The defending player must resist the attack with one or two armies (using at most the number of armies currently occupying the defended territory) by rolling a corresponding one or two die. At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three die. Attacking is optional a player may decline to attack at all during the turn. Each dice roll determines the outcome of an individual attack, however a player may repeat this process during the attack phase of the turn, attacking any number of territories any number of times before yielding the turn to the next player.
The outcomes of battles are decided by rolling dice. Also, if a player owns one or more of the territories depicted on the set of turned in cards, the player may choose one of these territories to be awarded two additional armies that must be placed in that territory.Īttacks can only be originated by the player currently having a turn, and must be launched from one of the attacker's territories, against an adjacent or sea-lane connected territory occupied by an opposing player. The first set to be turned is worth 4 reinforcements the second is worth 6 third 8 fourth 10 fifth 12 sixth 15 and for every additional set thereafter 5 more armies than the previous set turned in. The player places the armies on any of his territories. If a player has five cards before the end of his turn, he must trade in a set immediately. three cards showing one of each type of Risk unit (soldier, cavalry, artillery).three cards depicting the same unit (e.g.A set of Risk cards consists of one of the following:
The player may receive armies by turning in a set of three Risk cards.