I got so good at risk nobody would play me anymore. One strategy I had was take the southeast Asian Islands( can’t remember the names anymore. ) I would then take siam( if I hadn’t already) , and concentrate forces there to defend the islands from capture . I would then methodically take Asia. The islands were a good base with one way in so it was very easy to defend. And because I had the whole area, reinforcements kept piling up. Any time I got that area secure, I would eventually win.
It's super dangerous when someone gets a continent early game, so I always take it in my power to always take at least one country from it. If I can't, I start yelling at whoever can do it.
The rules state that you can move anywhere on the board when maneuvering, as long as the territories create a chain (meaning the territories in the path are all yours). And that you can move your troops from any territory (as long as they are connected) to any ONE territory. What you said was very different.
lol actually had this discussion with my sister last week! Me and my friends always play it like that as well. You can do that tactical move to any country as long as you are linked to. But .. Some groups do play with the rule that you can only do a certain amount of steps. Like 7 steps. But alteast you can move to other countries as long as you have a chain of countries you own connected to them yea
@@ireadandplay636 Mhm, interesting. I was just stating what the actual rules say. It also says that you can move FROM any number of territories (as long as they are connected) TO ONE territory. So in simpler terms, you can move your troops from anywhere you want, but to only one location per turn. Is that how you and your group play it as well? Or do you move to multiple locations?
@@greekfire7980 I always thought that you could only move by moving over one and taking that troop and move over one ad infinitum. 1 troop you could move easy, since you have to have at least 1 troop in the territory, if you had 3 troops per territory in the chain you could move 3 troops via the chain. The idea being you are simply moving every 3 troops over exactly one territory in the same direction. So the rules still apply.
@@chingchang8709 Dungeons and Dragons can be played for years. New material comes out when you’re halfway so you can use it to keep playing the game you started years ago
@@brinx4lifecity201 That's not how you count the roll. In this game you count each die separately, do you even know what the fuck you are talking about? Because you are just making a fool of yourself. You're embarrassing yourself.
Having played the online version, I think playing on the board itself, although slower, is more fun. The software version, even with the same rules, felt different and the troops can easily snowball to hundreds of units on a "stack".
simple yet great game. i always try to lay low at first, let everyone fight each weakening their forces then i move in, much like how the usa played ww2
Anyone tried playing by a slight variation to the rules where you win a risk card for every territory you defeat on your attacking turn? We tried it for three players and thought it worked well. The troops stacked up and there were some almighty sized battles. It was also a faster game.
When it was 1v1, my friend or cousin and I would double the amount of men we could get each turn based on how many territories/continents we controlled. And if we started the game, we'd draw a card and then place a man on whatever territory we drew, and then we'd roll to see who'd attack first.
The risk terratory cards are dealt in the begining so you know what countries to put your troops on. After which the cards are shuffled and on each go when you win a new territory you get one risk card , only 1 card per go. Collect 3 cards and trade in for additional armies. At the begining a mission card is given to each player. This is your mission for the game. Do not let on your mission. 😊 Themission
@@im_running1686 In the version that we have in our home, there are a total of 12 "Secret mission" cards, where You have a mission to complete. ("conquer 24 territories", "conquer X continent" and such). If You complete Your secret assignment, You win the game.
It looks like a fun game, Today I played kolonists of Catan, and I added extra possibilities : the option to build "barracks" so players could place "knights" via the existing knight cards and with the diffrence to first build barracks, later ye could build (barracks required) heavy weapons factory, to build armor etc., I did not manage to play long enough to come up with a mechanism to use these, I only succeeded to rob other player of resource cards, or militarily block acces to resources with the barracks and knights. I was thinking of activating a " battle dice" like mechanism once armor was on the board, I knew the game risk but never investigated it, I decided to look it up and now know they have a "battle dice" mechanism , if boath games are in posession it would be fun to use the pieces of risk on the catan board when heavy weapons factory is build so players could wage war, still thinking it out though 🤔
Question : In your turn to role the dice.. Count the territories and divided by 3 and if you have continent will give troops.. On my second turn will i get troops. On my third turn will count territories divided by 3 and get troops... (I m not talking about matching 3 Risk cards and getting troops)
1)Do we use the horses & canons instead of troops for saving space only?? 2)A horce can attack to a trooper or only to another horse??,if yes does horse got an advantage?if the horse loses to a trooper do I lose the “whole” horse?? 3)If I attack with 3 troopers to a land that have 2 troopers, the defender must put both of the troopers to defend the land or he can choose? if you choose to play Defence with one trooper he remaining with 1 trooper (that i cannot attack) HOW I WILL GET THE LAND??😂 Thanks in advance
Wait so what is the point of trading in infantry for higher ranked troops? If you can only use 3 and it doesn't give you any special advantage what is the purpose?
