RISK RULES
Risk is a war game where the main objective is to conquer the world by occupying every territory and eliminating all opponents. The board is divided into 42 territories and six continents. Each continent has 4 -12 territories and its own unique color. The rest of the paraphernalia consists of six sets of miniature armies, Risk Cards and six dice.
Risk is based on military campaign strategies. With the roll of the dice, the players start with occupation of territories and then take turns to initiate battles. Each battle has three parts – deployment of the army, attacking the opposition and fortification of territories held.
Armies are allocated to territories controlled by each player who then attack neighbors in order to conquer them. The result of these battles is decided by rolling of the dice. The player with the higher roll of the dice is the winner and opposing player must remove one army from the territory. Players can reinforce their armies at the beginning in two ways. A player can receive additional armies based on the territories under their control or by collecting cards from the deck. At the end of turn, every player can move any number of armies from one territory he controls into any one neighboring territory he already occupies, with the caveat that he leave at least one army in each territory.
In most games one player will win once he has conquered all the territories and eliminating all other players. Since this outcome is more or less predictable and more often long and drawn out, some versions demand a different conclusion in order to win. Some rules specify a lower winning target, say 30 or 35 territories, or give a secret, mission to each player at the beginning of the game, which they must accomplish. The secret mission may include gaining control of all territories in two or three specified continents, eliminating another specified player and so on. Obviously, the first player to complete his mission successfully wins the game.


