N В, © 1959, 1963, 1975 Parker Brothers Div. of General Mills Fun Group Inc., Salem, Mass. 01970 Made in USA. RISK Risk is a fascinating game of strategy in which a player can conquer the world. Once you are familiar with the rules, itis not a di cut game to play, but there are a number of unusual features whic are unfamiliar to most game players. Thus, before you begin to play we suggest that you read through each section of this boo y let; (@) The Rules of Risk, (b) Strategy Questions and Answers an (c) Two Player Risk. The Rules of Risk Object _ The object of Risk is to occupy every territory on the board, em inating all other players, thus conquering the world. A complete game with four players usually takes 2-4 hours. Equipment Army Pieces | Six sets of pieces, one set for each player, consist of a large num- berof A shapedpieces (each representi ngone army) plus severa % shaped pieces (equivalent to ten armies each). | Playing Board o The playin g board is a map of six continents, each subdivided into several territories. The total number of territories is 42; each con- tinent is a unique base color and contains from 4 to 12 territories. The map is designed to facilitate play rather than to be geographi- cally accurate. Risk Cards | | The deck has 44 cards (plus a trademark card that is not used in the game). Of these, 42 have a single territory on them in addition to a figure of either a foot soldier, a horseman ora cannon. The remaining two cards are “wild cards” having all three figures but no territory. The deck is shuffled and placed face down in preparation for the game. Dice There are six dice, 3 white and 3 colored. Summary of Play Risk is patterned after military campaign strategies. First, players in turn occupy all territories. Then players take turns initiating battles. Each battle can have three parts: (1) deploying armies; (2) attacking the opposition; (3) fortifying the territories held. The detailed instructions following explain the rules of the game. Details of Play Each player counts out a number of his armies for initial deploy- ment, according to the number of players in the game. If there are: Each player counts out: 3 players 35 armies 4 players 30 armies 5 players 25 armies 6 players 20 armies Players roll the dice to determine Who goes first. That player places one of his armies on any of the 22 territories, claimingitas his own. The second player (clockwise) places one of his armies on any remaining unoccupied territory. Each player takes his turn until all 42 territories are occupied. Players then continue in turn placing their armies, one at a time, on territories they already occupy. (See question #1 on Page 8 for strategy.) After all armies have been placed, the board is ready for the campaigns. From this point on, each territory must be occupied by at least one army for the rest of the game. | Now the players in turn initiate battles. As already mentioned, the battles include upto three stages: (1) deploying armies; (2) attacking the opposition; (3) fortifying territories. Durin g any turn, a player may decide to omit either (2) or (3) or both. The fol- lowing section explains in detail each of the stages. Deploying Armies At the beginning of each turn a player is entitled to additional armies. The total number of armies a player may deploy at the start of a turn is the sum of the armies earned for each of the fol- lowing: (1) the number of territories the player occupies; (2) the number of complete continents a player occupies; (3) the number of matched Risk card sets he can exchange for armies. The Number of Armies Earned Due to Territories a Player Occupies The player counts his territories, divides the number by 3, dis- carding any remaining fraction. The answer is the number of armies credited to him for occupied territories. 14 territories = 4 armies Examples: 17 territories = 5 armies 11 territories = 3 armies On each turn a player is entitled to a minimum of 3 armies even if he occupies fewer than 9 territories. The Number of Armies Earned Due to Complete Continents a Player Occupies If a player occupies one or more entire continents, he earns addi- tional armies as indicated in the legend at the lower right of the board; for example, if he occupies all the territories in Asia (12 territories), he earns 7 additional armies. The Number of Armies Earned Due to a Player's Matched Risk Card Sets As explained further in the following sections on attack, a player earns a maximum of one Risk card for every turn in which he suc- cessfully occupies a new territory. To exchange the Risk cards for armies, a player needs one of three combinations: (1) three of the same design (horseman, cannon, foot solider); (2) one of each design; (3) any two cards plus a wild card. Also, if any of the three cards in the match depicts a territory the player occupies, he earns another two armies, which must be placed immediately on that particular territory. If a player is lucky the first three Risk cards he earns may permit him a match as explained above. He may also gain a match after picking four cards. By the time a player has five cards, however, he can always complete