User manual HASBRO DEFENDER

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[. . . ] Remove them for all other games. I II face down, by the side of the board. Whoever placed the first army takes the 6rst turn. On your tum, try to capture territories by defeating your opponents' armies. But be careful: Winning battles will depend on careful planning, quick decisions and bdd moves. You'll have to place your forces , wisely, attack at just theright time and t$rtiQ y o u deknses against all enemies. [. . . ] The battle is fought by a roll of the dice. If you choose not to attack, pass the dice to the player on your left. You may stin fortify your position, if you wish (see page 10). If you choose to attack, you must follow these rules: You may only attack a territory that's adjacent (touching) to one of your own, or connected to it by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. North AlYica may attack Egypt, Western Europe and Brazil. At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka. w You must aIwap have at least t o armies in the territory you're attacking from. You may continue attacking one territory until you have eliminated all armies on it, or you may shift your attack from one territory to another, attacking each as often as you like and attacking as many territories as you like during one turn. , fb11ed. If yours (the attacker's) is higher, the defender loses one the territory under attack. But if the!defender's die Is higher thanyams, you lose one ; m i army from the territory you attacked hput it W yonr clear pbtic box If each of you rolled more than one die, now C Y ) the~two next-highest dice and repeat the process. If you have Yw captured at least m e terrikwy, first take the top RISK card from the draw pile. (No matter how many t&oriRs you've captured on your turn, you may take only one RISK card. ) Your last step is to fortify your position, if you wish (see below). Finally, pass the dice. This version is play4 Eke regular RlSK with one importarat e&cep-% :i Along w t your armies and those of your opponent, there are also ih 'neutral" annies on the hard that act as a bdfer between you and your opponent This feature givw the 2-player version much the same mtegie I!VJ : flavor as the regular RISK game. arjf -:a. C , >" I flt'~f3:. SETUP *L , -*. . -. -. *, $. i?. i8. 4. t . t&'*c;qll;j I/ Eliminating an opponent. If during your turn you eliminate ah I / II 11 I, opponent by defeating his or her last army on the game board, you win any RISK cards that player has collected. If winning them gives you 6 or more cards, you must immediately trade in enough sets to reduce your hand to 4 or fewer cards, but once your hand is reduced to 4, 3, or 2 cards, you must stop trading. But if winning them gives you fewer than 6, you must wait until the beginning of your next turn to trade in a set. Note: When you draw a card from the deck at the end of your turn (for having won a battle), if this brings your total to 6, you must wait until un your next t r to trade in. INITIAL ARMY PLACEMEW You and your opponent each w 1 e qm you selects a third set to be "neumd. " the 3 qets and claim territories In the f d 1. Shuffle thorn p i l c h you and your opponent choose a dj@p$* re ' ' g pile is "neutral. " , I. . rs. . . r, , EZ _ I II FORTIFYINGYOUR POSITION No matter what you've done on your turn, you may, if you wish, end your turn by fortifying your position. You are not required to win a battle or even to try an attack to do so. [. . . ] , , . OBJECTOF THE GAME i p To capture all opposing Headquarters-while still controlling your own territory. SECRET MISSION R I ~ Ib Jfpu w s , you may shorten the game even further: ih 4phye1~ Capture any 2 opposing Headquarters while controllingyour $w6 players: Capture any 3 opposing Headquarters while controllingyour I: Qwn. EQUIPMENT . . . '9ann as in World Domination R s Remember to remove the Secret ik E Q BaeyqI, l equipment of the #$# the omination ga different missi c a b . These cards give has bh#u oompleted, that play&~utornatically wins the g a r n E 3 % P , ;;: :;; INITIALARMY PLACEMENT 1 Select a color aq8, depending on the number ofplayem, c ~ u nOut the . t "armies"you'll need to start the m e . If3 ~ , ' , ~~J~P~~YQT-WW~O -try. If 5 are playing, each player counts out 25 Infantry. [. . . ]

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