Risk
45-60 min
A game of strategic conquest and world domination.
How many players?
0
45-60 min
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Risk rules — frequently asked questions
- Who wins ties in combat?
- The defender, always. If the attacker's 6 meets the defender's 6, the attacker loses an army. This defensive edge is core to Risk's math.
- How many dice can each side roll?
- The attacker rolls 1-3 dice but must have at least one more army in the attacking territory than dice rolled (so 4+ armies to roll 3). The defender rolls 1-2 dice and needs at least 2 armies to roll 2.
- How many Risk cards do I earn per turn?
- Exactly one, and only if you conquered at least one territory that turn. Conquering ten territories still earns just one card.
- When am I forced to trade in cards?
- If you start your reinforcement phase with 5 or more cards, you must trade at least one set. If eliminating a player hands you cards and you now hold 6+, you must trade immediately, mid-turn, until you're at 4 or fewer.
- What are card sets worth?
- In classic escalating rules the sets are worth 4, 6, 8, 10, 12, 15 armies, then +5 for each set after that, regardless of who trades. If a traded card pictures a territory you occupy, you also place 2 bonus armies there.
- Do I get a continent bonus if I captured the last territory this turn?
- Not yet. Continent bonuses are checked at the start of your reinforcement phase — you must hold the whole continent through your opponents' turns to collect.
- How many armies move after I conquer a territory?
- At least as many as the number of dice you rolled in the winning attack, and you must leave at least 1 army behind. You choose the exact number within those limits.
- Can I attack multiple territories in one turn?
- Yes — attack as often as you like, from any of your territories, as long as each attack is legal. You can also stop any battle whenever you want.
- How does the fortify move work?
- Once per turn, at the end: move any number of armies from exactly one territory to one connected friendly territory (classic rules say adjacent; several editions allow any territory linked through your own territory chain — agree before playing).
- Can two players play?
- Classic Risk includes a 2-player variant using a third, neutral army: each player also places neutral armies during setup, and neutrals defend with normal dice but never attack. Standard rules otherwise apply.