EURO RISK







INTRODUCTION
This rule set describes a Diceless Variant for the game of Risk. 

DISCLAIMER
Risk is a copyrighted property. 
This is merely a fan site. 

VICTORY 
When the game ends, the player with the most Victory Tokens wins. 

GAME END
The game ends when all 6 Continents have been scored. 

OLD BOARD & BITS
The regular Risk map and pieces are used. 
The dice are not used. Except in setup. 
The card set should have 44 cards. 
42 cards each depict one territory and one troop type. 
Two cards are wild cards depicting all 3 troop types.  

NEW BITS
Players share a set of Tokens called Victory Tokens. 

SETUP
Each player gets 1 set of troops of a unique color. 
Each player is dealt 4 cards (Discard Wild cards and redraw) 
Players reveal their hands and place 1 Figure on each of the 
5 territories listed on their cards. The cards are then discarded. 
Players roll high on 1D6 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 Phases: 
1. Reinforcement Phase
2. Deployment Phase
3. Capture Phase
 
REINFORCEMENT PHASE
Draw 3 cards. 
If the deck runs out, shuffle the discard and draw from it. 

DEPLOYMENT PHASE
You get 3 actions on your turn. 
There are 4 Types of actions: 
Revolt Action
Strategic Action
Annexation Action
Victory Action
You may do up to 3 Attack, Annexation, or Victory Actions. 
You may do up to one Strategic Action. 

REVOLT ACTION
Discard a card and take control of the indicated region.
You must also discard 2 more cards with the same unit type.  
Show control by placing one of your figures on the region. 
If an opponent had a figure there, remove it. 

STRATEGIC ACTION
Discard 3 cards all showing the same unit type. 
Take control of any Region on the Board that is 
Adjacent to a region you already control. 

ANNEXATION ACTION
Discard a card that shows a region you already control. 
Take control of any 1 Region that is adjacent to it. 

VICTORY ACTION
Discard a card that shows a region you already control. 
Gain 1 Victory Token. 

CAPTURE PHASE
Discard down to 4 cards.  
If you take control of the last unoccupied Region of a Continent, gain 
2 Victory Tokens (VT); This also Triggers a Scoring Round.
A continent can only be completed once, so there will be a max of 
Six scoring rounds. After the last scoring round, the game ends. 

SCORING ROUNDS
Determine who controls the most regions in each of the 6 Continents: 
The player who controls the most regions in a continent gains X VT. 
X is determined by the continent: 
(N Amer = 5, S Amer = 2, Africa = 3, Asia = 7, Europe = 5, Australia = 2) 
(If tied for most, tied players get X VT each)
If you control all the regions in a Continent, get 1 extra VT.   
If you control at least 1 region in a continent, gain 1 VT. 
Note: It is possible to complete a continent in setup. If this happens, 
a scoring round is not triggered, and there will be one less 
scoring round during the game. 
Note: If 2 Continents are completed in the same turn, there will be only 
one Scoring Round. 

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ALTERNATE RULES
Reduced Scoring Rounds: Score only after the 2nd, 4th, and 6th Continents. 
Delayed Scoring:  Score only after the 4th, 5th, and 6th Continents.
Least Scoring: Score only after all 6 Continents are completed. 










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