
1986 · Wargame
Castle Risk
Players begin with a single castle on a map of Europe and aim to capture all opponents’ castles to eliminate them. Combat uses familiar Risk dice mechanics, but reinforcements are awarded at the end of a turn based on controlled regions and banners held in castles rather than by counting individual territories. Players gain additional banners by capturing opponents’ castles, which increases future reinforcement income. A deck of cards provides tactical effects: command cards modify dice outcomes (General, Marshall), permit special attacks (Admiral), grant early armies (Reinforcements), enforce temporary non‑aggression (Diplomats), and allow hand interference or defense via espionage (Spy).
- Players
- 2–6 best 6
- Playing time
- 120 min
- Age
- 10+
- Complexity
- 2 / 5
About the game
- Design
- Publisher
On Ludoya's tables
Full stats in Ludoya- 1
- Plays logged
- 1
- Players
- 7
- In collections
5.6/10
from 6 Ludoya reviews
Tom2.5 More fun than regular risk, but now that Risk 2210 is out, not necessary.
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Game facts (players, playing time, age, credits) from BoardGameGeek.











