RISK Championship Tournament 2016

Risk Registration Form

Register now for the Risk Board Game Championship Tournament September 23-25, 2016 at London Comic Con at the Western Fair District in London, Ontario.

  • Pre-registration fee is: $20 – Deadline September 22nd, 2016
  • Registration fee after paying to get into the London Comic Con is $30.
  • Download & E-mail Registration form from above link to joe@noveletales.com.For Risk Tournament Payment:
    • Interac E-Transfer registration fee to joe@noveletales.com
    • Or arrange to meet in person
    • Or mail certified cheque or money order to: 1084 Cree Avenue, Woodstock, Ontario. N4T 1A2

Tentative Risk Zone Schedule at the London Comic Con for the Risk Board Game Championship Tournament times to be posted and listed at the event.

Tentative scheduled times are as follows:

Friday Sept. 23rd 2016, 5pm -7pm Open play time with www.noveletales.com presenter. Curious about Risk? Then stop by and experience the grand game for yourself with a 30 minuet concept discussion and instruction given by Canadian Author and owner of www.noveletales.com Joseph Arena. The talk shall be followed a 90 minuet fun filled period of Risk Board Game play. Explore and join the adventure playing a practice round of Risk. Remember the Risk Board Game Championship Tournament starts the next day on Saturday, September 24th, 2016.

Tentative Saturday Schedule is as follows:

10 am – 11 am Final chance to register for Saturday’s Back to Back Risk Board Game Championship Tournament sessions.

11 am – 11:30 am Tournament instruction and Overview Review.

12:00 pm – 1:30 pm Fist Risk Board Game Championship Tournament round followed by a short break.

2 pm – 3:30 pm Second and final Risk Board Game Championship Tournament round, followed by a short break.

4 pm – Tournament Scores Posted and Winners Listed. Winners will be able to pick up their prizes at the www.noveletales.com booth shortly after the Risk Tournament ends.

Tentative Sunday, September 25th, 2016 Schedule is as follows:

10:30 am – 12 pm: Learn to play an all new enhanced style of Risk on a 6 foot by 12 foot giant one of a kind Risk Game Board and consider how you might want to join in future tournaments.


Risk Board Game Tournament Rules

Welcome to the enhanced tournament board game play for the classic family fun filled adventure called Risk.  Now you will have the opportunity to enjoy the classic world or global domination versions of Risk, with new tournament regulations. The new programmed system incorporated into the classic Risk will also offer the best of a new type of Risk board game tournament play utilizing timers and updated scoring systems. After the main Tournament we will also introduce an all new blended game of Risk, called Kingdom Keep Battle Fleet Risk.

Each registered player will experience fun engaging on vintage to contemporary board game versions of Risk dating back through the years. Participating players will do so during games utilizing a merging of new and original styled tournament rules. These tournament regulations distinguish themselves from other systems by offering a score point system. The new system provides for Risk tournament players positional placement in the completion of a full round of Risk regardless of the version being played.

You will as a player try out the new version of rules and regulations, also designed with new point score charting, that merge the classic game pieces with the introduction of the new castle token pieces and the new tall sailing ship token pieces used in the enhanced Kingdom Keep Battle Fleet version of Risk; should you be an active player in the aforementioned new enhanced K.K.B.F. RISK. 

Risk. What is Risk?

Risk is a fascinatingly timeless, exciting strategy game of dice rolling board game adventure, which formidably blends hot rolling chance with mind testing chess-like strategic and anticipatory foresight involving pure deductive skills. Follow the adventure playing Risk as you and other players take their turns in quick reactions to ever changing battle results.

Risk is about reaching global domination using strong strategies in which a player can defeat all enemy forces and conquer the world. When you have familiarized yourself with the rules and regulation for classic Risk and the new version presented in this booklet, you’ll discover that it is not difficult to play either tournament types of Risk and each will become fun and easy game versions to play.  It should be noted however that there are a number of unusual features or unexpected elements to the original and updated enhanced versions of the game of Risk.

These oddities or unexpected surprises maybe somewhat strange or unfamiliar elements to the average board game player unfamiliar with the 1959 Classic Risk version, let alone a novice whom has just been introduced to the updated types of play regarding the marvelous game of Risk. For such reasons it is thus strongly recommended that all players should first thoroughly read and study each and all sections and pages of this enhanced rules and regulations guide booklet to playing within the ultimate universe of Tournament Risk.

Please note that this guide book of rules combines both the classic rules and regulations in concert with the enhanced tournament rules for fast paced competition play in the Classic Risk Game in timer controlled tournament style gaming and the all new versions of Kingdom Keep Battle Fleet Tournament Risk.

 Remember to carefully read all of the following sections before starting to engage in Tournament Risk: (a) The Rules of Risk, (b) Strategy Questions and Answers, (c) Two Player Risk and (d) Enhanced Risk Tournament Rules.


(These pages of Rules are designed to go beyond simple Two to Six Player Risk on one board, which is traditional, to allowing Seven to Fourteen Players on One Game Board. In either case the potential prospects for fantastic fun in the Ultimate Risk Board Game adventures within Tournament Play is obvious and most exciting.)

The Rules of Risk

Objectives of Risk are quite simply to occupy every territory or country on the game board, to eliminate all opponents, enemy armies or forces during the attacks on all players you target, to capture, corner, blockade, remove or otherwise completely conquer all of the world. A full run game with four players usually takes 2 – 4 hours in the traditional classic Risk game, but with the enhanced tournament play rules and regulations the same four players can complete a full game of Risk in Only 1 – 2 hours with an average 90 minuet game time.


