Risk Game - Loading and Saving a game Tutorial

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Sep
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Loading

To load a previously saved game, click on the Load Game button on the main menu, a second screen will appear, you need to navigate to the folder that you stored the saved game to. Once this is found the game can be loaded. This is the only way to load a saved game.

Saving

The only way to save the game is via the in-game menu. Click the Menu button while in-game and a small menu window will appear. Click on the save game option and navigate to a folder to save your game. The game can be saved as any type of file format without consequence to the loading method (though you may not be able to run or view this saved file using the assigned program to that file format e.g. game is saved as a binary *.save)

Domination Risk - Object Of The Game

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Sep
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To conquer the world by occupying every territory on the board, thus eliminating all your opponents.
Unlike most games, Risk demands careful planning before you actually start to play. This Initial Army Placement sets the stage for the battles you’ll fight later on.

Initial Army Placement consists of these steps:

Select a color and, depending on the number of players, count out the

“armies” you’ll need to start the game.

If 2 are playing, see instructions on Two Player Risk

If 3 are playing, each player counts out 35 Infantry.

If 4 are playing, each player counts out 30 Infantry.

If 5 are playing, each player counts out 25 Infantry.

If 6 are playing, each player counts out 20 Infantry.

Roll one die. Whoever rolls the highest number takes one Infantry piece

from his or her pile and places it onto any territory on the board, thus

claiming that territory.

Starting to the left of the first player, everyone in turn places one army

onto any unoccupied territory. Continue until all 42 territories have

been claimed.

After all 42 territories are claimed, each player in turn places one

additional army onto any territory he or she already occupies. Continue

in this way until everyone has run out of armies. There is no limit to the

number of armies you may place onto a single territory.

To complete game SETUP:

5. Shuffle the pack of RISK cards (remove the Mission cards) and place it,

face down, by the side of the board. This pack forms the draw pile. This is done automatically by the game and you will be handed cards when necessary.

6. Whoever placed the first army takes the first turn.

PLAYING

On your turn, try to capture territories by defeating your opponents’

armies. But be careful: Winning battles will depend on careful planning,

quick decisions and bold moves. You’ll have to place your forces wisely,

attack at just the right time and fortify your defenses against all enemies.

Each of your turns consists of three steps, in this order:

1. Getting and placing new armies;

2. Attacking, if you choose to, by rolling the dice;

3. Fortifying your position.

GETTING AND PLACING NEW ARMIES

At the beginning of each turn, calculate how many new armies you’ll add

to your territories based on . . .

1. The number of territories you occupy;

2. The value of the continents you control;

3. The value of the matched sets of RISK cards you trade in;

4. The specific territory pictured on a traded-in card.

The above 4 steps is automatically calculated by the game and it will display how many armies you can place for that turn.

Territories. At the beginning of every turn (including your first), count the

number of territories you currently occupy, then divide the total by three

(ignore any fraction). The answer is the number of armies you receive. Place

the new armies on any territory you already occupy.

Example: 11 territories = 3 armies

14 territories = 4 armies

17 territories = 5 armies

You will always receive at least 3 armies on a turn, even if you occupy fewer

than 9 territories.

Continents. 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’ll receive for each continent, look at the chart in the lower

left-hand corner of the game board.

RISK 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) RISK card. You are

trying to collect sets of 3 cards in any of the following combinations:

If you have collected a set of 3 RISK 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 In 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. The game will show you the value of the next set to be traded in.

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’s the first set you

have traded in.

Occupied territories. If any of the 3 cards you trade in shows the picture of

a territory you occupy, you receive 2 extra armies. You must place both

those armies onto that particular territory.

Note: On a single turn, you may receive no more than 2 extra armies above

and beyond those you receive for the matched sets of cards you trade in.

Hints: No matter how many armies you receive at 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, heavily

fortifying territories that border enemy territories.

ATTACKING

After placing your armies at the beginning of your turn, decide if you wish

to attack at this time. The object of an attack is to capture a territory by

defeating all the opposing armies already on it. The battle is fought by a roll

of the dice. Study the board for a moment. Do you want to attack?

If you choose not to attack, pass the dice to the player on your left. You

may still 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

Africa 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.

You must always have at least two 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.

TO Attack. First announce both the territory you’re attacking and the one

you’re attacking from. Then roll the dice against the opponent who

occupies the opposing territory.

Before rolling, both you and your opponent must announce the 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 move into a

captured territory.

The defender will roll either 1 or 2 white dice: To roll 2 dice, he or she

must have at least 2 armies on the territory under attack. Hint: The more

dice the defender rolls, the greater his or her odds of winning-but the

more armies he or she may lose.
To Decide a Battle. Compare the highest die each of you rolled. If yours

(the attacker’s) is higher, the defender loses one army from the territory

under attack. But if the defender’s die is higher than yours, you lose one

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.

Notes:

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’t help

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. You may end your attack(s) at any time. If you have

captured at least one territory, you will be awarded 1 Risk card.

Your last step is to fortify your position, if

you wish (see below).

Eliminating an opponent. If during your turn you eliminate an

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

your next turn to trade in.

