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Risk Dice Roller

A free online dice roller for the Risk board game. Select up to 3 attack dice and up to 3 defense dice, hit roll, and instantly see the results with automatic loss tracking.

Tap to toggle dices

Tap a die to enable or disable it. The attacker (red) rolls up to 3 dice, and the defender (blue) rolls up to 3 dice. Press Roll to throw. Losses are calculated automatically following standard Risk rules — the highest dice are compared, and ties go to the defender.

Read the Results

After each roll, a number appears below each side's dice. The top number shows how many units that side lost in the current roll. The bottom number is the running total of losses accumulated across all rolls in the session.

Why Each Roll Is Separate?

This dice roller is intentionally designed without a total unit count for attackers or defenders. Each roll is a standalone battle round — you decide on your own board how many troops to commit and when to stop. This keeps the flow close to the physical board game experience and lets you stay in full control of your strategy.

2 vs 3 Defender Dice

In the original Risk rules, the defender rolls a maximum of 2 dice. Some popular variants — including certain European editions and house rules — allow the defender to roll up to 3 dice when defending with 3 or more troops. This roller supports both modes.

With 2 defender dice (classic), the attacker has a statistical edge in large battles — rolling 3v2 repeatedly favors the attacker over time. With 3 defender dice, up to 3 pairs are compared each round, meaning more troops can be lost per roll on both sides. This makes battles resolve faster but shifts the odds significantly toward the defender, making it harder to conquer well-garrisoned territories. Choose whichever variant your group plays — simply tap the defender's third die to enable or disable it.

Risk Cheatsheet

Turn Structure

  1. Reinforce — place new troops
  2. Attack — invade adjacent territories (optional)
  3. Fortify — move troops once along connected path (optional)

Troop Reinforcements

Base per turnTerritories ÷ 3 (min 3)
Continent bonusSee continent table below
Card trade-inSee card table below

Card Reinforcements

Earn 1 card per turn if you captured at least 1 territory. Must trade at 5 cards.

Valid sets: 3 of a kind • 1 of each type • any 2 + wild

Territory bonus: +2 if you own a territory shown on a traded card

Progressive (standard)

Trade #Troops
1st4
2nd6
3rd8
4th10
5th12
6th15
7th++5 each

Fixed (variant)

SetTroops
3 Infantry4
3 Cavalry6
3 Artillery8
1 of each10

Continent Bonuses

ContinentTerritoriesBonus
Asia12+7
North America9+5
Europe7+5
Africa6+3
South America4+2
Australia4+2

Battle Rules

  • Attacker: rolls up to 3 dice (must have troops − 1)
  • Defender: rolls up to 2 dice (3 in some variants)
  • Highest dice compared pairwise
  • Ties go to the defender
  • Must leave at least 1 troop behind when attacking

Attacker Win Probability

Atk vs DefAtk wins allSplitDef wins all
3v3*13.8%47.9%38.3%
3v237.2%33.6%29.3%
3v166.0%34.0%
2v222.8%32.4%44.8%
2v157.9%42.1%
1v141.7%58.3%
1v225.5%74.5%
* - when 3v3 variant is in use

Strategy Tips

  • Hold Australia early — easy +2 with only 1 entry point
  • Always attack with 3 dice when possible
  • Capture at least 1 territory/turn to earn a card
  • Eliminate weak players to collect their cards
  • Fortify borders, not interior territories