How to be a champion at Risk

This article was taken from the August 2011 issue of Wired magazine. Be the first to read Wired's articles in print before they're posted online, and get your hands on loads of additional content by subscribing online.

A world map, six continents, 42 territories and five dice can be only one thing: Risk. The object of the game is the elimination of enemy armies by battling for territorial occupation. Risk requires strategy and luck -- the dice determine crucial battles. Joe McKeehen, winner of the 2010 Annual Risk Classic tournament, explains how to take on the world and win.

BUILD A BASE "The best players make a base early on," says McKeehen. "A place where they can sit and build. Sometimes this is a continent, sometimes an area where you're dealt a lot of territories." Seal its borders by fortifying territories connecting to other continents.

OCCUPY CONTINENTS

Australasia is easiest to conquer. North America has a good balance of "conquerability" and reinforcement bonus. Europe is easy to conquer but hard to secure. South America is strategically invaluable. Africa is tricky to occupy. Asia should be avoided.

KEEP PRACTISING

Risk is a game of chance and the dice dictate the outcome of battles. Practice is important for learning how to plan strategy in the long term and respond to changes. "Don't be discouraged if you aren't winning," says McKeehen. "Just keep grinding along."

AVOID TOO MUCH AGGRESSION

Newbies often self-destruct early on. "When you're too aggressive, you weaken and make yourself an easy target," says McKeehen. And don't overstretch. "I would rather have six territories and 40 armies than 12 territories and 20 armies."

QUASH ENEMY EXPANSION

Unchecked enemy expansion is dangerous. "I can spot someone else making a plan," McKeehen says. "Sometimes I can ruin it myself by putting them in the position of trying to relocate on the spot.

Always put pressure on opponents to respond to you."

CALCULATE THE FINISH "It's always preferable to take out everybody left in one turn," says McKeehen. "So when you're looking to take an opponent out, you have to see where it will leave you and if you'll still have enough power in order to continue the rampage."

This article was originally published by WIRED UK