Question:

Risk boardgame?

by Guest57743  |  earlier

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i am totally confused i read the directions and still have no clue how to play i checked wikipedia to

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  1. ok you have at least 2 players you pick a color cubes and then pass out the country cards evenly then put on e of your squares in the country cards you got then you count how many countrys you have then divide that by 3  then take that many cubes from your tub and put them in any of the countrys you want then you can choose to attack or let the other player do the same if you attack you pick a country of theirs you want to attack then roll the dice accordin to the amount of cubes you have in the country against the one your attacking if you have 4 of more cubes in your country you roll 3 dice if you have 3 dice youroll 2 if 2 dice you roll 1 the other player rolls the number of cubes they have in their country the attacker rolls first if they get higher numbers than the other player you can put as many cubes as you want in yuor country into thairs as long as you keep one cube in your country but if the other player rolls the same number as your higher number or rolls higher than your highest number you loose one cube from the attacking country oh yah you get moe cubes if you take over a whole continent indicated on the game board the circles with numbers in them and every time you geta country you get a country card with either a cannon horse and soldier on it if you get three different ones oor three of the same you get plus 15 cubes to your turns pay


  2. There are two ways to select your countries- Drawing the cards and placing armies on those territories- or choosing your territories in turn based order. Every person should have 30 or 40 armies ( you decide)

    The objective? Why conquer THE WORLD. (or until you get bored)

    Infantry- 1 army

    Calvary- 5 armies

    Artillery- 10 armies

    ==ATTACKING TERRITORIES:==

    Figure out which player goes first. The player can attack as many places as he wants- yet one army must stay on the previous territory.

    Both attacker and defender roll the dice- 3 dice for the attackers maximum, 2 for defenders (if the defender has 1 guy then they roll 1 die get it?)

    Defenders win ties. So watch this example:

    Defender Rolls: 2, 5

    Attacker Rolls: 2, 4, 1

    The 5 is compared to the attackers highest die- a 4, so the attacker loses 1 army. ALSO the defenders 2 ties with the attackers 2 highest dice, defenders win ties:

    The result of this battle is the attacker must remove 2 armies from his attacking force and decide weither to roll again.

    IF the defender loses all his or her forces then the attacker takes control of the territory- The attacker also gets a risk card. (explained later)

    After attacks a player can move some of their units to another adjacent territory this is called fortifying.

    The next player may then make their turn.

    ==REINFORCEMENTS:==

    At the begining of a players turn a player counts the number of territories he or she has- and divides the number by 3- that number is how many armies they get-

    Any less than 9 territories gets 3 armies regardless

    If a player has a weird number like 10, 17, 20 ect- lower the number to the last multiple of 3 and the player recieves that many: i.e player has 13- that player receives 4 reinforcements (12 divided by 3)

    Also players see if they control EVERY territory and hold a continent- if so they get the respective bonus.

    Holding continents give many reinforcements and is recommended for any game.

    ==RISK CARDS:==

    after a successful attack you recieve a risk card (1 per turn)

    If you get 3 cards of the same type or 1 of every type you can trade it in for reinforcements.

    3 infantry cards: 4 armies

    3 calvary cards: 6 armies

    3 artillery cards: 8 armies

    1 of each card: 10 armies

    wildcards count as any type of army

    Once you reach 5 cards you MUST cash it in for you will have a risk set.

    HOPE THIS HELPS YOU (took me a while to write)
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