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This event has occurred due to the conflict between the Voidish Empire, and the Talon Republic. The following nations of Honishlandia and Nolanlandia sided with the Talon Rebellion during this conflict therefore incorporating their nations into the war.

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The Voidish Empire is one of the three primary powers of the game. They have been included because of their glorious uprising  and overtaking of the majority of the Turner District, causing the neighboring nations and the public to rebel.

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Infantry: Worth 1      Cavalry: Worth 5 inf.      Artillery: Worth 10 inf. or 2 Cav.

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Formerly known as Honishlandia, is one of the other three major powers in the game. They were included due to their breaking of two of the terms from the Peace Treaty of Honishlandia and the Voidish Empire.

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Nolanlandia is the third and final major power in the war. When Honishlandia sided with an enemy of the Voisih empire during a conflict, Nolanlandia being an ally Honishlandia followed suit.

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1. 3 players= 35 infantry each descending by 5 infantry with each player added, max players is 6.  2. Roll one die. Whoever rolls the highest number takes one Infantry piece from his or her pile and places it onto any territory on the board, thus claiming that territory.
3. Starting to the left of the first player, in turn, everyone places one army onto any unoccupied territory. Continue until all 42 territories have been claimed.            4. After all territories are claimed, each player in turn places one additional army onto any territory he or she already occupies, Continue in this way until everyone has run out of armies. There is no limit to the number of armies you may place onto a single territory.
5. Shuffle the pack of game cards (maybe, remove the Mission cards) and place the cards face down by the side of the board. This pack forms the draw pile.
6. Whoever placed the first army opens the game.

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1.  Each player can redeem his armies in whatever unit s/he wants (infantry, cavalry, or artillery), provided they all add up to the same number of armies. So if a player gets seven armies at the beginning of his turn, he can redeem them by getting either seven infantry pieces or by getting one cavalry piece and two infantry pieces (which add up to seven).
2.  At the beginning of each turn, players receive more armies. The number of armies is determined by:

The number of territories you own. For every three countries, the player gets one army. For example, if you had 11 countries, you would receive 3 armies; if you had 22 countries, you would receive 7 armies.

Turning in cards. Cards can be turned in when you have a three of a kind (e.g. all three cards have artillery pictures) or all three types of armies (soldier, cavalry, artillery). For the first set of cards you turn in, you receive 4 armies; 6 for the second; 8 for the third; 10 for the fourth; 12 for the fifth; 15 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in. If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in.

Owning all the territories of a continent. For each continent that you completely dominate (no other enemy armies are present), you receive reinforcements. You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America.

Note: if the amount of armies you would receive at the beginning of your turn is less than three, round up to three.

3. You may place the armies you received at the beginning of your turn wherever you have an army presence, in whatever proportion. If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you.

If, during the beginning of your turn, you turned in a set of cards with a territory that you owned, you receive two extra infantrymen. You must place those infantrymen on the territory specified by the card.

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1. You may only attack other territories that are adjacent to a territory you own or that are connected to a territory you own by a sea-lane. For example, you cannot attack India from the Eastern United States because the territories are not adjacent.
2. You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions.

Understand that attacking is optional. A player may decide not to attack at all during a turn, only deploying armies.

3. When you want to attack another territory, you have to declare your intentions out loud. For example, you could say "I'm attacking Eastern United States from Western United States.
4. Because your territory must be occupied at all times, you must leave at least one army behind. The number of armies you attack with will determine how many dice you get to roll when you square off the opponent whose territory you are defending.

1 army = 1 die

2 armies = 2 dice

3 armies = 3 dice

5. You roll up to three red dice, depending on your troop size. The defending player rolls the same number of white dice as the number of troops in their defending territory, with a maximum of two.

Match up the highest red die with the highest white die, and match the second highest red die with the second highest white die. If there is only one white die, only match up the highest red die with the white die.

Remove one of your pieces from the attacking territory if the white die is higher or equal to its corresponding red die.

Remove one of your opponent’s pieces from the defending territory if the red die is higher to its corresponding white die.

