RISK Game Guide for Players
RISK Game Guide for Players
In RISK, the goal is simple: conquer your enemies’ territories by moving your troops
in and engaging in battle. Depending on the roll of the dice, you will either defeat your HELPFUL HINTS AND STRATEGY
enemy, or you will be defeated. If you defeat all of your enemy’s troops in a territory, In all the RISK games, keep these four strategy hints in mind as you play:
you have conquered that territory and are one step closer to global conquest.
OBJECT OF THE GAME 1. Conquer whole continents: you will 4. No matter how many troops you
earn more troops that way. receive at the start of your turn,
To capture allHOW
opposingTO USE while stillThere
Headquarters, controlling yourways
own to
Headquarters.
are four play: 2. Watch your enemies: if they are deploy them carefully, either to
prepare for an attack or to defend
THIS GUIDE building up forces on adjacent
Secret Mission RISK (page 5) against one. It is good military
If this is your first time playing territories or continents, they may be
RISK and you want to know all Classic RISK (page 12) is the same planning an attack. Beware! strategy to move your troops to the
Next, the game begins. Gameplay front, heavily fortifying territories
the details, start on page 3. as Classic
RISK forRISK, with these
2 Players exceptions:
(page 13) 3. Fortify borders adjacent to enemy that border enemy territories.
If you want to jump right in • If you capture territories for better defense if a
and start playing, go to page 5.
Capital RISKan opposing
(page 14) neighbor decides to attack you.
Headquarters, place the Headquarters
card you’ve won faceup in front of you
to prove you’ve captured it.
• If at any point your Headquarters is
captured by an opponent, you are not
FREQUENTLY ASKED QUESTIONS
eliminated from the game. Simply
give your card to that opponent, and Q. What exactly is an attack? spread out and vulnerable you’ll be.
continue playing. A. An attack is one or more battles After all, the more territories you
fought to capture one or more occupy, the fewer the number of
• You may not use a Headquarters card troops you’ll be likely to have on
as part of a matched set of cards. It’s territories on a turn. An attack
starts when you first roll the dice each one. This might make it easier
a good idea to keep all Headquarters for your opponents to capture your
cards in a separate pile from the other and ends when you decide to stop,
maneuver if necessary, and pass territories and perhaps eliminate you
cards you receive during the game so from the game.
you don’t confuse them. the dice to your left.
Q. How long may I attack on a turn? Q. What if I run out of troops?
WINNING
A. On a single turn, you may, if you A. You may use troops of another
To win, be the first player to capture all opposing Headquarters (while still in color or slips of paper to keep
control of your own Headquarters). wish, attack any adjacent territories
as long as you like, provided you track of your army disbursements.
have at least two troops in the Q. How many territory cards can I win
territory you are attacking from. on a single turn?
Q. When should I stop attacking and A. No matter how many territories
end my turn? you capture on a turn, you get only
A. To win, you must attack and conquer one territory card at the end of that
territories. However, this does turn. However, when you take over
not mean you should attack every a defeated player’s territories, you
CONTENTS: Gameboard • 5 armies with 40 Infantry, 12 Cavalry, and 8 Artillery each adjacent territory on every turn. The collect all that player’s cards.
Deck of 56 RISK cards • 1 card box • 5 dice • 5 war crates longer you attack, the more troops
you may lose, and therefore the more
2 15
OBJECT
OBJECTOF
OF THE
THE GAME
GAME
OBJECT OF THE GAME
Be the firstyour
Eliminate player to complete
opponent the Secret
by capturing allMission
of his ordescribed on your Secret Mission card.
her territories.
Eliminate all of your opponents and occupy every territory on the board.
