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RISK Game Guide for Players

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0% found this document useful (0 votes)
79 views8 pages

RISK Game Guide for Players

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

INTRODUCTION

In RISK, the goal is simple: conquer your enemies’ territories by moving your troops
in and engaging in battle. Depending on the roll of the dice, you will either defeat your HELPFUL HINTS AND STRATEGY
enemy, or you will be defeated. If you defeat all of your enemy’s troops in a territory, In all the RISK games, keep these four strategy hints in mind as you play:
you have conquered that territory and are one step closer to global conquest.

OBJECT OF THE GAME 1. Conquer whole continents: you will 4. No matter how many troops you
earn more troops that way. receive at the start of your turn,
To capture allHOW
opposingTO USE while stillThere
Headquarters, controlling yourways
own to
Headquarters.
are four play: 2. Watch your enemies: if they are deploy them carefully, either to
prepare for an attack or to defend
THIS GUIDE building up forces on adjacent
Secret Mission RISK (page 5) against one. It is good military
If this is your first time playing territories or continents, they may be
RISK and you want to know all Classic RISK (page 12) is the same planning an attack. Beware! strategy to move your troops to the
Next, the game begins. Gameplay front, heavily fortifying territories
the details, start on page 3. as Classic
RISK forRISK, with these
2 Players exceptions:
(page 13) 3. Fortify borders adjacent to enemy that border enemy territories.
If you want to jump right in • If you capture territories for better defense if a
and start playing, go to page 5.
Capital RISKan opposing
(page 14) neighbor decides to attack you.
Headquarters, place the Headquarters
card you’ve won faceup in front of you
to prove you’ve captured it.
• If at any point your Headquarters is
captured by an opponent, you are not
FREQUENTLY ASKED QUESTIONS
eliminated from the game. Simply
give your card to that opponent, and Q. What exactly is an attack? spread out and vulnerable you’ll be.
continue playing. A. An attack is one or more battles After all, the more territories you
fought to capture one or more occupy, the fewer the number of
• You may not use a Headquarters card troops you’ll be likely to have on
as part of a matched set of cards. It’s territories on a turn. An attack
starts when you first roll the dice each one. This might make it easier
a good idea to keep all Headquarters for your opponents to capture your
cards in a separate pile from the other and ends when you decide to stop,
maneuver if necessary, and pass territories and perhaps eliminate you
cards you receive during the game so from the game.
you don’t confuse them. the dice to your left.
Q. How long may I attack on a turn? Q. What if I run out of troops?
WINNING
A. On a single turn, you may, if you A. You may use troops of another
To win, be the first player to capture all opposing Headquarters (while still in color or slips of paper to keep
control of your own Headquarters). wish, attack any adjacent territories
as long as you like, provided you track of your army disbursements.
have at least two troops in the Q. How many territory cards can I win
territory you are attacking from. on a single turn?
Q. When should I stop attacking and A. No matter how many territories
end my turn? you capture on a turn, you get only
A. To win, you must attack and conquer one territory card at the end of that
territories. However, this does turn. However, when you take over
not mean you should attack every a defeated player’s territories, you
CONTENTS: Gameboard • 5 armies with 40 Infantry, 12 Cavalry, and 8 Artillery each adjacent territory on every turn. The collect all that player’s cards.
Deck of 56 RISK cards • 1 card box • 5 dice • 5 war crates longer you attack, the more troops
you may lose, and therefore the more

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RISK CARDS
There are: GAME 3: RISK FOR 2 PLAYERS
GAME 2: Classic RISKCARDS
42 TERRITORY (3-5 players)
The 2-player game of RISK is played like Classic RISK, with one important
Each marked with both the name of a territory
In Classic RISK, you must conquer the entire world...and be the last army standing. exception: along with your army and the army of your opponent, there is also a
and an image of Infantry, Cavalry, or Artillery “neutral” army on the board that acts as a buffer between you and your opponent.

