Risk (Round Tin, 2003) Instructions

Risk (Round Tin, 2003) Instructions
Introduction States Hinata +. соо 3
Equipment A. E .. . A RE ME 3
Setup, inemadme imiabarmyaplacementas. 112 1991007 ИИ .......... 5
Plavino Aca A A a ER «cE 6
Gettingand pléeamemewarmies 98 6
RISK cards... 1 A и
Aftacking . A AE A 8
Determining Ihe winner ehe roll. A... CE 9
Fortifying your posiven a AE .......... E 10
Winning -.... 1 E]; 10
GLOBAL DOMINATION'RISK® for 2 Players ... $.......... WS il
CAPITAL RISK* for a Sherter Game 1... ... а 12
Rulesvariamons om Papers a e... 15
RISK Towrmaments et A E... 16
In this classic “Global Domination” game of military strategy, you are battling to
conquer the world. To win, you must launch daring attacks, defend yourself on
all fronts, and sweep across vast continents with boldness and cunning. But
remember, the dangers, as well as the rewards, are high. Just when the world is
within your grasp, your opponent might strike and take it all away!
See pages 11-16 for gameplay variations and variations for RISK experts.
Strategy. In all the RISK games, keep these 3 strategy hints in mind as you play,
add armies, and fortify:
1. Conquer whole continents: You will earn more armies that way.
(This doesn't apply in Secret Mission Risk.)
2. Watch your enemies: If they are building up forces on adjacent territories or
continents, they may be planning an attack. Beware!
3. Fortify borders adjacent to enemy territories for better defense if a neighbor
decides to attack you.
1 Gameboard * 5 Dice: 2 white and 3 red * Deck of 56 RISK cards * 6 Sets of
armies, each a different color
The gameboard. The gameboard is a map of 6 continents divided into 42
territories. Each continent is a different color and contains from 4 to 12 territories.
The numbers along the bottom (southern) edge of the board indicate the number
of armies you will receive for a set of cards you trade in, as explained on pages 7-8.
The armies. There are 6 complete sets of armies, each containing 3
denominations of army pieces: Infantry (worth 1), Cavalry (worth 5 Infantry),
and Artillery (worth 10 Infantry, or 2 Cavalry). Start the game by placing Infantry
pieces; later in the game, you may trade in 5 Infantry for 1 Cavalry, or 2 Cavalry
(or 1 Cavalry and 5 Infantry) for 1 Artillery.
Infantry —1 “army” 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 13
Sample RISK Cards:
Argentina India
Infantry Cavalry Artillery Wild
Sample Mission Card:
Note: The 12 Mission cards are used
in the Secret Mission RISK variation.
Conquer 18
your choice
and occupy
each with
al least
2 armies.
To conquer the world by occupying every territory on the board, thus eliminating
all your opponents.
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.
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 11.
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 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 until 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.
5. From the card deck, remove one Mission card and slide it under the edge of
the gameboard. You will use it to mark the value of the next set of traded-in
cards (see page 7). Put the other 11 Mission cards back in the box; they are
used only in the Secret Mission game variation.
6. 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.
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 4) in Cavalry 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.
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.
и territories = 3 armies
14 territories = 4 armies
17 territories = 5 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.
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:
ha ester estern
x горе ndia rope India
_ i a e
- Г A
| р
я y N
3 cards of same design 1 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 one of the Mission cards
facedown under the bottom edge of the gameboard to mark the value (in
armies) of the next trade, as shown below.
1 set traded in so far; next set will be worth 6
| or
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.
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 10).
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 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 red 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 may 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 clear plastic box. If each of you rolled more
than one die, now compare the two next-highest dice and repeat the process.
Defender's Die
Attacker's Dice Attacker's Dice Defenders Dice
a E 2 о
; 4 e | ;
`` = pu
e М HIGHEST PAIR ie rl dl Aa o
N у UL] — = и ©
y N
= —
== == mm == == == ==
Result: Defender Loses One Army Result: Attacker Loses Two Armies
Attacker's Е
Attacker's Die Defender's Dice
== == == == == = =
Defender's Dice
r =. \ 1
¿Se ya ® <»
== == = = = ==
TEE == ок == == == == = — — ==
— = ==
== вы == ==
Result: Defender Loses One Army
Result: Defender Loses One Army
and Attacker Loses One Army
* In case of a tie, as in Examples 2 and 3, 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.
* But 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.
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 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 territories into one (and only one) of your adjacent territories.
Remember to move troops towards borders where they can help in an attack!
In moving your armies from one territory to another, you must leave at least one
army behind.
The winner is the first player to eliminate every opponent by capturing all 42
territories on the board.
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.
Same as in Global Domination Risk.
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.
Slide one of the Mission cards under the edge of the board, to keep track of
traded-in sets.
2. Shuffle the RISK cards thoroughly and deal them, facedown, into 3 equal
piles. Both you and your opponent choose a different pile. The remaining
pile is “neutral.”
3. 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.
4. 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.
5. 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.
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.
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
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.
a shorter Global Domination game
for 3 to 6 players
Read the complete Global Domination RISK rules first.
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.
Same as in Global Domination Risk.
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 faceup, thus revealing the location of their Headquarters.
All Global Domination RISK rules apply, with these additions:
* If you capture an opposing Headquarters, place the Headquarters card you've
won faceup 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 of a matched set of RISK cards.
Be sure to keep all Headquarters cards out of the way during the game.
for 3 to 6 players
Read the complete Global Domination RISK rules first.
To be the first player to complete the Mission described on your own Mission card.
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.
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.
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. 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. Slide one of the remaining Mission cards facedown
under the edge of the board; put the rest of the Mission cards back in the box;
no one, including the General, may look at any of these.
4. The General removes the 2 Wild cards from the deck of RISK cards, shuffles,
and deals out all the RISK 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, returns the 2 Wild cards, shuffles
the deck, and puts it to the side, facedown.
7. Gameplay continues as in the standard Global Domination game.
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.
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 1. Thus, the first
matched set is still worth 4 armies, but the second is worth 5 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.”
— Atlantic Ocean
La : E
PR In X =
E i a a wa
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.
To receive an information kit describing how to hold your own RISK tournament,
write to us at the address below.
We will be happy to hear your questions or comments about this game. Write to: Hasbro Games,
Consumer Affairs Dept., P.O. Box 200, Pawtucket, RI 02862, or phone: 888-836-7025 (toll-free).
Canadian consumers, please write to: Hasbro Canada Corporation, 2350 de la Province, Longueuil,
QC, Canada J4G 162.
© 2003 Hasbro, Pawtucket, RI 02862 U.S.A. All Rights Reserved. ® denotes Reg. US Pat. & TM Office.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF