Game of risk 12 territories


















Territory cards in Risk are used throughout the game to gain bonus reinforcements. There are five dice in Risk. The three black dice are used when attacking. The two red dice are used when defending. Depending on the roll of the dice, a player will either defeat the enemy or be defeated.

This exciting game is filled with betrayal, alliances, and surprise attacks. On the battlefield, anything goes! The player with the highest die roll claims the first territory in Risk.

To claim a territory, take one of your starting troops and place it into an empty territory. You now control this territory. You cannot claim a territory that already has a unit in it. Eventually, all 42 territories will be claimed. Some players may control one more territory than others. This is ok.

From now on, there will be no unclaimed territories on the board. Control of territory the player who has troops there may change, but a territory will never be left empty. Now that all of the territories are claimed, you will start reinforcing your territories. The more troops you have in a territory, the easier it is to attack and defend from. Reinforcing a territory is simple: just place one of your starting troops into a territory that you control.

After you place your reinforcement, the player to your left reinforces one territory, then the next player to the left, and so on. There is no limit to the number of troops that can be in a territory. You can choose to reinforce one territory with a large number of troops or you can spread your troops out across all of your territories. Each player rolls one die again to see who starts the game. Then you will attack your enemies if you want.

After you are done with combat, you will get one chance to relocate some of your troops. If you conquer one territory on your turn you get to draw a Territory card. At the start of your turn, you gain additional troops to reinforce your territories. How many reinforcements you gain depends on the number of territories you control, the number of continents you control if any , and any Territory card set you to turn in. The first thing you do is count the number of territories you control these are the territories with your troops in them.

Take your total number of territories and divide them by 3 ignore any remainders. Take your reinforcements from your troop pile and put them in front of you. Example 1: Green controls 13 territories at the start of his turn.

Remember you ignore the remainder. Green gains 4 reinforcements. Example 2: Red controls 5 territories at the start of her turn. However, you can never receive fewer than 3 reinforcements, so red gains 3. You also get reinforcements for every continent you control. If three are playing, each player counts out 35 infantry; four players, 30 infantry; five players, 25 infantry; six players, 20 infantry.

Players then take turns claiming territories by placing an infantry on an unoccupied territory until all the territories are occupied. Players then take turns placing their remaining armies on their territories. Having done this, the actual game begins with another roll of a dice, which is used to determine the playing order. An alternate and quicker method of setup from the original French rules is to deal out the deck of Risk cards minus the wild cards, assigning players to the territories on their cards.

The original rules from state that the entire deck of Risk cards minus the wild cards is dealt out, assigning players to the territories on their cards. One and only one army is placed on each territory before the game commences. There are three main phases to a player's turn: getting and placing new armies, attacking, and fortifying. Players draft new armies and then distribute these pieces to any of their territories at the beginning of their turn.

The number of armies a player may draft hinges upon three factors: number of territories owned; continent bonus es ; and redeeming Risk cards. To calculate the number of armies drafted for number of territories owned, players divide their total number of territories by three and round down to the nearest integer.

If this result is less than three, round up to three armies. Players also receive bonus armies for occupying an entire continent see table to the right. Lastly, players may receive armies for turning in a set of three Risk cards. A set may consist of the three different army units soldier, cavalry, artillery or be three of a kind e. If the player has five cards, the player must trade in a set. The first set to be turned is worth 4 reinforcements; the second is worth 6; third, 8; fourth, 10; fifth, 12; sixth, 15 and for every additional set thereafter 5 more armies than the previous set turned in; the number of reinforcements received is shown by a Golden Cavalry which moves along a grid every time a set is traded in.

The probability of having a tradeable set of cards when holding three cards is The player places these armies on any of his territories. If a player owns one or more of the territories depicted on the set of turned in cards, the player may choose one of these territories to be awarded two additional armies that must be placed in that territory.

When it is a player's turn to attack, the player can only attack territories that are adjacent to or connected by a sea-lane to a territory already held.

A battle's outcome is decided by rolling dice. The attacking player attacks with an army, rolling up to three dice. At least one unit must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. Before the attacker rolls, the defender must resist the attack with either one or two armies using at most the number of armies currently occupying the defended territory [4] by rolling one or two dice.

Each player's highest die is compared, as is their second-highest die if both players roll more than one. In each comparison, the highest number wins. The defender wins in the event of a tie. With each dice comparison, the loser removes one army from his territory from the game board.

Any extra dice are disregarded and do not affect the results. If an attack eliminates the final defending army within a territory, the attacker then must occupy the newly conquered territory with at least the number of attacking armies used in the last round of 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.

Players may attack 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. If an attacker occupies a defender's last territory, the defender is eliminated from the game and the attacker acquires all of the defender's Risk cards.

If the conquering player then holds five or more cards, the player must trade in sets until the player has fewer than five. The gained armies are placed immediately. If, at the end of attacking, at least one territory was conquered that turn, the player draws a Risk card from the deck.

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. This is sometimes referred to as a "free move". 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 connected and occupied by that same player.

As always, at least one army must be left in the originating territory. However, the player can only distribute between two territories. Play then proceeds clockwise to the next player. Holding continents is the most common way to increase reinforcements.

Players often attempt to gain control of Australia early in the game, since Australia is the only continent that can be successfully defended by heavily fortifying one country either Siam or Indonesia although geographically it should be Papua New Guinea.

Generally, it is thought advisable to hold Risk cards until they can be turned in for maximum reinforcements.

In this case, trading in Risk cards earlier may help acquire the necessary troops. 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. The following table shows the probabilities that the attacker wins a whole battle between two countries a sequence of dice rolls :. The number of attacking armies does not include the minimum one army that must be left behind in the territory i. Lime green indicates an advantage to the attacker, i. A common situation is that the attacker wants to take over a whole region of countries during the same round, by a series of battles.

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.



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