In my house rules cannons and cavalry use their unit cost as "hit points" for battles. After a battle is over they are split down into lesser pieces after subtracting the times they were hit. Due to how there can only be 3 attacking pieces and 2 defending pieces, this effectively means cannons are best for attacking because they have the most staying power. While infantry are best for defense because they are cheap and waste attacker's turns. And cavalry lie in the middle of the two.
@@didelphidae5228 What do you mean by hit points though? Times they were hit? Can you please elaborate more as im trying to give more sense to cavalry and cannons than just unit sizes
@@CpCpAccounts Of course. The first core mechanic of this system is that individual units cannot participate in more than one battle per turn. Units that were created from breaking down a larger unit after a battle similarly cannot act until the next turn. Smaller units can be combined into larger units though larger units can only be broken down from being damaged. (In vanilla RISK units could battle as many times in any turn as their commanding player liked as long as there was 1 left in a territory) Next up... there can be up to 3 attackers per battle and 2 defenders. Though defenders must include as many units as possible in every battle. Units on both sides in a battle can be any composition of cavalry, cannons, and infantry. Cavalry and cannons are worth 5 and 10 infantry respectively. Each time they are elected to absorb a hit they lose 1 infantry from their pool of "hitpoints" though this does not have an effect until the battle ends. They have to individually be reduced to zero to be eliminated. After a battle you break down damaged units into smaller ones. (For example: a cannon that took 3 hits during a battle will be broken down into 1 cavalry unit and 2 infantry) Considering these changes, this makes infantry great "turn wasters" because a defender can bog an attacker with them and soak up enemy cannon and cavalry attacks. While the latter have increasingly superior staying power and are optimized for attacking because attacker's always score more hits on average than defenders if they fill all 3 of their unit slots for a battle. They can also turn into a bad case of putting all your eggs into one basket. Especially if they have the disadvantage of defending. A few unlucky rolls and suddenly your 2 cannons (amounting to a 20 unit total, a big hurt to a player's economy) were thoroughly decimated by the expense of just a few infantrymen on the enemy's part. I hope I explained it in a way that's clear. If you have any further questions I will happily answer them.
I found this super helpful, and I think he did a great job, at telling the information. I thought that the instructions for the actual game, had a few spots that weren’t clear enough, anyway thanks for the video!
Question : In your turn to role the dice.. Count the territories and divided by 3 and if you have continent will give troops.. On my second turn will i get troops. On my third turn will count territories divided by 3 and get troops... (I m not talking about matching 3 Risk cards and getting troops). Thank you
@@cruz6792 yeah, it's just a way to save space, since it would probably be hard to have 10 infantry figurines on a territory like Japan, per say. Also frees up more infantry markers if you're running low.
Question, In a persons turn can they attack as many times as they want to as many territories as they want. And after the attack can they move however much troops they want?
3:36 You can maneuver to any territory connected to the original territory. For example on troop from Greenland can move across through controlled Iceland to Russia. If orange controls Iceland the next turn the black player may not move back to Greenland from Russia. You may also move more than one army in your maneuver phase. For example, you can move three armies from Greenland to Russia, not just one.
One question I have is at the end of your turn when your wanting to move troops, the instruction are that you can only move troops from 1 territory to a 1 bordering territory, does that mean your only to make that solo troop move per turn? Found this part kinda tricky, looking to see if it is only 1 move or can it be more then 1 move just only get to cross 1 border per move?
Same, In my 2010 Edition, instructions says you can take as many troops as you'd like from one of your territories, and put them all in one of your other territories that is connected either by land or sea. In this part of your turn, connected means within a chain of territories that you control. I don't know if you can only maneuver a single group of troops on that turn. Or you can maneuver multiple groups of troops in that single turn.
Hi! Question : when moving troops at the end of your turn, should you move only once from one of your territories to another? Or as many troops as you want from many of your territories?
You only get one transfer at the end of each turn. You can transfer as many troops as you wish from one adjacent country to another but at least one army must remain in the transferring county.
Is there any advantage of defending with 1 troop when attacked with 3? Also, when you knock someone out and have 6+ cards I know you have to spend a set, immediately. Can you spend more than one set?
