It is essentially the same exact game except more nerds can fit around the table! There are a few new things to factor in for double the fun:

Starting Out

You'll need 7 or more players and 2 Risk games, and they'll need to be different (i.e the card backs and pieces need to be different enough to distinguish) so don't go out and buy 2 identical Risks (invite your friend with the old 1970's Risk, the pieces are wearing platform shoes)

Typically on 2 boards the plastic pieces' colors are different enough so it's safe to use, for example, both greens for 2 different players. Yellow seems to be the exception so the most players is likely to be 11.

To figure the number of armies to start with, take the number of players and divide by 2. Add 1 if the players are uneven. Base your starting allotment on the number you'd normally get with that number plus add in an additional 5.

If you start by passing out cards the two decks should be mixed. After placing armies the decks should be separated.


When you conquer a territory you get a card from the board you conquered on. if your rampage crosses boards then the card is from the board where the first battle you won took place.

You may turn in cards from either board (i.e. 2 from from one board and 1 from another, or all 3 from the same board). The number of armies you get is from the scale on the board that had the greatest number of its cards turned in. For example if board one's bonus number is at 10 and board two's number is at 40 and you turn in at least 2 cards from board one, then you get 10 armies and board one's bonus number goes up to 15 while board two's number is still at 40.

Additional Territory Connections

The boards are placed south pole to south pole. The new connections are:

  • Argentina ↔ Western Australia
  • South Africa ↔ South Africa
  • Greenland ↔ Siberia

TODO: pictures

Double Double Bonus Armies

If you own the same continent on both boards then you get get double the amount of of bonus armies.
For example if you own Australia at the beginning of your turn you get 2 armies. So if you own Australia on both boards you'd get 4 (2 for each Australia). But since you own the same continent on both boards you get to double that! so you get 8. Again for North America: 5 each = 10 times 2 since you own both = 20.

Formula: n * 2 * 2

Fortify via Teleport

Now we get multi dimensional! In addition to fortifying via adjacent territories you can fortify via "wormhole". This works by treating any country on one board as connected to the same country on the other board. For example if you own: board 1's Peru, board 2's Peru, and board 2's Brazil you could fortify by teleporting armies from Board 1's Peru to board 2's Peru then on to the adjacent Board 2's Brazil

Battling can not be done via wormhole.

Parallel Duels

To add to the craziness and keep the game moving battles are done in parallel. That means that both players with the same color attack at the same time.

If only one player with that color remains only the one player is on attack.

Both players can attack the same player and that player will have to defend against both simultaneously. Both players can battle each other on two different fronts. Thus they both attack and defend simultaneously. It is also possible for a player to be battling one player and defending against another at the same time.

Conflict can arise if both colors want to battle each other via the same 2 countries.

If there is conflict then first we need to determine the "dominant" player. The dominant player is determined by who has the most countries. If they are an even match then it is determined by largest army involved in this battle. If those are evenly matched then they each roll one dice until one gets a higher number thus becoming the "dominant" player.

Then the dominant player gets to be the attacker while the other player takes on the defending stance. Once it's over the defender doesn't get another turn to attack.