a match. (Try it!) As soon as a player accumulates FIVE cards he must exchange his three-card match for armies at the beginning of his next turn. In a typical military campaign, the risks and rewards increase over time; thus, the Risk cards will earn increasing numbers of armies as follows: The first set of cards turned in = 4 extra armies The second set of cards turned in = 6 extraarmies The third set of cards turned in = 8 extraarmies The fourth set of cards turned in = 10 extra armies The fifth set of cards turned in = 12 extra armies The sixth set of cards turned in = 15 extra armies After that, each additional set exchanged for armies is worth 5 additional armies; the seventh set, for example, gains a player 20 armies; the eighth, 25 armies. “First” and “second” set, etc., refer to sets turned in by anyone during a game. Thus a player turning in the third set in the game would get 8 armies even if it were only his first set. The armies can be placed in any territory or territories a player already occupies. Usually armies should be deployed on a player's front lines to mass for attack or prepare for defense. Attacking the Opposition A player may attack any opponent's territory adjacent to his own, from his own territory, so long as he has a minimum of two armies onit, regardless of the number of armies his opponent has. Territories connected by dashed lines are considered adjacent territories, and battles can occur between them. For example, a player occupying North Africa can attack not only his immediate neighbors but also Brazil, Western Europe or Southern Europe. Alaska and Kamchatka are considered adjacent; Greenland can be attacked from Iceland, Quebec, Ontario or Northwest Territory, and so forth. In a battle, the attacker announces (1) the territory being attacked and (2) his adjacent territory from which the attack ori- ginates. The victor of the battle is determined by the roll of the dice, detailed in the following paragraphs. The attacker can roll up to three dice but must always have at least one more army in the attacking territory than the number of dice he rolls. The defender also rolls, to defend his territory. He can roll up to two dice, provided he has at least two armies on the territory; if he has only one army, he can roll only one die. Before each throw, each player, beginning with the attacker, must announce the number of dice he is using. The dice are then all rolled simultaneously. To determine whether an attack is successful, players compare the highest dice each has thrown. If the attacker's die is higher, the defender loses one of the armies from the territory under attack. If the defender's die is higher, the attacker loses one of his armies. In case of a tie, the defender always wins. If both attacker and defender have thrown at least two dice, the above procedure is repeated for the second-ranking dice. (See examples 2 & 3.) If either player has thrown only one die, only one of that player's armies can be lost. Under no circumstances can a player lose more armies on a given turn than the number of dice he has thrown. The following examples illustrate battle results: EXAMPLE 1 | EXAMPLE 3 Attacker's Dice Defender's Die a Attacker's Dice Defender's Dice © RST a E a = i Highest Pair À \ WI, N Ca \ E Highest Pair + ) & NY L 000 Lu — = En NA su — = NA TT ‚| o Next Highest Pair 3 © ZA. y — — RESULT Attacker Loses Two Armies COTILLEO AA A EA E LALA AA eee ES EE eee Eee era ee EE ELT art a ta O ara rin e eee ere reee en A AL EE TEEN LN Le ALT TANTA AA TT TT Lee Tae eel] EXAMPLE 2 e EXAMPLE 4 Attacker's Dice _ _ Defenders Dice ¡| Attacker's Die Defender's Dice E E TT _ * e Highest Pair Y > DY Y / о / СЭ Highest Pair Ce DY оке ON E” a \ ВЕ “ен — < ( Next А Highest Pair A) © NE Y RESULT RESULT Defender Loses One Army and + Defender Loses One Army Attacker Loses One Army The attacker has complete flexibility within his turn to attack what- ever adjacent territories he wishes with the number of dice he chooses, subject to the limitations already outlined. He may attack one or more times from one territory, shift to another area, andreturnagain to attack, so longas he has sufficientarmies. He may continue to attack even after he loses an army on any roll of the dice. A territory is considered captured when the defender’s last army has been eliminated. When a territory is captured, the attacker must occupy it immediately by moving some of his armies from his attacking territory into the capturedterritory. He must move atleastas many armies as the number of dice he has just rolled. He must leave at least one army behind since no territory can be left unoccupied at any time. When a player eliminates an opponent, taking his last piece off the board, the former opponent's Risk cards become the prop- erty of the attacker. If the total number of cards held by the attacker now equals six or more, he must turn in matched sets, claiming additional armies, placing them on his territories on the board, until he has four or fewer Risk cards remaining. This must be done immediately. If he can make two or three sets, he may turn them in, receiving the regular increase in the number of