I have a question, for example, if the objective card says that I have to destroy all troops of a color or conquer x number of territory, do I just let the enemy troop die or do I have to destroy the enemy troop? So I have to conquer territories to win?
QUESTION: If the attacker attacks with 3 and the defender defend with 1. Then the defender wins the higher roll, does the whole 3 attackers die? Or just 1 attacker?
What if someone doesn't have a set to turn in when they have 5 cards? What happens when someone attacks an artillery unit, wins, but you don't have enough infantrymen to add in in the place if the artillery? Thanks for the vid, just wish I could talk to a Risk expert and ask all my stupid questions lmao.
I am not any sort of risk expert (I don't even play risk) but it Is actually imposible to have 5 cards that you can't trade in. Like all the combos you can have are 5-0, 4-1, 3-2, 3-1-1, 2-2-1. As you can see all of these have at least one number that is higher or equal to 3 or they have all the types. Hope this helped.
is this the oficial rules because this is not how me and my friends play. we don't choose the provinces, we get the from dealing the cards. and on our cards there are no troops only numbers. maybe different generation of risk
QUESTION!!! If you started the attack with 3 troops, rolled dices and lost 2 of them. Do you finish this specific attack with one remaining troop and then start ove with 3 new troops or can you keep adding more troops from attacking territory unill you win or loose?
questions how does attacking with calvaries and artilleries work? if they get defeated do they turn into how many troops are left? and lastly can you use sea lines to move troops (like move from south america to africa) to attack?
Do cannons and horses have any special attacks,? Or are they used the same as infantry.. ? Wouldn't make sense if they worth 10 infantry and attack is the same but again I'm new so what's the difference,,??
Question: so say if I'm defending with only a cannon and I lose the battle do I replace that cannon with 9 troops or do I just loose the cannon same goes for the horse troops if I lose them do I get 4 troops
Also at the very end it showed green fighting with its last guy on Venezuela and you can put do this you HAVE to have at least one person on every country
@@BigMarcello100 but there is 3 attacking dice and 2 defending dice,how am i supposed to get more dices because the defender has to defend as well with 2 defending dice
Sorry you're right. That was my house rules 😅. I think you still get three and if you loose you lose one infantry so you need to exchange for four infantry but you could continue the attack with the four
The rule book doesn’t clarify that, also doesn’t state if you can make an attack with one troop, what happens if you attack & loose to another one troop territory, will you just loose & leave the territory empty?
So if I'm defending and I have 6 infantry in one country and I lose the territory, do my infantry just return to me and await being put back into play through cards or the beginning of my turn?
You want to do something really dumb with risk? Combine it with Warhammer 40k. Every troup on the risk board is worth 1-5 power, depending on how big you want your Warhammer games to be. At every single battle, play a Warhammer game. In editioyn to starting CP, the reinforcement cards can also be used for CP, which you can burn in the battle to activate stratagems, or to use them in the Risk game as standard. I would also recommend playing Crusade rules rather than matched play, If you do assume the original power rather than the revised for the Crusade You lose points when a unit is fully killed. But all minis that are killed do not affect the unit in future battles. Once you lose you may move any units into reinforcements and redeploy them on your next risk turn. Note this game will last forever. Like this is a thing you do for your buddies for an all long weekend thing getting drunk and playing a game all week.
So I just got this ge today and I tried to put all colors an saw that there were only five and I tried to check if there was an red one but I didn't found it pls help
Como serían las probabilidades de ganar o perder la batalla con los dados. Por ejemplo, si el atacante lanza 3 dados y obtiene: 4,4,5 y el defensor lanza 2 dados y obtiene: 3,6. Cuantas tropas se perderían?
Erick Herrera yo se que esto fue hace cuatro semanas pero si todavía no sabes yo te explico. junta los números mas grandes por ejemplo el 6 del defensor y el 5 del atacante. ahí el defensor no pierde nada pero el atacante pierde una tropa. luego miras el 3 del defensor y el 4 del atacante. en ese caso el defensor pierde una tropa y el atacante no pierde nada. solo mira los números y compáralos. espero que ayude un poco y perdón si no pero casi no hablo español.
I don’t really understand why we need to make troops into Calvary and artillery, it is useless because it will still die in the battle if a player roles die and it’s higher than you.
Thanks! What if I don't have enough troops on my turn and I can't enter 3 ? Is it possible to use the troops which are out of the game after losing the war?
