Download user guide, user manual, owner manual and instructions guide
5 600 brands
1 870 000 user's guides
Search a brand
Advanced Search



Our partners wish to propose you the following products


Visit HASBRO official site

User manual HASBRO RISK WORLD CONQUEST GAME

Diplodocs help download the user guide HASBRO RISK WORLD CONQUEST GAME.



Download the user manual HASBRO RISK WORLD CONQUEST GAME  
Download the complete
user guide (3653 Ko)
Need help, support, reviews, tips or troubleshooting for your HASBRO RISK WORLD CONQUEST GAME products ?

This product, although classified under the brand HASBRO, may have been manufactured by ATARI, MB, PARKER after mergers, acquisitions, or a change in name.

Preview of the first 3 pages of manual

You either have JavaScript turned off or an old version of Adobe Flash Player
Get the latest Flash Player.
User guide HASBRO RISK WORLD CONQUEST GAME

Detailed instructions for use are in the User's Guide.

The Armies. There are 6 corn lete sets of armies, &containing 3 denominations of army pieces: &try (worth l), Cavalry (worth 5 &try), and Artinej (worth 10 Infantry, or 2 Cavalry). Start the game by placing Idantry pieces; later in the game, you may trade in 5 Infantryfor 1Cqrdry, ar 2 Cavalry (or 1Cavalry and 5 Infantry) for 1Artillery. Y WORLD DOMINATION RISK OBJECTOF THE GAME To conquer the world by occupying every territory on the board, thus l eliminating al your opponents. .. SETUP ! 'I .P* '? Unlike most games, RISK demands careful planning before you a c t d l y start to play. This Initial Army Placement sets the stage for the battles you'll fight later on. , The 56 RISK? Cards: 42 marked -tory and a picture of Infantry, Cavalry, or Artillery 2 " i d cards marked with all three pictures, wl" but no territory 12 Secret Mission cards used only in Secret Mission Risk, page 13, Sample RISK Cards: a d ? the n u d e r of playem, m t out the "armies"you'll need to start the game. If2areplaying,seefnstntctionson=lL. , .If 3 are playing, each player counts out 35 Infantry. If 4 are playing, each player counts out 30 lnfautry. If 5 are playing each player counts out 25 Infantry. If 6 are playipg, each player counts out 20 Infantry. 2. Roll one die. Whoever r l s the highest number takes one Infantry piece ol from his or her pile and places it onto any territory on the board, thus claiming that territory. 3. Starting to the left of the first player, in lum p k e s one army ni l onto any unoccupied territory. Continue u t l d 42 M t o r i e s have been claimed. 4. After al 42 territories are daimed, each player in turn places one l additional army onto any territory he or she already occupies. Continue i this way until everyone has run out of armies.There is no limit to the n number of armies you may place onto a single territory. 1 Select a color and, dependlug . T complete game SETUP: o 5. Shufae the pack of RISK cards (remove the Mission cards) and place it, Note: The 12 Secret Mission cards are used only in the Secret Mission RISK variation. Remove them for all other games. I II face down, by the side of the board. This pack forms the draw pile. 6. Whoever placed the first army takes the 6rst turn. On your tum, try to capture territories by defeating your opponents' armies. But be careful: Winning battles will depend on careful planning, quick decisions and bdd moves. You'll have to place your forces ,wisely, attack at just theright time and t$rtiQ y o u deknses against all enemies. Note: At any time during the game, you may trade in Infantry pieces for the equivalent (see page 4) in Cavalry op Artillery if you need to, or wish to. i RISK CARDS h m h g Card$. At the end of any turn in which you have captured at least one territory, you will earn one (and only one) RISK card. You are trying to collect sets of 3 cards in any of the following combinations: , L 3. Fortifying yow wition. GE'lT'WGAND PLACING ~ ~ I E S 3canlsofsamedeslgn (Infantry,Cavalry, or Artillery) lad3 Z 2 ' .. . , . .;R At the beginning of each turn, calculatehow many new armies you'll add to your territories based on 1. The number of territories you occupy 2. The value of the continents you control; 3. The value of the matched sets of RISK cards you trade in; 4. The specific territory pictured on a traded-in card ... .. ; i If you have collected a set of 3 RISK cards,y ~ may turn &ern in at the u beginning of your next turn, or you may wait. But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set, and m y , trade in a second set if you have one. I-- "lhdhg In Cards for Armies. At the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far. For quick reference, keep traded-in cards face down under the bottom edge bf the game board to mark the value (in armies) of the next made. Tenrimria. At the beginning of every turn (includingyour first), count the number of territories you currently occupy, then divide the total by three (ignore any fraction).The answer is the number of armies you receive. Place the new armies on any territory you already occupy. Example: 11territories = 3 armies 14 territories = $armies 17temtories = 5 armies You will a l k y s receive at least 3 armies on a turn, even if you occupy fewer than 9 temtories. Continents. In addition, at the beginning of your turn you will receive armies for each continent you control. (To control a continent, you must occupy a l l its territories at the start of your turn.) To find the exact number of armies you'll receive for each continent, look at the chart in the lower left-hand comer of the game board. 