Risk
FOR 2-5 PLAYERS / AGES 10+
A Ti Tea] world awash mm ancient
faiths and ancient fears. “The people of
lives are
thé world live JUL lives, Би! these
LG RT by the ить O Capricious
deities. When a child is born, the pods han
been TA red When i ¿op fails. ENE
bave been disrespected. When the world fu)
LL
10 МАЕ the NS have eet called ГО Рате
CiU ТА E. 0 Godstorm™
Ua
Five ancient civilizations—
en the (Celts, Ре Babvylonians, МАГ
Norse. and the C£yphians—engage
in a continent-spanning battle to
| i
| |
determine whose CIVINZation LIE
supreme. And rest assured, the OS
ni + | г
will not sit idle in this war
wl La
NE ! | A
FERMANLA |
urnes
| E MIÑOR
ATLA NT 1 E
E
sl
=
ou have unearthed
an ancient treasure.
Buried in the sands
for centuries, this box
contains all the pieces the
ancient warriors used in their
deadly battle games. Blow off
the dust and investigate its
mysterious contents .. . .
You have these items to
ARTIFACTS
OF The PAST -
determine which civilization .
will reign supreme.
* 1 rulebook
* 1 Ancient Earth gameboard
* 1 Underworld gameboard
* 5 pantheon cards
— ‘> —
* 60 reddish-brown Norse soldiers
10 reddish-brown Norse war elephants
bo green Celtic soldiers
to green Celtic war elephants
60 plum Greek soldiers
10 plum Greek war elephants
60 blue Babylonian soldiers
10 blue Babylonian war elephants
6o tan Egyptian soldiers
10 tan Egyptian war elephants
12 temples
5 gods of war (1 of each color)
5 goddesses of magic (1 of each color)
5 gods of the sky (1 of each color)
5 gods of death (1 of each color)
17 War miracle cards (War cards)
15 Magic miracle cards (Magic cards)
17 Sky miracle cards (Sky cards)
17 Death miracle cards (Death cards)
44 territory cards (includes 2 wild cards)
10 six-sided dice (5 white, 5 black)
50 1-point faith tokens
to 5-point faith tokens
t reference card
1 epoch marker
5 turn order markers
5 plague markers
1 sunken Atlantis marker
1 maelstrom marker
TABLE OF
CONTENTS
ARTIFACTS OF The PAST 2
Your Doly WAR .....4
READYING FOR WAR ...+
NEC: E | AA = 93
OBJECT OF The GAME ...G6
START OF AN Epoch ...G
CuUrN Overview .....6
1. Raise Armies and Gather Faith . . S
2. Summon Gods and Build Temples 1 7
3, Obtain Miracle Cards . . . . . 8
4. Play Miracle Cards. . . . . . 8
3 Suffer Plaque - ==... - Э
6. [пуайе Territories . . . . . . .O
7. Fortify a Position . . . . . . . 11
8. Embark from Heaven . . . . . 11
9. Jnvade the Underworld. . . . . 11
10. End Your Tun .......T1H
END OF AN Epoch ... 12
EWINNING — +=. ==. 12.
PRONUNCIATION Guide . 12
Rules TO CLASSIC Rısk® 12
Risk Godstorm™ uses the same basic
strategies, rules, and tactics as Classic RISK®,
If you have never played
Classic RISK®, the rules are included
beginning on page 12.
_— 5 —
Game Design:
Mike Selinker
Game Development:
Richard Baker, Michael Donais,
and Bill McQuillan
Based on the Classic Game of RISK® by
Albert Lamorisse, and RISK 2210 ADM
by Craig Van Ness and Rob Daviau
(Cosmology:
Brandon Bozzi, Eric Cagle, Brady
Dommermuth, Skaff Elias, Chris Galvin,
Brian Tinsman, and Teeuwynn Woodruff
Editor:
Cal Moore
Art Direction:
Matthew Stevens and Peter Whitley
Cartography:
Rob Lazzaretti and Dennis Kauth
Cardface Design:
Kate Irwin
(over Jllustrator:
Greg Staples
Figu re | llustrator:
Arnie Swekel
Relic [llustrator:
Lars Grant-West
Rune [llustrator:
Abigail Fein
Thanks to Aaron Alberg, Stephen Baker, Paul
Bazakas, Tyler Bielman, Martin Durham, Joe
Fernandez, Evan Fuerst, Mike Gray, Joe Hauck,
Dawn Heiberg, Tracy Hogan, Kurt Isensee,
Mary Kirchoff, Shelley McKinley, Faith Price,
Bill Rose, Kate Ross, Patrick Ross, Leslie
Samuel, Liz Schuh, Tina Trenkler, Laura Veasey,
Tricia Yochum, and all our divine playtesters.
„и
YOUR HOLY WAR
You are the high priest of a proud and
ancient people. You must rush to control
the ancient world by summoning your gods
to Earth, by overrunning foreign lands, and
by painting the land with the blood of your
enemies,
To win, you need to master the strategies
of classic conquests. You must learn to
summon the proper gods at the right time
and to complete the Labors that those
gods demand, And do not turn your back
on those warriors who die in your service,
for they will continue to fight for you in ATLANTIS
the land of the dead—and some may even Atlantis is a special continent in
return to fight on earth again. this game. lts continent bonus is 3,
which is higher than the similarly sized
STRATEGY continent Hyrkania. This is a tempting
Keep these 3 strategy hints in mind as you place to conquer, but it can be risky.
play, add armies, and fortify: The miracle card called “The Sea Is
* Conquer whole continents: You will earn Your Tomb” sinks Atlantis. If this occurs,
more armies and faith that way. destroy all armies on Atlantis and send
* Watch your enemies: If they are building them to their respective heavens, banish
up forces on adjacent territories, they all gods from Atlantis, destroy any temples
may be planning an attack. on Atlantis, and cover Atlantis with the
* Fortify borders adjacent to enemy special, sunken- Atlantis piece that severs
territories for better defense if a all connections to Atlantis.
neighbor tries to attack you.
THE RULES OF WAR
Risk Godstorm is a game of bloodthirsty conquering, so everyone should observe a
few simple courtesies:
* Table talk, including alliances, threats, coercion, whining, pleading, backstabbing,
invocation of the divine wrath of your ancestors, and other verbal tirades, is not
only allowed, but also encouraged.
