Risk table

Risk: world domination

The classic 42-territory world board, played solo against one to five bots that plan their turns with a game-tree search. Deploy, trade cards, roll real Risk dice, and be the last seat standing.

World map

Territories

Turn 0 Ready
0 Armies to place
Classic Risk world board Original vector world board with the 42 classic Risk territories in six continents: North America, South America, Europe, Africa, Asia and Australia. Dashed lines mark sea routes, including the Alaska to Kamchatka route across the top edge.

Start a new game to deal the world.

FROM / TO mark source and target Blue ring: territory you can act from Dashed ring: legal destination Dashed gold line: sea route

How to play

Classic rules against one to five bots

Seats

A game seats 2 to 6 players. Pick 1 to 5 bot opponents in the selector beside New game: you take seat 1 and every other seat is filled by a bot. Turns pass around the seats in order, from you to Bot 1 through the last bot, and each bot plans its moves with a game-tree search. With one bot the classic two-player variant applies: a third, neutral army holds territory and defends with the most dice allowed, but never takes turns, receives reinforcements, or holds cards, and leftover neutral territories do not need to be conquered. With two or more bots there is no neutral army. You win when you are the last seat standing and lose as soon as your last territory falls.

Playing online

Press Invite players to replace the game on the table with an online lobby, one seat per opponent. Copy the invite link and send it to your friends: each friend who opens it takes the next open seat. When you press Start game, open seats become bots. Reloading the lobby keeps the same invite link. Each player acts only on their own turn and sees only their own cards. Defenders always roll the most dice allowed. The host's browser plays the bot seats. If the host goes quiet for 20 seconds, another player's browser takes over the bots. Reload the page or reopen its link to return to your seat.

Setup

The 42 territories are dealt at random with one army on each. With one bot, you, Bot 1 and Neutral get 14 territories each and every color ends setup with 40 armies. With two, three, four or five bots, all 42 territories are dealt among the seats and every seat ends setup with 35, 30, 25 or 20 armies. The first player is chosen at random. With Random placement, every remaining army is spread at random, at most 4 per territory, and play starts at once. With Manual placement, the seats take turns adding two of their own armies per step, plus one neutral army in the one-bot game, until all armies are placed; Auto-place setup finishes your share at random, at most 4 per territory. The opponent count and Game setup choices apply when you start a new game.

Reinforce

At the start of each turn you receive your territories ÷ 3 (rounded down, minimum 3), plus bonuses for whole continents: North America 5, South America 2, Europe 5, Africa 3, Asia 7, Australia 2.

Cards

If you conquer at least one territory during your turn, including a neutral one, you draw one card at the end of it. Three of a kind, one of each, or any two cards plus a wild make a set. With Incremental cards, sets are worth 4, 6, 8, 10, 12 and 15 armies, then 5 more each time; this count is shared by every seat, so each trade raises the value of the next set for everyone. With Fixed cards, a set is always worth the same by type: 3 infantry 4, 3 cavalry 6, 3 artillery 8, one of each 10, and a wild counts as whichever gives the best value. Holding five or more cards forces a trade at the start of your turn. If you own a territory pictured on a traded card, it gets 2 extra armies (once per turn).

Attack

Attack a hostile territory that is adjacent or connected by a sea route. The attacker rolls 1–3 dice and must have more armies than dice; the defender rolls 1–2 dice, no more than their armies. Dice are sorted highest first and compared in pairs, with ties going to the defender. After a conquest, move in at least as many armies as dice you rolled, always leaving one behind. You choose your defense dice when a bot attacks you; bots and the neutral army always defend with the most dice allowed.

Elimination

A seat that loses its last territory is eliminated: the scoreboard marks it and it drops out of the turn order. The seat that conquered it captures all of its cards. If that leaves the conqueror holding five or more, the forced trade applies at the start of its next turn.

Fortify & controls

Once per turn, you may move any number of armies from one territory to another, as long as the route passes only through your own territories and at least one army stays behind. Click a territory or its marker, or Tab to a marker and press Enter. On narrow screens, scroll the board sideways.