HASBRO Risk World Conquest User Manual

Page 1
Page 2
Page 3
The Armies.
denominations of army pieces:
&try),
placing
1
The
Infantry, Cavalry, or Artillery but no territory
page
Sample RISK Cards:
Idantry
Cqrdry,
.
.
56
13,
and
Artinej
ar
2
Cavalry
RISK?
There
are
6
(worth
pieces; later
(or 1 Cavalry
Cards:
12
42
marked
Secret Mission cards
in
lete
sets
of
armies,
Y
&try
10
Infantry, or 2 Cavalry). Start the game by
the game, you may trade
2
"wild"
(worth
and
5
Infantry) for 1
.'P?*
-tory and a picture of
cards marked with
used
&
containing
l), Cavalry (worth
in
5
Infantry for
Artillery.
all
three pictures,
only
in
Secret Mission
5
3
Risk,
WORLD
To conquer the world by occupying every territory on the board, thus
all
eliminating
your opponents.
DOMINATION
OBJECT
OF
THE
GAME
RISK
SETUP
Unlike most games, RISK demands careful planning before you start to play.
!
'
fight later on.
I
1.
,
Select a color
"armies"
This
Initial Army Placement sets the stage for the battles you'll
and,
dependlug
you'll need to start the game.
If2areplaying,seefnstntctionson=lL.
If
3
are
playing, each player If 4 are playing, each player counts out If 5 are playing each player counts out
the
nuder of
counts
out
playem,
,
35
Infantry.
30
lnfautry.
25
Infantry.
actdly
mt out the
.-
12
Note: The Mission cards are only
in
RISK
variation. Remove
them for
Secret
the Secret Mission
all
other games.
used
I
I
2.
Roll one die. Whoever from his or her pile and places it onto any territory on the claiming that territory.
a
3.
Starting
onto any unoccupied territory. Continue
been claimed.
4.
After
all
additional army onto any territory he or she already occupies. Continue
d
?
I
in
this
way
number of armies you may place onto a single territory.
To complete game
5.
Shufae the pack of RISK cards (remove the Mission cards) and place it, face down, by the side of the board.
6.
Whoever placed the first
If 6 are playipg, each player counts out
rolls
the highest number takes one Infantry piece
to the left of the first
player,
until
42
territories
until
are
everyone
daimed, each player
has
run
out of
armies.
SETUP:
This
pack forms the draw pile.
army
takes the 6rst
turn.
20
in
lum
dl
in
There
turn
Infantry.
pkes
42
Mtories
places one
is
board,
no limit to the
one
thus
army
have
Page 4
On your tum, armies. But be careful: Winning battles quick decisions and attack at Note: At any equivalent
3.
Fortifying yow wition.
At
the
beginning
to
your
1.
The number of territories you occupy
2.
The value of the continents you control;
3.
The value of the
4.
The specific territory
Tenrimria.
try
to capture territories by defeating your opponents'
bdd moves. You'll have to place your forces ,wisely,
just theright time and
time
during the game, you may trade
(see
page 4) in Cavalry
GE'lT'WG
of each
territories
based
AND
turn,
on
matched
pictured
At the beginning of every
will
depend on careful planning,
t$rtiQ
you deknses against
op
i
Artillery
PLACING
if
~~IES
in
Infantry pieces for the
you need to, or wish to.
all
enemies.
calculatehow many new armies you'll add
. . .
sets
of
RISK
cards
you trade in;
on a traded-in
turn
card
(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:
11
territories
14 territories
17
temtories
=
3
armies
=
$armies
=
5
armies
RISK
hmhg
least one territory, you trying to collect sets of
3canlsofsamedeslgn
(Infantry,
If you have collected a set of beginning of your next turn, or you may wait. But the beginning of your trade in a second set
"lhdhg
Card$.
Cavalry,
In
Cards
At the end of any
will
earn one (and only one)
3
cards in any of the following combinations:
L
or
Artillery)
turn,
you must trade
if
you have one.
for
Armies.
3
CARDS
turn
in
which you have captured at
RISK
card. You are
lad3
RISK
cards,
y~u
in
At the beginning of subsequent turns,
Z2'
..
.,.
