HASBRO Risk Game of Global Domination User Manual

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TABLE
1ntroductio.n & Strategy Hints Equipment
GLOBAL DOMINATION RISK@
Setup, including initial army placement Playing
Getting and placing new armies RISKcards
Attacking
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INTRODUCTION
In this classic "Global Domination" game of military strategy. you are battling to conquer the world. To win. you must launch daring attacks, defend yourself on
all fronts. and sweep across vast continents with boldness and cunning. But
I
remember, the dangers. as well as the rewards, are high. Just when the world is
within your grasp, your opponent might strike and take it all away! See pages
I
Strategy.
1
add armies, and fortify:
I.
2.
,
3.
i
11-16 for gameplay variations and variations for RlSK experts.
In all the RISK games. keep these 3 strategy hints in mind as you play.
Conquer whole continents: You will earn more armies that way.
(This doesn't apply in
Watch your enemies: If they are building up forces on adjacent territories or continents, they may be planning an attack. Beware!
Fortify borders adjacent to enemy territories for better defense if a neighbor decides to attack you.
Secret
Mission Risk.)
&
STRATEGY HINTS
Determining the winner of the dice roll Fortifying your position Winning
GLOBAL DOMINATION RISKQP for 2 Players CAPITAL RISK@, for a Shorter Game SECRET MISSION RISKm
Rules Variations for RISK Experts
1 1
RISK Tournaments
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EQUIPMENT
I
Gameboard 5 Dice: 2 white and 3 red Deck of 56 RISK cards 6 Sets of
armies, each a different color
'
The gameboard.
territories. Each continent is a different color and contains from 4 to
/
1
The numbers along the bottom (southern) edge of the board indicate the number of armies you will receive for a set of cards you trade in, as explained on pages
1
The gameboard is a map of 6 continents divided into 42
12
territories.
1
7-8.
Page 3
The
armies.
denominations of army pieces: Infantry (worth and Artillery (worth pieces; later in the game. you may trade in
I
Cavalry and 5 Infantry) for I Artillery.
(or
Infantry
The
56
RISKm
Cavalry, or Artillery territory
Sample RISK Cards:
There are 6 complete sets of armies, each containing
lo Infantry, or 2 Cavalry). Start the game by placing Infantry
5
lnfantry for I Cavalry. or 2 Cavalry
-
I
'army" Cavalry
cards:
12
Mission cards used only in SECRET MISSION RISK, page
42
marked with a territory and a picture of Infantry,
2
Wild cards marked with all three pictures, but no
-
5
"armies"
3
I),
Cavalry (worth 5 Infantry).
7
Artillery
-
lo
13
'armies"
OBJECT
To conquer the world by occupying every territory on the board, thus eliminating all your opponents.
OF
THE GAME
SETUP
Unlike most games, RISK demands careful planning before you actually start
!
play. This Initial Army Placement sets the stage for the battles you'll fight later on.
INITIAL ARMY PLACEMENT
I.
Select a color and, depending on the number of players, count out the
'armies" you'll need to start the game.
I
If 2 are playing, see instructions on page If 3 are playing, each player counts out If 4 are playing, each player counts out 30 Infantry. If
5
are playing, each player counts out
6
are playing, each player counts out
If
11.
35
Infantry.
25
Infantry.
20
Infantry.
to
Infantry Cavalry Artillery Wild
Sample Mission Card:
Western
Europe
i?
-
-
1
-
Note:
The
12
Mission cards are used
in the Secret Mission
RISK
variation.
i
Roll one die. Whoever rolls the highest number takes one lnfantry piece
2.
from his or her pile and places it onto any territory on the board, thus claiming that territory.
Starting to the left of the first player, everyone in turn places one army onto
3.
any unoccupied territory. Continue until all After all
4.
army onto any territory he or she already occupies. Continue in this way until everyone has run out of armies. There is no limit to the number of armies you may place onto a single territory.
