How many dice in risk
They are numbered and strategically give the advantage to the user. Risk Wiki Explore. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0. Standard 6-Sided Dice Dice are used to determine which player wins a battle. For example, conquering small continents is an advantage because they have fewer territories and are easier to control.
Start in Australia and hold control of it. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Build troops and move up through Asia when it begins to weaken.
North America Theory. Begin in North America, fortify it against Europe and Asia. Move down to South America, cut through Africa and move up. This operates on the assumption that Asia and Europe are fighting each other to expand. Africa Theory. Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Try not to begin in Asia; it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.
Use a defensive strategy to hold onto a cluster of countries that fall across several continents. Instead of attacking as much as you can, you might choose to defend your borders and build up your troops. While you will not receive the continent bonus of armies at the beginning of your turn, having strong defenses will make it harder for your opponents to attack you and win. Create allies. While this isn't outlined as a "rule" in the official book, you may benefit from creating agreements with players to help each other and take out other players.
Just keep in mind that you will eventually need to attack each other. A sample agreement might be something like, "Neither of us will expand into Africa until Alexander is out of the game. You can make as many attacks as you want each turn regardless of whether the previous attacks were successful or not. Not Helpful 13 Helpful Not Helpful 7 Helpful Calvary 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. Not Helpful 9 Helpful You can attack as much as you want until it's not possible to attack anymore.
Not Helpful 19 Helpful You 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. Not Helpful 14 Helpful If 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? If 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. Not Helpful 11 Helpful If 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? 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. Not Helpful 3 Helpful The 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. Not Helpful 28 Helpful As many times as you want, just keep in mind the number of armies you have. Not Helpful 21 Helpful As long as your card has the name of the country on it, you don't need anything else.
Not Helpful 20 Helpful Include your email address to get a message when this question is answered. By using this service, some information may be shared with YouTube.
Good territories to hold are Madagascar, Japan, and Argentina, as they only have 2 points, in which means that they are hard to attack, but if they are about to be attacked you can reinforce them or the other adjacent territory. Helpful 27 Not Helpful Once you have six cards, you are required to turn them in. This is to prevent people from hoarding cards until the benefits become a lot better. Helpful 2 Not Helpful 0. There are different methods of playing, and this is only one.
There are a few other variations, including one where you choose a capital and have to defend it, and another where you are given a mission card and have to carry it out. Helpful 1 Not Helpful 1. Submit a Tip All tip submissions are carefully reviewed before being published. At the start of the game it may be tempting to pick land all over the board but it is much more effective to focus to one area.
Helpful 34 Not Helpful 6. Never thin your men out to 3 men on your borders. That is asking for a larger force to come and attack you there since it would be a weak spot. Helpful 20 Not Helpful 3. While having few borders makes a location easier to defend, it will also make it harder for you to expand from there. Helpful 24 Not Helpful Related wikiHows How to. How to. More References Co-authors: Updated: June 2, Categories: Strategy Board Games.
Article Summary X Risk is a fun board game where players try to conquer continents and wipe out their opponent's armies. In other languages Italiano: Giocare a Risiko. Deutsch: Risiko spielen. Bahasa Indonesia: Bermain Risk. Nederlands: Risk spelen. Thanks to all authors for creating a page that has been read 1,, times. More reader stories Hide reader stories. Did this article help you? Cookies make wikiHow better. By continuing to use our site, you agree to our cookie policy.
About This Article Co-authors: Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 armies, and so on. Thus, if you trade in the 3rd set in the game, you receive 8 armies, even if itis the first set you have traded in. Occupied territories: If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies.
You must place both those armies onto that particular territory. Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in. Tip: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one.
It is a an excellent military strategy to move your armies to the front, heavily fortifying territories that border enemy territories. After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture a territory by defeating all the opposing armies already on it. The battle is fought by a roll of the dice. Study the board for a moment. Do you want to attack?
If you choose not to attack, pass the dice to the player on your left. You may still fortify your position if you wish. If you decide to attack, you must follow these rules:. You may only attack a territory that's adjacent touching to one of your own, or connected to it by a dashed line. At the western and eastern edges of the board, Alaska is considered adjacent to and may attack, Kamchatka. You may continue attacking one territory until you have eliminated all armies on it, or you may shift your attack from one territory to another, attacking each as often as you want and attacking as many territories as you like during one turn.
First, announce both the territory you're attacking and the one you are attacking from. Then roll the dice against the opponent who occupies the opposing territory. Before rolling, both you and your opponent must announce the number of dice you intend to roll, and you both must roll at the same time. You, the attacker, will roll 1, 2 or 3 red dice: You must have at least one more army in your territory than the number of dice you roll.
Hint: The more dice you roll, the higher your odds of winning. Yet the more dice you roll, the more armies you may lose, or be required to move into a captured territory.
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