field guid e
3-5
PLAYERS
FIELD GUIDE
AGES 10+
“WAR HAS CHANGED”
PMCs (Private Military Companies) have taken the
place of state armies as the world’s primary war
machines. As the fires of war continue to spread, take
command and wage a fierce battle for supremacy.
THE AGE OF DETERRENCE IS NOW THE AGE OF CONTROL.
HE WHO CONTROLS THE BATTLEFIELD, CONTROLS HISTORY.
OVERVIEW OF COMPONENTS
GAME BOARD
The game board is divided into 42 territories which
are grouped into zones: North America (Yellow),
South America (Red), Europe (Blue), Africa (Brown),
Asia (Green) and Australia (Purple).
Some territories are adjacent to each other,
meaning they share a border or have a sea-line
connecting them.
OUTER HAVEN
A mobile, highly modified Arsenal Gear-class
submersible battleship.
GAME BOARD: The Outer Haven game board details
how Outer Haven is occupied. Outer Haven is a
zone divided into 3 territories. A player must
control all 3 territories to control Outer Haven.
BATTLESHIP: The Outer Haven battleship is placed on
the game board world map on one of six ports where
it may dock.
Outer Haven Game Board
Outer Haven Battleship
CITIES
HEADQUARTERS
Cities will be placed on the board into
different territories. If you control a territory
that contains a city, you control that city.
The number of cities you control is added
to the number of territories you control
when recruiting armies. Cities are also
important to achieving some objectives.
Each player will have one
Headquarters in one of their
territories. Headquarters are
important to hold.
Headquarters cannot be
moved during game play.
ARMIES
DREBIN POINTS
Every player will control armies of one color.
In the “War Economy”, the currency for purchasing
weapons and hiring mercenary bosses are Drebin Points.
Armies are represented by two different pieces: the
PMC (Private Military Company) soldier represents
one army and the Gekko represents three armies.
= 1 army
2
= 3 armies
There are 2 denominations of Drebin Points: 1,000-point
chips and 5,000-point chips. Any Drebin Points not used
during a turn are held and may be used on future turns.
ENDING YOUR TURN
At the end of your turn, you do two things:
1. Maneuver Armies 2. Draw a Card (maybe)
1 MANEUVER ARMIES
2 DRAW A TERRITORY CARD
Maneuvering armies is optional.
Take as many units as you’d like from ONE of your territories and move
them to ONE other connected territory. (Remember to leave at least one
unit behind - you cannot abandon a territory.)
Territories are “connected” if all of the territories in between are also
controlled by you. You cannot pass through enemy territories.
This is not an attack; it is simply a movement of armies from one of
your territories to another in order to protect your front line or to get into
position for your next turn.
Example: At the end of its
turn, Purple can maneuver
armies from Middle East
through Egypt and North
Africa into Western Europe
since you control all of these
territories. Since you only
went through your own
territories, Middle East and
Western Europe are
“connected”.
If you conquered at least 1 enemy territory on
your turn, then you get 1 card. Draw it off the
top of the deck and add it to your hand. It
doesn’t matter if you conquered 1 territory or
40 territories, you only get 1 card.
If you collect an Objective, you cannot draw a
card on that turn.
If there are no more territory cards in the deck,
shuffle the discard pile to make a new deck.
ORY
TERRIT
IMPORTANT REMINDERS
In this game of “Strategic Conquest”, you are battling for
military supremacy. To win, you must launch daring attacks,
defend yourself on all fronts and boldly sweep across vast
lands. But remember: the dangers, as well as the rewards,
are high. Just when your goal is within your grasp, an
opponent might strike and take it all away!
• Table talk, including alliances, threats, coercion,
pleading, backstabbing is not only allowed, but
also encouraged. Use of telepathic mind control
powers is also allowed.
• Once someone draws, uses and discards a
Drebin’s Shop card, it is out of play for the duration
of the game.
• How many Drebin Points a player has is public
knowledge.