Valued Types of Equipment

Army Pieces Classic and Contemporary

Six sets of pieces are in the classic Risk Game with each set in a different color creating one full color army set for each participating player. The original colors used were Red, Yellow, Blue, Green, Black and Pink or Magenta all found in the earliest 1959 to 1964 versions of Risk. Later on Risk issued in 1980 the color Purple. This new purple army set was introduced in a version called Castle Risk. With the Classic Risk and 1980 Castle Risk a standard of 6 colors was the normal amount of army colored sets typically used. These 6 army set grouping persisted for the period running from 1959 to 1983 and from 1987 to approximately 2012.

Many of the colors issued during these years are of off light shades to near neon bright hues spun off from the format base in each primary color army set. Because of these hue variations within the army sets run productions, the colors are altered sufficiently for the playing set pieces to create whole new army color sets. Risk diversification in color and design also allowed for brand new colors and piece shapes of Infantry, Cavalry and Canon styles. By 2005 there were more than a dozen color army sets introduced.

New colors added during and after these years were Grey, Charcoal, White and numerous other colors. Some enthusiasts have even spray painted army game sets to introduce metallic Silver and Gold army sets to the world of Risk. After this date newer issues of Risk have presented with as few as only four or five army sets per Risk Board Game Version.

In the classic Risk Versions dating from 1959 to 1964 wooden or plastic pieces in 3-D square ended rectangle shapes equaling 1 army each and round ended oblongs or tokens and these shapes were used to represent 10 army pieces or a military force value of 10 armies. Later in second generation games issued 1974 to 1979 the token shapes changed, as they consisted primarily of a large number of three sided, curved wedge pieces, as shown here in these shapes displayed within the brackets; (       ) each representing 1 army, plus several five point steamboat paddle shaped or five protruding slat tower shaped pieces shown here as this shape within these brackets (        ) and given the equivalent value to 10 armies each).

It should also be noted that in current issues of the Risk board game there are different pieces issued in the shapes of the depicted Infantry worth 1 army, the imaged Cavalry worth 5 armies and resembling the picture of the period military Canon. These 3 different types of pieces are also shown on the Risk Game Deck of 44 cards containing 42 territory cards and 2 wild cards.

The Risk Playing Board

Classic, contemporary and other variations or types of Risk Board Games

Please note that typically the playing board of Risk is a master map of the world showing all of six continents. All of the continental realms are uniquely designed with a color hue in mind and these continents are all subdivided into several territories in color code tie fixed to the specific country and are seen in number or quantity specific to each continents military values should you come to own it as your own country. For the purpose of simplification and quicker board game play the total number of combined territories, found on the six continents of a traditional Risk board game are limited to 42. Each is a different territorial depiction or zone.

These regional areas in each country are called territories and their number or quantity upon each continent is different. Each continent is a unique base color and contains from 4 to 12 territories. The number of territories denotes on a game board a continents value. A chart displays any extra values affixed to the context and indicates the number of armies that are awarded to players for holding complete ownership of all territories on that continent.

The chart shows what you would gain in collected troops or material forces. Once again as immediately indicated upon a players quick glancing or short review of the Risk Game Board, it becomes apparent that the board game is a map designed to facilitate fast fun play and not established to represent geographically accurate visuals of the face of the Earth.




The Classic Risk Deck has 44 cards with 42 Territorial cards and 2 Wild cards. There is an additional Trademark card that is typically Not Used in the game unless a card is badly damaged or lost and it may at that interval be used as a replacement card for one of the regular 42 territorial cards or a lost wild card. Consider the following, that of the 42 territorial cards, each depicts on them a single territory upon them complemented with a figure of a foot Infantry man or arms carrying soldier, a Cavalry horseman shown upon his horse and a representative period piece canon. Remember that the remaining 2 in play cards are the Wild Cards each featuring upon them all 3 of the figures of Infantry, Cavalry and Canon. However these 2 Wild Cards do not show images of any territory upon them. The deck is shuffled, cut, placed face down in preparation for the game to begin.

Dice and Deck Use

There are normally 5 to 6 dice in a Risk game set. The dice are usually issued 2 to 3 White dice as defender dice and a minimum of 3 colored dice that are typically Red in color. Note that the most a defender can roll during a defensive action is only 2 dice provided they have 2 armies on the spot targeted for attack.

Summary of Play for Risk including Fast Start up methods.

In order to expedite game play follow these instructions for playing Risk. Remember that Risk is heavily patterned after chess-like strategies often used in military battle campaigns. Good Risk players make moves very much like enacted in chess. Your first objective is to place all your men in turn upon all of the territory cards you have rolled for, in your pile of dealt out cards. Next note that each card must be flipped face up showing your designated territories before placement of army forces on the game board and before the opening of the Risk game. 

Players will in turn occupy all indicated dealt out territories with a single army marking their ownership of the territory. Next all players will divide their individual forces into two relatively equal forces for start-up distribution onto territories, of those remaining owned forces. Once this is done the troops are placed upon owned territories in turn over two rounds from first to last player. High dice roll determines first player placement and Low dice roll determines last player position.