OBJECT
OBJECTOF
OF THE
THE GAME
GAME
OBJECT OF THE GAME
Be the firstyour
Eliminate player to complete
opponent the Secret
by capturing allMission
of his ordescribed on your Secret Mission card.
her territories.
Eliminate all of your opponents and occupy every territory on the board.
SETUP
HOW TO PLAY
3. Once all 42 territories have been 1.
1.First
You have eachopponent
and your player select
eachan army.
select 4. After every territory on the board has
Then count
an army. out either
Then how many
of youtroops each
selects a been claimed, you and your opponent
claimed, each player takes turns placing
player gets to start the game, depending
third army color to be “neutral.” Once take turns placing your remaining
one additional Infantry onto any
on howarmies
three manyhave
people areselected,
been playing. set troops: place two troops onto any one
territory he or she already claimed. This
continues until everyone has run out aside 40 Infantry pieces from each. or two of the territories you occupy,
Infantry Cavalry of their initial Infantry
Artillerypieces. (Note: These will be the troops you use to until you have run out of your initial
there is no limit to the number of troops start the game. 40 Infantry pieces. Then, take turns
2 “WILD” CARDS you can place onto a single territory. 2. Remove the Secret Mission cards and placing one neutral troop onto any
Each marked with all three You
troopcan
images
place many on one territory, the two “wild” cards. Then shuffle and neutral territory you want, placing
and only a few on your other territories. deal the remaining cards, facedown, it to block your opponent’s possible
Like many things in RISK, it’s all up into three equal piles: one for you, one advance. Continue this until you have
to you.) for your opponent, and one for the used all of the neutral army’s initial 40
Infantry pieces.
4. Next, shuffle the deck of territory neutral army. Each player, including
cards (don’t forget to remove the the neutral army, should receive 14 5. After all three sets of 40 Infantry
Secret Mission cards) and place them, cards. pieces have been placed on the board,
facedown, by the side of the board. 3.Next,
2. Next,elect
placeone
oneplayer
of your
to Infantry
be the onto
return the two “wild” cards to the
deck, shuffle, and begin to play. The
5. Now you are ready for the first turn. each of the
General. The14General
territories
thenshown on the
separates the rest of the 2-player RISK game is the
Whoever placed the first troop takes the cards you received. Your opponent
12 Secret Mission cards from the rest
does same as Classic RISK.
first turn. of the the same.
deck. Then,
If there areplace
fewer one neutral
than five
Infantry onto each of the 14 territories
6. Gameplay continues as in Secret players, the General also removes the
that theMission
neutralcards
armythatreceived.
Mission RISK. However, this time, Secret refer to army
12 SECRET MISSIONthere
CARDS
are no secret missions. Your goal colors that were not chosen and places
ATTACKING
them back in the box. For example,
is to simply eliminate all other players.
Onifyour
the green armymay
turn, you wasattack
not chosen,
any territory adjacent or connected by a sea-line to one of
theown.
your General would you
Whenever removeattacktheaSecret
neutral territory, your opponent rolls to defend that
Mission
neutral card that references the green
territory.
WINNING army.
The neutral army cannot attack and never receives reinforcements during the game.
The winner is the first player to eliminate every opponent by capturing all 42 territories 3. The General then shuffles the Secret
on the board. This player has now conquered the world and is the new ruler of the globe. Mission cards and, starting to the left,
WINNING
deals one card facedown to each player.
Note: The 12 Secret Mission cards ToThe
win,remaining
be the firstSecret
to eliminate
Missionyour opponent
cards are by capturing all of his or her territories.
are used only if you are playing You do not have to eliminate the
put back in the box; no one, including neutral army. Usually, all neutral troops are eliminated
Secret Mission RISK. You will before the end of the game.
the General, may look at them. If this happens, don’t worry. Play still continues until one
remove the Secret Mission cards for
all other games.
player defeats the other.
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HOW TO PLAY OCCUPIED TERRITORIES BONUS
If any of the three cards you trade in shows the picture of a territory you occupy, you
receive two extra troops. You must place both of these troops onto that particular territory.
Next, after placing your new troops, you’ll decide if you wish to attack. If you do, your
1. Receive new troops and ELIMINATING AN OPPONENT
goal is to capture an enemy territory by defeating all the opposing troops already on it.
place them on the board These
If you battles arean
eliminate fought by a roll
opponent of the dice.
by defeating his or her last troop on the gameboard,
On every turn, you will do
three things, in this order: 2. Attack (if you want to) you win any territory cards that player has collected.