• The number of Drebin’s Shop cards is public
knowledge, though the contents are not.
• Sometimes the best path to an Objective is
eliminating an opponent to obtain their Objectives.
• Protect your Headquarters since you cannot win
unless you occupy it with your armies.
• Every territory must always have at least one
army occupying it.
• Sometimes switching Bosses purely for
redeployment purposes will best suit your
military goals.
• All Drebin’s Shop cards that state “Play at the
start of your turn” can only be played BEFORE
your first invasion and AFTER reinforcements
are deployed, Drebin Points collected, Bosses
are hired/paid and Drebin’s Shop cards are
purchased.
• Bosses do not have to move with invading
armies after conquering a territory.
• Remember to roll for Outer Haven’s docking
location at the start of each round when Outer
Haven is not controlled by a single player.
• In Command Room play, at the end of your turn
you cannot collect an Objective AND a Territory
Card unless you possess the “Guaranteed
Territory Card” reward.
• There are no points for 2nd place.
11
OBJECTIVES & REWARDS
HOW TO COLLECT OBJECTIVES
After you finish attacking, look at the Objectives
that are face-up on the game board. If you have
completed one of these during your turn, you may
take that Objective and place it in front of you. Do
not put a new Objective on the game board. As the
game goes on, fewer Objectives will be available.
If you are eligible for more than one Objective on your turn, choose
one - a player can only collect one Objective on a turn.
Once an Objective is achieved and taken, it does not change hands
unless a player is eliminated. If you eliminate another player, you
take that player’s Objectives in addition to any cards that player has.
MINOR OBJECTIVES
CONTROL
NORTH AMERICA
CONTROL
EUROPE
Control all 7
territories in
Europe.
Control all 9
territories in
North America.
CONTROL
8 CITIES
CONTROL
ASIA
Control all 12
territories in Asia.
Control at least 8
cities. These can
be anywhere on
the board.
TAKE OVER
OUTER HAVEN
IN 1 TURN
Take control of Outer
Haven when you did
not control any Outer
Haven territory at the
start of the turn.
TAKE OVER 4
CITIES IN 1 TURN
Take control of 4
cities in one turn
that you did not
control at the start
of the turn.
MAJOR OBJECTIVES
TAKE OVER
10 TERRITORIES
IN 1 TURN
Take over at least 10
territories that you
did not control at the
start of your turn.
CONTROL
2 ENEMY
HEADQUARTERS
Control at least 2
enemy Headquarters.
You do not need to
be in control of your
own Headquarters.
HOW TO COLLECT REWARDS
CONTROL 18
TERRITORIES
Control at least 18
territories anywhere
on the board
(including Outer
Haven).
MINOR REWARDS
Take the Airfield reward token and immediately place it
onto any territory you control. As long as you have your
Airfield, you add 1 to your highest die roll for any battle
waged in that territory. This works on attack and defense. If you lose
control of the territory containing the Airfield, then the Airfield is
destroyed (but you still keep the Objective that came with it). If you
place two Airfields so that they affect the same territory, you may only
get the benefit from one Airfield. The Airfield bonus is added to Boss
abilities if a Boss is in the same territory as an Airfield.
AIRFIELD
ADDITIONAL
MANEUVER
STARTING
MANEUVER
10
Control every territory
in 2 different Zones.
Outer Haven is a Zone.
CONTROL
OUTER HAVEN
FOR 2 ROUNDS
Control every territory
on Outer Haven at the
start of two turns.
CONTROL
11 CITIES
Control at least 11
cities. These can
be anywhere on
the game board.
(COMMAND ROOM ONLY)
In the Command Room version of this game, collecting an
Objective lets you also collect the Reward on top of it.
GUARANTEED
TERRITORY CARD
CONTROL
2 COMPLETE
ZONES
You draw 1 Territory card at the end of your turn,
regardless of if you conquer a territory or not, or if you
take an Objective.
