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The player with the highest roll gets to place 1 of their troops on the board first on one of the unoccupied spaces. Once each player has received their starting troops, everyone rolls a die. Subtract 5 troops from each player's starting army for each additional player. If you're playing with 2 players, each player starts with 40 troops. Each infantry piece counts as 1 troop, each cavalry piece counts as 5 troops, and each artillery cannon represents 10 troops. There are 3 unique units that make up an army and represent different numbers of troops. Then, each player chooses a color for their army. To set up the game, lay out the board, which features 6 continents divided into 42 countries. Risk is a fun board game where players try to conquer continents and wipe out their opponent's armies. Try not to begin in Asia it has too many borders to fortify and will quickly lead to over-expansion and spreading your troops thin.This operates on the assumption that Asia, North America and Europe are fighting each other to expand. Move left to South America, cut through North America and move to Asia through Alaska.
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Begin in Africa, then fortify it against Europe and South America. This operates on the assumption that Asia and Europe are fighting each other to expand.
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Move down to South America, cut through Africa and move up. Begin in North America, fortify it against Europe and Asia. Build troops and move up through Asia when it begins to weaken. This will give you two extra reinforcements per turn, and it can only be accessed by one territory. Start in Australia and hold control of it. X Research source Other strategies around continents include: For example, conquering small continents is an advantage because they have fewer territories and are easier to control. Players who regularly play Risk know that certain continents can be more advantageous to seize control of than other continents.