Risk Collectors 40th Anniversary Edition Read More

Risk Collectors 40th Anniversary Edition Read More
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Doing the 1950's, Parker Brothers formed an affiliation with the Miro Company
in Paris for the manufacture and distribution of their games in France. In exchange,
Parker Brothers agreed to manufacture and distribute some of Miro's games in the
United States. ;
In the summer of 1957, a Mr. Boisseau of Miro approached Parker Brothers with
La Conquete du Monde, a game invented by the French writer and movie producer
Albert Lamorisse, best known for his award-winning film The Red Balloon.
After extensive testing, the French game's rules were adapted for American tastes, and, in
1959, Parker Brothers launched the RISK Continental Game. In the introduction to the first set
of rules, a Parker Brothers gamer wrote:
“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 own as he becomes familiar with the game.”
Forty years and millions of players later, RISK is still
a Parker Brothers classic. Many consider it the classic
military strategy game.
In 1993 the rules for the European game variation Secret
Mission Risk were added to the game, and you will find
them in this book. And while Napoleonic Europe can
never change, our perception of world affairs has.
Since 1996 the game has been called RISK: The Game
of Global Domination.
Whether you want to conquer the world or dominate
the globe, we hope you enjoy playing
this classic game in this spectacular
40th Anniversary Edition!
en
The original 1959 U.S. edition
INTRODUCTION & STRATEGY HINTS
In this classic “Global Domination” game of military strategy,
N you are battling to conquer the world. To win, you must laun
enoenanerereocooeecaconenrenartcenceenenTe N ` daring attacks, defend yourself on all fronts, and sweep acr
N vast continents with boldness and cunning. But remembe
RIRE EEE OO EEE EPP EPP ET EP EEE EEE EE EEE EEE \ the dangers, as well as the rewards, are high. Just when
\ world is within your grasp, your opponent might strik
and take it all away!
TABLE OF CONTENTS
ERAHNEN
ARE EE EAA ETA SABIE BEARERS EEE EEE
A Rb AUAATU SES US OU ssbb dtd TT Rey
See pages 8-11 for gameplay variations and variatior
BRE RAPES EE EE EASES FE EERE EYER RA AAA SARE FRR ERA ASAE EEF FTAA AAA
OD for RISK experts.
Atracking..............—......eeeeenenen eee eri e ene cree
To decide a battle.......................me ee EEG 6 STRATEGY. In all the RISK games, keep these
Fortifying your position eceovorooaacorevocoooaaracasrevenaanecaarereecoccaacorertaccaneeroraeDes 7 3 strategy hints in mind as you play, add armies,
Winning..................exeeeeeei reee enn e een ee eee nene 7 and fortify:
/ ı. Conquer whole continents: You will earn more
\ Global Domination RISK for 2 Players....................—....eeren nee / armies that way. (This doesn’t apply in Secret
CAPITAL RISK for a Shorter Game... EEE Mission Risk.) | а
2. Watch your enemies: If they are building up for
on adjacent territories or continents, they may be
planning an attack. Beware!
3. Fortify borders adjacent to enemy territories for be
defense if a neighbor decides to attack you. —
SECRET MISSION RISK...........e.eeereceriiieonenercerceecene nr Dee eee Dei e
NN Rules Variations for RISK EXPEITS. vivir ene REKEN
\\ Frequently Asked Questions about the RISK Game.................
EQUIPMENT |
1 Six-fold gameboard * 5 Dice: 2 white and 3 black + * Deck of 56 R
cards, plus 4 Strategy Tips cards * 6 Sets of armies, each a different €:
* 6 drawstring pouches
| | THE GAMEBOARD. The gameboard is a map of 6 continents divided into 42 territori
- Fach continent is a different color and contains from 4 to 12 territories. The numbers along the bottom (southern) edge of the boarc
indicate the number of armies you will receive for a set of cards you trade in, as explained on pages 4-5.
