Welcome to the Risk Page! Risk is Parker Brothers' World Conquest Game!
This page is dedicated to some of the strategies and tips for playing the game, as well as a version you can play on your Mac!*


















For Risk players who use Mac OS X, you can download Dustin Sak's "Lux"!
This version has many of the basic game features, plus newer configurations.
Download Lux for Mac or PC from SillySoft.

Sony Play Station users and Mac OS 9 players can get a classic CD-ROM version of Risk.






For Macintosh OS 9 users, here is an exciting version that you can download.
It's features are very close to the actual board game. Download Risk for Macintosh!





Introduction & Strategy Hints

In the classic "World Domination Risk" game of military, you are battling to conquer the world. To win, you must launch daring attacks, defend yourself on all fronts, and sweep across vast continents with boldness and cunning. But remember, the dangers, as well as the rewards, are high. Just when the world is within your grasp, your opponent might strike and take it all away! STRATEGY. in all RISK games, keep these 3 strategy hints in mind as you play, add armies and fortify: 1. Conquer whole continents: you will earn more armies that way. (this doesn't apply in Secret Mission RISK.) 2. Watch your enemies: if they are building up forces on adjacent territories or continents, they may be planning to attack you. 3. Fortify borders adjacent to enemy territories for better defense if a neighbor decides to attack you.



Equipment

1 gameboard 5 dice: 2 white and 3 red Deck of 56 risk cards set of 6 different color armies The game board. The game board is a map of 6 continents divided into 42 territories. The numbers along the bottom (southern) edge of the board indicate the number of armies you will recieve for a set of cards you trade in. The Armies. There are 6 complete sets of armies, each containing 3 denominations of army pieces: Infantry (worth one) Calvary (worth 5 infantry) Artillary (worth ten infantry or 2 calvary) Start the game by placing Infantry pieces; later in the game you may trade in 5 infantry for 1 calvary, or 2 calvary (or 1 calvary and 5 infantry) for 1 artillary. The 56 Risk Cards: 42 marked with a territory and a picture of infantry, calvary, or artillary 2 "wild cards marked with all three pictures, but no territory 12 secret mission cards used only with secret mission risk



Setup, Including Initial Army Placement

INITIAL ARMY PLACEMENT consists of these steps: Select a color and depending on the number of players, count out the "armies" you'll need to start the game if 3 are playing, each player gets 35 infantry if 4 are playing, each player gets 30 infantry if 5 are playing, each player gets 25 infantry if 6 are playing, each player gets 20 infantry Roll one die. Whoever rolls the highest number, takes one infantry piece from his or her pile and places it onto a territory on the board, thus claiming that territory. 3. Starting to the left of the first player, everyone in turn places one army onto any unoccupied territory. Continue until all 42 territories have been claimed. 4. After all 42 territories are claimed, each player in turn places one additional army onto any territory he or she already occupies. Continue 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. To Complete Game SETUP: 5. shuffle the pack of RISK cards (remove the mission cards) and place it, face down, by the side of the board. This pack forms the draw pile. 6. whoever placed the first army takes the first turn.



Playing

On your turn, try to capture territories by defeating your oppenents' armies. But be careful: winning battles will depend on careful planning, quick decisions and bold moves. Yoou'll 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 equivelent in clavary if you need to, or wish to. Each of your turns consists of three steps, in this order: AT THE BEGINNING OF EACH TURN, CALCULATE HOW MANY NEW ARMIES YOU'LL ADD TO YOUR TERRITORIES BASED ON ... 1. getting and placing new armies 2. Attacking, if you choose to, by rolling the dice; 3. Fortifying your position



RISK Cards

Earning Cards. 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 same design (3 infantry, Calvary of Artillary) 1 of each 3 designs Any 2 plus a "wild card" If you have collected a set of 3 RISK cards, you may turn them in at the beginning of your next turn, or you may wait. But if you have 5 or 6 cards at the beginning of your turn you MUST turn in at least one set, and May trade in a second set if you have one. Trading in Cards for Armies 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 trade-in cards face down under the bottom edge of the game board to mark the values (in armies) on the next trade. First set traded in -- 4 armies second set traded in -- 6 armies third set traded in -- 8 armies fourth set traded in -- 10 armies Fifth set traded in -- 12 armies sixth set traded in -- 15 armies seventh set traded in -- 20 armies etc...etc... Occupied territories. if any of the 3 cards you trade in shows picture of a territory you occupy, you recieve 2 extra armies. You must place both those armies onto that paticular territory. NOTE: on a single turn, you may recieve no more than 2 extra armies above and beyond those you recieve for the matched sets of cards you trade in. HINTS: No matter how many armies you recieve at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. It's good military strategy to move your armies to the front, heavily fortifying territories that border enemy territories.