5 sets traded in 80 far; next s t will be worth 15 e The first set traded in -4 armies The second set traded in -6 armies The third set traded in -8 armies The fourth set traded in - 10 armies The fifth set traded in - 12 armies The sixth set traded in - 15 armies I I I TO W d e a Battle. Compare the highest die ewh af I After placing your armies at the begbmbgof your turn, decide if you wish to attack at this time. The object of an a& b to capture a territory by t& defeating all the opposing armies already on it. The battle is fought by a roll of the dice. Study the board for a moment. Do you want to attack? If you choose not to attack, pass the dice to the player on your left. You may stin fortify your position, if you wish (see page 10). If you choose to attack, you must follow these rules: You may only attack a territory that's adjacent (touching) to one of your own, or connected to it by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. North AlYica may attack Egypt, Western Europe and Brazil. At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka. w You must aIwap have at least t o armies in the territory you're attacking from. You may continue attacking one territory until you have eliminated all armies on it, or you may shift your attack from one territory to another, attacking each as often as you like and attacking as many territories as you like during one turn. , fb11ed. If yours (the attacker's) is higher, the defender loses one the territory under attack. But if the!defender's die Is higher thanyams, you lose one ; m i army from the territory you attacked hput it W yonr clear pbtic box If each of you rolled more than one die, now C Y ) the~two next-highest dice and repeat the process. v f* ~ttachr's Dice Defender's Die T Raulc Defender Loses One Army and Attacker Loses One Army' I kmk Defender LosssOne Army Notes: * In case of a tie, the defender alwayswins. The attacker can never lose more than 2 armies on a single roll. id+iP - After the sixth set has been traded i ,each additional set is worth 5 more n armies. Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 ms so om "First" and "second" set, e, and during the game. Thus, if you trade in etc., refer to sets traded in by h the third set in t e game, you receive 8 armies, even if it's the first set you have W e d in. (hmphhd-. If any oftbe 3 cards you trade in shows the picture of &py, you redw 2 extra armies. You must place both a t* e particub territory. Note: On a Jingle turn,you may receive no more than 2 extra armies above and beyond .rho& you receive 6pr the matched sets of cards you trade in. Hints: No matter how many armies you receiveat 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,beavily fortifying territories that border enemy territories. I '~b First announce both the eemitory youp= the one you're attacking from. Then roll the dico against the.who occupies the opposing territory. Before rolling, both you and your opponent must announce fbe number of dice you intend to roll, and you both must roll at the same time. You, the attacker, will roll 1,2 or 3 red dice: You must have at least one more army in your territory than the number of dice you roll. Hint:The more dice you roll, the greater your odds of winning. Yet the more dice you roll, the more armies you may lose, or be required to m m into a captured territory. The defender will roll either 1or 2 white dice: To roll 2 dice, he or she must have at least 2 armies on the territory under a t e Hint The more dice the defender rolls, the greater his or her odds o f w k d a g 4 m t the more armies he or she may lose. , .C r ~tc tak capturing territories. As s- as you defeat the last opposing army on a territory, you capture that territory and must occupy it immediately. To do so, move in at least as many annies as the number of dice you rolledin your last battle. m e m b e r : In most cases, maving as many armies as you can to the fro@ is m t a g e o u s , because d e s left behind can't help o you whenpu are atbcking. ~ l s remember you must always leave at least tfxe territory you attacked from. During the game, @hay& omfiled By at least one army. be WORLD DOMINAllON RISK FOR 2 P Read the completeWodd ~A may and yrw attack(@at any time. If you have Yw captured at least m e terrikwy, first take the top RISK card from the draw pile. (No matter how many t&oriRs you've captured on your turn, you may take only one RISK card.) Your last step is to fortify your position, if you wish (see below). Finally, pass the dice. This version is play4 Eke regular RlSK with one importarat e&cep-% :i Along w t your armies and those of your opponent, there are also ih 'neutral" annies on the hard that act as a bdfer between you and your opponent This feature givw the 2-player version much the same mtegie I!VJ : flavor as the regular RISK game. arjf -:a. C ,>" I flt'~f3:. SETUP *L , -*..-.-.*,$.i?.i8.4.t . t&'*c;qll;j I/ Eliminating an opponent. If during your turn you eliminate ah I / II 11 I, opponent by defeating his or her last army on the game board, you win any RISK cards that player has collected. If winning them gives you 6 or more cards, you must immediately trade in enough sets to reduce your hand to 4 or fewer cards, but once your hand is reduced to 4,3, or 2 cards, you must stop trading. But if winning them gives you fewer than 6, you must wait until the beginning of your next turn to trade in a set. Note: When you draw a card from the deck at the end of your turn (for having won a battle), if this brings your total to 6, you must wait until un your next t r to trade in. INITIAL ARMY PLACEMEW You and your opponent each w 1 e qm you selects a third set to be "neumd." the 3 qets and claim territories In the f d 1. Remove the sc t emm m a deck. Shuffle thorn p i l c h you and your opponent choose a dj@p$* re ' ' g pile is "neutral." , I.. rs... r, , EZ _ I II FORTIFYINGYOUR POSITION No matter what you've done on your turn, you may, if you wish, end your turn by fortifying your position. You are not required to win a battle or even to try an attack to do so. Some players refer to this as the "free move." To fortify your position, move as many armies as you'd like from one (and only one) of your territories into one (and only one) of your adjacent territories. Remember to move troops towards borders where they can help in an attack! In moving your armies from one territory to another, you must leave at least one.armybehind. ! To complete game SETUP: \ \ ! (I , 4. Afiter dlthe dRLSK cardvdeck, shuffle the d& board, reniun~~ e s b e been placed an the n cards to the and start to play, : - ' WINNING The winner is the first player to eliminate every opponent by capturing all 42 territories on the board. 