Wild cards may be used to form set or variety turn ins (infantry, cannon, cavalry). Special Rules For Two Players: Use a third army set to be used as a “neutral” army. Since its introduction, Risk has gone through various changes, but has stayed mostly true to the original. Mission cards are used for a special game mode and should be separated from the Risk cards and set aside for normal play. Since its introduction, Risk has gone through various changes, but has stayed mostly true to the original. 4 Players: each player counts out 30 1.0-MODs. Here we explain how to play Risk. This could have been released as a … Play resumes as normal. The board game Risk lets players take control of the world and still be home in time for dinner. Remove 2 wild cards from the Risk deck (and the mission cards), shuffle and deal them into three piles face down. Each player places one infantry in a continuation of the order established while claiming territory.Risk cards are shuffled and then placed face down where every player can reach them. The defending player may roll one or two white dice depending on how many armies they have in the occupied territory. This process continues until all 42 territories are claimed. Each turn consists of three parts: placing armies, attacking, and one free move at the end of your turn.Bonus cards may only be played in sets at the beginning of your turn or as drawn if you have more than five in your hand. In the game each cavalry piece is equal to five infantry pieces and each cannon is equal to ten infantry pieces. The number of players is calculated, they choose their armies and then retrieve a number of armies from their tray. This new version of two-player Risk is far superior to the original. For example if the attacking player rolls 5, 3, 2 and the defending player rolls Five, four, than the attacking player must remove two armies. After all the pieces have been set up and all the territories are occupied, play begins. Setting up the game is a simple process. The game comes to life when there is diplomacy involved between players and in particular when you have to deal with the actions of more than one other player. If the attacking player wins the territory they then must move at least the number of armies they attacked with into the new territory and they must leave behind at least one infantry piece in their attacking territory. Likewise there are several slight variations on the rules but all are very similar. The game comes with six color sets, so unless people play in teams, there are usually not more than six players. Four players each get 30, five get 25, and six get 20. 3 Players: each player counts out 35 1.0-MODs. Each player begins with a set number of pieces.For a two player game, each player gets 40 infantry, plus a neutral set of 40. Once all 42 territories are claimed, each player may then place one infantry on one of their own territories to reinforce it. Each player counts out a specific number of troops to prepare to deploy to the game board, the number of troops each player counts out is dependent on the number of players in the game:2 players = (additional rules apply, see special notes)Each player rolls a die, with the highest number going first. If that player then holds more than 6 cards because of this action, they must immediately play a risk set/sets until they hold 4 or fewer cards and place the armies and then continue their attack phase.Once all armies have been placed, return the two wild cards to the deck, shuffle the risk cards, and place them face down where both players can reach it. GAME RULES 3-5 PLAYERS SET UP If you have played Risk before, then a lot of this will be familiar to you, but there are several twists and additions in the Doctor Who edition, so take the time to read these rules thoroughly. If the attacking player rolls 5,5, 2 and the defending player rolls 4,4 than the defending player removes two armies. Attacker loses two troops.At the end of your turn you may reinforce one territory that you own from another adjacent territory that you own. If the attacking player wins a territory (or more than one) during their turn, they draw one card from the pile before passing the dice to the next player.Play continues in this fashion until one player has occupied all the territories. The rules of Risk; About the Author. 2 Players: see instructions on page 9. Players with only one army in the territory being attacked can only roll one die. If the attacking player rolls 5,3,2 and the defending player rolls 4, 4 than each player must remove one army.
For a three player game, each person starts with 35 infantry. 4 against 5 goes to attacker. For each die that rolls the lower number, the corresponding player must remove one army. Defender loses two troops.Atacker rolls 3, 3, 5, Defender rolls 6, 3 = 6 goes against 5 goes to attacker. The game is deep and presents the players with far more opportunities and decisions than in the original. Player count 40 infantry for themselves, and set aside 40 infantry for the neutral army.