Risk (game)
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2008-07-15T16:19:48Z
El C
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Reverted edits by [[Special:Contributions/OrgasGirl|OrgasGirl]] ([[User talk:OrgasGirl|talk]]) to last version by Darkage7
''{{Infobox_Game
| subject_name = [[Image:Risk logo.png|250px]]
| image_link = [[Image:RiskInPlay.jpg|none|250px]]
| image_caption = A typical game of ''Risk'' in play.
| players = 2–6
| ages = 10+
| setup_time = 5–40 minutes
| playing_time = 1–8 hours (player dependent)
| complexity = medium
| strategy = high
| random_chance = Medium (dice, cards)
| skills = [[Tactics]], [[Strategy]], and [[Negotiation]]
}}
'''''Risk''''' is a commercial [[strategy game|strategic]] [[board game]], produced by [[Parker Brothers]] (now a division of [[Hasbro]]). It was invented by French movie director [[Albert Lamorisse]], and originally released in 1957, as ''La Conquête du Monde'' (The Conquest of the World), in [[France]].
''Risk'' is a turn-based game for two to six players, and is played on a board depicting a stylized [[Napoleonic Wars|Napoleonic-era]] political map of the [[Earth]], divided into forty-two territories, which are grouped into six [[continent]]s. Players control armies, with which they attempt to capture territories from other players. The goal of the game is to control all the territories—or "[[World domination|conquer the world]]"—through the elimination of the other players. Using [[area movement]], ''Risk'' ignores realistic limitations, such as the vast size of the world, and the logistics of long [[Military campaign|campaigns]].
== Equipment and its evolution in design ==
[[Image:RiskSoldier.jpg|thumb|The [[infantry]], the basic unit of ''Risk'', representing one army.]] [[Image:RiskCavalry.jpg|thumb|The [[cavalry]], representing five armies.]][[Image:RiskCannon.jpg|thumb|The [[artillery]], representing ten armies.]]
Each ''Risk'' game comes with six sets of armies, each of a different color. Individual sets of armies are denoted by three different tokens. [[Infantry]] tokens represent a single army unit, [[cavalry]] represent five army units, and [[artillery]] ten units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of armies during the game, another color may be used to substitute, or slips of paper to help keep track of his or her armies. Standard equipment also comprises five [[dice]]: two for the defender and three for the attacker, both sets being color-coded as well.
Also included is a total of fifty-six ''Risk'' cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a ''Risk'' card set, in order to receive reinforcements. Twelve Mission cards also come with the game, but are used only in ''Secret Mission Risk''.
Originally, the playing pieces were wooden cubes representing one army each and a few rounded triangular prisms representing ten armies each but in later versions of the game these pieces were molded of plastic in order to reduce costs. In the 1980s, these were changed to pieces shaped like the [[Roman numeral]]s for I, III, V, and X. The 1993 edition introduced infantry, cavalry, and artillery pieces, which were made of plastic. The 40th Anniversary Collector's Edition contained the same troop pieces, but made of metal rather than plastic. Additionally, the movement route between the territories of [[East Africa]] and [[Middle East]] was removed; this was later confirmed as a manufacturing error. Subsequent editions reverted to plastic pieces, and replaced the missing route.<ref name=RiskEvolution>{{cite web |author=Dave Shapiro |title=Risk: The Evolution of a Game |date=December 2002 |work=The Games Journal |url=http://www.thegamesjournal.com/articles/Risk.shtml|accessdate=2007-05-12}}</ref> While the European versions of ''Risk'' had included the variation "''Secret Mission Risk''" for some time, the U.S. version did not have this added until 1993.<ref name=HistoryRisk> Risk timeline at [http://boardgames.about.com/od/risk/a/risk_history.htm boardgames.about.com]; last accessed [[May 12]] [[2007]].</ref>
== Standard setup ==
Setting up the ''Risk'' board for play is more involved than in many other games. Players take turns claiming territories by placing armies on them until all the territories are occupied. Remaining armies are placed onto strategic territories to strengthen them. Once armies have been placed the actual game begins. The two-player game differs in that the players use ''Risk'' cards to determine where armies are placed. Similarly, in [[Albert Lamorisse|Lamorisse]]'s original version, all players claimed territories based on the ''Risk'' cards they were dealt. For example, if a player were to receive the [[Peru]] card, then that player would occupy Peru.
