HASBRO Risk Vintage User Manual

armies. If, as occasionally happens, he/she can make
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PR O O F O F PU R CH A SE
®
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two or three sets, they may also turn them in, receiving the regular increase for each set. This situation can arise only when the total of the cards that a player holds, when added to the cards of a player who they have eliminated, equals 6 or more. They must turn in enough sets to reduce the number of cards that they continue to hold to four or less. These new armies must be placed on the board in the usual manner. The player may then continue to play if they wish, or they may pass the dice to the next player.
S U M M A R Y O F P L A Y
To facilitate play the following is a brief summary of what each player does on The steps should be followed in order.
1. They determine how many armies they are entitled
to by (a) counting up the
We will be ha ppy to h ear your questions or comments about this game.
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Department, P.O. Box 200, Pawtucket, RI 02862 or call
1-888-836-702 5 (toll-free). Europ ean consumers please write to:
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Way, Newport, Wales, NPI9 4 YD or t elephone o ur Helplin e on
TM and ® denote U.S. Trademark s. 01334
every
turn throughout the game.
territories
00800 2242 7276.
(not armies) they
For 2-6 Players - AGES
R U L E S O F P L A Y
I N T R O DU CT IO N
You are about to play the most unusual game that has appeared in many years. It is not difficult, but because it is so different you will find it worthwhile to read the rules completely through before starting play. No attempt has been made to teach strategy, as each player will develop his or her own as he becomes familiar with the game.
O B J E C T
The object of the game is to occupy every territory on the board and in so doing, eliminate all other players.
E Q U I P M E N T
A.
Six sets of playing pieces, each set of a different color, consisting of a box of cubes and several oblong pieces in a separate box. Each cube represents one army and the oblong pieces are equivalent to ten armies.
B.
A playing board showing a map of the six continents,
each of which is subdivided into a number of territories.
C.
A deck of 44 cards.
D.
Six dice, 3 of which are red and 3 of which are ivory-colored.
(12) (1)
P R E P A RA TI ON
The board is placed on a card table or some other flat surface. Each player selects a box of playing pieces of the color that he/she chooses, and all of the oblong pieces of that same color, to represent his/her armies during the game. One player is selected to act as the dealer.
T H E CA RD S
Two of the cards in the pack are printed with three figures: a foot soldier, a horseman, and a cannon. These two cards are jokers. Each of the other forty-two cards bears only one of the three figures along with a territory which approximates the shape of one of the territories on the board. There is one, and only one, card for each territory.
T H E BO AR D
Before starting the actual play of the game, players should study the board, which represents a map of the world. The sizes and boundaries of the territories are not accurate, but have been set to facilitate the play of the game. As an example, the territory marked Peru includes, in addition, the countr y of Bolivia. In a like manner Alberta includes the provinces of British Columbia and Saskatchewan. Iceland, Great Britain, Madagascar, Japan and New Guinea each are separate territories. The territory labeled Indonesia is made up of Borneo and surrounding Islands.
There are six continents, which are composed of several territories of the same basic color. These continents are:
A. North America,
9 territories:
ing land, A lber ta, Ontar io, Quebec, Western United States, Eastern United States and Central America. The basic color is
B. South America, territories:
basic color is
Venezuela, Peru, Brazil and Argentina. The
Turquoise.
consisting of the follow-
Alaska, Northwest Territory, Green-
Yellow
.
consisting of the following
Additional sets are worth extra armies in accordance
with the table listed below:
Third set 8 armies 4th set 10 armies 5th set 12 armies 6th set 15 armies 7th set 20 armies 8th set 25 armies
Each additional set
of armies by five. Thus, the 12th set turned in is worth 45 armies. It should be particularly noted that the value of the sets of cards goes up each time a set is played, regardless of which player plays them. For example, if a player who has been unable to play a set of cards, turns in a combination after three sets have been turned in by other players, he/ she is entitled to 10 armies. It is the total number of sets of cards that have been played, regardless of who plays them that determines the number of armies a player gets. It is advisable to make one player responsible for keeping a record on paper of the number of sets of cards turned in. Cards that are turned in are placed faceup alongside the draw pile to form a discard pile. If the draw pile is used up the cards in the discard pile are reshuffled and place facedown to form a new draw pile.
Because one oblong piece is equivalent to 10 armies, it may be exchanged for 10 cubes (or vice versa) at any time during the game. These exchanges will be a convenience as larger numbers of armies come into play in the later stages of the game.
(i). ELIMINATION OF OPPONENTS
One of the important plays of this game is the elimination of an opponent. A player, who on his/her turn is able to take from the board the last remaining piece of an opponent, receives at once all cards that the opponent has in his/
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her possession. He/she may combine them with the cards they already hold, and if they can make a set, they may turn it in immediately on that same turn to collect additional
turned in increases the number
(11)(2)
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