Castle Risk Instructions
CASTLE
RISK
GAME OF DARING STRATEGY AND CONQUEST
For 2 to 6 players
Ages 10 to adult
CASTLE RISK"
TABLE OF CONTENTS
EQUIPMENT
OBJECT
SETUP
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THE CARDS
Reinforcements
Spy
General
Admiral
Marshall
Diplomat
THE ATTACK 8
Attacking
Deciding a battle
Capturing a territory
Capturing a castle
Attacking again on a turn
Hidden Armies ............... 0.0... 10
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Rules © 1986 Parker Brothers, Division of Kenner Parker Toys Inc, (KPT), Beverly, MA 01915.
EQUIPMENT
* Agame board * 5 dice: 2 red, 3 white «6 castles ®
6 empire banners * 6 sets of armies: each a different
color * À deck of 48 cards: 8 Marshalls, 7 Diplomats,
8 Generals, 6 Admirals, 7 Spies, 12 Reinforcements e
An Admiral's ship
Empire Banners
Carefully twist each banner off of the plastic runner.
Armies There are 6 sets of armies. Each set contains sin-
gle-army pieces and 10-army pieces. When choosing an
army color, be sure to take those armies of the same color
group.
x A
10-army piece Single-army pieces
Example: red single-army pieces and pink 10-army pieces
belong together.
OBJECT To capture each enemy castle on the game board,
thereby being the last player to remain in the game.
THE GAME BOARD
Empires As you can see, the game board is a map of
6 European empires. They are the: British, French,
Ottoman, German, Russian, and Austrian empires.
Territories 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.
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.
The Independent territories are: Norway, Madrid, Switzer-
land, Sweden, Portugal, Venice, Finland, Barcelona,
Rome, Denmark, and Naples.
=
Dotted Lines You will notice that there are certain territo-
ries separated by water, but connected by dotted lines. The HINT: Strongly fortify your castle with armies.
dotted lines indicate that army movement between these
territories is possible without the use of the Admiral ship. * There is no limit to the number of armies you
can place on any one territory.
The Black Sea Note that the Black Sea is the only major * Atany time, substitute 10 single-army pieces
body of water on the board that's completely land-locked. for one 10-army piece on a territory —or vice
Therefore, when using the Admiral's ship on the Black versa.
Sea, you can only carry armies to and from territories that 5 1
. In secret, choose a territory where you will place your
border directly on it. You cannot use the Admiral's ship to
carry armies from a territory on the Black Sea to a terri-
tory that borders on another body of water, or vice versa.
“Hidden Armies” (see HIDDEN ARMIES, p. 10). 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.
SETUP 6. Shuffle the cards and deal 3 face down to each player
(who looks at them in secret). Place the remaining
1. Geta pencil and a sheet of paper. cards face-down to form a draw pile.
2. Choose an army color and separate out the appropriate 7. Again, roll the die to see who starts playing first. Play
number of starting armies, using single-army pieces: passes to the left.
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’s banner, sight unseen, inserts it into FIRST, READ THE RULES CAREFULLY. THEN BEGIN
a castle, and places that castle on any territory within THE GAME.
the empire represented by the initial on the banner.
Then, he or she places 1 army piece next to the castle. BATTLE and ATTACK Refer to the following definitions
THIS IS THE CASTLE THAT PLAYER MUST DEFEND. of the words, BATTLE and ATTACK to be sure players
Starting from that player's left, everybody, in turn, have a clear understanding of their meanings in
draws an empire banner, places a castle and 1 army in this game:
the same manner. e BATTLE: i i “fight”
HINT: It’s best to place your castle next to the sea. armies (one Tol of the dice). chween two enemy
4. Starting with the same first player, everybody, in turn, * ATTACK: is made up of one or more battles.
places a single-army piece on any unoccupied territory
in any empire. Continue taking turns until each terri- PLAYING On your turn, do the following in order:
tory is occupied by a single army. 1. Ifyou have less than 3 cards, bring your hand up
HINT: Occupy an entire empire if you can. to 3.
Now, each player, in turn, places 5 armies at the same 2. Draw 1 card.
time, divided up in any way, on any territories that he 3. Play cards if you wish. (Some cards will be played out
or she already occupies. Do so until all starting armies of this order.)
have been placed. 4. Attack if you wish.
9. Collect spoils. This indicates the end of your turn.
THE CARDS
Reinforcements. Used to recruit additional armies to
place in one or more of the territories you occupy.
* Play one or more before starting the FIRST
attack of your turn. (You cannot play rein-
forcement cards on your turn once you ve
made your first attack.)
* Place the card(s) under the numbered edge
way of the game board, one card to each num-
tom ber, In numerical order. The sum of the
numbers above the cards vou have i
played is the number of armies you get Just
Spy. Used to look at a player’ i
| yer's hand in order to eliminat
card from it, OR to defend against another Spy card. a
* 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.
SPY * Can also be used defensively against an
Rial opponent's Spy card. Both Spy cards are
discarded and no looking is allowed.
General. Used offensively to add 1 poi
high die roll. у PO 10 your
* Play at any time during an attack just
oiore rolling the dice.
* Unce committed toana
withdraw the General. Hack. you cannot
* If you attack again on that turn, you must
GENERAL continue to use the General. At the end of
me your turn, return the General to your hand
° if he has survived.