.;R
;
..
i
may
turn
&ern
in
if
you have 5 or 6 cards at
at least one
set,
,
and
I--
,
at the
my
you may trade in matched sets of cards and take additional armies based on
quick
the total number of sets anyone has traded in so far. For keep traded-in cards face down under the bottom edge
the
to mark the value (in armies) of
next made.
bf
reference,
the game board
You
will
alkys receive at least 3 armies on a turn, even
9
than
temtories.
Continents.
In addition, at the beginning of your turn you
if
you occupy fewer
will
receive
armies for each continent you control. (To control a continent, you must
all
occupy
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 comer of the game board.
5
sets
traded
in
80
far;
next
The first set traded in The second set traded The third set traded in The fourth set traded in The
fifth
set traded in
The sixth set traded in
set
will
-
in
-
-
-
be
worth
4
armies
-
6
8
armies
-
10
12
armies
15
15
armies
armies
armies
Page 5
After the sixth set has been
armies. Example: trade
in
the eighth, you get etc., refer the
have
(hmphhd-.
a
te*
Note: and beyond
Hints:
deploy them carefully--either to prepare for one. It is good
fortifying territories that border enemy territories.
After placing to attack at this time.
I
defeating of the dice.
If
you choose not
may
to
third
set
Wed
On
a Jingle
No matter how many armies you
all
stin
fortify your
If
you trade
sets
traded
in
the
game, you receive
in.
&py, you
turn,
.rho&
you receive
military
your
armies at
the opposing
Study
the board for a moment. Do you want to attack?
to
attack, pass the dice to the player on your left. You
traded
25
in
by
If
any
redw
particub
you may receive no more than 2
strategy to move
The
object of an at&&
armies
position,
in,
each additional set is worth 5 more
in
the seventh set, you get 20 armies;
mes,
oftbe
6pr
the
if
and
so
om "First" and "second" set,
during
8
3
cards
2 extra armies. You must place
territory.
the matched sets of
begbmbg
already
you
wish
the
game. Thus,
armies,
receive
your
even
you
trade
at the start of your
an
attack or to defend against
armies
of your turn, decide
b
to capture a territory by
on it. The battle
(see page
if
you
if
you trade in
if
it's the first set you
in
shows the picture of
both
extra
armies above
cards
you trade
to the front,beavily
is
fought by a roll
10).
turn,
if
you wish
in.
I
I
I
I
,
'~b
~ttack
you're attacking from. Then
occupies the opposing territory.
Before rolling, both you and your opponent must announce fbe number of dice you intend to roll,
You, the attacker, more army in your territory than the number of dice you roll.
more dice you roll, the greater your odds of winning. Yet the more dice you roll, the more armies you may lose, or be captured territory.
The defender must have at least 2 armies on the territory
dice the defender rolls, the greater his or her odds ofwkdag4mt the more armies he or she may lose.
TO
Wde
(the attacker's) is higher, the defender loses one under attack. But army from the territory you attacked box
If
next-highest dice and repeat the process.
First announce both
roll
and
will
roll 1,2 or 3 red dice: You must
will
roll either 1 or 2 white dice: To roll 2 dice, he or she
a
Battle.
each of you rolled more
~ttachr's
Dice
Compare the
if
the!
defender's die
Defender's
the
the
dico
you
than
one die, now
Die
eemitory
against
both
must
highest
Is
higher
h;
put it
youp=
the.-
roll
at
the
have
required
under
die
ate
ewh
af
,
id+iP
than
yams,
Wim
CY)~
v
-
f*
yonr
who
same
at least one
to
mm
Hint
.C
r
fb11ed.
the
territory
you
lose one
clear
the
two
the
time.
Hint:
into
The
If
pbtic
one
The
a
more
yours
If
you choose to attack, you must follow
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
AlYica
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
attacking from.
You may continue attacking one territory
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.
aIwap
have at least
two
these
armies
rules:
in
the territory you're
until
you have eliminated
all
Notes:
*
In
case of a tie, the defender
The attacker
Raulc
Attacker
Defender
Loses
One
Loses
can
Army
One
Army'
never lose more than
T
and
I
always
kmk
wins.
2
armies
Defender
Losss
One
on a single roll.
Army
Page 6
capturing
a territory, you capture do so, move in at least as many annies as the number of dice you rolledin your last battle. member:
can
to
whenpu
you
captured at least me terrikwy, first pile. (No matter how many t&oriRs you've captured on your may take only one RISK card.) you wish (see below). Finally, pass the dice.
