How do territory cards work in risk




















You will have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies. Note: At any time during the game, you may trade in Infantry pieces for the equivalent in Cavalry or Artillery if you need to, or wish to.

At the beginning of each turn, calculate how many new armies you can add to your territories based on:. At the beginning of every turn including your first , count the number of territories you currently occupy, then divide the total by three ignore any fraction. The answer is the number of armies you receive. Place the new armies on any territory you already occupy. You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories.

In addition, at the beginning of your turn, you will receive armies for each continent you control. To control a continent, you must occupy all its territories at the start of your turn.

These numbers can be different depending on the version of Risk you are playing. To find the exact number of armies, look at the chart in the lower left-hand corner of the game board. At the end of any turn in which you have captured at least one territory, you will earn one and only one RISK card.

You are trying to collect sets of 3 cards in any of the following combinations: 3 cards of the same design Infantry, Cavalry, or Artillery , 1 each of 3 designs, or any 2 plus a "wild" card. If you have collected a set of 3 RISK cards, you may turn them in at the start of your next turn, or you may wait.

But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set and may trade in a second set if you have one. At the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far.

For quick reference, keep traded-in cards face down under the bottom edge of the game board to mark the value in armies of the next trade. After the sixth set has been traded in, each additional set is worth 5 more armies. Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 armies, and so on.

Thus, if you trade in the 3rd set in the game, you receive 8 armies, even if itis the first set you have traded in. Occupied territories: If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies. You must place both those armies onto that particular territory.

Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in. Tip: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. Explore Wikis Community Central.

Register Don't have an account? Risk Cards. Edit source History Talk 0. Categories Add category. Cancel Save. The game then spawned a number of variants and while it built up its popularity over several decades.

In , Hasbro released an updated version of the classic Risk board game. The newer version included more abstract, stylized playing pieces shaped as different sized arrows, which indicate the movement of forces.

The game also included for the first time cities, capitals, and major and minor objectives and rewards. These additions added a new element of complexity to the game whilst still maintaining accessibility to new players. Game Board: The Risk game board is simply a map of 6 continents divided into 42 territories total.

Each continent is a depicted with a different color and each contain 4 to 12 territories within its borders. The numbers along the bottom or southern edge of the board indicate the number of armies you will receive for a set of cards you trade in.

The game starts with infantry pieces, however later in the game you may trade these pieces for Cavalry or Artillery or Calvary for Artillery according to their respective values above. Cards: There are 42 Cards, each marked with a territory and a picture of Infantry, Cavalry, or Artillery. Remove Secret Mission cards if not playing that variation. Risk requires planning before the game can begins.

Initial placement of armies determines battles later in the game. To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly. Classically, players got 50 armies each. However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies. These are defensive armies for both players only and never used for offense.

When one player attacks the neutral country, the other rolls the dice for that country. Successfully winning battles depends on careful planning and bold moves.

To win you must attack when the time is right while fortifying your defenses. At the start of each turn, calculate how many new armies to add to your territories by considering:.



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