Getting And Placing New Armies

At the beginning of each turn, calculate how many new armies you'll add to the territories based on... 1. the number of TERRITORIES you occupy; 2. the value of the CONTINENTS you control 3. The value of the MATCHED sets of RISK cards you trade in; 4. The specific TERRITORY PICTURED on a traded-in set Territories at the beginning of every turn (including your first), count the number of territories you currently occupy, then divide the total by 3 (ignore any fraction). The answer is the number if armies you recieve. Place the new armies on any territory you already occupy. example 11 territories= 3 armies 14 territories= 4 armies 17 territories= 5 armies You will always recieve at LEAST 3 ARMIES on a turn, even if you occupy fewer than 9 territories. Continents In addition at the beginning of your turn you will recieve armies for each continent you control. (to control a continent you must occupy all it's territories at the start of your turn.) To find the exact number of armies you'll recieve for each continent, look at this list:

North America : 5 armies, South America : 2 armies, Europe : 5 armies
Australia : 2 armies, Asia : 7 armies, Africa : 3 armies




Attacking

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. The battle is fought by a roll of the dice. Study the board for a moment. Do you want to attack? If you choose not to attack, pass the dice to the player on your left. You may still fortify your position, if you wish (see fortifying). If you choose to attack you must follow these rules: You may only attack a territory that's adjacent (touching) to one of your own, or connected to it by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. North Africa may attack Egypt, Western Europe and Brazil. At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka You Must always have at least two armies in the territory you're attacking from. You may continue attacking one territory until you have eliminated all armies on it, or you may shift your attack from one territory to another, attacking each as often as you like and attacking as many territories as you like during one turn. To Attack. First announce both the territory you're attacking and the one you're attacking from. Then roll the dice against the opponent who occupies the opposing territory. Before rolling, you and your opponent must announce the number of dice you intend to roll, and you both must roll at the same time. You, the attacker will roll 1, 2 or 3 red dice: you must have at least one more army in your territory than the number of dice you roll. Hint: The more dice you roll, the greater your odds of winning. Yet the more dice you roll, the more armies you may lose, or be required to move into a caprured territory. The defender will roll either 1 or 2 white dice: To roll 2 dice, he of she must have at least 2 armies on the territory under attack. Hint: The more dice the defender rolls, the greater his or her odds of winning-but the more armies he or she may lose.



Deciding Who Wins A Battle

To decide a battle compare the highest die each of you rolled. If yours (the attacker) is higher, the defender loses one army on the territory under attack. But if the defenders die is higher than yours, you lose one army from that territory you attacked from; put it back in your clear plastic box. If each of you rolled more than one die, now compare the two next-highest dice and repeat the process. NOTES: In case of a tie, the defender always wins The attacker can never lose more than 2 armies on a single roll. Capturing territories. As soon as you defeat the last opposing army on a territory, you capture that territory and must occupy it immediately. To do so, move in at least as many armies as the number of dice you rolled in your last battle.remember: in most cases, moving as many armies as you can to the front is an advantage, because armies left behiind can't help you when you are attacking. Also remember you must always leave at least one army behind on the territory you attacked from. During the game, every territory must always be occupied by at least one army. Ending your attack. You may end your attack (s) at any time. If you have captured at least one territory, first take the top RISK card from the draw pile. (no matter how many territories you've captured on your turn, you may only take one RISK card.) Your last step it to fortify your position, if you wish. finally, pass the dice. Eliminating an opponent. If during your turn you eliminate an opponent by defeating his or her last army ont the game board, you win any RISK cards that player has collected. if winning them gives you 6 or more cards, you must immediately trade in enough sets to reduce your hand to 4 or fewer cards, but once your hand is reduced to 4, 3, or 2 cards, you must stop trading. But if winning gives you fewer than 6, you must wait until the beginning of your next turn to trade in a set. note: when you draw a card from the deck at the end of your turn (for having one a battle), it brings your total to 6, you must wait until your next turn to trade in.



Fortifying Your Position

No matter what you've done on your turn, you may, if you wish, end your turn by fortifying your position. You are not required to win a battle or even to try to attack to do so. Some players refer to this as the "troop move." To fortify your position, move as many armies as you'd like from one (and only one) of your adjacent territories. Remember to move your troops towards borders where they can help in an attack! In moving your armies from one territory to another, you must leave at least one army behind. WINNING The winner is the first player to eliminate every opponent by capturing all 42 territories on the board.



