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Risk is a commercial board game produced by Parker Brothers, a division of Hasbro. It shares many characteristics with wargames, yet relative to other war games, Risk is simple and abstract. It makes little attempt to accurately simulate military strategy, but does, however, convey a vivid sense of how large the world is, of how expensive the logistics of long campaigns can be, and of how good or bad luck can turn the tide at crucial moments of a close-fought military campaign. It also conveys the psychology which leads nations to invest so heavily in armies to protect against their rivals.

1 Overview and most common rules

Risk is a turn-based game for two to six players. It is played on a board depicting a stylized political map of the world, divided into forty-two territories, which are grouped into six continents. To start, each player rolls one dieDie can refer to: To die is to undergo death. die is the singular form of " dice" A die is any of several mechanical devices, such as tool for pressing sheet metal, a re-usable mold for casting materials, a nut-like device for making screws, or a block wi. The player who rolls the highest number plays first and the sequence goes clockwiseClockwise can refer to: Clockwise and counterclockwise Clockwise (movie).. Each player in turn places an army on a territory to claim it until all territories have been claimed; following this, the players position among their territories the armies remaining from their starting number of armies (varying depending on the number of people playing; for six, each gets 20; for five, 25; four, 30; etc.Et cetera often abbreviated to etc. and sometimes in older texts as &c. or /c is Latin for and the others''. It is often used to represent the logical continuation of some sort of series of descriptions. For example: : We need a lot of fruit: apples, bana).

The game is played by allocating armies to the territories that you control, and then attacking neighboring territories in order to conquer them. The outcome of battles is decided by rolling dice.

Each player receives reinforcement armies at the beginning of their turn — the number of reinforcements depends on the number of territories controlled; the number of armies received is that of the total of territories dividedThis article is about the arithmetic operation. For other uses, see Division (disambiguation). In mathematics, especially elementary arithmetic, division is an arithmetic operation which is the reverse operation of multiplication and sometimes can be inte by three, discarding the remainder; at least two per turn is guaranteed. Also, bonuses are given at the beginning of one's turn for controlling all territories in a continent or continents (see table below) and for turning in sets of cards (see next paragraph). A large part of the strategic skill of the game lies in deciding how to deploy these reinforcements.

At the end of each player's turn, if he conquered at least one territory, he receives a card. These cards each show a territory and either an infantryInfantry (or Infantrymen are soldiers who fight primarily on foot, using personal weapons. They may arrive on scene in various ways, and are deployed either in formations or as skirmishers and guerillas. In the modern period, the term "infantryman" is resman, cavalryAn army unit consisting of mounted soldiers are commonly known as cavalry . Cavalry fight from the backs of their mounts, which most often are horses or camels. Infantry travelling by horse and fighting on foot are instead known as dragoons. Modern cavalrman, or cannonprojectile, or cannonball, is labelled 1. The gunpowder is labelled 2. The fuse is inserted in the hole labelled 3. A cannon is a large, smooth-bored, muzzle-loading gun used before the advent of breech-loading, rifled guns firing explosive shells. A cann; there are also two wild cardIn playing card terms, a wild card is a card that can be assigned any value its holder desires. A wild card can be a pre-assigned card, such as any 2 (deuce) or the jack of spades, for example, or a special card, usually one of the jokers. See also Wild cs, each of which shows all three soldier images. At the beginning of a player's turn, he is given the opportunity to hand in sets; a set is a group of three cards which either all have the same image or have one of each image. The player then receives a certain number of additional reinforcements. Usually, there is a progression; the 1999 Risk rulebook suggests for the first, 4 armies; the second, 6; 3rd, 8; 10; 12; 15; and continuing on by fives. This is highly variable between sets of house rules, some having other progressions, even progressions, resetting to the beginning after a certain number, or even whether cards are used at all. Also variable is the bonus given, if any, for owning any of the territories shown on the cards; the '99 rulebook suggests having a bonus of two for having one or more of them, those two only capable of being positioned among the territory/territories shown on the cards and owned. Also, note that when a player is holding five cards, he is certain to have a set; varying sets of rules stipulate that a player must turn in a set at the beginning of his turn if he has five cards. If a player is allowed to have more than five cards, some sets of rules permit him to hand in only one set per turn of his.

While it is possible to win by controlling all forty-two territories on the board (in so doing eliminating all other players), this results in a very long game, with a drawn out and predictable end game. Some versions of the rules specify a lower winning target (typically twenty-four territories), or allocate a random, secret, "mission" to each player at the beginning of the game. Possible missions include gaining control of all territories in two or three specified continents, or eliminating another specified player; the first player to achieve their mission wins the game. With missions, a typical boardgame of Risk lasts two to four hours, but in the competition Internet versions there are time differences for many different combinations of the rules.

Since playing Risk with fewer than three players isn't always as engaging as games with more players, some versions of the rules recommend having some territories occupied by "neutral" armies to give the same strategic value and fun factor as an actual three-way game.





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