Rules For Risk Board Game 1975
The classic strategy board game of Risk, first introduced in 1957 by French film director Albert Lamorisse and later released in the United States by Parker Brothers in 1959, has a rich history. However, focusing on the 1975 version, the game remains largely unchanged in its core mechanics from its original inception. The 1975 edition, reflecting the game’s evolution over the years, still encapsulates the essence of strategic conquest and tactical maneuvering. Here’s a comprehensive overview of the rules as they would apply to the 1975 version of Risk:
Number of Players
- Risk can be played with 2 to 5 players. The game dynamics change significantly with the number of players, especially in terms of alliances and the pace of the game.
Components
- Game board featuring a map of the world divided into 42 territories
- 5 Sets of armies (each set representing a different player)
- Cards for reinforcements
- Mission cards (not present in all versions, but included in some for varied gameplay)
- Dice for resolving battles
Objective
The objective of the game is to conquer and control all the territories on the board, thereby eliminating all other players.
Setup
- Initial Army Deployment: At the start of the game, each player chooses a color and takes the corresponding set of armies. The number of armies each player starts with is determined by the number of players. Players take turns placing one army at a time on an unoccupied territory until all territories are claimed and each player has at least one army in each of their territories.
- Reinforcement Cards: Each player is also dealt a set of reinforcement cards which determine the number of additional armies they can place on the board at the start of their turn.
Gameplay
A player’s turn consists of three main phases: Reinforcement, Attack, and Fortification.
1. Reinforcement Phase
- Reinforcement Calculation: The number of reinforcement armies a player receives at the start of their turn is based on the territories they control. Each territory a player owns is worth a certain number of armies, as indicated on the reinforcement cards.
- Continents: controlling an entire continent (e.g., North America, South America, Europe, Africa, Asia, and Australia) provides additional armies as a reinforcement bonus.
2. Attack Phase
- Battle Engagement: A player can choose to attack an adjacent territory occupied by another player. The attacker rolls up to three dice, while the defender rolls up to two dice (depending on the number of armies in the territory).
- Resolving Battles: The attacker and defender compare their dice rolls from highest to lowest. The defender eliminates one army for each dice roll that beats one of the attacker’s rolls. If the attacker wins (i.e., has higher rolls than the defender), the defender must remove one army from the territory for each of the attacker’s winning rolls, up to the number of armies the defender has in the territory.
- Conquering Territories: If the defender’s army is eliminated, the attacker captures the territory. The attacker must leave at least one army in the conquered territory and can choose how to distribute the remaining armies.
3. Fortification Phase
- Army Movement: After the attack phase, a player can move armies from one of their territories to an adjacent territory they also control. This can help reinforce defenses or prepare for future attacks.
Winning the Game
The game ends when one player has successfully conquered and controls all territories on the board. That player is declared the winner.
Strategic Considerations
- Alliances: Players often form temporary alliances to thwart a dominant player or achieve strategic objectives. However, betrayal is a common occurrence in Risk.
- Territorial Control: Balancing the expansion across continents while focusing on strategic territories (like those with high reinforcement values or those pivotal for territory control) is key.
- Resource Management: Efficiently managing your armies, deciding when to attack, defend, or negotiate, can make or break a player’s chances of winning.
The 1975 edition of Risk, like its predecessors and successors, encapsulates the essence of strategic warfare and territorial management. Players must navigate the delicate balance of expansion, defense, and diplomacy to emerge victorious.