* Once someone draws, uses, and discards a card, it is out of play. Discarded cards
should be put in the box and are not reshuffled or reused.
* How many faith tokens a player has is public knowledge.
* The number and type of miracle cards a player has is public knowledge, though
what they say is not.
* Anytime in the game that you have to divide a number, round down. For example,
when you lose armies in a plague territory, round down the number of armies
lost (that is, if you have 3 armies, you lose 1).
If you have a question that isn't answered in the Risk Godstorm section, then refer to
the Classic RISK® rules on page 12.
> e
READYING FOR WAR
Carefully punch out the faith tokens, the
Underworld gameboard, the turn order
markers, the epoch marker, the reference
card, the sunken-Atlantis marker, and
the maelstrom marker (the thin water
piece used to cover a water connection),
Remove all the soldiers and gods from
their plastic bags. Remove the
dice and temples from their bags.
Assemble the cardboard tray. You
can store the game pieces in the
tray slots after each game.
THE GAMEBOARDS
The Ancient Earth gameboard
represents the ancient “flat
Earth” that includes much of
Europe, northern Africa, western
Asia, and Atlantis. It is divided
into 6 colored continents and
is composed of 42 territories.
À side gameboard represents
the Underworld and contains 5
heavens that are color-coded to the
pantheons of the gods.
The Gops AND FArTHFUL
Each of the 5 pantheons—
Babylonians (blue),
Celts (green), Greeks
(plum), Egyptians (tan), and
Norse (reddish-brown)—
has 4 gods: a god of death,
a goddess of magic,
a god of the sky, and a
god of war.
Each pantheon also has
armies of faithful. The
armies are composed of
soldier figures, which represent
1 army, and war elephant figures,
which represent 5 armies. You
may trade 5 soldiers for a war elephant,
Or vice versa, at any time.
setup
Place the Ancient Earth gameboard in the
center of the play area, the Underworld
gameboard alongside it, and the reference card
next to the Underworld. Place the 5 pantheon
cards above the Ancient Earth board. Put the
epoch marker on the “First Epoch” space on
the reference card. Remove the 2 wild cards
from the territory deck and put them back in
the box. (The wild cards are not used in the
Risk Godstorm game; they are used only for
the Classic RISK® game.) Separate the cards
by their card backs so that you have a large
pile of territory cards and 4 small piles of
miracle cards. Shuffle each deck. Set the faith
tokens to the side in a faith pool. Set out turn
order markers equal to the number of players,
putting any extra markers back in the box.
Place the gods on their pantheon cards.
1. Determine Plague Jands
At the start of the game, 4 lands will be
affected by disastrous plagues. Turn over the
top 4 territory cards from the territory deck.
Place a plague marker on each
of the territories shown (one
marker is unused). Return
the cards to the territory
deck and reshuffle.
Any players armies may
enter a plague land. When
armies conquer and move into
a plague land, the plague destroys half
that player's invading armies, rounded down.
(This means a single army can hold a plague
land indefinitely.) Gods that enter plague lands
are automatically banished, since
their worshippers lose confidence
in their divine power.
Give the armies and gods to the players
based on their choice of pantheons:
Babylonians .. blue
CE 100 green
Egyptians .... tan
Greeks ...... plum
Norse ....... Rreddish-brown
3. Place Armies, Gods, and Temples
Count out armies to form your starting forces.
2 Players: count out 30 armies each
(see the Setup for 2-Player rules on page 6)
3 Players: count out 35 armies each
4 Players: count out 30 armies each
5 Players: count out 25 armies each
Deal out all of the territory cards, starting
with the person who drew the first
pantheon card and continuing
clockwise. When all of the cards have
been dealt, each player places an army
from his or her starting forces in
each of the territories listed on his or
her cards, even if the territory contains
a plague marker, Then, continuing with
the next player in order , each player places
armies 3 at a time in any territories that he
or she controls, All 3 armies may be placed
together, or divided between territories.
Non-RANDOM SETUP
You may wish to set up the game by choosing
which territories you occupy rather than dealing
2. Choose Pantheons
Each player chooses a pantheon by
rolling one of the dice (reroll ties).
The player with the highest total
chooses a pantheon card. Then the
person with the next highest roll
chooses a pantheon card, and so on
until all players have chosen. Each
pantheon card lists its civilization,
the gods that rule it, its army's
color, and its heaven.
== Y —
out territory cards. If so, use this rule.
Each player rolls one of the dice. The player
with the highest roll places an army in any
unoccupied territory (reroll ties). Armies cannot be
placed in the Underworld. Continuing clockwise,
players take turns placing 1 army at a time until all
territories have been occupied, including plague
lands. Then, continuing with the next player in
order, players place armies 3 at a time into any
territories they control, until all armies are on the
gameboard. From this point on, follow the normal
rules for placing gods and temples.
~~
Continue placement until every players armies
are on the board. Reshuffle the territory deck.
Then, continuing with the next player
in order, place both your god of war and a
temple in a territory that you control. (They
may be placed in different territories.)
4. Gain Faith Tokens
Faith is what powers the divine strength
of the armies in this war. With tokens
of your faith, you summon gods, obtain
miracle cards, cast miracles, and bid for
turn order. Each of these actions
requires you to sacrifice
the faith tokens you have
gathered and return them to
the faith pool. There are 2
denominations of faith
tokens: 1-point tokens, and
s-point tokens. You may
trade 5 1-point tokens for a 5-
point token, or vice versa, at any time.
Each player starts with ; 1-point faith tokens.
SETUP FOR 2 PLAYERS
START OF AN EPOCDH
Before the start of each epoch,
players sacrifice faith
tokens for turn order.
You will need a
number of turn order
markers equal to the
number of players.
Take all of your faith
tokens in hand. Secretly
choose how many you
want to reveal and place
those in your other hand.
You may sacrifice anything
from o to the number of
faith tokens you have.
Players reveal their sacrifices at
the same time. The player who
sacrifices the most faith tokens
chooses one of the turn order
markers, then the next player
chooses, and so on. Use die rolls
to break ties. All faith tokens
sacrificed for turn order return
to the faith pool.
You can play Risk Godstorm with only 2 players
by using these special setup rules.
