As Corncobia’s grand armies march across the world, they met with their foe: The “foul, disgusting, blue-skinned” Elves of the High Kingdom of California occupying the American West Coast. The President of this wonderful, Yellow-colored Democratic People’s United Totally Non-Dictatorial Republic Of Corncobia, cracks a hateful grin: The final California stronghold of the dying Elven race will be tough to crack, but their sorcery and heroism are no match for the beautiful firepower of modern guns and tanks. Corncobia’s troops charge against the “pointy-eared, no-good, truth-twisting” ancients.
Lady Luck rolls the dice of war. Tank treads grind Elven warriors to dust, magical fireballs set masses of Corncobian riflemen alight, and the civilian populace of California scatter in fear as the impact of artillery rises to a magnificent crescendo of death!
The Elven Monarch of the American West Coast is hanged in a show trial, and Corncobia’s remaining soldiers cheer in victory!… All three of them anyway. While all of Corncobia’s crushing might was concentrated in that majestically Phyrric attack, the Green Space Aliens from Australia carefully rolled over their unguarded territories in the Euro-African Theater. The Australian Aliens, undisturbed the whole war, built up an army powered by their control of Eurasia, Southeast Asia, and Oceania.
The 92nd World War ends with the President of Corncobia abducted by the Aliens and brainwashed to think they’re an emu, forever ending their reign of evil. Then the world explodes because the losing player flipped the RISK board, sending little plastic elves, tanks, and aliens into the air. At least you can’t flip RISK: Global Domination on your smartphone!
Welcome to our RISK: Global Domination Guide! Risk: Global Domination is a turn-based strategy game developed by SMG Studios. It is based on the incredibly old classic RISK: The Game of Global Domination strategy war board game published by Hasbro, first created in 1957 by Albert Lamorisse of France under the name Conquête du Monde.
This makes RISK the granddaddy of games like Mushroom Wars 2, the European War series, Advance Wars, and possibly the modern tabletop wargaming hobby as we recognize it, though there are a few that came before. While Global Domination is quite faithful to the board game, it does have some areas which take advantage of it being digital.
Such as the Balanced Blitz dice mechanic and the Fog of War battle modifier, which are both difficult to pull off on a board game while allowing a new facet of gameplay. It is simple to play, but maniacally difficult to master. In the end, it’s the smarter player who wins, though luck can play a heavy hand in it too if Balanced Blitz is disabled in favor of True Random dice.
This RISK: Global Domination guide is meant for beginners, especially since even if the game is simple to play on a phone or PC, it does have quite a few things under the hood that may fly over a newbie’s head early on. We hope this guide helps you, so here we go!
THE PREAMBLE, THEN THE THREE PHASES
A single turn in RISK is divided into 3 phases: The Draft phase, the Attack phase, and the Fortify phase. The draft allows you to place newly drafted troops onto the board, the Attack phase lets you take enemy territory, and the Fortify phase allows you to move a single group of existing troops elsewhere along your controlled territory.
There is also a Claim phase if you turn on the Manual Placement modifier, which allows you to take turns claiming land on the map one at a time while deploying your starter troops. Learning to use these phases in accordance with the situation at hand is the key to winning.
The Claim Phase
If you’re playing a match with Manual Placement turned on, you are given a pre-battle phase where you select the territories you own and how you deploy your initial troops. This is the most important phase, and you can lose a match before it even starts by messing up here, so no pressure! You must place your troops in such a way that you take into account choke points, control of specific continents, connections for the Fortify Phase, and your enemy’s unit placements in mind.
Each of you takes turns placing one soldier at a time on an empty board, so you and your enemy can see where units are being placed. You normally have more starting units than territories you can take before the map is fully controlled, and those spare troops will likely make up your real starting army.
Take into account too when you get your turn: You have to remember that the enemy’s turn may arrive before yours and ruin whatever continent control you have before your own turn arrives and you wind up not getting troops from the continental control bonus.
The Draft Phase
The Draft Phase is the part of your turn where you recruit soldiers and then position them around the battlefield. You get an allotment of troops depending on how many territories or countries (Maps can take place from as large as the whole planet or consist of streets in a city, to rooms inside a building, so calling them continents isn’t always accurate) you own in total, and if those territories belong to a Continent or a set of territories.
Owning a Continent or a specific set of territories at the start of your turn gives you more troops than the same number of territories scattered across different continents. You can also use the Cards you get during the Attack Phase to recruit more troops, but you need a set of 3 cards to do this.