42
territories are claimed, each player in turn places one additional
TO COMPLETE GAME SETUP:
5.
t
/
I
From the card deck, remove one Mission card and slide it under the edge of the gameboard. You will use it to mark the value of the next set of traded-in cards (see page used only in the Secret Mission game variation.
Shuffle the remaining pack of RISK cards and place it, facedown, by the side
6.
of the board. This pack forms the draw pile.
7.
Whoever placed the first army takes the first turn.
7).
Put the other
42
territories have been claimed.
11
Mission cards back in the box; they are
Page 4
On your turn, try to capture territories by defeating your opponents' armies. But be careful: Winning battles will depend on careful planning, quick decisions and
bold moves. You'll have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies. you may trade in Infantry pieces for the equivalent (see page
Note At any time during the game.
4)
in Cavalry or
Artillery if you need to, or wish to.
Earning
cards.
At the end of any turn in which you have captured at least one
territory, you will earn one (and only one)
3
sets of
cards in any of the following combinations:
RISK
card. You are trying to collect
Each
I.
2.
3.
of your turns consists
~f
three
steps, in this order:
Getting and placing new armies; Attacking, if you choose to. by rolling the dice; Fortifying your position.
At the beginning of each turn, calculate how many new armies you'll add to your territories based on
I.
The number of territories you occupy;
2.
The value of the continents you control: The value of the matched sets of
3.
4.
The specific territory pictured on a traded-in card.
Territories.
...
RISK
cards you trade in;
At the beginning of every turn (including your first), count the number of territories you currently occupy, then divide the total by three (ignore any fraction). The answer is the number of armies you receive. Place the new armies on any territory you already occupy.
Example:
3
cards
of
same
(Infantry. Cavalry, or Artillery)
1
design
If you have collected a set of
3
RISK
I
each
of
3
designs
cards, you may turn them in at the beginning
any 2 plus a 'Wlld" card
of your next turn. or you may wait. But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set, and may trade in a second set if
,
;
you have one.
i
I
I
Trading in cards for armies.
~t the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far. Put the traded-in cards facedown at the bottom of the draw pile. For quick reference, keep one of the Mission cards facedown under the bottom edge of the gameboard to mark the value (in armies) of the next trade, as shown below.
.
11
territories
14
territories
17 territories
=
= =
3
armies
4
armies
5
armies
You will always receive at least 3 armies on a turn, even if you occupy fewer than
9
territories.
Continents.
In addition, at the beginning of your turn you will receive armies for each continent you control. (To control a continent, you must occupy all its territories at the start of your turn.) To find the exact number of armies you'll receive for each continent, look at the chart in the lower left-hand corner of the gameboard.
The first set traded in
-
The second set traded in The third set traded in
-
The fourth set traded in The fifth set traded in The sixth set traded in
-
-
I
set
traded
4
armies
-
6
armies
8
armies
-
lo
armies
12
armies
15 armies
In
so far; next set will
be
worth
6
Page 5
After the sixth set has been traded in, each additional set is worth 5 more armies. Example: If you
eighth, you get
trade in the seventh set, you get
25
armies, and so on. "First" and "second" set, etc., refer to sets
20
armies; if you trade in the
traded in by anyone during the game. Thus. if you trade in the third set in the
8
game, you receive
Occupied territories. If any of the 3 cards you trade in shows the picture of
armies, even if it's the first set you have traded in.
a
territory you occupy, you receive 2 extra armies. You must place both those armies onto that particular territory.
Note: On a single turn, you may receive no more than 2 extra armies above and
sets
beyond those you receive for the matched
of cards you trade in.
Hints: No matter how many armies you receive at the start of your turn, deploy
-
them carefully good military strategy to move your armies
either to prepare for an attack or to defend against one. It is
to
the front, heavily fortifying
territories that border enemy territories.
After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture a territory by defeating all the opposing armies already on it. The battle is fought by a roll of the dice. Study the board for a moment. Do you want to attack?
To
attack.
First announce both the territory you're attacking and the one you're attacking from. Then roll the dice against the opponent who occupies the opposing territory.
