# item.guide
Side-by-Side Comparison Board Games

Checkers vs. Risk

Comparing 2 standards across 20 specifications. 20 key differences identified.

Comparing:
Checkers
Risk

Checkers (American Checkers / English Draughts) is a two-player strategy game played on the 32 dark squares of an 8×8 board with 12 pieces per player. Official standards mandate that jumping/capturing is compulsory, pieces move forward diagonally, and reaching the back rank crowns a King, granting backward movement capabilities.

View full Checkers spec sheet →

Risk is a global conquest strategy board game published by Hasbro where 2–6 players battle for control of 42 world territories across 6 continents. Official rules govern turn troop reinforcements (Territories ÷ 3, min 3 + continent bonuses), combat dice mechanics (Attacker max 3 red dice vs Defender max 2 white dice with ties favoring the Defender), and escalating Card Set turn-ins.

View full Risk spec sheet →

Specification Comparison Table

20 Parameters
Parameter / Spec
Governing Body
WCDF / ACF
American Board Size
8 × 8 (32 playable dark squares) 12 pieces per player
International Board Size
10 × 10 (50 playable dark squares) 20 pieces per player
Mandatory Capture Rule
Compulsory (Must Jump) WCDF tournament standard
Multiple Jump Rule
Must continue jumping in sequence if available
King Crowning Rank
Opponent's baseline (Row 8 / Row 1) Turn ends on crowning
American King Movement
1 square diagonally forward or backward
International Flying King
Moves/jumps any distance along diagonal 10×10 International only
Governing Publisher
Hasbro
Total World Territories
42 territories across 6 continents
Total Continents
6 Asia, North America, Europe, Africa, South America, Australia
Asia Continent Bonus
7 armies per turn (12 territories)
North America Continent Bonus
5 armies per turn (9 territories)
Europe Continent Bonus
5 armies per turn (7 territories)
Africa Continent Bonus
3 armies per turn (6 territories)
South America Continent Bonus
2 armies per turn (4 territories)
Australia Continent Bonus
2 armies per turn (4 territories)
Minimum Turn Armies
3 armies (Territories ÷ 3, rounded down)
Combat Dice Advantage
Defender wins all ties highest matching die rolls
Card Set Turn-In Scale
4, 6, 8, 10, 12, 15 (+5 each subsequent) armies