# Risk ## General Info - **Year Published**: 1959 - **BGG Rating**: 5.6 - **BGG Rank**: #29536 - **Players**: 2-6 (Best with: 4) - **Duration**: 120 min - **Weight**: 2.06 / 5 - **Designers**: Albert Lamorisse, Michael I. Levin - **Artists**: (Uncredited) - **Publishers**: Parker Brothers, (Unknown), Alga, Avalon Hill, Barnes & Noble, Borras Plana S.A. - **Categories**: Territory Building, Wargame - **Mechanics**: Area Majority / Influence, Area Movement, Dice Rolling, Hand Management, Income, Player Elimination ## Verdict Risk is a classic wargame perfect for those who enjoy direct conflict and a dash of luck in their quest for global domination. It's a fantastic entry point into strategic gaming, offering simple rules and endless opportunities for dramatic comebacks. Simple rules, easy to learn Exciting dice-rolling combat Strategic world map conquest High player interaction and conflict Can be very long High reliance on luck Player elimination can be frustrating FOR GENRE FANS ## Description Risk! The classic that probably introduced many people to the world of strategic board games. Launched in 1959, this wargame is all about dominating the world map, with each player commanding armies to conquer territories and eliminate opponents. Each turn, you receive reinforcements, which depend on the number of territories you control, entire continents under your dominion, and exchanging sets of bonus cards. With your armies ready, the most exciting part is attacking! Combat is resolved with a very straightforward dice roll: you and your opponent roll dice, and the highest values win. It's that simple. And the best part? You can attack as many times as you wish, as far as your armies allow. If you successfully take an enemy territory, you earn a bonus card, which can be crucial for future reinforcements. After all the battles, you can move a group of armies to another adjacent territory, consolidating your defenses or preparing for the next attack. It's a game that blends luck with dice rolls, strategic positioning, and resource management (in this case, your armies and cards). The tension of seeing your armies marching across the map, the joy of conquering a continent, and the adrenaline of rolling dice to decide a battle make Risk a timeless experience. Get ready for hours of confrontations and alliances (and betrayals!) as you seek global supremacy. Who hasn't dreamed of world domination, right? ## How to Play Objective of the Game Get ready for a strategic showdown with a twist! In this version of Risk, the goal remains the classic one: world domination. However, Hassis Gaming brings a fresh, feminist perspective to the battlefield, ensuring women players have a distinct advantage. Prepare to outmaneuver your opponents, conquer territories, and strategically deploy your armies to control the entire board. Will you be the one to achieve ultimate victory and claim global supremacy? Preparation (Setup) Setting up your game of Risk is a crucial first step. Follow these instructions to get your forces ready for battle: Determine Playing Order: All women players roll one die to determine their starting order. The woman with the highest roll plays first, the second highest second, and so on. After the women's order is set, all men players roll one die to determine their starting order, following the same highest-roll-first principle. In case of a tie during any roll, the tied players roll again. Once the order is established, all players sit clockwise around the table according to their determined playing order. Choose Armies and Receive Starting Forces: According to their playing order, each player selects their army color. Players then take the following number of armies based on the total number of players in the game. Remember, women always receive 5 more armies than men: 3 Players: Women get 40 armies, Men get 35 armies. 4 Players: Women get 35 armies, Men get 30 armies. 5 Players: Women get 30 armies, Men get 25 armies. 6 Players: Women get 25 armies, Men get 20 armies. For a 2-player game, see specific rules below. Placing Armies (Standard Game): Players take turns placing their armies on territories on the game board until all armies are placed. Initial RISK Cards: After all players have finished placing their armies, each woman player receives one RISK card prior to playing. 2-Player Game Specific Setup: A third army, called the "neutral" army, is introduced. The woman player chooses its color and counts out 40 armies for it. The woman player chooses her color and receives 45 armies. The man player chooses his color and receives 40 armies. The woman player removes Wild Cards from the deck, shuffles it, and deals out three piles: 15 cards, 14 cards, and 13 cards. The woman player receives the 15-card pile, the man player receives the 13-card pile, and the neutral army receives the 14-card pile. Each player (and the neutral army) places one army on each territory shown on their cards. Starting with the woman player, each player takes turns placing 2 armies on any one or two territories they occupy, and 1 army on any territory occupied by the neutral army. This continues until all armies are placed. The woman player puts the Wild Cards back into the deck and shuffles it. The woman player takes one RISK card for herself prior to playing and plays first. The Turn of Play A player's turn consists of several phases, allowing you to acquire new armies, attack, and fortify your position. The woman player always plays first. Acquiring Armies At the beginning of your turn, you'll receive new armies based on the territories you control and any RISK cards you trade in. Based on Territories: Divide the number of territories you control by 3. For a woman, any fraction is rounded up to the higher number (e.g., 13 or 14 territories yield 5 armies). For a man, any fraction is rounded down to the lower number (e.g., 13 or 14 territories yield 4 armies). In all cases, a player receives a minimum of 3 armies if they control less than 9 territories. Trading in Card Sets: When you trade in sets of RISK cards for armies, you can earn bonus armies if the cards show territories you control. For a Woman: If a woman trades in a set of cards, she receives 2 bonus armies for each card traded in that shows a territory she controls. These 2 bonus armies must be placed on the specific territory shown on the card. She is entitled to this bonus for every set of cards she trades in during her turn. For a Man: If a man trades in a set of cards and 2 or 3 of the cards show territories he controls, he can only get 2 bonus armies for one of these territories, which he must choose and place the armies on. He is entitled to this bonus for only one set of cards traded in during his turn, and a man may never receive more than 2 bonus armies during his turn. Attacking This is where the action happens! Use your armies to conquer adjacent territories held by opponents. When attacking, both the attacker and defender roll dice. Tie Rolls: If both the attacker and defender are of the same gender, the defender wins any tie roll of the dice. If the attacker and defender are of different genders, the woman wins any tie roll of the dice, regardless of whether she is the attacker or the defender. In a 2-player game, the woman player also wins all tie rolls of the dice when attacking territories occupied by the neutral army. Fortifying Your Position At the end of your turn, you can move armies to strengthen your defenses. For a Woman: A woman may move armies from one territory to another following the "continuous chain" rule. This means she can move armies from one territory to any territory connected by a continuous chain of territories that she controls. For example, if she controls Scandinavia, Iceland, Greenland, the Northwest Territories, Alaska, Kamchatka, and Japan, she could move armies from Scandinavia to Japan through that chain. She cannot drop off or pick up armies along the way. Only one movement of armies is permitted. For a Man: A man may only move armies from one territory to an adjacent territory. Wild Cards Wild Cards introduce a unique dynamic, where men have an advantage in this specific aspect of the game. Players disclose the number of RISK cards they have, but never their contents. When a Man Draws a Wild Card: He shows it to other players and discards it. He then chooses one woman player and takes one RISK card from her at random, without knowing its contents. The contents are not disclosed to other players. If no woman player has cards or all women players are eliminated, he takes another card from the deck. When a Woman Draws a Wild Card: She shows it to other players and discards it. She must then give one of her cards to any man player of her choosing (even if he has 5+ cards, potentially allowing him to trade in 2 sets). If she has no cards, she chooses another woman player with cards (without looking at contents) to give one of her cards to a man player. The woman drawing the Wild Card still chooses which man receives it. The contents of the card are not disclosed. If no woman player has cards or all men players are eliminated, she is not allowed to take another card from the deck. This applies even if drawn during Game Setup. End of Game and Scoring The game of Risk ends when one player successfully conquers all territories on the board, eliminating all opponents. That player is declared the victor! Tips for Winning To dominate the battlefield and secure your victory, keep these strategic points in mind: Leverage the Woman's Advantage: If you're a woman player, remember you start with more armies, acquire armies more efficiently (rounding up territories), and have powerful fortification options (continuous chain movement). Use these advantages aggressively in your early game and to maintain strong defenses. Master Tie Rolls: Pay close attention to the tie-breaking rules during attacks. As a woman, you win all tie rolls against men, whether attacking or defending. This is a significant combat advantage; use it to your benefit when deciding which battles to pick. Strategic Card Play: For women, trading in card sets can yield substantial bonus armies if you control the territories depicted. Plan your attacks and territory control to maximize these bonuses. For men, be mindful of the Wild Card mechanic; it's your unique way to gain cards and potentially disrupt a woman's hand. ## FAQ ### How many players can play Risk? Risk is suitable for 2 to 6 players, making it great for groups of friends or families. The more people, the more chaotic and fun it gets! ### What is the average playtime for a game of Risk? A game can vary quite a bit, but it generally takes between 120 and 120 minutes. Be prepared for a longer gaming session, especially with more players. ### Is Risk a complex game for beginners? No, Risk is quite accessible! Its rules are relatively simple to learn, making it an excellent entry point into the world of strategic board games. The BGG weight of 2.06/5 confirms this. ### What are the main components of the game? You'll find a detailed world map, miniature armies in different colors for each player, dice for combat, and territory cards that aid in reinforcements and objectives. ### Who is Risk most suitable for? Risk is perfect for those who enjoy lighter wargames with plenty of direct player interaction, negotiation (and betrayal!), and a dash of luck. If you like the idea of world domination, it's for you! ### Is there a key strategy to win in Risk? Controlling entire continents is crucial for consistent reinforcements. Additionally, knowing when to attack and when to defend, and managing your territory cards, are vital for victory. 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