RULES VARIATIONS FOR RISK EXPERTS

Many experenced players like to reduce the role of luck in the game. Feel free to use any or all of these rules variations to add skill (and length) to both the World Domination and Secret Mission games.

The value of matched RISK card sets.

Instead of increasing the value of each matched set as stated in the rules, increase its value by only one. Thus, the first matched set is still worth 4 armies, but the second is worth 5 armies, the third is worth 6 armies, and so on.

Fortifying your position.

At the end of your turn, you may move E-s from one or more territories to any number of your other territories. However, before you can do this, you must occupy all the territories in between. Example: If you want to move armies from South Africa into Brazil, you must first occupy the Congo and North Africa, thus forming a continuous "path."

Armies per territory.

During the game, you may not have more than 12 armies on a single territory. If because of this rule you are unable to place some armies, you lose those armies.

Advantage when attacking. If you have a RISK card that shows either

the territory you’re attacking from or the territory you’re attacking:

You may, if you wish, re-roll any one die on each battle involving that

territory. To do so, place the card face up in front of you and roll the die

again.

You may use more than one card on a turn, but only one card per battle.

Once you stop attacking the territory in question, put the RISK card back

into your hand for future use.

You may not use a RISK card in this manner when defending a territory.

Commanders. Once per turn while attacking you may change one of the

dice you’ve just rolled so that the number “6” is showing. This represents

the influence of your “Commander” at the scene of the battle.