10 ATTACKING 01 turn, you may attack any territory adjacent to one of your own. your Whenever you attack a "neutral" territory, your opponent rolls to defend @w "neutral" territory. tral"annies cannot attack and never receive reinforcements during SETUP 1. After deploying your armies at the beginning of the game, select one of the temtories you've claimed and make it your Headquarters. Then, without revealing the territo~y you've chosen, find its matching RISK card and place it face down in front o you. f 2. After everyone in turn'has selected a Headquarters, al players turn their l cards face up, thus revealingthe location of their Headquarters. k&,be the first to eliminate your opponent by capturing all of his or her -ria. PINING AU World Domination Risk Rules apply, with these additions: You do not have to eliminate the "neutral" armies. all "neutral" armies are eliminated before the end of the game. If pens, don't worry. Play continues u t l one player defeats the other. ni I , If you capture an opposing Headquarters, place the Headquarters card ' you've won face up in front of you to $rove you've capxfed it. If at any p i n t your Headquartersis capturd b tan oppphent, you are give I ' not elhinated from the game. shPly yo06card& t h t 6pponent and continue playing. , : You may not use a Headquarters card as part of a r g a w set of RISK cards. Be sure to keep all Headquarters cards out of& mty'hurhgthe game. 1 R e d the c o m p t e t e Dmib&W~ Brit. ~ iidlr . ,,. OBJECTOF THE GAME i p To capture all opposing Headquarters-while still controlling your own territory. SECRET MISSION R I ~ Ib Jfpu w s ,you may shorten the game even further: ih 4phye1~ Capture any 2 opposing Headquarters while controllingyour $w6 players: Capture any 3 opposing Headquarters while controllingyour I: Qwn. EQUIPMENT .. . '9ann as in World Domination R s Remember to remove the Secret ik E Q BaeyqI,l equipment of the #$# the omination ga different missi c a b . These cards give has bh#u oompleted, that play&~utornatically wins the g a r n E 3 % P ,;;: :;; INITIALARMY PLACEMENT 1 Select a color aq8,depending on the number ofplayem, c ~ u nOut the . t "armies"you'll need to start the m e . If3 ~ , ' , ~~J~P~~YQT-WW~O -try. If 5 are playing, each player counts out 25 Infantry. If 6 are playing, each player counts out 20 Infantry. To complete game SEQIP: 2. Before play begins,,@~ct player to be the General. Iffewer than 6 are one playing, the Generdrerno~es Mission cards that refer to the unused the 3. If4 W Ca I P ~~ PC ~O & WQ P?5 ~ md~~e.~f @ m cEpstead ofincreasing the X@ & $ d 8 ad & r~ . Fortifyingyour potiiti0IL At the end of yo& turn, may mom you armies from one or more However, befbre you can between. Euimple: If you want to maw&. Brazil, you must first occupy the CoElip ~ > n t h u o u"path." s value of eac&,~t&edset as stated in the rules, increase its value by only one. Thus, the fitst matched set is still worth 4 armies, but the second is worth 5 armies, the third is worth 6 armies, and so on. 4. 5. 6. 7. colors. The General shuffles the Mission cards and, starting to the levdeals one card face down to each player. The remaining Mission cards are put back in the box; no one, including the General, may look at them. The General removes the 2 Wild Cards &k,t4e deck of RISK cards, shuffles, and deals out all the cards, startingwith the player to the left. (In a 4- or 5-player game, 2 players will each receive one extra card.) These cards determine which territories each of you will- occupy at the begi@ng of the game. Each player places one army on each of his or her territories. When you've done this, go around the table in turn, placing another army on each of your territories. There is no limit to the number of armies that can occupy a single territory. Continue until all troops have been deployed across the map. The General now collects the RISK cards, replaces the 2 W d Cards, shuffles the deck, and puts it to the side, face down. Game play continues as in the standard World Domination game. WINNING The player who completes his or her mission first-and reveals the Mission card to prove it-wins. Important note: In Secret Mission RISK, it is possible that you will accomplish your mission with the aid (usually unintentional) of another player. For example, if your mission is to destroy a l l the yellow troops and another player actually removes the final yellow armies from the board, that player has helped you complete your Secret Mission. Duringthe game*you m armies on a single territory. IfZ f s e of this rule some armies, you lose those armies. Mm. Advantage when attaddng. If you have a RISK card that shows either the temtory you're attacking from or the territory you're attacking: You may, if you wish, re-roll any one die on each battle involving that tenitory. To do so, place the card face up in front of you and roll the die again. You m y uw xwm than one card on a turn, but okdy one card per battle. the tepitary in cpestion, put the RISK card back once you stop into your hand for f$&h use. You may not use a RISK card in this manner when defending a temtory. ' Commanders. Once per turn while attackingyou may change one of the dice you've just rolled so that the number "6" is shawing. This represents the influence of your "Commander" at the scene of the battle. We will be happy to k Relatiens D&artment, r questions a m &is game. Write: cozisuma Brothers, P.O.Box 1012, Beverly, MA 01916

