Tabletop games
Risk
HasbroAlbert Lamorisse, Michael I. Levin1959
- players
- 2–6
- minutes
- 120
- years
- 10+
In the box
1 world map of 42 territories · Armies in 6 colours · 44 cards: 42 territories and 2 wild cards · 5 dice
Official rules (PDF, publisher's site)
Box details
- Designers
- Albert Lamorisse, Michael I. Levin
- Publisher
- Hasbro
- Mechanics
- Area MajorityArea MovementDice RollingHand ManagementIncome
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
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The basics
Each player tries to control territories, to conquer the world or complete a secret mission depending on the version. On your turn, receive reinforcements according to your territories and continents, attack neighbouring territories with dice if you wish (up to three for the attacker, two for the defender, ties going to the defender), then make one move of armies. You win by occupying all 42 territories in the classic game, or by completing your secret mission in the mission version.
Checked against the official rules · October 2026
The rules, step by step
Setup
2 to 5 players, 42 territories, 25 to 35 armies each
- Two to five players in the current edition. Each player gets 35 armies with three players, 30 with four, 25 with five. Older boxes have six armies: with six players, 20 armies each.
- The 42 territories are shared out among the players, who place their first armies on them: by dealing out the cards in the mission version, or by picking them one at a time, in turn, in the classic game.
- Each player then reinforces their positions in turn, one army at a time, until their reserve runs out.
- With two players, a neutral army is added: each side, the neutral one included, gets 14 territories and 40 armies.
How to play
Reinforce, Attack with dice, 1 move of armies
- A turn has three phases: reinforce, attack, fortify. The last two are optional.
- Reinforcements depend on the number of territories held, divided by three, with a minimum of three.
- You attack a neighbouring territory, or one linked by a sea line, from a territory holding at least two armies: one must always stay behind.
- The attacker rolls up to three dice, the defender up to two: compare the highest, and ties go to the defender.
- A territory emptied of defenders is conquered, and the surviving attacking armies move in. Conquering at least one territory during your turn earns you a card, just one.
- Eliminating an opponent gives you all their cards; with six cards or more, you trade in sets at once until you hold four or fewer.
- Finish with a single move of armies, from one of your territories to another linked to it by a chain of your own territories, leaving at least one army behind.
Scoring
Continent: 2 to 7 armies, Sets: 4, 6, 8… armies
- The counter tracks the number of territories held at the end of each turn.
- Holding a whole continent at the start of your turn earns extra reinforcements: 2 for Australia and South America, 3 for Africa, 5 for Europe and North America, 7 for Asia.
- A set of three cards (three matching symbols, three different ones, or two plus a wild card) is traded in at the start of your turn: 4 armies for the first set traded in the game, by any player, then 6, 8, 10, 12, 15, and five more for each set after that. With five or six cards in hand, you must trade.
- If one of the cards traded in shows a territory you occupy, you place two extra armies there.
End of the game
Total domination, Or mission completed
- In the classic game, play until total domination: the first to occupy all 42 territories wins.
- In the mission version, for three to five players, each player draws a secret mission and wins as soon as they complete it, by revealing it.
- With two players, the neutral army never attacks and receives no reinforcements; you win by eliminating your opponent.
- In Capital Risk, each player chooses a headquarters: the first to capture everyone else's while keeping their own wins.
House rules and pitfalls
Ties on the dice always go to the defender: attacking on equal terms is a losing game in the long run.
- Ties on the dice always go to the defender: attacking on equal terms is a losing game in the long run.
- Australia has only one border to defend: it is the most profitable continent early in the game.
- Older editions had six armies and limited the final move to two adjacent territories.
Going further
Frequently asked questions · Rules on video · In the same family
Frequently asked questions
How many armies do you get per turn in Risk?
The number of territories held divided by three, rounded down, with a minimum of three. Add continent bonuses, and the cards traded in as sets of three.
Rules on video
Videos in French, hosted on YouTube.