Risk Rules HD













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Risk Rules (HD) by Cousigames • • Overview: The object of Risk is to control all 42 territories of the world. Territories are claimed at the beginning of the game. On your turn, you can reinforce your territories, attack neighboring territories and fortify a single territory for strategic purposes. Territory cards earn you more reinforcements as you continue your quest to conquer the world! • • Selecting Generals: You need at least 3 Generals to play the game, one of which must be a human General. The computer Generals are identified by their own character and strategies with varying ranges of difficulty. Choose among the existing Generals or create your own to play against other people at the same computer. The order in which you select the Generals will be the order they appear in the game. • • Claiming Territories: Choose Random Deal to let the computer assign territories to each player. With Territory Claim, each player claims one territory at a time by placing a unit on an unoccupied territory. Once all territories are claimed, players reinforce their territories with any remaining units. • • Reinforcing Territories: At the start of each turn, you are awarded the following units to reinforce your armies • 1 unit for every 3 territories you control [minimum 3 units awarded] • Bonus units for each continent you control • Units indicated on the map for turning in a set of cards • • Attacking/Defending: Choose a territory with 2 or more units to attack an enemy in an adjacent territory. Territories are adjacent if they share a border, or a sea-line rusn between them. You may attack with up to 3 units, but defend with a maximum of 2 units. Roll the dice and compare your highest dice with your opponent's to see who won. Ties are awarded to the defender. • You may end an attack at any time by pressing the Retreat button. Reduce the number of units to attack or defend with by clicking on the dice to exclude before rolling. • • Moving in: You win the invasion when you defeat the last defending unit from a territory. The units used to win the battle automatically move to the territory you invaded. You may also move any additional units from your invading territory in to join them, as long as you leave at least one unit behind. You must do this before you declare a new invasion. • • Quick Attacks: You may speed up to the attack sequence at any time by selecting Auto Roll or Quick Battle from the Options panel. With Auto Roll, the dice continue to roll automatically until the entire battle is over or you retreat. With Quick Battle, an entire battle sequence occurs immediately and you don't have the option to retreat. • • Collect Territory Card: If you conquered at least one enemy territory on your turn, then you earn one Territory card. Only one Territory card may be earned per turn. • • Turn in Cards: Each Territory card is defined as infantry, cavalry, or artillery. At the beginning of your turn, you may turn in a set of 3 cards for additional units. The 3 cards must all be the same military type or represent one of each. Wild cards can represent any military type. The number of units earned is indicated on the map and increases after any player turns in a set of cards. You must turn in a set when you have 5 or more cards. • • Fortify: After you have finished attacking, you fortify your position, take as many units as you'd like from one of your territories and move them to a connected territory. Territories are connected if all the territories in between are also controlled by you. You must leave at least one unit behind - you cannot abandon a territory. • • Eliminating another player: Eliminate other players by defeating their last remaining territory. As a reward, you get all of the Territory Cards from the eliminated player. If you then have 5 Territory cards or more, you must immediately turn in a set for bonus reinforcements and place them on your territories. If you still have 5 or more cards, then turn in another set and place these reinforcements as well. • • https://laurentcousineau.com/

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