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Risk (game)

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Risk
Risk logo
PublishersHasbro
Winning Moves Games USA
Players2–6
Setup time5–15 minutes
Playing time1hour to 3 days (including sleep) (player dependent)
ChanceHigh (5 dice, cards)
SkillsTactics, Strategy, and Negotiation

Risk is a strategic board game, produced by Parker Brothers (now a division of Hasbro). It was invented by French film director Albert Lamorisse and originally released in 1957, as La Conquête du Monde (The Conquest of the World), in France.

Risk is a turn-based game for two to six players. The standard version is played on a board depicting a stylised Napoleonic-era political map of the Earth, divided into forty-two territories, which are grouped into six continents. Players control armies with which they attempt to capture territories from other players. The primary object of the game is "world domination," or "to occupy every territory on the board and in so doing, eliminate all other players."[1] Using area movement, Risk ignores limitations such as the vast size of the world and the logistics of long campaigns.

Equipment and its evolution in design

File:RiskSoldier.jpg
Infantry, the basic unit of Risk, represents one army.
File:RiskCavalry.jpg
Cavalry represents five armies.
File:RiskCannon.jpg
Artillery represents ten armies.

Each Risk game comes with a number of differently-colored tokens denoting armies. In the first editions, the playing pieces were wooden cubes representing one army each and a few rounded triangular prisms representing ten armies each, but in later versions of the game these pieces were molded of plastic to reduce costs. In the 1980s, these were changed to pieces shaped into the Roman numerals I, III, V, and X. The 1993 edition introduced plastic Infantry tokens (representing a single unit), cavalry (representing five units), and artillery (representing ten units). The 40th Anniversary Collector's Edition contained the same troop pieces but made of metal rather than plastic. In the 2005 "bookcase" edition, playing pieces are once again wooden cubes. These token types are purely a convention for ease of representing a specific army size. If a player runs out of army pieces during the game, another color may be used to substitute, or another symbolic token to help keep track of armies. Standard equipment also include five (originally six) dice in two colors: two dice for the defender and three for the attacker.

Also included is a total of seventy-two Risk cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of each turn, if the player has successfully conquered at least one territory during that turn. No more than one card may be awarded per turn. If a player collects either three cards with the same symbol, or one of each, these cards may be traded in for reinforcements at the beginning of a player's turn. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they can match with any two other cards to form a set. Twenty-eight Mission cards also come with the game to be used in the Secret Mission Risk rule variant.

In the 40th Anniversary Collector's Edition the movement route between the territories of East Africa and Middle East was removed; this was later confirmed to be a manufacturing error, an error repeated in Risk II. Subsequent editions restored the missing route.[2] While the European versions of Risk had included the variation "Secret Mission Risk" for some time, the U.S. version did not have this added until 1993.[3]

Setup

Standard

Setting up the Risk board for play is more involved than in many other games.

  • Each player first counts out a number of playing pieces or "armies" for initial deployment. The number of armies that begins the game depends on the number of players: 40 armies for two players: 35 armies each if three players; 30 armies each if four players; 25 armies each if five players; and 20 armies each if six players.
  • Players then take turns claiming territories by placing an army on an unoccupied territory until all the territories are occupied.
  • Players then take turns placing their remaining armies on their territories. After all armies have been placed the actual game begins with another roll of a die used to determine the playing order.

Alternate setup

An alternate and quicker method of setup from the original French rules is to deal out the entire deck of Risk cards (minus the wild cards), assigning each player to the territories on their cards.[1]

Player turn

There are five phases to a player's turn: placing reinforcements, turning in Risk cards, attacking, fortifying, and receiving Risk cards.

Drafting troops

At the beginning of their turn, a player drafts new armies (troops) and then distributes these pieces around the board to reinforce any territory occupied by that player. The number of armies drafted is determined by summing the following several rules (official versions have varied with various editions);

  • Territories and Cities formula; draft armies equal to the number of occupied territories plus the number of cities in those occupied territories divided by three and rounded down to the nearest integer. If this result is less than three, round up to three armies.
  • Continent Bonus; The player receives additional armies for occupying an entire continent, equal to the continent bonus shown on the game board.
Continent Bonus
Asia 7
North America 5
Europe 5
Africa 3
Oceania 2
South America 2
  • One additional army for every capitol within their occupied territories.
  • Any armies gained from exchanging Risk Cards previously collected by conquering additional territories or eliminated players.

