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Risk Europe

Medieval conquest with gold, castles, and a king. Faster and deeper than classic Risk.

👥 2–5 Players⏱️ 60–90 Minutes🎂 Ages 10+📊 Medium Difficulty

1 Overview

Risk Europe is a medieval-themed standalone game set on a map of Europe. It adds three major mechanics to classic Risk: Gold (a currency you spend on armies and castles), Castles (defensive fortifications), and The King (a roaming piece that grants bonuses). Games are shorter than classic Risk because of the Gold economy and variable win conditions.

2 Setup

Each player draws an Objective Card, this defines your personal win condition (e.g., "control 5 castles and 15 territories"). Players start with armies distributed by bid. The player who bids most Gold gets first pick of starting position; others follow.

3 Gold

Gold is earned each turn based on your territories and castles controlled. Spend Gold to place armies, build castles, and claim the King. You cannot save Gold, unspent Gold is lost at the end of your turn.

  • Territories: 1 Gold per 3 territories (round down)
  • Each castle you control: +1 Gold
  • Armies: 1 Gold = 1 army, placed anywhere you control
  • Castles: 3 Gold = build one castle on any territory you control

4 Turn Structure

  1. Collect Gold from your territories and castles
  2. Claim the King (optional, costs 2 Gold)
  3. Spend Gold on armies and castles
  4. Attack (optional, as many times as you like)
  5. Fortify (one move between adjacent territories)

5 Combat

Same dice mechanic as classic Risk: attacker rolls up to 3 dice, defender rolls up to 2 dice. Compare highest to highest; ties go to defender. The difference: castles grant defenders +1 bonus die (roll 3 dice, keep the best 2). This makes castled territories significantly harder to take.

6 Castles

Castles cost 3 Gold and must be built on a territory you control. Benefits:

  • Grants defenders +1 die in combat at that territory
  • Earns +1 Gold per turn
  • Counts toward win conditions on your Objective Card

Castles are captured when an attacker takes the territory, they don't get destroyed. The new controller gains the castle and its Gold bonus.

7 The King

The King piece starts in a central territory. At the start of your turn, pay 2 Gold to claim the King, move it to any territory adjacent to its current location that you control. The King grants:

  • +1 Gold per turn while you hold it
  • Counts toward certain Objective Cards

Another player can claim the King from you at the start of their turn (also for 2 Gold, by moving it to their territory).

8 Winning

The first player to meet their personal Objective Card conditions wins immediately. Objective Cards specify a combination of castles held, territories controlled, and/or the King piece. Check conditions at the start of each of your turns.

9 Strategy

Build Castles Early

Castles pay back their 3 Gold cost in just 3 turns. They also count toward most win conditions. Build in territory clusters where they defend chokepoints.

Know Your Objective

Your Objective Card is your roadmap. Some objectives favor aggressive expansion; others reward turtle strategies with lots of castles. Read yours before choosing a starting position.

The King Is Worth Contesting

1 Gold/turn from the King adds up, and it counts toward several objectives. Track where opponents are positioning to grab it, sometimes paying 2 Gold to deny the King from an opponent is correct even if you don't need it yourself.

🎲 House Rules

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