You still had to role 2 sixes and a 5 to open an interdimensional portal. You could not abandon a territory. So if you were down to one country, either Alaska or Kamchatka, and you opened a portal, you could only go through with 3 armies, leaving 1 behind.
We never quite got this one to work out well, probably because we allowed too many nukes into the game. We tried two different variations on nuclear technology.
So if you won a nuke card you could turn it face up as a deterrent. The 5-card-max rule did not apply to the nuke cards. You could, in theory, collect all the nuke cards. You then removed all their armies. But no one could enter the country for 3 turns. So play went like this:.
We experimented with different numbers of Nuke cards. You need at least one per player but I liked the games where we had at least 3 extra Nuke cards. There should be hope that everyone can get a deterrent. If he lost that last country he would have to wait until the end of Turn 3 to get back into the game.
In one game one player got all the Nuke cards and he bombed all the countries bordering his territories. We got drunk one weekend and decided to make the game more interesting by having aliens invade the planet at random intervals. We used pieces from another board game to represent the aliens. Each player as he took his turn would begin by rolling five dice.
If he got all 5s, or all 6s, or all 5s and 6s an alien invasion occurred. The player whose country was invaded had to fight off the aliens before he could attack anyone else.
He was not allowed to attack any other players until all the aliens were gone from his territory. The aliens could not attack from their seized territory but they could hold it. We awarded them armies per the rules of Risk. If the aliens took control over more than 1 territory at a time their new armies were allocated as evenly as possible, always with the intention of keeping their forces equal. When an alien invaded your country your first action as your turn started was to defend it.
That means you used however many armies were in your invaded country to defend it. When you lost your last army you could attack the now alien-controlled territory from any bordering countries you controlled per normal Risk rules. The only advantage the aliens had was that they always rolled three dice and always lost only 1 piece per combat.
So it was always advantageous to kill the aliens early on as they would become a 7th player if they survived and start accumulating armies. One alien invasion force became so strong that all the players agreed to attack it to wear it down, because we had set the rule that you could not win the game if there were any aliens on the board.
Remove Secret Mission cards if not playing that variation. Risk requires planning before the game can begins. Initial placement of armies determines battles later in the game. To begin, select a color. Depending on the number of players in the game, distribute number of armies accordingly. Classically, players got 50 armies each. However, modern interpretations of the game gives them only 40 armies each and establishes a neutral territory with another 40 armies.
These are defensive armies for both players only and never used for offense. When one player attacks the neutral country, the other rolls the dice for that country. Successfully winning battles depends on careful planning and bold moves. To win you must attack when the time is right while fortifying your defenses.
At the start of each turn, calculate how many new armies to add to your territories by considering:. Territories: At the start of each turn, including your first, count the number of territories you occupy and divide by three ignoring any remainder.
The answer is the total number of armies you are to receive. You will always have at least 3 armies even if you currently occupy less than 9 territories. Ex: if you occupy 14 territories, you get 4 armies. Continents: At the start of each turn, you will also receive armies for each continent you control. In order to control a continent you must occupy all the territories within it.
There is a chart in the lower left hand corner of the game board which defines the number of armies you receive per continent. Earning: At the end of a turn which resulted in gaining at least one new territory, you will earn at least one Risk card. The goal of Risk cards is to collect a set of 3 cards: 3 cards of same design 3 infantry, 3 calvary, 3 artillery , one of each of the 3 designs, or any 2 plus a wild card.
Full sets may be turned in at the beginning of your turn or you may wait. 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. Shuffle the pack of RISK cards maybe, remove the Mission cards and place the cards face down by the side of the board. 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 will have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies. Note: At any time during the game, you may trade in Infantry pieces for the equivalent in Cavalry or Artillery if you need to, or wish to.
At the beginning of each turn, calculate how many new armies you can add to your territories based on:. 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. You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories.
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. These numbers can be different depending on the version of Risk you are playing. To find the exact number of armies, look at the chart in the lower left-hand corner of the game board.
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: 3 cards of the same design Infantry, Cavalry, or Artillery , 1 each of 3 designs, or any 2 plus a "wild" card.
If you have collected a set of 3 RISK cards, you may turn them in at the start 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.
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. For quick reference, keep traded-in cards face down under the bottom edge of the game board to mark the value in armies of the next trade. After the sixth set has been traded in, each additional set is worth 5 more armies.
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