FORTIFYING YOUR 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. Some players refer to this as the “free move.”

To fortify your position, move as many armies as you’d like from one (and

only one) of your territories into one (and only one) of your adjacent

territories. Remember to move troops towards borders where they can help

in an attack!

In moving your armies from one territory to another, you must leave at least

one army behind.

WINNING

The winner is the first player to eliminate every opponent by capturing all

territories on the map.

WORLD DOMINATION RISK FOR 2 PLAYERS

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Sep
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Read the complete World Domination rules first.

This version is played like regular RISK with one important exception:

Along with your armies and those of your opponent, there are also

“neutral” armies on the board that act as a buffer between you and your

opponent. This feature gives the 2-player version much the same strategic

flavor as the regular RISK game.

SETUP

INITIAL ARMY PLACEMENT

You and your opponent each select a complete set of armies. Then either of

you selects a third set to be “neutral.” Take 40 Infantry pieces from each of

the 3 sets and claim territories in the following manner:

Remove the Secret Mission cards and the 2 “wild” cards from the RISK

card deck. Shuffle thoroughly and deal the cards, face down, into 3 equal

piles. Both you and your opponent choose a different pile. The

remaining pile is “neutral.”

Place one of your Infantry onto each of the 14 territories shown on the

RISK cards in your pile. Your opponent does the same. Then place one

“neutral” Infantry onto each of the remaining 14 “neutral” territories.

After every territory on the board has been claimed, you and your

opponent take turns placing your remaining armies: Place 2 Infantry

onto any 1 or 2 of the territories you occupy. Then place 1 “neutral”

army onto any “neutral” territory you want, placing it to block your

opponent’s possible advance.

To complete game SETUP:

4. After all the armies have been placed on the board, return the two “wild”

cards to the RISK card deck, shuffle the deck and start to play.

NB. On the computer game version, cards and army placement is handled automatically.

ATTACKING

On your turn, you may attack any territory adjacent to one of your own.

Whenever you attack a “neutral” territory, your opponent rolls to defend

that “neutral” territory.

“Neutral” armies cannot attack and never receive reinforcements during

the game.

WINNING

To win, be the first to eliminate your opponent by capturing all of his or her

territories. You do not have to eliminate the “neutral” armies.

Usually, all “neutral” armies are eliminated before the end of the game. If

this happens, don’t worry. Play continues until one player defeats the other.

Risk Game - Capital Risk

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Sep
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OBJECT OF THE GAME

To capture all opposing Headquarters-while still controlling your own

territory.

If you wish, you may shorten the game even further:

4 players: Capture any 2 opposing Headquarters while controlling your

own.

5 or 6 players: Capture any 3 opposing Headquarters while controlling your

own.

EQUIPMENT

Same as in World Domination Risk. Remember to remove the Secret

Mission cards.

SETUP

After deploying your armies at the beginning of the game, select one of

the territories you’ve claimed and make it your Headquarters. Then,

without revealing the territory you’ve chosen, find its matching RISK

card and place it face down in front of you.

After everyone in turn has selected a Headquarters, all players turn their

cards face up, thus revealing the location of their Headquarters.

PLAYING

All World Domination Risk Rules apply, with these additions:

If you capture an opposing Headquarters, place the Headquarters card

you’ve won face up in front of you to prove you’ve captured it.

If at any point your Headquarters is captured by an opponent, you are

not eliminated from the game. Simply give your card to that opponent

and continue playing.

You may not use a Headquarters card as part of a matched set of RISK

cards. Be sure to keep all Headquarters cards out of the way during the

game.

Risk Game - SECRET MISSION RISK

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Sep
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OBJECT OF THE GAME

To be the first player to complete the Mission described on your own

Mission card. This game is suitable for from 3 to 6 players.

EQUIPMENT

Use all the equipment of the World Domination game, plus the 12 Mission

cards. These cards give each player a different mission; when that mission

has been completed, that player automatically wins the game.

SETUP

INITIAL, ARMY PLACEMENT

Select a color and, depending on the number of players, count out the

“armies” you’ll need to start the game.

If 3 are playing, each player counts out 35 Infantry.

If 4 are playing, each player counts out 30 Infantry.

If 5 are playing, each player counts out 25 Infantry.

If 6 are playing, each player counts out 20 Infantry.

To complete game SETUP:

Before play begins, elect one player to be the General. If fewer than 6 are

playing, the General removes the Mission cards that refer to the unused

colors.

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 RISK 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.

Each player places one army on each of his or her territories. When

you’ve done this, go around the table in turn, placing another army on

each of your territories. There is no limit to the number of armies that

can occupy a single territory. Continue until all troops have been

deployed across the map.

The General now collects the RISK cards, replaces the 2 Wild Cards,

shuffles the deck, and puts it to the side, face down.

Game play continues as in the standard World Domination game.

WINNING

The player who completes his or her mission first-and reveals the Mission

card to prove it-wins.

Important note: In Secret Mission RISK, it is possible that you will

accomplish your mission with the aid (usually unintentional) of another

player. For example, if your mission is to destroy all the yellow troops and

another player actually removes the final yellow armies from the board,

that player has helped you complete your Secret Mission.