THE ARMIES. There are 6 complete sets of armies, each containing 3 denominations of army pieces: Infantry (worth 1), Cavalry (we
5 Infantry), and Artillery (worth 10 Infantry, or 2 Cavalry). Start the game by placing Infantry pieces; later in the game, you may trac
5 Infantry for 1 Cavalry, or 2 Cavalry (or 1 Cavalry and 5 Infantry) for 1 Artillery.
Cavalry: 5 “armies” Artillery: 10 “armies” |
THE 56 RISK CARDS. 42 marked with a territory and a picture of Infantry, Cavalry, or Artillery * 2 Wild cards marked with
all three pictures, but no territory * 12 Mission cards used only in Secret Mission Risk, page 10 * 4 Strategy Tips cards
Sample RISK Cards:
Г MISSION
Сова дц, |
¿BLACK TROOPS. +.
FYOURSARE > |.
THE BLACK Troops; | :
~ WESTERN. } |
Europe ``
pes | - OF YOUR CHOICE. | -
ARGENTINA < o
Infantry Cavalry — Artillery Wild Sample Mission Card
Note: The 12 Mission cards are used only in the Secret Mission Risk variation. Remove them for all other games.
RISK: THE CLASSIC GAME OF GLOBAL DOMINATION
OBJECT OF THE GAME
To conquer the world by occupying every territory on the board, thus eliminating all your opponents. |
SETUP
Unlike most games, RISK demands careful planning before you actually start to play. This Initial Army Placement sets the stage for the
battles you'll fight later on.
INITIAL ARMY PLACEMENT consists of these steps:
1. Select a color and, depending on the number of players, count out the “armies” you'll need to start the game.
If 2 are playing, see instructions on page 8. |
If 3 are playing, each player counts out 35 Infantry.
If 4 are playing, each player counts out 30 Infantry.
If 5 are playing, each player counts out 25 Infantry.
If 6 are playing, each player counts out 20 Infantry. :
2. Roll one die. Whoever rolls the highest number takes one Infantry piece from his or her pile and places it onto o any territory on the
board, thus claiming that territory.
3. Starting to the left of the first player, everyone in turn places one army onto any unoccupied territory. Continue unit all 42
territories have been claimed.
4. After all 42 territories are claimed, each player in turn places one additional army onto any territory he or she already occupies.
Continue in this way until everyone has run out of armies. There is no limit to the number of armies you may place onto a single
territory.
TO COMPLETE GAME SETUP:
5. From the card deck, remove the 4 Strategy Tips cards and leave 3 of them on the table where players can reach them. Turn over the
fourth Strategy Tips card. Slide it under the edge of the gameboard to mark the value of the next set of traded-in cards (see page 4).
6. Remove the 12 Mission cards and put them back in the box; they are used only in the Secret Mission game variation. Shuffle the
remaining pack of RISK cards and place it, facedown, by the side of the board. This pack forms the draw pile.
7. Whoever placed the first army takes the first turn.
PLAYING
On your turn, try to capture territories by defeating your opponents’ armies. But be careful: Winning battles will depend on careful |
planning, quick decisions and bold moves. You'll have to place your forces wisely, attack at just the right time and fortify your defenses
against all enemies. Note: At any time during the game, you may trade in Infantry pieces for the equivalent (see page 2). in Cavaliy o or
Artillery if you need to, or wish to.
Each of your turns consists of three steps, in this order:
1. Getting and placing new armies;
2. Attacking, if you choose to, by rolling the dice;
3. Fortifying your position.
GETTING AND PLACING NEW ARMIES
At the beginning of each turn, calculate how many new armies you'll add to your territories based on...
1. The number of territories you occupy;
2. The value of the continents you control;
3. The value of the matched sets of RISK cards you trade in;
4. The specific territory pictured on a traded-in card.
TERRITORIES. At the beginning of every turn (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: 1 territories = 3 armies
14 territories = 4 armies
17 territories = § armies
You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories.
CONTINENTS. In addition, at the beginning of your turn you will receive armies for each continent you control. (To control a
continent, you must occupy all 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 corner of the gameboard.