You get an additional army maneuver during your
maneuver phase.
You get an army maneuver at the start of your turn,
after you’ve placed armies but before you make your
first attack.
If you eliminate a player you do not get that player’s
Rewards. Those are eliminated with the player.
MAJOR REWARDS
AIRFIELD
2 ARMIES
GUARANTEED
DREBIN’S SHOP
CARD
This Airfield works the same as the Minor Reward Airfield.
Add an additional two armies each turn when recruiting
reinforcements.
You automatically receive a Drebin’s Shop card at the start
of your turn.
2nd Boss allows you to hire a 2nd mercenary Boss. You
must pay 3,000 Drebin Points to hire the 2nd Boss and pay
the 1,000 Drebin Point Salary each to retain the services of
both Bosses at the start of additional turns. 2 Bosses may not
occupy the same territory. If you control only one territory you can only
have one Boss in your employ on that turn.
2ND BOSS
OVERVIEW OF COMPONENTS
DICE
You use the dice when attacking and defending territories.
6-Sided Attack Dice
8-Sided Attack Die
6-Sided Defense Dice
8-Sided Defense Die
BOSSES
Players may hire one of 8 mercenary bosses to aid your military cause. Each boss has unique strengths and weaknesses.
Solid Snake
Raiden
LIQUID OCELOT
RAT PATROL
B&B UNIT
VAMP
EVA
ROY CAMPBELL
BOSS CARDS
TERRITORY CARDS
DREBIN’S SHOP CARDS
Each boss has a corresponding
card that details their unique
offensive and/or defensive battle
modifiers.
There is one card for each territory on
the world map game board. Each card
has the name and picture of the
territory and 1 or 2 stars.
Drebin’s Shop cards allow players to take
actions throughout the game. Drebin’s
Shop cards are purchased and activated
with Drebin Points. Each card contains
strategic offensive or defensive abilities.
BATTLE MODIFIER
8-sided die replaces ONE
6-SIDED DIE when Solid Snake
is present in a territory.
+1 to highest
ATTACK
& DEFENSE die.
BONUS ABILITY
During maneuver phase,
Snake can lead ALL ARMIE
S
in his current territory
THROUGH enemy territories.
Snake is removed from
battle when the LAST
DEFENDING ARMY in his
territory is defeated.
P
’S SHO
DREBIN
SOLID SNAKE
AKE
SOLID SN
00
DP 1,0
:
ION
ACT
S
NESI
HOKI
PSYC
dice roll.
r your
Play afte
ind
rs for m
ic powe
Use kinet r.
te
at
m
over
to its
ce
di
e
one of th
Change lue.
va
highest
SOLID SNAKE
Ex FOX-HOUND operator. Known
as “The legendary mercena
ry”.
“A man who changes impossi
ble
into possible”.
DREBIN’S SHOP
TACTICAL
DP: 1,000
CARDBOARD BOX
Play during the maneuver phase
of your turn.
Utilize industrially prefabricated
cardboard boxes to pass through
enemy lines undetected.
While maneuvering armies from
one of your territories to another,
you may pass through one enemy
occupied territory.
© 20011 Hasbro. © 20011
KDE.
OBJECTIVES
REWARDS
Objectives are military goals that
players will try to attain.
Rewards are linked to Objectives. Once rewards are
attained, they give a bonus to your armies. Rewards
are used only in the Command Room version of the game.
CONTROL
NORTH AMERICA
TAKE OVER
OUTER HAVEN
IN 1 TURN
CONTROL 18
TERRITORIES
AIRFIELD
GUARANTEED
DREBIN’S SHOP
CARD
GUARANTEED
TERRITORY CARD
3
!
ATTENTION : There are 3 ways to play RISK: Metal Gear Solid.
1
BASIC TRAINING: Introductory version
of RISK: Metal Gear Solid game play
(read BASIC TRAINING, below).
2
COMMAND ROOM: A more
advanced version of Basic Training
(read COMMAND ROOM, on page 12).