Since the defender only has 2 defending dice, you use the highest two out of the 3 attacking dice and ignore the third one(since it’s the lowest).. if the attackers 2 highest dice are higher than the two defending dice, you remove 2 troops. So long story short, you ignore the third attacking dice because the third dice is just another chance for you to get a high number.
I got so good at risk nobody would play me anymore.
One strategy I had was take the southeast Asian Islands( can’t remember the names anymore. ) I would then take siam( if I hadn’t already) , and concentrate forces there to defend the islands from capture . I would then methodically take Asia. The islands were a good base with one way in so it was very easy to defend. And because I had the whole area, reinforcements kept piling up. Any time I got that area secure, I would eventually win.
Same
Well in mobile
It's super dangerous when someone gets a continent early game, so I always take it in my power to always take at least one country from it. If I can't, I start yelling at whoever can do it.
@@theulmitter5725 A TRUE RISK player.
That's basic risk strategy every ten year old risk player knows.
The rules state that you can move anywhere on the board when maneuvering, as long as the territories create a chain (meaning the territories in the path are all yours). And that you can move your troops from any territory (as long as they are connected) to any ONE territory.
What you said was very different.
lol actually had this discussion with my sister last week! Me and my friends always play it like that as well. You can do that tactical move to any country as long as you are linked to. But .. Some groups do play with the rule that you can only do a certain amount of steps. Like 7 steps. But alteast you can move to other countries as long as you have a chain of countries you own connected to them yea
@@ireadandplay636 Mhm, interesting. I was just stating what the actual rules say. It also says that you can move FROM any number of territories (as long as they are connected) TO ONE territory. So in simpler terms, you can move your troops from anywhere you want, but to only one location per turn. Is that how you and your group play it as well? Or do you move to multiple locations?
@@greekfire7980 I always thought that you could only move by moving over one and taking that troop and move over one ad infinitum. 1 troop you could move easy, since you have to have at least 1 troop in the territory, if you had 3 troops per territory in the chain you could move 3 troops via the chain. The idea being you are simply moving every 3 troops over exactly one territory in the same direction. So the rules still apply.
I am still very confused, I have never played this game and it looks interesting. This video is very confusing.
There are different versions of the game with different rules. Usually you can only move from one country to another.
One of the BEST board games of all time!
Risk: I'm the longest game ever
This dude who completed it I 7 minutes and 22 seconds
Nah monopoly is more longer
@@user-hg2di8ci5m same
No monopoly man
I like versions of the game without cards, this makes play much more logical and compact. And if I may say so "more real"?
@@chingchang8709 Dungeons and Dragons can be played for years. New material comes out when you’re halfway so you can use it to keep playing the game you started years ago
Great game to play in quarantine
Ya
Quickest way to lose patience
Yes
Indeed
No one to play with though
4:50 is a super important rule!
That does not show the same number though
@@Sebastian-ep6nw Yes it does, The attacker rolled "6 and 4", the defender rolled "5 and 4".
@@greekfire7980 BLUE=9 RED=10
Do math
@@brinx4lifecity201 That's not how you count the roll. In this game you count each die separately, do you even know what the fuck you are talking about? Because you are just making a fool of yourself. You're embarrassing yourself.
@@greekfire7980 chill
Having played the online version, I think playing on the board itself, although slower, is more fun. The software version, even with the same rules, felt different and the troops can easily snowball to hundreds of units on a "stack".
simple yet great game. i always try to lay low at first, let everyone fight each weakening their forces then i move in, much like how the usa played ww2
I think you may mean ww1? The US didnt enter thay war until late in the game, so to speak
Im the opposite, i always eliminate and conqure as much teritory as posible fast so i can be a large threat.
@Tyler Johnston my experience is when you are a large threat the other players usually team up on you.
Unless you have a continent or more, maybe try and save up in a way that won't end with you getting picked off
Yeah cause we didn't invade North Africa, Italy, or the Pacific theater until the end of the war....
Anyone tried playing by a slight variation to the rules where you win a risk card for every territory you defeat on your attacking turn? We tried it for three players and thought it worked well. The troops stacked up and there were some almighty sized battles. It was also a faster game.
Looks like many are trying out this variation.
When it was 1v1, my friend or cousin and I would double the amount of men we could get each turn based on how many territories/continents we controlled. And if we started the game, we'd draw a card and then place a man on whatever territory we drew, and then we'd roll to see who'd attack first.
This game introduced me to the world of strategy games
it was an okay video, but i still dont understand what to do with the cards. And the explanations were vague.