Where you place your troops usually depends on your plan, the game’s modifiers (particularly the fog of war if it’s there), and how many troops you or your foes get every turn. If you’re planning an offensive, you’ll usually place the most troops on the front line where you wish to strike, to maximize your ability to take the position you’re gunning for.
If you’re feeling a bit cautious, you might want to distribute a few troops in fronts you wish to defend, taking into account the enemy’s recruitment numbers from their Draft phases. If there is a fog of war, you might want to place a strong army somewhere away from the front in defiance of classic mode common sense: While that army will be unable to attack, they can punish an aggressive player who is unable to see them and attacks in that direction, since you can only see next to territories you already own.
The Attack Phase
And now the fun bit! The Attack Phase is where you send your troops out to capture territories and ruin your opponents’ day. Attack strength is determined by two things: The size of your army, and sheer dumb luck.
When you attack, you throw as many dice as your currently selected army has units, and try to kill all the enemies on a piece of terrain. An attack works like this: If the Attacker has at least 3 units going into the enemy, they will roll 3 dice at a time, representing 3 soldiers attacking, while the defender rolls 2 at a time, even if both armies have troop numbers bigger than 3.
This doesn’t mean that attackers have all the perks, as a defending player automatically wins in a tie. If you win a dice roll, your enemy loses troops. A single attack may roll a ton of dice, and if the defenders are all killed, the remaining attackers will send at least one soldier into the conquered territory but may either move all troops into the conquered territory or split the force between the newly conquered spot, and the spot where the army came from.
You can either do the rolls one to 3 at a time, or you can use the Blitz Die to do it quickly, but in such a way that the calculation becomes less random as one side’s advantage becomes more extreme. Unless of course, you turn on True Random Dice instead of Balanced Blitz dice, which we will discuss later.
Attack phases typically involve a large stack of troops from a single territory marching until they either meet something that stops them or the player decides to be cautious and not eat more than they can chew. Note that as your large army marches, it gets smaller due to combat losses. Armies cannot move into friendly territory in this phase, and can only move into enemy-controlled terrain, so keep this in mind when planning your army’s movement. If you conquer a continent or certain territories on the map, you are given a Card to use during the Draft Phase.
The Fortify Phase
The Fortify Phase comes after the Attack Phase and allows you to move troops from one territory to another of your own territories anywhere across the map, as long as both territories are connected by a chain of territories you own. This has many uses: You can use this to quickly change fronts when attacking by sending your strongest army to the next place you want to conquer.
You can use this to reinforce a front that needs defending or to send troops trapped between friendly terrain to the front where they can be useful. During Fog of War matches, you can use this to hide your strongest army after an attack, to leave the enemy player confused, scared, and guessing, or at least to make it harder for the enemy to retaliate safely.
Make sure you choose where from and where to reinforce wisely: You can only move a single army during your Fortify Phase, so if you pick the wrong army to reinforce the wrong place, you’re in trouble.
Being a war game, attacking the enemy and taking their territory is what you set out to do. There are a few things to keep in mind when on the attack.
Your Land Is A Wall For Your Troops
In the attack phase, your troops are unable to move through friendly terrain. This means you should keep your territories in mind when doing a big attack. Try to move in such a way that your main army ends the turn being next to the enemy, whether it be an enemy weak point or a spot that needs defending.
Your attack can be foiled too early because you moved your troops in a u-turn and wound up facing your land. After that, the only solution is to use up a Fortify phase to move them to the front. The next tip is handy should this happen to you.
Remember, You Can Split Your Troops
It may be tempting to cram all your armies into a single doom stack and have it march across the planet, but if you do so, you have to move them carefully so they don’t have to deal with the tip before this one.
If you ever have to do a u-turn because you screwed up, you can just leave your troops where they came from rather than moving them into the tile that’s stuck between friendly terrain.
At the very least, this means you keep your main force next to the front rather than in the rear where it’s useless and needs to waste a Fortify Phase just to get back into the fighting.
Don’t Overstretch Your Army
The most obvious tip is to outnumber your enemy when attacking. As the game itself tells you if you look in the Options tab and Help Center, the recommended minimum attack strength is a 1.5x numbers advantage against your target if it’s two large armies fighting, and a 3v1 to 2v1 advantage if it’s between two armies in the single digits. Specifically, have a dedicated attack force in the area that you want to take, with troop distribution favoring it, normally called a doom stack in games like this.
