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Quiz about ModerateRisk Questions
Quiz about ModerateRisk Questions

Moderate-Risk Questions Trivia Quiz


RISK is a fun game that has a lot of diehard fans. I'll try not to duplicate questions asked in the other Risk quizzes. Note that some questions refer to the ORIGINAL, traditional rules, which may differ from modern rules and player modifications.

A multiple-choice quiz by wjames. Estimated time: 5 mins.
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Author
wjames
Time
5 mins
Type
Multiple Choice
Quiz #
367,936
Updated
Dec 03 21
# Qns
10
Difficulty
Tough
Avg Score
6 / 10
Plays
174
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Question 1 of 10
1. In the board game Risk, how many countries make up the world? Hint


Question 2 of 10
2. The basic game of Risk remained largely unchanged for over 25 years before a series of variants were released. Which was the first of these variant editions? Hint


Question 3 of 10
3. What action signals the end of your turn at Risk? Hint


Question 4 of 10
4. If you eliminate an opponent in the game of Risk, what do you get? Hint


Question 5 of 10
5. In the original Risk rules, which of the following is NOT listed as a strategy hint? Hint


Question 6 of 10
6. Which one of the following steps MUST you do at each of your turns playing Risk? Hint


Question 7 of 10
7. You MUST trade-in your Risk cards for additional armies when you hold ___ or more?

Answer: (A number)
Question 8 of 10
8. If any of the three cards you turn in is for a territory you occupy, how many extra armies do you get? Hint


Question 9 of 10
9. According to the original 1959 rules for Risk, when do the attacker and defender roll their dice? Hint


Question 10 of 10
10. The Parker Brothers game of Risk is based on a 1957 game whose name translates as "The Conquest of the World". In what country was this predecessor game published? Hint



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Quiz Answer Key and Fun Facts
1. In the board game Risk, how many countries make up the world?

Answer: 42

Risk has six continents containing a total of 42 countries. Eight of the countries have different names in different versions of the game: for instance, what is Siam in one version is Southeast Asia in another.
2. The basic game of Risk remained largely unchanged for over 25 years before a series of variants were released. Which was the first of these variant editions?

Answer: Castle Risk (1986)

The original Risk game was published in 1959. After 27 years, Castle Risk was released in 1986. As of 2013, there are 27 official variants of Risk.
3. What action signals the end of your turn at Risk?

Answer: Passing the dice

Passing the dice is the last step mentioned in the Risk rule book for "Ending Your Attack". If you took at least one territory, you will draw a card and you may make a "free move" to fortify one territory from an adjacent territory.
4. If you eliminate an opponent in the game of Risk, what do you get?

Answer: Their cards

Getting their cards is the main reason to eliminate a weaker opponent. Cards can be traded in for a number of armies, the number increasing greatly with each trade in.
5. In the original Risk rules, which of the following is NOT listed as a strategy hint?

Answer: Never attack with fewer than 3 armies

Although it's always advantageous to roll as many dice as possible, that is not one of the three listed game winning strategies; the other three choices are. Occasionally it IS advisable to attack with less than 3 armies: for instance, to avoid land-locking too many armies, you could attack with 2 or even 1 army. Since the defender wins all ties, it's of course better for the attacker to roll as many dice as possible to offset that advantage.
6. Which one of the following steps MUST you do at each of your turns playing Risk?

Answer: Getting & placing new armies

The only required action is to get & place armies: each player earns a minimum of three new armies at the beginning of each turn. A player does not have to attack and, unless they attack and take a territory, they do not earn a Risk card. Fortifying (free move) is also optional.
7. You MUST trade-in your Risk cards for additional armies when you hold ___ or more?

Answer: 5

The value of trade-ins increases as the number of trade-ins increase (i.e, in the original rules the first trade-in is worth 4 armies, the second 6, etc.), so it's generally better to wait to trade in until the value increases. However, you MUST trade in if you have five or more cards. Even if you obtain them in mid-turn by conquering an enemy, you must immediately trade-in until you have fewer than five cards.
8. If any of the three cards you turn in is for a territory you occupy, how many extra armies do you get?

Answer: 2

The two extra armies must be placed on the territory you earned them for. The original rules limited this bonus to no more than two extra armies per turn.
9. According to the original 1959 rules for Risk, when do the attacker and defender roll their dice?

Answer: At the same time

The original rules required attacker & defender to announce how many dice they would roll, then roll at the same time. Modern rules do not require this, giving the defender the advantage of first seeing the strength of the attack before risking armies.
10. The Parker Brothers game of Risk is based on a 1957 game whose name translates as "The Conquest of the World". In what country was this predecessor game published?

Answer: France

"La Conquête du Monde" was published by the French company Miro in 1957. The game was designed by French writer and movie producer Albert Lamorisse, best known for the award-winning short film "The Red Balloon".
Source: Author wjames

This quiz was reviewed by FunTrivia editor WesleyCrusher before going online.
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