After the plague markers have been placed, choose
a neutral pantheon card. Shuffle the territory cards
and deal them, facedown, into 3 equal piles. Both
you and your opponent choose a different pile.
The remaining pile is neutral. Place 3 armies of the
neutral pantheons color in each of those territories.
These neutral armies will defend their territories,
but cannot move or take any other special actions.
The z players now set up normally,
using 30 armies each.
OBJECT OF ThE GAME
Risk Godstorm lasts 5 epochs, at which
time one pantheon will rule over
mankind. This ascendant pantheon will
be the one that best combines control
of territories, continents, and the
Underworld (see Winning on page 12).
TURN
OVERVIEW
On your turn you may perform
some or all of the following
actions in order. The player with
the “Turn Order 1” marker goes first,
followed in turn order by the rest of
the players.
1. Raise Armies and Gather Faith
2. Summon Gods and
Build Temples
3. Obtain Miracle Cards
4. Play Miracle Cards
5. Suffer Plague
6. Invade Territories
7. Fortify a Position
8. Embark from Heaven
9. Invade the Underworld
to. End your Turn
— Eh —
1. Raise Armies and Gather Faith
At the start of your turn, raise
additional armies and gather faith
tokens to wage your holy war. Look
at the reference card to see how
many armies and faith tokens you get
based on the number of territories you
control. You control a territory only
if at least 1 of your armies (not your
gods or temples) is in it. You may save
faith tokens for later turns.
If you control all of the territories
in one or more continents, you
receive a continent bonus in armies
and faith tokens. Here are the bonus
amounts. (They are also listed on the
Ancient Earth gameboard.)
Continent Louis
7] Е Ал ® 2 72
Es FE RMAN TA
[5] AFRICA
=] „ий. LôA MINOR
BN LAAT TT
[2] HY RK ANIA
Place all of the armies you've raised in any
of the territories you control. These territories
must be occupied by at least 1 of your armies.
If you control a crypt in the
Underworld, you may also move 1 army
from that crypt space to any territory with
a temple you control in the Ancient Earth,
unless it is the only army in that crypt
space. (See page 11 for more information
on crypts and the Underworld.)
Also, for each temple you control, you
get 1 additional faith token and 1 additional
army. The army must be placed in the
territory where the temple is located.
>=
bu
ie
2. Summon Gods and Build Temples
You may now summon any gods that you do
not have in play. You must sacrifice 3 faith
tokens to summon each god, and that god
must be placed only in a territory where you
have at least 1 army. If any of your gods have
been banished, you may summon them again,
assuming you have the required faith tokens.
A god walking the earth is a formidable
sight. They give powers to your armies
and allow you to complete Labors to
perform miracles. Your gods can exist only
in territories where you control at least 1
army. If all of your armies are destroyed
in a territory (whether through battle
or by miracle cards), any gods in that
territory are banished.
It is beneath a god to attack or defend
against soldiers, but the gods will use their
powers to help those forces in battle. However,
when opposing gods meet in an invasion, there
is a titanic godswar (see page 9).
Gops AND THEIR POWERS
Each god has a domain in which he or she
reigns supreme. The 4 gods use their powers
to defeat other gods or to help their armies
during an invasion.
God of Death
The god of death is a guardian of the
Underworld. It is he that brings
the epic disasters like plagues and
earthquakes. He gains power when
his followers rule the Underworld.
Divine POWER:
When the god of death attacks,
J opposing armies do not go to the
CN Underworld, but are placed back
a
e y N with the defending players reserve
armies instead.
Babylonians. . .. Druaga
Calais. de Aran
Egyptians. . .... Osiris
Greeks Lu. Hades
Мот. оо... Loki
Note: See Invade the Underworld on 4 я God of War
The god of war
lives for battle. He
page 11 for more information on armies J
in the Underworld. \
wields a devastating
power when his armies
Goddess of Magic
The goddess of magic
attack. He gains in
potency as his followers
controls fate itself. Her conquer their foes.
powerful magical relics can
DIVINE POWER:
When the god of war
attacks, you win ties.
change the very nature of
war. She gains strength
when fate conspires to
favor the lucky.
Babylonians.... Gilgamesh
Diving POWER: Cola iii и Nuada
W hen the goddess of Egyptians...... Set
magic attacks or defends, Солвей . 000) Ares
reroll all 1's. Norsemen ..... Thor
Babylonians. . . . Ishtar
Celtel a... Brigio TEMPLES
Egyptians. ..... Isis Each temple you control gives you 1
(CEI palote Hekate faith token and 1 army during the Raise
Morse... ... Freya Armies and Gather Faith step. The army
must be placed in the territory where the
temple is located. Temples also allow you
God of the Sky
The god of the sky rules
his pantheon and his
to reroll 1's on any defensive roll in an
invasion. No territory may contain more
than 1 temple.
followers on the earth. His You may also build additional temples
miracles are seen when his
lands are invaded. When
the gods of his enemies
fall, he prospers.
in territories where you have at least 1
army. You must sacrifice 5 faith tokens to
build each temple. Temples change hands
when their territories change hands. There
cannot be more temples on the gameboard
Divine POWER:
When the god of the
sky is in a godswar, roll
than are provided in the game, and you
cannot place temples in the Underworld.
an additional die.
Babylonians.... Marduk
Cala. Laugh
Egyptians...... Ra
Greeks. ....... Zeus
Norse......... Odin
Note: See Invade Territories on page 9 for
more information on godswar battles.
== 7 —
3. Obtain Miracle (ards
Miracle cards allow you to create
amazing effects that can alter the
game significantly. The gods provide
these miracles if they have been
summoned and appeased.
There are 4 types of miracle cards;
each is named for one of the gods. There
are 2 ways to get each type of card:
1. Have that card's god in play and
sacrifice 2 faith tokens. This happens
during the Obtain Miracle Cards step.
2. Have that card's god in play and
complete the Labor listed on the back
of the miracle card. You get the miracle
card as soon as the Labor is completed,
except for Death cards, which
are gained at the end of your
turn if you control a crypt.
Each god has a Labor that
he or she wants followers to
perform. These Labors are noted
on the back of each miracle card.
If you have that god in play and
perform the god's Labor, draw
the appropriate miracle card for
that Labor. You may keep miracle cards
as long as you want and can invoke
the miracle as an instantaneous effect
later in the game. A miracle happens as
soon as its card is played; its effect is
resolved, and then the card is discarded.
