To occupy every territory on the board and in so doing, eliminate all other players.
Suitability
- Adults and children over the age of 8 years.
- Requires 3 to 6 players.
- Each player requires a separate computer.
- The playing board is displayed on the left of your screen.
- Armies are displayed in rectangular boxes.
- The number in the box indicates the number of armies stationed in that region.
- The colour of the box depicts the occupier of the region.
- The dashboard is to the right of the playing board.
- The table at the top of the dashboard contains status information.
- Row1 contains:
- headings for the row below.
- Row2 contains:
- A timer indicating the duration of the game so far.
- The name of the persons whose go it is. This is in green when it is your go, red otherwise.
- Row3 contains:
- Instructions given to the players.
- The next few rows contain selectors and buttons through which the player interacts with the game.
- The player may be asked a question: such as, 'Do they want to launch an attack'.
- The player may select the region from which they want to attack. etc.
- The player may be required to click the beaker to enable the rolling of the die.
- Finally in the dashboard, the unallocated deck of cards and any cards owned by the player are shown. These are shown three to a row.
- The unallocated deck is shown face down in the first column of the first row.
- The cards a player owns are shown face up.
- If you cannot read the name of a particular region, press down a mouse button when the mouse pointer is over the rectangular box representing the armies in that region. The name of the region will be displayed in the third row of the dashboard. Note: move the pointer off the army before releasing the mouse button, otherwise in certain circumstances you may have selected that region.
- Following the scheduling of the game, each player will receive an email informing them that they have been invited to play risk.
- At the time the game is due to start each player clicks the first link in the email.
- To commence the game the click the start button, if all players have not arrived, they are shown the state of presence.
- When all players have arrived, each player is invited to select a colour. They may have to repeat their selection if the colour they select has already been selected.
- The computer randomly chooses the player to start.
- Play proceeds in a clockwise direction.
- At the start of your turn you can add to the number of armies you have. The number of armies you can add depends on 3 factors which are added together:
- The number of regions that you own is divided by 3 and then rounded down to the nearest integer.
- For each continent that you own all the regions, you get a bonus number of armies. The bonuses are as follows: North America 5, South America 2, Europe 5, Africa 3, Asia 7 and Australia 2 armies. (As a reminder these bonuses are displayed on each edge of the board).
- If you have an appropriate set of playing cards, you can redeem these for extra armies.
- The valid sets are 3 cannons, or 3 horse-soldiers, or 3 foot-soldiers, or a cannon and a horse-soldier and a foot-soldier, or a wild card and any two other cards. A wild card contains a cannon and a foot-soldier and a horse-soldier.
- The number of extra armies depends on the number of sets previously redeemed in the game. The first set redeems 4 armies, the second set 6 armies, the third set 8, the fourth set 10, the fifth set 12, the sixth set 15. For each set after this an additional 5 is added to the number redeemed for the previous set. So that the seventh set would get 20 armies etc.
- You can only add armies to regions you occupy. You add armies one at a time by clicking on the army/armies that currently occupy the region to which you want to add.
- The player is then asked if they want to make an attack.
- If they answer no, their turn ends and play passes to the next player.
- If they answer yes, they get to:
- Select the region they want to attack from
- Select the region they want to attack.
- If they have more than two armies stationed in the region they want to attack from, they can specify how many armies they want to use in the attack. This can be 1, 2 or 3 subject to the requirement that at least 1 army remains in the region from where the attack is launched
- The number of armies they attack with gives the number of die they shake to determine the outcome of the attack
- The owner of the defending region simile gets to determine how many armies they defend with; they are restricted to at most 2 armies.
- The outcome of the attack is determined by the die cast.
- If the defender throws one die, then if any of the attacker's die are greater than the defender's then the attacker is successful. Otherwise, the defender is successful (Note: if they are equal the attack fails. If the attack is successful the defender loses one army otherwise, the attacker loses one army.
- If the attacker rolls at least two die and the defender rolls two dies, then two armies are at risk. The fate of the first army depends on the highest die each opponent rolls. The fate of the second army depends on the 2nd highest score of the attacker when compare against the lowest score of the defender.
- If the attacker rolls one dice and the defender two die then, the highest die of the defender is compared with the attacker's dice to get the outcome. Both players have one army at risk and if the attacker rolls the highest then the defender loses an army, otherwise the attacker loses an army.
- If as the result of an attack, a region is captured (i.e. the defender has no more armies in that region). The captor needs to occupy the region.
- The attacker occupies a region by moving armies into the region.
- They must move all the armies they used in the attack.
- They have the option of moving additional armies from the region that mounted the attack, but they must leave at least one army in the region from where the attack was launched.
- On the completion of an attack, the attacker has the option of mounting a subsequent attack providing they have the resources to do so.
- On a single turn a player can make as many attacks as he wants, provided that they have at least two armies in one region.
- A player's turn ends whenever they decide that they want to make no more attacks or when the player no longer has at least 2 armies in a single region.
- If during your turn you captured a region, you will be given a playing card from the deck of unused playing cards.
- The card is displayed in your dashboard.
- Once you have at least 3 playing cards, you may be able to form a valid set of cards, which at the start of your turn can be exchanged for extra armies.
- The valid sets are 3 cannons, or 3 horse-soldiers, or 3 foot-soldiers, or a cannon and a horse-soldier and a foot-soldier, or a wild card and any two other cards. A wild card contains a cannon and a foot-soldier and a horse-soldier.
- The number of extra armies depends on the number of sets previously redeemed in the game. The first set redeems 4 armies, the second set 6 armies, the third set 8, the fourth set 10, the fifth set 12, the sixth set 15. For each set after this an additional 5 is added to the number redeemed for the previous set. So that the seventh set would get 20 armies etc.
- The card is displayed in your dashboard.
- You are entitled to a free move.
- A free move allows a player to move one or more armies from a region they occupy to a neighbouring region which they occupy.
- If they answer yes, they get to:
- Specify the number of armies you want to move.
- You must always leave at least one army in the region from which you are moving armies
- Free moves are usually used to move armies to more strategically advantageous regions.
- Play now passes to the next player.
- When a players last region is captured, the player is eliminated from the game.
- The player who does the eliminating, takes any playing cards the eliminated player has.
- These cards can be immediately swapped for armies.
- It may be the case that more than one set are exchanged.
- The player must exchange sufficient sets to reduce his card holding to at most 4.
- The player who occupies every territory on the board by eliminating their last opponent wins the game.