Next players take turns initiating battle engagements. Battle campaigns can have up to four parts: (1) Deploying Armies; (2) Attacking the Opposition; (3) Fortifying the Territories; and (4) Drawing, A New Risk Card from Deck at end of turn.

But dependent upon which Risk Game you’re playing you can gain extra forces in the new version. Those forces are acquired only if you have earned or captured at least one ship or castle in the kingdom keep battle fleet enhanced Risk play. These alterations are explained further on in the new rules and regulations set forth in this booklet of the classic and new version of championship tournament Risk; written by Canadian Author Joseph Arena.

The detailed instructions and images contained within the following rules and regulations will explain to hopeful players the best strategy options on how to play and become a Championship Risk Tournament Winner.

Details of Play

Each player counts out a set number of his or her armies relative to the number of participating players set up to engage in battle around the Risk board game. These set start up armies listed on a chart below based on the number of players are as follows:

NUMBER OF PLAYERS:                                   MILITARY FORCES COUNTED OUT:

2 players on one board                                 Players count out 50 armies to start

3 players on one board                                 Players count out 35 armies to start

4 players on one board                                 Players count out 30 armies to start

5 players on one board                                 Players count out 25 armies to start

6 players on one board                                 Players count out 20 armies to start

Note that with 6 players each player will hold 7 territories on the game board.

7 players on one board                                 Players count out the minimum 20 armies

Consider that with 7 players each player will hold 6 territorial regions on the board.

8 to 14 players on one board                       Players count out minimum of 20 armies

Remember with certain numbers of players your number of territorial holdings and your number of start-up cards in the beginning of the game will be different. Sometimes the start-up numbers match across all players and sometimes they’ll be somewhat different.


With 8 players on one board some will receive 5 cards and some will receive an extra 6th card. Note that the trademark card and Wild Cards are removed from the deck prior to territorial deal out of cards to initiate positioning ahead of game start up.

Players roll the dice to determine who goes first. He or she as a player then marks each of their owned territories by segmenting the required few armies from the allotted army forces counted out during the initial start-up. Then over two rounds in set up prior to game play each player will lay down all remaining armies to stage the start of board game of Risk. All 42 territories must be claimed. Players shall always rotate turns, engaging rounds of the game during their own turn in play, with a clockwise pattern for both start up and battle engagement; in conquest for the goal of total domination of the world.

After all armies are placed the game board is ready for the high adventure of military campaigns. Territorial and continent capture are important goals in the game. (See #1 under strategy section for advisement.) Players initiate in turn global combat passing on attack dice at end of turn, after each player completes his or her round of battle engagements.

We mentioned earlier that battles can include up to four stages (1) deploying armies and this includes the extra start up forces you as a player gain before the first attack based on territories held and later as your power accumulates, based on territories, countries and cards held in your control.) (2) Attacking the opposition in priority to threat or for advantage by gaining territories for a card at the end of your turn. Secondly this course of action when possible in the capturing of continents is also all for the extra start up armies they can bring. (3) Country, (or if applicable in Kingdom Keep Castle, Naval or Battle Fleet or Territorial Fortification in all regions you control).

This action usually concerns end of turn shifting of forces from one territory or region controlled by the player to an adjacent boarder connected territory, or link out or from a controlled Castle or Ship to an adjacent controlled area immediately connected by direct contact of boarder, or indicated dashed linking line of connection, or by the ocean shorelines where naval vessels are concerned. Link go both ways.

A ship can connect to all shorelines making them a goal to attain allowing a powerful striking force that is connected to the majority of the territorial regions along the coastal fringes. Your naval vessels can strike almost anywhere and shift off troops, cavalry and canon too strategic locations during a turn in play and as a backup in end of turn shifting.

(4). Drawing a New Risk Card at end of turn. During any turn, a player may choose to omit (2) or (3) and even purposefully choose to omit collecting a new card by intentionally not capturing a territory in his or her round and ending their turn after putting on start-up forces and also should they choose to do their end of turn fortification shift. The following regulations set out the steps. They explain the stages in detail.

Deploying Armies

At start of turn each player is entitled to extra armies. Army number totals issued for each start of turn deployment are based on your collective holdings. You should always consider the following steps to gain all you are entitled to in army forces at the start of your round. (1) Totals territories occupied; (2) Continents occupied; (3) Matched number of Risk card sets surrendered face up for armies should you choose to cash at that time; (4) How many Kingdom Keep Castles and Naval Ships you control…note that for each Castle token you have acquired, you’ll earn 50 armies at your start of turn.

For every Ship token you have acquired, you as a player will gain 25 bonus armies at turn start. In K.K.B.F. Risk reinforcements are mandated based on holdings and designated to be placed onto the territory where your castle resides if earned by Castle holding, or onto a ship if earned by a ship holding, or onto the game board on each continent or territory if earned by holdings in regular versions of Risk.

Players are entitled to 1 and only 1 Kingdom Keep Castle if the player has earned it. Note that to earn your 1 and only territory earned Kingdom Keep Castle token you must acquire 21 territories and still hold 21 territories at the next time your round and turn comes up as a player.

Naval Ships however are issued for controlling a minimum of 14 territories turn to turn until a player has acquired a maximum of 7 battle ready tall sailing ship tokens; or gain what few ships remain. Should other players around the game board have already earned most of the limited collection of the 12 tall sail naval ship token pieces all players without ships should be worried.

