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Games PC Risk IIRisk [PC Game]

Developed by iWin - Encore Software (2007) - Board Game - Rated Everyone

The classic board game of world domination returns to PC with a number of enhancements. Players can either follow the original game's rules or choose between two variants: receiving randomly dealt territories or picking territories one by one until all are claimed off the board. Other computer-specific features include the ability to play against up to five AI opponents, save games already in progress, and speed up the action with an optional automatic dice mode. Encore's edition of Risk... Read more

Details
Platform: PC
Developer: iWin
Publisher: Encore Software
Release Date: October, 2007
Controls: Keyboard, Mouse
UPC: 705381142607
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Comments to date: 1. Page 1 of 1. Average Rating:
djantie 9:41pm on Wednesday, March 10th, 2010 
Risk II review This game is fairly consistent with the original board game, play is pretty close to the same. Execution. More fun then the board I like this better then the board. Not too much interaction to be stupid. Risk II an overall winner I enjoy this game immensely and usually play it at least once every day.

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RISK II
Same Time RISK Adapted to the Board
RISK II was originally created for the computer. It certainly was a well made adaptation of the classical game to the PC, and it proved to be the most popular of such adaptations. It included a number of optional innovations, such as new territories and connecting points, semi-competent and diverse AI, and better balanced overall gameplay. But the most interesting innovation was the option to play RISK in Same Time Mode. What you have here is really the first adaptation of Same Time RISK back into board game format. Since the rules are taken completely from the computer game (with some wording and organization of material taken from an original RISK manual), and since Same-Time RISK just isnt that catchy, I have elected to call my version RISK II after the computer game as a whole. I hold no claim to be the inventor of this game, and I have no desire to profit from it. I only want to take an already fun game, and make it better on a board, with the advantages of real human interaction and diplomacy.

An Overview of RISK II

Whether its reinforcing, issuing battle orders or making a tactical move, all players carry out the same actions at the same time, thus removing the frustration of waiting for your turn. RISK II brings new rule variations and new territories which enhance your experience, thereby taking you closer to the reality of Napoleonic war gaming. RISK II uses a modified battle system that allows multiple armies to attack a single territory. This change makes the gaming more realistic and hugely exciting. In fact, it is now possible to have seven armies simultaneously fighting for supremacy in a single territory! A new dice mechanism has also been added to RISK II. With the addition of 12-sided dice, the player is treated to a larger variation of battle types and the potential of both big wins and huge losses on the throw of just one die. RISK II takes this standard game to the next level without removing its appeal and simplicity.

Objective

The object of RISK II, as in standard RISK, is to occupy key points on the board, portions of the board, or the entire board in conquering the world, depending on what variant you are playing. I am not sure how long a complete game takes, but I imagine it to be around a 4 hour commitment.

Equipment: Army Pieces

Six sets of pieces, one for each player, consist of a large number of infantry, cavalry, and artillery shaped pieces. The infantry pieces are equal to one army. The cavalry pieces are equal to five armies (or five infantry). The artillery pieces are equal to ten armies (or ten infantry, or two cavalry). (Note: In the computer game, up to eight players may play at a time. However, this converted RISK set only came with six armies. If desired, players may use pieces that can easily be distinguished from another game to create the additional two armies. This is of course not necessary, however, as six or even fewer players can still thoroughly enjoy the game.)

Playing Board

The playing board is a map of six continents, each subdivided into several territories. The total number of territories in RISK II is 48, as opposed to the 42 territories in standard RISK. Each continent is a unique base color and contains from 5 to 12 territories. Here are the new territories, and the continent to which they correspond. Hawaii Oikiqtaluk Svalbard Falkland Islands Philippines New Zealand North America North America Europe South America Australia Australia

There are also new connections between territories. Oikiqtaluk connects to Greenland, Quebec, Ontario, and Northwest Territory. Hawaii connects to the Western United States and Japan. The Philippines connects to Indonesia and Japan.
New Zealand connects to Eastern Australia and Argentina. The Falkland Islands connect to Argentina and South Africa. Svalbard connects to Greenland and Scandinavia.