Also, take into account not just the numbers of enemies directly within attack range, but beyond it too: If you want to take a swathe of territories in a single turn, you will need enough to beat all those armies, taking into account the losses you will take. The only time your army will fairly reliably take no losses is if it takes a territory occupied by only 1 soldier, but even then your army has to leave one soldier behind to keep the territory the army came from.
If you’re attacking but see a strong army nearby, you may want to stop just short of them, then continue the attack once you’re Fortified or Drafted more troops to that area. Also keep into account how many troops your opponent gets during their Draft phase: What looks like a safe parking spot for your main army may result in a massacre if it turns out the enemy had just enough draftees to kill them!
Defending weak spots in your terrain while making sure you don’t let large armies languish behind the front lines is a big part of strategizing both your attacks and defense. Even when on the attack, you’re keeping an eye on the border, sometimes even using your attack force to leave units around to defend your winnings.
Don’t Leave 1s Next To The Border
As a newbie, it is difficult to resist the urge to form a single giant doom stack to roll over the enemy in a cathartic mega push toward victory, but you have to be careful about it. Putting all your eggs in a single basket can allow your enemies to go around your doom stack and deny you continental control.
Losing a single territory in what used to be a locked-down continent will reduce the number of troops you get if it happens before your turn arrives, and it tends to result in draft starvation even if you have many other territories elsewhere that happen not to belong to any single fully-controlled continent.
Always leave some extra troops if you pass by an area that borders the enemy, even if it only borders enemy 1s: When the enemy notices that weak spot, it is a simple task for them to simply reinforce his own 1 tile and use it to break through your rear, while your main army might be forced to cut its strength to send an answer there during the Fortify phase.
The stronger the enemies at a given border, the more troops you need to dedicate to its defense. Instead of starting immediately with a doom stack, you cannot sustain, they would normally be born later into the game out of what used to be a powerful defensive unit. Usually, once you have control of multiple continents.
Strangle The Chokepoints Shut
If you see a chokepoint, try to put a sizable number of troops there to deter enemy attackers. In most maps, chokes tend to be 2 or so Territories wide, and locking them up can allow you to protect wider swathes of territory behind it with a smaller yet more concentrated number of troops.
That being said, it may be around these chokes where fighting will reach its bloodiest: If you’re fighting other players, they’ll likely be doing the same thing, since breaking through a chokepoint will allow the attacker to hit all the juicy stuff behind it. Not to mention, usually, the only way to bypass a chokepoint is through another chokepoint elsewhere.
Connected Terrain, Connected Supply Lines
Napoleon is often quoted to have said “ An army marches on its belly” to emphasize the importance of supplies. He’s right because the one time he disobeyed that, during his campaign against the Russian Empire, Napoleon was forced to retreat, with his troops eating their own horses as the winter kicked them while they were already down. His supply lines were overstretched, and the Tsar’s troops did not allow them to live off the land. Russian troops burned everything the French were about to reach, front and back, including Moscow.
A particularly important tip to keep in mind during the Claim Phase if you’re playing a Manual Placement match, keeping your terrain connected is needed to ensure your troops can get to where they’re needed during the Fortify phase.
You are better off with 5 territories all around the same place touching each other than you are spreading those 5 territories out across the map where they can’t help each other, where your troops cannot move quickly during the Fortify phase, and where the enemy can simply bludgeon them to death from multiple sides even if said force is quite powerful. Think of your territory as a sort of railway supply network for your troops during the Fortify phase.
Apart from attack and defense, there are a couple more things to think about in and out of a battle. How continent control works, how cards work, and the general mechanics of the game itself.
Controlling a Continent gets you a bonus to troop generation during the Draft phase. Usually, you’ll need to grab one early into the game and hold onto it long enough for you to avail of the extra troops it gives you.
Usually, it’s whoever manages not just to take, but also to hold one or two continents early who wins the game, provided they don’t do anything silly that wrecks their armies and leaves them wide open. It may also be important to deny your opponent the control of a continent by nicking one or two territories off it before their turn arrives, to prevent them from getting the extra troops it provides once their turn arrives.
The number of reinforcements a continent gives you is dependent on how big it is: The advantage of a large continent is that it gives you more troops per turn, while smaller continents are usually easier to protect and retake should things go wrong, but give fewer troops when controlled. It is usually also dependent on the map itself, as different maps will sometimes have different draft counts between them.