Both Kingdom Keep Castles and Tall Sailing Ships once earned cannot be taken away for a player falling under the 14 captured territories. Again players are entitled to 1 and only 1 territory earned Kingdom Keep Castle Token via holding 21 territories. Players must hold all needed territories, keeping at least 21 on their next time up as attacker in a new round of play.

The player must have held his or her 21 territories for a full round and must still own at least 21 territories at the start of the next turn. Only then has the player earned his or her primary Kingdom Keep Castle through holdings. Additional ships and castles can be acquired through global conquest.  

However the Castles and Ships can change ownership in the fury of battle when another player overcomes your forces and takes them from you by taking the territory your Castle resides on, or by defeating your ship. Forces can capture Castles or Ships. Battles may be Ship vessel too Ship vessel when you attack or are attacked, or ship too shore when the ship comes to a territorial shoreline and or from territorial shoreline to Ship or Ships connected to the shore. A ship must be touching a shoreline or dash line of connection in order to attack or be attacked.

If you are the attacker and engage a shoreline territory and are not victorious to the point of near loss of ship and you do not shift it at end of turn or set sail elsewhere where the ship might find safety while you battle on in the game another player may swoop in by land if shore or dot or dash line is connected to your anchoring or by using a ship from their own naval fleet.         

Earned Armies for Territories Occupied

Count territories, divide by 3, dismiss fractions and calculate the number of armies that you have earned. Next add earned forces for owned countries, castles, ships and any complete matched Risk Card sets if owned and applicable. Players are guaranteed a minimum of 3 start-up armies regardless of number of held territories. Even if you hold only 1 territory, or 1 castle, or 1 tall sail battle ready ship you will be issued your minimum 3 army troops and any extra forces issue for holdings such as Castles, ships and cash-able Cards.

                        1 to 8 territories = 3 armies minimum

                        12 to 14 territories = 4 bonus army forces

Examples:       15 to 17 territories = 5 bonus army forces

                        18 to 20 territories = 6 bonus army forces

                        21 to 23 territories = 7 bonus army forces

                        24 to 26 territories = 8 bonus army forces

                        27 to 29 territories = 9 bonus army forces

                        30 to 32 territories = 10 bonus army forces

                        33 to 35 territories = 11 bonus army forces

                        36 to 38 territories = 12 bonus army forces

                        39 to 41 territories = 13 bonus army forces

                        42 territories not counting ships = 14 armies

Number of Armies Earned Due to Complete Continents owned and occupied the one players color set forces.

If a player occupies one or more complete continents he or she earns additional armies as indicated on the game board chart naming the country with an army earning value beside the name. The 2, 3, 5 or 7 armies that a player gains at the beginning of a round, during the start of their turn; is issued to the player only if he or she owns the entire continent at that time.

Number of Armies Earned Due to a Player’s Matched Risk Card Sets

You as a player can only earn 1 Risk card during your turn in a round. When you have 3 Risk cards that match with three infantry, cavalry or canon you may cash at the start of your turn and only before your dice roll. Other match sets can be made with 1 of each depicted Risk symbols of aforementioned infantry, cavalry or canon and any 2 Risk Cards with a Wild Card also completed a matched set. When you have such a set up in Risk Cards you may choose to cash them in for armies at the start of your turn or wait several rounds to gain extra cards and allow other players to potentially cash in at a lower army trade in value ahead of you; increasing the value of your Risk Card Set for future cashing.

Also, if any of the 3 Risk Cards in a cash-able matched set depicts a territory that the player occupies as an owner, with their color on that territory shown on the Risk Game Board, he or she as the entitled player receives another 2 bonus armies. However those 2 bonus armies must be placed immediately on that particular territory.

If a player is fortunate his or her first three Risk cards will make a matched cash-able set. Do note that if you do not make a set with your third  or fourth Risk card, a fifth Risk Card will always complete a cash-able Risk set linking possible match combinations with 2 or more of the other Risk cards in your hand. Try it and see if it works. Also remember that if you have 5 Risk Cards in all collected at the end of your turn, the matched set that you do have at your next turn; you must cash in for armies worth in values for that cash.

Campaign risks and rewards increase over time, with strategies used and targeted point scores reach for in Risk Tournament style play. Over successive rounds and cashes of Risk Cards, the cards you retain for future matched Risk cards sets, when competed, earn ever increasing values.

The first set cashed in is worth 4 extra armies to the player who has cashed in that completed matched set of Risk Cards. He or she cashes the set by showing all 3 cards openly for all to see and then places the 3 Risk cards they have cashed in, face up at the bottom of the active Risk Deck in play on the game board. The second 3 card Risk set turned into the bottom of the Risk Deck is worth 6 extra armies to the sets owner. The third 3 card set is worth 8 extra armies to owner and with the fourth cash is worth 10, the fifth cash is worth 12 and the sixth cash in of a Risk Card set in the 3 matched cards; the players score in troops is worth 15 extra armies.

Each subsequent set thereafter cashed in for army forces increases by an additional 5 armies. For example seventh cash = 20, Eighth cash = 25 and so on. There is no limit to increases. If you are short of troops to accomplish a cash in remember that as players are eliminated their army color becomes available to the player needing them for placement and continued campaign playing.

Usually armies should be deployed on a player’s front lines in traditional classic version Risk play, or with the Kingdom Keep Castle Naval Battle Fleet Version, army forces are put on front lines with a focus on protecting kingdom keep castle domains and also by fortifying each shoreline boarder hitting, free moving raider ship in your naval battle fleet. The objective of this act is of course to mass for a major attack or hold fast for a major defense of your holdings.