The risk terratory cards are dealt in the begining so you know what countries to put your troops on. After which the cards are shuffled and on each go when you win a new territory you get one risk card , only 1 card per go. Collect 3 cards and trade in for additional armies. At the begining a mission card is given to each player. This is your mission for the game. Do not let on your mission. 😊
Themission
@@otismurch2102 bruh what game of risk are you playing where there are missions.
@@im_running1686 In the version that we have in our home, there are a total of 12 "Secret mission" cards, where You have a mission to complete. ("conquer 24 territories", "conquer X continent" and such). If You complete Your secret assignment, You win the game.
I love this game but I haven’t been able to teach my peers
Just play it on mobile or on pc with steam
@@sonofgondor1696 the steam version is really bad
@@lukoka6371 oh is it? ive never played it on steam xD
But if the troops lose do they die or are they moved to a random province?
“I’M TAKING THE CONGO AS A PENALTY!”
Ukraine is weak its time to put the hurt on ukraine
@Javier Hudson lol it's am African country 😂😂
@@shadyizloo that aged well
It looks like a fun game,
Today I played kolonists of Catan, and I added extra possibilities : the option to build "barracks" so players could place "knights" via the existing knight cards and with the diffrence to first build barracks, later ye could build (barracks required) heavy weapons factory, to build armor etc., I did not manage to play long enough to come up with a mechanism to use these, I only succeeded to rob other player of resource cards, or militarily block acces to resources with the barracks and knights. I was thinking of activating a " battle dice" like mechanism once armor was on the board, I knew the game risk but never investigated it, I decided to look it up and now know they have a "battle dice" mechanism , if boath games are in posession it would be fun to use the pieces of risk on the catan board when heavy weapons factory is build so players could wage war, still thinking it out though 🤔
So what do cannons and calvary bring to the table? Battle wise what do they do? Like if 1 infantry attacks a cannon and the cannon loses the roll
I think those pieces literally just exist so there arent dozens of individual infantry units in every territory later on
Yes@@philip8498
Their Just to save pieces
I'm here because I was invited to come to a risk party only having played risk once. Turns out it's a pretty serious event.
Wish i knew how it turned out. this game gets serious.
I'm about to find out...
Question : In your turn to role the dice.. Count the territories and divided by 3 and if you have continent will give troops.. On my second turn will i get troops. On my third turn will count territories divided by 3 and get troops... (I m not talking about matching 3 Risk cards and getting troops)
1)Do we use the horses & canons instead of troops for saving space only??
2)A horce can attack to a trooper or only to another horse??,if yes does horse got an advantage?if the horse loses to a trooper do I lose the “whole” horse??
3)If I attack with 3 troopers to a land that have 2 troopers, the defender must put both of the troopers to defend the land or he can choose?
if you choose to play Defence with one trooper he remaining with 1 trooper (that i cannot attack) HOW I WILL GET THE LAND??😂
Thanks in advance
Wait so what is the point of trading in infantry for higher ranked troops? If you can only use 3 and it doesn't give you any special advantage what is the purpose?
SillyWilly ^^^
To anyone wondering I looked in the rule book, It's literally just to save space and make more troops available as you need them
In my house rules cannons and cavalry use their unit cost as "hit points" for battles. After a battle is over they are split down into lesser pieces after subtracting the times they were hit. Due to how there can only be 3 attacking pieces and 2 defending pieces, this effectively means cannons are best for attacking because they have the most staying power. While infantry are best for defense because they are cheap and waste attacker's turns. And cavalry lie in the middle of the two.
@@didelphidae5228 What do you mean by hit points though? Times they were hit? Can you please elaborate more as im trying to give more sense to cavalry and cannons than just unit sizes
@@CpCpAccounts Of course. The first core mechanic of this system is that individual units cannot participate in more than one battle per turn. Units that were created from breaking down a larger unit after a battle similarly cannot act until the next turn. Smaller units can be combined into larger units though larger units can only be broken down from being damaged. (In vanilla RISK units could battle as many times in any turn as their commanding player liked as long as there was 1 left in a territory) Next up... there can be up to 3 attackers per battle and 2 defenders. Though defenders must include as many units as possible in every battle. Units on both sides in a battle can be any composition of cavalry, cannons, and infantry. Cavalry and cannons are worth 5 and 10 infantry respectively. Each time they are elected to absorb a hit they lose 1 infantry from their pool of "hitpoints" though this does not have an effect until the battle ends. They have to individually be reduced to zero to be eliminated. After a battle you break down damaged units into smaller ones. (For example: a cannon that took 3 hits during a battle will be broken down into 1 cavalry unit and 2 infantry) Considering these changes, this makes infantry great "turn wasters" because a defender can bog an attacker with them and soak up enemy cannon and cavalry attacks. While the latter have increasingly superior staying power and are optimized for attacking because attacker's always score more hits on average than defenders if they fill all 3 of their unit slots for a battle. They can also turn into a bad case of putting all your eggs into one basket. Especially if they have the disadvantage of defending. A few unlucky rolls and suddenly your 2 cannons (amounting to a 20 unit total, a big hurt to a player's economy) were thoroughly decimated by the expense of just a few infantrymen on the enemy's part.
