Risk Vintage 01334 Read More

Risk Vintage 01334 Read More
armies. If, as occasionally happens, he/she can make
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.
SUMMARY OF PL AY
To facilitate play the following is a brief summary of
what each player does on every turn throughout the game.
The steps should be followed in order.
1. They determine how many armies they are entitled
to by (a) counting up the territories (not armies) they
We will be happy to hear your questions or comments about this game.
US consumers please write to: Hasbro Games, Consumer Affairs
Department, P.O. Box 200, Pawtucket, RI 02862 or call
1-888-836-7025 (toll-free). European consumers please write to:
Hasbro UK Ltd., Hasbro Consumer Affairs, P.O. BOX 43, Caswell
Way, Newport, Wales, NPI9 4YD or telephone our Helpline on
00800 2242 7276.
© 2009 Hasbro, Pawtucket, RI 02862 U.S.A. All Rights Reserved.
TM and ® denote U.S. Trademarks. 01334
For 2-6 Players - AGES
RULES
OF
PLAY
INTRODUCTION
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.
OBJECT
The object of the game is to occupy every territory on
the board and in so doing, eliminate all other players.
EQUIPMENT
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.
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(12)
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.
(1)
PREPARATION
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.
THE CARDS
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.
THE BOARD
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 country 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, consisting of the following 9 territories: Alaska, Northwest Territory, Greenland, Alberta, Ontario, Quebec, Western United
States, Eastern United States and Central America.
The basic color is Yellow.
B. South America, consisting of the following 4
territories: Venezuela, Peru, Brazil and Argentina. The
basic color is Turquoise.
(2)
Additional sets are worth extra armies in accordance
with the table listed below:
Third set
4th set
5th set
6th set
7th set
8th set
8 armies
10 armies
12 armies
15 armies
20 armies
25 armies
Each additional set turned in increases the number
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/
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
(11)
opponents. A player can never take more than one
card on a turn, regardless of how many territories
they have captured. The capture may be made at any time
during the turn and does not have to be made on the last
throw of the dice. THEY GET NO CARD IF THEY HAVE
NOT CAPTURED A TERRITORY ON THAT TURN.
These cards are extremely valuable because, after a
proper combination has been collected, they may be
used at the start of a future turn to acquire additional
armies. For this purpose the territories on the cards are
ignored, and players concern themselves only with the
black figures (foot soldier, horseman, or cannon). Before
a player can use their cards they must have at least three
cards, and these cards must consist of one of the following
six combinations:
1. Three Horsemen
2. Three Cannons
3. Three Foot Soldiers
4.One of each kind
5. Any two cards and a joker 6. Any one card and two jokers
(Since a joker bears all three symbols, it will always
make one of the other combinations when used with any
two other cards.)
A player is not required to turn in his/her cards
for armies on the first turn after getting one of these
combinations. He/she may hold them in the hope of
acquiring a larger number of armies on a subsequent turn.
A player, however, may never hold more than five
cards and must turn in a set of three cards at the
start of any turn on which he/she holds five cards. It is not
possible to have five cards without being able to make one
of the combinations described above.
The first set of cards turned in is worth 4 extra armies.
These armies are in addition to any others to which that
player is entitled. The second set of cards, regardless
of which of which player turns them in, is worth 6
extra armies.
(10)
C. Europe, consisting of the following 7 territories:
Iceland, Great Britain, Scandinavia, Northern Europe,
Western Europe, Southern Europe and Ukraine. The basic
color is Blue.
D. Africa, consisting of the following 6 territories:
North Africa, Egypt, East Africa, Congo, South Africa, and
Madagascar. The basic color is Orange.
E. Asia, consisting of the following 12 territories:
Ural, Siberia, Yakutsk, Kamchatka, Irkutsk, Afghanistan,
China, Mongolia, Japan, Middle East, India, and Siam. The
basic color is Green.
F. Australia, consisting of the following 4 territories:
Indonesia, New Guinea, Western Australia and Eastern
Australia. The basic color is Purple.
THE SETUP
The dealer removes the two jokers from the deck of
cards. He/she shuffles the remaining cards thoroughly and
deals them one at a time to each player, starting with the
player to his/her left. All cards must be dealt. When four or
five play, some players will have one more card than others,
but this will not affect the play of the game.