3. Maneuver your troops • If winning them gives you six or more


If you choose to attack:
• Note that you can only trade in cards
(if you want to) cards, you must immediately trade in after a battle if you eliminate an
• You can sets
enough onlytoattack
reduce a territory
your handthatto four opponent and receive enough cards
shares a border with one of
or fewer cards, but once your handyour ownis or to give you six or more. At all other
Let’s take a closer look at these actions. isreduced
connected to it three,
to four, by a sea-line (a dashed
or two cards, you times, you can only trade in cards at the
line).
must Note that Alaska is connected to,
stop trading. beginning of your turn.
and can attack, Kamchatka.
1. RECEIVING NEW TROOPS • But if winning them gives you fewer • Of course, if your secret mission was
• You
thancan
six,attack onlywait
you must one until
territory
the at a to eliminate that opponent, you win
At the beginning of every turn (including your first), you will receive new troops. time, and you
beginning can attack
of your fromtoonly
next turn tradeone the game.
territory
in a set. at a time.
This is based on:
• You must always have at least two troops
A. The number of territories you occupy. in the territory you’re attacking from.
B. The value of the continents you control.
WINNING
TERRITORIES THE BATTLE:
First, count the number of territories you
currently occupy; then, divide the total EXAMPLE: 1. First,
The player take
whothecompletes
number ofhis troops
or heryou
secret mission
by three (ignore any fractions). This answer want to attack with, and
first—and reveals the Secret Mission push themcard to prove
You occupy 11 territories = across the line into the defending
is the number of troops you receive. Place you receive 3 new troops it—wins. Remember, every
the new troops on any territory or territories territory. You can attack with up to three
Important note: in Secret Mission RISK, it is
you already occupy. (You can distribute You occupy 14 territories = troops; no matter how many troops you
possible that you will accomplish your mission with turn is made up
them any way you’d like.) you receive 4 new troops have in a territory, you can only attack
the aid (usually unintentional) of another player. For
with one, two, or three. of three actions:
Note: You will always receive at least 3 troops on a turn, You occupy 17 territories = example, if your mission is to destroy all the yellow
even if you occupy fewer than 9 territories. you receive 5 new troops An important
troops and another rule to remember:
player you can the final
actually removes 1. Receive new troops
never
yellow leave
troop a territory
from empty.
the board, thatYou must
player has helped
CONTINENTS
youalways
complete leave at least
your Secret one troop behind
Mission.
2. Attack (if you wish)
You will also receive new troops for to stand guard.
Don’t worry if you can’t remember all of the rules
3. Maneuver your troops
each continent you control. (To control a (if you wish)
continent, you must occupy all its territories 2. Next,
the first time you play.will
the defender Justchoose
have fun, keep
either playing,
one or two troops to defend their territory. No
andmatter
enjoy howthe game!
many troops they have in the territory, the defender can only defend with
at the start of your turn.) To find the exact
number of new troops you’ll receive for one or two.
You’ll understand Unlike thequickly,
it very attacker,and
theevery
defender
timecan use their last troop in the battle; no
each continent, check the continent bonus one needs to stand guard.
you play, you’ll be a little bit better. Before you
icon located above each continent’s name on know it,Whether
Note: you willyoube
areathe
genius
attackermilitary commander
or the defender, the more dice you roll, the greater your odds are of winning
the gameboard (see example to the right). whotherules
battle.the world!
However, this also increases the number of troops you may lose.
You can now place these new troops on any 3. Now the battle begins. The attacker will roll one red die for each attacking troop, and
territories you already occupy. the defender will roll one blue die for each defending troop. Both players must roll at
the same time.
Continent bonus icon

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ENDING YOUR ATTACK
WHO WINS THE BATTLE?
When you are finished attacking, if you have captured at least one territory, you will take
It’s easy: pair up the highest dice each of you rolled. For every attack die that is higher,
the top territory card from the draw pile. (For more on territory cards, see page 10.) Next,
the defender loses one troop from the territory under attack. But, for every defense die
you can maneuver your troops.
that is higher, the attacker loses one troop from the territory they attacked from. (The
defeated troops are placed back with the rest of your troops that are not on the board.)
If you rolled an unequal number of die, the lowest numbers are ignored.
Notes: 3. MANEUVERING YOUR TROOPS
• In case of a tie, the defender always wins.
• The attacker can never lose more than two troops on a single roll. No matter what you’ve done on your
• If the defender has one or more troops in the territory after the attack, any surviving turn, you may, if you wish, end your
attacking troops return to the territory they attacked from. However, the attacker may turn by maneuvering your troops.
attack again, if they wish. You’ll want to maneuver your troops
to put them in a better defensive
position, or to set up future attacks.
EXAMPLE 1 EXAMPLE 3 Note: You are not required to win
ATTACKER’S DEFENDER’S a battle or even to try an attack to
DIE DIE
maneuver your troops. You may
Highest
Pair
Highest maneuver your troops at the end of
every turn.
Pair
Next Highest
Pair
To maneuver your troops, move as
RESULT: Defender loses one troop. RESULT: Attacker loses 2 troops. many troops as you’d like from one
EXAMPLE 2 EXAMPLE 4 (and only one) of your territories into
one (and only one) of your territories The orange army has decided to maneuver two troops
Highest
Pair that is connected. Territories are into India, by traveling through a chain of connected
considered connected if all of the
Highest territories that they control.
Pair

