Summary of the content on the page No. 1
Summary of the content on the page No. 2
Summary of the content on the page No. 3
The Armies. There are 6 corn lete sets of armies, & containing 3 WORLD DOMINATION RISK denominations of army pieces: Y &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 Infantry for OBJECT OF THE GAME 1 Cqrdry, ar 2 Cavalry (or 1 Cavalry and 5 Infantry) for 1 Artillery. . . To conquer the world by occupying every territory on the board, thus eliminating all your opponents.
Summary of the content on the page No. 4
RISK CARDS On your tum, try to capture territories by defeating your opponents' hmhg Card$. At the end of any turn in which you have captured at armies. But be careful: Winning battles will depend on careful planning, quick decisions and bdd moves. You'll have to place your forces ,wisely, least one territory, you will earn one (and only one) RISK card. You are attack at just theright time and t$rtiQ you deknses against all enemies. trying to collect sets of 3 cards in any of the following
Summary of the content on the page No. 5
id+iP After the sixth set has been traded in, each additional set is worth 5 more '~b ~ttack First announce both the eemitory youp= the one I armies. Example: If you trade in the seventh set, you get 20 armies; if you you're attacking from. Then roll the dico against the.- who trade in the eighth, you get 25 mes, and so om "First" and "second" set, occupies the opposing territory. etc., refer to sets traded in by during the game. Thus, if you trade in Before rolling, both you and your
Summary of the content on the page No. 6
capturing territories. As s- as you defeat the last opposing army on WORLD DOMINAllON RISK 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 FOR 2 P your last battle. member: In most cases, maving as many armies as you Read the complete Wodd can to the fro@ is mtageous, because des left behind can't help you whenpu are atbcking. ~lso remember you must always leave at least This version is
Summary of the content on the page No. 7
ATTACKING SETUP 01 your turn, you may attack any territory adjacent to one of your own. 1. After deploying your armies at the beginning of the game, select one of Whenever you attack a "neutral" territory, your opponent rolls to defend the temtories you've claimed and make it your Headquarters. Then, @w "neutral" territory. find its matching RISK without revealing the territo~y you've chosen, card and place it face down in front of you. tral" annies cannot attack and never receive reinf
Summary of the content on the page No. 8
INITIAL ARMY PLACEMENT 1. Select a color aq8, depending on the number of playem, c~unt Out the "armies" you'll need to start the me. , ' , If3 ~WCI~~ a& P~P COW QP~ ?5 md~~e.~f X&@$@dm8card~&. Epstead ofincreasing the If4 ~~J~P~~YQT-WW~O -try. value of eac&,~t&ed set as stated in the rules, increase its value by only If 5 are playing, each player counts out 25 Infantry. one. Thus, the fitst matched set is still worth 4 armies, but the second is If 6 are playing, each player counts out
Summary of the content on the page No. 9
Advantage when attaddng. If you have a RISK card that shows either the temtory you're attacking from or the territory you're attacking: You may, if you wish, re-roll any one die on each battle involving that tenitory. To do so, place the card face up in front of you and roll the die again. You my uw xwm than one card on a turn, but okdy one card per battle. once you stop the tepitary in cpestion, put the RISK card back ' into your hand for f$&h use. You may not use a RISK card in this ma