RISK II Cards

The deck has 50 cards. Of these, 48 have a single territory on them in addition to a figure of either an infantry, a cavalry, or an artillery unit. The remaining two cards are wild cards having all three figures but no territory. The deck is shuffled and placed face down in preparation for the game.
There are a total of 15 twelve-sided dice: 3 white, 3 yellow, 3 green, 3 red, and 3 black. There are additionally 6 sixsided dice, but these are never actually rolled in this game. The dice rules will be explained later.

Two Game Objectives

RISK II has two different game objectives. Each of the game types poses a very different and unique challenge. The first is World Domination, the longest RISK II game types. Capital RISK II is a game of real skill with each player having a capital city to defend. A more in-depth description of both follows.

World Domination RISK II

World Domination is the longest and most involved of the RISK game variants. It requires careful planning before starting the battle scenario. Since initial army placement will set the stage for the battles you will be fighting, great consideration should be given to this stage of the game. Remember that placement could decide your fate. There are several possible variations to the World Domination game, which are explained below. 60% Domination 60% World Domination has been developed to reduce the game length but increase the tension of near-win situations. The objective differs only in the victory conditions. The victory conditions are for a single player to occupy 33 territories. 80% Domination Again, the objective differs only in the victory conditions. The victory conditions are for a single player to occupy 38 territories. (Note: I dont recommend going beyond 80% as this game is already longer than standard RISK with the complication of simultaneous movement and the increased emphasis on diplomacy.) 100% Domination This is the full World Domination game. Your objective is obvious: take over every territory and rule the world! (Note: It is usually unnecessary to conquer the whole world, as the person who has already conquered 80% is pretty much a sure bet to win the whole game, and the losing players resign by this point. However, if players agree to play to for the whole world, it may be wise to agree that no resignations are permitted.)

Random Allocation

Random Allocation is the simplest means of starting a RISK II game. Removing the wild cards, players deal out the RISK II cards as evenly as possible amongst themselves. Players then see which territories are represented on their cards, and then place one army on each represented territory. Players then take turns to reinforce their occupied territories with their remaining troops. This reinforcement continues until all players have placed their starting troops. Then the game begins.

Territory Grab

In Territory Grab, each player in turn chooses a territory to own. This continues until all players have an even number of territories and there are no more unoccupied territories. (Although sometimes a player may receive one fewer or one more territory than all the other players, due to the number of territories not dividing evenly among the number of players in all game variants.) Players then alternate reinforcing their occupied territories with their remaining troops. This reinforcement continues until all players have placed their starting troops. Then the game begins.

Simultaneous Allocation

Simultaneous allocation is my favorite method, and fits in best with the nature of the game. The initial territories are divided in the same fashion as Random Allocation or Territory Grab. But after each territory has one army, players may place and replace battalions in their separate territories at whatever pace they like. They can negotiate buffer zones or alliances, and can reassign battalions to suit their needs. This phase is only completed when everyone feels that they have the setup they desire. After such an agreement, all placements are final and cannot be altered. Then the game begins.
ElectionAnother Method of Allocation
The computer game offers a different method of allocation called Election. It is very complicated and, in my opinion, too difficult to implement without the aid of the computer. However, players could use the software to aid their live game, or if ambitious, may read the rules in the official manual and try to use them on their own. Because of its complexity, I do not provide the rules here. After all armies have been placed, the board is ready for battle! From this point on, each territory must be occupied by at least on army for the rest of the game.

Players can exchange RISK II cards throughout the reinforcement phase of the game (see below) to gain extra battalions. Players acquire a RISK II card by conquering enemy territories. When a turn is played and a territory is conquered, the conquering player automatically receives a RISK II card. Conquering more than one territory still only warrants the award of one RISK II card. This may call for some strategic planning. If you feel that you are low on troops and have a good set of cards that could earn you much-needed battalions, it may be better to have a short turn and concentrate on conquering only a few enemy
territories. When trading cards, the exchange must be in sets of three. A set can be either a set of the same three cards (three Infantry, three Artillery or three Cavalry) or a set of cards comprised of one of each card (one Infantry, one Cavalry and one Artillery). In addition, there is also a wild card with all three military units on it. This card can be used as a wild card (any of the three battalion types). The number of battalions received by exchanging card sets varies according to the rule set being played. The variations are Ascending Armies, Ascending by One and Set Value.