Attacking Opposition Using Tactical Diversity

A player may choose to attack any opponent’s forces. He or she may target an adjacent territory owned by the defending player provided the territory is adjacent to the attackers own territory or in contact with the attackers vessel. Such an attack is subject to the attacker having a minimum of 2 armies on it as point of origin for an attack and regardless of the odds faced by the attacker should the defender have a mass of troops or not. The Risk is the Attackers. He or she makes a choice.

A player needs only to insure that he or she is left with a minimum of 1 army on a territory to still hold it and claim ownership. An attacking player is bound to only use attack dice in quantity when rolling that will always leave 1 or more men behind on the territory from which he or she is attacking.  Examples if a player has 4 men on a territory the player is free to roll the maximum 3 color attack dice. If a player has only 3 men on a territory the player is limited to throwing only 1 or 2 dice. Lastly if a player has only 2 men on the territory from which he or she launches an attack, that player can only roll 1 of the dice in the attack.

Territories and objects like Kingdom Keep Castles Tokens also called Empire Tokens, or the Naval Battle Fleet Ships Tokens, when they are connected by an outline boarder of a territory, or linked by dot or dashed lines are then set as an engaged unit and are considered actively adjacent territories or valid targets. As such locations and objects are to be considered either battle hot adjacent territories or valid targets. It is then battles may thus commence between attacker and target within the 3 minuet time limits allowed in Classic or Enhanced Risk Tournament. Battle engagement ensues as an attacker between each party as many opponents may well be selected for combat by the aggressor. All attacks must be announced by the attacker.

The defender can always use up to 2 dice provided he or she has at least 2 armies upon the territory, object or location that is under attack and being defended. The attack dice and defender dice are compared high dice to high dice. High number rolls win. Low number rolls loses and ties go to the defender’s credit as a win.

Before each throw of the dice, each player, beginning with the attacker, must clearly announce the number of dice to be rolled stating the color of army and target territory or location chosen for assault. Defender clearly indicated the number of defense dice (usually white in color) that have been selected in response to the threat. Attacker and Defender dice are thrown simultaneously, while all other players around the Risk Game Board observe the numbers rolled; or the Attacker may claim his or her right to roll first.

The attacker has complete flexibility within their turn to engage any adjacent territory or legitimate connected target such as a country, castle or ship; so long as the attacker has sufficient armies to allow continued battlefield or flee battle conquest. The advancing aggressor must always leave at least 1 army behind on the location from which he is attacking. No territory can be left unoccupied at any time during the game.

To win you must eliminate all opponent’s forces of army troops, cavalry, canon, and if applicable in the new version being presented for the first time ever at Convention Setting; capture or remove all enemy player’s armies, castles and ships. If you want to win you will forces and or capture their holdings such as castles and ships. Your objective is to either do one of the two following things: (1.) To Win the Regular Risk Tournament with high score, or (2.) To Win the Enhanced Risk Championship Tournament.  Good luck.

When you take a players forces and or holdings completely out of the game you inherit or capture all of his or her remaining Risk Cards. As the victorious attacker you claim the Risk Cards of the vanquished opponent. These Risk Cards are now the property of the attacker whom removed the lost all armies, force and or holdings.

If the total number of Risk Cards now held by the attacker equals 6 or more Risk Cards, he or she must turn in matched sets claiming all due additional armies, forces and or holdings. Always remember to keep track of your remaining time. Note however that any bonus armies for a Captured Naval Battle fleet Ship Token earns or a startup force that = 25 armies for that and or each captured token, or for a Captured Kingdom Keep Castle Empire Token earns and = 50 armies for each, can only be acquired at start of your next turn and only if you still own them as part of your holdings at that time.

(Example New army reinforcements, Captured ships or Castles), placing them on the newly captured territories, ships or castles on the game board, on a tactically strategic zone he or she may own, until he or she has four of fewer Risk Cards. This must be done immediately to ensure you have less than five cards at end of turn, before you draw your newly earned card for your turn, at the end of your turn. Remember your time is short. You have only a 3 minute time limit to place forces to start your round and to do your attacking before shifting and drawing a new card, provided that you’ve captured a territory during your turn.

Fortifying Territories and if Game Version Applicable, Castles and Ships

Just before completing a turn any player may choose to build up a point of weakness with troop fortifications, strengthening positions for defensive reasons to avoid imminent capture on the opponent’s turn. After a player has finished their attack he or she may fortify front lines by moving one or more of their armies from one and only one adjacent territory, which that player occupies. Player on land may not divide these end of turn power shift fortification armies by putting some into one territory, some into another and must always leave at least one army upon the old territory from which the shift has come from.

However it should be noted that in the New Kingdom Keep Castle Naval Battle Fleet Version of Tournament Risk, if applicable one or more of their ships may move about freely to load or unload army troop and military forces; but once they have made their end of turn power shift relocation they must remain at their final docking point or isolate the ship out at sea until their next turn is up at the next round. (Example ship docks to unload armies and forces onto a territory or location other ship or castle holding it may remain docked there or pull out back to sea.

