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Q&A for How to Play Risk
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QuestionOnce you own a continent, when do you place your extra troops?This answer was written by one of our trained team of researchers who validated it for accuracy and comprehensiveness.wikiHow Staff EditorStaff AnswerPlace your extra troops at the beginning of your turn when you first gain them.
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QuestionWhen does a turn actually end? Or is it up to to the player?This answer was written by one of our trained team of researchers who validated it for accuracy and comprehensiveness.wikiHow Staff EditorStaff AnswerYour turn ends as soon as you move your troops to fortify your territory, but you can attack as many times as you want.
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QuestionIf I attacked from Great Britain to Scandinavia and lost, could I then attack from West Africa to Brazil?Community AnswerYes. You can make as many attacks as you want each turn regardless of whether the previous attacks were successful or not.
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QuestionWhen I exchange a risk card with an army, where does the risk card go?Community AnswerThe card goes to the bottom of the deck.
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QuestionHow do I attack with cavalry in Risk?Community AnswerCalvary pieces simply act as placeholder for 5 infantry, like a 5 dollar bill represents five singles. It just keeps the board less cluttered as the game builds up.
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QuestionHow long can I attack in one turn?Community AnswerYou can attack as much as you want until it's not possible to attack anymore.
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QuestionWhat should I do if I can't attack?Community AnswerYou should always focus on defending your border states to avoid these situations, but in the case that you cannot attack or send reinforcements, the best thing to do is to negotiate with other players.
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QuestionIf one artillery piece is attacked by one infantry piece and the attacker rolls 6 with the dice and the defender (artillery) rolls one, will the artillery piece be lost? Or should the artillery piece be replaced first by ten infantry pieces, of which one would be lost as a result?Community AnswerIf only one attack dice is used, only one infantry piece can be lost by either side. Whoever gets the lower roll (defender wins ties), that person loses the infantry piece. If only an artillery piece is physically present, it must be changed to 10 infantry (or one cavalry and five infantry), of which one will be lost. Just like making change with a 10 dollar bill.
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QuestionIf I declare an attack on territory (A) from territory (B) and do a battle, then call off the attack, can I re-declare the attack that I previously ended?Community AnswerYes. The re-declared attack is counted as a completely separate attack. It is best to view every battle as a separate attack rather than thinking of them as big attacks consisting of several battles.
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QuestionHow do I work the cavalry piece?Community AnswerThe cavalry piece (normally the horse piece) is worth 5 armies, along with artillery (the cannon) which is worth 10 armies, and the infantry unit, which is worth 1 army.
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QuestionHow long can I attack and conquer in one turn?Community AnswerAs many times as you want, just keep in mind the number of armies you have.
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QuestionWhat if the cards don't have pictures of what to put into the territories?Community AnswerAs long as your card has the name of the country on it, you don't need anything else.
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QuestionIf you attack with three infantry against one defender and lose, do you lose all three attackers - or just one?Community AnswerOne troop is lost by the loser of each match-up of dice, so if only one set of dice is matched, only one is lost.
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QuestionIs this game for kids?Community AnswerNot really, as it involves a lot of complex thinking, math and strategy. It is recommended for younger teens to adults.
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QuestionIf an attacker has 3 dice and the defender only has 2, and all three of the attacker's dice have higher numbers, does the defender have to remove 3 battalions or 2?Community AnswerThe defender has to remove two troops, since that was how many the defender started with.
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QuestionWhat piece do I start with and how do you get other pieces?Community AnswerYou usually start with infantry men at the beginning of a game. You get additional pieces by conquering the opponent's land, which leads to extra troops. This is mentioned in the rule book. Or you get cards by also conquering the opponent's land. These cards allow you to get extra troops depending on how many stars your card has.
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QuestionHow do I get a risk card?Community AnswerYou gain cards at the end of your turn. However, you can only get one if you took a territory during your turn. Therefore, try to capture at least one territory every turn if you want a lot of cards.
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QuestionDo attackers and defenders roll the dice at the same time, or does the attacker go first?Community AnswerThey roll at the same time, taking care to prevent the attacker's dice from hitting the defender's dice. An accidental "hit" could change the value of the dice.
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QuestionHow do I attack other territories connected to a territory you own by a sea lane?Community AnswerTerritories connected by a sea lane are considered connected like any other two that share a border. You may attack along these lines just as you would into any other adjacent territory.
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QuestionCan I reuse destroyed armies at the beginning of our next turn?Community AnswerWhile the pieces may be reused to represent new reinforcements, the armies they represented previously have been destroyed.
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QuestionAs the game progresses, what happens to an empty territory?Community AnswerThere should never be an empty territory. All territories are claimed before any dice is rolled. When battles do occur, the winner keeps/takes control with remaining armies.
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QuestionHow do I get Risk cards?Community AnswerIf you conquer a territory on your turn, you get to pick a Risk card at the end of that turn. Also, if you beat a player by taking out all of his armies, you get to take all his/her risk cards.
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QuestionWhat is the purpose of the different troops?Community AnswerThe different troops are simply used to lighten the board game. One infantry is worth one army, one cavalry is worth five armies, and one artillery is worth ten armies.
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QuestionIf I attack a cavalry unit with an infantry unit and win, will the cavalry unit be removed and exchanged for fewer armies?Community AnswerYes. The cavalry represents five infantry. You would "break" the cavalry into five infantry units. An artillery similarly would "break" into ten infantry, or one cavalry and five infantry. Just like making change with 5 or 10 dollar bills.
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QuestionAre the cards equally distributed among the players?Community AnswerIf you're doing the random setup by dealing cards, then cards would be equally distributed amongst players. However, note that there are 42 cards. If there are 4 or 5 players, there will be two players who would get an extra card. If this bothers you, you could leave those two last cards as unoccupied countries, and they would be handled as if someone had abandoned a territory.
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QuestionCan I make a troop move after I take my card?Community AnswerTechnically, no. Taking cards is the end of your turn. Troops must be moved before the end of the turn. If you're playing a friendly game, you can be a good sports and let each other move. If it's a competitive game, it is best to adhere to strict rules.
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QuestionWhen defeating a player and removing them from the game, are troops gained by the player who took them out?Community AnswerWhen defeating another player, you do not gain any of their armies (which have been destroyed), but you do receive any Risk cards they hold. If this takes your total to 6 or more, you must immediately turn in cards to bring your total below this number and deploy the appropriate number of armies.
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QuestionHow do I start a game of Risk?Community AnswerEveryone deploys their armies as described in the rules. Choose who goes first by rolling the dice. The first player acquires reinforcements according to countries, continents and cards. See rules. The player can attack zero or more territories as desired, according to the rules. Once done attacking, the player then moves zero or more armies. The player then draws a card.
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QuestionMy Risk game only has arrow pieces and no infantry, cavalry or artillery. How do I play in this case?Community AnswerSend one, two or three troops in to attack a territory. The number of five you get corresponds with how many troops you send in. The defender either has to match that, or choose his/her own defense number.
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QuestionDoes the attacker always win, or does it depend on how strong the unit is?Community AnswerNo, they attacker doesn't always win. There are no strong or weak units; there are simply troops that come in different numbers. The attacker keeps attacking until they either run out of troops or wish to stop, so keep your troop count in mind when attacking or defending.
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