Ascending Armies

At the beginning of subsequent turns, players may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded so far. 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 After the sixth set has been traded in, each additional set is worth five more armies. For example, if you trade in the seventh set, you will receive 20 armies, the eighth gets you 25 armies and so on. If one of the cards exchanged depicts a territory currently occupied by the player exchanging, that player gains two bonus battalions. If you hold five cards, you must exchange the set on your turn. To clarify, if a previous player just traded the first set of cards in the game, he or she would receive 4 armies. If you decided to trade in next, you would receive 6 armies, and the next person trading in would get 8, etc. Because of the ascending nature, it is sometimes advantageous not to trade your cards in immediately, waiting for someone else to raise the permitted value. This cannot be done indefinitely, however, because if you are holding five cards, you must exchange the set on your turn.

Ascending by One

Instead of increasing the value of each matched set as in Ascending Armies, the trade-in value is increased by only one in Ascending by One. Thus the first matched set is still worth four armies, but the second is worth five, the third is worth six and so on. If one of the cards exchanged depicts a territory currently occupied by the player exchanging, he or she gains two bonus battalions. These are immediately placed upon the territory shown on the card.

Set Value

Using this rule requires you to be more frugal with your armies and consider potential losses more seriously. When using this rule, a game of RISK II will generally take longer to complete. If you hold five cards, you must exchange the set on your turn. If you trade 3 Infantry cards, you will receive 4 battalions. If you trade 3 Cavalry cards, you will receive 6 battalions. If you trade 3 Artillery cards, you will receive 8 battalions. If you trade 1 of each card, you will receive 10 battalions. If any of the cards exchanged depict a territory currently occupied by the player exchanging, that player gains two bonus battalions. These are automatically placed immediately within the territory shown on the card. If you hold five cards, you must exchange the set the next turn.
Conquering and Acquiring Cards
If you conquer another player, you receive all RISK II cards he or she is holding. Sometimes in RISK II, determining who actually conquered another player can be difficult, as simultaneous movement involves multiple attacks and makes it hard to decide who delivered the final blow. The first means of solving this is by following the order of battle (explained later). Different types of battles take place in a certain order. If two or more players take out another in the same turn, but in different phases of battle, the player who eliminated the defeated player in the latest phase receives all cards. If two or more players simultaneously conquer the third in a Mass Invasion, whoever owns the conquered territory at the end of the turn gains all the defeated players cards. In the case of two or more players eliminating another during the same phase of battle by conquering separate territories, the PC version had its own method of resolving this matter. Though simultaneous in theory, each battle is resolved in its own arbitrary order, and whoever was last to conquer the defeated player receives his or her cards. This is unfair and difficult to reproduce in real play. If the first two methods of determining card ownership do not solve the matter, I recommend dividing up the cards among all who conquered the player during the latest phase of battle. If an odd card shows up, return it to the deck.

One additional oddity showed up in the PC game: at times, the defeating blow against a player was during his or her attack; all his/her territories had been conquered that turn, but the player still had to complete his/her own attack, hoping to gain a new territory. If this attack was unsuccessful, then whoever owned the successful defenders territory at the end of the turn received his or her cards (example: Player A just lost his last territory, but still is attacking player B. His attack is unsuccessful and he has now lost the game. Player B thinks that she now would receive Player As cards, but player C attacks and successfully defeats the same territory that Player A unsuccessfully attacked in the first place. The turn ends and Player C receives Player As cards). To me, this is again unfair. If players agree, Players B and/or C can take part in the dividing of the cards, but I personally feel that those who actually conquered the players territories should receive his or her cards, not the defender, and most certainly not the player who was lucky in which territory he happened to conquer.

RISK II: A Game Turn

Each game round consists of four distinct phases: Diplomacy, Reinforcement, Battles and Tactical Moves.

Diplomacy Phase

The Diplomacy Phase of RISK II is the part of the game where players are able to strike alliances and other such deals that may be beneficial to them in the later phases of the game. Players can plan strategic attacks, mutual protection, make promises to delay attacks, and so forth. The official rules of Risk state that all negotiations must be performed in the open. However, I would suggest that an option for secret discussion, much like the excellent game Diplomacy, should be available. Players should come to an agreement before the game begins. Open alliances are simply across the board discussion and coercion, and everyone should be aware of the wheeling and dealing taking place. Private diplomacy is a little more complicated. Negotiations and alliances can be formed in secret as well as in the open, between one or multiple opponents. An alliance may be as basic or intrinsic as desired, and it may extend for as long as all participants feel necessary (or until one player tires of his/her needless friendship and stabs his/her ally in the back). Often a player will find him/herself begging a former ally for forgiveness after completely annihilating his/her trust. Thats just the nature of a secretive Diplomacy Phase, and the simultaneous nature of RISK II allows for much greater excitement in this regard when compared with standard RISK. For players convenience, maps are provided to aid during this phase while scheming away from the board. To keep the game moving, a negotiation time limit should be set, perhaps 15 minutes.

Reinforcement Phase

After player setup and territory allocation, players receive reinforcements. All players place reinforcements at the same time. The Reinforcement Phase allows each player to introduce new battalions to the world map as reinforcements. The calculation used to determine each players reinforcements in RISK II is different to the calculation used in standard RISK. First, the total number of territories owned by each player is counted. Then the largest number of territories that are connected by borders or dotted lines (a players empire) is also counted. Finally, these two numbers are added (the total number of territories owned and the total number of connected territories); the sum is then divided by 3 and dropping any remainder, thus giving the total number of reinforcing battalions available to each player. A player always receives a minimum of 3 armies. Additional Reinforcements If you occupy the whole of a continent at the start of your turn, you receive extra battalions. To control a continent, you must occupy every territory in that continent. Reinforcements are drawn as follows:
You only receive extra reinforcements from controlling continents for as long as you occupy all territories of that continent. You may exchange RISK II cards to gain extra battalions as discussed above. RISK II cards are acquired through occupying enemy territoriesif you capture at least one territory in your turn, at the end that turn you draw one and only one RISK II card. You may exchange cards during this phase immediately after completing a set, or you may
wish to hold on to your cards and exchange them later. This means that you may trade in cards when you have three, four, or five in hand. If you have five or more, you must exchange for armies. As discussed above, you receive a players cards after you successfully conquer him or her. If you have fewer than five cards after this, play continues as usual. However, if you have five or more, then there are two ways of dealing with your newly acquired cards. In the U.S. rules, you must exchange for armies immediately and allocate them according to the rules set forth before. In the European rules, you must first wait until the next reinforcement phase. In either case, once you begin trading, you must continue trading until you have fewer than five cards. Before placing reinforcements, plans must be written down at the same time, and then carried out one player at a time, with the other players checking to make sure all reinforcement rules are kept and all plans are followed through. Once all players have made their plans and placement begins, no player may change his/her plans. Plans are written in this manner: X armies reinforce Y Territory.

Restricted Reinforcement Rules
The Restricted Reinforcement Rules limit the quantity of reinforcements that may be placed in a single territory. You may only reinforce a specific territory by the amount of connected territories plus the reinforced territory itself. For example, if you want to reinforce China, which had three other territories that you owned adjacent to it (India, Siam and Mongolia), the allowable reinforcement is four battalions into China. If you are unable to place all your armies due to Restricted Reinforcement, those extra armies are lost.