Turning in Risk cards

The player may also receive armies if he turns in a set of Risk cards. He then places the armies on any of his territories. If he has five cards, he must trade in a set. A set of Risk cards consists of one of the following:

  • three cards depicting the same unit (e.g. all three cards have cavalry pictures)
  • three cards showing one of each type of Risk unit (soldier, cavalry, artillery).

The first set to be turned is worth 4 reinforcements; the second is worth 6; third 8; fourth 10; fifth 12; sixth 15 and for every additional set thereafter 5 more armies than the previous set turned in. Also, if a player owns one or more of the territories depicted on their cards, they may choose one of those territories to be awarded two additional armies that must be placed in that territory.

Attacking

Example of matching up attacking (left) and defending (right) dice

Attacks can only be originated by the player currently having their turn, and must be launched from one of the attacker's territories, against an adjacent or sea-lane connected territory occupied by an opposing player. The outcomes of battles are decided by rolling dice. Each dice roll determines the outcome of an individual attack, however a player may repeat this process during their turn, attacking any number of territories any number of times before yielding the turn to the next player. Attacking is optional; a player may decline to attack at all during their turn.

The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three die. At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. The defending player must resist the attack with one or two armies (using at most one less army than attacked by, further assuming the defender has that many armies currently occupying the defended territory) by rolling a corresponding one or two die.

  • The attacker's highest die number is compared against the defender's highest die. The highest number wins, with the defender winning ties.
  • The attacker's next highest die is compared against the defender's second-highest die (assuming the defender committed a second army).
  • Any extra dice (dice not matched against a defending army) are disregarded and do not affect the results.
  • With each dice comparison, the loser removes one army from his territory and from the game board.

If an attack successfully eliminates the final defending army within a territory, the attacking player then must occupy the newly conquered territory with an equal or greater number of armies as used in the attack. There is no limit to the total number of additional armies that may be sent in to occupy, providing at least one army remains behind in the original attacking territory.

If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker acquires all of the defender's Risk cards. If the conquering player now has five or more cards, he must trade in sets until he has fewer than five. The gained armies are placed immediately.

Fortifying

When finished attacking and before passing the turn over to the next player, a player has the option to maneuver any number of armies from a single one of his occupied territories into an adjacent territory occupied by the same player. Under an alternate rule, the maneuvering armies may travel through as many territories to their final destination as desired, providing that all involved pass-through territories are contiguous and occupied by that same player. As always, at least one army must be left in the originating territory.

Risk cards

If a player has attacked and conquered at least one territory during their turn, they draw a single Risk card from the top of the deck and add it to their hand. Card's faces bear the name of a territory and are valued at either one or two stars. Cards may be exchanged to draft a number of armies depending on the sum of stars (limited from 2 to 10 stars) according to the table below. Cards may be accumulated as long as the player wishes providing the player waits at least until their next turn's start to exchange any cards. The new armies immediately deployed in any combinations across the player's occupied territories.

If an Objective has been accomplished on their turn, that player is prohibited from also drawing a Risk card on that turn. The territory on the card is irrelevant when drafting troops.

Number of Stars exchanged Number of Troops received
2 2
3 4
4 6
5 8
6 10
7 12
8 15
9 20
10 25

Strategy

File:P2200009.JPG
Risiko (Italian version) in play

Basic strategy

The official rulebook gives three basic strategic tips for the classic rules.

  • First, players should control entire continents to get the bonus reinforcement armies.
  • Second, players should watch their borders for buildups of armies that could imply an upcoming attack.
  • Third, players should build up armies on their own borders for better defense.

Common strategies

Besides basic strategies listed in the official rulebook, there are several other strategies which can be applied, many of which revolve around the tactics of fortification.

