Tuesday, June 2, 2009

Risk Game

Dear Readers

Everyone here was so happy playing Risk game. Huh you never heard of? Here you are the explaination of this fantastic game. :)

Risk is a turn-based game for two to six players and is played on a board depicting a stylized political map of the Earth, divided into forty-two territories, which are grouped into six continents. Players control armies with which they attempt to capture territories from other players. The goal of the game is "world domination," to control all the territories—or "conquer the world"—through the elimination of the other players.

Each Risk game comes with a number of differently colored armies. Individual sets of armies are denoted by three different tokens. Infantry tokens represent a single army unit, cavalry represent 5 army units, and artillery 10 units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of army pieces during the game, another color may be used to substitute, or another symbolic token to help keep track of armies. Standard equipment also comprises five color-coded dice: two for the defender and three for the attacker.


Also included is a total of seventy-two Risk cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of each turn, if the player successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If either three cards with the same diagram, or one of each, are collected, the cards may be traded in for reinforcements at the beginning of a player's turn. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a Risk card set in order to receive reinforcements.
Standard

Setting up the Risk board for play is more involved than in many other games.
Each player first counts out a number of playing pieces or "armies" for initial deployment. The number of armies that begins the game depends on the number of players: 40 armies for two players: 35 armies each if three players; 30 armies each if four players; 25 armies each if five players; and 20 armies each if six players.
Players then take turns claiming territories by placing an army on an unoccupied territory until all the territories are occupied.
Players then take turns placing their remaining armies on their territories. After all armies have been placed the actual game begins with another roll of a die used to determine the playing order.

Player Turn

There are five phases to a player's turn: placing reinforcements, turning in Risk cards, attacking, fortifying, and receiving Risk cards.

Placing Reinforcements

At the start of each player's turn, the player adds reinforcements to any of the territories occupied by the player. The player receives these additional armies based in territories and continents.
The player receives one army for every three territories controlled (rounding down), with a minimum of 3 armies per turn.
The player receives armies for occupying all of a continent. The reinforcement amounts are: Asia, 7 armies; North Amercia and Europe, 5; Africa, 3; and for the continents of Australia and South Amercia, 2.

Turning in Risk cards

The player may also receive armies if he turns in a set of Risk cards. He then places the armies on any of his territories. If he has five cards, he must trade in a set.
A set of Risk cards consists of one of the following:
three cards depicting the same unit (eg. all three cards have cavalry pictures)
three cards showing one of each type of Risk unit (soldier, cavalry, cannon).
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. Also, if a player owns one or more of the territories depicted on their cards, they may choose one of those territories to be awarded two additional armies that must be placed in that territory.
Attacking

Example of matching up attacking (left) and defending (right) dice.
Attacks can only occur between two adjacent territories, one owned by the attacking player, and the other owned by a different player. The outcomes of battles are decided by rolling dice. Each roll of the dice is considered an individual attack, and the attacking player may attack any number of territories any number of times (including switching back and forth between targets).
The attacking player may roll one, two, or three dice (but at most one less than the number of armies in the attacking territory). The defending player rolls either one or two (but at most the number of armies in the defending territory).

The attacker's highest die is compared against the defender's highest die.
The attacker's second-highest die is compared against the defender's second-highest die (if each rolled at least two dice).
Any other dice are disregarded.
Higher numbers win, with the defender winning the tie. For each loss, the loser removes one army from his territory.
If an attack successfully eliminates the last defending army in a territory, the attacking player must move at least the number of dice he attacked with into the conquered territory. There is no limit to the total number of additional armies that may be moved, so long as at least one unit remains in the attacking territory.
If an attacking player occupies a defender's last territory, thus eliminating them from the game, the attacker is awarded 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.
Fortifying

When finished attacking, a player has the option to move any number of armies from one of their territories into an adjacent territory that they occupy. The player must still leave at least one unit in each territory. You may also play under the chain fortifying rule, under which armies can be moved through an unlimited number of connected territories occupied by the player.

Receiving a Risk card

If the player has conquered at least one territory, he draws a Risk card from the deck. He must wait until his next turn to trade in any cards.
Play then proceeds clockwise to the next player.

To understand more about Strategy, you may refer to this website. :)

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