← Castle Risk Up Close
Castle Risk

Castle Risk 1986

5.5 /10
BGG rating
#29728
BGG rank
2.0
Weight
2–6
Players
6
Best at
120
Minutes
10
Age

Location

Sign in to see where your copy sits: the shelf, drawn, and how the box sits on it.

My Copy & Notes

Sign in to see your copy here: the edition, when you added it, and what you paid.

My Notes

Notes are private to their writer. Sign in to keep yours here.

My Prints for Castle Risk

All 0 on LayerUp

Sign in to see the prints you marked Printed for this game, the insert in the box first.

Expansions & Promos

No expansions or promos on record for this game.

About the Game

Each player starts out with one castle on the game board. Your objective is to capture all your opponents' castles, so that you are the last player remaining in the game.

This game in the Risk family of games is markedly different than the original Risk. The combat mechanism is the same but players receive armies at the end of the turn, not the beginning (the sole exception being playing a Reinforcements card). The game has no territory cards, and one does not get armies based on the total number of individual territories. One gets armies for regions controlled and banners in one's castle only. Each player starts with a single banner in his castle but also takes the banners of any captured castles.

The cards act as die modifiers (General and Marshall), allow attacks one would not normally be able to make (Admiral), get armies at the start of a turn (Reinforcements), force temporarily non-aggression pacts (Diplomats) and look at another player's cards, discarding one in the process (Spy). The Spy card can also be used to defend against another Spy.

Filed Under

Categories
Mechanics
Family
Also known as
Super Risk Master
BGG ratings
1,442 · geek rating 5.48
BGG data
refreshed Sep 7, 2026

Matching filament