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RISK++
GOAL OF THE GAME
The goal of the game is to fulfill as many conquests as possible. When an assignment is fulfilled, the cards are returned and redistributed. One can not obtain a conquest which one has fulfilled before.
START OF THE GAME
The 72 area cards are distributed. Everyone places his armies. With 4 players everyone obtains 60 armies, with 5 players 50 armies and with 6 players 40 armies. On each area one places between 1 and 5 armies. After this, everyone draws a conquest card and the dice determines who gets the first turn. Clockwise, everyone takes his turn.
THE TURN
If a player controls all land area of a continent, he will obtain a given number of armies, indicated on the second page, and place them on the continent involved.
A combination of victory cards may be handed in; 3 cannons are worth 8 armies, 3 soldiers give 12 armies, 3 horsemen give 16 armies and one of each gives 20 armies. A player having 5 cards must use 3 of them.
The player has to choose:
- He attacks. He may manipulate with his boats and attack with his armies.
- He passes. For every 3 areas he possesses he obtains one army with a minimum of 3 armies. Furthermore, he may manipulate with his boats, but he may not attack.
Every army may cross one border to another area owned by the player.
A turn with one or more successful attacks is always rewarded with a victory card.
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Most politically incorrect game
of the millennium
BOATS
Every boat, and each of its armies, has the right to 5 'actions' each turn, such as:
- Building the boat. This can be done from occupied territory and costs 2 armies.
- Boarding or unboarding of armies from land.
- Moving 1 'square' in northern, southern, eastern or western direction. A square is usually 10 degrees latitude by longitude.
- Attacking land or neighbouring boats.
- A boat contains between 0 and 10 armies. However, empty boats cease to exist.
- A boat in a coastal area can attack or help defend the coastal territory. However, a land area cannot attack or help defend a boat.
- Only boats belonging to the same player may occupy a square. Permission may be granted by this player for others to cross the occupied square.
- Canals indicated on the second page, may be used with permission of the owner.
- If a conquest involves controlling specific water area, this means that this area may not be occupied by boats of other players.
ADDITIONAL RULES
In case of irregularities, e.g., if a player has forgotten to place bonus armies, the situation is reconstructed as best as possible.
The second page explains the conquests and gives other geographical information.
You are welcome to freely distribute Risk++, under the condition that the rules on this first page may only be changed by its founding fathers.
Last change: 18 March 1998.
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