==Player turn==
===Reinforcements===
At the start of each player's turn, the player adds reinforcements to his or her armies. A player receives additional armies based on the number of territories he or she controls, the value of the continents he or she controls, and the value of any ''Risk'' card sets he or she turns in. The player receives one army for every three territories under his or her control (ignoring any remainder), with a minimum of three armies per turn. The number of reinforcements for holding a continent varies. For holding [[Asia]], the player receives seven extra armies; for [[North America]] and [[Europe]], five; for [[Africa]], three are given; and for the continents of [[Australia]] and [[South America]], two reinforcements are placed on the board.
In addition to reinforcements from holding territories, players also gain reinforcements by turning in ''Risk'' card sets. During the attacking phase of his or her turn, if a player conquers at least one territory, he or she may claim a ''Risk'' card, which is a card showing one of the forty-two territories, and a picture of an infantryman, a cavalryman, or a cannon. There are also two wild cards, which have a picture of all three ''Risk'' units, but no territory diagram; these may be used as either infantry, cavalry, or cannon, in order to finish a set of cards. A set of ''Risk'' cards is three cards showing the same unit (eg. all three cards have cavalry pictures), or three cards showing one of each type of ''Risk'' unit. The number of reinforcements awarded for a turned in set increases as sets of cards are turned in. Also, turning in a card with a pictured territory owned by the player awards two additional armies to be placed in that territory.
===Attacking===
[[Image:Risk-dice-example.jpg|thumb|<center>Example of matching up attacking (left) and defending (right) dice</center>]]
After deploying reinforcements, the player may attack to gain territory and get a ''Risk'' card. Once an attacker occupies a defender's last territory, thus eliminating them from the game, the attacker is rewarded with all of the defender's ''Risk'' cards.
===Fortifying===
When a player has finished attacking, he or she has the option to move any number of armies from one, and only one, of their territories, into an adjacent territory that they occupy. The player must still leave at least one army in each territory. If the player captured at least one territory during the course of their turn, they may draw a single ''Risk'' card from the deck. A player may not hold more than five cards at any one time, therefore, after drawing their fifth ''Risk'' card, he or she will be required to turn in a ''Risk'' set (three matching cards) upon his or her next turn. Play then proceeds clockwise to the next player.
==Strategy==
[[Image:P2200009.JPG|right|thumb|200px|Risiko (Italian version) in play]]
===Basic strategy===
The official rulebook gives three basic strategic tips for the classic rules. First, players should control entire continents to get the bonus reinforcement armies. Second, players should watch their borders for buildups of armies that could imply an upcoming attack. Third, players should build up armies on their own borders for better defense.
===Common strategies===
Besides basic strategies listed in the official rulebook, there are several more strategies one can apply, many of which revolve around the tactics of fortification. For instance, players often attempt to gain control of [[Australia]] early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country (either [[Thailand|Siam]] or [[Indonesia]]).<ref name=RiskStrategyHasbro> Risk strategies at [http://www.hasbro.com/risk/default.cfm?page=strategy hasbro.com]; last accessed [[March 12]] [[2007]].</ref> Generally, continents with fewer borders are easier to defend as they possess fewer points that can be attacked by other players. A much riskier and more ambitious strategy involves attempting to hold [[North America]], which provides a sizable five army bonus, but requires three different entry point territories to be defended.
Usually, it is best to hold territories within a compact area, in order to facilitate both defense and attack. Spreading one's territories across the globe is risky, since it usually leads to fighting on many fronts and the rapid depletion of one's forces.
Geography also plays a large role in strategy. For example, Australia offers better defense, while [[South America]] offers better offense. Australia can be easily defended, since it has the fewest borders, yet its only neighboring continent is [[Asia]], which is the most difficult to maintain. By contrast, South America is more difficult to defend, since it has two borders and the same value of bonus reinforcements as Australia, yet its neighboring continents are North America and [[Africa]], which are both easier to obtain and defend, compared to Asia.
