No. You must always leave one troop behind. Once per turn, at the end of it, you can move troop from one territory (leaving a single unit behind) to another territory, as long as they connect with territories you control. Check out Spheres of Influence if you like Risk.
Why do you draw cards in Risk?
During your turn, you may attack as many times as you wish over as many rounds as you wish, even if you are attacking from a territory you just conquered. After you are done declaring attacks, if you successfully conquered one territory you may draw one risk card.
How do you use the territory cards in Risk?
The territory cards correspond to the 42 territories on the playing board. Each of the territory cards also depicts a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of each turn if the player has successfully conquered at least one territory during that turn.
Who rolls first in risk?
Each die represents one troop (max of 3 for attacking/ 2 for defending in a roll.) The players roll the dice, and the numbers are compared. The highest goes with he highest and the lowest goes with the next lowest.
Does attacker roll first in risk?
How are territories chosen in the risk game?
Territories are selected by dealing all risk cards out after removing the two wild cards from the deck. Each risk card represents a territory, and players place one army upon each of their territories, and follow normal procedures as in the other variants. Mission cards are separated in their own pile and given to a player elected as “general”.
When do you have all the risk cards in the game?
If an attacking player occupies a defender’s last territory, thus eliminating them from the game, the attacker acquires all of the defender’s Risk cards. If the conquering player now has five or more cards, he must trade in sets until he has fewer than five.
How do you put the risk cards in the deck?
Players then take turns placing two of their own armies and then one neutral army to reinforce their existing territories (neutral armies reinforcing neutral territories). Once all armies have been placed, return the two wild cards to the deck, shuffle the risk cards, and place them face down where both players can reach it.
What are the rules for risk for two players?
Shuffle the pack and deal the cards face down into three equal piles. Both you and your opponent choose a different pile. The remaining pile is “neutral”. Place one of your Infantry onto each of the 14 territories shown on the Risk cards in your pile. Your opponent does the same.