Risk (game)
Risk began in 1957 as a French board game called La Conquête du Monde, meaning The Conquest of the World. Its inventor was Albert Lamorisse, a film director who had no obvious reason to be designing war games. Yet what Lamorisse built went on to become one of the most played board games in history. Two years after its French debut, Parker Brothers picked it up and brought it to American shelves, renaming it Risk: The Continental Game. What made a diplomat's puzzle created by a filmmaker catch on so widely? And why, after nearly seven decades, is it still in production today?
Forty-two territories cover the Risk board, grouped into six continents and connected by land borders and trans-oceanic sea lanes. Among the most significant of those sea routes is the passage between North Africa and Brazil, a link that has decided countless campaigns. The most recent edition maps out a total of 83 attack routes between territories, a number that has shifted across editions as designers added or removed connections.
The oceans and seas themselves are not playable territory; they exist only as corridors. Antarctica, the Caribbean, New Zealand, and the Philippines are absent from the board entirely. Most named territories represent groups of countries rather than single nations, and even territories that share a name with a real country, such as Argentina, do not follow that country's actual borders.
The playing pieces have changed considerably since the original wooden cubes. Early editions used black, blue, green, pink, red, and yellow cubes, alongside a few rounded triangular prisms representing ten troops. Later versions switched to plastic to cut costs. In the 1980s, the pieces were reshaped into Roman numerals. The 1993 edition introduced infantry, cavalry, and artillery tokens representing one, five, and ten units respectively. The 40th Anniversary Collector's Edition cast those same troop types in metal. When a player runs out of pieces mid-game, coins or tokens from other games are considered acceptable substitutes.
A deck of 44 cards accompanies the board: 42 territory cards, each marked with an infantry, cavalry, or artillery symbol, plus two wild cards carrying all three symbols. Collecting a matching set of three earns a player reinforcement armies. A Golden Cavalry piece tracks the rising value of those traded-in sets over the course of a game.
At the start of each turn, a player receives reinforcement armies based on the number of territories held, with bonus armies for controlling entire continents. North America and Europe each grant five bonus armies to a player who holds every territory within them. Asia grants seven, the highest on the board. South America grants only two, the lowest alongside Australia.
After placing reinforcements, a player may attack any adjacent territory occupied by an opponent. Adjacency means either a shared land border or a marked sea lane. Combat is resolved by dice: the attacker rolls up to three red dice, the defender rolls up to two white or blue dice. Defenders win ties, which gives them a structural edge in evenly matched fights. When an attacker rolls three dice against a defender's two, however, the numbers favor the attacker.
A battle ends when the attacker chooses to stop, runs out of armies available to commit, or wipes out the defending force and claims the territory. Capturing at least one territory in a turn earns the attacking player a territory card. At the turn's end, a player may shift armies from one connected territory to another. A player who loses all territories is eliminated, and their cards pass to whoever defeated them. If that transfer gives the winner six or more cards, those cards must be immediately traded in for reinforcements.
European editions use a different victory condition entirely. Rather than conquering the whole board, each player receives a secret mission card, and the first to complete that narrower objective wins. This rule reached American editions in 1993. A variant called Capital Risk assigns each player a capital territory; capturing all capitals ends the game and frequently shortens it considerably.
The rules of Risk neither endorse nor prohibit alliances between players. That deliberate silence turns the negotiating table into a second game running in parallel with the military one. Players form truces to protect exposed borders while concentrating forces elsewhere, or cooperate to bring down a single player who has grown too powerful.
Because the rules provide no mechanism to enforce these agreements, they break regularly. The moment a partner's back is turned, the calculus can shift. Some players allow trading of territory cards within alliances, an optional rule that makes cooperation significantly more powerful and therefore its betrayal significantly more consequential.
One recognized defensive posture is called "turtling": a vulnerable player fortifies so heavily that the cost of eliminating them exceeds what any opponent is willing to pay. The turtle remains in the game, absorbing harassment and waiting for the field to thin. The term entered board game vocabulary from real-time strategy video games, where building a defensive perimeter around a base of operations uses the same name.
The long time frame of a standard Risk game, which can stretch across multiple days, gives diplomatic maneuvering room to develop. Chain eliminations, where one player picks off weakened opponents in sequence after a late surge, are a recognized path to victory and one the turtle strategy is specifically designed to enable.
Holding entire continents is the primary engine of growth in Risk, because continent bonuses deliver reliable armies every turn. The official rulebook identifies this as one of three core strategic points. A player who controls Australia receives only two bonus armies, but the continent is considered uniquely defensible: only two territories, Siam and Indonesia, connect it to the rest of the world. Fortifying either one effectively seals the continent off.
The number of entry points into each continent sets the difficulty of holding it. South America has two access points. North America and Africa each have three. Europe has four. Asia, with five entry points and the highest continent bonus of seven armies, is the hardest to hold and the most rewarding to hold simultaneously.
