For 2 to 6 players / Ages 10 to adult Rules ©1959,1963,1975,1980,1990,1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U.S.
TABLE OF CONTENTS Introduction & Strategy Hints ....................................................................... 3 Equipment ....................................................................................................... 3 RISK®, the classic WORLD DOMINATION game ........................ 5 Setup, including initial placement of armies .................................. 5 Playing .................................................................................................
INTRODUCTION & 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 1l- 16 for gameplay variations and variations for RISK experts. Strategy.
The Armies. There are 6 complete sets of armies, each containing 3 denominations of army pieces: Infantry (worth l), 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.
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, depending on the number of players, count out the “armies” you’ll need to start the game.
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 defenses 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.
RISK CARDS Earning 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: 3 cards of same design (Infantry, Cavalry, or Artillery) 1 each of 3 designs any 2 plus a “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.
After the sixth set has been traded in, each additional set is worth 5 more armies. Example: If you trade in the 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.
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. 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. 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.
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 battle. 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.
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.
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.
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.
SETUP INITIAL, ARMY PLACEMENT 1. Select a color and, depending on the number of players, count out the “armies” you’ll need to start the game. If If If If 3 4 5 6 are are are are playing, playing, playing, playing, each each each each player player player player counts counts counts counts out out out out 35 30 25 20 Infantry. Infantry. Infantry. Infantry. To complete game SETUP: 2. Before play begins, elect one player to be the General.
VARIATIONS FOR RISK EXPERTS ted players like to reduce the role of luck in the 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, increase its value by only one. Thus, the first matched set is still worth 4 armies, but the second is worth 5 armies, the third is worth 6 armies, and so on.
Advantage when attacking. If you have a RISK card that shows either the territory 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 territory. To do so, place the card face up in front of you and roll the die again. You may use more than one card on a turn, but only one card per battle. Once you stop attacking the territory in question, put the RISK card back into your hand for future use.