On your tum,
try
to capture territories by defeating your opponents'
armies. But be careful: Winning battles
will
depend on careful planning,
quick decisions and bdd moves. You'll have to place your forces ,wisely,
attack at
just theright time and
t$rtiQ
you deknses against
all
enemies.
Note: At any
time
during the game, you may trade
in
Infantry pieces for the
equivalent
(see
page 4) in Cavalry
op
i
Artillery
if
you need to, or wish to.
3.
Fortifying yow wition.
GE'lT'WG

AND

PLACING
~~IES
At
the
beginning
of each
turn,
calculatehow many new armies you'll add
to
your
territories
based
on

. . .

1.
The number of territories you occupy
2.
The value of the continents you control;
3.
The value of the
matched
sets
of
RISK cards
you trade in;
4.
The specific territory
pictured
on a traded-in
card
Tenrimria.
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.
Example:
11
territories
=
3
armies
14 territories
=
$armies
17
temtories
=
5
armies
You
will
alkys receive at least
3
armies on a turn, even
if
you occupy fewer
than
9
temtories.
Continents.
In addition, at the beginning of your turn you
will
receive
armies for each continent you control. (To control a continent, you must
occupy
all
its territories at the start of your turn.) To find the exact number
of armies you'll receive for each continent, look at the chart in the lower
left-hand comer of the game board.
RISK
CARDS hmhg Card$.
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:
,
L
Z2' ..
.,.
.;R
3canlsofsamedeslgn
lad3
(Infantry,
Cavalry,
or
Artillery)
;
..
i
If you have collected a set of
3
RISK
cards,
y~u
may
turn &ern
in
at the
beginning 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
my
trade in a second set
if
you have one.
,
I--
"lhdhg In Cards for Armies.
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
bf
the game board
to mark the value (in armies) of
the
next made.
5
sets
traded
in
80
far;
next
set
will
be
worth
15
The first set traded in
-
4
armies
The second set traded
in
-
6
armies
The third set traded in
-
8
armies
The fourth set traded in
-
10
armies
The
fifth
set traded in
-
12
armies
The sixth set traded in
-
15
armies