An exception to this are the miraculous
relics of the goddesses of magic, which
are immediately played and stay in play
for the rest of the game.
You may obtain no more
than 4 miracle cards per
turn, but the cards may
be from any of the miracle
decks as long as you have the
corresponding god in play.
Cards gained through performing
Labors do not count against this
total. Once a miracle deck is out of
cards, no more cards of that type may
be obtained in any manner.
You must obtain all of your miracle
cards before looking at them. The
number and type of miracle cards you
have is public knowledge, though what
they say is not. The types of cards are:
Death Cards
Lanor: Control at least one
crypt at the end of your turn.
Errects: Death cards
are expensive and
devastating miracles.
Magic Cards
LaBor: Roll at least 3 of the
same number.
of the game.
Sky Cards
LaBor: Defeat 1 or more gods
on your rurn.
Errecrs: Sky cards are very
fast miracles that are played
on your opponents’ turns to
surprise them.
War Caras
Lasor: Conquer 3 or more
territories on your turn.
all-purpose miracles.
must defeat at least 1 army in that territory;
moving into an unoccupied territory doesnt
count toward the god of war's Labor.
— Во -—
Errecrs: Magic cards are relics
that enter play immediately
and stay in play for the rest
Errecrs: War cards are cheap,
Note: To conquer a territory, you
4. Play Miracle Cards
You can play as many miracle cards
as you want on your turn provided
you have enough faith tokens. To play
a miracle card, you must sacrifice
the required amount of faith tokens
listed on the card and have the cards
corresponding god in play.
When you play a card, tell the
other players the card's name
and its effects. Cards may be
played in any order, and each is
resolved before the next is played.
When a card is played and
discarded, it is removed from the
game. Discard piles are not reshuffled
into new draw piles. Once a miracle
deck is exhausted, no more of that type
of card may be obtained in any manner.
If a miracle card instructs you to
draw a territory card, the card is drawn
from the top of that deck. The territory
card is then replaced in the deck, and
the deck is reshuffled. If a miracle card
allows you to move armies from one
territory to another, you must leave
at least 1 army behind in the
first territory.
It is possible that a miracle
card can destroy all of the
armies in a territory. If a
territory becomes unoccupied,
it does not give territory or
continent bonuses to the player
who last controlled it.
Miracle cards do not affect the
Underworld spaces, unless the card
specifically allows it. (See Section 9:
Invade the Underworld on page 11 for
more information on Underworld spaces.)
If any rules on a miracle card
contradict the rules in this rulebook,
use the rules on the card.
WAR AND DEATH CARDS
These cards may be played at this time
if you sacrifice the required faith tokens.
SKY CARDS
Sky cards are not played at this time, but
are played in response to another player's
attack. When a player declares his or her
attack and the number of armies and
gods he or she is using, you may play 1
or more Sky cards if you sacrifice the
required faith tokens.
MAGIC CARDS
Magic cards are relics that are revealed
immediately when drawn and that stay
in play for the rest of the game. A
Magic card never requires a sacrifice of
additional faith tokens to play it beyond
what is needed to obtain the card. A
relic's effects may be invoked whenever
the card allows. If the goddess of magic
leaves play, any relics you have in play
remain in play. You get one of these
cards any time you roll at least 3 of the
same number on any roll of the dice,
including rerolls of 1's, if your goddess
of magic is in play.
Some relics give bonus points to your
overall score at the end of the game if
you control a particular territory. For
example, if you control Anglia and have
Stonehenge in play, you get a bonus point.
>. Suffer Plague
If you have armies in plague lands,
destroy half of those forces, rounded
down. (So if you have ;
armies in a plague land,
you would destroy 1
of them at this time.)
A plague land will
never destroy your
last army in the
territory. This plague
effect happens in addition
to when armies are destroyed as they
invade plague territories (see Capturing
Territories on page 10).
If you have any gods in a plague land,
banish them now.
6. Jnvade Territories
Now you may decide to attack opposing
territories. The object of an attack is to
capture a territory and any temples in it
by defeating all of the opposing armies
and gods in it. If you control all of the
territories in a continent at the start of
your next turn, you will get additional army
and faith bonuses (see the Ancient Earth
gameboard for continent bonuses). Each
time you attack a territory from a territory,
it is considered a separate invasion, even if
you have previously attacked that territory.
You may only attack a territory that is
adjacent to one of your own. You must have
at least 2 armies in the territory you are
attacking from. (Gods are not armies,
but they may be in an invading force.)
You may attack as many territories as
many times as you like in a turn, and in
any order you desire, as long as you have at
least 2 armies in that territory.
A territory is adjacent to another if it
shares a border. If a water connection (a
dotted black line) connects 2 territories,
they share a border and can be invaded. For
example, Thule or Rus may attack Varangia,
and Oricalcos may be attacked by Poseidonis
or Atlas, with which it shares a connection.
You cannot attack over a mountain range.
DECLARING AN ATTACK
First, announce the territory you are
attacking and the territory you are
attacking from. If you have 1 or more gods
in your forces, declare whether you
will include them in the invasion. If
you include gods in your forces and
your opponent has any gods in the
defending territory, wage a godswar
before the invasion. It is assumed that
all of your gods are attacking with the
invading force unless you declare that some
or all of them are not attacking. When a
god is attacking with, or defending against,
an invading force, his or her power may be
used for both godswar battles and normal
battles, if applicable.
- CC) m
u
GODSWAR
When gods are present on both sides of an
invasion, à godswar must be resolved to eliminate
the gods on one side, Before any soldiers battle,
each player chooses a god in the invasion, starting
with the attacking player. Then each player rolls 3
dice and adds the number of armies on the god's
side in the battle to the result.
If your god of the sky is in the
godswar, add an additional die to your
roll. If you use another god, that god's
divine power applies as well. You may only
include 1 god in each godswar, but the powers
of all the gods in each force apply. (Gods may
support each other in a godswar.)
If you control any altars in the
Underworld, add an additional die to
your roll for each altar you control.
maty ua If the defender controls a
= temple in the attacked territory,
that player can reroll all 1's. The defender
may continue to reroll 1's until all dice show
numbers of 2 or higher.