  • Continents: Holding continents is a great way to increase reinforcements. Players often attempt to gain control of what the game manual calls Australia (Australasia) early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either Siam or Indonesia).[4] Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. South America has 2 access points, North America and Africa each have 3, Europe has 4, and Asia has 5.
  • Borders: Usually, it is best to hold territories within a compact area to facilitate both defense and attack. Spreading territories across the board is risky, since it usually leads to fighting on many fronts and the rapid depletion of forces.
    • For instance, a good strategy would be to attempt to control North and South America together. This eliminates the southern entry into North America as well as the northern entry into South America. The attacking points become Greenland, Brazil, and Alaska. The player should then attempt to conquer Iceland, North Africa, and Kamchatka and then control them with heavily fortified armies to prevent or slow an attack on the Americas. If the player were to use this strategy, beware of expansion south into other countries. This weakens your army.
  • Geography: Geographic connectivity also plays a large role in strategy. For example, Australia offers better defense, while South America offers better offense. Australia can be easily defended, since it has the fewest borders, yet its only neighboring continent is Asia, which is the most difficult to maintain. By contrast, South America is more difficult to defend, since it has two borders and the same value of bonus reinforcements as Australia, yet its neighboring continents are North America and Africa, which are both easier to obtain and defend, compared to Asia. Even so, holding Asia provides a great advantage to further expand.
  • Risk cards: Generally, it is thought advisable to hold Risk cards until they can be turned in for maximum reinforcements.[4] This is especially true earlier on in gameplay, because extra armies make a greater difference in the beginning of the game.[4] Eliminating a weak player who holds a large number of Risk cards is also a good strategy,[4] since players who eliminate their opponents get possession of their opponents' Risk cards. In this case, trading in Risk cards earlier may help acquire the necessary troop. If the conquering player has five or more Risk cards after taking the cards of another player, the cards must be immediately turned in for reinforcements until the player has less than five cards and then may continue attacking.
  • Territory: Another common tactic is to simply control the most territories. This is especially effective when the game is deadlocked - or no player is able to attain a continent. More territories may not necessarily mean more reinforcements, since every player is guaranteed at least three per turn. Thus a player with one territory and a player with 11 each earn only three reinforcements. In games with more opponents, it is often the case that territory numbers and reinforcement are almost essentially independent.
  • Choke points: It is also common to control "choke points" to simultaneously defend a country and to prevent another country from being captured. For example, if a player controls North America, he may choose to control Iceland as well to force players to conquer Iceland before attacking North America. Moreover, since the player is controlling Iceland, other players are unable to control Europe.
  • Turtling: This is a rather defensive strategy where a player who feels vulnerable adopts a strategy to become too expensive to be removed while remaining a threat and harass other players. The objective of this strategy is not to be defeated. A player using this strategy might remain in the game all the way to later stages and then mount an attack on the weakest player and start a chain elimination to remove one player after another to win the game. The player who uses this strategy is called a Turtle. The term was popularised in Real-time Strategy games where a player creates a defensive perimeter or a “Turtle Shell” around the base of operations. Solutions to counteract this strategy using cooperation have been proposed by Ehsan Honary.[5]

Alliances

The rules of Risk do not enforce or prohibit alliances or truces. Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong. Because these agreements are not enforceable by the rules, these agreements are often broken. Alliance making/breaking can be one of the most important elements of the game, and it adds human interaction to a decidedly probabilistic game.

Dice probabilities

Defenders always win ties when dice are rolled. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use multiple dice often offsets this advantage, as indicated in the dice probability chart below. Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities have been studied using Markov chains.[6][7][8]

It is advantageous to always roll the maximum number of dice. (Exception: In some cases, an attacker may not wish to move men into a 'dead-end' territory. If this is the case, he might choose to roll fewer than three.)

The table below states the probabilities of all possible outcomes given different combinations of dice:

Probabilities of winning a dice roll in Risk
(various die combinations)
Attacker
one die two dice three dice
Defender one
die
Attacker wins 41.67% 57.87% 65.97%
Defender wins 58.33% 42.13% 34.03%
two
dice
Attacker wins 25.46% 22.76% 37.17%
Defender wins 74.54% 44.83% 29.26%
Both win one n/a 32.41% 33.58%

Thus when rolling three dice against two dice (the most each player can roll) the attacker has a slight advantage. (The defender has a 52.84% chance of winning with the highest die, but the attacker has a 55.08% chance of winning with the second highest.) In other words, for every 6 armies the defender eliminates, on average the attacker eliminates about 7. When large armies face off, a player will tend to gain a greater advantage over his opponent by attacking rather than defending. (Multiple opponents can change the prudence of such a strategy, however.)

Card set probabilities

The following is the probability of having a Risk set based on the number of Risk cards held.

  • This is calculated assuming that there are 44 cards available. 42 cards divided evenly among the three categories (infantryman, cavalryman, and cannon) as well as 2 wild cards.
Number of Cards Probability of having a Risk Set
0–2 0%
3 42.3%
4 81.7%
5 100%
  • Note: A wild card and any other 2 cards will always form a set.

Differences of rules

Over the years, Parker Brothers and Hasbro have published many different editions of rules for the game.

