Risk board game description




















The Risk board game was created in and was designed by Albert Lamorisse who was a French Filmmaker although it was officially released on a global scale in It has become one of the biggest selling games in the world and is predominantly aimed at those players who enjoy playing a strategy based game but it can be played by families. Epic Risk Shelf. The game is aimed at a number of groups of players including families and strategy based players. For those who enjoy a strategy war based game, it is a great game that will certainly fulfill their desires.

Risk is a board game that does require an element of skill although it is a game that is suited for younger players also, so there is not a huge amount of complexity to it.

Game play starts with the player who placed the first army. Mission cards are used for a special game mode and should be separated from the Risk cards and set aside for normal play.

Each turn consists of three parts: placing armies, attacking, and one free move at the end of your turn. Placing Armies — At the beginning of your turn, count the total number of territories you own and divide by three. This is the number of additional armies you will receive for territory ignoring fractions.

If the number of territories divided by three is less than three, you receive three armies instead. Add the value of any continents you fully control, and play bonus cards if you need or want to and add them to this total to give you the number of troops you receive this turn troops must be placed in the turn they are received.

Bonus cards may only be played in sets at the beginning of your turn or as drawn if you have more than five in your hand. Sets include one of each card type infantry, cannon, cavalry , or three of the same kind. Wild cards may be used to form set or variety turn ins infantry, cannon, cavalry. If you own a territory that is shown on the card set you turn in, you also receive an immediate two free infantry placed on that territory. After the sixth set, each set afterwards is worth an additional 5 more from the previous total.

After placing your armies you may declare attacks. You may only attack territories adjacent to your own where your territory contains two or more armies. You may attack with any number of armies except for one, which must remain to defend your territory. Your territory has 5 armies and the enemy territory has 3. You may attack with up to 4 armies, the 5th may never be used to attack as no territory can be left undefended.

You must declare up to three armies to attack with on a single round, and if you successfully win the territory you must move at least as many armies as you declared attackers, and any number greater than that, so long as at least one army is left to defend the original territory. During your turn, you may attack as many times as you wish over as many rounds as you wish, even if you are attacking from a territory you just conquered.

After you are done declaring attacks, if you successfully conquered one territory you may draw one risk card. You may only draw one risk card per turn. Defenders use up to two white dice to defend against up to three attacking red dice. Attackers declare up to three troops to use on their attack with each troop represented by a die.

Defenders use two dice if they have two or more troops, but only one die if they have a single troop. Attackers roll first, defenders roll second. The two highest die in both rolls are used, with the highest of each roll being matched against the highest of the other roll. Ties go to the defender with each losing roll defeating 1 troop. Rounds continue until all defenders are defeated, the attacker runs out of troops they can attack with, or the attacker decides to withdraw.

Each player loses 1 troop. Defender loses two troops. Attacker loses two troops. At the end of your turn you may reinforce one territory that you own from another adjacent territory that you own. This item must be returned within 90 days of the in-store purchase, ship date or online order pickup. See return policy for details. See the return policy for complete information.

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With photos. Had so much fun battling with the family 5 out of 5 stars. Steve - 17 days ago , Verified purchaser. Picked this game up Christmas Eve as a last min gift. We started playing Christmas night and ended up spending 4hrs playing it out. Loved the time together and to watch and listen to all the strategies each person was using to win. Helpful Not helpful Report review. Favorite 5 out of 5 stars. Mary - 1 month ago , Verified purchaser. Has been a game favorite in our family for decades!

I did like it much better when the little troops were wooden squares though instead of the plastic ones! Bday present 5 out of 5 stars.

Bugaboo - 9 months ago. Ordered and in less then 2 hrs was able to pick up from my car. Mel - 11 months ago , Verified purchaser. These additions added a new element of complexity to the game whilst still maintaining accessibility to new players.

Game Board: The Risk game board is simply a map of 6 continents divided into 42 territories total. Each continent is a depicted with a different color and each contain 4 to 12 territories within its borders. The numbers along the bottom or southern edge of the board indicate the number of armies you will receive for a set of cards you trade in. The game starts with infantry pieces, however later in the game you may trade these pieces for Cavalry or Artillery or Calvary for Artillery according to their respective values above.

Cards: There are 42 Cards, each marked with a territory and a picture of Infantry, Cavalry, or Artillery. Remove Secret Mission cards if not playing that variation. Risk requires planning before the game can begins. Initial placement of armies determines battles later in the game.

To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly. Classically, players got 50 armies each.

However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies.

These are defensive armies for both players only and never used for offense. When one player attacks the neutral country, the other rolls the dice for that country. Successfully winning battles depends on careful planning and bold moves.

To win you must attack when the time is right while fortifying your defenses.



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