The highest result wins the godswar battle
and the god on the loser side is banished from
the battlefield. The defender wins ties, unless
the attacking force included a god of war, in
which case the attacker wins. Gods do not go
to the Underworld. Instead they are banished
and return to their pantheon cards, but they
may be summoned again on later turns.
If there are still gods remaining on both
sides, the attacking player may decide to attack
again. When only one side has gods left, then
any normal battle between armies occurs.
If the attacking player defeats at least
1 god on his or her turn and has a god
of the sky anywhere on the gameboard,
that player draws a Sky card. You cannot gain
additional Sky cards for defeating more than 1 god.
If a player in a godswar rolls at least
3 of the same number (r ess
of how many dice are rolled) and
a
has a goddess of magic anywhere on the
gameboard, that player draws a Magic card
and puts it into play immediately.
ATTACKING
attack by rolling the dice against the opponent
who occupies the opposing territory. First you
(the attacker), and then your opponent (the
defender), announce how many dice you're
going to roll. You both roll at the same time.
You (the attacker) may roll 1, 2, or 3 dice, but
you must have at least 1 more army in the
invading territory than the number of dice
you roll. Your opponent (the defender) may
roll 1 or 2 dice—the latter only if he or she has
at least 2 armies in the defending territory.
If the attacking or defending players
armies include a goddess of magic,
9
battle. That player may continue to reroll 1's
he or she may reroll any 1's in the
until all dice show numbers of 2 or higher.
®
in a battle, that player draws a Magic card
If a player with a goddess of
magic anywhere on the gameboard
rolls at least 3 of the same number
and puts it in play immediately.
DECIDING A BATTLE
Compare the highest die each player
rolled. If you (the attacker) have the
higher roll, the defender loses 1 army from
the territory. But if the defender's roll is
higher, you lose 1 army from the territory
you attacked from. If each of you rolled
more than 1 die, you each compare the z
next-highest dice and repeat the process.
Once any godswar bartles are resolved, you may
|
The defender wins ties. However, if
the attacking force includes a god of
war, the attacker wins ties instead.
Neither side can lose more than 2
armies on a single roll.
All lost units go directly to their civilizations
heaven on the Underworld gameboard. The
pantheons and their heavens are:
cp | | wy.
Babylonia ns. . Kurnugia
Се со. соо Avalon
Egyptians . . . Duat
Greeks. ..... Elysium
Norse ...... Valhalla
If the invading force includes
a god of death, destroyed
defenders do not go to their
heaven. They are placed back with the
defending player's reserve armies instead.
TEMPLES IN BATTLE
If the defender controls a temple in the
attacked territory, that player can reroll all
15. The defender may continue to reroll 1's
until all dice show numbers of 2 or higher.
SKY CARDS IN BATTLE
Sky cards are played as an invasion is
declared and after the invader has said how
many armies and gods will be in the invasion.
These miracles happen as soon as the card is
played. Whenever a Sky card is played, the
player sacrifices the required faith tokens (if
any), resolves that miracle's effect, and then
removes the card from the game.
CaLLING IT Orr
Sometimes you may declare an invasion
and an opponent may play a card that
makes it difficult
Example 1 An Die Okoker bie | Example 3 PRs Bad Dice or impossible to
E Highest on a a le? win the invasion.
и r ИИ, наче Асеев +
Result: meld Si a =,
a + Roule в 5 Fd Once you declare
One Unit & ; > Рай =" 4 x
Twa Units TE оннво == an invasion, you
Example 2 Attackers Dice __Defender's Dice Example 4 Attacker’s Die Defender's Dice must attack at
a Q - Highest 2 Y ' ‘A BE "ae FA) a least once before
ai 3 an Е Новый yf & я
Loses One Unie +“ fmm “спот 7 [> Reale ene calling it off,
and Attacker e мечом! | A Defender Loses CG g
Loses Ope Unit ~~ Pa One Unir
=
a о
- 10 —
CAPTURING TERRITORIES
As soon as you defeat the last army in
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, You must always leave 1 army
behind in the territory you attacked from.
| ods you involved in the invasion
move with your armies. A god
is involved in the invasion
if his or her power was
invoked during the battle. All
defending gods in that territory
are banished and are returned to their
pantheon card, and any temple in that
territory is now under your control.
If you invade a plague land, destroy half
of the armies you move into that territory
immediately. If you included gods in your
invasion, they are banished as well.
Each territory you control at the end of
the game counts for 1 point toward your
final score. Continent bonuses also apply.
During your turn, if you take
3 or more territories from
opposing armies and have a god
of war anywhere on the board, draw a
War card. You cannot get more than 1
War card for this Labor on your turn.
ELIMINATING A PLAYER
If during your turn you defeat another
player's last army in the Ancient Earth,
that player is eliminated from play.
When this happens, discard the player's
miracle cards and remove his or her
remaining armies in the Underworld
from the game. If he or she had any
temples, they become nonaligned if no
other force is in their territory.
This happens immediately, so you
may move forces into vacated spaces
in the Underworld or into territories
with unoccupied temples if that option
is available.
| 7. Fortify a Position
Once you have declared that you are
done with invasions this turn, you may
fortify a position. To fortify, move as
many armies and gods as you desire from
one, and only one, of your territories
to another. The two territories need not
share a border, but you must be able
to travel from the first territory to the
last in an unbroken path through land
territories you control, You must leave at
least 1 army behind in the first territory.
During this action, gods may move
from one territory to another regardless
of whether there are plague lands in
berween, though they cannot end their
turn ina plagued territory.
8. Embark From Heaven
When your forces die, they go to your
heaven on the Underworld gameboard.
| But they are far from out of the game.
They may continue to fight in the
Underworld, and a lucky few will
return to life on the Ancient Earth. The
pantheons and their heavens are:
Babylonians a. Kurnugia
Celta: Te Avalon
Egyptians ..... Duat
Greeks. ....... Elysium
Norse ....….… . Valhalla
After you have fortified a position on the
Ancient Earth gameboard, you may have any
of your armies embark from your heaven.
When you embark from heaven, if
you do not control any spaces in the
p Underworld, your armies may only enter
the Underworld through the spaces that
I | contain gates (marked by a gate
a illustration). 1f all of the gate
spaces are controlled by your opponents’
armies, you must invade one of those
spaces to enter the Underworld. If you
do control one or more spaces in the
Underworld, you may move any number
of your armies directly
from your heaven to any
of the spaces you control,
without using a gate.