Two-player Risk

The rules for this 2-player game were developed by Michael Levin of Philadelphia, Pennsylvania, and were included within the Official Rules published in 1975.[9]

This 2-player version is played according to the traditional rules of Risk. Each player takes 40 armies and alternately places one army on an unoccupied territory until each has occupied 14 territories. The remaining armies are alternately distributed on the occupied territories. The remaining 14 territories are occupied by a force called the Allied Army. These armies are composed of playing pieces different in color from those used by the two players. Two Allied Armies will be placed on each unoccupied territory for a total of 28 armies.

Each player accumulates armies in the traditional manner. At the beginning of each turn, the Allied Army is entitled to one half the number of armies the player receives, rounding down. So, if a player obtains a total of nine armies, the Allied Army is entitled to four. Each player places the armies on the board according to the traditional rules. After a player has accumulated his armies, placed them on the board and completed his attacks (but prior to final maneuvering) the opposing player places the number of Allied Armies (determined above) in Allied occupied territories.

Each player attacks according to the traditional rules. A player may attack the other player or the Allied Army. When a player attacks the Allied Army, the other player rolls the dice for the Allied Army. Immediately after the Allied Armies are placed, the player who placed them may act as the Allied Army and attack the other player's armies. He need not use the armies immediately but may allow them to accumulate in a territory. However, if they are not used, the other player may use them to his advantage when he gets the use of the Allied forces. When a player is commanding Allied forces he may not attack his own territories. Allied forces do not pick up RISK cards, and they accumulate armies only in the manner described above.

The first player may take his free move only after the second player has stopped attacking with the Allied Army. The Allied Army is not entitled to a free move.

The game ends when one player loses all his territories. If the Allied Army loses all its territories it may no longer obtain additional armies and game play is continued according to the traditional rules.

Capital Risk

Each player has a "capital" in one of their initial territories. The player to capture all capitals wins.[10] Capital Risk often leads to much shorter games.

Secret Mission

The "Secret Mission Risk", which has been the standard game in European editions for some decades,[3] gives each player four specific missions short of complete world domination. Missions include various tasks such as

  • conquering two specific continents
  • eliminating one specific other player
  • conquering any twenty-four territories
  • conquering any 18 territories but maintaining at least 2 troops in each

Players do not reveal their missions to each other until the end of the game, which is after the first player to complete their mission shows their Secret Mission Card and wins the game.

Some of the missions can be easier to complete than others. The missions are:

  • capture Europe, Australia & one other continent
  • capture Europe, South America & one other continent
  • capture North America & Africa
  • capture Asia & South America
  • capture North America & Australia
  • capture 24 territories
  • kill a named opponent (that is, remove the last troop of the named opponent) or, in the case (s)he is defeated by another player or is not playing the game at all, to capture 24 territories
  • capture 18 territories & occupy each with two troops

Rule variations

The official rulebook suggests variations to the gameplay mechanics for "Risk experts," any or all of which can be used depending on player preference. These suggestions include:

  • Reducing the rate at which Risk card sets increase in value so that they only go up by 1 each time
  • Allowing for armies to move to any owned territory during reinforcement (rather than an immediate neighbor), if there exists a connected path of owned territories.
  • Allowing no more than twelve armies per territory. (reinforcements must be forfeited if a player has nowhere to place them)
  • Granting an attack advantage when attacking from or to a territory for which the attacker holds a Risk card
  • Simulating a "commander" in a battle by changing an attacking die to a 6 once per turn
  • If an attacking player rolls 3 dice of the same number (ex: 4, 4, 4), a nuclear strike has occurred somewhere, and a card is drawn. Whichever nation that card possesses is where the strike has happened. All troops occupying that nation are destroyed, and any army that needs to subsequently pass through that nation loses half of its forces in the process due to radiation sickness. This nuked nation cannot be occupied for the remainder of the game.

In addition to these official variations, many computer and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules. These may include structure such as forts, freeplay (players take turns simultaneously), or other rules.

Territories

The following is a typical layout of the Risk game board, with a table of the corresponding continent and territory names.[11] The territory and continent links refer to the general use of those terms, outside of the context of the Risk board game.

A representation of the Risk game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring.