Next Highest territories in between them are also


Pair under your control, creating a chain of After you are done maneuvering your
connected territories. You cannot pass troops, your turn is over, and you’ll pass
RESULT: Defender loses one troop,
and Attacker loses one troop.
RESULT: Defender loses one troop.
through enemy territories. the dice to the next player.
Don’t forget: in moving your troops Note: All troops you maneuver must
from one territory to another, you must end up in the same territory.
CAPTURING TERRITORIES leave at least one troop behind to stand
guard.
If you wipe out all of the opposing troops in a territory, you capture that territory and
must keep all the troops that survived the battle in the territory. You can also move
more troops in from the attacking territory if you want.
Remember: you must always leave at least one troop behind in the territory
you attacked from.
HOW TO EARN ADDITIONAL TROOPS
Don’t forget: you can attack as many times as you want on one turn, even if your first
attack was unsuccessful. It’s all up to you how many times, and how many different In addition to receiving new troops based on how many territories and continents you
territories, you want to attack. control, you can receive even more troops by trading in territory cards.

8 9

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TERRITORY CARDS 2. ATTACKING
OCCUPIED TERRITORIES BONUS
If any of the three cards you trade in shows the picture of a territory you occupy, you
receive two extra troops. You must place both of these troops onto that particular territory.
If during your turn you capture an enemy Next, after placing your new troops, you’ll decide if you wish to attack. If you do, your
territory, you get to take one territory card ELIMINATING
goal AN OPPONENT
is to capture an enemy territory by defeating all the opposing troops already on it.
from the top of the deck. (You only get These
one card, even if you captured several If you battles arean
eliminate fought by a roll
opponent of the dice.
by defeating his or her last troop on the gameboard,
territories.) you win any territory cards that player has collected.

