cards, you must trade in a set before your turn ends.
Do I have to attack?
No. Attacking is optional, but necessary for gaining cards and advancing your position.
Can I form alliances?
Alliances are unofficial and non-binding. There are no formal rules, but players often make (and break) deals during the game.
Can I move armies between any two of my territories in fortify phase?
No. You can only move armies between connected (adjacent or continuous path) territories, and only once per turn.