''Risk'' cards also play an important role in strategy. Generally, it is thought advisable to hold one's ''Risk'' cards until one can cash them in for maximum reinforcements.<ref name=RiskStrategyHasbro/> This is especially true earlier on in gameplay, as extra armies make a greater difference in the beginning of the game.<ref name=RiskStrategyHasbro/> Eliminating a weak player who holds a large number of ''Risk'' cards is also a good strategy,<ref name=RiskStrategyHasbro/> as players who eliminate their opponents get possession of their opponents' ''Risk'' cards. Additionally, if a player has five or more ''Risk'' cards after taking the cards of another player, he or she must immediately turn the ''Risk'' cards in for reinforcements until the player has less than five cards and then may continue attacking.
Another common tactic is to simply control the most territories. This is especially effective when the game is deadlocked - or no player is able to attain a continent. Because more territories translates to more reinforcements, having the most land will prove an advantage.
(For example, Player A has 22 territories, whereas Player B has obtained South America but only has 11 territories. Player B's income is five armies per turn, yet Player A receives seven armies per turn despite not holding a continent)
It is also common to control "choke points" in order to simultaneously defend a country and prevent another country from being captured. For example, if a player controls North America, he may choose to control Iceland as well in order to force players to conquer Iceland before attacking North America. Moreover, since the player is controlling Iceland, other players are unable to control Europe. Another example is controlling North Africa to defend South America, or Siam to defend Australia, or Kamchatka to defend the western side of North America.
A good strategy would be to attempt to control North and South America together. This eliminates the southern entry into North America as well as the northern entry into South America. The attacking points now become Greenland, Brazil, and Alaska. The player should then attempt to conquer Iceland, North Africa, and Kamchatka and then control them with heavily fortified armies to prevent or slow an attack on the Americas.
===Alliances===
No official [[alliance]]s or truces exist in the game, although players often form unofficial treaties or "[[gentlemen's agreement]]s" to safeguard themselves from attacks while they concentrate their forces elsewhere, or to eliminate a player who has grown too strong. Often, such agreements are broken. For example, one party will suddenly turn on the other by conquering a single territory on a continent controlled by his erstwhile ally, thus weakening the latter's chances of world domination.
===Dice probabilities===
The attacker can use up to three [[dice]], and the defender can only use up to two dice. Since the defender wins the tie between two dice, it is to the advantage of the attacker to use more dice than the defender. The table below demonstrates the probabilities of the outcomes given different combinations of dice:
{| class="wikitable" style="text-align:center"
|-
| colspan="3" rowspan="2" | Probabilities of winning a dice roll in ''Risk''<br />(various die <!-- die is singular, dice is plural -->combinations)<ref>[http://72.14.253.104/search?q=cache:7D74iBIel-EJ:www.recreationalmath.com/Risk/RiskPaper.doc+risk+dice+probability&hl=en&gl=us&ct=clnk&cd=2&client=firefox-a HTML version of the probability distribution of Risk battles] URL accessed [[May 12]], [[2007]].</ref>
! colspan="3" | Attacker
|-
! one die <!-- die is singular, dice is plural -->
! two dice
! three dice
|-
! rowspan="5" | Defender
! rowspan="2" | one<br />die
! Attacker wins
| align="right" | 15/36 = 41.67%
| align="right" | 125/216 = 57.87%
| align="right" | 855/1296 = 65.97%
|-
! Defender wins
| align="right" | 21/36 = 58.33%
| align="right" | 91/216 = 42.13%
| align="right" | 441/1296 = 34.03%
|-
! rowspan="3"| two<br />dice
! Attacker wins
| align="right" | 55/216 = 25.46%
| align="right" | 295/1296 = 22.76%
| align="right" | 2890/7776 = 37.17%
|-
! Defender wins
| align="right" | 161/216 = 74.54%
| align="right" | 581/1296 = 44.83%
| align="right" | 2275/7776 = 29.26%
|-
! Both win one
| align="right" | n/a
| align="right" | 420/1296 = 32.41%
| align="right" | 2611/7776 = 33.58%
|}
==Differences of rules==
Over the years, [[Parker Brothers]] and [[Hasbro]] have published many different editions of rules for the game. In the most recent rulebook, three variations are given. Since playing ''Risk'' with two players is not always as engaging as games with more players, "''World Domination Risk for 2 Players''" recommends occupying some territories with neutral armies, to come close to the strategic value and fun of an actual three-way game. "''Capital Risk''" is recommended for a shorter world domination game in which each player has their "capital" in one of their initial territories, and the player to capture all capitals wins.<ref>Risk II</ref>
The "''Secret Mission Risk''" variant, which has been the standard game in European editions for some decades,<ref name=HistoryRisk/> gives each player four specific missions short of complete world domination. Missions include various tasks such as conquering two specific continents, e.g. [[Asia]] and [[South America]], eliminating one specific other player, e.g. all the blue troops, conquering any twenty-four territories, or conquering any 18 territories, but maintaining at least 2 troops in each. Players do not reveal their missions to each other until the end of the game, which is after the first player to fulfil the condition of their missions displays his Secret Mission Cards and wins the game.