You are trying to collect sets of three cards • If winning them gives you six or more
If you choose to attack:
in any of the following combinations: cards, you must immediately trade in
• You can sets
enough onlytoattack
reducea territory thatto four
your hand • After your initial attack, you can continue
1 each of the 3 troop designs shares a border with one of your ownisor attacking until you have eliminated
or fewer cards, but once your hand
isreduced
connected to it three,
to four, by a sea-line (a dashed
or two cards, you all opposing troops on the territory, or
line).
must Note that Alaska is connected to,
stop trading. you may shift your attack to a different
and can attack, Kamchatka. territory. You can attack as often as
• But if winning them gives you fewer
• You you like, and you can attack as many
thancan
six,attack onlywait
you must one until
territory
the at a
time, and you can attack fromtoonly territories as you like during one turn. It’s
beginning of your next turn tradeone
territory your choice.
in a set. at a time.
• You must always have at least two troops
3 cards of the same troop design any 2 of the same troop design in the territory you’re attacking from.
When you collect a set of three territory
plus a “wild” card WINNING
cards, you may trade them in at the THE BATTLE:
beginning of your next turn for new troops. The first set traded in = 4 troops
You get more troops depending on how 1.
TheFirst,
playertake
whothecompletes
number ofhis
troops
or heryou
secret mission
many sets have been traded in, regardless of The second set traded in = 6 troops want toreveals
first—and attack with, and push
the Secret them card to prove
Mission
who traded them in. (See chart to the right.) The third set traded in = 8 troops across
it—wins. the line into the defending
territory. You can attack with up to three
After the sixth set has been traded in, each Important note: in Secret Mission RISK, it is
The fourth set traded in = 10 troops troops; no matter how many troops you
additional set is worth five more troops. For possible that you will accomplish your mission with
have in a territory, you can only attack
example, the seventh set will be worth 20 The fifth set traded in = 12 troops the aid (usually unintentional) of another player. For
with one, two, or three.
troops; the eighth will be worth 25 troops, example, if your mission is to destroy all the yellow
and so on. The sixth set traded in = 15 troops An important
troops and another rule to remember:
player you can the final
actually removes
nevertroop
yellow leavefroma territory empty.
the board, thatYou must
player has helped
The blue army has attacked the yellow army’s territory
Don’t forget: “first” and “second” set, etc.,
refers to sets traded in by anyone during the youalways
complete leave at least
your Secret one troop behind
Mission. with two troops. Note that the blue army left one troop
to stand guard. behind in the original territory.
game. For example, if you trade in the third Don’t worry if you can’t remember all of the rules
set in the game, you receive eight troops, 2.
the Next,
first time you play.will
the defender Justchoose
have fun, keep
either playing,
one or two troops to defend their territory. No
even if it’s the first set you have traded in. andmatter
enjoy how
the game!
many troops they have in the territory, the defender can only defend with
Note: If you have five or six cards at the beginning of your one understand
You’ll or two. Unlike thequickly,
it very attacker,and
theevery
defender
timecan use their last troop in the battle; no
turn, you must trade in at least one set, and you may one needs to stand guard.
you play, you’ll be a little bit better. Before you
trade in a second set if you have one.
know it,Whether
Note: you willyoube
areathegenius
attackermilitary commander
or the defender, the more dice you roll, the greater your odds are of winning
For quick reference, keep the sets of whotherules
battle.the world!
However, this also increases the number of troops you may lose.
traded-in cards faceup under the edges
of the gameboard to keep track of how
3. Now the battle begins. The attacker will roll one red die for each attacking troop, and
the defender will roll one blue die for each defending troop. Both players must roll at
many sets have been traded in. (See the same time.
example to the right.)

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RISK CARDS
There are: GAME 1: Secret Mission RISK (3-5 players)
GAME 2: Classic RISK (3-5 players) In Secret Mission RISK, it’s a race to complete a secret mission... that only you know about.
In Classic RISK, you must conquer the entire world...and be the last army standing.

OBJECT OF THE GAME


OBJECT OF THE GAME
Be the first player to complete the Secret Mission described on your Secret Mission card.
Eliminate all of your opponents and occupy every territory on the board.
SETUP
SETUP
1. First each player selects an army. Then 3. Once all 42 territories have been 1. First have each player select an army. 4. Now, the General removes the two
Then count out how many troops each “wild” cards from the territory cards,
count out how many troops each player claimed, each player takes turns placing
player gets to start the game, depending shuffles, and deals out all the territory
gets to start the game, depending on one additional Infantry onto any
on how many people are playing. cards, starting with the player to the left.
how many people are playing. territory he or she already claimed. This
(In a 4- or 5-player game, two players
continues until everyone has run out
will each receive one extra card.) These
of their initial Infantry pieces. (Note: 3 Players cards represent which territories each
3 Players there is no limit to the number of troops
Each player starts with 35 Infantry player will occupy at the beginning of
Each player starts with 35 Infantry you can place onto a single territory.
the game.
You can place many on one territory, 4 Players
4 Players and only a few on your other territories. Each player starts with 30 Infantry 5. Next, each player places one Infantry
Each player starts with 30 Infantry Like many things in RISK, it’s all up onto each of the territories they were
to you.) 5 Players given.
5 Players
Each player starts with 25 Infantry 4. Next, shuffle the deck of territory Each player starts with 25 Infantry 6. Once all 42 territories have been
cards (don’t forget to remove the claimed, all players (starting with the
Secret Mission cards) and place them, youngest player) take turns placing
facedown, by the side of the board. one additional Infantry onto any of
2. Each player rolls one die, and the 2. Next, elect one player to be the their territories. This continues until
highest roller places one Infantry onto
5. Now you are ready for the first turn. General. The General then separates the all players have run out of their initial
Whoever placed the first troop takes the 12 Secret Mission cards from the rest
any territory on the gameboard they Infantry pieces. (Note: there is no limit
first turn. of the deck. If there are fewer than five
choose. Then, starting to the left, all to the number of troops you can place
players take turns placing one Infantry 6. Gameplay continues as in Secret players, the General also removes the onto a single territory. You can place
Mission RISK. However, this time, Secret Mission cards that refer to army many on one territory, and only a few
onto any unoccupied territory. This
there are no secret missions. Your goal colors that were not chosen and places on your other territories. Like many
continues until all 42 territories have
is to simply eliminate all other players. them back in the box. For example, things in RISK, it’s all up to you.)
been claimed.
if the green army was not chosen,
the General would remove the Secret 7. The General now collects all of the
Mission card that references the green territory cards, inserts the two “wild”
WINNING army. cards into the deck, shuffles, and places
the deck, facedown, by the side of the
The winner is the first player to eliminate every opponent by capturing all 42 territories 3. The General then shuffles the Secret board.
on the board. This player has now conquered the world and is the new ruler of the globe. Mission cards and, starting to the left,
deals one card facedown to each player. 8. Now you are ready for the first turn.
The remaining Secret Mission cards are Each player rolls one die, and whoever
put back in the box; no one, including rolls the highest number goes first.
the General, may look at them.

