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Risk: Europe box art
2015 Ranked #2,002

Risk: Europe

Medieval conquest game where rival powers fight to control crowns and dominate Europe. Armies, castles, and political objectives shape every campaign, making territorial expansion matter only if it secures the authority to rule.

Wargames Dice Medieval Action Queue Action Retrieval

Players

2-4

Play time

45-180 min

Age

14+

Complexity

2.7/5

Rating

7.40

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

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How it plays

How does it play?

Description from the publisher: Control the crowns, control Europe in the Risk Europe game--an exciting game of medieval conquest.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Description from the publisher: Control the crowns, control Europe in the Risk Europe game--an exciting game of medieval conquest. The game challenges players to step into the role of a medieval king and rule feudal Europe by building castles, taxing subjects, expanding territories, and engaging in battle. This in-depth game of strategy and conquest offers serious gamers a premium gameplay experience. It features 4 separate armies and 7 unique starting kingdoms, each with its own strengths and abilities, plus Kings Orders cards that play an important role in strategy. User summary: The goal of the game is to be the first player to control 7 crowns. Each city under a player's control provides a crown and a mission card deck gives an opportunity to earn more crowns. While there's some similarities to other versions of Risk, the turns are quite different. Each player has a deck of orders they can take on their turn. They secretly place two orders face down, and the first place starts by revealing an order. One order card type is to either tax a player's connected territories to gain income or to spend that income on siege weapons, archers, cavalry, infantry units, castles or crown cards. The other order card type is to expand a player's units into another territory or move units from one territory they own into another. There are also additional bonuses on some of the order cards. Battles for contested territories are fought with dice. Non-infantry units are rolled for first by type and deal immediate damage after which all units roll with 3 dice for the attacker and 2 for the defender. Diplomacy, alliances, and backstabbing are inevitable.

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Editions

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Player resources

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Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
3–4
Play time
45–180 min
Age
14+
Complexity
2.7/5
Credits and catalog connections

Credits

Designers

1
Austin Rucker

Publishers

2
Hasbro Winning Moves Games (USA)

Linked items

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