Castle Risk - Gamingcorner

Castle Risk - Gamingcorner
Castle Risk
© 1990 Parker Bros.
OBJECT
Each player starts out with one empire castle chip on the game board. your objective is to capture all your opponents' castle chips, so
that you are the last player remaining in the game.
EQUIPMENT
• 1 game board • 5 dice: 3 red, 2 white • 6 empire castle chips • 6 sets of armies: each a different color
• deck of 48 cards: 8 marshalls, 7 diplomats, 8 generals, 6 admirals, 7 spies, 12 reinforcements
The Armies.
There are six sets of armies. Each set contains single-army pieces and 10-army pieces. When choosing an army color, be sure to take
army pieces of the same color.
10-army piece
Single-army pieces
The Game Board
Empires and Territories. The game board is a map of six European empires: British, French, Ottoman, German, Russian, and Austrian.
Each color-coded empire is divided into several territories marked by solid-colored borders. Example: The territories that comprise the
British Empire are Yorkshire, Ireland, Wales, London, and Scotland.
You cannot use the Admiral card to carry armies from a
territory on the Black Sea to a territory that borders on
another body of water, or vice versa.
SETUP
At the end of your turn, you collect four armies for every
empire in which you occupy all territories (see Spoils).
Independent Territories. There are also 11 color-coded
independent territories. These are, as their name states,
completely independent and do not make up an empire. You
may not put a castle chip on them. The independent territories
are: Norway, Madrid, Switzerland, Sweden, Portugal, Venice,
Finland, Barcelona, Rome, Denmark, and Naples.
If at the end of your turn you occupy all 11 independents, you
collect six armies for them (see Spoils).
Dotted Lines. You will notice that there are certain territories
separated by water but connected by dotted lines. The dotted
lines indicate that army movement between these territories is
possible without the use of the Admiral card.
The Black Sea. Note that the Black Sea is the only major body
of water on the board that's completely land-locked. Therefore,
when using the Admiral card on the Black Sea, you can only
carry armies to and from territories that border directly on it.
1. Get a pencil and a sheet of paper.
2. Choose an army color and separate out the
appropriate number of starting armies, using
single-army pieces: 2 players, 40 each; 3 players, 35
each; 4 players, 30 each; 5 players, 25 each; 6 players,
20 each.
3. Roll a die to see who will place armies first. High
roller draws an Empire Castle Chip, sight unseen, and
places that castle on any territory within the empire
represented by the initial on it. Then he or she places
one army piece next to the castle chip. THIS IS THE
CASTLE THAT PLAYER MUST DEFEND. Starting from
that player's left, everybody, in turn, draws an Empire
Castle Chip and places it and one army in the same manner.
Hint: It's best to place your castle chip next to the sea.
4. Starting with the same first player, everybody, in turn,
places a single-army piece on any unoccupied territory in any
empire, or on any independent territory. Continue until each
territory is occupied by a single army.
Hint: Occupy an entire empire if you can.
Now each player in turn places five armies at the same time,
divided up in any way, on any territories that he or she already
occupies. Do so until all starting armies have been placed.
Hint: Strongly fortify your castle with armies.
There is no limit to the number of armies you can place on any
one territory.
At any time, substitute a single-army piece for 10 single-army
pieces on a territory, or vice versa.
5. In secret, choose a territory where you will place your
"Hidden Armies" (see Hidden Armies). It may be any territory
except one occupied by a castle. Write down the name on a
piece of paper and slip it under the game board.
6. Shuffle the cards and deal three face down to each player
(who looks at them in secret).' Place the remaining cards
face-down to form a draw pile.
7. Roll the die again to see who starts playing first. Play passes
to the left.
BATTLE and ATTACK. Refer to the following definitions of
these words to be sure players have a clear understanding of
their meanings in this game:
• BATTLE is a single "fight" between two enemy armies (one
roll of the dice).
• ATTACK is made up of one or more battles.
PLAYING: On your turn, do the following in order:
1. If you have fewer than three cards, bring your hand up to
three.
