How many soldiers can you move in risk
The game board is a map of 6 continents divided into 42 territories. Each continent is a different color and exists of 4 to 12 territories. The numbers along the bottom southern edge of the board indicate the number of armies you will receive for a set of cards you trade in. Start the game by placing Infantry pieces. These cards are only used in the secret mission variation, else you have to remove them.
To conquer the world by occupying all territories on the board. You need to eliminate all your opponents. Select a color and, depending on the number of players, count out the "armies" you'll need to start the game. Roll one die. Whoever rolls the highest number takes one Infantry piece from his or her pile and places it onto any territory on the board, thus claiming that territory.
Starting to the left of the first player, in turn, everyone places one army onto any unoccupied territory. Continue until all 42 territories have been claimed. After all 42 territories are claimed, each player in turn places one additional army onto any territory he or she already occupies. Continue in this way until everyone has run out of armies. There is no limit to the number of armies you may place onto a single territory. Shuffle the pack of RISK cards maybe, remove the Mission cards and place the cards face down by the side of the board.
On your turn, try to capture territories by defeating your opponents' armies. But be careful: Winning battles will depend on careful planning, quick decisions, and bold moves. You will have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies. Note: At any time during the game, you may trade in Infantry pieces for the equivalent in Cavalry or Artillery if you need to, or wish to.
At the beginning of each turn, calculate how many new armies you can add to your territories based on:. At the beginning of every turn including your first , count the number of territories you currently occupy, then divide the total by three ignore any fraction. The answer is the number of armies you receive. Place the new armies on any territory you already occupy. 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. At the start of each turn, calculate how many new armies to add to your territories by considering:. Territories: At the start of each turn, including your first, count the number of territories you occupy and divide by three ignoring any remainder. The answer is the total number of armies you are to receive.
You will always have at least 3 armies even if you currently occupy less than 9 territories. Ex: if you occupy 14 territories, you get 4 armies.
Continents: At the start of each turn, you will also receive armies for each continent you control. In order to control a continent you must occupy all the territories within it. There is a chart in the lower left hand corner of the game board which defines the number of armies you receive per continent. Earning: At the end of a turn which resulted in gaining at least one new territory, you will earn at least one Risk card. The goal of Risk cards is to collect a set of 3 cards: 3 cards of same design 3 infantry, 3 calvary, 3 artillery , one of each of the 3 designs, or any 2 plus a wild card.
Full sets may be turned in at the beginning of your turn or you may wait. But, if you have 5 or 6 cards, you must trade in one set and the second one if it is full. Trading in Cards for Armies: Matched sets may be traded in for more armies based on the total number of matches traded in. For example, you cannot attack India from the Eastern United States because the territories are not adjacent. Attack any number of times from any one of your territories to any adjacent territory.
You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions. A player may decide not to attack at all during a turn, only deploying armies. Declare that you are going to attack. When you want to attack another territory, you have to declare your intentions out loud.
Decide how many armies you are going to use in your attack. Because your territory must be occupied at all times, you must leave at least one army behind. The number of armies you attack with will determine how many dice you get to roll when you square off the opponent whose territory you are defending. Roll the dice. You roll up to three red dice, depending on your troop size. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of two.
If there is only one white die, only match up the highest red die with the white die. Occupy the territory if you win it. If you successfully wipe out all of the defending armies in the area you are attacking, then will need to occupy the territory with at least as many attacking armies as used in the attack.
If you attack with three dice or three armies , you must colonize the newly-acquired territory with at least three armies, although you can choose to colonize it with more if you wish. Get a Risk Card if you can. If at the end of your attacking turn you've conquered at least one territory, then you have earned a Risk card. You cannot earn more than one Risk card for this.
Part 4. Understand that you cannot move armies around until your next attacking turn. If your territories are not well fortified, then they will be vulnerable to attack from your opponents. To keep your territories safe from attack during your opponents' attack phases, move your pieces where you want them before ending your turn.
Fortify your territories. Move your pieces to different territories at the end of your turn. It is in your best interest to move pieces to your border territories that are more vulnerable to attacks by your opponents.
There are two rules on how you can move your pieces: [18] X Research source Standard Rule : Move any number of army pieces from a single territory into an adjacent territory occupied by you. Alternate Rule : You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control. Remember to leave at least one army piece behind. In order to retain control of the territories that you are moving army pieces from, make sure that you leave at least one of your army pieces on each territory that you own.
Otherwise, you will no longer have control of the territory. Part 5. Know the three basic strategies described in the Risk rulebook. Risk is a strategy game, so it rewards players who employ tactics and who outsmart their opponents. The three pieces of strategic advice given to players by the Risk rulebook include: [20] X Research source Try to hold entire continents to get the bonus reinforcements. Your might is measured in army reinforcements, so it's a good strategy to get as many reinforcements as possible.
Watch your borders for buildups of enemy armies that could imply an impending attack. Make sure your own borders are properly fortified against enemy attack.
Cluster your reinforcements mostly along your borders to make it harder for enemies to penetrate your territory. Attack as much as possible early in the game. One way to improve your chances of winning is to go on the offensive right away and attack your opponents every chance that you get.
This strategy will help you to gain more territories quickly, which will give you more armies to work with at the beginning of your turns. Attacking often will also take armies away from your opponents, so they will have fewer armies to work with.
Eliminate weak players with lots of Risk cards. Eliminating weak opponents with plenty of Risk cards has two benefits: it gets rid of an enemy as well as netting you extra cards. Learn the continent theories. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents.
For example, conquering small continents is an advantage because they have fewer territories and are easier to control. Start in Australia and hold control of it. This will give you two extra reinforcements per turn, and it can only be accessed by one territory.
Build troops and move up through Asia when it begins to weaken. North America Theory. Begin in North America, fortify it against Europe and Asia. Move down to South America, cut through Africa and move up. This operates on the assumption that Asia and Europe are fighting each other to expand.
Africa Theory. Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Try not to begin in Asia; it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.
Use a defensive strategy to hold onto a cluster of countries that fall across several continents. Instead of attacking as much as you can, you might choose to defend your borders and build up your troops.
While you will not receive the continent bonus of armies at the beginning of your turn, having strong defenses will make it harder for your opponents to attack you and win. Create allies. While this isn't outlined as a "rule" in the official book, you may benefit from creating agreements with players to help each other and take out other players. Just keep in mind that you will eventually need to attack each other.
A sample agreement might be something like, "Neither of us will expand into Africa until Alexander is out of the game.
You can make as many attacks as you want each turn regardless of whether the previous attacks were successful or not. Not Helpful 13 Helpful Not Helpful 7 Helpful Calvary pieces simply act as placeholder for 5 infantry, like a 5 dollar bill represents five singles. It just keeps the board less cluttered as the game builds up. Not Helpful 9 Helpful You can attack as much as you want until it's not possible to attack anymore. Not Helpful 19 Helpful You should always focus on defending your border states to avoid these situations, but in the case that you cannot attack or send reinforcements, the best thing to do is to negotiate with other players.
Not Helpful 14 Helpful If one artillery piece is attacked by one infantry piece and the attacker rolls 6 with the dice and the defender artillery rolls one, will the artillery piece be lost? Or should the artillery piece be replaced first by ten infantry pieces, of which one would be lost as a result? If only one attack dice is used, only one infantry piece can be lost by either side. Whoever gets the lower roll defender wins ties , that person loses the infantry piece.
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