Battle Phase

Once all reinforcements have been deployed, players can go into battle! Unlike standard RISK, where each player takes his/her turn to go into battle, RISK II has a different game mechanic. Each player simultaneously chooses adjacent territories to attack and how many armies to take into battle, writing down their moves clearly in a personal notebook. Thus, if a player decides to invade Venezuela from Brazil with four armies, while simultaneously attacking Ecuador with 5 armies, he might write, 4 armies from Brazil attack Venezuela; 5 armies from Brazil attack Ecuador. All players plans must be seen as the moves are made, and if the orders are not clear, the move is void and all armies involved in that move remain in the same territory. Players may change their minds about moves during this phase, and must cross out changed plans. This part of the battle phase continues until all players are satisfied with their plans. It is important to note that a player may only attack if he has 2 or more armies in the territory from which he is attacking; one must stay behind and occupy the territory, while all others are free to go on the offensive. Once all plans are completed, players move their armies suggestive of what their attack will be. Players take turns doing so, while others ensure that orders are followed. During this part of the phase, the types of battles that will ensue become apparent. All chosen battles are then resolved in order of priority: 1. Border clashes: Head-to-head battles where both armies have charged directly towards each others territory and meet head on. Both sides roll dice as attackers. 2. Mass invasions: Multiple army attacks against an army defending a single territory. If multiple armies are attacking a defender, each attacker individually deals the same amount of damage to that defender. In other words, if three armies are attacking a territory, and the number of casualties inflicted per roll is two (see Casualties below), then for each attacking army that defeats the defender, two casualties are dealt. For instance, if all three of the attackers defeat the defender, the defender suffers a loss of six units. If only one attacking army defeats the defender, the defender only suffers two casualties. If the defender rolls a higher number than all three attackers, then two casualties would be dealt to each of the three attacking armies, totaling six casualties. 3. Invasions: Single army attacks into the back door of a territory that has its occupying army either stationary or attacking away from the invading army into another territory. If the territory under attack is using any of its armies for an attack away from the invading army, those armies are not used to defend the territory, and the die rolled only reflects the number of armies that have stayed behind to defend. 4. Spoils of war: A fight between different players after a joint mass invasion. In other words, if the armies of separate players jointly attacked a third players territory and defeated him/her there, they then would have to battle each other to determine who gains control over that territory. All players involved roll as attackers, and all rules that apply for mass invasions (with multiple armies belonging to the same player) apply here. Whoever wins this battle then obtains the contested territory. 5. Surge attacks: An army that has been ordered to charge through a single territory. If successful in that battle, the army then moves on to challenge a second hostile territory. During surge attacks, any further conflicts are resolved in the same order (i.e. surge border clashes, mass surge attacks, etc.). A player is allowed only one surge attack per turn. During the course of a battle, often a player will not have as many armies as he/she anticipated, i.e. a border clash preceding an invasion or a pricey victory followed by a surge attack. If this happens, all available armies from the planned number go on with the attack (minus one which must stay behind and defend the newly conquered territory). So if a player planned on invading territory X from Y with 10 armies, but a victorious but costly border clash leaves

him with only 4 armies, 3 continue on with their attack as the original 9 (minus the defender) were originally ordered to. Note: The attacker(s) may not cancel a battle after it has commenced; he or she must see it through until one army or the other is defeated.

Tactical Move Phase

Once all battles have been resolved, players are given the option of a tactical move. Players can transfer battalions from one and only one territory to any or all friendly neighboring territories. This can only be done from a territory linked to another by a border or dotted line. The receiving territory may only accept the same number of armies as it would under the reinforcement rules (see above). In other words, if a territory only has two neighboring friendly territories, it may only accept three armies during the tactical move phaseone for itself and one for each of the friendly neighboring territories. Again, players write down their moves and then take turns following through with them while other players ensure orders are followed correctly.

Draw RISK II Card

If a player has successfully conquered at least one territory during his or her turn, he/she then draws a RISK II card. The rules for cards have already been explained.

Dice Rules in RISK II

One of the effects of the RISK II rule set is that of multiple attacking armies moving against one territory. With up to seven armies fighting it out over a disputed territory, the need for an elegant battle mechanism is paramount. Keeping dice at the heart of each battle is also important to preserve the flavor of RISK. In RISK II, the regular 6-sided dice are replaced with a single 12-sided die for each battling army. There are 5 different battle dice, each with a different makeup of face values. Each die is colored differently to reflect its relative power, from Black through Red, Green, Yellow and finally to White. Each colored die reflects the size and strength of the army it represents. Each battling army is assigned the appropriate battle dice at the start of each dice roll.

