Castle Risk

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
6.2 on LudoyaNapoleonicSpies / Secret AgentsCampaign / Battle Card DrivenDice RollingArea Majority / Influence

About the game

On Ludoya's tables

Full stats in Ludoya
1
Plays logged
1
Players
11
In collections

6.2/10

from 6 Ludoya reviews

  • Tom4.0

    More fun than regular risk, but now that Risk 2210 is out, not necessary.

    No plays logged

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Game facts (players, playing time, age, credits) from BoardGameGeek.