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Parker Hannifin Risk The World Conquest Game Games User's Manual

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1. for 3 to 6 players Read the complete World Domination rules first OBJECT OF THE GAME To be the first player to complete the Mission described on your own Mission card This game is suitable for from 3 to 6 players EQUIPMENT Use all the equipment of the World Domination game plus the 12 Mission cards These cards give each player a different mission when that mission has been completed that player automatically wins the game 13 gt x eS gt y SETUP 1 Select a color and depending on the number of players count out the armies you ll need to start the game Ma ying each player counts aut 35 Infantry 4 are playing each player counts out 30 Infantry If 5 are ovining each player counts out 25 Infantry If 6 are playing each player counts out 20 Infantry To complete game SETUP 2 Before play begins elect ane player to be the General If fewer than 6 are playing the General removes the Mission cards that refer to the unused colors 3 The General shuffles the Mission cards and starting to the left deals 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 4 The General removes the 2 Wild Cards from the deck of RISK cards shuffles and deals out all the cards starting with 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
2. Read the complete World Domination rules first OBJECT OF THE GAME To capture all opposing Headquarters while still controlling your own territory If you wish you may shorten the game even further 4 players Capture any 2 opposing Headquarters while controlling your own 5 or 6 players Capture any 3 opposing Headquarters while controlling your own EQUIPMENT Same as in World Domination Risk Remember to remove the Secret Mission cards 12 S lt z ee A gt _ r SETUP 1 After deploying your armies at the beginning of the game select one of the territories you ve claimed and make it your Headquarters Then without revealing the territory you ve chosen find its matching RISK card and place it face down in front of you 2 After everyone in turn has selected a Headquarters all players turn their cards face up thus revealing the location of their Headquarters PLAYING All World Domination Risk Rules apply with these additions e Ifyou capture an opposing Headquarters place the Headquarters card you ve won face up in front of you to prove you ve captured it e Ifat any point your Headquarters is captured by an opponent you are not eliminated from the game Simply give your card to that opponent and continue playing e You may not use a Headquarters card as part of a matched set of RISK cards Be sure to keep all Headquarters cards out of the way during the game SECRET MISSION RISK
3. a different pile The remaining pile is neutral 2 Place one of your Infantry onto each of the 14 territories shown on the RISK cards in your pile Your opponent does the same Then place one neutral Infantry onto each of the remaining 14 neutral territories 3 After every territory on the board has been claimed you and your opponent take turns placing your remaining armies Place 2 Infantry 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 4 After all the armies have been placed on the board return the two wild cards to the RISK card deck shuffle the deck and start to play 1 S x a si gt y ATTACKING On your turn you may attack any territory adjacent to one of your own Whenever you attack a neutral territory your opponent rolls to defend that neutral territory Neutral armies cannot attack and never receive reinforcements during 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 Usually all neutral armies are eliminated before the end of the game If this happens don t worry Play continues until one player defeats the other CAPITAL RISK FOR A SHORTER WORLD DOMINATION GAME
4. seventh set you get 20 armies if you trade in the eighth you get 25 armies and so on First and second set etc 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 s the first set you have traded in Occupied territories If any of the 3 cards you trade in shows the picture of a territory you occupy you receive 2 extra armies You must place both those armies onto that particular territory Note On a single turn you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in 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 heavily fortifying 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 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 still fortify your position if you wish see page 10 If you choose to attack you must follow these rules e You may only attack a territory that
5. 15 PP AMENTS occscsscsiasessssersisesssvanscsoasascusenvenptooceswsusensosssnecensvvousatsceanvens 16 Proof of Purchase A D A gt aese INTRODUCTION amp STRATEGY HINTS In the classic World Domination RISK 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 See pages 11 16 for gameplay variations and variations for RISK experts Strategy In all the 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 This doesn t apply in Secret Mission Risk 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 1 Tri fold Game Board 5 Dice 2 white and 3 red Deck of 56 RISK cards e 6 Sets of armies each a different color The Game Board The game board is a map of 6 continents divided into 42 territories Each continent is a different color and contains from 4 to 12 territories The numbers along the bottom southern edge of the