Template:Multicol North America (5)

  1. Alaska
  2. Alberta[note 1]
  3. Central America
  4. Eastern United States
  5. Greenland
  6. Northwest Territory
  7. Ontario[note 1]
  8. Quebec[note 1]
  9. Western United States

South America (2)

  1. Argentina
  2. Brazil
  3. Peru
  4. Venezuela

Template:Multicol-break Europe (5)

  1. Great Britain
  2. Iceland
  3. Northern Europe
  4. Scandinavia
  5. Southern Europe
  6. Ukraine[note 1]
  7. Western Europe

Africa (3)

  1. Congo[note 1]
  2. East Africa
  3. Egypt
  4. Madagascar
  5. North Africa
  6. South Africa

Template:Multicol-break Asia (7)

  1. Afghanistan
  2. China
  3. India
  4. Irkutsk
  5. Japan
  6. Kamchatka
  7. Middle East
  8. Mongolia
  9. Siam[note 1]
  10. Siberia
  11. Ural
  12. Yakutsk

Oceania (2)

  1. Eastern Australia
  2. Indonesia
  3. New Guinea
  4. Western Australia

Template:Multicol-end

Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.

  1. ^ a b c d e f On some versions of the board, Alberta, Ontario, Quebec, Russia, Congo, and Siam are known as Western Canada, Central Canada, Eastern Canada, Ukraine, Central Africa, and Southeast Asia, respectively. Not all variations occur concurrently.

Territory connections

Each territory on the typical Risk game board represents a real-life geographical and/or political region on Earth. As such, the territory borders are drawn to resemble the geography of those regions. This provides an interior space on which to place the army units, adds an element of realism to the game, and also adds complexity.

Because Risk uses the area movement game mechanic, it is possible to reduce the game board to a graph while maintaining identical game play. One advantage of a graphical representation is that it facilitates a clearer understanding of the territory connections. The image below illustrates what the game of Risk might look like if it were implemented as a graph. Although the graph looks different from the usual Risk game board, all connections are identical.

This is a graph of the territory connections on the Risk game board. The connection between the Middle East & East Africa is not present on all versions of Risk. Each node represents one territory. The colors indicate which continent each territory belongs to. The key indicates the continent colors and how many bonus units are awarded for controlling a given continent at the beginning of a turn.

Official licensed Risk games

In addition to the original version of 1959, and a 40th Anniversary Edition with metal pieces, a number of official variants of Risk have been released over the years. In recent years, Hasbro has predominantly based its Risk variants on popular films. The most recent example in this trend is the Transformers version, released in June 2007. In chronological order, the variations of Risk that have been released are:

  • Castle Risk (1986) – A version focusing only on Europe in which each player's goal is to protect their castle from attack. Castle Risk was the first version of Risk released after 27 years of production to depart from standard play.[2] Although it was unsuccessful, it introduced many concepts integrated into later versions of Risk.[2]
  • Risk: Édition Napoléon (1999) – Adds generals, fortresses, and naval units.
  • Risk: 2210 A.D. (2001) – An award winning futuristic version, produced by Avalon Hill, another division of Hasbro. The game features moon territories, ocean territories and commander units and offers a number of official and unofficial expansions.
  • Risk: the Lord of the Rings (2002) – 2–4 player version based on northern Middle-earth.
  • Risk: the Lord of the Rings: Trilogy Edition (2003) – Combines the first two Lord of the Rings versions, but does not include the Siege of Minas Tirith mini-game.
  • Risk Godstorm (2004) – A version based on the mythological pantheons of various ancient civilizations; produced by Avalon Hill.
  • Risk: Star Wars: Clone Wars Edition (2005) – Set in the Star Wars universe during the Clone Wars. The player can fight on the side of the Separatists or the Republic, using either the classic Risk rules or the Clone Wars variations where altruism pays off.
  • Risk: Star Wars Original Trilogy Edition (2006) – Set during the Galactic Civil War, players play as the Galactic Empire, the Rebel Alliance, or the Hutts. This version is unique in that each of the factions has a different set of goals and victory conditions.
  • Risk Junior: Narnia (2006) – Based on The Lion, the Witch and the Wardrobe, players can play as either the forces of Aslan or as the forces of the White Witch.
  • Risk: The Transformers Edition (2007) – Based on the Transformers film, players can either play on the side of the Autobots or the Decepticons on a Cybertron stylised map.
  • Risk: Black OPS (2008) – Limited edition released in early 2008. Print run was limited to a 1000 copies. Most of the copies were given to people in the board game industry to test out new rules for up coming editions.
  • Risk: Reinvention (2009) – Also called Risk Factor. This is likely the commercial released version of Black Ops. It features capitals, cities, missions, and very thin pieces shaped like arrows.
  • Risk: Halo Wars Collector's Edition (2009) – Will include UNSC, Covenant, and The Flood. It will have 42 territories and 6 sectors. Its release is scheduled for Autumn 2009.
  • Risk 1959 (2009) – Winning Moves Games USA released a reproduction of the original game of Risk from 1959. It includes all the original graphics, wood pieces, and individual plastic storage boxes.

