Details, Explanation and Meaning About Castle Risk

Castle Risk Guide, Meaning , Facts, Information and Description

Castle Risk is a version of the board game Risk that is played on a map of Europe. It appeared on the reverse side of the Risk board in an early 1990s version of the game. It was also released as a uniquely packaged box by Parker Bros in 1986.

Table of contents
1 Map
2 Rules
3 Strategy
4 Rule Modifications
5 External links

Map

The map is divided into six empires and three neutral areas. A player receives 4 troops per turn for each empire the player controls and 6 troops for controlling all the neutral areas. A common variation in play is to divide up the neutral areas so that control of any of them is worth 2 troops a turn.

Empires:

Neutrals:
  • Italy, (Switzerland, Venice, Rome, Naples)
  • Spain, (Barcelona, Madrid, Portugal)
  • Scandinavia, (Sweden, Norway, Denmark, Finland)

Rules

The rules of Castle Risk differ from World Risk in several respects. Each empire has a capital. This capital provides much of a player's income and once the capital is lost that player is out of the game. A capital can only be attacked with two dice, rather than the standard three. This gives some added advantage to the defender.

Castle Risk also has very different cards. Rather than only the standard reinforcement cards there are a wide assortment:

  • Generals - +1 to the top attacking dice
  • Marshalls - +1 to top defending dice
  • Admirals - may transport armies by sea
  • Diplomats - impose a truce on another player for a turn
  • Spy - look at and kill one of an opponent's cards
  • Reinforcements - gain more troops

Strategy

The best empire to be is usually France. Its owner automtically dominates Spain and England (if it is empty). It is not usually bordered by many hostile empires. The worst empire is Austro-Hungary, which is very boxed in by other powers and has no territories that do not border other empires.

One strategy that is unfortunately too effective in Castle Risk is to sit and build up in your capital for most of the game until you can launch an attack with an admiral against another player's capital. This, however, produces a very boring game.

Rule Modifications

One method of preventing the above strategy is to create "quadrants" to reduce the power of the Admiral cards. This is done by dividing the board along the folds and at Portugal and allowing a Admiral to only travel two quadrants a turn. Thus one can no longer attack from St. Petersburg to Turkey by sea, but St. Petersburg to Yorkshire, or Rome to Turkey are still permissible.

External links


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