User manual HASBRO DECK RING TOSS

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Manual abstract: user guide HASBRO DECK RING TOSS

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[. . . ] 5 Setup, including initial placement of armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Playing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Getting and placing new armies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 DECK RING TOSS cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Attacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] 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. DECK RING TOSS 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) DECK RING TOSS 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 DECK RING TOSS 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. If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies. 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 I I 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' I Result: Defender Loses One Army Notes: l l * 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. If you have captured at least one territory, first take the top DECK RING TOSS card from the draw pile. (No matter how many territories you' captured on your turn, you ve may take only one DECK RING TOSS card. ) Your last step is to fortify your position, if you wish (see below). Finally, pass the dice. Eliminating an opponent. [. . . ] 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. The General removes the 2 Wild Cards from the deck of DECK RING TOSS 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. [. . . ]

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