armies for each set. When a player has finished attacking he can take the top Risk card ‘rom the pile, provided he has conquered one or more new ter- ritories. He can then use this card as part of a match in one of his subsequent turns. If he has not captured a territory, even though he has attacked, he does not take a Risk card. Fortifying Territories Just before completing his turn, the player may want to fortify his defensive position to avoid imminent capture on the opponent's turn. After he has finished attacking, the player may fortify his front lines by moving one or more of his armies from oneand only one territory which he occupies to any one adjacent territory which he also occupies. He may not divide these armies by put- ting some into one territory, some into another, and must always leave at least one army in his old territory. To signal the end of his turn, the player gives the dicetothe next player in rotation. Winning the Game The player who occupies every territory on the board by having eliminated his last opponent wins the game. Strategy Questions and Answers Q. In the beginning of the game, when | first occupy territories, what strategy should | use? À. Itis clearly to your advantage to occupy a complete continent since this automatically gives you additional armies at the begin- ning of each of your turns. However, unless your opponents are foolish they will certainly prevent this just as you would prevent their occupying a complete continent and gaining an early advantage. A more realistic strategy is to occupy several adjacentterritories in one or two continents. Then, after all 42 territories have been covered, you can place your additional armies in your border ter- ritories to defend your holdings and attack opponents. Of course you should also place armies in the continents your opponents are trying to occupy to prevent their acquiring a complete continent. Q. At the beginning of each of my turns, I receive additional armies; where should I place them? A. Usually you will be attacking and therefore some or all of the armies should be placed on the territory or territories from which you plan to attack. The remainder of yourterritories should also be defended from future attacks and armies could be placed on border territories for this purpose, particularly if you do not plan to attack during your present turn. An alternate defensive strategy is to place armies right behind your border territories as a second line of defense. Q. If 1 do not have five Risk cards at the beginning of my turn, but do have a match with the three or four I hold, should I always play them? A. No. There are several reasons you might choose to play the cards at a later time: 1. By waiting for additional matched sets to be turned in before yours, your set will be worth more armies, as the number of armies received increases each time another set is played. 2. You may be totally on the defensive and thus not need the additional armies. Saving them for later strategic moves is clearly an advantage. 3. When you turn in a card depicting one of your own terri- tories, you gain an additional 2 armies to be placed on that terri- tory. Thus if you are planning to capture a territory for which you have the card, it is to your advantage to wait until that territory is yours before turning in the card. Q. What is the advantage of not attacking during my turn? A. A series of attacks usually eliminates armies from both sides, so notattacking is often necessary when you have to build up your defenses. It you avoid attacking but place armies in defensive positions only, you may create considerably stronger attacking forces for your next turn. Of course you yourself may be attacked in the meantime and lose some of the advantage. Also, if your opponents, in attacking each other, are eliminat- ing each other’s armies, you usually gain the advantage by waiting before attacking either one, since their defenses will be depleted. Q. Since I can attack several times in any turn, when should I stop the attacks? A.The key disadvantage to attackingis thatyou usually lose armies as you gain territories; and even if you are lucky enough to not lose any armies in your battles, in a sense you become weaker with each territory you win since your armies are now dispersed over a larger number of territories. This gives the opponent more territories to attack with a greater chance of success. Itis a clear advantage to capture at least one territory per turn. This gives you a Risk card, usable in the future to gain additional armies. In general, the attack should stop when in your opinion your front line armies are still strong enough to repel attacks. Remember that your opponent will often mass his new armies on the border of your weakest territory. Q. During a battle, 1 usually have the option of throwing several dice instead of just one. What are the advantages and the disadvantages? A. You know that a greater number of dice gives a greater chance of winning. Throwing fewer dice, however, will limit your losses since the number of armies you can lose is never greater than the number of dice you throw. For example, if you are