I hope I explained it in a way that's clear. If you have any further questions I will happily answer them.
Wait does having cavalry or artillery make ur troops stronger ? Like able to take more hits ? What’s the point of exchanging troops for them
Nah, they're just to save space on your territories
I still don't understand how to play ;-;
I just make up my own rules lol
Me to
I don't either
Same and I’ve watched two videos
Lil
I found this super helpful, and I think he did a great job, at telling the information. I thought that the instructions for the actual game, had a few spots that weren’t clear enough, anyway thanks for the video!
I love this game! Anyone who like this game! I recommend playing the RISK game for Nintendo Switch!
Been a while since I played. Thanks fir the tutorial
I just started playing it it's amazing I luv it because I'm really into countrys
I play it on mobile
My all time favorite board game with monopoly second
Question : In your turn to role the dice.. Count the territories and divided by 3 and if you have continent will give troops.. On my second turn will i get troops. On my third turn will count territories divided by 3 and get troops... (I m not talking about matching 3 Risk cards and getting troops). Thank you
I was playing it on mobile, But when i got the game itself it was 10x better
Wait I’m just confused about the different units defending so if a cavalry is defending and an infantry is attacking what happens there?
I think 5 die would be rolled, since it was stated that cavalry counts as five.
I just ordered basic risk to be delivered to my house in a week!!! AUS IS MINE!
due to this great vid. Cheers mate!
So can you move as many soldiers you want? Or only once per turn?
4 player game last 13 hrs one time qhen I was around 15 wow me and my buddies loved that game
Does having a cavalry or the tank thing on board make a difference in what it can do, or is it just worth one while on the board?
It doesn't have any special powers or something, it's just to make it easier to visualise the amount of troops in a territory
So cavalry or tank is worth the same as a infantry?no special adavantage?
@@cruz6792 yeah, it's just a way to save space, since it would probably be hard to have 10 infantry figurines on a territory like Japan, per say. Also frees up more infantry markers if you're running low.
It‘s not worth the same. Cavalery is worth 5 and canon is worth 10 infantry troops.
Question, In a persons turn can they attack as many times as they want to as many territories as they want. And after the attack can they move however much troops they want?
Yeah
Great video clear explanation. Thank you😊
3:36 You can maneuver to any territory connected to the original territory. For example on troop from Greenland can move across through controlled Iceland to Russia. If orange controls Iceland the next turn the black player may not move back to Greenland from Russia. You may also move more than one army in your maneuver phase. For example, you can move three armies from Greenland to Russia, not just one.
No. Only country to country.
How does one battle with the cav and cannon? are they worth more in a battle? the rules kind of skip over using them?
If you can only attack with 3 troops at the same time, how does it work when you attack with a cavalry or artillery?
Cavalry and artillery are just 5 troops and 10 troops, so treat it like a bigger troop
@@prod.winterxphool6227 What is the point of doing it though? Is it just for convenience?
One question I have is at the end of your turn when your wanting to move troops, the instruction are that you can only move troops from 1 territory to a 1 bordering territory, does that mean your only to make that solo troop move per turn? Found this part kinda tricky, looking to see if it is only 1 move or can it be more then 1 move just only get to cross 1 border per move?
Same,
In my 2010 Edition, instructions says you can take as many troops as you'd like from one of your territories, and put them all in one of your other territories that is connected either by land or sea. In this part of your turn, connected means within a chain of territories that you control.
I don't know if you can only maneuver a single group of troops on that turn. Or you can maneuver multiple groups of troops in that single turn.
Hi! Question : when moving troops at the end of your turn, should you move only once from one of your territories to another? Or as many troops as you want from many of your territories?
You only get one transfer at the end of each turn. You can transfer as many troops as you wish from one adjacent country to another but at least one army must remain in the transferring county.
