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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. 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.
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 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