attacking from a territory with only three armies, and do not want to lose more ‘than one army, you would choose one die instead of the two you are entitled to use. This limits your loss but unfortunately lessens your chance of winning. On defense, the same logic holds. The attacker is the first to declare the numberof dice he will use; thus the defender can con- sider whether to use one die, limiting his loss to one army, or to use two dice, gaining a better chance of winning. Q. When take over an opponent's territory, how many armies should | move from my attacking territory into the newly acquired territory? A. Usually you would move all but the one army you must leave behind; typically this gives you the strongest front lines. There are situations, however, when you will have a large num- ber of armies left in the attacking territory and choose to move only part of your armies into the new territory, saving the remain- der to move into a defensively weaker adjacent border territory. Q. At the end of my turn | can move armies into an adjacent territory. What strategy should ! use? A. Armies thatare far from your frontlines are not particularly use- ful for attack or defense. You should therefore try to move them towards yourborder territories, where they can enterinto battles. Q. How will | recognize a situation in which I can take a risk and try to eliminate every other player on the board? À. This is the element that gives Risk its name. If you decide to take over the world in oneturn, and fail, you will usually be so scattered that it would be easy for the next player to eliminate you. 10 If, however, you see a weak player holding few territories but owning several Risk cards you might easily eliminate him and receive all his Risk cards. Then if your Risk cards and his total six or more, you can immediately put more armies on the board any- where you wish by turningin your matched sets. This renews your strength to continue aftacking. Usually, if you eliminate a player in this fashion, you have a chance to win in asingle turn. Two Player Risk Fi paration [email protected] is played according to the traditional rules of layer takes 40 armies and alternately places 1 arg d territory until each has occupied 14 terri ies are alternately distributed on the g aining 14 territories will be occ Army. These armies are co olor from those used by t} placed on each unog On an es. The pied ter- d by a force ed of playing o players. Two Died territory for a Ea unocc remaining ritories. The called the Al pieces differen Allied Armies wi total of 28 armies. The Play Accumulation of Armies The Players: Each player © manner. The Allied Army: When a pla the number of armi entitled to one ha so, if a player ok entitled to 4. Placing of Armies The Players: Ea to the The Allied es armies in the traditional egins his turn and determines titled to, the Allied Army is ver. Fractions do not count, mies, the Allied Army is e thatn s a total of 2 board according Slayer places his armies 0 ditional rules. y: Aftera player has accumulé ¿d them on the board and completed | or to his free move) the opposing playe umber of Allied Armies (determined above occupied territories. dhisarmies, attacks (but aces the Allied 11 The Attack The Players: Each player attacks according to the tradif®nal rules. He may attack the other player or the Allied my. When a player attacks the Allied Army, the otherAáyer rolls the dice for the Army. ied Army: Immediately after the Allied 4 e playerwho placed them mayacta ack the other player's armies. Hg qis time, but may allow them However, if they are not u am to his advantage whg ces. When a player i les are placed, > Allied Army and eed not use them accumulate in a ter- , the other player may e gets the use of the ymmanding Allied forces d rite use Allied he ma t attack his own [email protected]# ories. Allied forces do not pick up Kg cards and [email protected] armies only in the | manner dé‘ xibed above. The Free Move The Players: After [email protected] flyer has decided to stop attacking with the Allied AZy#Vie first player takes his free move. The Allied Armyi entitled to a free move. End of Game: The game € when one player loses all his terri- tories. Once ей @Агпту loses all its territories it may no longer obtaif*ä[email protected] armies andthe game is played according to iW tradition rules. Summary of Procec 1. Players place remaining te r armies. The Dries. ied Army is placed on the 2. Player 1 [email protected] his armies, places and attacks. Player 2, acting as [email protected] Army, places the 8 mulated Allied forces and mayÆack player 1 with Allied Ar only. Player 1 then has a тей Move. onthe board and Armies, places ack territories iccumulates his armies, places thé : Player 1 then accumulates the Al in Allied occupied territories and may ipied by player 2. Player 2 takes his free md 3. Playe attag the O le rules for this 2-player game were developed by Michael I. Levin of PH ie Iphia, Pa. We will be glad to answer inquiries concerning these Yes. Address: Parker Brothers, Salem, Massachusetts 01970 12 EE ООО ОООООООИЩ
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