12 5

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GAME 4: CAPITAL RISK (3-5 players) A LOOK AT YOUR GAME
Capital RISK is a shorter version of Classic RISK, for those players who want a
quicker game or for those who just want to experience a different version of RISK. THE GAMEBOARD
Before you play Capital RISK, you should read the complete rules for Classic RISK. The gameboard is a map of 42 territories, separated into six continents. (Each
continent is a different color.) The numbers along the sides of the board
represent the number of troops you receive for each set of cards traded in.
OBJECT OF THE GAME
To capture all opposing Headquarters, while still controlling your own Headquarters.

HOW TO PLAY
1. After deploying your troops at the Next, the game begins. Gameplay is the same
beginning of the game as in Classic as Classic RISK, with these exceptions:
RISK, select one of the territories • If you capture an opposing
you’ve claimed and make it your Headquarters, place the Headquarters
Headquarters (but don’t tell anybody). card you’ve won faceup in front of you
Then, without revealing the territory to prove you’ve captured it.
you’ve chosen, find its matching Notice that some
territory card, and place it • If at any point your Headquarters is territories connect

facedown in front of you. captured by an opponent, you are not to each other by a
border, and some
eliminated from the game. Simply connect by a sea-line.
give your card to that opponent, and
2. After everyone in turn has selected continue playing.
a Headquarters, all players will then • You may not use a Headquarters card THE ARMIES
turn their cards faceup, revealing the as part of a matched set of cards. It’s There are five complete armies, each containing three types of troops:
location of their Headquarters. a good idea to keep all Headquarters Infantry (worth 1 troop), Cavalry (worth 5 troops), and Artillery (worth 10 troops)
cards in a separate pile from the other
cards you receive during the game so You’ll start the game using Infantry pieces, but as you receive more troops, you can
you don’t confuse them. save space by trading them in for Cavalry or Artillery pieces.
WINNING
To win, be the first player to capture all opposing Headquarters (while still in
control of your own Headquarters).

If you wish, you can shorten the game even further:


4 players: Infantry =1 troop Cavalry = 5 troops Artillery =10 troops
Capture any 2 opposing Headquarters THE DICE
while controlling your own.
You will use red when you attack, and blue when you defend.
5 players:
Capture any 3 opposing Headquarters
while controlling your own.

Attack Dice Defense Dice


14 3

B74040000 15 I Risk Core_Spreads.indd 6-7 1/6/16 2:33 PM


®

GAME GUIDE

© 2015 Hasbro, Pawtucket, RI 02861-1059 USA. All Rights Reserved.


TM & ® denote U.S. Trademarks. AGES

10+
Consumer contact: USA and Canada: Hasbro Games, Consumer Affairs Dept.,
P.O. Box 200, Pawtucket, RI 02861-1059 USA. TEL. 800-255-5516. Hasbro
Australia Ltd., Level 2, 37-41 Oxford Street, Epping, NSW 2121, Australia. 2 -5
TEL. 1300 138 697. Hasbro NZ (a branch of Hasbro Australia Ltd.), 221 Albany PLAYERS
Highway, Auckland, New Zealand. TEL. 0508 828 200. 101B740400 ® B7404

B74040000 15 I Risk Core_Spreads.indd 2-3 1/6/16 2:33 PM

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