Risk Basic Rules

28 Νοεμβρίου 2022 Χωρίς κατηγορία

A player is offside when he no longer controls the zones. The friction players would simply continue as they are, with the eliminated players no longer taking turns. When a player is eliminated, the person taking him out receives all the unused risk cards he has in hand. This leads to an avalanche that could win the game. If you decide not to attack, pass the dice to the player on the left. You can always strengthen your position if you wish. If you decide to attack, you need to follow these rules: If both roll more than one dice, compare the next top pair and apply the same rules. In case of a tie, the defender always wins. In addition, the attacker can never lose more than two armies per role. Risk is a military strategy board game in which you fight to conquer the world.

As you conquer continents, your military strength increases. To win, you must employ careful strategies to attack others, defend yourself on all fronts, and control vast continents. However, overwhelm your armies across the globe and there is a risk that your enemies will attack and take control! Risk is a fun board game in which players try to conquer continents and annihilate their opponents` armies. To set up the game, arrange the board, which contains 6 continents divided into 42 countries. Then, each player chooses a color for their army. There are 3 unique units that form an army and represent a different number of troops. Each piece of infantry counts as 1 troop, each cavalry gun counts as 5 troops, and each artillery gun represents 10 troops. If you play with 2 players, each player starts with 40 troops. Subtract 5 troops from each player`s starting army for each additional player.

Once each player has received their starting troops, everyone rolls the dice. The player with the highest throw can place 1 of his troops first on one of the unoccupied squares on the board. Then, players take turns clockwise and place 1 troop each. Players cannot place more than 1 team in a field until each seat on the board is occupied by at least 1 team. Once everyone has placed their troops, shuffle the risk cards and place them on a pile on the side of the board. Then, each player rolls a die and the player who rolls the most goes first. When it is a player`s turn, he counts the number of occupied territories he controls and divides this number by 3. This is the number of troops players can place on the board.

You can place them in any room they occupy to expand their army. Once the new troops are added, the active player can pass, move or select an area to attack. To move, the player moves any number of troops from one area to a neighboring area that he has already occupied. You can only move once per turn and you can do it before or after the attack. To attack, the player must specify which area he attacks and with which troops. You can only attack areas bordering a room you occupy, and you can only use the army in the adjacent room to attack. The attacking player can attack with 2, 3 or more than 4 troops and get up to 3 attack dice. The titular player can defend with as many troops as he wants, but can only get 2 defensive dice. The attacking player rolls the dice equal to the number of attacking troops minus 1, and the defending player rolls equal to the number of defensive troops. Combine the largest number of dice from the attacker with the largest number of dice from the defender. Repeat this process with the next higher dice set if the attacker uses 2 attacking dice.

Ignore the lowest die if the attacker uses 3 attacking dice. If the defender uses two troops and the attacker uses only two troops, take the greater number of the defender of the two. If the attacking player wins both shots, withdraw two of the defender`s troops. If the defender lacks troops in an area, the attacking player moves into the zone. Then they can move all remaining troops from the area from which they attacked to that new area. If the defending player wins a shot or there is a draw, the attacking player withdraws one of his troops for each throw won by the defender or for a draw. At the end of the turn, when an attacking player successfully occupies a new area, he draws a card from the risk pile. If you receive 3 risk cards with the same squad, 3 risk cards with 1 of each troop type or 2 risk cards with a wildcard, you can exchange them for additional armies. You get 4 troops for your first set and 2 additional troops for each subsequent set (until you reach 6 sets, in which case you get 15 troops). The game continues counterclockwise until one player stays and successfully occupies the entire world. To learn more about risk cards, alternative rules and game strategies, read on! Instead of choosing yourself, you can add another dimensionality layer and let the risk cards decide.

In this scenario, shuffle the 42 included risk cards on which the areas are located (do not use the 2x Wilds, which have three army symbols and no territory). They then mix them and distribute them to the players. Roll the dice to see who gets the first deal, as the number of territories may not be the same depending on how many players you have. These are the territories of each player. Everyone should take a moment to place one of their troops in each of their territories. There are many alternatives you can adopt when learning to play. Different sets of the world, themes such as Game of Thrones Risk or a sequel “Legacy” version with missions that continue. There are also many ways to play as part of base risk. One thing is to use the “Secret Risk” cards provided with the game.

These are essentially goals like “taking control of Peru” to win the game. Just another way to take advantage of the mechanics of risk. If you are looking for an exciting game with strategy and world domination, Risk is a classic that you should definitely play. You compete against your friends by fighting armies and controlling territories on a map until only one player remains.

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