2. Draw one card.
3. Play cards if you wish. (Some cards will not be played in this
order.)
4. Attack if you wish.
5. Collect spoils. This indicates the end of your turn.
THE CARDS
Reinforcements. Used to recruit additional armies to place in
on( or more of the territories you occupy.
• Play one or more before starting the
FIRST attack of your turn. (You cannot
play reinforcement cards on your turn
once you've made your first attack.)
• Place the card(s) under the numbered
edge of the game board, one card to
each number, in numerical order. The
sum of the numbers above, the cards
you have just played is the number of
armies you get.
Note: When all these cards have been used, leave them on the
board. They will now only be used when you bring out your
hidden armies. (You may, however, re-cycle all the other
cards.)
Spy. Used to look at a player's hand in order to eliminate a
card from it, OR to defend against
another Spy card.
• Play one or more at any time during
your turn.
• Let everybody see the card you've
chosen, then discard it face up. Then
discard your Spy card.
• It can also be used defensively against
an opponent's Spy card. Both Spy cards are discarded and no
looking is allowed.
General. Used offensively to add one point to your high die
roll.
• Play at any time during an attack just
before rolling the dice.
• Once committed to an attack, you
cannot withdraw the General.
• If you attack again on that turn, you
must continue to use the General. At
the end of your turn, return the General
to your hand, if he has survived.
• To keep using the General, your high
die roll + 1 must beat your opponent's
high die roll. The General card is
eliminate, as soon as your opponent rolls a number higher
than or equal to your high die roll + 1. You must discard the
General card. Then you can: Play another General card if you
wish; continue the attack without a General; or end the attack.
Admiral. Used to move your armies from a territory on the sea
to attack an enemy's territory on the sea.
• Play at any time during your turn to
attack only.
• NEVER USE SIMPLY TO RELOCATE
ARMIES.
• Put the armies you're going to attack
with on the Admiral card and slide the
card into your attack position.
• Once committed to the attack, you
cannot withdraw the Admiral. You must
continue battling to the end, until you lose all your armies - or
win the attack.
• If you lose all the Admiral's armies, you lose the attack and
the Admiral card. Discard it.
• If you win the attack, move all your armies from the card
into the defeated territory, and return the Admiral card to your
hand.
• You may use an Admiral card as many times as you wish on
a turn as long as you keep winning each attack.
Marshall. Used defensively to add one point to your high die
roll.
• Play at any time when you're attacked
by another player, just before rolling the
dice.
• Once committed to a defense, you
cannot withdraw the Marshall.
• If you are attacked again on that turn,
you must continue to use the Marshall. At
the end of this attack, return the Marshall
to your hand, if he has survived.
• To keep using the Marshall, your high
die roll + 1 must tie or beat your opponent's high die roll. The
Marshall card is eliminated as soon as your opponent rolls a
number higher than your high die roll + 1. You must discard
the Marshall card. Then you can: Play another Marshall card if
you wish or continue to defend without a Marshall.
Diplomat. Used to force a truce with another player.
• Play a Diplomat on one or more players
before starting the FIRST attack of your
turn. (You cannot play a Diplomat card on
your turn once you've made your first
attack.)
• You cannot attack the players) with
whom you have a truce on this turn, nor
can that player attack you on his or her
next turn.
• THE TRUCE IS IN EFFECT FOR ONE
COMPLETE ROUND OF PLAY.
• Discard the Diplomat at the end of the round.
• Do not use Diplomats in a two-player game. When more are
playing, but the number of players has been reduced to two,
finish the round, then discard all the Diplomat cards from your
hand and replace them by drawing new cards. Whenever you
draw Diplomat cards from the draw pile, discard them and
draw again.
THE ATTACK
An attack is one or more battles fought with the dice. The
object is to capture a territory by defeating all the enemy
armies on it.
• You may only attack from one of your territories to an
adjacent enemy territory (next to it). (Territories connected by
a dotted line are also considered adjacent.)
• You must always have at least two armies in the territory
from which you are attacking. Attacking. Announce the
territory you're attacking and the one you're attacking from.
