# item.guide
Side-by-Side Comparison Board Games

Checkers vs. Risk

Comparing 2 standards across 20 specifications. 20 key differences identified.

Comparing:
Checkers
Risk

Checkers (American Checkers / English Draughts) is a two-player strategy game played on the 32 dark squares of an 8×8 board with 12 pieces per player. Official standards mandate that jumping/capturing is compulsory, pieces move forward diagonally, and reaching the back rank crowns a King, granting backward movement capabilities.

View full Checkers spec sheet →

Risk is a global conquest strategy board game published by Hasbro where 2–6 players battle for control of 42 world territories across 6 continents. Official rules govern turn troop reinforcements (Territories ÷ 3, min 3 + continent bonuses), combat dice mechanics (Attacker max 3 red dice vs Defender max 2 white dice with ties favoring the Defender), and escalating Card Set turn-ins.

View full Risk spec sheet →

Specification Comparison Table

20 Parameters
Parameter / Spec
Governing Body
WCDF / ACF —
American Board Size
8 × 8 (32 playable dark squares) 12 pieces per player —
International Board Size
10 × 10 (50 playable dark squares) 20 pieces per player —
Mandatory Capture Rule
Compulsory (Must Jump) WCDF tournament standard —
Multiple Jump Rule
Must continue jumping in sequence if available —
King Crowning Rank
Opponent's baseline (Row 8 / Row 1) Turn ends on crowning —
American King Movement
1 square diagonally forward or backward —
International Flying King
Moves/jumps any distance along diagonal 10×10 International only —
Governing Publisher
— Hasbro
Total World Territories
— 42 territories across 6 continents
Total Continents
— 6 Asia, North America, Europe, Africa, South America, Australia
Asia Continent Bonus
— 7 armies per turn (12 territories)
North America Continent Bonus
— 5 armies per turn (9 territories)
Europe Continent Bonus
— 5 armies per turn (7 territories)
Africa Continent Bonus
— 3 armies per turn (6 territories)
South America Continent Bonus
— 2 armies per turn (4 territories)
Australia Continent Bonus
— 2 armies per turn (4 territories)
Minimum Turn Armies
— 3 armies (Territories ÷ 3, rounded down)
Combat Dice Advantage
— Defender wins all ties highest matching die rolls
Card Set Turn-In Scale
— 4, 6, 8, 10, 12, 15 (+5 each subsequent) armies