Mission Cards
In Mission Risk, the object of the game is to complete four missions. At the start of a game of Mission Risk separate the mission cards into four piles according to the labels on the backs of the cards: general, major, colonel and captain. Each deck represents a different difficulty level of mission completion. Shuffle each pile separately and set them face down on the table. Each player draws one mission card from each pile and looks at them, keeping them secret from the other players. Setup and game-play for Mission Risk continues the same way as traditional Global Domination Risk from here forward. The object of Mission Risk, however, is to complete your four missions first rather than take over the world. As you complete your missions throughout the game you can flip the mission cards face up to claim them, but you can only claim one mission per turn. The first player to complete all four of his missions wins.
Claiming Territory Cards
Territory cards are used throughout game-play in both Mission Risk and Global Domination Risk. If a player conquers at least one territory during the combat phase of her turn, then she receives a territory card from the top of the deck at the end of the turn. If a player conquers multiple territories throughout her combat phase she still only receives one territory card at the end of her turn. If no territories are conquered during a turn then no territory cards are rewarded.
Turning in Territory Cards
In both Mission Risk and Global Domination Risk players set reinforcements at the beginning of each turn. One way to receive more reinforcements is to turn in sets of territory cards. Each territory card, with the exception of two wild cards, has an image of an infantry, a cavalry or an artillery at the top. When a player has a set of three cards in his hand that show either one of each image or three of the same image, that player can trade the set of three for reinforcements at the beginning of his turn. In Global Domination Risk the number of reinforcements you receive depends on the number of territory card sets that have been turned in by all the players throughout the game. The first set is worth four soldiers, the second is worth six, the third is worth eight, the fourth is worth 10 and the amount of soldiers increases by five for every set turned in after the fourth. In Mission Risk the number of reinforcements for each set is constant throughout the game. A set of three infantry cards is worth four bonus reinforcements, a set of three cavalry is worth six bonus reinforcements, a set of three artillery is worth eight reinforcements and a set with one of each image is worth 10 bonus reinforcements.