3
WORLD CONQUEST: An updated
version of classic RISK game play
(read WORLD CONQUEST, on page 12).
BASIC TRAINING
Basic Training is designed as an introductory version of RISK: Metal Gear Solid. It is highly recommended
to play this version until you are comfortable with the rules, then move on to the Command Room version.
WINNING
GETTING STARTED
Be the first player to complete any
• Familiarize yourself with the game contents
by reading the OVERVIEW OF COMPONENTS.
3 Objectives and be in control of your
Headquarters. This is not about global
domination. Review the Objectives before
you start play.
• Set up the board and all the pieces as shown
in the HOW TO SET UP BASIC TRAINING section.
• Each player rolls a die. High roller chooses a
faction. Players then, in descending die
order, choose the remaining factions.
ON YOUR TURN
4
1
Recruit Armies and Collect Drebin Points
(read READYING FOR WAR on page 7).
2
Purchase Drebin’s Shop Cards
(read VISIT DREBIN’S SHOP on page 8).
3
Pay Boss’s salary or hire a new Boss
(read HIRE A BOSS on page 8).
4
Attack your enemies
(read INVADING TERRITORIES on page 9).
5
After you are finished attacking, collect one
Objective if you are eligible
(read OBJECTIVES & REWARDS on page 10).
6
Maneuver your armies and draw a territory
card if eligible
(read ENDING YOUR TURN on page 11).
OUTER HAVEN SET UP
OUTER HAVEN DOCKING LOCATIONS
There are six
locations where
Outer Haven
can dock:
1. Western
United States
2. Argentina
3. Great Britain
4. South Africa
5. Siberia
6. Western
Australia
At the start of each game Outer Haven is occupied by
Haven Troopers (Gray army pieces) who are neutral to all
players. All Outer Haven Troopers must be defeated in
3
3
4
order to control Outer
Haven.
3
3
OUTER HAVEN PRE-GAME
SET4 UP
3 Player game =
3
2
3
2
4
3
4 Player game =
2
2
3
5 Player game =
2
1
2
2
3
3
2
1
OUTER HAVEN MOVEMENT
The player attacking
Outer Haven chooses any
opponent to roll defensively
for Outer Haven Troopers.
The attacker can change
the opposing roller at any
time during attacks.
• A: Outer Haven is considered a Zone.
• B: Outer Haven must be invaded at the bow.
• C: While controlled by one player, Outer Haven provides an attack
bonus of +1 to all dice when invading a territory (this is added to
Boss abilities if a Boss is present at the bow of Outer Haven).
3
Until controlled by one player,
Outer Haven’s docking location is
2
1
3
decided by rolling a 6-sided die at the START OF EACH ROUND before
player one begins his turn. The Outer Haven battleship is placed
on the docking location that corresponds to the number rolled.
When under control by one player, that player can choose to
move Outer Haven to one of the six docking locations after
the maneuver phase at the end of their turn (see MANEUVER ARMIES
on page 11).
ATTACKING
INVADING TERRITORIES
On your turn, you can attack adjacent enemy territories
in an attempt to take them over. Attacking is optional.
1
Choose one of your territories that contains at least 2 armies.
Select 1 army to “stay behind” and guard your territory. The
remaining army(s) can attack the enemy territory.
2
Choose how many armies will attack. You can send in 1, 2 or 3.
Your territory may contain more than 3 armies but no more than
3 can attack.
3
The defender chooses how many armies will defend – 1 or
2 armies. The defending territory may contain more than 2
armies but no more than 2 can defend.
4
Each side rolls 1 die for each army in battle. This means the
attacker rolls 1, 2 or 3 dice and the defender rolls 1 or 2 dice.
5
Both sides put their dice in order from highest to lowest.
Compare your highest die to your opponent’s highest die.
The higher number wins and the defender wins ties. The loser
removes one army from the territory.
6
Compare your second highest die. The loser removes
one army.
