Riskio is a multiplayer online game inspired by classic board games like Risk or Risiko!
In this version it is possible to choose between different game boards and customize some options, such as the maximum number of dice in attack and defense.
Games can be created by anyone and played freely or password protected to allow access only to friends.
Publish your games on facebook and invite your friends to play, you will participate together in challenges to the last dice.
Remember that the more games you play, the more you will rise in the rankings.
In this version it is possible to choose between different game boards and customize some options, such as the maximum number of dice in attack and defense.
Games can be created by anyone and played freely or password protected to allow access only to friends.
Publish your games on facebook and invite your friends to play, you will participate together in challenges to the last dice.
Remember that the more games you play, the more you will rise in the rankings.
BETA version
To report problems or suggestions, you can use the Facebook page
Login
How to register
The game can be accessed in different ways:
- Registration via email and password: you can register and start playing immediately, you just need your email. Your progress in the game will be stored. You will receive an email to activate your account and log in later.
- Access via Facebook login: if you have a Facebook account just click on the button, you don't need anything else. Your progress in the game will be stored.
- Access via Google login: if you have a Google account just click on the button, you don't need anything else. Your progress in the game will be stored.
- Guest access: you can play without registering, no data will be stored and your progress will be lost.
Access for registered user via email
After activating the account with the email received, you can log in by entering your email and password.
Games List
Match List
All active games are listed, starting with the most recent one. You can easily see who the organizer is, in case you want to join a match created by a friend. You will also see which players are already connected.
Settings
Available options
You can change some settings, such as audio activation, game language.
You can also delete your own account.
You can also delete your own account.
Game instructions
The board
The board on which a game of Risk develops represents the world divided into territories grouped into continents.
Each territory is represented by a Territories card, at the beginning of the game these cards are distributed among the players who take possession of the territories assigned to them by the cards. During games, a player can conquer a territory owned by another player by attacking it with their armies. It is possible to attack a territory only from a territory bordering it, the armies of the territory from which the attack is launched and the armies of the territory attacked will be involved in the clash.
Each territory is represented by a Territories card, at the beginning of the game these cards are distributed among the players who take possession of the territories assigned to them by the cards. During games, a player can conquer a territory owned by another player by attacking it with their armies. It is possible to attack a territory only from a territory bordering it, the armies of the territory from which the attack is launched and the armies of the territory attacked will be involved in the clash.
The armies
Each player commands a group of armies, identified by the color of the armies, with which he occupies the territories of the board, attacks the territories occupied by the other players and defends himself from attacks.
The armies are represented by a little man of the player's color (there are blue, red, yellow, black, green and purple armies) flanked by the number of armies present on the territory. Each player receives a certain number of armies at the start of the game (depending on the number of players) and can add other armies when it is his turn to play.
The armies are represented by a little man of the player's color (there are blue, red, yellow, black, green and purple armies) flanked by the number of armies present on the territory. Each player receives a certain number of armies at the start of the game (depending on the number of players) and can add other armies when it is his turn to play.
The objectives
At the start of the game, each player receives a randomly chosen card from the Objectives; this card shows the player's aim.
If a goal is achieved, the game ends and the player who achieved it wins. The objective must be kept secret to prevent the other players knowing it from doing everything to avoid it being achieved; almost always the surprise effect is essential to win the game.
The possible objectives are:
If a goal is achieved, the game ends and the player who achieved it wins. The objective must be kept secret to prevent the other players knowing it from doing everything to avoid it being achieved; almost always the surprise effect is essential to win the game.
The possible objectives are:
- Conquer a certain number of territories by garrisoning them with a specified number of armies each
- Conquer a certain number of territories
- Conquer specific continents
- Completely destroy the army of a certain color
The territory cards
In addition to representing a territory on the board, each of the Territories cards has the symbol of cavalry (knight), infantry (foot soldier) or artillery (cannon) in the lower part. In addition, two wild cards representing all three symbols are added to the deck. By combining three of these cards it is possible to make the switch and obtain a certain number of reinforcement armies depending on the three of a kind:
Three of a kind must be declared at the start of the round, before any trade is taken.
