

The highest number wins, with the defender winning in the event of a tie. The attacker's highest die number is compared against the defender's highest die.The defending player must resist the attack with one or two armies (using at most the number of armies currently occupying the defended territory) by rolling a corresponding one or two die. At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three die. Attacking is optional a player may decline to attack at all during the turn. Each dice roll determines the outcome of an individual attack, however a player may repeat this process during the attack phase of the turn, attacking any number of territories any number of times before yielding the turn to the next player. The outcomes of battles are decided by rolling dice. Also, if a player owns one or more of the territories depicted on the set of turned in cards, the player may choose one of these territories to be awarded two additional armies that must be placed in that territory.Īttacks can only be originated by the player currently having a turn, and must be launched from one of the attacker's territories, against an adjacent or sea-lane connected territory occupied by an opposing player. The first set to be turned is worth 4 reinforcements the second is worth 6 third 8 fourth 10 fifth 12 sixth 15 and for every additional set thereafter 5 more armies than the previous set turned in. The player places the armies on any of his territories. If a player has five cards before the end of his turn, he must trade in a set immediately. three cards showing one of each type of Risk unit (soldier, cavalry, artillery).three cards depicting the same unit (e.g.A set of Risk cards consists of one of the following: The player may receive armies by turning in a set of three Risk cards. Any armies gained from turning in Risk Cards.One additional army for every capital within the player's occupied territories.Continent Bonus The player receives additional armies for occupying an entire continent, equal to the continent bonus shown on the game board.If this result is less than three, round up to three armies.
Risk europe plus#
Territories and Cities formula draft armies equal to the number of occupied territories plus the number of cities in those occupied territories divided by three and rounded down to the nearest integer.The number of armies drafted is determined by summing the following several rules (official versions have varied with various editions): There are five phases to a player's turn: placing reinforcements, turning in Risk cards, attacking, fortifying, and receiving Risk cards.Īt the beginning of a player's turn, the player drafts new armies (troops) and then distributes these pieces around the board to reinforce any territory occupied by that player. After all armies have been placed the actual game begins with another roll of a die used to determine the playing order.Īn Alternate way to do this is to deal out the Risk territory cards with each person getting assigned to different Territories. For each star on the card put down a troop. Players then take turns placing their remaining armies on their territories.Players then take turns claiming territories by placing an army on an unoccupied territory until all the territories are occupied.The number of armies that begins the game depends on the number of players: 40 armies for two players: 35 armies each if three players 30 armies each if four players 25 armies each if five players and 20 armies each if six players. Each player first counts out a number of playing pieces or "armies" for initial deployment.Setting up the Risk board for play is more involved than in many other games.
