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# Risk - Rules Overview

Forty-two countries, six continents and a multitude of armies make Risk an exciting game. Setting up the game is a simple process. The number of players is calculated, they choose their armies and then retrieve a number of armies from their tray. (3 players = 35 armies each, 4 players = 30 armies, 5 players = 25 armies, and six players = 20 armies, 2 Player rules are slightly different)

The Setup: There are three types of miniatures in each tray. There are cannon, cavalry (horsemen) and there are infantry. The infantry count as one army, cavalry as 5, and artillery as 10. The initial number of armies should be stacked in front of the players. They then role one dice to determine who is first. Play proceeds clockwise. Now beginning with player one, each player puts an army on a country and armies continue to be distributed among the regions of the world until every country is occupied. (A minimum of one army must always occupy a country.) Then placement continues in the same manner until all armies have been placed. A popular variation is to simply deal out the Risk cards (minus the mission cards). The players then occupy the countries they are dealt and then set up their troops en mass shifting them around until all are satisfied with their dispositions. (The cards are then returned to the card pile.)

Receiving Armies: Play begins with Player 1 receiving a number of armies based on his territorial possession. He receives one army for every 3 countries he controls (but a minimum of 3 total), plus he receives a certain amount for each continent (Asia = 7, America = 5, Europe = 5, Africa = 3, South America = 2 and Australia = 2). Finally, he may also turn in cards (if he has the right combinations) for armies. He places these armies anywhere he wishes within his own territories.

Attacking: The player then may attack any country adjacent to his own (where he possesses more than one army). He then picks out the number of dice equal to his own attacking armies. (He can't count the army which must remain behind to occupy the territory.) The defender does the same up to two dice, but he may count the army occupying the territory for this purpose. Both players role dice simultaneously and then remove casualties based on the results. The player continues to attack until he determines it is no longer to his advantage to do so. The fact is, he is not required to attack at all.

Final Move: The player then moves any number of armies from one country to an adjacent country, when both those countries are in his possession. He is not required to move any armies. He then receives a card from the stack (minus the mission cards) if he was successful in conquering at least one country. Play then passes to the player to the left, and the next player goes through the same steps.

Winning the Game: When a player eliminates all the armies of another player he then receives his cards. If he has six or more cards, he must turn in a set of cards for armies, which he may place immediately for attack. If he has less, he may not turn in cards until the beginning of his next turn. A player wins by eliminating the armies of all other players and conquering the world.

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