Risk Moves

I believe that like chess, Risk should have its own moves documented and discussed so that young people will not have to suffer pathetic yorkshiremen complaining that the dice are loaded. Here are some classic RISK moves I have seen:

A-D E-K L-R S-Z

A-D

Albie's Bluff Say to the person about to attack you: If you attack me I will make it my mission to destroy you. Helpful if it actually is your mission. Works occasionally. Andrew's Gambit Build a power base on South America Ben's Initiative Take Australia, fortify Siam. The Blunder of Bally Take and hold Great Britain, whatever the cost. Biffs Patent 'Complex Irritate' This requires you to have a reputation for complaining. When the countries are initially allocated, complain that everyone else has a better deal. Upon shaking the dice to see who goes first, complain that the 1 you got was unfair, and that the person to your left always gets a 6 and thus you go last. Upon taking your go, sarcastically count up your remaining armies and say 'Oh four countries left, thats a huge bonus of three, I wonder if I can put them near each other?' Continue this repeatedly until it starts to upset everyone, a lot. Next, go quiet for a while and sulk. Hopefully people will leave you alone, enough time to create the 'Complex Irritatant Militia' You will have ruined most people's chances of winning, including your own. But you were always playing for the benefit of the game!!! Biffs Patent 'Complex Irritatant Militia' This move is based on a useless country that happens to have a path through everyones well existed continents. Cash in your sets, then plough through the borders, damaging as much as possible, irritating the other players and complaining as you go, then run out of things to do. Blitzkrieg Pincer movements should be avoided at all costs except in special circumstances, always sweep through, ensuring you leave no territory available for enemy re-inforcements behind your own front line. Move slowly if you do not have the skill for a Blitzkrieg, where you have control of a territory that borders another territory with a single border. Move in, you are not exposing yourself to further attack, but are increasing the number of territories you have.

E-K

Gandalf A honourific to those single armies that managed to take out 5 of the enemy. John's Resolution Watch the board carefully and try and work out what is going on. Johnno's Gambit Hold Africa at all costs.

L-R

The Feint of Lewis Allow yourself to be beaten to the point where you have maybe two or three countries with no more than 6 armies. Appear resolved to defeat. Go on to win the game. It is argued that this gambit only succeeds if you are Welsh. Mags' Secret Sweep The method of taking over half the board while everyone else argues about the merits of setting alliances against whoever has the most cards. Merriman's Gambit Hold and maintain control of North and South America, no matter what the cost is. The Pachanga Country Two players must round a country, so that country can be attacked only by these two players. The player who owns the country leave it with just one battalion. The other one, attacks the country (so easy) and put just one battalion again. This way, both of them have its card almost guaranteed. The countries that protect the pachanga country should be quite strong, since the others players (who have to spend more battalions in order to get their card) will join their efforts and try to break the Pachanga. The pachanga works whenever the 2 players are having problems in getting the card. If one of them is much more strong than the other, maybe he will not leave just one battalion... Sometimes, a player can negotiate more than one Pachanga with two different players, so if one pachanga is broken, he has the other. Pachangas can be also made between 3 players or more, but never between ALL the players, since there is no benefit on it. Regimenting Your Men This superstition surfaces mainly with the lateset board, where all the pieces are recognizable pieces as opposed to: * cylinders or triangles - 1s or 10s on the board so old Australia isn't on ;-) * triangles, crosses and stars (1,5s,10s) The superstition holds that without proper regimentation, all pride within the units is lost and therefore defeat is inevitable. the units is lost and therefore defeat is inevitable.

S-Z

The Approach of Si Threaten anyone who does or doesn't make a move against you. You may have to sacrifice a couple of games to make your point, but after a while people learn not to trust you. People on the other side of the world have debated on what the 'point' actually is. Answers on a postcard. Townsend's Redoubt Always keep 3 armies in Argentina if there is war in Africa and you are playing with South America as your stronghold.The Woody Factor Whoever you ally yourself to will, in the near future, attempt to wipe you off the board. The Wall Popularized during the great All Night Risk Frenzy of '88. The tactic is of building a 'Wall' of armies by holding a series of connecting countries and then placing all the armies next to each other. The whole effect has been proven to be purely psyhcological as it takes too many armies to maintain over time. Looks pretty though. The Winspear Attacking without invasion. Instead of pushing your largest army up to a border with another large army, attack to reduce the size of the army to a single (or massively outnumbered) battalion, and leave your enemy with one of his own troops between his biggest army and yours. He is unlikely to commit his reinforcements to the single battalion but will plonk them in the same territory as the majority of his forces. This gives you time to re-group, and should it become necessary, a guaranteed risk card. re-group, and should it become necessary, a guaranteed risk card.







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Special thanks to the Mac Shack! This page was last updated March 1, 1999, and is dedicated to:
Tom, Jody, "Junior", my "sister" Gail, Kevin, and the wonderful Sara, the Greatest Risk players in Seattle!