Risk Reinforcement, Card Trade & Fortify Rules
Risk’s economy comes from three sources: the territories you hold, complete continents and Risk card sets.
Territory reinforcements
Under classic/current core rules, divide your number of territories by 3 and ignore fractions. You receive at least 3 troops even when that calculation would be lower.
Continent bonuses
If you control every territory in a continent at the start of your turn, add that continent’s printed bonus.
Trading Risk cards
Matched sets use troop designs plus wild cards. The standard escalating trade values begin at 4, 6, 8, 10, 12, 15 troops; after the sixth set, each later set increases by 5.
When is a trade mandatory?
If you begin your turn with 5 or 6 Risk cards, the standard rules require you to trade at least one legal set.
Earning cards
Capture at least one territory during your turn and you earn one Risk card at turn end, regardless of how many territories you captured.
Fortifying
After attacks, you may use the edition’s fortification rule to reposition troops while leaving at least one troop behind in the source territory.