Instructions for risk game


















If the defender runs out of troops in a territory, the attacking player then moves into the territory. Then, they can move any remaining troops from the space they attacked from into that new territory. At the end of the turn, if an attacking player successfully occupies a new territory, they draw a card from the Risk pile. If you get 3 Risk cards with the same troop on it, 3 Risk cards with 1 of each troop type, or 2 Risk cards with a wildcard, you can trade them in for additional armies.

You get 4 troops for your first set, and 2 additional troops for every subsequent set until you get to 6 sets, at which point you get 15 troops. Play continues counterclockwise until one player remains and they successfully occupy the entire world. To learn about Risk cards, alternate rules, and game strategies, read on! Did this summary help you? Yes No. Log in Social login does not work in incognito and private browsers.

Please log in with your username or email to continue. No account yet? Create an account. Edit this Article. We use cookies to make wikiHow great. By using our site, you agree to our cookie policy. Cookie Settings. Learn why people trust wikiHow. Download Article Explore this Article parts. Tips and Warnings. Related Articles. Article Summary. Part 1. Understand the basic objective of the game. The objective of the game is to conquer the world by controlling all of the countries on the board.

You do this by attacking other players and taking over new territories on the board. All the while, you need to make sure that your own territories are well-defended. Before you start your game, make sure that you have all of the game components. The game of Risk comes with a foldable game board, a set of 72 cards, and various army tokens. The Risk armies come in six basic colors, along with different kinds of tokens, denoting size of the army.

A pack of 56 Risk cards should be included. There should be five dice three red and two white. Determine how many people are going to be playing. Before you get started, figure out how many people will be playing the game. The total amount of armies you start the game with depends on how many players there are: [3] X Research source 6 players - 20 armies each 5 players - 25 armies each 4 players - 30 armies each 3 players - 35 armies each 2 players - 40 armies each this varies between editions.

Set up your initial territories. This will determine the starting points for all players. There are two ways to determine the initial territories: [4] X Research source Have each player roll a die Standard Rules.

The player that rolled the highest value will choose an open territory and place one soldier in it. Moving clock-wise, each player will select an open territory until all territories are occupied. Once players have claimed all the 42 territories on the board, players place their remaining armies onto territories they already claim in any order they choose.

Deal out the deck of cards Alternate Rules. Deal out the entire deck of cards, minus the two Wild cards. Have each player place one of their army pieces in each territory according to the cards they are holding.

Take turns doing this. Roll the dice to determine who goes first. The player who rolls the highest number starts the game. Then the play order goes clockwise from the starting player. The game starts after the order of play has been determined. Part 2. Select army units. So if a player gets seven armies at the beginning of his turn, he can redeem them by getting either seven infantry pieces or by getting one cavalry piece and two infantry pieces which add up to seven. Get your new armies at the beginning of each turn.

At the beginning of each turn, players receive more armies. The number of armies is determined by: [7] X Research source The number of territories you own. For every three countries, the player gets one army. For example, if you had 11 countries, you would receive 3 armies; if you had 22 countries, you would receive 7 armies. Turning in cards. Cards can be turned in when you have a three of a kind e.

For the first set of cards you turn in, you receive 4 armies; 6 for the second; 8 for the third; 10 for the fourth; 12 for the fifth; 15 for the sixth; and for every additional set thereafter, 5 more armies than the previous set turned in. If you have 5 or more Risk cards at the beginning of a turn, you must turn at least one set of them in. Owning all the territories of a continent. For each continent that you completely dominate no other enemy armies are present , you receive reinforcements.

You receive 3 armies for Africa, 7 armies for Asia, 2 armies for Australia, 5 armies for Europe, 5 armies for North America and 2 armies for South America. Note : if the amount of armies you would receive at the beginning of your turn is less than three, round up to three. Place your armies. You may place the armies you received at the beginning of your turn wherever you have an army presence, in whatever proportion.

If you wish, you can place one army in each of your territories; or you can place all of your armies in one territory. The choice is up to you. You must place those infantrymen on the territory specified by the card.

Part 3. Attack adjacent territories. You may only attack other territories that are adjacent to a territory you own or that are connected to a territory you own by a sea-lane.

For example, you cannot attack India from the Eastern United States because the territories are not adjacent. Attack any number of times from any one of your territories to any adjacent territory.

You may attack the same territory more than once, or you may attack different territories. You can attack the same territory from the same adjacent position, or you can attack it from different adjacent positions.

A player may decide not to attack at all during a turn, only deploying armies. Declare that you are going to attack.

When you want to attack another territory, you have to declare your intentions out loud. Decide how many armies you are going to use in your attack.

Because your territory must be occupied at all times, you must leave at least one army behind. There are different colored tokens representing the military forces of opposing generals.

It was first released in France in by Parker Brothers. The Continental Game. It was an instant hit! Attracting a diverse pool of players. The game then spawned a number of variants and while it built up its popularity over several decades.

In , Hasbro released an updated version of the classic Risk board game. The newer version included more abstract, stylized playing pieces shaped as different sized arrows, which indicate the movement of forces. The game also included for the first time cities, capitals, and major and minor objectives and rewards. These additions added a new element of complexity to the game whilst still maintaining accessibility to new players.

Game Board: The Risk game board is simply a map of 6 continents divided into 42 territories total. Each continent is a depicted with a different color and each contain 4 to 12 territories within its borders. The numbers along the bottom or southern edge of the board indicate the number of armies you will receive for a set of cards you trade in.

The game starts with infantry pieces, however later in the game you may trade these pieces for Cavalry or Artillery or Calvary for Artillery according to their respective values above. Cards: There are 42 Cards, each marked with a territory and a picture of Infantry, Cavalry, or Artillery.

Remove Secret Mission cards if not playing that variation. Risk requires planning before the game can begins. Initial placement of armies determines battles later in the game. To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly. Classically, players got 50 armies each.

However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies. Select a color and, depending on the number of players, count out the "armies" you'll need to start the game. 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.

Starting to the left of the first player, in turn, everyone places one army onto any unoccupied territory. Continue until all 42 territories have been claimed. 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. Shuffle the pack of RISK cards maybe, remove the Mission cards and place the cards face down by the side of the board.

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 will have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies.

Note: At any time during the game, you may trade in Infantry pieces for the equivalent in Cavalry or Artillery if you need to, or wish to. At the beginning of each turn, calculate how many new armies you can add to your territories based on:. At the beginning of every turn 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. You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories.

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. These numbers can be different depending on the version of Risk you are playing. To find the exact number of armies, look at the chart in the lower left-hand corner of the game board. 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: 3 cards of the same design Infantry, Cavalry, or Artillery , 1 each of 3 designs, or any 2 plus a "wild" card.



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