[zh-TW] Risk Complete Guide: The Classic Conquest Board Game — Territories, Dice Battles, and the World's Most Famous Strategy War Game
[zh-TW] Learn Risk — the classic world conquest board game that has defined strategy gaming for over 60 years. Master territory control, dice battle odds, continent bonuses, and why this legendary game is still played by millions.
Risk Complete Guide: The Classic Conquest Board Game
Risk is the world's most famous strategy war game — a board game of global conquest where players deploy armies, attack territories, and roll dice to determine the fate of nations. For over 60 years, it has been the defining game of territorial strategy, teaching generations about probability, diplomacy, and the art of war.
Basic Rules
Equipment
- Game board depicting a world map with 42 territories across 6 continents
- Army pieces in 6 colors (infantry, cavalry, artillery)
- 5 dice (2 red for defense, 3 white for attack)
- Territory cards (42 cards with territory names and symbols)
- Wild cards (2)
The Map
6 Continents with territory counts:
| Continent | Territories | Bonus Armies |
|---|---|---|
| North America | 9 | 5 |
| South America | 4 | 2 |
| Europe | 7 | 5 |
| Africa | 6 | 3 |
| Asia | 12 | 7 |
| Australia | 4 | 2 |
Setup
- Distribute territories — deal all 42 territory cards to players
- Players place one army on each territory they received
- Distribute starting armies based on player count
- Players take turns placing remaining armies on their territories
Objective
Conquer the world — eliminate all other players by capturing their territories.
Gameplay
Phase 1: Get New Armies
At the start of each turn:
- Base armies: Divide your total territories by 3 (minimum 3)
- Continent bonuses: If you control an entire continent, gain bonus armies
- Card sets: Turn in matching card sets for armies (values increase each set)
Card set values:
- 1st set: 4 armies
- 2nd set: 6 armies
- 3rd set: 8 armies
- 4th set: 10 armies
- 5th set: 12 armies
- 6th set: 15 armies
- Each additional: +5 armies
Phase 2: Attack
- Choose a territory you own (with 2+ armies) to attack from
- Choose an adjacent enemy territory to attack
- Decide how many dice to roll:
- Attacker: up to 3 dice (must have 1 more army than dice)
- Defender: up to 2 dice (must have armies equal to dice)
Battle Resolution
- Both sides roll dice simultaneously
- Compare the highest dice — higher wins (defender wins ties)
- Compare the second-highest dice — higher wins (defender wins ties)
- Each loss removes one army from the losing side
- Continue attacking until you stop or the defender is eliminated
- If you eliminate a defender, you must occupy with at least as many armies as dice you rolled
Phase 3: Fortify
- Move any number of armies from one territory to one connected territory
- You may only make one fortification move per turn
- This is your chance to reinforce your front lines
Territory Cards
- At the end of a turn where you captured at least one territory, draw one card
- Cards show a territory and a symbol (Infantry, Cavalry, Artillery)
- 3 of a kind or one of each can be turned in for armies
- If the territory on a card matches one you own, you get 2 bonus armies there
Strategy
1. Continent Control
- Australia (2 bonus) is easiest to hold — only 1 entry point
- South America (2 bonus) has only 2 entry points — strong defensive position
- North America (5 bonus) is valuable and defensible with 3 entry points
- Asia (7 bonus) is huge but nearly impossible to hold
2. The Diplomacy Game
- Risk is as much psychology as strategy
- Form temporary alliances to take down the leader
- Don't appear too strong — the leader gets attacked by everyone
- Table talk is a legitimate weapon
3. Dice Probability
- Attacker rolling 3 vs defender rolling 2: attacker wins ~37% of comparisons
- Attacker rolling 3 vs defender rolling 1: attacker wins ~66% of comparisons
- Always attack with maximum dice when possible
- Defend with 2 dice unless you're trying to conserve armies elsewhere
4. Choke Points
- Control narrow passages between continents
- Defend entry points to your continent with extra armies
- Territories like Iceland, Central America, North Africa are critical choke points
5. Card Management
- Don't turn in cards too early — wait for higher values
- But don't wait too long — you might get eliminated holding valuable cards
- When a player is eliminated, you receive their cards
6. Timing the Endgame
- In the late game, make decisive campaigns rather than spreading attacks thin
- Mass armies on one front for a breakthrough
- Once you start winning, momentum snowballs — don't let opponents recover
Variations
Risk: Legacy
- Permanent changes — stickers, destroyed cities, new rules
- Each game affects future games played on the same board
- Designed for 15 campaign games
Risk: 2210 AD
- Futuristic theme with naval and space commanders
- 5-turn time limit — most territories wins
- More strategic and less luck-dependent
Risk Europe
- Set in historical Europe
- Different map and city-based mechanics
- Diplomacy and negotiation focused
History
Origins
- Invented by Albert Lamorisse in 1957 in France
- Lamorisse was a filmmaker (won the Palme d'Or for "The Red Balloon")
- Originally called "La Conquête du Monde" (The Conquest of the World)
- Purchased by Parker Brothers and released as "Risk" in 1959
Legacy
- One of the best-selling board games of all time
- Over 60 years in continuous production
- Inspired the entire genre of territory control games
- Military academies have used it for strategic training exercises
- Has spawned dozens of editions and variants
Cultural Impact
- The word "Risk" is synonymous with lengthy, competitive games
- Featured in TV shows, movies, and pop culture
- Online versions have millions of players
- Annual Risk tournaments held worldwide
Statistics
- Risk uses a world map board with 42 territories across 6 continents
- Designed for 2-6 players (best with 4-5)
- 5 dice (3 attack, 2 defense)
- Starting armies depend on player count (20-40 each)
- Continent bonuses range from 2 to 7 armies
- Over 60 years in continuous production
- One of the best-selling board games ever
- Available in dozens of editions and languages
- A typical game lasts 2-4 hours (varies widely)
- Suitable for ages 10 and up
- Albert Lamorisse invented the original game
- Combines territorial strategy, probability, and diplomacy
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