RISK CARDS |
EARNING CARDS. At the end of any turn in which you have captured at least one territory, you will earn one (and only one)
RISK card. You are trying to collect sets of 3 cards in any of the following combinations:
PUN ET RE A
=. a — eue WESTERN
EUROPE
EUROPE ` ; — YAKUTSK ее
eam =
— GREENLAND
A — ala ea ~~ лй alr
3 cards of same design I each of 3 designs any 2 plus a Wild card
(Infantry, Cavalry, or Artillery)
If you have collected a set of 3 RISK cards, you may turn them in at the beginning of your next turn, or you may wait.
But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set, and may trade in a second set
if you have one.
TRADING IN CARDS FOR ARMIES. At the beginning of subsequent turns, you may trade in matched sets of cards and take
additional armies based on the total number of sets anyone has traded in so far. Put the traded-in cards facedown at the
bottom of the draw pile. For quick reference, keep the fourth Strategy Tips card facedown under the bottom edge of the
gameboard to mark the value (in armies) of the next trade as shown in the illustration, right.
1 set traded in so far; next set will be worth 6
The first set traded in - 4 armies
The second set traded in - 6 armies
The third set traded in - 8 armies
The fourth set traded in - 10 armies
The fifth set traded in - 12 armies
The sixth set traded in - 15 armies
After the sixth set has been traded in, each additional set is worth § more armies. Example: If you trade in the seventh set, you get
20 armies; if you trade in the eighth, you get 25 armies, and so on. “First” and “second” set, etc., refer to sets traded in by anyone
during the game. Thus, if you trade in the third set in the game, you receive 8 armies, even if it’s the first set you have traded in.
OCCUPIED TERRITORIES. If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies.
You must place both those armies onto that particular territory.
Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of
cards you trade in.
Hints: No matter how many armies you receive at the start of your turn, deploy them carefully — either to prepare for an attack or to
defend against one. It is good military strategy to move your armies to the front, heavily fortifying territories that border enemy
territories. В
ATTACKING o o
After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture
a territory by defeating all the opposing armies already on it. The battle is fought by a roll of the dice. Study the board for a moment.
Do you want to attack? |
If you choose not to attack, pass the dice to the player on your left. You may still fortify your position, if you wish (see page 7).
If you choose to attack, you must follow these rules:
* 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 Africa 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 always have at least two armies in the territory you're attacking from.
* You may continue attacking one territory until you have eliminated all armies on it, or you may shift your r attack from |
one territory to another, attacking each as often as you like and attacking as many territories as you like during one turn.
TO ATTACK. First announce both the territory you're attacking and the one you're attacking from. Then roll the dice against the
opponent who occupies the opposing territory.
* Before rolling, both you and your opponent must announce the number of dice you intend to roll,
and you both must roll at the same time.
* You, the attacker, will roll 1, 2 or 3 black dice: You must have at least one more army in your territory
than the number of dice you roll. Hint: The more dice you roll, the greater your odds of winning.
~ Yet the more dice you roll, the more armies you ay lose, or be required to move into a captured territory.
* The defender will roll either 1 or 2 white dice: To roll 2 dice, he or she must have at least 2 armies on
the territory under attack. Hint: The more dice the defender rolls, the greater his or her odds of winning —
but the more armies he or she may lose.
TO DECIDE A BATTLE. Compare the highest die each of you rolled. If yours (the attacker's) is higher, the defender loses one army from
the territory under attack. But if the defender’s die is higher than yours, you lose one army from the territory you attacked from; put
it back in your pouch. If each of you rolled more than one die, now compare the two next-highest dice and repeat the process.
EXAMPLE 1 EXAMPLE 3
Attacker's Dice Defender's Dice
= == —"
„= —-
a
Attacker’s Dice Defender’s Die —
am OT me a
—
or hm и —
но АО mn
EE Se ce il ka la
Result: Defender Loses One Army Result: Attacker Loses One Army
EXAMPLE 2 EXAMPLE 4
Attacker 's Dice
>
Defender's Dice
Attacker's Die Defender s Dice
Result: Defender Loses One Army
Result: Defender Loses One Army
and Attacker Loses One Army
Notes:
* In case of a tied dice roll, as in Example 2, the defender always wins.
* The attacker can never lose more than 2 armies on a single roll.
