The classic game of RISK has been a family favorite
among my family and friends for around 50 years.
This is the original version from 1959. According to
there are at least 27 versions of the game, including
Castle Risk, Star Wars Risk, Star Trek Risk, and
even Walking Dead Risk and Game of Thrones Risk.
But I would venture to say that I am the first one to offer
you the thrills of -- COWBOY RISK!
Here are simple board and playing cards with a few old west icons for "atmosphere." |
Cowboy "icons" are tremendously important for
the enjoyment of the children (of all ages) who play.
Here are authentic Roy Rogers jacket, revolver (Trigger is on the handle), flashlight, and one of our several cowboy hats. |
Here are prisoner's shackles and a jailer's key, a cowboy bandana, and a Mattel "Fanner .45", that used real Greenie Stick-em Caps. |
Here we have my Roy Rogers billfold and gloves, handcuffs, cowboy sunglasses, and a replica of a Winchester rifle. |
This batch includes a bullwhip, another revolver (we have many), and Roy Rogers lunchbox and thermos (from my school days). |
Here's a typical setup of the simple playing board.
I divided our small house into 11 rooms or areas.
Players try to capture as many rooms as possible
by challenging other "cowpokes" and rolling dice.
Players take turns selecting some of the above icons
to be placed in the 11 rooms. When winning a roll of
the dice, a cowboy gets the card AND the icon. Even
if someone later captures that card away from him,
the icon is his till the end of the game.
The rules are very flexible and are in a state of flux
each time we play. The ultimate icon, not yet pictured,
is Judy's bull horns, which Matt brought her from Texas
several years ago. The bull horns are not placed in a room,
but if a player at any point has five rooms or five icons,
he or she may roll dice to get the horns and win the game.
Once all icons have been claimed, ANY player can roll
to capture the bull horns, and the conclusion of the game
is near. So it's great to capture icons as quickly as you can,
but you still have to roll the dice successfully to win. A
player with only a couple of rooms or icons could steal
the glory if your rolling luck runs out. It is to all players'
advantage to attack/challenge rooms where icons remain.
This makes for a shorter game, too.
The dice-rolling rules were adapted from real RISK,
but they work well for us using dice of five different
colors. You could change the dice rules to anything
that your players agree on. Here's how our system works.
Player A (left) challenges Player B (right) for the Play Room. Each rolls their five dice in separate side-by-side containers. |
They then align their dice of matching colors to see who wins each matchup. In this matchup, eah player wins two colors and tie with the white dice. Tiebreaker! |
If you don't have colored dice, here's an alternate version. Each player rolls five (or fewer) dice and ranks them from high to low. In this sample Player 1 would win 4 and tie 1, capturing the room. |
In this sample, Player B successfully defends his room winning four out of five matchups. |
All of our grandchildren (and HALF of our children)
have now played the game and give it high marks.
It doesn't last as long as real RISK, plus you can
change the rules to anything players agree to.
How 'bout them bull horns?!
I've never seen bigger smiles from winners of a
real RISK game. Amanda was the winner in her
first game. Hunter doesn't mind. He says, "Mom,
you may be Queen of the Cowgirls, but I'm still
King of the Cowboys!"
I know that not everyone is wild about cowboys.
But if you have kids, I know they're wild about
something. Probably something that drives Mom
and Dad crazy, come to think of it! Why not turn
that frustration into fun. Create your own LEGO
RISK, POKEMON RISK, MARVEL HEROES
RISK, or any other version. Then make your
own rules and go to it! Please let me know if you
try this and how you adapt it for your family.