1975 Risk Board Game Rules

The 1975 edition of the Risk board game, designed by Albert Lamorisse and originally released in 1957, is a classic strategy game that has undergone several revisions over the years. The 1975 version maintains the core gameplay while introducing some updates to the rules and components. Understanding the rules is essential to enjoying the game and exploring its depths.
Number of Players
Risk is designed for 2 to 5 players. Each player takes on the role of a world leader, vying for global domination.
Components
- Game board featuring a map of the world divided into territories
- Set of dice for resolving battles
- Deck of Risk cards that provide reinforcements, which are earned by conquering territories
- Army units (infantry, cavalry, and cannons) for each player
- Resource tokens (for tracking reinforcements)
- Mission cards (in some editions, outlining specific victory conditions)
Objective
The ultimate goal of the game is to eliminate all other players by conquering their territories, thus achieving world domination. The game can also end with a negotiated peace or alliance, though this is less common and often not a formal part of the game rules.
Setup
Before the game begins, each player chooses a color and places their units on the board according to the setup rules, which typically involve placing a certain number of units on specific territories. The number of units and which territories are used can vary depending on the number of players and the specific edition of the game.
Gameplay Overview
A player’s turn consists of three main phases: Reinforcement, Attack, and Fortification.
Reinforcement Phase: Players receive reinforcements based on the territories they control. The number of reinforcements is determined by the number of territories, with certain groups of territories (continents) offering additional bonuses if fully controlled. Players can also use Risk cards to reinforce their armies, which are earned by conquering territories.
Attack Phase: A player can choose to attack adjacent territories from any of their territories that contain more than one unit. The attacker rolls up to three dice (depending on the number of units attacking), and the defender rolls up to two dice. The Comparing the dice rolls determines the outcome of the battle. The attacker must have at least one unit remaining in the territory they are attacking from to maintain control of that territory.
Fortification Phase: After attacks, a player can move units from one territory to another as long as the territories are connected (i.e., adjacent) and the destination territory is under the player’s control. This allows for the consolidation of forces.
Resolving Battles
Battles are resolved through dice rolls, comparing the highest dice from the attacker and defender. The attacker wins if their highest die roll is higher than the defender’s highest die roll, with certain numbers offering automatic wins (for example, rolling a 6 can sometimes allow the attacker to destroy two of the defender’s units). The defender wins if their highest die roll is higher, forcing the attacker to remove units.
Winning Conditions
The game ends when one player has eliminated all others, meaning they control all territories on the board. Alternatively, if all players but one have been eliminated from a continent, and that player controls the entire continent, the game can end with a victory, depending on the edition and house rules being used.
Strategic Depth
Risk is renowned for its simplicity in rules coupled with deep strategic complexity. Players must balance expanding their territory, defending their borders, and managing their resources (units and Risk cards) efficiently. Negotiation and alliances can also play a crucial role, though they are not formal parts of the game and can sometimes lead to temporary cooperation before backstabbing.
Edition Variations
While the core rules of Risk have remained relatively consistent, various editions have introduced new mechanics, such as different unit types, special power cards, and modified victory conditions. These changes can significantly affect gameplay and strategy, making each version unique.
The 1975 edition of Risk encapsulates the spirit of strategic board games from its era, offering a challenging and engaging experience that requires strategic thinking, tactical prowess, and a bit of luck. Its enduring popularity is a testament to its design, which has captivated gamers for generations.