CAPTURING TERRITORIES. As soon as you defeat the last opposing army on a territory, you capture that territory and must
occupy it immediately. To do so, move in at least as many armies as the number of dice you rolled in your last battle. Remember:
In most cases, moving as many armies as you can to the front is advantageous, because armies left behind can’t help you when you
are attacking.
Also remember: You must always leave at least one army behind on the territory you attacked from. During the game, every territory
must always be occupied by at least one army. .
ENDING YOUR ATTACK. You may end your attack(s) at any time. If you have captured at least one territory, first take the top RISK card
from the draw pile. (No matter how many territories you've captured on your turn, you may take only one RISK card. ) Your last step
is to fortify your position, if you wish (see below). Finally, pass the dice.
ELIMINATING AN OPPONENT. If during your turn you eliminate an opponent by defeating his or her last army on the gameboard, you
win any RISK cards that player has collected.
* 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 2 cards, you must stop trading.
* If winning them gives you fewer than 6, you must wait until the beginning of your next turn to trade in a set.
* Note: When you draw a card from the deck at the end of your turn (for having won a battle), if this brings your
total to 6, you must wait until your next turn to trade in. |
FORTIFYING YOUR POSITION
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 tc to
win a battle or even to try an attack to do so. Some players refer to this as the “free move.” |
To fortify your position, move as many armies as you’d like from one (and only one) of your te
your adjacent territories. Remember to move troops towards borders where they can help in
e (and only one) of
In moving your armies from one territory to another, you must leave at least one army behind. «
WINNING
The winner is the first player to eliminate every opponent by capturing all 42 territafiés on the
GLOBAL DOMINATION RISK"
FOR 2 PLAYERS
Read the complete Global Domination RISK rules first.
This version is played like regular RISK with one important exception: Along with your armies and those of your opponent, there
are also “neutral” armies on the board that act as a buffer between you and your opponent. This feature gives the 2-player version
much the same strategic flavor as the regular RISK game. ~~
OBJECT OF THE GAME
Same as in Global Domination RISK.
EQUIPMENT
Same as in Global Domination RISK. Remember to remove the Mission cards.
SETUP
INITIAL ARMY PLACEMENT
You and your opponent each select a complete set of armies. Then either of you selects a third set to be “neutral.” Take 40 Infantry
pieces from each of the 3 sets and claim territories in the following manner:
1. Remove the Mission cards and the 2 Wild cards from the RISK card deck. Shuffle thoroughly and deal the cards, facedown,
into 3 equal piles. Both you and your opponent choose a different pile. The remaining pile is “neutral.”
2. Place one of your Infantry onto each of the 14 territories shown on the RISK cards in your pile. Your opponent does the same.
Then place one “neutral” Infantry onto each of the remaining 14 “neutral” territories.
3. After every territory on the board has been claimed, you and your opponent take turns placing your remaining armies: Place
2 Infantry onto any 1 or 2 of the territories you occupy. Then place 1 “neutral” army onto any “neutral” territory you want, placing
it to block your opponent's possible advance.
TO COMPLETE GAME SETUP
4. After all the armies have been placed on the board, return the two Wild cards to the RISK card deck, shuffle the deck and
start to play.
ATTACKING
On your turn, you may attack any territory adjacent to one of your own. Whenever you attack a “neutral” territory, your opponent
rolls to defend that “neutral” territory.
“Neutral” armies cannot attack and never receive reinforcements during the game.
REINFORCEMENTS
If you run out of “reinforcements” in your original army color, you may fortify your position using Infantry of a coordinating color
not already being used in the game.
WINNING
To win, be the first to eliminate your opponent by capturing all of his or her territories. You do not have to eliminate the “neutral”
armies. Usually, all “neutral” armies are eliminated before the end of the game. If this happens, don't worry. Play continues until one
player defeats the other.
CAPITAL RISK
FOR A SHORTER “GLOBAL DOMINATION” GAME
FOR 3 to 6 PLAYERS
Read the complete Global Domination RISK rules first. +
OBJECT OF THE GAME
To capture all opposing Headquarters — while still controlling your own territory.