Before rolling, both you and your opponent must announce the number of dice you intend to roll, and you both must roll at the same time.
You, the attacker, will roll
I,
2
or 3 red dice: You must have at least one more army in your territory than the number of dice you roll. Hint: The more dice you roll, the greater your odds of winning. Yet the more dice you roll, the more armies you may lose, or be required to move into a captured territory.
I
The defender will roll either I or 2 white dice: To roll 2 dice, he or she must
[
have at least 2 armies on the territory under attack. Hint: The more dice the defender rolls, the greater his or her odds of winning -but the more armies he or she may lose.
TO
decide
a battle.
Compare the highest die each of you rolled. If yours (the attacker's) is higher, the defender loses one army from the territory under attack. But if the defender's die is higher than yours, you lose one army from the territory you attacked from; put it back in your clear plastic box. If each of you rolled more than one die, now compare the two next-highest dice and repeat the process.
If you choose not to attack, pass the dice to the player on your left. You may still fortify your position, if you wish (see page
lo).
If you choose to attack, you must follow these rules:
You may only attack a territory that's adjacent (touching) to one of your own, or connected to
it
by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. North Africa may attack Egypt. Western Europe and Brazil.
At
the western and eastern edges of the
board. Alaska is considered adjacent to, and may attack, Kamchatka.
*
You must always have at least two armies in the territory you're attacking from. You may continue attacking one territory until you have eliminated all armies
on
it,
or you may shift your attack from one territory
to
another, attacking each as often as you like and attacking as many territories as you like during one turn.
OU~WEI
Attackefs
Result:
Attndcds
Ma
-
- - -
Defender
gWYPLEP
Dlce
HIGHEST
Wn&s
_
-
-
---.
Loses
One
Army
aefender's
PNR
Die
Dlce
---___----
IWuk
Defender
toseS
One
aad
Attadcer
LosesOncMmy
Notes:
In case of a tie,
as
in Examples 2 and
The attacker can never lose more than
Amny
mma
Attacker's
..(
t
3,
the defender always wins.
2
armies on a single roll.
Wca
__-----_
-
-
--_____-----
Rdt:
kttacker
Defender's
Loses
Two
BUTm4
Amder's
.
Me
__-------_
zc-
**---______----
Ran&
DefuderLae&OneArmy
Defender's
Dlce
Armles
DIce
Page 6
Capturing territories.
territory, you capture that territory and must occupy it immediately. To do so.
move in at least as many armies as the number of dice you rolled in your last battle. Remember: In most cases, moving as many armies as you can to the front is advantageous, because armies left behind can't help you when you are
attacking. Also remember: You must always leave at least one army behind on the territory you attacked from. During the game, every territory must always be occupied by at least one army.
Ending your attack.
captured at least one territory, first take the top RISK card from the draw pile.
(No matter how many territories you've captured on your turn, you may take only one RISK card.) Your last step is to fortify your position, if you wish (see below). Finally, pass the dice.
As soon as you defeat the last opposing army on a
You may end your attack(s) at any time. If you have
TI
nny
Read
This version is played like regular RISK with one important exception: Along with
your armies and those of your opponent, there are also "neutral" armies on the board that act as a buffer between you and your opponent. This feature gives the 2-player version much the same strategic flavor as the regular
pnmlurrl
for
2
players
the complete ~lobal Domination
'IN
Risk
rules
RISK"
first.
RlSK game.
Eliminating an opponent.
by defeating his or her last army on the gameboard, you win any player has collected.
If winning them gives you 6 or more cards. you must immediately trade in
to
enough sets reduced to
But if winning them gives you fewer than
of your next turn to trade in a set. Note: When you draw a card from the deck at the end of your turn (for
having won a battle), if this brings your total to next turn to trade in.
reduce your hand to 4 or fewer cards, but once your hand is
4,
3,
or 2 cards, you must stop trading.
