Risk
Board Games · 12 specs
Direct Answer
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.
Source: Hasbro Official Risk Rules (Classic Edition) · Last reviewed Aug 28, 2026
Specs
| 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 |
Turn Sequence & Troop Reinforcements
Each player's turn consists of three distinct phases in order:
- Receive & Place Armies: - Territory Troops: Count total occupied territories and divide by 3 (rounded down, minimum 3 armies). - Continent Bonus: Extra armies awarded if you control all territories in a continent. - Turn in Cards: Play a matched 3-card set for escalating armies.
- Attack: Declare attacks from adjacent territories holding at least 2 armies.
- Fortify (Free Move): Move any number of armies from one territory to another connected territory through your own continuous borders.
Combat Resolution & Dice Rules
- Attacker: May roll up to 3 red dice (must have 1 more army on territory than dice rolled).
- Defender: May roll 1 or 2 white dice.
- Matching: Compare highest die against highest die, then second-highest against second-highest.
- Defender Advantage: On every exact tie, the DEFENDER wins and the Attacker loses 1 army.
Card Sets & Turn-In Values
A player earns 1 Risk card at the end of their turn if they captured at least 1 territory. Cards show an Infantry, Cavalry, or Artillery symbol:
- Valid Sets: Three of the same symbol, or one of each of the three symbols, or any two symbols + a Wild card.
- Fixed Scale: Sets turn in for escalating values: 1st Set = 4 armies, 2nd = 6, 3rd = 8, 4th = 10, 5th = 12, 6th = 15, and +5 for every subsequent set.
- Mandatory Turn-In: A player holding 5 or 6 cards at the start of their turn MUST play a card set.