Page 1 ©1959, 1963, 1975 Parker Brothers.Div. of General Mills Fun

Page 1 ©1959, 1963, 1975 Parker Brothers.Div. of General Mills Fun
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© 1959, 1963, 1975 Parker Brothers Div. of General Mills Fun Group Inc., Salem, Mass. 01970 Made in USA.
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.
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.
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:
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
— —
Attacker Loses Two Armies
eee ES EE eee Eee era ee EE ELT art a ta O ara rin e eee ere reee en
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) ©
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
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
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
Q. Since I can attack several times in any turn, when should I stop the
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
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.
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
ritories. The
called the Al
pieces differen
Allied Armies wi
total of 28 armies.
The Play
Accumulation of Armies
The Players: Each player ©
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
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.
attacks (but
aces the
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
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
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
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
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