SETUP
HOW TO PLAY
3. Once all 42 territories have been 1.
1.First
You have eachopponent
and your player select
eachan army.
select 4. After every territory on the board has
Then count
an army. out either
Then how many
of youtroops each
selects a been claimed, you and your opponent
claimed, each player takes turns placing
player gets to start the game, depending
third army color to be “neutral.” Once take turns placing your remaining
one additional Infantry onto any
on howarmies
three manyhave
people areselected,
been playing. set troops: place two troops onto any one
territory he or she already claimed. This
continues until everyone has run out aside 40 Infantry pieces from each. or two of the territories you occupy,
Infantry Cavalry of their initial Infantry
Artillerypieces. (Note: These will be the troops you use to until you have run out of your initial
there is no limit to the number of troops start the game. 40 Infantry pieces. Then, take turns
2 “WILD” CARDS you can place onto a single territory. 2. Remove the Secret Mission cards and placing one neutral troop onto any
Each marked with all three You
troopcan
images
place many on one territory, the two “wild” cards. Then shuffle and neutral territory you want, placing
and only a few on your other territories. deal the remaining cards, facedown, it to block your opponent’s possible
Like many things in RISK, it’s all up into three equal piles: one for you, one advance. Continue this until you have
to you.) for your opponent, and one for the used all of the neutral army’s initial 40
Infantry pieces.
4. Next, shuffle the deck of territory neutral army. Each player, including
cards (don’t forget to remove the the neutral army, should receive 14 5. After all three sets of 40 Infantry
Secret Mission cards) and place them, cards. pieces have been placed on the board,
facedown, by the side of the board. 3.Next,
2. Next,elect
placeone
oneplayer
of your
to Infantry
be the onto
return the two “wild” cards to the
deck, shuffle, and begin to play. The
5. Now you are ready for the first turn. each of the
General. The14General
territories
thenshown on the
separates the rest of the 2-player RISK game is the
Whoever placed the first troop takes the cards you received. Your opponent
12 Secret Mission cards from the rest
does same as Classic RISK.
first turn. of the the same.
deck. Then,
If there areplace
fewer one neutral
than five
Infantry onto each of the 14 territories
6. Gameplay continues as in Secret players, the General also removes the
that theMission
neutralcards
armythatreceived.
Mission RISK. However, this time, Secret refer to army
12 SECRET MISSIONthere
CARDS
are no secret missions. Your goal colors that were not chosen and places
ATTACKING
them back in the box. For example,
is to simply eliminate all other players.
Onifyour
the green armymay
turn, you wasattack
not chosen,
any territory adjacent or connected by a sea-line to one of
theown.
your General would you
Whenever removeattacktheaSecret
neutral territory, your opponent rolls to defend that
Mission
neutral card that references the green
territory.
WINNING army.
The neutral army cannot attack and never receives reinforcements during the game.
The winner is the first player to eliminate every opponent by capturing all 42 territories 3. The General then shuffles the Secret
on the board. This player has now conquered the world and is the new ruler of the globe. Mission cards and, starting to the left,
WINNING
deals one card facedown to each player.
Note: The 12 Secret Mission cards ToThe
win,remaining
be the firstSecret
to eliminate
Missionyour opponent
cards are by capturing all of his or her territories.
are used only if you are playing You do not have to eliminate the
put back in the box; no one, including neutral army. Usually, all neutral troops are eliminated
Secret Mission RISK. You will before the end of the game.
the General, may look at them. If this happens, don’t worry. Play still continues until one
remove the Secret Mission cards for
all other games.
player defeats the other.
4 13
6 11
8 9
You are trying to collect sets of three cards • If winning them gives you six or more
If you choose to attack:
in any of the following combinations: cards, you must immediately trade in
• You can sets
enough onlytoattack
reducea territory thatto four
your hand • After your initial attack, you can continue
1 each of the 3 troop designs shares a border with one of your ownisor attacking until you have eliminated
or fewer cards, but once your hand
isreduced
connected to it three,
to four, by a sea-line (a dashed
or two cards, you all opposing troops on the territory, or
line).
must Note that Alaska is connected to,
stop trading. you may shift your attack to a different
and can attack, Kamchatka. territory. You can attack as often as
• But if winning them gives you fewer
• You you like, and you can attack as many
thancan
six,attack onlywait
you must one until
territory
the at a
time, and you can attack fromtoonly territories as you like during one turn. It’s
beginning of your next turn tradeone
territory your choice.
in a set. at a time.
• You must always have at least two troops
3 cards of the same troop design any 2 of the same troop design in the territory you’re attacking from.
When you collect a set of three territory
plus a “wild” card WINNING
cards, you may trade them in at the THE BATTLE:
beginning of your next turn for new troops. The first set traded in = 4 troops
You get more troops depending on how 1.
