Every option you can configure when creating a game, what it does, its default, and whether
it's locked in Ranked. The same Create-Game screen powers Single Player, Casual,
and Ranked.
Choose the shape of the match:
- FFA (free-for-all): 3–8 players, default 6.
- 1v1: exactly 2 players.
- Teams: see Team Size — players step in multiples of the team size,
up to 8.
The maximum in any game is 8 players. Starting armies
scale with the count.
How the game is won — three cards to swipe between:
- Domination (default) — own every territory on the map.
- Capital Conquest — own every capital at the same time (checked from round 3). Adds a
Capital Selection phase and +2 reinforcements per
capital.
- King of the Hill — one territory, the Hill, is
voted on before round 1 and turned into a neutral 10-troop tile. From round 3, holding it at
the end of a round scores a point; first to the target wins.
Whichever you pick, an online match also ends the moment only one side is still in it — the
last side standing wins on the spot, without having to capture the tiles a quitter left behind.
Full details: Win Conditions. Selectable in Ranked, and each
win condition has its own ranked ladders.
Only shown for King of the Hill — the number of Hill points that wins the match.
|
Range |
Default |
| FFA / 1v1 |
5–25 |
10 |
| Teams |
5–25 |
15 |
Points are scored from round 3 onward, one per completed round, by whoever holds the Hill
when the round ends. See The Hill.
Locked in Ranked to the competitive target: 10, or 15 in Teams.
How long each player's turn can last.
- Range: 45–120 seconds, in steps of 15. Default 60.
- Single Player: the timer is off entirely — take your time.
- Online: always on (you can set the length).
- On expiry you are not turned into a bot for that turn — the game just auto-finishes
your current phase (placing any remaining reinforcements randomly, skipping attack/fortify).
(Repeated time-outs can trigger fair-play flags, though.)
Length selectable in Ranked.
These are two separate controls. See Combat & Dice for how they play.
| Option |
Die |
| Defensive |
d4 |
| Standard (default) |
d6 |
| Aggressive |
d8 |
Locked to Standard (d6) in Ranked.
| Option |
Effect |
| Classic (default) |
Normal dice every round. |
| Calculated |
Full Send gets a commit-slider + odds readout; outcomes forced at ≥93% / ≤7%, and a forced loss kills all committed troops. |
Selectable in Ranked.
How the game starts. See Setup.
| Option |
What happens |
| Auto (default) |
Territories dealt out and armies scattered randomly — jump straight into play. |
| Semi-Auto |
Territories dealt out; you place armies one at a time, revealed at the end. |
| Manual |
Classic Risk: claim territories by clicking, then place armies openly. (Group bonuses apply from turn one.) |
Selectable in Ranked.
Controls how card trade-ins are valued.
- Card Type:
- Fixed (default) — set value by type (Food +4, Ammo +6, Weapon +8, Mixed +10).
- Progressive — trade values escalate in steps (a Step Value, default 5, sets how
fast).
- Exponential — trade values multiply each time (a Modifier, default ×1.30).
- Bonus Scope (only for Progressive/Exponential):
- Lobby (default) — one shared trade counter for the whole table.
- Per Player — each player escalates on their own.
Card Type & Scope are selectable in Ranked, but the Step/Modifier values are locked to
defaults.
A teleport network between territories. See Portals.
| Setting |
Options / range |
Default |
| Portal Mode |
Off / Fixed / Random |
Off |
| Portal Count |
Default, or 4–20 |
Default |
| Portal Chaos |
on/off — attacks can be redirected to a random portal |
Off |
| Chaos Chance |
5–25% |
10% |
Default scales the portal count with the map's size — bigger maps get more portals. Portals
also never spawn on two bordering territories (unless the map is too small to avoid it).
Mode is selectable in Ranked, but count is locked to Default and chaos is off.
- On/Off — enables non-aggression pacts between players. Default
off. Selectable in all modes.
- A pact is a social agreement with one concrete perk: while it's active, the two partners see
each other's total troops and territories, even under Fog of War. Troop
positions are never revealed, and the pact never stops either side attacking.
- On/Off — limits each player's vision to their territories + neighbors. Default off.
See Fog of War. Selectable in all modes.
- Under fog, every other player's troop/territory totals read ??. Portals, firestorms, and
the King of the Hill tile stay visible to everyone, and an active pact reveals your
partner's totals.
- Under fog the battle log reports a fight only when you can see both territories
involved. Your own attacks always qualify, as do fights on fog-piercing tiles (portals,
firestorms, the Hill) — as does any fight you're in, attacking or defending. Reinforcements
and card trades are unaffected. Replays aren't restricted by the rule, though an online
match's replay is saved from the host's point of view. See
Fog and the battle log.
- In Capital Conquest, the 🏰 Capitals X / Y counter stays accurate under fog — it shows
the real total for the whole map, but never reveals which capital moved or where it is.
- On/Off — scatters permanent dead-zone territories across the
map. Default off.
- Count: Default, or pick a specific number (up to territories − players). The
Default scales with the map's size — bigger maps get more firestorms.
On/off is selectable in Ranked, but the count is locked to Default.
Sets how the bots play (Neutral / Easy / Normal / Hard / Brutal):
- Single Player: set per bot (each opponent can be a different difficulty).
- Online: one shared difficulty fills any empty seats.
- Default: Normal.
Only in the Teams lobby type:
- Team Size: Teams of 2 or 3.
- Players step in multiples of the team size, up to 8 (e.g. Teams of 2 → 4/6/8 players).
- In teams, friendly fire is allowed (you can still attack a teammate's territory), but you
share the victory — you win when your team owns the whole board, holds every capital, or
reaches the Hill points target first. Teams have their own
ranked ladders.
These aren't configurable in the lobby — they're the same in every match:
- Attacker rolls up to 3 dice; defender up to 2 (capitals defend with 3).
- The defender wins ties.
- Reinforcements:
floor(territories ÷ 3), minimum 3, plus group & capital bonuses.
- Fortify: one move per turn, between connected territories.
- Card hand limit: 5 (forced trade above it).
- Territory card bonus: +2.
See Combat & Dice and Game Rules for the why.
So games stay comparable, Ranked fixes the "magnitude" knobs but lets you choose the match
shape.
Still your choice: win condition, FFA/1v1/Teams (+ team size), player count, official map,
Dice Mode, turn-timer length, pacts, fog, troop placement, card type & scope, and the
on/off toggles for portals/firestorms.
Locked: Dice Type → d6; card Step/Modifier → defaults; portal count → Default & chaos →
off; firestorm count → Default; maps → official only; King of the Hill Points to Win
→ 10 (15 in Teams).
See also: Game Rules · Combat & Dice · Ranked & RP