If during your turn you eliminate an opponent
RlSK cards that
6,
you must wait until the beginning
6.
you must wait until your
FORTIFYING YOUR POSITION
No matter what you've done on your turn, you may, if you wish, end your turn by fortifying your position. You are not required attack to do so. Some players refer to this as the "free move."
To fortify your position, move as many armies as you'd like from one (and only
one) of your territories into one (and only one) of your Remember to move troops towards borders where they can help in an attack!
In moving your armies from one territory to another, you must leave at least one
army behind.
to
win a battle or even to try an
adjacent
territories.
Same as in Global Domination Risk.
INITIAL ARMY PLACEMENT
You and your opponent each select a complete set of armies. Then either of you selects a third set to be "neutral." Take 40 Infantry pieces from each of the and claim territories in the following manner:
I.
Remove the Mission cards and the 2 Wild cards from the RISK card deck. Slide one of the Mission cards under the edge of the board, to keep track of traded-in sets.
I
Shuffle the RISK cards thoroughly and deal them, facedown, into j equal
2.
piles. Both you and your opponent choose a different pile. The remaining pile is "neutral."
Place one of your Infantry onto each of the 14 territories shown on the RISK
3.
cards in your pile. Your opponent does the same. Then place one "neutral" lnfantry onto each of the remaining
After every territory on the board has been claimed, you and your opponent
4.
take turns placing your remaining armies: Place the territories you occupy. Then place territory you want, placing it to block your opponent's possible advance.
14 "neutral" territories.
2
Infantry onto any I or 2 of
I
"neutral" army onto any "neutral"
3
sets
WIWNING
The winner is the first player to eliminate every opponent by capturing all 42
territories on the board.
TO COMPLETE
After all the armies have been placed on the board, return the two Wild cards
5.
to the RISK card deck, shuffle the deck and start to play.
GAME
SETUP:
Page 7
ATTT
On your turn. you may attack any territory adjacent to one of your own.
k a 'neutral" territory, your opponent rolls to defend that
3
I
EQUIPMENT
Same as in Global Domination Risk.
SETUP
"Neutral" armies cannot attack and never receive reinforcements during the game.
If you run out of 'reinforcements" in your original army color, you may fortify
a
your position using Infantry of game.
coordinating color not already being used in the
WINNING
To win, be the first to eliminate your opponent by capturing all of his or her territories. You do not have to eliminate the "neutral" armies.
Usually, all "neutral" armies are eliminated before the end of the game. If this
happens. don't worry. Play continues until one player defeats the other.
a shorter Global Domination game
3
for
Read the complete Global Domination
to 6 players
RISK
rules first.
!
,
I
I
I.
After deploying your armies at the beginning of the game, select one of the territories you've claimed and make it your Headquarters. Then, without revealing the territory you've chosen, find its matching RISK card and place it facedown in front of you.
2.
After everyone in turn has selected a Headquarters, all players turn their
faceup, thus revealing the location of their Headquarters.
cards
All
Global Domination RISK rules apply, with these additions:
If you capture an opposing Headquarters, place the Headquarters card you'vc
won faceup in front of you to prove you've captured it. If at any point your Headquarters is captured by an opponent, you are not
eliminated from the game. Simply give your card continue playing.
You may not use a Headquarters card as part of a matched set of Be sure to keep all Headquarters cards out of the way during the game.
J
b.UY.U..
to
that opponent and
'5'
...
u..
RISK
card
OBJECT OF THE GAME
To
capture all opposing Headquarters - while still controlling your own territory.
If you wish, you may shorten the game even further:
4
players: Capture any 2 opposing Headquarters while controlling your own.
5
or 6 players: Capture any 3 opposing Headquarters while controlling your own.
for
3
to
6
players
Read
the
complete Global Domination RISK rules first.
OBJECT OF THE 6AME
To be the first player
Use all the equipment of the Global Domination RISK game. plus the cards. These cards give each player a different mission; when that mission has been completed, that player automatically wins the game.
j
to
complete the Mission described on your own Mission carc
12
Mission
Page 8
'!
:
:I
!
