Recently, I've been on a kick for the board game Risk. It was one of my
childhood favorite games, and I even own a copy of the original 1959
version of the game.
The objective of Risk is to conquer the entire world. The map is divided
into 42 territories, which very loosely resemble real-world countries. On
your turn, you take three different kinds of actions:
You MUST reinforce your territories with new troops.
You MAY attack other players' territories to conquer them for
yourself.
You MAY make a tactical move by moving troops from one of your
territories to another one of your territories.
Whoever is the last player standing, who controls all 42 territories on
the board, wins!
It's a simple game compared to its peers in the tabletop wargame genre,
but that just makes it that much more approachable for a kid like me,
which is a good quality for a game to have.
As a personal project, I decided to make my own version of Risk, using
TurboWarp. My version features:
Support for up to 8 players when only 6 players at most can play in
the physical version. (Hot-seat multiplayer only for the time being.)
Up to 12 colors to choose from: red, orange, yellow,
green, blue,
purple, white,
black, cyan,
pink, brown,
and lime
Battle views, featuring the Scratch Cat as the soldiers!
House rules, including five different victory conditions and eight
different card trading formulas.
Built-in dice fairness checking, so your friends can't john about how
"this game is rigged!!!". Either that, or the game will mathematically
prove that it is.
Music from the Sega Genesis version, remastered by my buddy Yaphoxy!
You can play it for free right in your browser below!
Fixed a bug where completing a game and then quitting to the title
screen would keep the text for the victory message visible.
1.9 (13 Aug 2026)
In preparation for this game's potential submission to
CoolMathGames, I have added a "PG mode" toggle. When it is enabled,
certain splash screens where Kit's shirt says something more bawdy
will not show up, and player names will be locked to a set of default
names. You can tell whether the version you're playing is in PG mode
by looking at the version number on the title screen: if it ends in a
"b", PG mode is enabled.
Kit got some new drip.
The game will jump immediately to the splash screen upon loading
instead of awkwardly going through a random title screen.
Fixed a bug where the house rule settings would stay visible briefly
when starting a game.
1.10 (16 Aug 2026)
Added a save feature. You can now pick up games where you left off.
Fixed a bug where you could open the Game Log even after quitting
the game.
Added a fullscreen control.
The game will now wait for player interaction before starting.
1.10.1 (17 Aug 2026)
Fixed a bug where trying to quit the game from the Tactical Move
Phase, then cancelling, would revert the game to the Attack Phase.
Changed the location of the in-game version indicator from the
bottom-right to the bottom-left.
1.10.2 (22 Aug 2026)
Fixed a bug where the number of troops in each territory would show up after the game ended when the Dragon house rule is enabled.
The troop numbers on the battle screen will now update immediately instead of disappearing for 1/10th of a second.
Plans for 1.11 (TBA)
Add AI opponents. I'm currently planning to add 12 different
personalities, each with different amounts of willingness to take
certain game actions at certain times.
Add portals. With the portals house rule, three random territories
will be marked as portals. Territories with a portal on them are
considered connected over any distance. Portals can be stable (meaning
they will only be set once) or unstable (meaning they will constantly
change locations over the course of the game), but cannot be enabled
in games with the Conquest victory condition.
Territories with cities in them will add an extra 1 point to your
Conquest score. The upper limit of the target score rule will be
increased accordingly in games with both rules enabled.
"Pity" house rule. If enabled, players who start fourth or lower
will receive a slight handicap during setup. This can be set to a weak
handicap (1 extra troop per placement lower than 4th during initial
reinforcements) or a strong handicap (1 extra card per placement lower
than 4th during initial reinforcements).