If you wish, you may shorten the game even further:
4 PLAYERS: Capture any 2 opposing Headquarters while controlling your own.
5 OR 6 PLAYERS: Capture any 3 opposing Headquarters while controlling your own.
EQUIPMENT
Same as in Global Domination RISK. Remember to remove the Mission cards.
SETUP
1. After deploying your armies at the beginning of the game, select one of the territories you've claimed and make it your
Headquarters. Then, without revealing the territory you've chosen, find its matching RISK card and place it facedown
in front of you.
2. After everyone in turn has selected a Headquarters, all players turn their cards face up, thus revealing the location of
their Headquarters.
PLAYING
All Global Domination RISK rules apply, with these additions:
* If you capture an opposing Headquarters, place the Headquarters card you've won face up in front of you to prove
you've captured it.
+ If at any point your Headquarters is captured by an ‘opponent, you are not eliminated from the game. Simply give
your card to that opponent and continue playing. -
* You may not use a Headquarters card as part ota a arched: set of RISK cards. Be sure to keep all Headquarters cards
out of the way during the game. ENT E TO
WINNING - Де | |
To win, be first to capture all (or the decided- “upon 1 number of) opposing headquarters, while still controlling your own territory.
SECRET MISSION RISK
FOR 3 TO 6 PLAYERS
Read the complete Global Domination RISK rules first.
OBJECT OF THE GAME |
To be the first player to complete the Mission described on.your own Mission card.
EQUIPMENT
Use all the equipment of the Global Domination RISK game, plus the 12 Mission cards. These cards give each player a different
mission; when that mission has been completed, that player automatically wins the game.
SETUP
INITIAL ARMY PLACEMENT
1. Select a color and, depending on the number of players, count out the “armies” you'll need to start the game.
If 3 are playing, each player counts out 35 Infantry.
Tf 4 are playing, each player counts out 30 Infantry.
If 5 are playing, each player counts out 25 Infantry.
If 6 are playing, each player counts out 20 Infantry.
TO COMPLETE GAME SETUP |
2. Before play begins, elect one player to be the General. If fewer than 6 are playing, the General removes the Mission
cards that refer to the unused colors.
3. The General shuffles the Mission cards and, starting to the left, deals one card facedown 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 from the deck of RISK cards, shuffles, and deals out all the cards, starting with
the player to the left. (In a 4- or 5-player game, 2 players will each receive one extra card.) These cards determine
which territories each of you will occupy at the beginning 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 turn,
placing another army on each of your territories. There is no limit to the number of armies that can occupy a single
territory. Continue until all troops have been deployed across the map. ‘
6.The General now collects the RISK cards, adds the 2 Wild cards back in, shuffles the deck, and puts it to the side, facedown.
7. Gameplay continues as in the standard Global Domination game.
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 will accomplish your mission with the aid (usually unintentional)
of another player. For example, if your mission is to destroy all the yellow troops and another player actually removes the final
yellow armies from the board, that player has helped you complete your Secret Mission.
E to
L
|
|
|
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RULES VARIATIONS FOR RISK EXPERTS
Many experienced players like to reduce the role of luck in the game. Feel free to use any or all of these rules variations to add skill
(and length) to both the Global Domination and Secret Mission games.
THE VALUE OF MATCHED RISK CARD SETS. Instead of increasing the value of each matched set as stated in the rules, increase its
value by only one. Thus, the first matched set is still worth 4 armies, but the second is worth ¢ armies, the third is worth 6 armies,
and so on.
FORTIFYING YOUR POSITION. At the end of your turn, you may move armies from one or more territories to any number of your
other territories. However, before you can do this, you must occupy all the territories in between. Example: If you want to move
armies from South Africa into Brazil, you must first occupy the Congo and North Africa, thus forming a continuous “path.”
ARMIES PER TERRITORY. During the game, you may not have more than 12 armies on a single territory. If because of this rule you are
unable to place some armies, you lose those armies.
ADVANTAGE WHEN ATTACKING. If you have a RISK card that shows either the territory you're attacking from or the territory
you're attacking:
* You may, if you wish, re-roll any one die on each battle involving that territory. To do so, place the card faceup
in front of you and roll the die again.
* You may use more than one card on a turn, but only one card per battle.
