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 ...