So you have 3 cards, and yet you are not able to use them to summon more draftees. That’s because they don’t match: There are three types of cards: Infantry, Artillery, and Cavalry cards. 3 matching Infantry cards get you 4 extra troops, 3 matching Cavalry cards give you 6 troops, and 3 Artillery cards give you 8 troops. The strongest set though is if you have a single Infantry, Cavalry, and Artillery card.
One of each card together gives you 10 troops, to simulate them having the power of a combined arms force. You gain cards at the end of your turn if you capture a territory, usually the last one you got. You have two choices with using cards: You can either hoard them for a huge attack later down the line or use them immediately to shore up weak spots in your defense or commit to a more immediate push.
With Friends Like These, Who Needs Enemies?
So someone asks you to ally with them on chat. Great! Now you don’t have to worry about the rear of your territory!… Which is now painted a different color because your ally took it all while your army was on the other side of the planet.
Temporary alliances are good for taking down a strong enemy, but not only should your ally not be trusted, but their untrustworthiness is also actually enforced by game moderation: You can get reported and banned for not playing to win in a ranked match!
This means in ranked matches, you are pretty much obligated to ruin whatever friendship you may have started up by allying with someone. And it goes the same for them! That being said, shake their hands, and sharpen your dagger while they aren’t looking.
This is especially useful in Fog of War Matches in the rare instance official Alliances are allowed, as making the alliance formal allows you to spy on your Ally’s positions, though note that they can do the same to you.
Ally With Those Far Away
Speaking of backstabbing allies, it might be a good idea to ally with a player some distance away from your main territory. Doing this allows you both to force whoever is in between you to fight on two fronts, making it hard for them to defend as their forces get split apart while you and your ally’s forces are more concentrated.
Again, don’t trust your ally: This is about as friendly as the Wehrmacht and the Red Army carving up Poland between themselves in 1939, and if you read your history books, you’ll know just how quickly that “friendship” fell to pieces after they were done with Poland!
While doing this, probe your ally for weaknesses (Say, a way to break their control of a continent or two once the main enemy is dealt with, or check for a poorly defended territory in range of your troops) so your army can take advantage of them. Or at the very least, guard your border against them too!
Turn Time Shavers
In PVP matches, you typically have a turn timer so nobody holds the match up for too long, usually 60-90 seconds. That timer isn’t for every turn phase, but your whole turn, all three phases of it. The worst feeling would be to come up with a perfect plan only to notice you’ve only got a few seconds left to act on it, and you miss the clock.
That being said, there are a couple of ways to shave time off your turn, particularly in the settings menu: Turning off Camera Animations, Phase Change Animations, and End Phase Confirmation. While those animations individually take little time, they rack up throughout a turn and might just cost you the last couple of seconds you need to finish your turn, especially in 60-second turn matches.
Though out of those three, turning off Camera Animations is the most useful and you may prefer having Phase Change Animations and End Phase Confirmation active to keep your head in the game. PC players also get the option to press Enter to roll, rather than clicking to roll.
Single Player: If You Prefer Quick Loot To Bragging Rights
Perhaps even after all these tips, PVP still has you down simply because the enemy’s execution is better, or you simply don’t give a hoot about ELO ranking nonsense. Or you don’t care to play Casual and get matched with someone who’s played the board game since the 1960s and can read minds.
You get paid Battle Points for Solo Mode too! You get a daily amount of Battle Points you’re allowed to earn, specifically 1250 of them, and you get rewards for leveling up with them such as prettier Troop counters, Dice, Profiles, and other such things to bling up your army.
Whether you play single-player or ranked or casual, you still get the 1250 daily cap, the only difference being you need just a few quick matches to earn it with Singleplayer than by winning one heck of a long-winded 30-100 turn Multiplayer meatgrinder. So if you don’t care about your ranking and only want to look pretty while playing with friends or on your lonesome, playing Singleplayer is a pretty quick, effective way to grind Battle Points.
Game Modifiers allow a game host to spice up their match, usually in ways that speed them up, slow them down, or simply make everyone want to cry for their mothers. Even without a Premium account, there are quite a few things you can do to make your game more horrifying and hilarious, with the Dice Rolls mechanics being a particular standout. Here they are.
As the Attack Phase is dominated by dice rolls, how those rolls are calculated will affect the outcome of the game. There are two ways you can have a match calculate dice:
BALANCED BLITZ rolls dice in such a way as to encourage more tactical thinking. The rolls are calculated in such a way as to make them more predictable: If you outnumber an opponent heavily, then there isn’t much the enemy can do about it, other than try not to be outnumbered in the first place.
