![]() ![]() You get 4 troops for your first set, and 2 additional troops for every subsequent set (until you get to 6 sets, at which point you get 15 troops). If you get 3 Risk cards with the same troop on it, 3 Risk cards with 1 of each troop type, or 2 Risk cards with a wildcard, you can trade them in for additional armies. At the end of the turn, if an attacking player successfully occupies a new territory, they draw a card from the Risk pile. If the defending player wins a roll or there’s a tie, the attacking player removes one of their troops for each roll the defender wins, or for a tie. Then, they can move any remaining troops from the space they attacked from into that new territory. If the defender runs out of troops in a territory, the attacking player then moves into the territory. If the attacking player wins both rolls, remove two of the defender’s troops. If the defender uses two troops, and the attacker only uses two troops, take the defender’s highest number of the two. Ignore the lowest die if the attacker is using 3 attacking die. Repeat this process with the next highest set of die if the attacker is using 2 attacking die. ![]() Match the attacker’s highest number die with the defender’s highest number die. The attacking player rolls dice equal to the number of attacking troops minus 1, and the defending player rolls dice equal to the number of defending troops. The defending player can defend with any number of troops, but can only receive up to 2 defending dice. The attacking player can attack with 2, 3, or greater than 4 troops, and can receive up to 3 attacking dice. You can only attack territories that border a space you occupy, and you can only use the army in the bordering space to attack. To attack, the player must declare which territory they’re attacking and with which set of troops. You can only move once a turn and can do it before or after you attack. To move, the player moves any number of troops from one territory to an adjacent territory they already occupy. Once the new troops are added, the active player can either pass, move, or choose a territory to attack. They may place them in any space they occupy to make their army bigger. This is the number of troops the players can place on the board. On a player's turn, they count the number of occupied territories they control and divide that number by 3. Then, each player rolls a die and the player that rolls the highest number goes first. Once everyone has placed all of their troops, shuffle the Risk cards and place them in a pile on the side of the board. 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. Since John’s highest die was a 4 and Jane’s was a 3, John wins the battle and removes Jane’s troop from the board. John uses 2 troops to attack and Jane has 1 troop to defend. If you rolled more dice than your opponent, ignore the extra results.If the red die is lower or equal to the white die, remove 1 of the attack troops from the board.If the red die is higher than the white die, remove 1 troop from the defending territory.Then look at the next highest die for each player until you resolve each die. Compare the die with the highest value for both the attacker and defender to see who rolled higher. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of 2. As the attacker, roll 1 red die for each of the troops you’re using in your attack. Roll the red attack dice against your opponent’s white defense dice. ![]()
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