6.  If you successfully wipe out all of the defending armies in the area you are attacking, then will need to occupy the territory with at least as many attacking armies as used in the attack. If you attack with three dice (or three armies), you must colonize the newly-acquired territory with at least three armies, although you can choose to colonize it with more if you wish.
7.  If at the end of your attacking turn you've conquered at least one territory, then you have earned a Risk card. You cannot earn more than one Risk card for this. The goal is to collect sets of three “Risk” cards to exchange them for new armies.

If you manage to wipe out an opponent by destroying his or her last army, you gain possession of all the Risk cards he or she may have had in their hands.

8. If your territories are not well fortified, then they will be vulnerable to attack from your opponents. To keep your territories safe from attack during your opponents' attack phases, move your pieces where you want them before ending your turn.

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1. If your territories are not well fortified, then they will be vulnerable to attack from your opponents. To keep your territories safe from attack during your opponents' attack phases, move your pieces where you want them before ending your turn.
2. Move your pieces to different territories at the end of your turn. It is in your best interest to move pieces to your border territories that are more vulnerable to attacks by your opponents. There are two rules on how you can move your pieces:

Standard Rule: Move any number of army pieces from a single territory into an adjacent territory occupied by you.

Alternate Rule: You can move pieces anywhere, as long as the starting point and destination can be reached by going through a string of adjacent territories under your control.

3.  In order to retain control of the territories that you are moving army pieces from, make sure that you leave at least one of your army pieces on each territory that you own. Otherwise, you will no longer have control of the territory.

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Risk is a strategy game, so it rewards players who employ tactics and who outsmart their opponents. The three pieces of strategic advice given to players by the Risk rulebook include:

Try to hold entire continents to get the bonus reinforcements. Your might is measured in army reinforcements, so it's a good strategy to get as many reinforcements as possible.

Watch your borders for buildups of enemy armies that could imply an impending attack.

Make sure your own borders are properly fortified against enemy attack. Cluster your reinforcements mostly along your borders to make it harder for enemies to penetrate your territory.

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One way to improve your chances of winning is to go on the offensive right away and attack your opponents every chance that you get. This strategy will help you to gain more territories quickly, which will give you more armies to work with at the beginning of your turns. Attacking often will also take armies away from your opponents, so they will have fewer armies to work with.

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Eliminating weak opponents with plenty of Risk cards has two benefits: it gets rid of an enemy as well as netting you extra cards. Pay attention to your opponents’ cards in hand as well as their potential weaknesses to determine if there is anyone you can take out during the game.

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Instead of attacking as much as you can, you might choose to defend your borders and build up your troops. While you will not receive the continent bonus of armies at the beginning of your turn, having strong defenses will make it harder for your opponents to attack you and win.

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While this isn't outlined as a "rule" in the official book, you may benefit from creating agreements with players to help each other and take out other players. Just keep in mind that you will eventually need to attack each other. A sample agreement might be something like, "Neither of us will expand into Africa until Alexander is out of the game." This will make it easier to concentrate your efforts on other objectives.

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Earning Cards
At the end of any turn in which you have captured at least one territory, you will earn ONE (and only one) RISK card. You are trying to collect sets of 3 cards in any of the following combinations:

3 cards of same design (3 infantry, Calvary of Artillery)
1 of each 3 designs
Any 2 plus a "wild card"

If you have collected a set of 3 RISK cards, you may turn them in at the beginning of your next turn, or you may wait. If you have 5 or 6 cards at the beginning of your turn you MUST turn in at least one set, and May trade in a second set if you have one.

Trading in Cards for Armies
At the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far. For quick reference, keep trade-in cards face down under the bottom edge of the game board to mark the values (in armies) on the next trade.

First set traded in -- 4 armies

second set traded in -- 6 armies

third set traded in -- 8 armies

fourth set traded in -- 10 armies

Fifth set traded in -- 12 armies

sixth set traded in -- 15 armies

seventh set traded in -- 20 armies

etc...etc...

Occupied Territories
if any of the 3 cards you trade in shows picture of a territory you occupy, you receive 2 extra armies. You must place both those armies onto that particular territory.

NOTE: on a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in.

HINTS: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. It's good military strategy to move your armies to the front, heavily fortifying territories that border enemy territories.