Risk

Risk box art

Game Stats

  • Year: 1957
  • Players: 2-6
  • Duration: 120-180 minutes
  • Complexity: Medium
  • Age Range: 10+
  • Status: Wishlist

Overview

Risk is the quintessential game of global conquest, first published in 1957 (as La Conquête du Monde) and refined by Parker Brothers/Hasbro into the version most players know today. On an abstracted world map divided into 42 territories and 6 continents, 2 – 6 commanders build armies, forge alliances, and wage dice‑driven battles to eliminate opponents and control every territory. Classic Risk marries straightforward area‑control mechanics with tense diplomacy: treaties, betrayals, and surprise offensives are every bit as important as lucky rolls. Its simple ruleset, high player interaction, and dramatic swings of fortune have made it a mainstay of family game nights and strategy enthusiasts alike for decades.

Components

  • Tri‑fold world game board (42 territories across 6 continents)
  • 56 Risk cards (42 territory cards + 2 Jokers + 12 Secret Mission cards in modern editions)
  • 5 or 6 complete armies (color sets of Infantry, Cavalry = 5 Infantry, Artillery = 10 Infantry)
  • 5 dice (3 red attacker dice, 2 white defender dice)
  • Cardboard or plastic war crates/trays for component storage (varies by edition)
  • Rulebook

Setup

  • Choose a color and take all matching army pieces. Place one Infantry on the 0 space of the score track if your edition has one (optional for classic Risk).
  • Determine initial territories: either deal all 42 territory cards evenly, then place one Infantry on each owned territory, or use the faster "free placement" or "draft" methods described in the rulebook.
  • Claim extra starting armies (based on player count) and deploy them, one army at a time, onto any territory you already control.
  • Shuffle the Risk cards to form a draw deck; set dice and spare armies nearby. Choose a starting player at random.

How to Play

  • Reinforcement Phase: Receive new armies: ⌊(controlled territories ÷ 3)⌋ (min 3) + continent bonuses + traded‑in Risk card sets (if any).
  • Attack Phase (optional): Declare attacks from a territory you own to an adjacent enemy territory. Roll up to 3 red dice (attackers) vs. up to 2 white dice (defenders); compare highest pairs to resolve casualties. Continue attacking as desired.
  • When you conquer at least one territory, draw one Risk card at turn's end (if eligible).
  • Fortify Phase: Move any number of armies from one owned territory to an adjacent owned territory (or along a connected path, depending on house rules/edition).

Why You Might Enjoy It

  • Timeless "dudes‑on‑a‑map" excitement with epic sweeps of fortune and dramatic last stands.
  • Negotiation & treachery—alliances form and shatter, adding social depth to simple mechanics.
  • Scalable length & variants—play classic domination, faster Secret Mission, or incorporate expansions for fresh twists.
  • Accessible rules yet plenty of opportunity for clever tactical play.

Expansions

References