Each heaven has access to
all 3 gates.
You do not move any
of your armies that are
controlling spaces in the
Underworld at this time.
Those forces may move
when you invade the
Underworld and attack
adjacent spaces controlled
by an opponent.
9. [nvade the Underworld
You may invade spaces in the
Underworld with your armies following
the same rules for invasions described
under the Invade Territories action, You
may also invade one or more of the gate
spaces from your heaven, whether you
control any spaces in the Underworld or
not. Remember, as with invasions on the
Ancient Earth, you must leave at least
r army behind in each space that you
occupy, except for your heaven.
When an army is defeated in the
Underworld, it is removed from the
Underworld. It does not reappear in a
heaven. The piece is not removed from the
game, but is returned to your reserve armies
pile and may be raised during the Raise
Armies and Gather Faith action.
SPACES IN THE UNDERWORLD
Spaces in the Underworld are not territories.
They do not count for raising armies or
gaining faith tokens. They do not have
continent bonuses. They do not count as
territories when the god of war's 3-territory
bonus is determined. Gods cannot be
summoned mto the Underworld. Miracles
and relics don't affect the Underworld, unless
they specifically say so. You cannot place
temples in the Underworld.
== 11 —
You also cannot artack across flame
borders or attack another players heaven.
ALTARS
Controlling an altar allows
you to roll an additional die in
à godswar battle for each altar you control.
Each altar you control at the end of the
game will add 1 point to your final score.
CRYPTS
Mu.
Controlling a crypt allows you
to revive an army in that space from the dead.
During your Raise Armies and Gather Faith
action, you may move 1 army from each crypt
you control to any of your temples, unless
that is your only army in the crypt space.
At the end of your turn, if you control
at least 1 crypt in the Underworld and |
have the god of death in play, you may
draw a Death card.
Each crypt you control at the end of the
game will add 1 point to your final score.
10. End Your Turn
You may now collect a Death card if you
have your god of death in play and control
a crypt. Play now passes to the person with (
the next turn order marker. If all players |
have gone, go to End of an Epoch.
Ls si
| à : #
END OF AN Epoch
Once all of the players have finished
their turns, the epoch ends. Move the
epoch marker to the next epoch and
refer back to Start of an Epoch.
When the player with the last turn
order marker has ended his or her turn
and the epoch marker is on the Fifth
Epoch space, the game ends.
WINNING
At the end of the Fifth Epoch, the final
score for the game is calculated. Each
player, in turn order, does the following:
* Add up all of the territories you
control. You earn 1 point for each one.
* Add up your continent bonuses and add
that to your score.
* Add 1 point to your score for each crypt or
altar that you control in the Underworld.
* Add 1 point to your score for each relic
with a territory bonus that you have, if
you control that territory.
This is your final score. The player with
the highest score wins and drives all of
the other pantheons from the Earth.
[Е THERE 1S A TIE:
* If there is a tie, then the player with
the most faith tokens wins.
* If there is still a tie, then the player
with the most temples wins.
* If there is still a tie, then the player
with the most gods in play wins.
* If there is still a tie, then the player
with the most armies in the Ancient
Earth wins.
* If there is still a tie, then the game
is a tie and both players share
dominance of the Ancient Earth.
RULES TO CLASSIC RISKE
The Game of Global Domination
Introduction and Strategy Hints
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!
STRATEGY
In all 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.
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.
Equipment
There should be 1 Ancient Earth gameboard,
5 six-sided dice (3 black attacker's dice and 2
white defender's dice), 44 RISK territory cards,
and 5 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 4 to 12 territories.
THE ARMIES
There are 5 complete
sets of armies
each containing 2
denominations of
army pieces: soldiers (worth 1 army) and war
clephants (worth 5 armies). Start the game
by placing soldiers; later in the game, you
may trade in 5 soldiers for a war elephant.
THE 44 RISK Carbs
42 cards are marked with a
territory and a picture of a
skull, a blade, or a sphere. There
are 2 wild cards marked with all 3
symbols, but not wirh a territory.
Object of the Game
Conquer the world by occupying every
territory on the board, thus eliminating
all of your opponents.
Setup
Unlike most games, RISK demands careful
planning before you actually start to play.
The Initial Army Placement sets the stage
for the battles you'll fight later on.
Before you begin, set aside the
Underworld board, gods, temples,
miracle cards, plague markers, turn order
markers, epoch markers, the maelstrom
marker, and the sunken Atlantis
piece. These are used only in the Risk
Godstorm game,
PRONUNCIATION GUIDE
Aegis :...croorevecooenes EE*jiss Babylonians . . babruh*LOAN*cc*uns Elysium .......... ch*LEE*sce*em
Africa: 7 aia ade AFFerih"tkuh Brigid ... BRIDGEsid (or BREED) Europa 2... .... yu uh
Alemanmia ..... ah*lee*MAHN*yuh Caledonia .... KAL*uh*doan*yah Excalibur ....... ek*SCALtubebure
Anatolia ........ an*ah*TOE*lyuh EAMENEDE {ео веса нно ня KAR ethubj FR HE FRAY *uh
Anglia .............. ANG*lee*uh OE a cea Am KELTZ Gaitulia ......... guy* TOO*leetuh
polis -. ......... ah"PYOO+lyuh Cimmeria ....... suh* MEH E*ee*uhb 'Calicia -....... guh*LEASH*cetuh
MENE e pull Ea ias АВЕ "сит Сота са 20... even. KOR *sick "uh EE ek ЛК GALL
Area VE A LT AIR rez Cyrenaica ... ГРОЛ" МАУ ее Кой Germania ...... jer*MA HINsce*uh
Asia Minor ...... АУ кВа МУ "пог + DP о отно DAY "shetuh Gilgamesh ........ GILLegahemesh
Assyrin 20000000 ah*SEAR *cetuh Dalmatia .......... dal* MAY *shuh Gratéis к сосен ко ео GREE*she*tuh
Aelantia :...seccioooo ar*LAN"tiss Drag 2. +: ....... DREW «ah*gah Se ae GREEX
A e AT *luss EOL Ceras re qeda DUE"0t Gungnir .....ere.... GUNGenihr
Avalon)» ¿edad o AVeubelawn EYPE .........e...ec. EE+jipt THAN RE HAY *deez
Babrion:. :-......... BAB*uh*lawn Egyptians ........... ce*]IPrshuns Flekats" зака соус кон HEH*kuh*tee
as —— ——— mm =
ee SES ES
E
Initial army placement consists of these steps: Play ng
1. Select a color and, depending on the On your turn, try to capture territories by
number of players, count out the defeating your opponents’ armies. But be
armies you'll need to start the game. careful: Winning battles will depend on
* 2 Players: See instructions on page 15. careful planning, quick decisions, and bold
* 3 Players: Each player counts out moves. You'll have to place your forces
35 soldiers. wisely, attack at just the right time, and
* 4 Players: Each player counts out fortify your defenses against all enemies.
jo soldiers.