Remember if you are unloading or loading onto your ship as part of your end of turn power shift, you must remain there at that location linked to the shoreline, or poised out at an ocean position that you chose. Be sure to keep enough army forces on your ships or castle domains at all times, when you are loading or unloading so that you can ensure sufficient army forces will be able to be carried during power point attacks or reinforcements to one’s primary or secondary front lines or any other location you feel is the most in need and then in doing so you will have moved to an area you control that is secured. Additionally you need to understand that if your end of turn shift with a Ship is to isolate it out at sea, it can be attacked by other Ships; so keep it fortified.


The player who occupies all territories and if applicable all kingdom keep castle and naval battle fleet holdings on the Risk game board, having eliminated all opponents and or capturing any and all of their holdings; is the emperor of the world with absolute victory in the Risk Tournament. He or she is the winner of the game.

Strategy Questions and Answers

  1. What strategy should I use? A. It is an advantage to occupy and hold a complete continent. Doing so adds extra armies automatically to your power if you still hold the full continent at the beginning of your next turn as attacker. However opponents will certainly do all in their power to prevent this just as you would obviously attempt to prevent any other player from gaining a complete continent which would secure for them a strong early advantage.

Try to occupy strategic adjacent territories near or in any or all continents, with a future goal of acquiring an earned conscripted, or paid for mercenary pirate naval battle fleet ship and also establishing an eventual kingdom keep castle. After all 42 territories have been covered and your additional army forces placed in key choice spots selected to defend your holding or for use in attacking opponents; scan the game board battle field and plan your first engagement.

Be ready. You should always know what your plan of action is ahead of time. Remember that your 3 min. time limit to act and complete your turn starts with the dice hand over to you as a player regardless if first or last.  In the beginning the player chosen by dice roll is first and he or she is now the Table Captain for this particular game of Risk.

All players are responsible to keep track of time limits. Always attempt to keep or insert any available extra armies you feel that you can safely risk into the continents your opponents are seeking to occupy or break into those that they have by lucky chance, already may own from game start.

Doing so will accomplish two important things. First if the continent upon which they as an enemy player are established upon, is a clearly well positioned set up, it is a threat. Act quickly on what is an obvious choice for the opposing player to acquire a continental power base by gaining a few territorial spots or even just one territory.

Block the enemy whenever possible. Secondly should an opposing player be allowed to start his or her turn with a complete and intact continental base of operations, he or she will have the advantage on start of their turn by whatever number of extra armies that continent offers for holding it secure. Prevent your opponent’s armies from gaining extra start up powers with which to attack you or others in the future.

  1. At the beginning of each of my turns, I receive additional and or bonus armies; where are the wise choices for placement? Understanding that every case is unique, where then are the typical type of locations I should place my armies?
  2. Balanced comprehensive approaches usually involve connective placements of your troop forces onto territorial outpost positions most advantageously set as launch off centers utilized for attacking engagements with targeted enemy forces. Fortify in your start up the territory or territories from which you are going to attack; keeping your defense status in mind.

Start and end of turn positioning regarding territorial strength should always be considered and planed ahead for to secure your stability. Therefore territories generally should be left with enough armies that can be used for defense from future attacks and the best way to defend is to ensure sufficient placement of troop forces or armies on key spots or placed upon vital territorial border positions; for these tactical reasons.

Another powerful purposed strategy particularly evolved from this tactic engages the advantage for you as a player choosing not to attack during his or her turn, and in doing so you as a player gain a stronger set of front line borders. However there is a disadvantage as well. If you do not attack and take a territory, you do not earn the one available Risk Card that you may earn if successful.

Some players consider missing a valuable Risk Card on purpose to be an advantage, in order to cash in card sets later in the game and thereby earn a much higher cash in of army forces. The choice is yours.

An alternative defensive strategy is placing armies directly behind key border territorial locations, creating troop forces on secondary lines of defenses.

  1. If I do not have five Risk Cards at the beginning of my turn, but I do have a match with three or four of the Risk Cards held in my collection of earned or captured cards, should I always play my Risk Card set.
  2. No not at all. You may choose to play those specific cards at a later time. There are a host of reasons to hold off a cash of Risk Cards.
  3. Waiting for a new Risk Card, while the player having a complete set in hand, sets this player up to have better possible combinations, and additional possible territory matches with their matched Risk Card set. Furthermore as covered earlier in these enhanced Risk Board Game Championship rules created from a blend of the Original Classic Risk rules and Joseph Arena’s Kingdom Keep Castle Naval Battle Fleet rule additions in this booklet and posted on the adventure filled and exciting serialized novel creative writing blog center,  http://www.noveletales.com  web site; waiting allows for a later more valuable cash.
  4. If you are totally on the defensive you may not need the extra troop forces yet, having already built up lines. Save the Risk Cards for if and when you can use them more strategically at the right time; that presents the most advantageous opportunity towards a victorious battle engagement.
  5. When you turn in a card depicting one of your own start up or battle earned territories, you the player in question whom is cashing in a particular set of Risk Cards, gain an additional 2 armies to be placed immediately upon that depicted territory shown as a part of your cash of cards and established as a match to the territory owned by your color army.

Thus if you are close to acquiring a key territory and are planning to capture said territory, for which you have already earned said territory depicted on a card amid your collection of Risk Cards; it is advantageous for you to wait. Why? You are waiting until that territory also depicted in your hold of cards is captured by you to gain more future power in troop forces. Once owned that Risk Card will grant you a stronger potential outcome when you do turn in your Risk Card Set during a future cash.