7
If there is no die to compare yours to, meaning you rolled 1 or
2 more dice than your opponent, then ignore that die/dice.
IF THE DEFENDER STILL HAS UNITS IN THE TERRITORY:
You may attack again if you like and are able, either
between the same territories or between new ones.
ELIMINATING ANOTHER PLAYER
You eliminate another player if you defeat his last army
occupying a territory. This player is now out of the game.
As a reward, you get all of that player’s Territory cards and
Drebin’s Shop cards (if he has any). Add these to your own.
Leave the defeated player’s Headquarters on the game board.
1
1
1
1
1
1
Green has 3 armies in North Africa and
wants to attack Egypt. He cannot send
all 3 since one army must stay behind.
Purple is defending Egypt
and has 3 armies. He can
only send 2 out to battle.
Defense Dice
Yellow has 10 armies in East
Africa and sends 3 armies to
attack Egypt. (Yellow cannot
send more than this, since a
maximum of 3 armies can
attack at a time.) Purple
defends with 2 armies.
Attack Dice
1
1
1
1
1
1
3
1
3
Yellow rolls three dice, one for each attacking army, and Purple defends with 2
dice. Yellow’s highest die, a 6, is higher than Purple’s highest die, a 5. Purple
removes a defending army. Yellow and Purple’s second-highest dice are a tie.
Since defenders win ties, Yellow removes an attacking army. Yellow’s last die, a
3, is not used since there is no defending die to compare it to.
IF THE DEFENDER HAS NO MORE UNITS IN THE TERRITORY:
Move the attacking armies into the territory. You may also move
in additional armies from the attacking territory. So even though
you can only attack with 3 armies, you can move more than that
into a conquered territory. Remember you must leave at least one
army behind - no territory can ever be abandoned.
1
1
3
3
1
1
Purple attacks Yellow’s 1 defending
army in Egypt from East Africa,
sending in 3 armies. Purple wins
the battle and moves his 3
attacking armies into Egypt. He
then moves 5 additional armies
from East Africa into Egypt. He
must leave at least 1 army behind.
9
READYING FOR WAR CONTINUED
COLLECT DREBIN POINTS
The number of Drebin Points collected at the start of each player’s turn is equal
(in thousands) to the number of reinforcements gained in RECRUIT ARMIES steps 1-4 .
VISIT DREBIN’S SHOP
Drebin’s Shop cards cost 3,000 Drebin Points each and a maximum of 3 cards can be purchased at the start of
your turn. These cards allow you to take actions throughout the game. All Drebin’s Shop cards require Drebin
Points to activate them. Drebin’s Shop cards can be used on the same round they are purchased.
There are two types of Drebin’s Shop
cards: ACTION and TACTICAL.
ACTION cards are primarily offensive
while TACTICAL cards provide defensive
and fortification abilities.
Each Drebin’s Shop card designates:
A. how many Drebin Points are
necessary to activate the card and
B. when the card can be played.
Note: Most Drebin’s Shop cards are
played at the start of your turn.
However, there are Drebin’s Shop
cards that are played on other people’s
turns, after a roll of the dice or at the
end of your turn. Once you activate a
Drebin’s Shop card, simply follow its
instructions and discard after use.
DREBIN’S SHOP
ACTION
DREBIN’S SHOP
DP: 2,000
TACTICAL
OUTER OPS
DP: 1,000
CARDBOARD BOX
Play at the start of your turn.
Play during the maneuver phase of
your turn.
Deploy armies to support occupied
territories.
Utilize industrially prefabricated
cardboard boxes to pass through
enemy lines undetected.
Place three armies, one each on
3 different territories you occupy.
While maneuvering armies from
one of your territories to another,
you may pass through one enemy
occupied territory.
If you occupy less than 3 territories,
you may still deploy all 3 armies.
HIRE A BOSS
Each player starts with a Boss in their employ. The player who goes first chooses and places a Boss in a territory under their
control. In descending turn order the remaining players do the same.