Computer implementations and video games

Several computer and video game versions of Risk have been released as The Computer Edition of Risk: The World Conquest Game, starting with the Commodore 64 edition in 1988[12] and the Macintosh edition in 1989. Since then, various other editions have been released for PC, Amiga, Sega Genesis, PlayStation, PlayStation 2, and Game Boy Advance. In 1996 Hasbro Interactive released a PC version of Risk that included a new variation on the game called "Ultimate Risk", which did not use dice but rather implemented the use of forts, generals, and complex battle strategies. Risk II for PC and Mac was released as a 2000 video game.

In addition, there are many unofficial Risk clones, both for download and online play. Due to the history of the game's creation, there are no IP protections on the game, other than a US trademark on the word RISK when written in the distinctive red font.

References

  1. ^ a b "Risk! Rules of Play" (PDF). Parker Brothers. 1963. Retrieved 2009-10-13.
  2. ^ a b c Dave Shapiro (2002). "Risk: The Evolution of a Game". The Games Journal. Retrieved 2007-05-12. {{cite web}}: Unknown parameter |month= ignored (help)
  3. ^ a b Arneson, Erik. "The History of Risk". About.com. Retrieved 2007-05-12.
  4. ^ a b c d "Risk – Strategy". Hasbro.com. Retrieved 2007-03-12.
  5. ^ Honary, Ehsan (2007). Total Diplomacy: The Art of Winning Risk. ISBN 1-4196-6193-0. Retrieved 12 December 2009.[dead link]
  6. ^ Osborne, Jason A. (2003). "Markov Chains for the RISK Board Game Revisited" (PDF). Mathematics Magazine. 76 (2): 129–135. JSTOR 3219306. Archived from the original (PDF) on 2006-09-19. {{cite journal}}: Unknown parameter |month= ignored (help)
  7. ^ Blatt, Sharon (2002). "RISKy business: An in-depth look at the game RISK" (PDF). Undergraduate Math Journal. 3 (2).
  8. ^ Tan, Bariş (1997). "Markov chains and the RISK board game". Mathematics Magazine. 70 (5): 349–357. JSTOR 2691171. {{cite journal}}: Unknown parameter |month= ignored (help)
  9. ^ Official Rules pamphlet distributed with Risk board game (cir. 1975)
  10. ^ Risk II
  11. ^ "Risk territories". The Gaming Corner. Retrieved 2006-05-12.
  12. ^ Polsson, Ken (29 July 2009). "June–December 1988". Chronology of the Commodore 64 Computer. Retrieved 2007-05-12.

Official

Unofficial versions

  • WarGear – Free online multiplayer version of Risk. Includes variations of the original game allowing players to compete across multiple boards. Members can design their own boards and publish them for other players to use. Private and Public game types supported.
  • Xisk – Online multiplayer risk, high resolution windows client, fast interface, strong AI, custom maps, free 3mb download/install.
  • Fellowship of Luca – Free multiplayer web based version. No download. Different maps. Increase your player rank within community.
  • Lux Delux – Has the classic map and many more, including a map editor. Runs on Mac, Windows, Linux, and iPhone.
  • Conquest – a version of Risk for Windows, Pocket PCs and iPhones with strong computer AI
  • Hasbro Risk – Shockwave version of Risk
  • Conquer Club – Has many variations from the original board game
  • LandGrab – Free Online multiplayer Risk based game community with many features, Facebook access, and purchasable premium accounts
  • WebRisk – Online multiplayer HTML/Javascript version, with a variety of variant rule options built in PHP
  • Stra.tegery.com – Excellent interface with in-game armaments that modify the game-play even further
  • Warfish – HTML and Javascript web interface implementing online multiplayer Risk on various, customizable maps
  • InsurgencyGaming.com - Unofficial Expansions to the Risk 2210 AD game.
  • WorldWarCombat.com - Free Online multiplayer Risk based game community with many features.

Online reviews

  • Play Risk Online Reviews and scores for many of the online Risk sites available.