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Instructions for the Risk Board Game 2003 Edition

Risk, the "game of global domination," involves battling one or more players to take over the world, according to the Hasbro rulebook. A game along the lines of chess and checkers, Risk teaches strategic thinking while playing a fun game. Although you will find the game lengthy, the rules are quite easy.

Instructions

  1. Setting up Risk

    • 1

      Unfold the game board. Assign each player a color and give them their colored pieces. Each player should count out his starting units as such: for three players, 35 each; for four players, 30 each; for five players, 25 each; for six players, 20 each.

    • 2

      Roll the die to determine which player acts first. This person then claims an empty territory by placing one starting unit on the territory. Then the person to the left of the first person does the same thing. Continue to the left.

    • 3

      Begin reinforcing territories by placing starting units into your claimed territories. No limit exists to the number of starting units in a territory. Continue until you place all starting units.

    Game Play

    • 4

      Count your territories. The number of territories you occupy determines the number of reinforcements you receive. One to 11 territories earns three reinforcements; 12 to 14, four; 15 to 17, five; 18 to 20, six; 21 to 23, seven; 24 to 26, eight; 27 to 29, nine; 30 to 32, 10; 33 to 35, 11; 36 to 38, 12 and 39 to 41, 13.

      Disperse reinforcements in your occupied territories.

    • 5

      Combat your opponents if you wish. If more than two combat units sit in any occupied territory, you may attack an adjacent opponent's territory. You may attack with up to three units at one time. To attack, role one die for each attacking unit (you must leave one unit in the territory). The defender roles one die for each defending unit (can only defend with two units).

      Compare the die rolls. The highest attacker die compares with the highest defender die; the second highest attacker die roll compares with the second highest defender die roll. For example, the attacker rolls 4, 3 and 6. The defender rolls 5 and 4. Because 6 (highest attacker roll) is higher than 5 (highest defender roll), the attacker kills one of the defending units. If the defender die roll is higher than the attacker's, then an attacking unit dies. Remove the dead defending unit from the board. In case of a tie, the defender wins. When you destroy all defending units, move the number of attacking units that survived the attack into the now empty territory.

    • 6

      Fortify your position by taking as many units (leaving one behind) from one territory and moving them to an adjacent territory that you occupy.

    • 7

      Draw a territory card if you occupied one territory during your turn. At the beginning of your next turn, you may turn in territory cards (in groups of three) to gain extra reinforcements. The chart on the game board shows the number of reinforcements granted to you per territory set.

    • 8

      Repeat with each player until one player controls all territories on the game board. This player wins.


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