  1. What is the advantage of not attacking during my turn?
  2. Some of this question has already been covered in part throughout the rules, but it is wise to note that a prolonged series of attack engagements typically but not always eliminate other benefiting either the hot attack dice roller or the defender rolling hot winning dice. Under such circumstances, not attacking is often a wise and necessary choice, particularly when a player is building up defenses.

If you avoid battle engagement in favor of placing additional troop forces, these positioned armies stabilize and reinforce defensive outpost areas in preparation for your next turn. Keep in mind that you yourself may be targeted and engaged in battle during the rounds of play costing your empire some advantages.

On the positive side your opponents are also engaged in constant battles taking toll on each other as they eliminate blocks of armies from their forces. You gain advantage by not attacking during your turn and waiting to see how far their forces or defenses might be depleted. It does not hurt to go unnoticed in the game until you’re ready to strike.

  1. I understand that in Risk Board Game Championship Tournament play, as in Classic or Vintage Risk, I as a player can attack repeatedly during my turn; but when should I halt my battle engagements? How long should I keep attacking?
  2. First you as a player must remember that you only have 3 min. in Tournament Risk to deploy, engage and complete your turn. Secondly, reckless attacking costs you armies. While you may gain territories and even if luck sides with your tactics sufficiently to avoid the loss of any armies it will cost you. You see during your battlefield conflicts, your forces will become spread out over larger areas. Your territorial lines will become weaker with each territory you win.

Unfortunately if the armies are now dispersed over a larger number of territories you have thinned the lines. Opposing players now have more targets and a much higher chance of success to break through your lines to their preferred objective.

Clearly it can be an advantage to capture at least one territory per turn, for the draw acquisition of a Risk Card at turns end; enabling additional future armies generally, but weigh the cost against gains as you play. The attack ends on your choice. In my opinion your front lines should remain strong enough to repel invaders on even your weakest point, if at all possible.

  1. Dice Rolls: How many do I roll in battle? I usually have the option of engaging with a roll of up to 2 or 3 attack dice instead of rolling just 1 cube. What are the advantages and dis advantages?
  2. If a player uses more rather than less dice the odds of having at least 1 higher value number showing, gives either attacker or defender a better chance of victory. Players must always leave a minimum of 1 army behind as an attacker.

Defenders need not worry about it as the objective is to hold their territory, ship or castle. If a defender has only 2 armies on a location, he or she may use both dice to defend. If they have only 1 army they can only roll 1 of their dice in defense.

On attack or defense, the same logic holds true. Both attacker and defender must state how many dice are to be rolled in the engagement, while keeping track of what troops can be left behind. He or she must also decide which armies are to be risked. Attacker declares number of dice used indicating equal number of armies risked, along with stating target area and the defending player similarly selects and state if they are using 1 or 2 dice to defend their territory. You may limit your loss of armies with these choices but you also unfortunately lessen your chance of winning a roll in an attack if you use less dice.

  1. When I conquer an opponent’s territorial position, how many armies or troop forces should I move from my attacking territory into the newly acquired territory taken from the defender who lost the territorial holding?
  2. You can move all but one army or just move in a few armies. Make your move of armies considering how you will keep front lines and holding strong. Watch your adjacent territories and those of opponents near yours.
  3. At the end of my turn I can move armies into an adjacent holding or territory, what strategy should I use?
  4. You may choose to use tactical strategies involving balancing of power. For example armies far from front lines are not particularly useful for either attack or defense. Try to move toward your border territories, that they might enter into future battles. Applying these troop forces into the right adjacent holding, territory, or if applicable onto an adjacent shoreline docked captured ship, or captured ship; in a ship to ship engagement; or into a captured castle can mean the difference between victory or defeat.
  5. How will I recognize a situation in which I can take a risk and try to eliminate every other player on the Risk Board game?
  6. This is the element that gives Risk its name. If you decide to attack judging that your tactical position is a strong one, you may choose in your turn to try to take over the whole world. If you try to take the game board in one turn and fail, you will usually be so scattered over the Risk board that an opponent will likely take you out easily. More often than not it is the player up next whom will eliminate you, or at least they’ll try.

Even if the next player fails to remove you from the game, rest assured that the player after them will likely target you, or them, or both of you for your Risk Cards. They like you will always act to capture Risk Cards in order to play multiple cashes of matched sets. Risk is like chess with many more opponents. Think. Remember chess like positional strategic tactics and if you find no world conquest opportunity, create the open opportunity you want for global domination.        

Players with few territories, or if applicable ship or castle holdings, having in their possession several owned Risk Cards might be weak enough to be easily eliminated allowing the successful attacker to acquire all those vanquished players, valuable key Risk Cards for immediate cashing. If the held cards you have and the Risk Cards gained from them total 6 or more, you must immediately cash. Place your newly earned remaining armies; that these cash-able sets have earned for you. Place the armies from these cashed match sets onto your territories and holdings. You must do so in the time remaining during your turn. If time runs out your turn is over and you must place armies not yet down on the game board quickly.

Most player’s turns are set at 3 min. of battle or engagement. However if at the beginning of your turn or during the midst of your turn you choose to make a declaration for an opponent player’s Risk Cards you are allowed an extra 7 minutes of play time to achieve their capture. If your time still runs out with this extension and you have failed capture the Risk Cards, your time is up and your turn is over. The defender you have targeted has survived your attack.  

 Usually, if a player dose eliminate the enemy player targeted in this particular fashion, he or she has a very good chance of winning the Risk game in this single sweeping turn.