Eliminating
opponent by defeating his or her last army on the game board, you
I
I
RISK cards that player has collected.
/
/
II
11
I,
If winning them gives you 6 or more cards, you must immediately trade
in
enough sets to reduce your hand to 4 or fewer cards, but once your
hand is reduced to 4,3, or But
beginning of your next turn to trade Note: When you draw a card from the deck at the end of your turn (for
having won a battle), your next
territories.
the
fro@
is
mtageous, because
are
atbcking. ~lso remember you must always leave at least
an
opponent.
if
winning them gives you fewer than 6, you must wait until the
turn
to trade
As
s-
as
that
territory and must occupy it immediately. To
In
most cases, maving as many
tfxe
territory
@hay&
~YAw
you attacked
be
omfiled
may
and
take
Your
last step is to fortify your position,
If during your turn you eliminate
2
cards, you must stop trading.
if
this brings your total to
in.
you defeat
By
yrw
the top RISK
in
a set.
the
last opposing army on
armies
des
attack(@ at any time. If you have
left behind can't help
from.
During the game,
at least one
army.
card
from the draw
6,
you must wait until
turn,
ah
as you
you
if
win
any
WORLD DOMINAllON
This
version
Along
'neutral"
opponent This
flavor
INITIAL
You
and
you
selects
3
qets
the
1.
Remove
ma
pilch
re
is
with
your
annies
as
the
regular
ARMY
your opponent
a
third
and
the
deck.
Shuffle
'
'
g
pile
FOR
Read
the
complete
play4 Eke
armies
on
feature
PLACEMEW
set
claim
secmtm
you
and
is
regular
and
the
hard
givw
RISK
game.
each
to
be
territories
thorn
your opponent choose
"neutral."
2
P
Wodd
RlSK
those
of
that
act as
the 2-player
SETUP
w1e
qm
"neumd."
In
the
with
your
a
fd
one importarat
opponent,
bdfer
between
version
much
a
dj@p$*
,
*
RISK
e&cep-%
there
are
you
the same
,
L
.
t&'*c;qll;j
also
and
your
mtegie
arjf
-:a.
-*..-.
-.*,$.i?.i8.4.t
r,
rs...
:i
,>"
I!VJ
:
I
flt'~f3:.
C
I..
,
_
EZ
I
I
I
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 to win a battle or even
try
an attack to do so. Some players refer to this as the "free move."
to 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 territories. Remember to move troops towards borders where they can help
an
attack!
in In moving your armies from one territory to another, you must leave at least
one.army behind.
FORTIFYINGYOUR POSITION
adjacent
WINNING
The winner is the first player to eliminate every opponent by capturing all
42
territories on the board.
10
!
\
,
To
4.
\
complete
Afiter
dl
cards to
game
SETUP:
the
des
the
RLSK
bve
been
card deck,
placed an the board,
shuffle
the
d&
and
reniun
start
to
~~
play,
(I
n
:-
Page 7
ATTACKING
01
your
turn,
you may attack any territory adjacent to one of your own.
Whenever you attack a "neutral" territory, your opponent rolls to defend
@w
"neutral" territory.
tral"
annies
cannot
attack
and
never
receive
reinforcements
during
SETUP
1.
After deploying your armies at the beginning of the game, select one of
make
the temtories you've claimed and without revealing the territo~y you've chosen, card
and
place it face down
2.
After everyone in turn'has selected a Headquarters, cards face up, thus revealingthe location of their Headquarters.
in
front
it your Headquarters. Then,
find
its matching
of
you.
all
players
turn
RISK
their
k&,
-ria.
i
To capture
p
territory.
Jfpu
I
b
4phye1~
$w
Qwn.
be the first to eliminate
You do not have to eliminate the "neutral" armies.
all
"neutral" armies
pens, don't worry. Play continues
Red
the
OBJECT
all
opposing Headquarters-while still controlling your own
wish,
you
may
shorten the
Capture any 2 opposing Headquarters
6
players:
Capture any 3 opposing Headquarters while controlling your
your
opponent by capturing
are
eliminated before the end of the game.
comptete~
OF
game
Dmib&W~
THE
until
even
GAME
further:
all
of his or her
If
one player defeats the other.