The 5 Battle Dice

Each face of a battle die carries a single number from 1 to 6. Each battle die consists of a different mix of values on its 12 faces, which combine to determine the rank of the die. Put simply, the White die is biased towards lower numbers while the Black die is biased to higher numbers. An armys size determines which die is used in battle. A die used by an attacking army is identical to a die of the same color used by a defending army. Therefore, it is wise to roll in separate boxes or in some other way distinguish who is attacking and who is defending. Once a player loses enough battalions to fall below the threshold of a particular color of die, he or she then demotes to the next lower value of die.

The White Die

The White die is the weakest of the five dice, with no fewer than 4 of the 12 faces carrying a 1 value. Total of all face values: 31 Average: 2.6 The White die is used for battles involving the following ranges of army size: When to use: 1 to 5 battalions

The Yellow Die

The Yellow die is heavy on 2s, with 25% of all faces carrying that number. The Yellow die is more powerful than the White, but just barely. Total of all face values: 35 Average: 2.9 The Yellow die is used for battles involving the following ranges of army size: When to use: 6 to 10 battalions

The Green Die

Measuring just 3.5 on the Richter scale, the Green die occupies the center ground. It can dominate against smaller armies. Total of all face values: 42 Average: 3.5 The Green die is used for battles involving the following ranges of army size: When to use: 11 to 18 battalions

The Red Die

Now were getting somewhere! The Red die is capable of succeeding in the toughest of conditions. Total of all face values: 49 Average: 4.1 The Red die is used for battles involving the following ranges of army size: When to use: 19 to 30 battalions

The Black Die

They dont come any tougher than the Black die. With an average roll of 4.5, the Black die really takes some stopping. It can be stopped, though, in its track by a White die if the roll goes against it. Total of all face values: 54 Average: 4.5 The Black die is used for battles involving the following ranges of army size: When to use: 31 and up battalions
One 12-Sided Die Per Army
Each battling army rolls one 12-sided die. The weighting, described above, replaces the multiple dice mechanism from the standard game. You will experience many different emotions as your die changes color during battle. Imagine the shock of seeing your army start in a dominant position with the Black die only to see it take high casualties and end up rolling the White die!

Resolving Combat

Individual comparisons are made between the defending armys die and each die belonging to the attacking army, with casualties as the outcome of each comparison; whoever has the higher roll wins the battle. In the case of a tie, the victory goes to the attacker, not the defender as in standard RISK (if two armies are attacking each other, either in a border clash or spoil of war, a tie does nothing and both players re-roll). In a battle with multiple attackers, if even a single attacker rolls higher than the defender, only the defending army loses any battalions. It makes sense, therefore, that a defending army that rolls low against multiple attackers that are rolling high will suffer heavy casualties. The reverse will see a defending army inflicting one casualty on each attacking army and all with a single roll of the dice! Example 1 Armies from three attacking territories converge on a defender, all rolling with white dice. Two of them roll higher than the defender, but one rolls lower. The defending army loses two battalions, one for each superior attacker. Example 2 Armies from three attacking territories again converge on a defender, all rolling with white dice. All three attackers roll lower than the defender. The defending army takes no casualties and instead destroys one battalion from each of the three attacking armies.

