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RisiKo! facts for kids

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Quick facts for kids
Publisher(s) Giochiclub (1968-1977)
Editrice Giochi (1977 - present)
Years active 1968–present
Genre(s) Strategy game
Board game
War game
Players 3–6
Setup time 5–10 minutes
Playing time 35–300 minutes
Random chance High (6 dice, cards)
Skill(s) required Strategy, tactics, negotiation

RisiKo! is a strategy board game, Italian stand alone variant of Risk. Purpose of the game is the achievement of a predefined, secret target that is different for each player: the target can consist either in the conquest of a certain number of territories, of two or more continents, or in the annihilation of one opponent.



The board in RisiKo! represents the world subdivided in 42 territories collected in 6 continents.

North America 9 Alaska, Northwest Territories, Greenland, Alberta, Ontario, Quebec, West United States, East United States, Central America
South America 4 Venezuela, Peru, Brazil, Argentina
Europe 7 Iceland, Scandinavia, Great Britain, North Europe, West Europe, South Europe, Ukraine
Africa 6 North Africa, Egypt, Congo, East Africa, Southern Africa, Madagascar
Asia 12 Urals, Siberia, Yacutia, Chita, Kamchatka, Japan, Mongolia, Afghanistan, Middle East, India, China, Siam
Oceania 4 Indonesia, New Guinea, East Australia, West Australia

Each territory is represented by a Territories card. At the beginning of the game, these cards are distributed to players who take related territories. During the game a player can conquest a territory by attacking with his own armies. It is possible to attack a territory only from an adjacent territory.


Armate Risiko
The armies in RisiKo! are in six colours: yellow, red, green, blue, purple and black.

Each player command armies groups identified by the colour and by which occupies the territories, attacks and defends. An army is represented by a tank: each player receives a certain number of tanks depending of the number of players, and can adding others when he starts his turn.

The initial number of tanks for each player is:

  • 35 if the players are 3;
  • 30 if the players are 4;
  • 25 if the players are 5;
  • 20 if the players are 6.


At the beginning of the game, each player gains a random Targets card, on which there are written the objectives that the player had to complete in order to win. The targets have to be kept secret for strategic reasons.

The possible objectives are (original version):

  • to conquer 18 territories and to control them with at least two armies each one;
  • to conquer 24 territories;
  • to conquer the whole North America and Africa;
  • to conquer the whole North America and Oceania;
  • to conquer the whole Asia and Oceania;
  • to conquer the whole Asia and Africa;
  • to conquer the whole Europe, South America and a third continent;
  • to conquer the whole Europe, Oceania and a third continent;
  • to destroy completely the armies of a certain colour. If it is impossible (i.e. the player has that colour, or no one has that colour, or the player with that colour was already defeated by another one), then the target becomes to conquer 24 territories.

In tournament rules there are 16 different Targets cards which report graphically those territories to conquer.


Each of the 42 Territories cards represents a territory and a symbol among cavalry (horseman), infantry (soldier) and artillery (cannon). Moreover, in the deck there are two jokers (representing all three symbols). By the combination of three card it is possible gain a certain number of armies at the turn beginning:

  • 3 cannons = 4 armies (8 in tournament)
  • 3 soldiers = 6 armies (8 in tournament)
  • 3 horsemen = 8 armies
  • 1 cannon, 1 soldier, 1 horseman = 10 armies
  • 1 Joker + 2 cannons or 2 soldiers or 2 horsemen = 12 armies

Moreover, if the player calls for his bonus armies, he gain two more armies for each territory reported on the cards that he controls. The combination must be declared at the turn beginning, before to do any operation.


Rules are different from the rest of the world, that sees two main groups: European rules and American rules. The Italian RisiKo! rules are unique since the most considerable feature is that the defender can roll up to 3 dice, obtaining in this way an advantage in battles, whereas in American rules already in 1959 was specified that the maximum number of dice in battle was 5: 3 for the attacker, 2 for the defender.

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