The official rulebook suggests variations to the gameplay mechanics for "''Risk'' experts," any or all of which can be used depending on player preference. These suggestions include:
*Reducing the rate at which ''Risk'' card sets increase in value so that they only go up by 1 each time
*Allowing for faster redeployment of armies at the end of a turn
*Disallowing more than twelve armies per territory, which can cause a loss of armies due to having nowhere to put them
*Granting an attack advantage when attacking from or to a territory for which the attacker holds a ''Risk'' card
*Simulating a "commander" in a battle by changing an attacking die to a 6 once per turn
In addition to these official variations, many [[computer]] and Internet versions have different rules, and gaming clubs often use house rules or competition-adjusted rules.
<!-- trivia is generally frowned upon in FAs, and this is unsourced. == Trivia ==
*The German edition of the game is infamous for its liberal use of [[euphemism|euphemistic]] language: territories are "liberated" rather than occupied, enemy armies are "dissolved" rather than defeated, and the actual attacks are referred to as "diplomatic initiatives". -->
== Territories ==
The following is a representation of the ''Risk'' game board, with a table of the corresponding continent and territory names. The territory and continent links refer to the general use of those terms, outside of the context of the ''Risk'' board game.
[[Image:Risk game map.png|thumb|none|800px|A representation of the ''Risk'' game board, showing the different territories, an approximation of their borders, and an approximation of their usual coloring.]]
''' The territories of ''Risk'' ''' <ref>“[http://www.gamingcorner.nl/risk-territories.htm Risk territories].” ''The Gaming Corner''. Accessed [[2006-05-12]].</ref>
{{Multicol|600px}}
'''[[North America]]''' (5)
# [[Alaska]]
# [[Alberta]]<sup>†</sup>
# [[Central America]]
# [[Eastern United States]]
# [[Greenland]]
# [[Northwest Territories|Northwest Territory]]
# [[Ontario]]<sup>†</sup>
# [[Quebec]]<sup>†</sup>
# [[Western United States]]
'''[[South America]]''' (2)
# [[Argentina]]
# [[Brazil]]
# [[Peru]]
# [[Venezuela]]
{{Multicol-break}}
'''[[Europe]]''' (5)
# [[Great Britain]]
# [[Iceland]]
# [[Northern Europe]]
# [[Scandinavia]]
# [[Southern Europe]]
# [[Ukraine]]
# [[Western Europe]]
'''[[Africa]]''' (3)
# [[Democratic Republic of the Congo|Congo]]
# [[East Africa]]
# [[Egypt]]
# [[Madagascar]]
# [[North Africa]]
# [[Southern Africa|South Africa]]
{{Multicol-break}}
'''[[Asia]]''' (7)
# [[Afghanistan]]
# [[China]]
# [[India]]
# [[Irkutsk Oblast|Irkutsk]]
# [[Japan]]
# [[Kamchatka]]
# [[Middle East]]
# [[Mongolia]]
# [[Thailand|Siam]]
# [[Siberia]]
# [[Ural (region)|Ural]]
# [[Yakutsk]]
'''[[Australia]]''' (2)
# [[Eastern states of Australia|Eastern Australia]]
# [[Indonesia]]
# [[New Guinea]]
# [[Western Australia]]
{{Multicol-end}}
Note: The numbers in parentheses represent the number of additional armies granted during the reinforcement stage of a player's turn who controls all of the territories in that continent.