- three guns = 4 armies
- three infantry = 6 armies
- three knights = 8 armies
- a cannon, an infantryman and a knight = 10 armies
- the joker + 2 cannons, 2 foot soldiers or 2 knights = 12 armies
Three of a kind must be declared at the start of the round, before any trade is taken.
The phases of the match
The game takes place in turns, the order is assigned randomly. Each game turn has three phases: reinforcement, attack and strategic shift.
When a player decides to end his attack phase he stops and passes the turn to the next player.
When a player decides to end his attack phase he stops and passes the turn to the next player.
The reinforcement phase
At the beginning of each game turn the player reinforces by adding new armies to replace those that have been lost in combat or to upgrade his own army, and they must be placed freely on their territories to the extent desired by the player.
There are 3 ways to get reinforcement armies.
- Each turn of the game it is possible to add as many armies as the result of the integer division of the number of occupied territories divided by three. For example if you occupy 9 territories you are entitled to 3 reinforcement armies, if you possess 8 territories you are entitled to 2 reinforcement armies. Always round down.
- When you own the entirety of a continent you are entitled to a number of additional reinforcement armies depending on the continent owned.
- Using the cards obtained as a result of conquering territories by forming a set of three with one of the possible combinations.
The attack phase
At the end of the reinforcement phase, the player can launch an attack from his own territory to a neighboring enemy territory. All the armies of the two conflicting territories are involved in the attack and can end for the following reasons:
The attack consists of a series of single encounters that occur using two sets of dice called attack dice (red) and defense dice (blue). The attacker declares the attack indicating the two states involved; then attacker and defender declare the number of armies they intend to use. The attacker rolls a number of dice equal to the number of armies present in the territory from which he attacks minus one, up to a maximum of attack dice defined in the game. Then the attacked player throws a number of dice equal to the armies, with which he had previously declared to use to defend himself, present in the attacked territory up to a maximum of defense dice defined in the game.
At this point the dice are compared, the highest value of the attacker will be compared with the highest value of the attacked, the second with the second and the third with the third (obviously only if both players have rolled 3 dice , otherwise the comparison will stop sooner). If the attacker's value exceeds that of the attacked, a defending army is annihilated and therefore removed from the board, if instead the attacker's value is lower or equal, an attacking army will be eliminated. At this point the attack can be ended or the attacker can decide to carry out another fight.
- The attacked territory is conquered by the attacker, meaning all the armies defending the territory are annihilated. In this case the attacker will move to the conquered territory a number of armies at least equal to those that participated in the battle during the last roll of the dice; he can advance with all the armies at his disposal, however it is mandatory to always leave at least one army on each conquered territory. li>
- The attacking territory remains with only one army, in this case the attack must be suspended as, in the event of victory, the attacker will have no armies with which to occupy both territories.
- The attacker deliberately decides to suspend the attack.
The attack consists of a series of single encounters that occur using two sets of dice called attack dice (red) and defense dice (blue). The attacker declares the attack indicating the two states involved; then attacker and defender declare the number of armies they intend to use. The attacker rolls a number of dice equal to the number of armies present in the territory from which he attacks minus one, up to a maximum of attack dice defined in the game. Then the attacked player throws a number of dice equal to the armies, with which he had previously declared to use to defend himself, present in the attacked territory up to a maximum of defense dice defined in the game.
At this point the dice are compared, the highest value of the attacker will be compared with the highest value of the attacked, the second with the second and the third with the third (obviously only if both players have rolled 3 dice , otherwise the comparison will stop sooner). If the attacker's value exceeds that of the attacked, a defending army is annihilated and therefore removed from the board, if instead the attacker's value is lower or equal, an attacking army will be eliminated. At this point the attack can be ended or the attacker can decide to carry out another fight.
Strategic movement and draw card
At the end of the attack phase it is possible to carry out one and only one movement of any number of armies between a territory and a neighboring territory.
Before passing the turn if at least one opposing territory has been conquered, the player draws a card from the Territories deck. These cards will then be used in subsequent turns to make a declaration of the cards.
Victory
The game will end when the winning player reaches the objective indicated on the secret objective card drawn at the start of the game.