* 5 Players: Each player counts out Each of your turns consist of 3 steps,
25 soldiers. in this order:
2. Roll one of the dice. Whoever rolls * Getting and placing new armies;
the highest number takes 1 soldier * Artacking, if you choose,
from his or her pile and places it by rolling the dice; and
onto any territory on the board, thus * Fortifying your position.
claiming that territory.
3. Starting to the left of the first player,
everyone in turn places 1 soldier onto
Getting and Placing “New Armies
any unoccupied territory. Continue until Art the beginning of each turn, calculate
all 42 territories have been claimed. how many new armies you will add to
4. After all 42 territories are claimed, your territories based on the following:
each player in turn places 1 additional * The number of territories you occupy;
soldier onto any territory that player * The value of the continents you control;
already occupies. Continue in this way * The value of the matched sets of
until everyone has run out of armies. territory cards you trade in; and
There is no limit to the number of * The specific territory listed on a
armies you may place onto a territory. traded-in card.
To complete game setup:
TERRITORIES
5. Lay out 4 faith tokens. This marks the At the beginning of your turn
value of the next set of traded-in cards. (including your first), count the number
6. Shuffle all 44 territory cards and place of territories you occupy, then divide
them, facedown, in a pile on the side of the amount by 3 (ignoring any fraction).
the gameboard. This forms the draw pile. The total is the number of armies you
7. Whoever placed the first army takes the receive. You can find this chart on the
first turn. Play then passes to the left. reference card.
Hesperide ...... hehe SPAREsihedec Miolnir -........... MEEOLenihr Sarmatia ........ sar*MAY eshe*uh
Hibernia ,...... high*BUR *nee*uh PIOFRE PO: a aa da dea NO SC та es Ea 06 SITHrec*uh
Hyrkania Eh ate her*KAY *nectuh Neid ... - .semeaaza NEW "il de ea iuu.d:euña SEHT
Is ia eye*BEER *cetub Pida o aaa. NEW *bec*tuh a aia ra. SHE*buh
JOR Ca ea eycOWEsneetuh ENEE: yea > aa OWE+*din BREE sh i er A suh*SILLeyah
O lana Eu ISH*tar Oricalcos . ...... ; or*ih*KAL*kose Stonchenge M pipe STOAN*hehnj
BEEN aa alada al E Y Etsias FA aaa owe*SIGH rías PAR! 05 ARS Bl SUE*mur
Kurnugia ....... - kur*NEW egitub Pandora. .......... pan*DOAR *uh SERIE ws ode hr ah es or THOAR
Fa a pia a ; Parthia .......0c0. PAR *rhee*uh TBFACÍA -=.-...... THRAY *shetuh
Liguria ........ liheGYUHerceeuh Phoenicia ......... fh*NEE"shuh Th CT ela THOO-Li
Laki oo ft anion hain icone Poseidonis ..... pubeSIGH*doe*niss ¡ECECONES a try" TOE=niss
Lagh ><a ea a Da ena na na vip RAH ¡LOAN ант оз желала во TROW*jubn
Mardul ........e.... . MAR *dukh Ragnarok ......... RAGenuhtroek Valhalla ........e.. - valleHALL*uh
Mediterranea . Mpio ee ROW "та Varangia ......... ver*an*GEE*uh
Minas 2... des mibeNOeuh Maó Cae eL MI — DEN" < av é ana mae tere To ZOOSE
Place the new armies on any territory
or territories you already control.
Example:
11 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
g territories.
CONTINENTS
In addition, at the beginning of your
turn you will receive bonus armies for
each continent you control. (To control
a continent, you must control all of its
territories at the start of your turn.) To
find the exact number of armies you will 4
receive for each continent, look at the
chart on the Ancient World gameboard.
Risk Cards
EARNING CARDS
At the end of any turn in which you have
captured at least 1 territory, you will earn 1
(and only 1) territory card. You are trying
to collect sets of 3 cards in any of the
following combinations:
* 3 cards of the same design
(a skull, a blade, or a sphere)
* 1 each of the 3 designs
* Any 2 designs plus a wild card
If you have collected a set of 3 territory
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 1 set; you may trade in a second
set if you have one.
TRADING CARDS IN FOR ARMIES
Ar 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.
At the beginning of the game, this number
is 4. Every time anyone trades in a set of
cards, the value of the next set increases.
* 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—í10 armies
* The fifth set traded in
* The sixth set traded in—15 armies
After the sixth set has been traded in, each
additional set is worth 5 more armies. For
12 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, and so on, 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 is the first set you have traded in.
Every time a set of cards is traded in, add
a number of faith tokens to those set aside so
that the total is the value of the next traded-
in set. (Add 2 tokens after each set until the
fifth set is traded in, in which case you add
; tokens, then 5 tokens, and so on.) These
tokens represent the value of the next card set
turned in. Put the traded-in cards facedown at
the bottom of the draw pile.
OCCUPIED TERRITORIES
If any of the 3 cards you trade in lists a
territory you occupy, you receive 2 extra
armies. You must place both of these armies
onto that particular territory.
Note: On a single turn, you may receive no
more than 2 extra armies beyond those you
receive for the matched sets of cards you trade
in, even if the cards you turn in have more
than 1 territory that you own. In this case,
choose which territory gets the bonus armies.
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 to
heavily fortify territories that border enemy
territories.
№
Attacking
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 of 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?
It you choose not to attack, pass the
dice to the player on your left. You may
still fortify your position, if you wish
(see the next page).
If you choose to attack, you must follow
these rules:
* You, as the attacker, may roll 1, 2, or 3
black dice: You must have at least 1 more
army in your territory than the number
of dice you roll. Hint: The more dice
you roll, the greater the odds of winning.
However, the more dice you roll, the more
armies you may lose or may be required
to move into a captured territory.
* The defender may 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.
x A Die Autacker's D Defender's Di
e You may only Example | pps i 9 Def ler'a Die Example 3 m ==: or De ны N we
3 P — e Highest “a
attack a territory _ a a I | a a. air de e
h . di Result A E. 3” Result: ea be
that is adjacent Defender Loves В A he Next highest" |
One Una Two Units oa, —
to one of your M ee ae
own or that is Example 2 Artacker's Dice __Defender's Dice | Example 4 Arracher's Die — Defender's Dice
— Highest NE TE ==
connected to it by Result: Q a alr [ea И BE Hight ‘
y Defender 7 da — = iL F bo
: Loses One Unir 2” == Pb ult Ст... -
a water connection Los Om Uni, Ду io : ca > | Defender t.
Loses Une Lnar Pair pa" Une Unir
(a black dotted
line). For example, Thule or Rus may
attack Varangia, and Oricalcos may be
attacked by Poseidonis or Atlas, with
which it shares a water connection.
* You must always have at least 2 armies in
the territory you are attacking from.
* You may continue attacking a 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 à turn.
To ATTACK
First announce both the territory
you are attacking and the one you are
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.
i e Е
DECIDING A BATTLE
Compare the highest die each of you
rolled. If yours (the attacker's) is
higher, the defender loses 1 army from
the territory under attack. But if the
defender's die is higher than yours, you
lose 1 army from the territory you attacked
from and must put it back with your
reserve armies. If each of you rolled more
than 1 die, you also compare the 2 next-
highest dice and repeat the process.
* In case of a tie, the defender wins.
* Neither side can ever lose more than 2
armies on a single roll.
(CAPTURING TERRITORIES
As soon as you defeat the last opposing
armies 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 line is
advantageous; armies left behind cannot help
==
you when you are attacking, Also remember:
You must always leave at least 1 army behind
on the territory you attacked from.
ENDING YOUR ATTACK
You may end your attack(s) at any time.
If you have captured ar least 1 territory,
first take the top territory card from
the draw pile. (No matter how many
territories you have captured on your
turn, you may take only 1 card.) Your last
step is to fortify your position, if you
wish (see below). Finally, pass the dice.
ELIMINATING YOUR OPPONENT
If during your turn you eliminate an
opponent by defeating his or her last
armies on the gameboard, you win any
territory 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 them in.
.
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), and it brings your total to 6, you must
wait until your next turn to trade in a set.
Fortifying Vis ‘Position
To fortify your position, move as many
armies as you would like from one (only)
of your territories into one (only) of
your adjacent territories. In moving your
armies from one territory to another,
you must leave at least 1 army behind.
Winning
The winner is the first player to
eliminate every opponent by capturing
all 42 territories on the board.
Classic RISK® 2-Player Rules
Read the complete Classic RISK®
“Global Domination” rules first.
This version is played like the Classic
RISK® game with one important
exception: Along with your armies and
those of your opponent, there are also
“neutral” armies on the board acting as
buffers between you and your opponent.
This feature gives the 2-player version
much of the same strategic flavor as the
regular RISK game.
Object of the Game
Same as in Classic RISK®
“Global Domination” play.
Equipment
Same as in Classic RISK®
“Global Domination” play.
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 30 armies from each
of the 3 sets and claim territories in
the following manner:
Remove the z wild cards from the
territory card deck.
Shuffle the territory cards
thoroughly and deal them, facedown,
into 3 equal piles. Both you and your
opponent choose a different pile, The
remaining pile is neutral,
Li
Place 1 army onto each of the 14
territories listed on the territory
cards in your pile. Your opponent
does the same. Then place 1 neutral
army onto each of the remaining 14
neutral territories.
* After every territory on the board
has been claimed, you and your
opponent take turns placing your
remaining armies: Place 2 armies
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
After all of the armies have been placed
on the board, return the z wild cards to
the territory deck, shuffle the deck, and
start to play.
Attacking
On your turn, you may attack any
territory adjacent to one of your own.
W henever you attack a neutral territory,
your opponent rolls to defend that
territory. Neutral armies cannot attack
and never receive reinforcements during
the game.
‘Reinforcements
If you run out of reinforcements in your |
original army's color, you may fortify
your position using armies of a 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. Don't worry if all of
the neutral armies are eliminated before
the end of the game. Play continues
until one player defeats the other.
Avalon Hall, Kk. Risk Cesdagorm LE FETO
Wirards of the Coase, Ine. Wie
QUESTIONS?
Lis, Canada, Asia Paci
E Latin America
Wizards of the Coast, Inc
LL FEE
Henton WA afog=-omor
LISA
Tel: 1-B00-324-6406 (within the |
1-206-024-0051 (outside the 1
Fax: i=g28-204-5818
| IETS custservin EEE LT E]
NECE EE E
a ET the | UT and ME logo ie trademarks [il] Wir TEAL] an the WA and other countries. € EEL RN] i СР eL U
L |
Y
ard Bis | FR EE Hal TRE TA Flasheo Inc. E ети ев Нос RL A TREY | rights AS ear AL Fah Masbro. Manulactared and distribasted ba
Renton LU LT АДР:
All ОРС A MEET LEA dice, MADE Is CHINA. All other paris MADE IN THE LISA
Caution: Not suitable for children under 3 years old. Contains small Parts,
avalonhill.com
LIE... Eire & South Africa
Wizards of the Coast, Inc
Consumer Aflairs
La Box 4%
Caswell Way
Newport
>.) NP 4 YD
E GREAT A BY
Fy El FTE ERE LE
Fax: + 44 1644 282697
Email: wizards(g hasbroocouk
All Other European Countries
Wizards of the Coast
Pr ral | FIRE Belgium
t Hofveld 61)
[IE Crroot-Bijgaarden
BELGIUM
FE ETE NER ту,
Fax: +11.2.464.09.59
| mail EEE a hasbro.co.uk
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