Castle Risk cover
1986BGG rank #28,793

Castle Risk

by Charles Phillips · Parker Brothers

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Players2–6
Time120m
ComplexityLight
Age10+

About the game

What is Castle Risk?

Each player starts out with one castle on the game board. Your objective is to capture all your opponents' castles, so that you are the last player remaining in the game. This game in the Risk family of games is markedly different than the original Risk. The combat mechanism is the same but players receive armies at the end of the turn, not the beginning (the sole exception being playing a Reinforcements card). The game has no territory cards, and one does not get armies based on the total number of individual territories. One gets armies for regions controlled and banners in one's castle only. Each player starts with a single banner in his castle but also takes the banners of any captured castles. The cards act as die modifiers (General and Marshall), allow attacks one would not normally be able to make (Admiral), get armies at the start of a turn (Reinforcements), force temporarily non-aggression pacts (Diplomats) and look at another player's cards, discarding one in the process (Spy). The Spy card can also be used to defend against another Spy.

How it plays

Mechanics

Area Majority / InfluenceArea MovementCampaign / Battle Card DrivenDice RollingPlayer EliminationSecret Unit Deployment

On the shelf

Categories

NapoleonicSpies / Secret AgentsTerritory BuildingWargame

Questions players ask

Questions to bring to BoardGameBrain

  • How do setup and the first turn work in Castle Risk?
  • When does scoring happen and what ends the game?
  • How should the table resolve an unusual timing or rules interaction?