

Players can't place more than 1 troop in a space until every space on the board is occupied with at least 1 troop. Then, players take turns clockwise placing 1 troop at a time.

The player with the highest roll gets to place 1 of their troops on the board first on one of the unoccupied spaces. Once each player has received their starting troops, everyone rolls a die. Subtract 5 troops from each player's starting army for each additional player.

If you're playing with 2 players, each player starts with 40 troops. Each infantry piece counts as 1 troop, each cavalry piece counts as 5 troops, and each artillery cannon represents 10 troops. There are 3 unique units that make up an army and represent different numbers of troops. Then, each player chooses a color for their army. To set up the game, lay out the board, which features 6 continents divided into 42 countries. Risk is a fun board game where players try to conquer continents and wipe out their opponent's armies. 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.This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Move left to South America, cut through North America and move to Asia through Alaska. Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia and Europe are fighting each other to expand. Move down to South America, cut through Africa and move up. Begin in North America, fortify it against Europe and Asia. Build troops and move up through Asia when it begins to weaken. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Start in Australia and hold control of it. X Research source Other strategies around continents include: For example, conquering small continents is an advantage because they have fewer territories and are easier to control. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents. Note: if the amount of armies you would receive at the beginning of your turn is less than three, round up to three.You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America. For each continent that you completely dominate (no other enemy armies are present), you receive reinforcements. Owning all the territories of a continent.If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in. For the first set of cards you turn in, you receive 4 armies 6 for the second 8 for the third 10 for the fourth 12 for the fifth 15 for the sixth and for every additional set thereafter, 5 more armies than the previous set turned in. all three cards have artillery pictures) or all three types of armies (soldier, cavalry, artillery). Cards can be turned in when you have a three of a kind (e.g. For example, if you had 11 countries, you would receive 3 armies if you had 22 countries, you would receive 7 armies. For every three countries, the player gets one army. The number of armies is determined by: X Research source At the beginning of each turn, players receive more armies. Get your new armies at the beginning of each turn.