It decreases the randomness of results as the disparity between sides gets more and more extreme, rewarding good positioning but overall sacrificing that element of table-tossing friendship-destroying comedy that is more inherent in the actual board game. You can still get true random rolls by not using the Blitz option mid-battle, but this takes time between larger armies.
TRUE RANDOM is exactly that: True and honest randomness with Blitz dice roll calculations. You still increase your odds by outnumbering the opponent heavily, but there is a very real chance that your 10-man assault gets wrecked by a 3-man defense should Lady Luck favor them. Just like in real-life wars!
This is how it works in the actual board game too since you can’t exactly use a computer to fudge physical dice to make fights more predictable. If you want both you and your opponent to lose more hair every turn, activate True Random rolls when choosing game modifiers! Note that both the attacker’s 3-dice-at-a-time advantage and the defender’s win-on-tie advantage still apply.
There are two ways the Card Bonus you get when trading cards in for troops works. Even then, you still usually want to hoard them for a big push, and not being able to do so might be a sign of something going wrong.
FIXED Card Bonuses are the default option. The cards give you a certain number of troops depending on the type of card, making them more predictable. This usually results in slower army growth throughout the game, with gigantic surprise pushes still possible, though not as common.
PROGRESSIVE Card Bonuses increase the bonus troops you get every time you use cards. This means someone who is winning (and therefore gets a lot of cards) can snowball their way into victory much faster. While that can be a problem, it can also help an aggressive player who has a hard time holding onto continents but takes lots of territories anyway.
The large armies these cards cause don’t necessarily lead to shorter fights: It is entirely possible to wind up in eons-long matches with several hundreds of troops all murdering each other if Progressive Card Bonuses are active. The rules of Infantry < Cavalry < Artillery < All Three still apply, but the rewards get greater the more cards are used.
This determines whether or not you get a Claim Phase at the start of the battle. Having it turned on or off has its advantages and pains.
Manual Placement OFF is the default setting. This dispenses with the Claim Phase entirely, as the computer places everyone’s units fairly randomly across the map. While this allows for a much faster game setup, you are also at the mercy of RNG: You’re usually praying to get easy access to one of the more defensible continents on the map or wind up with a strong stack in a continent defended by weak enemy forces, so you can get an early lead on your opponent in terms of troop count and land control.
Manual Placement ON activates the Claim Phase, whereas we discussed before, everyone takes turns placing troops one at a time around the map. This takes a very long time but allows all players to place their units strategically, either taking continents early or sacrificing their own territory cohesion to prevent others from doing the same.
This also allows you to place more units in a single stack early on, as opposed to the computer’s habit of placing stacks haphazardly across your owned territories. While slow, this makes for a tense startup, as the Claim phase is important enough that messing it up can lose you the whole game very early.
Some of the Modifiers are exclusive to premium players, but since you can join a room created by premiums, you’re likely to run into them every time you get into PVP, casual or ranked. They are a good way to experience a map anew, even one you’ve played a million times before, and can add a nice, salty flavor to an otherwise old map.
Blizzards cause certain territories to act as blockades for troops. They cannot be conquered, nor can they be crossed, often creating new choke points or stopping troops from reaching continents from certain areas.
They are generally a huge boon to a defending force while being a massive headache for someone on the offensive, as their existence means the defender can focus more troops into fewer chokepoints. Since they cannot be conquered, they also don’t count towards continent control, so the attacker at least has that to look forward to.
Fog of War
Quite possibly the most nerve-wracking tension-building modifier available to people who have money, Fog of War makes it so players can only see enemies directly adjacent to their units, or those of Allies.
This has a pretty big effect on how fights might go: While you still want your troops to guard the borders even if they will be seen, it is entirely possible to run into unseen enemy battlegroups, usually guarding another border against a different player, that ruin your assault prematurely.
Fights will be slower, and players will likely be much more careful about attacking should this modifier be activated. This also makes Allying even more of a double-edged sword than in normal matches: Both of you will expose your armies to each other’s vision, giving yourself AND your future enemy valuable intel.
The Portals modifier puts Portals around random places on the map. These Portals connect to other Portals, which allows units to jump from that territory too, say, another portal on the other side of the map. You could treat Portals as the opposite of Blizzards since they make it much easier to access territories rather than blocking them off. There are two types of Portal Modifiers:
STABLE PORTALS are predictable, stay in place the whole game, and stay active at all times. Having these active may force players to deploy around portals defensively, as attacks through them can be expected.