TheFirst,
playertake
whothecompletes
number ofhis
troops
or heryou
secret mission
many sets have been traded in, regardless of The second set traded in = 6 troops want toreveals
first—and attack with, and push
the Secret them card to prove
Mission
who traded them in. (See chart to the right.) The third set traded in = 8 troops across
it—wins. the line into the defending
territory. You can attack with up to three
After the sixth set has been traded in, each Important note: in Secret Mission RISK, it is
The fourth set traded in = 10 troops troops; no matter how many troops you
additional set is worth five more troops. For possible that you will accomplish your mission with
have in a territory, you can only attack
example, the seventh set will be worth 20 The fifth set traded in = 12 troops the aid (usually unintentional) of another player. For
with one, two, or three.
troops; the eighth will be worth 25 troops, example, if your mission is to destroy all the yellow
and so on. The sixth set traded in = 15 troops An important
troops and another rule to remember:
player you can the final
actually removes
nevertroop
yellow leavefroma territory empty.
the board, thatYou must
player has helped
The blue army has attacked the yellow army’s territory
Don’t forget: “first” and “second” set, etc.,
refers to sets traded in by anyone during the youalways
complete leave at least
your Secret one troop behind
Mission. with two troops. Note that the blue army left one troop
to stand guard. behind in the original territory.
game. For example, if you trade in the third Don’t worry if you can’t remember all of the rules
set in the game, you receive eight troops, 2.
the Next,
first time you play.will
the defender Justchoose
have fun, keep
either playing,
one or two troops to defend their territory. No
even if it’s the first set you have traded in. andmatter
enjoy how
the game!
many troops they have in the territory, the defender can only defend with
Note: If you have five or six cards at the beginning of your one understand
You’ll or two. Unlike thequickly,
it very attacker,and
theevery
defender
timecan use their last troop in the battle; no
turn, you must trade in at least one set, and you may one needs to stand guard.
you play, you’ll be a little bit better. Before you
trade in a second set if you have one.
know it,Whether
Note: you willyoube
areathegenius
attackermilitary commander
or the defender, the more dice you roll, the greater your odds are of winning
For quick reference, keep the sets of whotherules
battle.the world!
However, this also increases the number of troops you may lose.
traded-in cards faceup under the edges
of the gameboard to keep track of how
3. Now the battle begins. The attacker will roll one red die for each attacking troop, and
the defender will roll one blue die for each defending troop. Both players must roll at
many sets have been traded in. (See the same time.
example to the right.)
10 7
12 5
HOW TO PLAY
1. After deploying your troops at the Next, the game begins. Gameplay is the same
beginning of the game as in Classic as Classic RISK, with these exceptions:
RISK, select one of the territories • If you capture an opposing
you’ve claimed and make it your Headquarters, place the Headquarters
Headquarters (but don’t tell anybody). card you’ve won faceup in front of you
Then, without revealing the territory to prove you’ve captured it.
you’ve chosen, find its matching Notice that some
territory card, and place it • If at any point your Headquarters is territories connect
facedown in front of you. captured by an opponent, you are not to each other by a
border, and some
eliminated from the game. Simply connect by a sea-line.
give your card to that opponent, and
2. After everyone in turn has selected continue playing.
a Headquarters, all players will then • You may not use a Headquarters card THE ARMIES
turn their cards faceup, revealing the as part of a matched set of cards. It’s There are five complete armies, each containing three types of troops:
location of their Headquarters. a good idea to keep all Headquarters Infantry (worth 1 troop), Cavalry (worth 5 troops), and Artillery (worth 10 troops)
cards in a separate pile from the other
cards you receive during the game so You’ll start the game using Infantry pieces, but as you receive more troops, you can
you don’t confuse them. save space by trading them in for Cavalry or Artillery pieces.
WINNING
To win, be the first player to capture all opposing Headquarters (while still in
control of your own Headquarters).
GAME GUIDE
10+
Consumer contact: USA and Canada: Hasbro Games, Consumer Affairs Dept.,
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TEL. 1300 138 697. Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany PLAYERS
Highway, Auckland, New Zealand. TEL. 0508 828 200. 101B740400 ® B7404