When all the cards have been dealt, each player turns
his/her cards faceup in front of them and places one army
on each territory on the board for which he/she has the
corresponding card. All players do this simultaneously.
When each player has placed his/her armies, there should
be one army, and only one, on each territory. Players now
return all cards to the dealer, who puts the two jokers back
in the deck. The dealer shuffles the deck again and places
it face down alongside the board.
THE PLAY
(a). ACCUMULATION OF ARMIES:
ON EACH OF HIS/HER TURNS THROUGHOUT THE
GAME A PLAYER IS ENTITLED TO ADD TO HIS/HER
ARMIES ON THE BOARD. THE NUMBER OF ADDITIONAL
ARMIES TO WHICH THEY ARE ENTITLED IS EQUAL TO
A TOTAL ARRIVED AT BY METHODS DESCRIBED BELOW.
THESE ARMIES ARE USED TO CONSOLIDATE AND EXPAND
THEIR HOLDINGS ON THE BOARD.
The player to the left of the dealer has the first turn. He/
she counts the number of territories that they occupy with
their armies. They are entitled to use one additional army
from their box for each three territories that they occupy.
Fractions do not count. Thus, if a player occupies fourteen
territories at the start of his/her turn, they are entitled to
only four armies, and must occupy fifteen territories to
be entitled to five armies. On each turn a player is
entitled to a minimum of three armies when he/she
occupies fewer than nine territories.
If at the start of their turn a player occupies all of the
territories of a continent, he/she is entitled to extra armies
in accordance with the following table: North America,
5 armies; South America, 2 armies; Europe, 5 armies;
Africa, 3 armies; Asia, 7 armies; Australia, 2 armies.
He/she gets these bonuses every time they are in complete
possession of one or more continents at the start of their
turn. For quick reference during the play of the game, the
rectangles in the chart on the board, printed in the basic
colors of the continents, indicate the number of armies to
which a player is entitled for complete possession of each
continent. If a player is in complete possession of more
than one continent, he/she is, of course, entitled to the
extra armies indicated for each of them.
There is a third way to get additional armies through
the use of the cards, but since it does not come into play
until later in the game, it will be explained in paragraph (h)
under “PLAY OF CARDS”.
At the start of every turn a player first determines how
many additional armies he/she is entitled to according to
the above rules.
(b). PLACING OF ARMIES:
Once a player has determined the total number of
armies to which they are entitled, they must place them
(4)
they feel it is to their advantage to do so.
(f). CAPTURING TERRITORIES:
When an attacker has caused the last army of an opponent to be removed from a territory, he/she captures that
territory. They must move into that territory immediately
with at least as many armies as the number of dice they
rolled on their last throw. These armies must be moved
from the territory from which the last attack was made.
They may move additional armies from this same
territory into the captured territory provided that
they always leave at least one army behind. No
territory may ever be left unoccupied at any time
during the game.
(g). THE FREE MOVE:
When a player does not wish to make, or cannot make
any further attacks, his/her turn ends and they are entitled
to a Free move. On this move, he/she may, if desired, move
one or more of their armies from just one territory that
they occupy. For example, if a player has eight armies in
Argentina, and also has one or more armies in Peru and
in Brazil, he/she may move any number of these armies
(up to seven) from Argentina into one of these adjacent
territories. He/she may not divide these armies by
putting some into Peru and some into Brazil. Because
no territory may be left unoccupied, he/she must always
leave at least one army behind in the territory from which
they move. The purpose of the Free move is to permit a
player to move armies from a territory where they may
be useless into a territory where they can be used. Except
when attacking, this is the only time that players may move
armies from one territory into another.
(h). PLAY OF CARDS:
If a player has captured one or more territories on their
turn, he/she is entitled to take the top card from the deck
that has already been placed face down on the table. They
put this card in front of them and do not disclose it to their
THE HIGHEST DIE OF THE ATTACKER IS ALWAYS
MATCHED AGAINST THE HIGHEST DIE OF THE
DEFENDER. WHEN THE ATTACKER AND THE DEFENDER
BOTH THROW MORE THAN ONE DIE, THE SECOND
HIGHEST DIE OF THE ATTACKER IS ALWAYS MATCHED
AGAINST THE SECOND HIGHEST DIE OF THE DEFENDER.
TIES ALWAYS GO TO THE DEFENDER.