* Once you stop attacking the territory in question, put the RISK card back into your hand for future use.
* You may not use a RISK card in this manner when defending a territory.
COMMANDERS. Once per turn while attacking you may change one of the dice you've just rolled so that the number “6” is showing.
This represents the influence of your “Commander” at the scene of the battle.
FREQUENTLY ASKED QUESTIONS ABOUT THE GAME
О. WHEN I PLACE MY ARMIES AT THE BEGINNING OF THE GAME, WHAT STRATEGY SHOULD I USE?
A. If possible, try to occupy an entire continent at the beginning of the game. This will give you additional armies
right from the start. If this is not possible, try to occupy as many territories as you can. Then, after all the territories
have been claimed, place your remaining armies on your border territories as a line of defense against possible attack.
At all costs, try not to scatter your territories around the board. Doing so will weaken your position, as your territories
will be isolated from one another and subject to capture.
Q. WHEN DO | RECEIVE ADDITIONAL ARMIES!
A. Whenever you start your turn, you receive additional armies based on the territories, continents and RISK
cards you already control. However, if you eliminate an opponent from the gameboard during your turn, you
immediately receive whatever additional armies that opponent's RISK cards entitle you to.
Q. WHERE SHOULD I PLACE MY ADDITIONAL ARMIES?
A. If you wish to attack, place some of your armies onto the territories you plan to attack from. Then place the remaining armies
onto any of your weakened border territories. If you are in a purely defensive position, place all your armies onto weakened border territories.
O. War IF I RUN OUT OF ARMIES?
A. You may use armies of another color, or slips of paper, to keep track of your army dispersements.
Q. How many RISK CARDS CAN I WIN ON A SINGLE TURN?
A. No matter how many territories you capture on a turn, you get only one RISK card at the end of that turn.
However, when you take over a defeated player's territories, you collect all that player's cards.
Q. SHOULD I TRADE IN RISK CARDS AS SOON AS I MAKE A MATCH?
A. Not necessarily. There are three reasons why you might want to save a matched set:
1. By waiting until your opponents turn in sets, you increase the number of armies you II receive for your set.
2. If you are on the defensive, you might want to save any additional armies until you are ready to attack.
3. Since you win two extra armies whenever one of the cards you trade in shows the picture of a territory you occupy,
pou might want to wait until you occupy the territory before trading in the set.
Q. WHAT EXACTLY IS AN ATTACK?
A. An attack is one or more battles fought to capture one or more territories on a turn. An attack starts when you first roll the dice,
and ends when you decide to stop, fortify if necessary, and pass the dice to your left.
O. How LONG MAY I ATTACK ON A TURN?
А. опа single turn, you may, if you wish, attack any adjacent territories for as long as you like, provided you have at least two armies
on the territory you're attacking from.
О. WHAT IS THE ADVANTAGE OF NOT ATTACKING ON MY TURN?
A. By not attacking on your turn, you avoid two things. First, you avoid a possible loss of armies. Second, you avoid spreading yourself
too thin by moving armies from one territory into another. The disadvantage is, if you don’t attack, you will not be able to earn a RISK card.
Q. WHEN | AM ATTACKING OR DEFENDING, HOW MANY DICE SHOULD I ROLL?
A. As you have no doubt learned, the more dice you roll, the greater your odds of winning. But at the same time, the more dice you roll,
the more armies you might lose. Also, the more dice you roll, the more armies you will be required to move to occupy the defeated territory.
If your path of conquest can follow a straight line, this may not matter; but when you wish to attack a cul de sac — a territory with only one
way in and no other way out — and then continue your attack in a different direction, pou may not wish to leave armies behind. When attacking
or defending, weigh the importance of these factors, then roll accordingly.
О. WHEN SHOULD I STOP ATTACKING AND END MY TURN?
À. To win, pou must attack and conquer territories. This does not mean that you should attack every adjacent territory on every turn.
The longer you attack, the more armies you may lose and the more spread out and vulnerable you'll be. After all, the more territories you occupy,
the fewer the armies you'll be likely to have on each one. This might make it easier for your opponents to capture your territories and perhaps
even eliminate you from the game.
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