User manual HASBRO RISK WORLD CONQUEST GAME

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[. . . ] Continue u t l d 42 M t o r i e s have been claimed. After al 42 territories are daimed, each player in turn places one l additional army onto any territory he or she already occupies. Continue i this way until everyone has run out of armies. There is no limit to the n number of armies you may place onto a single territory. 1 Select a color and, dependlug . T complete game SETUP: o 5. Shufae the pack of RISK cards (remove the Mission cards) and place it, Note: The 12 Secret Mission cards are used only in the Secret Mission RISK variation. [. . . ] The attacker can never lose more than 2 armies on a single roll. id+iP - After the sixth set has been traded i , each additional set is worth 5 more n armies. Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 ms so om "First" and "second" set, e, and during the game. Thus, if you trade in etc. , refer to sets traded in by h the third set in t e game, you receive 8 armies, even if it's the first set you have W e d in. If any oftbe 3 cards you trade in shows the picture of &py, you redw 2 extra armies. You must place both a t* e particub territory. Note: On a Jingle turn, you may receive no more than 2 extra armies above and beyond . rho& you receive 6pr the matched sets of cards you trade in. Hints: No matter how many armies you receiveat the start of your turn, deploy them carefully--either to prepare for an attack or to defend against one. It is good military strategy to move your armies to the front, beavily fortifying territories that border enemy territories. I '~b First announce both the eemitory youp= the one you're attacking from. Then roll the dico against the. who occupies the opposing territory. Before rolling, both you and your opponent must announce fbe number of dice you intend to roll, and you both must roll at the same time. You, the attacker, will roll 1, 2 or 3 red dice: You must have at least one more army in your territory than the number of dice you roll. Hint:The more dice you roll, the greater your odds of winning. Yet the more dice you roll, the more armies you may lose, or be required to m m into a captured territory. The defender will roll either 1or 2 white dice: To roll 2 dice, he or she must have at least 2 armies on the territory under a t e Hint The more dice the defender rolls, the greater his or her odds o f w k d a g 4 m t the more armies he or she may lose. , . C r ~tc tak capturing territories. As s- 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 annies as the number of dice you rolledin your last battle. m e m b e r : In most cases, maving as many armies as you can to the fro@ is m t a g e o u s , because d e s left behind can't help o you whenpu are atbcking. ~ l s remember you must always leave at least tfxe territory you attacked from. During the game, @hay& omfiled By at least one army. be WORLD DOMINAllON RISK FOR 2 P Read the completeWodd ~A may and yrw attack(@at any time. If you have Yw captured at least m e terrikwy, first take the top RISK card from the draw pile. [. . . ] For example, if your mission is to destroy a l l the yellow troops and another player actually removes the final yellow armies from the board, that player has helped you complete your Secret Mission. Duringthe game*you m armies on a single territory. IfZ f s e of this rule some armies, you lose those armies. Mm. Advantage when attaddng. If you have a RISK card that shows either the temtory you're attacking from or the territory you're attacking: You may, if you wish, re-roll any one die on each battle involving that tenitory. To do so, place the card face up in front of you and roll the die again. [. . . ]

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