I believe that like chess, Risk should have its own moves documented and discussed so that young people will not have to suffer pathetic didn't you read this on the first page...come on get on there's loads to read without you wasting your time on the introduction.
Here are moves from A-D. Feel free to mail me if you know of any others.
| A-D | E-K | L-R | S-Z |
Hem your opponent in a country with many borders to be attacked from. Make sure you have to have at least a few armies in each or some of those countries. You can then attack him from one of the countries, weakening him; then attack from another weakenening him further; then from another border destroying him. This works best in countries like Greenland that can be attacked from three American territories that are next to each other or Southern Europe that can be attacked from three African territories. Works great against newer players that have massive armies along one border.
You can hold Europe! First, take Africa and the Middle East. Slowly move North. Iceland and Ukraine should be the last territories you take. This will give you about 12 armies a turn. And you will become the focus of the game, controlling the middle of the board, the axis, if you will.
Senselessly try to hold Asia for sheer amusement factor.
Say to the person about to attack you:
If you attack me I will make it my mission to destroy you.
Helpful if it actually is your mission. Works occasionally.
Build a power base on South America
No matter your mission, strengthen the better positions you obtain by the random assignation of the territories. If you are strong in Australia (ex. 2 out of 4 terr. and also have Siam), don't mind if your mission is to conquer North America, where you have only one territory: the opposition will take that one anyway. Take Australia and fortify Siam, then go ahead and try to complete your mission. You'll always be 2 bonus armies ahead of your enemies.
Take and hold Great Britain, whatever the cost.
Wherever you have a lone territory, in a Continent which somebody desperately wants, keep reinforcing. Especially if all of Asia is red, keep a yellow spot of at least 12 armies right in China.
Take Australia, fortify Siam.
Make a strong hold in Siam after taking Australia. (Your opponents won't think much of you yet.). Attack and retreat back to Siam (making sure you leave a place you can attack. When your army is big enough advance to India, Middle East stop there and build your army up for the big push through Africa. With Africa and Australia held you get 8 armies a turn and an easy march threw Europe (attacking from Africa) or Asia (attacking from Australia).
The BBB is the act of defending a country where you are outnumbered for example, you have 5 guys and your attacker has 10. By luck of the dice you win a couple and you say "I can one each you all day". This will usually make the more novice user back off because they feel that they can not beat you. It goes the other way also on the attack. It can instil a sense of fear.
This requires you you to have a reputation for complaining. When the countries are initially allocated, complain that everyone else has a better deal. Upon shaking the dice to see who goes first, complain that the 1 you got was unfair, and that the person to your left always gets a 6 and thus you go last. Upon taking your go, sarcastically count up your remaining armies and say 'Oh four countries left, that's a huge bonus of three, I wonder if I can put them near each other?'
Continue this repeatedly until it starts to upset everyone, a lot. Next, go quiet for a while and sulk. Hopefully people will leave you alone, enough time to create the 'Complex Irritatant Militia'
You will have ruined most people's chances of winning, including your own. But you were always playing for the benefit of the game!!!
This move is based on a useless country that happens to have a path through everyone's well existed continents. Cash in your sets, then plough through the borders, damaging as much as possible, irritating the other players and complaining as you go, then run out of things to do.
Pincer movements should be avoided at all costs except in special circumstances, always sweep through, ensuring you leave no territory available for enemy re-enforcements behind your own front line. Move slowly if you do not have the skill for a Blitzkrieg, where you have control of a territory that borders another territory with a single border. Move in, you are not exposing yourself to further attack, but are increasing the number of territories you have.
If playing RISK with a smart Mexican... If you are lucky enough to choose a territory before the Mexican take central America and he will quit... It works all the time!
Pile all your armies in good old Blighty and sit there in ignorance of the rest of the world until you are completely surrounded by enemies with huge forces. Then stare them out until they are reduced to tears and good old England is England will be safe once again.
After territories and armies have been dispersed (particularly when they have been dispersed randomly), put all new armies on a locale adjacent to either south America or Australia, and then attack a territory in another region to collect your card. Do this for a couple of turns until you have built up sufficient armies to sweep the continent in one turn. This move also has the benefit of letting the players already located on that continent duke each other out, making your job a little easier.
While it is not your turn, scratch your nose and look one of your opponents in they eyes. Motion them out of the room. Say that you should make an alliance with them, just the two of you. Do this to every player. No player will attack you. All you do is build up your armies, not attacking anyone, until a few of them are gone or very weak. Then you conquer the board..
Talk. Talk some more. Talk about your strategy. Talk about your opponent's strategy. Talk about why blue should attack red, but only if the secret alliance between red and green will crumble soon. Ask other players about previous moves. Talk endlessly about the possibility for having a set with only three cards. This may turn the tides of everyone against you eventually, but it's a good way to redirect strategy away from yourself to your enemies, Especially if you're trying to hold Australia and the player in Asia is getting a bit too powerful.
Engage in a bloody war for South America, drawing much attention to your interest in that area. Accumulate enough cards to turn in for armies, and then get killed in South America. Turn in your cards and put them all in one of your lesser, random positions elsewhere and become a roving blob of terror and mayhem.
Don't take a whole continent unless you can defend it properly. If you take the continent too early without proper defense you are guaranteed to loose a battle and receive nothing next turn. Just build up enough to defend what you are going to take over then attack.
Act as mouthy, obnoxious and untrustworthy as possible thus unnerving opponents.
This works especially well when the other players are concentrating on Australia, Africa and South America. Take Greenland, Iceland, Great Britain, and most of the Canadian territories. Wait and see which opponents go where, then move into North America or Europe by which one the weaker enemy is moving into.
Make sure that you have enough armies to win the game, and attempt a Blitzkrieg through Asia, eventually having your entire attack force in Japan and your enemy in China. Attempt to continue the assault, then realizing that Japan and China do not touch, rendering all of your armies useless and stuck. Watch in horror as your enemy destroys you with his newly acquired armies. Endure the ridicule of all other players for the rest of your RISK career, as they make jokes about attacking China from Japan. Sulk and pout as you plot revenge.
Many thanks to all who have contributed.
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Last Updated: 17/08/03