Solid Snake
!
8
Raiden
LIQUID OCELOT
RAT PATROL
B&B UNIT
VAMP
ROY CAMPBELL
EVA
ATTENTION!
BOSSES IN BATTLE
At the start of each player’s turn a salary of 1,000
Drebin Points must be paid to retain the services of a
Boss. Bosses defeated in battle are placed in the
mercenary pool to heal and are available for hire at
the start of the next player’s turn.
Each Boss possesses elite skills that can apply to offensive and
defensive combat as well as recruiting, procuring resources or
maneuvering.
A new Boss may be hired at the start of a turn to
either replace a current Boss or replace a Boss that
was lost in battle prior to the start of a new turn. All
replacement Bosses cost 3,000 Drebin Points to hire
and then a 1,000 Drebin Point salary to retain at the
start of each additional turn that they are kept in
service.
Players can only employ 1 Boss at a time. For an
exception see “2ND BOSS” under “MAJOR AWARDS”
on page 10.
Each Boss has unique abilities which are detailed on their
corresponding Boss card.
Bosses do not represent an army in their own right and must
always move with an army.
All Bosses use an 8-sided die for attack and defense. The
maximum number of dice used for offense remains 3 and for
defense 2. When a Boss is present in battle the 8-sided die
replaces one 6-sided die.
Boss battle modifiers are used throughout every roll in battles in
which they are present in a territory. Bosses are incapacitated
and sent back to the mercenary pool when all the armies that
are in the same territory as a Boss are defeated.
HOW TO SET UP BASIC TRAINING
SETTING UP THE GAME BOARD
1
Place all units designated by color on the world map and Outer Haven game
boards, using the player set up chart that corresponds to the number of players.
2
3
4
Place all 15 Cities and Headquarters as designated by the 3, 4 and 5 player
set up charts.
5
The first player chooses and places a Boss in a territory they control. In
descending turn order the remaining players do the same.
Place the 8 designated Objectives on the game board.
Roll a six-sided die and dock the Outer Haven battleship on the corresponding
number on the game board.
PLACE OBJECTIVES
PLACE CITIES
Place these MINOR OBJECTIVES on the board:
Place cities in the following territories:
• TAKE OVER OUTER HAVEN IN 1 TURN
• WESTERN UNITED STATES
• RUSSIA
• CONTROL NORTH AMERICA
• ONTARIO
• EGYPT
• TAKE OVER 4 CITIES IN 1 TURN
• EASTERN UNITED STATES
• SOUTH AFRICA
• CONTROL EUROPE
• BRAZIL
• INDIA
Place these MAJOR OBJECTIVES on the board:
• GREAT BRITAIN
• CHINA
• TAKE OVER 10 TERRITORIES IN 1 TURN
• NORTHERN EUROPE
• JAPAN
• CONTROL OUTER HAVEN FOR 2 ROUNDS
• WESTERN EUROPE
• EASTERN AUSTRALIA
• CONTROL 2 ENEMY HEADQUARTERS
• SOUTHERN EUROPE
• CONTROL 18 TERRITORIES
The remaining objectives go back in the box as
they will not be used in Basic Training.
3 PLAYER SET UP
Set up the board as
shown in the chart.
Turn Order:
1. Praying Mantis (Green)
2. Otselotovaya Khvatka (Yellow)
3. Raven Sword (Purple)
Raven Sword (Purple)
player starts with one
Territory card and 3,000
Drebin Points.
= Amount of armies
= City
= Headquarters
5
HOW TO SET UP BASIC TRAINING CONTINUED
4 PLAYER SET UP
Set up the board as
shown in the chart.
Turn Order:
1. Praying Mantis (Green)
2. Otselotovaya Khvatka (Yellow)
3. Raven Sword (Purple)
4. Werewolf (Blue)
Raven Sword (Purple) and
Werewolf (Blue) players each
start with one Territory card
and 3,000 Drebin Points.