If this document matches the user guide, instructions manual or user manual, feature sets, schematics you are looking for, download it now. Diplodocs provides you a fast and easy access to the user manual HASBRO RISK WORLD CONQUEST GAME.

HASBRO offer a product for which we do not have the user manual? Let us know what you are looking for: site Internet, histoire, actualité, filiales, site Internet, mode d'emploi, driver, avis des utilisateurs, meilleur prix des produits, forum d'assistance aux problèmes, annuaire des marques, annuaire des constructeurs, répertoire des marques, répertoire des constructeurs, site Internet de la marque, site Internet du constructeur

Diplodocs allows you to download user manual HASBRO RISK WORLD CONQUEST GAME, user guide HASBRO RISK WORLD CONQUEST GAME, instructions HASBRO RISK WORLD CONQUEST GAME, owner's manual HASBRO RISK WORLD CONQUEST GAME, online manual HASBRO RISK WORLD CONQUEST GAME.


Access web reviews HASBRO RISK WORLD CONQUEST GAME, MILTON BRADLEY, PARKER BROTHERS, Society Game.
Include the add-on to download manuals from your site, forum or blog Frequently Asked Questions Contact Diplodocs team Last searches
Last additions
Sitemap
Brands starting with A B C D E F G H I J K L M N O P Q R S T U V W X Y Z #
Copyright © 2005 - 2008 - Diplodocs - All Rights Reserved.
Designated trademarks and brands are the property of their respective owners.