INITIAL
i
I.
SETUP
ARMY
Select a color and, depending on the number of players, count out the "armies" you'll need to start the game.
PLACEMENT
RULES VARIATIONS FOR
Many experienced players like to reduce the role of luck in the game. Feel free to use any or all of these rules variations to add skill (and length) to both the Global Domination and
Sec~et Mission games.
RISK
EXPERTS
If 3 are playing, each player counts out
4
are playing, each player counts out 30 Infantry.
If If
5
are playing, each player counts out
If
6
are playing, each player counts out
35
Infantry.
25
Infantry.
20
Infantry.
TO COMPLETE GAME SETUP:
2.
Before play begins, elect one player to be the General. If fewer than 6 are
to
playing, the General removes the Mission cards that refer unused colors.
3.
The General shuffles the Mission cards and, starting to the left, deals one card facedown to each player. Slide one of the remaining Mission cards facedown under the edge of the board; put the rest of the Mission cards back in the box; no one, including the General. may look at any of these.
4.
The General removes the 2 Wild cards from the deck of RISK cards, shuffles, and deals out all the RISK cards. starting with the player to the left.
player game, 2 players will each receive one extra card.) These cards determine
which territories each of you will occupy at the beginning of the game.
Each player places one army on each of his or her territories. When you've
5.
done this, go around the table in turn. placing another army on each of your territories. There is no limit to the number of armies that can occupy a single territory. Continue until all troops have been deployed across the map.
6.
The General now collects the RISK cards, returns the 2 Wild cards, shuffles
the deck. and puts
it
to the side, facedown.
the
(1n a
4-
or
5-
The value of matched
as
each matched set
matched set is still worth
worth
brtifying your position.
,
from one or more territories to any number of your other territories. However. before you can do this, you must occupy all the territories in between. Example: If you want to move armies from South Africa into Brazil, you must first occupy the Congo and North Africa. thus forming a continuous "path."
I
6
armies. and so on.
stated in the rules, increase its value by only
RISK
4
armies, but the second is worth 5 armies, the third is
card sets.
At
the end of your turn, you may move armies
Instead of increasing the value of
I.
Thus, the first
Cameplay continues as in the standard Global Domination game.
7.
WINNING
The player who completes his or her mission first - and reveals the Mission card
it
-
to prove Important note:
mission with the aid (usually unintentional) of another player. For example, if
your mission is to destroy all the yellow troops and another player actually
removes the final yellow armies from the board. that player has helped you
complete your Secret Mission.
wins.
In
Secret
Mission
Risk.
it
is possible that you will accomplish your
Armies per territory.
armies on a single territory. If because of this rule you are unable to place some armies, you lose those armies.
During the game, you may not have more than
12
Page 9
Advantage when attacking.
territory you're attacking from or the territory
If you have a RISK card that shows either the
you're attacking:
You may, if you wish, re-roll any one die on each battle involving that territory. To do so, place the card
faceup in front of you and roll the
die again. You may use more than one card on a turn. but only one card per battle. Once you stop attacking the territory in question, put the RISK card back
into your hand for future use. You may not use a RISK card in this manner when defending a territory.
Commanders.
dice you've just rolled so that the number
Once per turn while attacking you may change one of the
'6"
is showing. This represents
the influence of your "Commander" at the scene of the battle.
RISK
TOURHAMENTS
To receive an information kit describing how to hold your own RISK tournament, write to us at the address below.
We will be happy to hear your questions or comments about this game. Write to: Hasbro Games. Consumer Affairs Dept.. Canadian consumers. please write to: Hasbro Canada Corporation.
QC.
Canada
J4G
8
2003 Hasbro, Pawtucket.
1G2.
P.O.
Box zoo. Pawtucket,
RI
02862 U.S.A.
R1
02862. or phone: 888-836-7025 (toll-free).
All
Rights Reserved. Q denotes
2350 de la Province. Longueuil.
Reg.
US
Pat.
&
TM
Office.
PROOF OF PURCHASE
1
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