Castle Risk

A common variation in play is to have each of the neutral regions worth two troops a turn.

This makes fortifying the territory a player has just conquered much easier, but denies that player the opportunity to place the new troops in the best strategic position for the turn about to begin.

The cards allow players to modify dice rolls (General and Marshall), to attack by sea instead of land (Admiral), place extra armies at the start of a turn (Reinforcements), force temporary non-aggression pacts (Diplomats), or to look at another player's cards, discarding one in the process (Spy).

Another new rule is the addition of "hidden armies", which are reinforcements that a player hides in a location of their choosing at the beginning of the game.

Their power, when revealed, is based on the number of reinforcements cards that have already been played.