Battleship
Place five ships on your grid and trade salvos with a computer fleet - complete hit, miss, sunk and win logic with smart enemy targeting.
- 2 players
- 5–20 min
- Medium
- vs CPU
All gamesStrategy
Conquer the map in a streamlined world-domination edition. vs computer, pass-and-play: 2–4 players, 20–60 min. Simplified browser edition.
Territory Conquest is a free, original browser edition of the classic world-domination formula: 20 territories across six continents, dice battles, reinforcements and continent bonuses. It is a deliberately simplified playable adaptation rather than the official Risk game - a full conquest fits into a coffee break right on this page.
World-conquest board games trace their best-known lineage to a 1957 French design that rolled out a stylized world map, dealt its territories to the players and let dice decide border skirmishes. The concept spread worldwide over the following decades and remains the reference point for area-control strategy: simple rules, dramatic swings, and the slow satisfaction of watching your color swallow the map.
The genre's appeal survives every simplification because its core decisions are pure: where to mass armies, when to strike, when to turtle behind a defensible continent. This browser edition keeps exactly those decisions and strips away everything that slows a session down.
The full conquest loop is implemented and playable end-to-end: territories are dealt randomly at the start, each player deploys a pool of starting armies interactively, and every turn runs through three real phases.
The map is an original abstract world layout with real geographic region names (Alaska, Brazil, Egypt, Siberia and so on), connected by a hand-tuned adjacency list that respects real geography - Alaska really does touch Siberia here, via the Bering Strait.
The biggest cut is the card economy: there are no territory cards to collect and trade for bonus armies, so reinforcements come purely from territory count and continents. The map has 20 territories instead of 42, which makes continent bonuses punchier and games far shorter. After a successful capture, armies advance automatically (all but one) instead of by player choice, and defeated players simply exit the game - no neutral rump armies linger on the board.
Blitz combat is a convenience addition rather than a rule change: it simply repeats the classic dice-pairing procedure until the target falls or the attacker runs out of spare armies. Everything that matters strategically - odds, timing, continent defense - works exactly like the tabletop original.
Each turn moves through three phases, and the status line always tells you which one you are in. During setup and reinforcement, click your own territories to stack armies (the +1/+5/+10 pills control how many each click places, which keeps the 40-army opening deploy to a handful of taps).
In the attack phase, click one of your territories with two or more armies - it gets a gold border - then click an adjacent enemy, which glows red. A battle panel opens showing both dice sets: press Attack Once to roll a single exchange, Blitz to fight to the end, or Retreat to back out. In the fortify phase, click a source territory, then any connected territory of yours (the map highlights the legal destinations), choose an army count and confirm. The event log narrates every roll, loss, capture and reinforcement.
Continent bonuses are the engine of conquest. Oceania (+2 for two territories) and South America (+2 for three) are the classic cheap fortresses: small borders, easy to hold, steady income. Asia (+6) looks tempting but has the longest border in the game - taking it early usually just advertises your armies to every neighbor. A workable pattern: lock a small continent, use its income to burst through one neighbor at a time, and only collect Asia when you can actually hold it.
Dice math is simple but worth internalizing: a full 3-dice attack against a 1-dice defense wins each pair about 95% of the time, while 2 attack dice against 2 defense dice is close to a coin flip that favors the defender on ties. Attack big stacks against small ones, avoid even odds, and remember every army lost grinding a border is an army your rivals are spending elsewhere. Consolidation beats greed: a single big stack on a choke point deters attacks more effectively than three medium ones.
First: spreading reinforcements thin. Ten territories with one extra army each lose to three territories with three extra armies, because attacks need local superiority. Second: attacking from enthusiasm instead of odds - striking with equal armies into a defended border trades troops one-for-one in the defender's favor.
Third: ignoring the fortify phase. Wheeling a fat interior stack up to the front line after your attacks is often the difference between holding a continent and losing it next turn. Fourth: forgetting elimination is a valid strategy - in a 3 or 4 player game, swallowing a weak neighbor's entire empire transfers their territory income to you instantly. And finally: don't chase Asia early. Everyone does, and the one who quietly holds Oceania usually out-earns them.
Computer generals follow a coherent doctrine: they reinforce their most threatened frontier, attack only with at least a two-army margin, blitz each target to completion, and fortify idle interior armies toward the hottest border. They never forget a continent bonus and never overextend into hopeless dice - which makes them steady sparring partners for learning the genre's rhythms.
Pass-and-play mode supports the same map for a table of friends sharing one device; the per-player territory and army counts stay visible in the status bar at all times, so eliminations and comebacks are easy to follow.
| Players | 2–4 (pass-and-play or vs computer) |
|---|---|
| Play time | 15–40 minutes per game |
| Category | Area control, dice combat, negotiation-free strategy |
| Adaptation type | Original simplified browser edition |
| Map | 20 territories in 6 continents with real-world geography names |
| Victory condition | Control all 20 territories |
| Combat | Attacker up to 3 dice, defender up to 2, ties favor the defender |
Quick answers about playing Risk online for free.
Restart the Risk board above for a rematch, or explore the full free board games catalog : every title runs instantly in your browser with no download. New to the site? The How to Play guide explains controls, computer opponents and multiplayer options.
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