The game of Risk features 42 territories on the board and has its corresponding territory card, which has a symbol of infantry, cavalry, or artillery. At the end of each turn, a player can claim one of these cards if they have conquered at least one territory during that turn. A player can only draw one card per turn, regardless of how many territories they capture.
Players can then trade these cards for additional armies on future turns. The intention of collecting risk cards is to pick up a set of three cards in one of the following combinations: three cards having the same design, one card of each of the three designs, or any two cards plus a wild card.
Risk Territory Cards Rules
Here are the rules regarding territory cards in Risk:
- Acquiring Territory Cards: When a player successfully captures at least one territory on their turn, they draw one Risk card from the deck. Players draw this card without considering the number of territories they have captured.
- Territory Card Types: The Risk cards represent territories on the game board and also feature symbols representing different types of troops, such as infantry, cavalry, or artillery. Each card corresponds to a specific territory and troop type.
- Trading Territory Cards: The players can trade in their territory cards at the beginning of their turn for more armies. There are three ways to trade in cards:
- 1. Three Cards with the Same Symbol: If a player collects three territory cards with the same troop symbol, they can trade them in for additional armies. The number of armies received depends on the troop type that is shown on the cards.
- 2. One Card of Each Symbol: Alternatively, if a player collects one territory card of each troop symbol (infantry, cavalry, and artillery), they can trade them in for additional armies.
- 3. Two Cards and a Wild Card: Players can also trade in two territory cards of any type along with a wild card (a card with a picture of a joker) for additional armies.
- Army Reinforcements: There are different numbers of armies received for trading in territory cards. The first set traded in awards the player four bonus armies, and subsequent sets provide two additional armies.
- Using Territory Cards: Territory cards can also be used during the game to reinforce armies or gain defensive advantages, depending on the specific rules or variations being played.
In My Simple Words
The territory cards correspond to the 42 territories on the board and are used to collect troops while playing the game. To get territory cards, a player receives a random territory card at the end of their turn if they conquer at least one of their opponent’s territories.
If a player beats an opponent, they get all of their opponents cards. A territory card will be given to each player if they conquer at least one territory. The territory cards can be used to get extra help during the game. On top of that, players can also earn a bonus of two armies for each territory card they cash in if they set with one or more territories.
What territory cards depict?
The territory cards represent the 42 territories on the board and depict a symbol that corresponds to an infantry, cavalry, or artillery piece such as Infantry (Elven Archers or Orcs), Cavalry (Riders of Rohan or Dark Riders), Creatures (Eagles or Cave Trolls), and Jokers (Show all three characters).
How to collect troops?
The players collect sets of three cards to expand their troops, where a set can be one of each type of troop, or three of the same type. However, a wild card can count as any type of troop in a set.