UNSTABLE PORTALS on the other hand are a lot less predictable. They change positions every so often, appearing in different territories every few turns. Once the Portals reposition, they are inactive for one turn, whereupon they become red. They turn back to blue when active.
They are markedly harder to defend since they go everywhere, and while you would want to defend them, there is a chance they fly off somewhere and now you need to waste a Fortify phase moving the defenders where they can be more useful.
There are several game modes in RISK: Global Domination and they often dictate the tactics and strategies used to an extent. Some of them shorten matches while others make them more tense or confusing, but no matter the mode, it’s always the smarter guy who wins.
Note that Zombie Apocalypse games can only be hosted by premium players, though you can still join a Zombie Apocalypse game if someone sets it up.
World Domination: All or Nothing
World Domination is the classic game mode, where the goal of a match is to conquer the entire map. This is likely the longest sort of fight, as maps can sometimes be quite large. This is the recommended mode for beginner players, since the nature of a Global Domination fight gives more time for a losing player to perhaps try and regain an advantage, though the way the game snowballs in favor of a good player tends to make that difficult even here.
70% Domination: Sometimes, Superiority Is Good Enough
the 70% Domination mode makes for a moderately faster match than World Domination since a player only needs to take 70% of a map to win. In the classic map at least, that’s roughly all of Africa, Europe, Asia, and Oceania, along with Canada and maybe a bit of the USA. Most tactics that work in World Domination work fine in 70% Challenge.
The only difference is that you have a small but very real chance to get away with a final, huge, possibly even idiotically reckless attack toward the end if you think you can take enough territory in that one strike, to end the game right then and there. That’s generally still not recommended though, unlike in the next mode.
Fast Blitz: Short, Sharp, Shock and Awe
Fast Blitz is by far the fastest mode in the game, as the goal is to own more territory than everyone else before Turn 5 ends. As with any strategy game, caution is still useful, but this mode rewards measured but high aggression more than other modes since you’re in a big hurry to win.
Getting a continent very early can provide an advantage, but the speed of the game may make that difficult. You can expect anything from normal careful play working, to insane last-second kamikaze charges during turn 5 that normally wouldn’t fly in any other mode even against medium AI, much less real players!
Capital Conquest: To Berlin, Moscow or Paris, Depends On Your Side
Capital Conquest lets players pick a Capital, and capturing them all is the goal of the game. Capitals have a special property compared to other territories, in that units defending it can fire 3 dice rolls at attackers instead of the usual 2.
This makes them much harder to capture and break. Every Capital you own gives you an extra 2 troops for every Draft Phase, making the capture of a Capital just as important as nabbing an entire continent and holding it down.
And while you want to keep enemies away from them, they ironically make for good frontal strongholds since they are much harder to attack thanks to their third dice. Even if you have no capitals, you don’t lose the game and can still bounce back if your opponent gets careless, and capturing continents still gets you troop draft bonuses like in any other mode. The only ways to lose are to be destroyed completely, or if a single player owns all capitals on the map even if you’re still alive.
Zombie Apocalypse: A Common Enemy, And Still No World Peace
Zombie Apocalypse is essentially the same as World Domination but for one tiny little caveat: Zombies are rapidly multiplying across the world and eating everyone’s soldiers! In addition to the players on the map, Zombies will take one starter Territory from each player and will very quickly increase in number in a couple of turns.
They will attack and capture territories as if they were a player with an absurdly huge but moderately random advantage in the Draft phase. How huge? Try 30 new zombies before they even own a continent huge. The AI will also simulate a disorganized zombie spread by dissipating the zombie draftees equally among all its currently owned territories, instead of purposefully forming a defensive or offensive stack on the front line like players and non-zombie AI might do.
Though it is smart enough to move zombies up front during the Fortify phase. You’d think the prospect of the world ending with undead horrors munching on everyone’s brains would get everyone to shake hands in Switzerland, then band together to heroically defend mankind! But no.
All players are still out to take over the world, and everyone will likely leave vulnerable players to deal with nearby zombie outbreaks themselves. That being said, the sheer speed at which zombies can multiply may require you to help out, if only so you don’t have to deal with them once you invade your worthless, traitorous “allies”!
And here ends our RISK: Global Domination Guide. We hope this was a helpful overview of what to expect from the game. If you have your own tips, feel free to share them in the comment section below!