Strategic thinking around card sets adds another layer. Holding Risk cards rather than trading them in early is generally considered advantageous, because the reinforcement value of matched sets increases as the game progresses. The exception arrives when a player can eliminate a card-rich opponent: taking that player's cards and immediately trading them in can generate enough armies for a rapid expansion.
Castle Risk, released in 1986, was the first edition to depart from the standard world map after 27 years of uninterrupted production. It replaced the globe with a map of 18th-century European castles and proved a financial disappointment. Despite that failure, it introduced concepts that later editions absorbed.
The franchise found a different expansion strategy starting in 1999. A French commemorative edition called Risk: Édition Napoléon, released to mark the 200th anniversary of the Napoleonic era, added generals, fortresses, and naval units. Two years later, Hasbro's Avalon Hill division published Risk: 2210 A.D., a futuristic version featuring moon territories, ocean territories, and commander units. Players in that edition spend energy rather than trade cards, bid to determine turn order, and play for exactly five turns, with the highest score at the end winning.
Starting in 2002, franchise editions tied to popular media began arriving in volume, sometimes at a rate of six per year. Lord of the Rings, Star Wars, Transformers, Game of Thrones, The Walking Dead, and dozens of other properties received Risk treatments over the following two decades. Risk: Legacy, released in 2011-12, introduced a genre-changing mechanic: permanent alterations to the board and cards that carry over from one completed game session to the next, meaning no two copies of the game evolve identically.
A reproduction of the 1959 Parker Brothers original, complete with the original artwork and wooden pieces, was released in 2008 by Winning Moves. A television series adaptation was reported in development in January 2021, with House of Cards creator Beau Willimon attached.
Games magazine placed Risk in its Top 100 Games list three consecutive years: 1980, 1981, and 1982. The 1980 entry called it a classic, citing its attractive equipment, shifting battles, and the ease with which players can invent new variations. The 1982 entry noted that even the most peace-loving players tend to grow aggressive when seated at the board.
The game was inducted into Games magazine's Hall of Fame in 1984, into the Academy of Adventure Gaming Arts and Design Hall of Fame in 1995, and into the National Toy Hall of Fame in 2021. The first video game version appeared on the Commodore 64 in 1988, followed quickly by a Macintosh edition in 1989. Versions have since appeared on the Amiga, Sega Genesis, PlayStation, PlayStation 2, Game Boy Advance, and Nintendo Switch, among other platforms.
A licensed iOS app was released on the 16th of July 2010, followed the same year by Risk: Factions on Xbox Live Arcade. RISK: Global Domination, developed by SMG Studio and released in 2015, brought cross-platform online multiplayer to iOS, Android, and Windows before reaching the Nintendo Switch on the 30th of October 2018. The game also inspired successors: Axis and Allies and Settlers of Catan both trace design lineage back to Risk.
In 2022, the Risk logo was redesigned by the Toronto-based agency Quake, a small sign that Hasbro continues to invest in the brand nearly 65 years after Lamorisse first imagined a world that could be conquered on a tabletop.
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Common questions
Who invented the board game Risk and when was it created?
Risk was invented by French film director Albert Lamorisse in 1957. It was originally released in France under the name La Conquête du Monde, meaning The Conquest of the World, before Parker Brothers acquired it and released it in the United States in 1959.
How many territories are on the Risk game board?
The Risk board contains 42 territories grouped into six continents. The most recent edition features a total of 83 attack routes connecting those territories, a number that has changed across different editions.
Why is Australia considered the best continent to hold in Risk?
Australia is widely considered the easiest continent to defend because only two territories, Siam and Indonesia, connect it to the rest of the world. Fortifying either entry point can effectively seal the entire continent. It grants two bonus reinforcement armies per turn to the player who controls it.
What is the turtling strategy in Risk?
Turtling is a defensive strategy where a vulnerable player fortifies so heavily that eliminating them costs more than opponents are willing to spend. The goal is to survive the early and middle game, then attack weakened opponents late and chain eliminations to win. The term comes from real-time strategy video games.
What awards has the board game Risk won?
Risk was inducted into Games magazine's Hall of Fame in 1984, the Academy of Adventure Gaming Arts and Design Hall of Fame in 1995, and the National Toy Hall of Fame in 2021. Games magazine also included it in its Top 100 Games list in 1980, 1981, and 1982.
What is Risk: Legacy and why is it significant?
Risk: Legacy, released in 2011-12, is the edition that introduced the legacy game mechanic to board gaming. In a legacy game, permanent changes to the board and cards made during each completed session carry over to all future sessions, meaning no two copies of the game evolve in the same way.
All sources
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- 27webRisk Shadow Forces
- 28webRisk Strike
- 29webSeaFall, the spiritual successor to Pandemic Legacy, is a handfulCharlie Hall — August 24, 2016
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