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Risk

A board game based on war.

Risk is a commercial turn-based strategy board game produced by Parker Brothers, a division of Hasbro. It was invented in the early 1950s by the French movie director Albert Lamorisse. Risk shares many characteristics with wargames, yet relative to other war games, it is simple and abstract. It makes little attempt to accurately simulate military strategy, the size of the world, the logistics of long campaigns or real-world luck.

Overview and most common rules
Risk is a turn-based game for two to six players. It is played on a board depicting a stylized political map of the Earth, divided into 42 territories, which are grouped into six continents. To start, each player rolls one die. The player who rolls the highest number plays first and the sequence goes clockwise. Each player in turn places an army on a territory to claim it until all territories have been claimed; following this, the players position among their territories the armies remaining from their starting number of armies (varying depending on the number of people playing; for six, each gets 20; for five, 25; four, 30; etc.).
man, the basic unit of "Risk".

The game is played by allocating armies to the territories that you control, and then attacking neighboring territories in order to conquer them. The outcome of battles is decided by rolling dice. The attacking player selects up to three armies from his/her territory to participate in the attack, with the caveat that at least one army must be left behind. The attacker rolls one die, usually red, for each attacking army. The defending player may select up to two armies to participate in the defense of the territory (including their last army), and rolls that number of dice, usually white or blue. The attacker's highest roll is then compared to the defender's highest roll. The player with the higher of the two is deemed successful, and the opposing player must remove one army from the territory. If both highest rolls are equal, the defender is deemed successful, and the attacker must remove one army. The process is then repeated with each player's second highest roll. If the attacker is using more dice than the defender, the remaining dice are ignored. If an attacker succeeds in removing the last defending army, they move any attacking armies into the conquered territory.
man which equals five units.

Players may reinforce their armies at the beginning of their turn in two ways. First, a player receives additional armies each turn based on the territories in their control. The player will receive one army for each three territories under their control, with a minimum of three per turn. Additional armies are given for controlling all territories in a continent or continents (see table below). Second, players collect cards, drawing one card from the deck on any turn during which they captured a territory. At the start of their turn, a player may turn in any sets of three identical cards, or any sets of one card of each of the three types, for additional armies. The number of armies awarded increases as sets of cards are turned in. At the end of each player's turn, they may move any number of armies from one (and only one) territory they control into one (and only one) neighboring territory they already occupy, again always leaving at least one army in each territory.

While it is possible to win by controlling all of the territories on the board (in so doing eliminating all other players), this results in a very long game with a drawn out and predictable end. Some versions of the rules specify a lower winning target (typically thirty-five territories), or allocate a random, secret, "mission" to each player at the beginning of the game. Possible missions include gaining control of all territories in two or three specified continents, or eliminating another specified player; the first player to achieve their mission wins the game.

Since playing Risk with two players is not always as engaging as games with more players, some versions of the rules recommend having some territories occupied by neutral armies to come close to the strategic value and fun of an actual three-way game.

Rules and differences
Risk was designed by Albert Lamorisse and released in France in 1957. From the pre-1959 version, Parker Brothers and Hasbro have included many different rules for the game. There are many computer and Internet versions which have different rules, and hundreds of Risk clubs which also have their own "house rules" or competition-adjusted rules. It would be unwieldy to include here all the different sets of rules, or to list every rule or goal that differs from place to place or version to version.


Source: Wikipedia


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