<sup>†</sup> On some versions sold in [[Canada]], ''Alberta'', ''Ontario'' and ''Quebec'' are known as ''Western Canada'', ''Central Canada'' and ''Eastern Canada'' respectively.
== Official ''Risk'' versions ==
{{Main|List of licensed Risk game boards}}
In addition to the original version of 1959, and a ''40th Anniversary Edition'' with metal pieces, a number of official variants of ''Risk'' have been released over the years. In recent years, Hasbro has predominantly based its ''Risk'' variants on popular films. The most recent example in this trend is the ''[[Transformers (fiction)|Transformers]]'' version, released in June 2007. In chronological order, the variations of ''Risk'' that have been released are:
* ''[[Castle Risk]]'' (1986) – A version focusing only on Europe in which each player's goal is to protect their castle from attack. ''Castle Risk'' was the first version of ''Risk'' released after 27 years of production to depart from standard play.<ref name=RiskEvolution/> Although it was unsuccessful, it introduced many concepts integrated into later versions of ''Risk''.<ref name=RiskEvolution/>
* ''[[List of licensed Risk game boards#Risk: Édition Napoléon|Risk: Édition Napoléon]]'' (1999) – Adds generals, fortresses, and naval units.
** ''[[List of licensed Risk game boards#Risk: Édition Napoléon: Extension Empire Ottoman|Risk: Édition Napoléon: Extension Empire Ottoman]]'' (2000) – Adds a sixth player to ''Risk: Édition Napoléon''.
* ''[[Risk 2210 A.D.|Risk: 2210 A.D.]]'' (2001) – An award winning futuristic version, produced by [[Avalon Hill]], another division of Hasbro. The game features moon territories, ocean territories and commander units and offers a number of official and unofficial expansions.
* ''[[List of licensed Risk game boards#Risk: the Lord of the Rings|Risk: the Lord of the Rings]]'' (2002) – 2–4 player version based on northern [[Middle-earth]].
** ''[[List of licensed Risk game boards#Risk: the Lord of the Rings: Gondor & Mordor Expansion Set|Risk: the Lord of the Rings: Gondor & Mordor Expansion Set]]'' (2003) – Extension to ''Risk: the Lord of the Rings'', also includes a 2-player ''Siege of Minas Tirith'' mini-game.
* ''[[Risk: Lord of the Rings Trilogy Edition|Risk: the Lord of the Rings: Trilogy Edition]]'' (2003) – Combines the first two Lord of the Rings versions, but does not include the ''Siege of Minas Tirith'' mini-game.
* ''[[Risk Godstorm]]'' (2004) – A version based on the mythological pantheons of various ancient civilizations; produced by Avalon Hill.
* ''[[Star Wars Risk: The Clone Wars Edition|Risk: Star Wars: Clone Wars Edition]]'' (2005) – Set in the [[Star Wars]] universe during the [[Clone Wars (Star Wars)|Clone Wars]]. The player can fight on the side of the Separatists or the [[Galactic Republic (Star Wars)|Republic]], using either the classic Risk rules or the Clone Wars variations where altruism pays off.
* ''[[Risk: Star Wars Original Trilogy Edition]]'' (2006) – Set during the [[Galactic Civil War]], players play as the [[Galactic Empire (Star Wars)|Galactic Empire]], the [[Rebel Alliance]], or the [[Hutts]]. This version is unique in that each of the factions has a different set of goals and victory conditions.
* ''[[List of licensed Risk game boards#Risk Junior: Narnia|Risk Junior: Narnia]]'' (2006) – Based on ''[[The Lion, the Witch and the Wardrobe]]'', players can play as either the forces of Aslan or as the forces of the White Witch.
* ''[[List of licensed Risk game boards#Risk: The Transformers Edition|Risk: The Transformers Edition]]'' (2007) - Based on the [[Transformers (film)|Transformers]] film, players can either play on the side of the [[Autobots]] or the [[Decepticons]] on a [[Cybertron]] stylized map.
