Getting started
How to Play Risk Online
MajorCommand is a Risk-style online strategy game where players command troops, control territories, attack opponents, and try to win the game.
If you have played Risk before, the basic idea will feel familiar: increase your stack of troops, choose your attacks carefully, protect important borders, and watch the whole map. If you are new, this page will walk you through the basic flow of a MajorCommand game before you join your first match.
What MajorCommand Is
MajorCommand is played on maps made up of territories. Each player is assigned a random set of starting territories, receives troops during their turn, attacks enemy territories, and moves troops to strengthen their position.
Different maps create different playing experiences. Classic Evolved is the entry-level MajorCommand map and the closest starting point for players who want a familiar Risk-style board before trying more unusual maps.
Game settings also change the experience. Games can include 2 to 24 players, team settings, different objectives, different dice settings, and turn lengths such as 3 minutes, 5 minutes, or 24 hours.
The most important thing for a new player is not to understand every setting immediately. Start by learning the basic turn structure, then pay attention to the map and the objective before you make your moves.
How a Game Works
A typical MajorCommand game moves in turns. When it is your turn, you decide where to place troops, which territories to attack, and how to reinforce your position before ending the turn.
The basic turn has three main phases:
- Deployment - place new troops on territories you control.
- Assault - attack enemy territories from your own territories.
- Reinforcement - move troops to strengthen your position before the turn ends.
Games begin once all player slots have been filled. Once the game starts, players take turns in order. Casual games give players more time, while real-time games require players to be present and ready to act quickly.
Before you start your turn, take a moment to look at the map. Check where your strongest positions are, where your borders are exposed, which opponents are nearby, and what objective you are trying to complete.
Attacking, Defending, and Turns
During deployment, you receive troops and place them on territories you control. Your available troops can come from the territories you hold, commands you control, and reserves when you have a set available.
You usually want to place troops where they help your plan for the turn. That might mean protecting a border, preparing an attack, or strengthening a territory that protects an important area of the map.
If reserves are available, you may be able to call them up for extra troops before deployment. A well-timed reserve call-up can change what is possible on that turn.
During the assault phase, you can attack enemy territories from territories you control. Most attacks are made against neighbouring territories, although some maps include special features such as bombardments, one-way borders, killer neutrals, or ranged assaults.
Attacks are resolved through dice rolls. The force setting can use random dice, or fixed outcome dice for players who want more predictable results and less randomness.
You do not need to attack just because you can. Sometimes the best move is to stop after reaching your goal for the turn.
A good beginner habit is to ask:
- What am I trying to accomplish this turn?
- Which attack actually helps me?
- What happens if the attack goes badly?
- Will I leave myself too weak afterward?
When you conquer a territory, you usually advance troops into it. Be careful here. Moving too many troops forward can leave your old border weak. Moving too few can leave the new territory easy to take back.
During reinforcement, you move troops to improve your position before ending your turn. Reinforcement rules depend on the game settings. Some games allow only limited movement. Others give more flexibility. Use this phase to protect exposed borders, connect your position, or prepare for your next turn.
Maps, Settings, and Objectives
MajorCommand games are shaped by their maps and settings. Before joining or creating a game, check the map, number of players, objective, team setting, and turn length.
The map is the board you are playing on. Map choice changes the kind of strategy in a game. A small map can be direct and fast, while a larger map may give players more room to expand and defend important areas.
Some MajorCommand maps also include special features. These can change how attacks, movement, bonuses, or territory control work, so it is worth reading the map brief when you try a map that looks unfamiliar.
The number of players changes the rhythm of the game. MajorCommand games can include 2 to 24 players. More players usually means more shifting borders, more threats, and more chances for the balance of power to change.
The objective determines how the game is won. Standard games are won by conquering the entire board. Assassin games are won by eliminating a specific opponent. Mercenary games give points for each opponent you eliminate, whether or not you are the last player standing.
The team setting determines whether you are playing alone or with teammates. If you are in a team game, your choices affect the team.
The reserve setting affects how many extra troops a player receives at the start of their turn. A large reserve cash-in can tilt the balance of a game, so new players should pay attention when reserves are available.
The reinforcement setting controls how troops can move at the end of a turn. This can affect how easy it is to protect borders or shift strength across the map.
The force setting controls whether attacks use random dice or fixed outcome dice. Fixed outcome dice are more predictable and may appeal to players who want more strategy and less randomness.
The turn length controls the pace of the game. Turn lengths include 3 minutes, 5 minutes, or 24 hours. Choose a pace you can actually keep up with. Missing turns can hurt your position and make the game worse for other players.
For more on how maps shape play, visit Risk Maps and Game Boards.
How to Start Your First Match
The easiest way to begin is to join a standard game with settings you can understand.
For your first few games, look for:
- Classic Evolved or another map that is easy to read
- a 4-player game so the player count does not feel overwhelming
- a turn length that fits your schedule
- simple settings while you learn the interface
While learning, it is usually best to avoid no reinforcement games, fixed dice, Assassin objectives, Mercenary objectives, and maps with unusual special features until you understand the basic game flow.
Once the game begins, focus on learning the basics rather than trying to play perfectly.
On your first few turns:
- Look at the whole map before acting.
- Deploy troops where they support a clear plan.
- Attack only when the attack improves your position.
- Stop attacking before you weaken yourself too much.
- Reinforce important borders before ending your turn.
- Watch what stronger players do and learn from it.
You will make mistakes. Everyone does. The goal of your first match is to understand the rhythm of the game: deploy, assault, reinforce, and plan for the next turn.
What to Read Next
Once you understand the basic game flow, the next step is to improve your decisions.
- Read the Beginner Strategy Guide if you want practical advice about early-game priorities, attacking discipline, map awareness, and common mistakes.
- Explore Risk Maps and Game Boards if you want to understand how map choice changes the playing experience.
- Read the FAQ if you have questions about accounts, ranks, tournaments, fair play, or getting started.
- Read the Code of Conduct to understand the community standards around fair play, respectful communication, and playing in good faith.
Ready for the next step?
Once the turn flow makes sense, the next useful step is learning how better players read the board and make decisions.