Your high die roll, plus 1, must beat your opponent's
high die roll to keep using the General. The General card
is eliminated as soon as your opponent rolls a number
higher than your high die roll, plus 1. You must discard
вне general card. L hen. you can: *« Play another Gen-
rd 11 you wish e i |
oral card | y vs! ras Une the attack without a
Admiral. Used to move your armies via the Admiral's ship
from a territory on the sea to attack an enemy's territory
on the sea.
R Play at any time during your turn to
attack only.
° NEVER USE SIMPLY TO RELOCATE
a ARMIES.
X + Once committed to the attack, you cannot
= withdraw the Admiral. You must continue
ADMIRAL the attack to the end.
o * If you lose all the armies in the ship, you
lose the attack and the Admiral card. Discard it.
+ If you win the attack, move all your armies from
the ship 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 1 point to your
high die roll.
Play when you're attacked by another player.
Once committed to the attack, you cannot
withdraw the Marshall.
If you lose the high die roll (plus 1), discard
- the Marshall card.
MARSHALL ° If the Marshall survives the attack, return it
ace ое to your hand.
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 player(s) with whom
LON you have a truce on this turn, nor can that
Perenne 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 2-player game. When the
number of players in a game reaches 2, 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 (next to) enemy territory. (Territories con-
nected by a dotted line are also considered adjacent.)
* You must always have at least 2 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 1, 2, or 3 white dice for each
battle, but you must have at least 1 more army in
your territory than the number of dice you roll. The
more dice you roll, the better your chances of win-
ning—yet the more armies you stand to lose.
EXCEPTION TO THIS RULE:
When you attack a castle, you can never use more
than 2 dice.
The defender may roll 1 or 2 red dice for each battle. To
roll 2 dice, however, the defender must have at least 2
armies on the territory under attack. By rolling 2 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. (The high die roll.)
If the attacker's die is higher, the defender removes
1 army.
If the defender's die is higher, the attacker removes
1 army.
A tie goes to the defender and the attacker removes
1 army.
If you both rolled more than 1 die, compare the next
highest pair. (See example 2 and 3.)
Both attacker and defender can never lose more than
2 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.)
EXAMPLE 1 EXAMPLE 3
Attackers Dice Defenders Die Attackers Dice Defenders Dice
= ое ————_— a
7 ~
Os — TT TTT — / E Highest Pair e
\ 7
© Highest Pair + ~ —
— _
—
> ~
—— — / \
( © Next Highest Pair & J
N 7
— a“
— ———
RESULT RESULT
Defender Loses One Army Attacker Loses Two Armies
EXAMPLE 2 EXAMPLE 4
Attackers Dice Defenders Dice Attackers Die Defenders Dice
Highest Pair 7 я ,
/ , ,
ES Highest Pair |
N /
pe
Next
Highest Pair
A —
— — — —"
RESULT RESULT
Defender Loses One Army and Defender Loses One Army
Attacker Loses One Army
NN
|
|
|
|
|
|
\
|
@
Note: The attacker can never lose more than two armies on a
single roll
Em
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 1 army behind to occupy the ter-
ritory from which you've attacked. (If your army is reduced
to 1, 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 another play-
er’s castle and eliminated him or her from the game.
* Remove the defeated castle from the board.
Move its banner 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 1 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.)
SPOILS At the end of your turn, collect any spoils you're
entitled to and distribute them in any way to territories
you already occupy.
* 4 armies for every empire you completely occupy.
* 6 armies for completely occupying the Independents
(all 11 territories).
* 8 armies for every banner in your castle.
WINNING The player who captures all the enemy castles
on the board and flies all the banners on his or her castle
wins the game.
10
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 on a territory next to the sea allows
you to use the armies that occupy it for naval inva-
sions. (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 only use 2 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 1
army—especially if that player's territory acts as a
buffer between you and another threatening territory.
Remember, the player cannot attack with 1 army, and
cannot move armies through territories he or she
occupies.
1]
бу’.
REFERENCE GUIDE
THE CARDS
Reinforcements: Receive armies equal
to the sum of the numbers on the board
under which you've placed cards on that
turn. Play before the first attack of your
turn.
Spy: Eliminate a card of your choice
from an opponent's hand—or play to
stop a Spy card played on you.
General: Play offensively to add 1 point
to your high die roll. Must beat defender
to remain in attack.
Marshall: Play defensively to add 1 point
to your high die roll. Must tie or beat
attacker to remain in attack.
Admiral: Use to transport armies from a
territory on the sea to attack an enemy
territory on the sea. Cannot withdraw
Admiral once committed.
Diplomat: Play before the first attack of
your turn to form a truce with another
player. You cannot attack that player, nor
can he or she attack you for one round
of play.
SPOILS
4 armies for every empire you completely occupy.
6 armies for occupying all Independents.
8 armies for every banner you have in your castle.
PLAYING On your turn, do the following in order:
1.
2.
3.
4.
5.
If you have less than 3 cards, bring your hand up
to 3.
Draw 1 card.
Play cards if you wish. (Some cards will be played out
of this order.)
Attack if you wish.
Collect spoils. This indicates the end of your turn.
Os.
Os.
1%, OPARKERBROTHERS
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