* ''[[List of licensed Risk game boards#Risk: Black Ops |Risk: Black OPS]]'' (2008) - Limited edition released in early 2008. Print run was limited to a 1000 copies. Most of the copies were given to people in the boardgame industry to test out new rules for up coming editions.
== Computer implementations and video games ==
Several [[Personal computer game|computer]] and [[video game]] versions of ''Risk'' have been released, starting with the [[Commodore 64]] edition in [[1988 in video gaming|1988]] <ref name=Commodore64> Commodore 64 edition information at [http://www.islandnet.com/~kpolsson/c64hist/c641988.htm Chronology of the Commodore 64 Computer]; last accessed [[May 12]] [[2007]].</ref> and the [[Macintosh]] (Mac) edition in [[1989 in video gaming|1989]]. Since then, various other editions have been released for [[IBM PC compatible|PC]], [[Amiga]], [[Sega Genesis]], [[PlayStation]], [[PlayStation 2]], and [[Game Boy Advance]]. The latest version is ''[[Risk II]]'' for PC and Mac, released in [[2000 in video gaming|2000]]. In addition, there are hundreds of unofficial ''Risk'' clones, many of which can be played online. <!--Do NOT add any of these unofficial "Risk" clones no matter how popular they might be. See Talk page for more info.-->
== Popular culture ==
''Risk'''s seminal influence on strategy conquest board games is reflected by its numerous references in popular culture. While individual references are too numerous to list, the board game ''Risk'' has appeared in various songs, movies, and television series; perhaps most notably in an [[The Label Maker|episode]] of the [[Situation comedy|sitcom]] ''[[Seinfeld]]'', ''[[Malcolm in the Middle]]'' and two episodes of ''[[Lost (TV series)|Lost]]''. The character of [[Arnold Rimmer]] from the TV series ''[[Red Dwarf]]'' is also an avid ''Risk'' enthusiast; he maintains a "Risk Campaign Diary" and enjoys recounting games turn-by-turn to his crewmates. The band [[R.E.M.]] mention a series of popular games, including Risk, in their song "[[Man on the Moon (song)|Man on the Moon]]". The comedian [[Eddie Izzard]] comments that [[Adolf Hitler]] must never have played Risk as a child, due to his failings on the [[Eastern Front (World War II)|Eastern Front]].
The April 2008 edition of [[Wired Magazine]] re-created an entirely [http://www.wired.com/culture/culturereviews/magazine/16-04/found new board] that presented the globe in the future, when politics and environmental changes affected technology, land-mass, boundaries and country names.
== References ==
<div class="references-small" style="-moz-column-count: 2; column-count: 2;">
<references/>
</div>
== External links ==
=== Official ===
{{commons|Risk}}
* [http://www.hasbro.com/risk/ Hasbro’s official Risk page]
** [http://www.hasbro.com/risk/default.cfm?page=browse&product_id=16115 Hasbro’s ''Risk: Star Wars: Clone Wars'' page]
*Hasbro's Risk rules
**[http://www.hasbro.com/common/instruct/Risk1959.PDF 1959 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1963.PDF 1963 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1975.PDF 1975 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1980.PDF 1980 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk-CastleRisk(1990).PDF 1990 edition of the Risk rules along with Castle Risk rules]
**[http://www.hasbro.com/common/instruct/risk.pdf 1993 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/Risk1999.PDF 1999 edition of the Risk rules]
**[http://www.hasbro.com/common/instruct/RiskCollector's40thAnniversaryEdition.PDF 1999 Risk 40th Anniversary Collector's edition of the Risk rules]
* [http://blog.markturansky.com/archives/62 Printable Charts of Odds and Probabilities] licensed under the Creative Commons Attribution-Noncommercial-Share Alike
=== Unofficial ===
* [http://www.totaldiplomacy.com Total Diplomacy] Guides for beginners and advanced users on how to use diplomacy and cunning tactics to win the game.
* [http://www.kent.ac.uk/IMS/personal/odl/riskfaq.htm Risk FAQ] A long-standing and comprehensive list of Frequently Asked Questions about Risk with answers.
<!-- Please do NOT add external links to unofficial websites. See talk pages first before adding links -->
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[[Category:1959 introductions]]
[[Category:Board wargames]]
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