Casualties

There is a further weighting mechanism that accurately determines the casualty levels in line with the size of the battle being fought. If you look upon each of the five battle dice as having a number value, from 1 for the White die to 5 for the Black die, you will understand the first part of the simple calculation to determine the numbers of casualties. The lowest valued die involved in the battle determines the number of casualties per dice comparison. Example 1 Two Green dice are up against a defending Red die. The casualty number will be 3 per dice comparison because the Green dice are the lowest ranked and they have a value of 3. Example 2 Three Black dice are attacking a territory with a small resident force, which rolls a White die. The casualties per comparison are a single battalion because of the White die. This system helps keep the correct scale to the results of battle, speeding up big battles and slowing down the smaller battles by way of reduced casualties. This also reflects the way Napoleonic battles were fought, with the onslaughts of big armies and the skirmishes of small armies. This game only comes with three of each kind of dice. In the event that four to seven of the same color dice would be necessary to perform a successful battle, players would roll all available at the outset. The six-sided dice would then serve as markers of what numbers were rolled, after which the twelve-sided dice are rolled to complete that set of rolls.
Change of Dice during Battle
Each grade or rank of Battle Dice is called into service when an army of a certain size goes to battle. For example, an attacking army of some 6 battalions will start the battle by rolling the Yellow die. If the army were to lose one or more battalions, reducing its size below the threshold for the Yellow die, future rolls would be made with the White die, which has a range of between 1 to 5 battalions.
Note: The official RISK II Rules Manual does not provide the same number of armies as listed in the above paradigm. Attacking and defending armies used a different scale where the attacker promoted to a higher ranking die quicker than the defender. However, the computer game does not reflect what was shown in the rules. I have corrected the paradigm to reflect the way the game actually plays. If players wish to play according to the rules listed in the manual rather than those actually used by the game, see the following chart. However, I do not recommend playing according to these rules, as the defender is already at a minor disadvantage in that a tie roll counts against him or her.
I dont know if the game was altered and the rulebook unchanged or vice versa, but again, this chart does not reflect how the computer game actually plays.

Other Rules

Many other exciting rules and variants exist within the realm of standard RISK. In my mind it is perfectly acceptable to try these rules out on RISK II. Some may not work as well, but some may prove even more exciting. Thats the beauty of the flexibility of RISK.
It is important to note that I am not the inventor of RISK II/Same Time Risk. I felt that the game would be more enjoyable in person rather than on the computer, so I took the liberty of translating the PC game to the board, since no actual board game exists. The map I provide is also not my property, but rather that of the game designers. All credit for the game goes to
Microprose, Deep Red, and Hasbro Interactive.
Many of the above rules were taken word-for-word from RISK II manual provided on the CD. The rules were not entirely clear on a number of matters, or were intermixed with the rules for standard RISK, so I adapted them to better help the reader, as well as offer a few alternate rules. I also have made a few changes that simply reflect the way I designed my own version (i.e. I only made three of each color of twelve-side dice, and the official third die is orange in color, yet I chose to use green). Except for offering alternate rules and minor cosmetic changes, however, this game is exactly as the original, and you are free to play exactly as the original using these instructions. If anything is unclear, you may refer to the standard rules of RISK, as they probably apply here or refer to the accompanying RISK II manual. I hope you enjoy playing RISK II!

doc1

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.A

TABLE OF CONTENTS

Introduction & Strategy Hints... 3 Equipment... 3
RISK, the classic WORLD DOMINATION game. 5
Setup, including initial placement of armies.. 5 Playing.... 6 Getting and placing new armies..6 RISK cards.... 7 Attacking.... 8 Determining the winner of the dice roll.. 9 Fortifying your position.. 10 Winning....10 Variation: RISK for 2 Players...ll Variation: CAPITAL RISK for a Shorter Game. 12
SECRET MISSION RISK... 13 Rules Variations for RISK Experts.. 15

RISK Tournaments.... 16

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. 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 apply in Secret Mission Risk.) t 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 l 5 Dice: 2 white and 3 red 6 Sets of armies, each a different color

Deck of 56 RISK cards

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 board indicate the number of armies you will receive for a set of cards you trade in, as explained on page 7.
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.

Infantry 1 army

Cavalry 5 armies

Artillery 10 armies

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.
The 56 RISK@ Cards: 42 marked with a territory and a picture of

Sample RISK Cards:

Argentina

Western

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.

WORLD DOMINATION RISK

OBJECT OF THE GAME
To conquer the world by occupying every territory on the board, thus eliminating all your opponents.
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:
Select a color and, depending on the number of players, count out the armies you need to start the game. ll 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 have to place your forces wisely, ll 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.
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 add ll to your territories based on. 1. The number of territories you occupy; 2. The value of the continents you control; 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 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.
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 receive for each continent, look at the chart in the lower ll left-hand corner of the game board.

