![]() ![]() ReinforcementsĪfter placing all the initial armies it’s time to start placing reinforcements.Īfter shuffling turn over the top card on each player’s deck and place an army there.įollowing the exact turn order for the other players is not important for placing reinforcements but yours is. You could use a token to mark which pile of Risk cards belongs to each color the same way. Here’s a hint, if you have trouble remembering the turn order (I do), line up a token from each color in a row, in their turn order, as a reminder. Take each individual pile that each “player” has and shuffle it.įor the non-human “players” turn up the top card and place an army on that territory. Just like in a multiplayer game, some “players” will get more territory cards than others. Place one army on each territory until all the territories have at least one army. To decide when you get to place your armies roll one dice, whatever number turns up is your place in the turn order of the game. Use the game rules to determine how many armies each player should have, like getting 20 armies apiece if there are 6 “players.” Setupįirst remove all wildcards and mission cards from the deck and deal the remaining cards into 6 piles if you are playing a “6 player” game, 5 piles for a “5-player” game, etc. Here is a method for setting up a solo game that is completely random during set up so it takes any biases you might have out of the game. Use Secret Mission cards (or create your own) to assign each “player” an objective for winning and play the game! ![]() Assign territories like you normally would and randomly place reinforcements for the other “players” using the Risk cards. While there is no official solo version of Risk, there is a fan made set of rules that are worth playing Risk Solo VariantĪ few simple rules modifications make this game easy to play alone. ![]() Possibly the most popular, mass-market war game. ![]()
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