What's the second best game next to this one that's similar?
Is there any advantage of defending with 1 troop when attacked with 3?
Also, when you knock someone out and have 6+ cards I know you have to spend a set, immediately.
Can you spend more than one set?
Yes you will only lose a 1 troop not 2
Yes you can spend both of the seats if u want to, but you are forced to use one
you spend as many sets as it takes to go under 6. No more, no less
I have a question, for example, if the objective card says that I have to destroy all troops of a color or conquer x number of territory, do I just let the enemy troop die or do I have to destroy the enemy troop? So I have to conquer territories to win?
What happens when the risk card pile ends??? do you make a new pile out of all the used ones?
Yes. Just remember the last amount of troop bonus.
why is this man talking like a robot that capitalizes every T
Ramy Sadek he doesn’t talk like a robot
Debbie Sutton yes he does
Someone Important no he doesn’t stop being rude and criticising people
Debbie Sutton you clearly did not watch the video
Debbie Sutton he aint being rude. he’s speaking facts, he does sound like a robot.
QUESTION: If the attacker attacks with 3 and the defender defend with 1. Then the defender wins the higher roll, does the whole 3 attackers die? Or just 1 attacker?
Just one attacker would die.
@@GatherTogetherGames but if you roll 3 attackers and 2 defenders, defenders roll higher. Wouldn't all 3 attackers die?
Two attackers would die and the third attacker would retreat
@@GatherTogetherGames interesting. I see. Thank you
Can you attack again after you’ve already attacked someone successfully?
Thank you for the post! Explained so clearly! Off to conquer the world!!😁
when u attack with 3 troops and the defender defends with only two, what happens to your 3rd dice roll?
I’ve never seen a risk set like that were did you get it
You can get one on Amazon or Walmart pretty easily
That’s Risk 2016 edition
What if someone doesn't have a set to turn in when they have 5 cards? What happens when someone attacks an artillery unit, wins, but you don't have enough infantrymen to add in in the place if the artillery? Thanks for the vid, just wish I could talk to a Risk expert and ask all my stupid questions lmao.
I am not any sort of risk expert (I don't even play risk) but it Is actually imposible to have 5 cards that you can't trade in. Like all the combos you can have are 5-0, 4-1, 3-2, 3-1-1, 2-2-1. As you can see all of these have at least one number that is higher or equal to 3 or they have all the types. Hope this helped.
Just relised this was 1 year ago.
You'll always have a set if you have 5 card.
is this the oficial rules because this is not how me and my friends play. we don't choose the provinces, we get the from dealing the cards. and on our cards there are no troops only numbers. maybe different generation of risk
Same we make a stock and give everyone random cards
I love this game
Great game to play during a war
What is this intro song from? It's killing me that I can't place it
3:29 so it is a choice to attack or not attack further
QUESTION!!! If you started the attack with 3 troops, rolled dices and lost 2 of them. Do you finish this specific attack with one remaining troop and then start ove with 3 new troops or can you keep adding more troops from attacking territory unill you win or loose?
if you lose you can attack again.
questions how does attacking with calvaries and artilleries work? if they get defeated do they turn into how many troops are left? and lastly can you use sea lines to move troops (like move from south america to africa) to attack?
You can use sea lines to attack
@@mr.legobama6793 ok thanks
There is objective in the game not only beating others
Hi I have a question, what if 4 troops attack 3 troops, because there is only 5 die
What you dont get when the rules say: max attacking units is 3 and max defending units is 2?
Thank you! This was such a big help! ☺️
Are there strategies of placing infantries?
Do cannons and horses have any special attacks,? Or are they used the same as infantry.. ? Wouldn't make sense if they worth 10 infantry and attack is the same but again I'm new so what's the difference,,??
No. The cannon's and the horses just represent higher numbers of troops. They help like if you have a bunch of troops on a small country.
I was thinking of buying risk, but this video helped me decide against it
Why? It’s really fun
Prob too compicated and too long
Great video!
I love your videos!
Question: so say if I'm defending with only a cannon and I lose the battle do I replace that cannon with 9 troops or do I just loose the cannon same goes for the horse troops if I lose them do I get 4 troops
You would replace the cannon with 9 troops
thank you 👍😁
Perfect Game!!!
thx this is the best video to how to know to play risk
No
@@Sebastian-ep6nw then what is it?
Have you ever wondered why there is no New Zealand on the Risk map?
I've been playing this like axis & allies helpful video
so during setup phase, how many soldiers per player ?