= Amount of armies
= City
= Headquarters
5 PLAYER SET UP
Set up the board as
shown in the chart.
Turn Order:
1. Praying Mantis (Green)
2. Otselotovaya Khvatka (Yellow)
3. Raven Sword (Purple)
4. Werewolf (Blue)
5. Pieuvre Armement (Orange)
Raven Sword (Purple) and
Werewolf (Blue) players each
start with one Territory card
and 3,000 Drebin Points.
Pieuvre Armement (Orange)
starts with 2 Territory Cards
and 5,000 Drebin Points.
= Amount of armies
= City
= Headquarters
6
READYING FOR WAR
RECRUIT ARMIES
The number of reinforcements you deploy at the
start of your turn is the sum of the following:
1
2
3
4
1
2
3
The number of Territories and Cities
you control divided by 3
Any Zone bonus(es)
HEADQUARTERS
Gather one unit for every Headquarters you
control, including your own. Add these units to the
reinforcement pile from steps 1 and 2.
1
Number of Headquarters you control
=
1
Units gained from turning in Territory cards
TERRITORIES AND CITIES
Count the number of territories and cities you control and
divide this number by 3 (ignore any remainder). If this number is
lower than 3, round it up to 3. Gather that many armies and set
them aside. These are your reinforcements.
ZONE BONUS(ES)
If you control every territory
within a zone, then you
control the zone. The chart
next to the zone shows how
many bonus armies you
recruit. Add these armies
to the reinforcements pile
from step 1.
If you control Africa at the
start of your turn, you recruit
3 bonus armies.
4
TERRITORY CARDS
How you get territory cards is explained in the
ENDING YOUR TURN section on page 11.
Territory Cards have one or two stars. If you have
cards containing a total of 2 or more stars you may
choose to turn in some or all of them to deploy more
armies. The number of stars determines how many
armies you get. You may turn in 2 to 10 stars. Refer to
the Recruitments chart on the game board to see how
many armies you get for a set of cards. Add these
armies to the reinforcement pile from steps 1, 2 and 3.
The territories on the cards are irrelevant when
recruiting armies.
Example: If you have these 2 cards
containing a total of 3 stars at the start
of your turn, then turning in both cards
(3 stars) adds 4 reinforcement armies.
TERRITORIES AND CITIES
Example: Yellow controls a total of 14 territories and cities at the
start of his turn. 14 divided by 3 is 4. Yellow deploys 4 armies.
Purple controls 5 territories and no cities at the start of his
turn. 5 divided by 3 is 1. However, you never deploy fewer than
3 armies, so Purple deploys 3 armies.
ZONES
Example: Blue controls Australia. In addition to the armies
deployed from territories and cities, Blue also deploys 2 armies
for controlling Australia.
Green controls Africa and Outer Haven. In addition to the
armies deployed from territories and cities, Green deploys
4 armies for controlling these 2 zones (3 for Africa and 1 for
Outer Haven, which is considered a Zone).
REINFORCEMENTS ARE READY
FOR DEPLOYMENT
After assembling your reinforcements gained in steps 1-4,
deploy ALL of them into territories that you control. You can
choose to put all of these units into one territory or spread
them out across your territories.
7
COMMAND ROOM
YOUR GOAL
GETTING STARTED
Be the first player to complete 3 Objectives
and be in control of your Headquarters.
Read the OVERVIEW OF COMPONENTS section.
Familiarize yourself with the rules in BASIC TRAINING. Playing a game of BASIC TRAINING
will make this game easier to play.
GAME SETUP
Place Headquarters:
Place Cities:
Draw 15 random Territory cards and place one city on each territory.
Reshuffle all the cards.
Place Objectives:
Shuffle all the Objectives and randomly place 4 Minor and 4 Major,
face up on the game board. Put the remaining 4 out of play.