6. A A i a a M ie N A 4 v j aa 4 4 ACTEN om A cvrmn j A i 3n s ps a Rules 1959 1963 1975 1980 1990 1993 Parker Brothers Division of Tonka Corporation Beverly MA 01915 Printed in U S A x ee A gt y TABLE OF CONTENTS Introduction amp Strategy Hints cscssssccssesscsscesensssesensrsaesecceeseneeeneesseeneaens 3 EQUIPMENE 0 sseecesesnsadecsecessceeccsseensneesesesccnsessensensersesscssescsssenseansescsanenseesnseres 3 RISK the classic WORLD DOMINATION game 5 Setup including initial placement Of armies seseseeeteeeeees 5 Playing Qana AAi siopersndecneiseroenessctsnsonzondgecensenssarsnsnsenqoenseeees 6 Getting and placing new armies sssesessssessesesoesecssseescsoeserseseseeseesase 6 RIOR OOE orari aaa aaa 7 Attacking escceirsissssrseniesingarssskasresrs asri ereenn N na aa S ig eerioasiarassssse 8 Determining the winner of the dice roll s sssseseesseesese Drapas 9 Fortifying your position s iesse cdsa essoessseeiedesiesorsosssnsecessesss 10 NE 2 ecciciceecancyelvegunonspanassleatoenpbebapagesccesenessesncsnvsoneccevscsensconscooesees 10 po NR ae oe ssosicsesseseseroeesesemss 11 Variation CAPITAL RISK for a Shorter Game 0 e eee 12 SERET VESSON RISK rho Rocce Bionceecssseccceesecngnecneorenconescnnensapess 13 Rules Variations for RISK Experts i seeeeeeesseeseesesressesssnesssissrsssss
7. attle Remember In most cases moving as many armies as you can to the front is advantageous because armies left behind can t help you when you are attacking Also remember you must always leave at least one army behind on the territory you attacked from During the game every territory must always be occupied by at least one army Ending your attack You may end your attack s at any time If you have captured at least one territory first take the top RISK card from the draw pile No matter how many territories 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 Eliminating an opponent If during your turn you eliminate an opponent by defeating his or her last army on the game board you win any RISK cards that player has collected e Ifwinning 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 e But if winning them gives you fewer than 6 you must wait until the beginning of your next turn to trade in a set e 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 your next turn to trade in FORTIFYING YOUR POSITION No matter what you ve done on your turn you may if you wish end your turn by fortif
8. board indicate the number of armies you will receive for a set of cards you trade in as explained on page 7 p U sr The Armies There are 6 complete sets of armies each containing 3 denominations of army pieces Infantry worth 1 Cavalry worth 5 Infantry and Artillery worth 10 Infantry or 2 Cavalry Start the game by placing Infantry pieces later in the game you may trade in 5 Infantry for 1 Cavalry or 2 Cavalry or 1 Cavalry and 5 Infantry for 1 Artillery i v Infantry Cavalry Artillery 1 army 5 armies 10 armies The 56 RISK Cards 42 marked with a territory and a picture of Infantry Cavalry or Artillery 2 wild cards marked with all three pictures but no territory 12 Secret Mission cards used only in Secret Mission Risk page 13 Sample RISK Cards t x Infantry Cavalry Sample Secret Mission Card Note The 12 Secret Mission cards are used only in the Secret Mission RISK variation Remove them for all other games 4 _____ ___ S x ee x ao P WORLD DOMINATION RISK OBJECT OF THE GAME To conquer the world by occupying every territory on the board thus eliminating all your opponents SETUP Unlike most games RISK demands careful planning before you actually start to play This Initial Army Placement sets the stage for the battles you ll fight later on INITIAL ARMY PLACEMENT consists of these steps 1 Select a color and dependi
9. d is worth 5 armies the third is worth 6 armies and so on Fortifying your At the end of iS Sane turn you jes move However before you can do this you niet story A between Example If you want to Move ar nia a shi 5 i a Brazil you must first occupy the B and at ee continuous path p hae Armies per territory During the game you may not have more than 12 armies on a single territory If because of this rule you are unable to place some armies you lose those armies 15 x a ae gt y Advantage when attacking If you have a RISK card that shows either the territory you re attacking from or the territory you re attacking e You may if you wish re roll any one die on each battle involving that territory To do so place the card face up in front of you and roll the die again e You may use more than one card on a turn but only one card per battle e Once you stop attacking the territory in question put the RISK card back into your hand for future use e You may not use a RISK card in this manner when defending a territory Commanders Once per turn while attacking you may change one of the dice you ve just rolled so that the number 6 is showing This represents the influence of your Commander at the scene of the battle RISK TOURNAMENTS To receive an information kit describing how to hold your own RISK tournament write to us at the address below We will be happ
10. e dice the defender rolls the greater his or her odds of winning but the more armies he or she may lose To Decide a Battle Compare the highest die each of you rolled If yours the attacker s is higher the defender loses one army from the territory under attack But if the defender s die is higher than yours you lose one army from the territory you attacked from put it back in your clear plastic box If each of you rolled more than one die now compare the two next highest dice and repeat the process EXAMPLE 1 i EXAMPLE 3 Attacker s Dice Defender s Die Dice Defender s Dice LETTE m mS a il 4 ee Highest Pair gt gh A mae ny le ne a Oe ac _ gt eae a m a a Se ee ie ee ee ee M EXAMPLE 2 Attacker s Dice Defender s Dice eee oor a EXAMPLE 4 Attacker s Die Defender s Dice mao i a A _ 7 eee ae ae wa CO eee ew SS Result Defender Loses One Army and Attacker Loses One Army Result Defender Loses One Army Notes e Incase of a tie the defender always wins e The attacker can never lose more than 2 armies on a single roll x e x a A i y Capturing territories As soon 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 armies as the number of dice you rolled in your last b