• You, the attacker, may roll one, two, or three red dice for
each battle, but you must have at least one more army in your
territory than the number of dice you roll. The more dice you
roll, the better your chances of winning but the more armies
you stand to lose. EXCEPTION TO THIS RULE: When you
attack a castle, you can never use more than two dice.
• The defender may roll one or two white dice for each battle.
To roll two dice, however, the defender must have at least two
armies on the territory under attack. By rolling two dice, the
defender has a better chance of winning - but also stands to
lose more armies.
Deciding the Battle.
Compare the highest die that each of you has rolled.
• If the attacker's die is higher, the defender removes one
army.
• If the defender's die is higher, the attacker removes one
army.
• A tie goes to the defender and the attacker removes one
army.
• If you both rolled more than one die, compare the next
highest pair. (See Examples 2 and 3.)
• Both attacker and defender can never lose more than two
armies on a single roll.
• The attacker may end the attack between any of the battles
fought with the dice (except when using an Admiral).
NOTE: The attacker can never lose more than two armies on a
single roll
Capturing A Territory.
As soon as you defeat the last army on a territory,
you must move in at least as many armies (from the
territory from which you've attacked) as the number
of dice you rolled. You can move in more, but you
must always leave at least one army behind to
occupy the territory from which you've attacked. (If
your army is reduced to one, the battle is over unless
you can continue to attack from another adjacent
territory.)
Capturing a Castle. When you defeat the last army on
a territory containing a castle, you've captured that
player's castle and eliminated him or her from the
game. Move that player's castle chip over to your
castle.
• Remove the defeated player's armies from the
board.
• Using armies from territories you occupy (starting
with the armies you attacked with), redistribute one
army to each of the territories left vacant by the
defeated player. Any territories you don't wish to
occupy (or cannot occupy) must be occupied, in turn, by the
other players using their armies from anywhere on the board.
• Take control of the defeated player's cards and add them to
your hand.
• Take control of the defeated player's hidden armies if they
haven't been used yet.
Hidden Armies. Used only once at any time during the game to
defend the territory they occupy or to attack from that
territory.
• You must occupy the territory before you bring them out.
• Show the other players the paper with the territory name
written on it.
• Place on that territory the number of armies equal to the
number above the last Reinforcement card played. (The longer
hidden armies stay underground, the greater their number
may be when you bring them out.)
No Mercenaries. Unlike the RISK game, if you run out of
armies, you may not use armies of another color. You must
play with your allotted number of armies.
Spoils. At the end of every turn, collect any spoils you're
entitled to and distribute them any way you want to territories
you already occupy.
• Four armies for every Empire you completely
occupy.
• Six armies for completely occupying all 11
independent territories.
• Eight armies for every Empire Castle Chip you
control.
WINNING
The player who captures all the enemy castle chips on the
board wins the game.
VERBAL NEGOTIATIONS
Verbal negotiations are allowed, but are not enforceable.
Negotiations must be conducted openly, never in secret. The
terms of the negotiations may be carried out at any time.
Example: Card trading.
STRATEGY HINTS
Strategies vary from game to game. Here are some basic
strategies which hold true for all or most games:
• Fortify your castle well! Remember: If you lose it, you're out
of the game.
• Placing your castle chip on a territory next to the sea allows
you to use the armies that occupy it for naval invasions.
(Chances are this territory has a large number of armies to
work with. Remember: You can replace them at the end of
your turn with spoils.)
• To defeat a castle, odds are you need to attack with double
the number of armies that are defending it, because you can
use only two dice.
• When attacking with your Admiral card, attack a
weakly-defended territory first. Then attack your main
objective from there - by land. By doing so, you'll have a better
chance of keeping your Admiral card, rather than losing it in a
tougher battle from the sea.
• When attacking another player's territory, consider stopping
the attack when the player is down to one army - especially if
that player's territory acts as a buffer between you and
another threatening territory. Remember, the player cannot
attack with one army, and cannot move armies through
territories he or she occupies.
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