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Risk

Everybody plans at once, every round resolves together. Three maps, up to ten seats, people and computer generals.

Your cards

How to play

Everybody moves at once.

Each round, every player plans at the same time. When everybody is ready, or the round timer runs out, the round is played out together.

  1. Deploy. Your income: a third of the ground you hold (at least three), plus every region you hold whole. Click your territories to place it. Anything you leave unplaced is put on your borders for you.
  2. Attack and transfer. Select one of your territories, then a neighbour, and choose how many march. Onto your own ground it is a transfer; onto anybody else's, an attack with exactly that many.
  3. Ready. You can change your orders until the round closes.

How a round plays out

Deploys land first, everybody's at once. Then moves run one from each player in turn, in an order the dice choose each round: everybody's first move, then everybody's second, and so on. A move from ground you have lost by then is skipped; one from ground that has been thinned sends what is left. Armies that arrive somewhere stay until the next round.

Mountains

The blue ranges of snow-capped peaks are impassable: no army can enter them and no border runs across them, so a range is a wall, and the way round it is the way through. A peak standing on a territory, in its owner's colours, is only high ground.

Battles and cards

Attackers throw up to three dice and defenders two, highest against highest, the defender winning ties, until the attack is spent or the ground is empty. Take any ground in a round and you draw a card; three of a shape, one of each, or two and a wild trade for armies. Five cards trade themselves.

Build / invest tables

Income arrives as gold instead: four for every army it would have been, plus three for every city you hold. Troops cost four. A city costs thirty, the second on the same territory sixty, the third ninety, and so on; cities stand on land and pass to whoever takes the ground. Troops you bought can be dissolved for two back each. There are no cards, and whatever you do not spend carries over.

The shop

The Shop on the tables page sells looks for the site's gold: a portrait for your seat, heraldry printed over your ground and a shape for your army chips, which everybody at the table sees, and boards in other colours, which only you see. None of them changes the game.

The last player standing wins, or whoever holds the most ground when a round limit is reached. Wins count on the Risk leaderboard.

Risk

Turn your phone sideways

Risk is played in landscape, with the whole map across the screen.

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