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

Go vs. Risk

Comparing 2 standards across 21 specifications. 21 key differences identified.

Comparing:
Go
Risk

Go (Weiqi / Baduk) is an ancient two-player abstract strategy board game governed internationally by the International Go Federation (IGF). Played on a 19×19 grid (361 intersections), players place black and white stones to surround territory and capture enemy stones by removing all their 'liberties', governed by standard Komi compensation (6.5 or 7.5 points to White) and the Ko rule.

View full Go 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

21 Parameters
Parameter / Spec
Governing Body
International Go Federation (IGF)
Standard Grid Size
19 × 19 361 intersections
Beginner Grid Sizes
9 × 9 (81 points) or 13 × 13 (169 points)
Standard Grid Pitch
22.0 mm (W) × 23.7 mm (L) non-square rectangle to correct viewing angle
Total Stones in Set
361 181 Black, 180 White
Standard Stone Diameter
21.5 to 22.0 mm
Komi (Japanese Rules)
6.5 points added to White (prevents draws)
Komi (Chinese Rules)
7.5 points added to White
Suicide Rule
Prohibited (Illegal) cannot play a move with zero liberties unless capturing
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