The Computer Edition of Risk: The World Conquest Game/Gameplay

Game Setup
When staring a game, there's two menus to check. First, one should look at the variants menu, as those options should be set before the game start (and the AI player might act first).

Under the Files menu, creating a new game can provide the following options, provided a rules preset isn't being used:
 * Country: American or English. For a short game, American requires placing headquarters, and English uses a set of mission cards.
 * Length: Short or Full. A full game requires conquering the world, while a short game requires capturing headquarters (American), or completing missions (English). It's possible to convert it to a full game in the menu. If a player wants to review their mission, they can click on the mission card shown on the screen.
 * Initial setup: If manual, players can choose their starting territories. If automatic, the territories are randomly assigned, but they may choose where to place their additional armies.
 * Special Setup: If on, territories and armies are randomly placed at the start of the game.
 * Exchange: Increasing or Fixed. In fixed mode, exchanging three risk cards provides a fixed amount of armies (4 for artillery, 6 for infantry, 8 for cavelry, 10 for combination). In increasing mode, the amount of armies increases as the total number of sets are traded in (starting at 4, 6, 8, 10, 12, 15, and increasing by 5 thereafter).

Under the Variants menu, the following options appear:
 * Low Exchange Rate: Used for Increasing exchange, which reduces the increase of cards by one. Thus, the pattern would be 4, 5, 6, 7, 8, 12, 16
 * Supply lines: Allows an unlimited number of free moves at the end of turn, rather than just one.
 * Army Limit: Puts a maximum number of armies in each territory. Can range from 5 to 750, although 12 is the normal amount for the board game.
 * Attack Advantage: If the attacker holds the card for a given territory, it switches the lowest die to a 6. The switch is done after rolling.
 * Commander Advantage: Once per turn, an attacker can switch the lowest die to a 6. The switch is done after rolling.

There are four presets if desires:
 * U.K. Full Game: Random territory selection, fixed card exchange.
 * U.K. Short Game: Random territory selection, fixed card exchange, win by completing missions
 * U.S. Full Game: Manual territory selection, increasing card exchange.
 * U.S. Short Game: Manual territory selection, increasing card exchange, win by capturing headquarters

Controls
This game is menu driven - to perform an action, you need to use the mouse and select the appropriate action in the menu (e.g. Play -> New Attack). There are hotkeys that can be used, such as N for an attack, R to repeat an attack, and ESC to end the turn - otherwise, the game is handled through the mouse and menu.

In the MS-DOS version, it is strongly recommended to click off-map (or on an ocean) if going through text updates at the bottom, as the game buffers mouse inputs, as well as avoiding the use of auto-clickers.

There are a few special menu options available:
 * Play -> Continuous Attack: This will auto-repeat an attack if the defender loses at least one army.
 * Play -> Do or Die attack: This auto-repeats an attack until one side runs out of armies.
 * Options -> Automatic Dice: This automatically assignes the maximum dice for the attackers and defenders. This should be kept on, as using as many dice as possible tends to provide the best result.

If playing on the CGA DOS version, or any version where the map is not fully visible, the map is scrolled with the right mouse button.

Game Rules
The video game follows the rules of the board game. The basic rules are as follows:

Setup:
 * Each player starts with a number of armies (40 in 2-player, 35 for 3-player, 30 for 4-player, 25 for 5-player, 20 for 6-player), placing them one at a time into an empty territory, then reinforcing their own.
 * This can be randomized in new game options.
 * In a two-player game, there may be a neutral player that remains passive.

Each turn:
 * At the start of a player's turn, each player receives reinforcements:
 * 1 unit per three territories occupied (minimum 3)
 * Additional armies for occupying a continent (5 for North America, 2 for South America, 3 for Africa, 7 for Asia, 5 for Europe, 2 for Australia), and armies based on trading in cards. If traded cards contain the territory that was owned by the player.
 * Units received from trading in sets of three cards. If the player has 5 or more cards, they must turn in a set.
 * +2 armies for owning a territory described on a card, placed in the associated territory.
 * The player may make any number of attacks, including repeat attacks:
 * Select a source and destination territory.
 * Attacker may choose 1, 2 or 3 armies (1 army must remain behind). Defender then chooses 1 or 2 defending armies.
 * Attacker and defender roll one die per each army. Highest dice are paired off, each pair representing a battle. In each attacker-defender pair, the highest dice causes the opponent to lose an army (defender winning ties).
 * If the defender is eliminated, the attacker transfers a number of armies to the destination. At least one army must remain behind, and a minimum number of armies equal to the number of dice must be transferred.
 * If a player's last territory is claimed, the attacker receives all cards from the defender. If this results in five or more cards, they must be exchanged for armies.
 * In one territory, the player may move any number of armies to an adjacent territory. At least one army must remain.
 * If one territory was conquered this turn, the player receives one RISk card. There are 44 risk cards. 42 of these contain either an infantry, cavalry, or artillery picture, along with a territory. The last two are "wild" cards, showing an infantry, cavalry or artillery.

The game is won by whomever conquers all 42 territories. In a short game, they can also win by completing their mission, or conquering the requisite headquarters.

Mission cards
If playing with mission cards (English rules and short game), there are 12 possible missions:
 * Six require capturing the last territory of another player. If this fails or is impossible, instead capture 24 territories. (Some of these cards are removed from the deck if there are less than 6 players.)
 * Conquer a combination of continents (Asia + South America, Asia + Africa, North America + Africa, or North America + Australia)
 * Occupy 18 territories and have at least 2 armies in each territory
 * Occupy 24 territories.