.
iidlr
Brit.
while
controlling
,,.
your
I
PINING
AU
World Domination Risk Rules apply, with these additions: If you capture an opposing Headquarters, place the Headquarters card
,
you've won face up If at any pint your Headquartersis capturd b tan oppphent, you are
not elhinated from the game. and continue playing.
You may not use a Headquarters card cards.
Be
sure to keep
game.
SECRET MISSION
in
front of you
all
Headquarters
to
shPly
$rove
give
as
part
cards
you've
yo
,:
capxfed
06
card&
I'
1
of
a
out
tht
rgaw
of&
mty'hurhg
it.
6pponent
set
of
RI~
'
RISK
the
I:
'9ann
as
in
World Domination
EQUIPMENT
Risk
Remember to remove the Secret
..
.
BaeyqI,l
cab. has
EQ-
the equipment of
These
bh#u
cards
oompleted, that play&~utornatically wins the garnE3%
give
the
#$#
omination ga different missi
P
,:;;;;:I
Page 8
INITIAL
1.
Select
"armies"
To complete
2.
Before play begins,,@~ct one player to playing, the Generdrerno~es the Mission
colors.
3.
The General shuffles the Mission cards and, starting to the levdeals one
card face down to each player. The remaining Mission cards are put
back in the box; no one, including the General, may look at them.
4.
The General removes the 2 Wild Cards &k,t4e deck of
shuffles, and deals out
(In
These cards determine which territories each of you begi@ng of the game.
5.
Each player places one army on each of his or her territories. When you've done this, go around the table in each of your territories. There is no limit to the number of can occupy a single territory. Continue deployed across the map.
6.
The General now collects the RISK cards, replaces the shuffles the deck, and puts it to the side, face down.
7.
Game play continues
ARMY
a color
PLACEMENT
aq8,
depending on the number
you'll need to start
If3
~WCI~~
If4
If
5
are
playing,
If
6
are playing, each player counts out
game
SEQIP:
all
a
4-
or 5-player game, 2 players
as
in the standard World Domination game.
of
playem,
the
a&
P~P
me.
,
'
,
COW
QP~
?5
~~J~P~~YQT-WW~O
each
player counts out
be
the General. Iffewer
the cards, startingwith the player to the left.
will
each receive one extra card.)
turn,
until
25
20
cards
that refer to the
placing another army on
all troops have been
c~unt Out the
-try.
Infantry. Infantry.
than
RISK
cards,
will-
occupy at the
armies
2
Wd
Cards,
unused
that
6
are
md~~e.~f
value of eac&,~t&ed set one. Thus, the worth
5
armies, the third
Fortifying
armies from one or more However, between. Euimple: If you want to
Brazil,
~>nthuous "path."
you must first occupy
X&@$@dm8card~&.
as
fitst matched set is still
is
worth 6 armies, and so on.
your
potiiti0IL
befbre you can
stated in the rules, increase
At the end of yo&
the
worth
maw&.
CoElip
Epstead
4
armies, but the second is
ofincreasing
turn,
you
its
value by only
may
mom
the
WINNING
The player who completes his or her mission first-and reveals the Mission card to prove it-wins.
Important note: In Secret Mission RISK, it is possible that you accomplish your mission with the aid (usually unintentional) of another player. For example, another player actually removes the final yellow armies from the board, that player has helped you complete your Secret Mission.
if
your mission is to destroy
all
the yellow troops and
will
Mm.
armies on a single territory. some armies, you lose those armies.
During
If
Zfse
the game* you
m
of this rule
Page 9
Advantage
the temtory you're attacking from or the territory you're attacking:
You may, tenitory. To do so, place the card face up in front of you and roll
when
if
you
wish,
attaddng.
re-roll any one die on each
If
you have a
RISK
card
that
battle
involving that
shows
again.
You
my
uw
xwm
than
one
card
on a
turn,
but
okdy
one card per battle.
the
once you into your
You may not use
stop
hand
for
f$&h
a
RISK
tepitary
use.
card in this manner when defending a temtory.
in
cpestion, put the
RISK
either
the
die
card back
'
Commanders.
dice you've just rolled the influence of your "Commander" at the scene of the battle.
We
will
be
happy
Relatiens D&artment, Brothers,
Once
per
turn
so
that the number
to
kr questions
while attacking you may change one of the
"6"
is
shawing.
am
&is
P.O.
Box
game. Write:
1012,
This
Beverly,
represents
cozisuma
MA
01916
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