Two Player Risk: Preparations and Conditions.

This classic face off version is played for the most part according to the traditional rules of vintage Risk; but without the use of an allied army and the limit of 40 armies. Instead of two groups armies and an allied force of 20 that each can use against the other; we start each player with a total of 50 armies proceeding normally onto the game board according to Tournament Risk play. Use high roll. Dealt card placements follow as usual. One army on each owned territory as a maker for ownership, also denoting army color. Divide remaining forces into to relatively equal piles.

High roller starts and places his or her fist pile of armies onto his or her territorial choices available to them through their owned holdings. Second player does the same with the first half of their armies. First player now repeats the process with his or her remaining secondary troop forces. Next the second player follows in kind to place the last of their remaining armies onto territories or holding they own. Lastly player number one collects their start up bonus armies for things like number of territories and any complete continents they may own.

The Play. Accumulation of Armies and or if applicable Ships and Castle holdings.

The players: After Tournament Risk guidelines for troop placements have been met, each player accumulates armies and battle forces in the traditional manner as indicate in the earlier pages of this Risk Board Game Championship Tournament rule book.

Placing of Armies:  Players each set their armies and forces onto the Risk Game Board according to the Risk Tournament Quick Start Dealing out to each player all of the Risk Cards. Players then flip their dealt Risk Cards face up to claim their territories and holdings. Continue a usual marking each territory you hold with 1 of your army color troops. Divide balance of remaining troop forces not used in initial claiming of territories and continue as in group play of Risk. Place balances in turn and lastly player one adds his or her bonus start up. Battle engagement begins.

THE ATTACK: The Players: All players during their opportunity to attack do so according to the classic traditional rules of Vintage World Conquest or Global Domination Risk and the new set Tournament Rules blended together by Canadian Author Joseph Arena.

When a player holds the attack dice and rolls them against his or her opponent, the other player as the defender casts a roll of their defense dice and this process repeats until the players time is up for his turn. Turn completion is determined by time limit or chosen early ending of turn before time is up should the attacker choose to end his or her attack sooner.

Declarations:  Special Declarations for an attempt to capture Risk Cards can be made by attacker either at the start of his or her turn or during any point within the time frame of his or her 3 min. attack limitation. This declaration gains the attacker 7 min. from the time of spoken declaration. But when allowed time has expired your time is up and your turn is over. When your turn ends the next player in clockwise rotation is up with the attack dice.

The Free Move and Time Share Honoring and Accountability.

Players have only 3 min. to collect, place and enact a complete turn. Your free turn involves the end of turn shifting. Remember that all players are accountable to keep track of time.

END OF GAME: The game ends when one player loses all his or her territories or holdings in a two player tournament game. In a full 6 or 7 person player Risk Tournament game the last player on the board wins.

In each game points are earned in the following way:

First Tournament Game Score System and Point Chart in Last Tournament Game Score.

First Place earns…..(Name Of Player)………………..25 POINTS…………….50 POINTS.

Second Place earns…(Name Of Player)………………23 POINTS…………….46 POINTS.

Third Place………….(Name Of Player)…………………21 POINTS…………….42 POINTS.

4th …………………..( NAME OF PLAYER………………18 POINTS…………….36 POINTS.

5TH………………….( NAME OF PLAYER………………16 POINTS……………..32 POINTS.

6TH…………………..(NAME OF PLAYER……………….15 POINTS…………….30 POINTS.

7TH……………………(NAME OF PLAYER……………….14 POINTS…………….28 POINTS.

8TH…………………….(NAME OF PLAYER………………12 POINTS……………..24 POINTS.



                                    REGISTRATION FORM AND CONTACT INFORMATION


You may also choose the option of coming to see Joseph Arena at our Noveletales.com Dealers Booth at London Comic Con and Register for the Risk Board Game Championship Tournament for only $30.00 in person during the established times set at the event. Get on the list now. Pick up and pay for your registration today. Make history entering the first New Risk Board Game Championship Tournament at the London Comic Con and help build an even that could lead to a World Record Setting Title.

(Note we do not accept interact, credit cards or personal cheques. We prefer Cash and Carry AT BOOTH).

Players are responsible to read and know the rules and regulations for Risk Board Game Championship Tournament play. Games may be occasionally delayed but shall usually start on time as scheduled. Noveletales.com and Joseph Arena are not responsible for lost, damaged, or stolen property. You are as a tournament player agreed to be honorable, careful, respectful and responsible for your own property and your behavior.

Players further agree to be fully responsible for any damages they may cause to the Risk Games in whole or in part and promise to watch each other to avoid any possible theft or loss of Tournament property by anyone at the Risk Board Game Championship Tournament.

All players or attendees to the Tournament or Host Venue are responsible for care of Tournament games and property and similarly accountable for any theft of games or goods, including any damages or property losses sustained through their actions against the noveletales.com/Joseph Arena or Host Venue. 


If you or your club, group, organization or convention would like to have a RISK BOARD GAME CHAMPIONSHIP TOURNAMENT as a Special Event We Can Help. www.noveletales.com is able to supply and apply an available variety of Risk Board Games. Currently we can outfit anywhere from 30 to 300 players for a global domination Risk Board Game Championship Tournament. For rates and rental information on the tournament supplies call 226-777-1618 or email Joseph Arena at joe@noveletales.com or see “Risk Information” page.



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