Walk 1,000 steps
Receive 10 troops and 1 Risk Coin.
The rules stay intentionally simple: walk to earn power, go somewhere to interact with it, then decide whether to claim, defend or attack.
Receive 10 troops and 1 Risk Coin.
Empty territory can be claimed. Enemy territory can be attacked.
Commit only what you are willing to risk.
More attacking troops than defending troops means the tile flips.
Leave survivors behind, reinforce key areas and keep moving.
Buy troops, scout rivals or fortify important quadrants.
The result should be instantly understandable. No spreadsheet combat system.
45 troops are removed in the battle. Your remaining 25 become the new defending force.
Your main power. Earn them by walking and use them to attack or defend.
Your tactical currency. Spend it when timing matters.
The visible status layer: what you own, what you lost and what you want next.
The engine underneath everything. More movement means more options.
That is the whole pitch. Everything else exists to make those two things more interesting.