11. each of you will occupy at the beginning of the game 5 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 6 The General now collects the RISK cards replaces the 2 Wild Cards shuffles the deck and puts it to the side face down 7 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 all the yellow troops and another player actually removes the final yellow armies from the board that player has helped you complete your Secret Mission 14 RULES VARIATIONS FO Many experienced players like to reduce he role of aek in ihe game Feel free to use any or all of these rules variations to add skill and length to both the World Domination and Secret Mission games The value of matched RISK card sets instead of increasing the value of each matched set as stated in the rules i increase its value by only one Thus the first matched set is still worth 4 armies but the secon
12. efenses against all enemies Note At any time during the game you may trade in Infantry pieces for the equivalent see page 4 in Cavalry or Artillery if you need to or wish to Each of your turns consists of three steps in this order 1 Getting and placing new armies 2 Attacking if you choose to by rolling the dice 3 Fortifying your position GETTING AND PLACING NEW ARMIES At the beginning of each turn calculate how 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 contro i 3 The value of the matched sets of RISK cards you trade in 4 The specific territory pictured on a traded in card Territories At the beginning of every tum including your 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 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 9 territories 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 all 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 i
13. n the lower left hand corner of the game board ei Ar RISK CARDS arning Cards 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 ay 3 cards of same design 1 each of 3 designs i Infantry Cavalry or Artillery r ae an HEE T af aG any 2 plusa wild card If you have collected a set of 3 RISK 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 one set and may trade in a second set if you have one 2 tt Trading 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 of the game board to mark the value in armies of the next trade 5 sets traded in so far next set will be worth 15 The first set traded in 4 armiese 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 x x _ O y After the sixth set has been traded in each additional set is worth 5 more armies Example If you trade in the
14. ng on the number of players count out the armies you ll need to start the game If 2 are playing see instructions on page 11 If 3 are playing each player counts out 35 Infantry If 4 are playing each player counts out 30 Infantry If 5 are playing each player counts out 25 Infantry If 6 are playing each player counts out 20 Infantry 2 Roll one die Whoever rolls the highest number takes one Infantry piece 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 everyone in turn places one army onto any unoccupied territory Continue until all 42 territories have been claimed 4 After all 42 territories are claimed each player in turn places one additional army onto any territory he or she already occupies Continue in this way until everyone has run out of armies There is no limit to the number of armies you may place onto a single territory To complete game SETUP 5 Shuffle the pack of RISK cards remove the Mission cards and place it face down by the side of the board This pack forms the draw pile 6 Whoever placed the first army takes the first turn PLAYING On your turn try to capture territories by defeating your opponents armies But be careful Winning battles will depend on careful planning quick decisions and bold moves You ll have to place your forces wisely attack at just the right time and fortify your d
15. 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 Africa 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 e You must always have at least two armies in the territory you re attacking from e 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 xz _ O gt 7 To Attack First announce both the territory you re attacking and the one you re attacking from Then roll the dice against the opponent who occupies the opposing territory e 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 e 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 move into a captured territory e The defender will 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 mor
16. y to answer questions about this game Write Consumer Relations Department Parker Brothers P O Box 1012 Beverly MA 01915 PARKER BROTHERS 00044 I RI 16
17. ying 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 army behind WINNING The winner is the first player to eliminate every opponent by capturing all 42 territories on the board 10 gt n Ar es v WORLD DOMINATION RISK FOR 2 PLAYERS Read the complete World Domination rules first This version is played like regular RISK with one important exception Along with your armies and those of your opponent there are also neutral armies on the board that act as a buffer between you and your opponent This feature gives the 2 player version much the same strategic flavor as the regular RISK game 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 40 Infantry pieces from each of the 3 sets and claim territories in the following manner 1 Remove the Secret Mission cards and the 2 wild cards from the RISK card deck Shuffle thoroughly and deal the cards face down into 3 equal piles Both you and your opponent choose

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