(d). WHERE TO ATTACK:
A player may attack any opponent who occupies a
territory that is adjacent to one of their own. For example,
a player occupying Venezuela may attack an opponent
in Central America, in Peru or in Brazil. In addition a
player may attack across water whenever two territories
are connected by a dashed line. As an example, a player
occupying North Africa, in addition to attacking Congo,
East Africa, or Egypt may also attack Brazil, Western Europe,
or Southern Europe. It is particularly important to note that
a player may attack Alaska from Kamchatka or may attack
Kamchatka from Alaska. Greenland may be attacked from
Iceland, Quebec, Ontario or Northwest Territory.
(e). OPTION OF ATTACKER:
A player may continue to attack any adjacent territory so
long as they have at least two armies on the territory from
which they make their attack. During a turn, a player may
attack on each throw with a different number of armies,
a different adjacent territory, or from a different territory
into any opponent’s territory that is adjacent to it. Before
each throw, however, the player must state the number
of dice he/she is using, the territory from which he/she
is attacking, and the opponent’s territory which is being
attacked. The defender then indicates the number of dice
that he/she will roll. The attacker has complete flexibility.
They may attack one or more times from one territory then
shift their attack to another area, and still return to attack
again into the original territory, if they wish.They may continue to attack even when they lose on any roll or rolls of
the dice. They may also discontinue their attacks, end their
turn, and pass the turn to the player on their left whenever
(8)
on the board on one or more of the territories that they
already occupy. He/she may elect to place all of their
extra armies on a single territory, or they may divide them
among several territories in any way that they think best.
Since the object of the game is to capture territories occupied by opponents, since only adjacent territories can
be attacked, and since armies once placed cannot readily
be moved, it is usually best to build up territories that are
adjacent to an opponent, and that are on continents where
several territories are already controlled.
(c). HOW TO ATTACK:
THE PURPOSE OF AN ATTACK IS TO ELIMINATE
OPPONENTS’ ARMIES FROM ADJACENT TERRITORIES
AND TO OCCUPY THESE TERRITORIES WITH ONE’S OWN
ARMIES. A player is never forced to attack, and after
collecting and placing the extra armies to which he/
she is entitled, may end his/her turn. The actual attack
against an opponent’s territory is made by throwing dice
and comparing them with dice thrown by the player
whose territory is being attacked. The attacker must
state from what territory they are attacking and against
what adjoining territory they are making their attack.
An attacker must have at least one more army than the
number of dice that they throw. If he/she has two armies
on the territory, they may throw only one die. If they have
three armies, they may throw one or two dice. If they
have four or more armies, they may throw one, two or
three dice. Under no circumstances may they throw more
than three dice.
At the same time that the attacking player rolls
his/her dice, the defending player, that is, the
player whose territory is being attacked, also rolls.
If the defender has two or more armies in the territory
they are defending, they may roll either one or two dice.
If he/she has only one army they may roll only a single die.
Although a total of only five dice may be used on any one
roll, six dice are provided in the game for convenience.
Normally the attacker will roll more dice than the
defender, but in some cases the defender may roll two
(5)
dice against one die of the attacker.
5, 2
Once the dice have been rolled, the attacker first
compares his/her highest die with the highest die rolled
by the defender. If the attacker’s die is higher, the defender
removes from the board one of the armies which is on
the territory under attack and returns it to their box. If
the defender’s die is equal to, or higher than that of the
attacker, the attacker must remove one of his/her armies
from the territory from which they are attacking. The
defender always wins ties. When the attacker rolls
two or three dice, and the defender rolls two dice, the
attacker also compares his/her second highest die with the
lower die of the defender. If it is higher, the defender must
remove an army; and if equal or lower, the attacker must
remove an army. When the attacker or the defender
rolls only one die, the extra dice are not considered
and only one army can be lost. At no time may a
player lose more armies than the number of dice
that he/she rolls.
Listed below are some examples:
Attacker
Defender
Defender Rolls Rolls
Attacker Loses
Loses
5, 4, 3
6, 3
1 army
1 army
4, 1, 1
4, 1
2
0
6, 6, 1
5, 1
0
2
3, 3, 1
4
1
0
4, 2, 1
3
0
1
6
5, 4
0
1
4, 3
3, 2
0
2
4
6, 1
1
0
3, 2
3, 3
2
0
6, 1
5, 2
1
1
5, 4
4
0
1
(6)
5
1
0
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