Risk game rules missions




















After positioning your armies you can choose to attack. The objective of attacking is to capture a territory by defeating all its occupying armies.

Battles are fought by rolling the dice. If you do not wish to attack, pass the dice to the player on your left. You may, however, still fortify your position. You may end an attack or attacks at any time. If you have succeeded in capturing at least one territory, draw a Risk card from the draw pile. No matter how many territories successfully captured, you can only draw one card per turn.

Begin by announcing where you plan to attack and what territory you are attacking from. Roll the dice against you opponent. Compare the highest die rolled. If both rolled more than one die, compare the next highest pair and apply the same rules. In the event of a tie, the defender always wins. Also, the attacker can never lose more than two armies per roll. After defeating the last enemy army, you come into ownership of that territory and must immediately occupy it.

Occupy the new territory by adding at least as many armies as the number of dice rolled in the last battle. You must leave at least one army in the territory you attacked from. If you own a territory that is shown on the card set you turn in, you also receive an immediate two free infantry placed on that territory. Set turn-in values are based on the number of sets that have been turned in during the game: First set — 4 Second set — 6 Third set — 8 Fourth set — 10 Fifth set — 12 Sixth set — After the sixth set, each set afterwards is worth an additional 5 more from the previous total.

After placing your armies you may declare attacks. You may only attack territories adjacent to your own where your territory contains two or more armies. You may attack with any number of armies except for one, which must remain to defend your territory. Example: Your territory has 5 armies and the enemy territory has 3. You may attack with up to 4 armies, the 5th may never be used to attack as no territory can be left undefended. You must declare up to three armies to attack with on a single round, and if you successfully win the territory you must move at least as many armies as you declared attackers, and any number greater than that, so long as at least one army is left to defend the original territory.

During your turn, you may attack as many times as you wish over as many rounds as you wish, even if you are attacking from a territory you just conquered. After you are done declaring attacks, if you successfully conquered one territory you may draw one risk card.

You may only draw one risk card per turn. Resolving Combat: Defenders use up to two white dice to defend against up to three attacking red dice. Attackers declare up to three troops to use on their attack with each troop represented by a die. Defenders use two dice if they have two or more troops, but only one die if they have a single troop. Attackers roll first, defenders roll second.

The two highest die in both rolls are used, with the highest of each roll being matched against the highest of the other roll. Kill a certain color. There are 6 of such mission one for each color. When there are less players, then you have to remove the unused colors from the deck. When you draw your own color, you must then occupy 24 territories. Each dice roll determines the outcome of an individual attack, however a player may repeat this process during the attack phase of the turn, attacking any number of territories any number of times before yielding the turn to the next player.

Attacking is optional; a player may decline to attack at all during the turn. The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three die.

At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. The defending player must resist the attack with one or two armies using at most the number of armies currently occupying the defended territory [4 ] by rolling a corresponding one or two die. If an attack successfully eliminates the final defending army within a territory, the attacking player then must occupy the newly conquered territory with an equal or greater number of armies as used in the attack.

There is no limit to the total number of additional armies that may be sent in to occupy, providing at least one army remains behind in the original attacking territory.

If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker acquires all of the defender's Risk cards. If the conquering player now has five or more cards, he must trade in sets until he has fewer than five. The gained armies are placed immediately. When finished attacking and before passing the turn over to the next player, a player has the option to maneuver any number of armies from a single territory occupied by the player into an adjacent territory occupied by the same player.

Under an alternate rule, the maneuvering armies may travel through as many territories to their final destination as desired, providing that all involved pass-through territories are contiguous and occupied by that same player. As always, at least one army must be left in the originating territory. If the player has conquered at least one territory during the turn, the player draws a Risk card from the deck, and then trades it. Play then proceeds clockwise to the next player. The rules of Risk do not endorse or prohibit alliances or truces.

Thus players often form unofficial treaties for various reasons, such as safeguarding themselves from attacks on one border while they concentrate their forces elsewhere, or eliminating a player who has grown too strong.

Because these agreements are not enforceable by the rules, these agreements are often broken. Defenders always win ties when dice are rolled. This gives the defending player the advantage in "one-on-one" fights, but the attacker's ability to use more dice offsets this advantage, as indicated in the dice probability charts below.

Actually capturing a territory depends on the number of attacking and defending armies and the associated probabilities can be expressed analytically using Markov chains,[5][6][7] or studied numerically using stochastic simulation. It is advantageous to always roll the maximum number of dice. Exception: In some cases, an attacker may not wish to move men into a 'dead-end' territory.

If this is the case, he might choose to roll fewer than three. The table below states the probabilities of all possible outcomes of one attacker dice roll and one defender dice roll:. Thus when rolling three dice against two dice the most each player can roll , or two against one, the attacker has a slight advantage, otherwise the defender has an advantage.

When large armies face off, a player will tend to gain a greater advantage over his opponent by attacking rather than defending. Multiple opponents can change the prudence of such a strategy, however.



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