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 I n 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
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 the first set you s 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: You may only attack a territory that adjacent (touching) to one of your s 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. You must always have at least two armies in the territory you re attacking from. 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.
TO Attack. First announce both the territory youre attacking and the one
you attacking from. Then roll the dice against the opponent who re 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.
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.
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 more dice the defender rolls, the greater his or her odds of winning-but the more armies he or she may lose.
You, the attacker, will roll
To Decide a Battle. Compare the highest die each of you rolled. If yours
(the attacker is higher, the defender loses one army from the territory s) under attack. But if the defender die is higher than yours, you lose one s 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.
Attacker Die s EXAMPLE 1 Defender Die s EXAMPLE 3 Attacker Dice s Defender Dice s _ - - - - - - - - - - -
Result: Defender Loses One Army
Result: Attacker Loses Two Armies*

Attacker Dice s

EXAMPLE 2 Defender Dice s
EXAMPLE 4 Attacker Die s Defender Dice s _ - - - - - - - - - - <ll$@ _ -Highest Pair @:,!
--___---Next Highest Pair Result: Defender Loses One Army and Attacker Loses One Army

Notes:

* In case of a tie, the defender always wins. The attacker can never lose more than 2 armies on a single roll.
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 help t 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 captured on your turn, you ve 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. If winning 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. But if winning them gives you fewer than 6, you must wait until the beginning of your next turn to trade in a set. 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 done on your turn, you may, if you wish, end your ve turn by fortifying 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 like from one (and d 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
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.

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 a different pile. The remaining pile is neutral. 2. Place one of your Infantry onto each of the 14 territdries 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 possible advance. s 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.
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.
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 worry. Play continues until one player defeats the other. t

FOR A SHORTER WORLD DOMINATION GAME 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.
Same as in World Domination Risk. Remember to remove the Secret Mission cards.
1. After deploying your armies at the beginning of the game, select one of the territories you claimed and make it your Headquarters. Then, ve without revealing the territory you chosen, find its matching RISK ve 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.
All World Domination Risk Rules apply, with these additions:
If you capture an opposing Headquarters, place the Headquarters card you won face up in front of you to prove you captured it. ve ve If at 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. 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

for 3 to 6 players
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.
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.

INITIAL, ARMY PLACEMENT

1. Select a color and, depending on the number of players, count out the armies you need to start the game. ll If If If If are are are are playing, playing, playing, playing, each each each each player player player player counts counts counts counts out out out out Infantry. Infantry. Infantry. Infantry.
To complete game SETUP: 2. Before play begins, elect one 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 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 done this, go around the table in turn, placing another army on ve 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.

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.
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.
ifying your position. At the end of your turn, you may move E- s from one or more territories to any number of your other territories. However, before you can do this, you must occupy all the territories in between. Example: If you want to move armies from South Africa into Brazil, you must first occupy the Congo and North Africa, thus forming a
may not have moIre than 12.le yolu are unable to place some armies, you lose those armies.
Advantage when attacking. If you have a RISK card that shows either
the territory you attacking from or the territory you attacking: re re 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. 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 just rolled so that the number 6 is showing. This represents ve 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 happy to answer questions about this game. Write: Consumer Relations Department, Parker Brothers, P.O. Box 1012, Beverly, MA 01915.

F!HPARKER BROTHERS

00044-I Rl

 

Technical specifications

Full description

The classic board game of world domination returns to PC with a number of enhancements. Players can either follow the original game's rules or choose between two variants: receiving randomly dealt territories or picking territories one by one until all are claimed off the board. Other computer-specific features include the ability to play against up to five AI opponents, save games already in progress, and speed up the action with an optional automatic dice mode. Encore's edition of Risk also includes voice clips designed to inject some lighthearted humor in the otherwise serious strategy game. ~ Scott Alan Marriott, All Game Guide

 

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