0:37
At the beginning you shuffle the card deck and distribute it to everyone and this are there countries this is what it says in the rule book
Also at the very end it showed green fighting with its last guy on Venezuela and you can put do this you HAVE to have at least one person on every country
I love to play RISK
This game was so awesome
how do we attack with cavalry because there is only 2 attacking dices but the cavalry is 5 troops
You get 5 dice because it's worth 5 troops
@@BigMarcello100 but there is 3 attacking dice and 2 defending dice,how am i supposed to get more dices because the defender has to defend as well with 2 defending dice
Sorry you're right. That was my house rules 😅. I think you still get three and if you loose you lose one infantry so you need to exchange for four infantry but you could continue the attack with the four
@@BigMarcello100 Ya i could just do that
The different troop types are just so incase you have like 30 men on a piece of land you can just do 3 artillery which saves space
Can i attack if my territory has only 2 troops? Like i attack with one and leave one behind?
Yes all teretory must have atleast 1 troop
The rule book doesn’t clarify that, also doesn’t state if you can make an attack with one troop, what happens if you attack & loose to another one troop territory, will you just loose & leave the territory empty?
Why did Hasbro remove the 6th player could they not charge an extra $3.00 for the game or something??
Why did they get rid of the 6th player 😒 in older versions it was 2-6 players !
probably to shorten the video,you can still play with up to 6 players
So if I'm defending and I have 6 infantry in one country and I lose the territory, do my infantry just return to me and await being put back into play through cards or the beginning of my turn?
Yes, that is correct
You want to do something really dumb with risk? Combine it with Warhammer 40k.
Every troup on the risk board is worth 1-5 power, depending on how big you want your Warhammer games to be. At every single battle, play a Warhammer game.
In editioyn to starting CP, the reinforcement cards can also be used for CP, which you can burn in the battle to activate stratagems, or to use them in the Risk game as standard.
I would also recommend playing Crusade rules rather than matched play, If you do assume the original power rather than the revised for the Crusade
You lose points when a unit is fully killed. But all minis that are killed do not affect the unit in future battles.
Once you lose you may move any units into reinforcements and redeploy them on your next risk turn.
Note this game will last forever. Like this is a thing you do for your buddies for an all long weekend thing getting drunk and playing a game all week.
So I just got this ge today and I tried to put all colors an saw that there were only five and I tried to check if there was an red one but I didn't found it pls help
What's the.point of calvary and artillery? How do you use them?
They just represent 5 and 10 infantry
This helped a lot
Como serían las probabilidades de ganar o perder la batalla con los dados. Por ejemplo, si el atacante lanza 3 dados y obtiene: 4,4,5 y el defensor lanza 2 dados y obtiene: 3,6. Cuantas tropas se perderían?
Erick Herrera yo se que esto fue hace cuatro semanas pero si todavía no sabes yo te explico. junta los números mas grandes por ejemplo el 6 del defensor y el 5 del atacante. ahí el defensor no pierde nada pero el atacante pierde una tropa. luego miras el 3 del defensor y el 4 del atacante. en ese caso el defensor pierde una tropa y el atacante no pierde nada. solo mira los números y compáralos. espero que ayude un poco y perdón si no pero casi no hablo español.
I don’t really understand why we need to make troops into Calvary and artillery, it is useless because it will still die in the battle if a player roles die and it’s higher than you.
It’s just to save the smaller troops for later
I still dont understand how to play the game. :(
Os it possible to play with 2 players?
Yes.
Yeah, but it’s more fun with 3 or more
Yes
J Hawk *what about 40 players*
Thanks! What if I don't have enough troops on my turn and I can't enter 3 ? Is it possible to use the troops which are out of the game after losing the war?
My faviorite game
I actually conquers the whole world in this game🗿
What about the artillery how to fight with
Thank God,i lost the instructions manual
LOL!
Rip
How do u earn the cards
Nobody explains about the attacker with 3 dice does that mean I can move 3 armies and kill 3 armies if I roll 3 highs?
Since the defender only has 2 defending dice, you use the highest two out of the 3 attacking dice and ignore the third one(since it’s the lowest).. if the attackers 2 highest dice are higher than the two defending dice, you remove 2 troops. So long story short, you ignore the third attacking dice because the third dice is just another chance for you to get a high number.
Hello. Can you tell how play risk game by baziman toys manufacturers
Thank You Very Much......
Wait… so if I have a cavalry unit… I have to roll 5 dice?….
Do count the sum of the dice or individual #?
individual