Place Rewards:
Shuffle all the Reward tokens. Place one Minor Reward face down
on each Minor Objective. Place one Major Reward face down on
each Major Objective.
Count Armies:
Count starting armies according to the number of players.
3
3 PLAYERS: 30 Armies per player
3
4
5 PLAYERS: 20 Armies per player
2
2
3
Fortify Outer Haven:
3
3
4 on Outer Haven in the following way:
Place Gray Outer Haven
armies
3
3
4
4 Player game =
2
2
3
2
2
3
5 Player game =
1
2
3
STARTING THE GAME
1
2
When it gets back to the first player, that player now puts a starting
army into an empty territory and play continues clockwise. Eventually,
all 42 territories will be claimed. (Some players may control one more
territory than others.)
Reinforce Territories:
The next player reinforces a territory by placing one starting troop into a
territory controlled by that player. Reinforcing continues clockwise until
everyone’s starting armies have been placed.
2
1
3
• The player with the
highest
roll who placed first takes the
first turn. Play proceeds clockwise.
• The third and fourth players start with one territory card.
The fifth player starts with two territory cards.
WORLD CONQUEthSe T
classic
d version of
To play an update
just
bal Domination,
RISK game of Glo
one
n
don’t stop whe
change one rule:
ead
st
3 Objectives. In
player completes
e
er controls all th
play until one play
r.
ayer is the winne
territories. That pl
Special thanks to
Hideo Kojima,
Kojima Productions
and the Metal Gear
Solid team at Konami.
Roll a 6-sided Die (can be rolled by any player). Place the Outer Haven
ship piece on the game board docking location that corresponds to the
number rolled.
Place Bosses:
The first player now chooses and places a Boss onto a territory in his
control. Boss selection and placement continues clockwise until all
players have a Boss in a territory they control.
ON YOUR TURN
3
We will be happy to hear your questions
or comments about this game:
Write to: USAOPOLY Customer Service
5607 Palmer Way, Carlsbad, CA 92010
Tel: 1-888-876-7659 (toll free)
email: [email protected]
Claim Remaining Territories:
Determine Outer Haven Docking Location:
4 PLAYERS: 25 Armies per player
3 Player game =
Each player rolls one die. Whoever rolls highest takes control of their first
territory by taking their Headquarters and one of their starting armies and
placing them onto an empty territory. Play then passes clockwise. The
next player then places a Headquarters and army into an empty territory,
claiming that territory, and so on until all territories are claimed.
1
2
At the start of every turn, you recruit armies, collect Drebin Points
and optionally hire a Boss, pay a Boss’s salary and purchase
Drebin’s Shop cards (see READYING FOR WAR on page 7).
Then you attack your enemies (see INVADING TERRITORIES on page 9).
3
After you finish attacking, if eligible, you may collect one Objective
and it’s corresponding Reward (see OBJECTIVES & REWARDS on
page 10).
4
Maneuver your armies and draw a Territory card, if eligible (see
ENDING YOUR TURN on page 11).
WINNING
You win if you have 3 Objectives and control your
Headquarters at the end of your turn.
CONTENTS:
• 1 Earth Game Board
• 1 Outer Haven Game Board
• 1 Outer Haven Battleship
• 5 Six-sided Dice (2 red & 3 black)
• 2 Eight-sided Dice (1 red and 1 black)
• 42 Territory Cards
• 40 Drebin’s Shop Cards
• 8 Boss Cards
• 5 Sets of PMC Armies (each a different color)
• 15 Cities
• Part Sheet
USAOPOLY is a trademark of Usaopoly,
Inc. ©2011 Hasbro. All Rights Reserved.
™ & ® denote U.S. Trademarks.
© 2011 Konami Digital Entertainment.
This product is manufactured by
USAOPOLY, Inc. 5607 Palmer Way
Carlsbad, CA 92010 under the license
from Konami Digital Entertainment.
MADE IN CHINA. Colors and parts may
vary from those pictured.
12
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

advertisement