On your tum, tryto capture territoriesby defeatingyour opponents'

RISK CARDS

 

h m h g Card$. At the end of any turn in which you have captured at

 

armies. But be careful: Winning battles will depend on careful planning,

 

quick decisions and bdd moves. You'll have to place your forces,wisely,

least one territory, you will earn one (andonly one) RISK card. You are

 

attack at just theright time and t$rtiQ y o u deknses against all enemies.

trying to collect sets of 3 cards in any of the followingcombinations:

,

Note: At any time duringthe game, you may trade in Infantry pieces for the

equivalent (see page 4) in Cavalry opi Artillery if you need to, or wish to.

L

 

3. Fortifyingyow wition .

 

 

 

 

 

Z

2 ' .. . , .

 

 

GE'lT'WGAND PLACING ~

~

I

E

S

3canlsofsamedeslgn

.;R

 

l a d 3

;

 

 

(Infantry,Cavalry,orArtillery)

 

 

At the beginningof each turn, calculatehow many new armies you'll add

 

 

 

..i

 

to yourterritories based on ...

 

 

 

 

If you have collected a set of 3 RISK cards,y ~ mayu turn &ern in at the

1. The number of territories you occupy

 

 

 

 

beginning of your next turn, or you may wait. But if you have 5or 6 cards at

 

 

 

 

the beginning of your turn, you must trade in at least one set, and m y

 

The value of the continents you control;

 

 

 

 

2.

 

 

 

 

trade in a second set if you have one.

,

I - -

3.

The value of the matched sets of RISK cardsyou trade in;

 

 

 

"lhdhg InCardsforArmies.At the beginningof subsequent turns,

4.

The specific territory pictured on a traded-in card

 

 

 

 

 

 

 

 

you may trade in matched sets of cards and take additional armies based on

Tenrimria.At the beginning of everyturn (includingyour first),count the

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

number of territoriesyou currentlyoccupy, then divide the total by three

to mark the value (in armies) of the next made.

(ignoreany fraction).The answer is the number of armiesyou receive. Place

 

the new armies on any territoryyou already occupy.

 

Example: 11territories = 3 armies

14territories = $armies

17temtories = 5 armies

You will a l k y s 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.

5setstradedin 80 far; next setwill beworth 15

The first set traded in -4armies The second set traded in -6armies The third set traded in -8armies The fourth set traded in -10armies The fifth set traded in -12armies The sixth set traded in -15armies

Page 4
Image 4
Parker Hannifin Games manual Risk Cards

Games specifications

Parker Hannifin Games represents an innovative and engaging way for the company to showcase its commitment to advanced technologies and engineering excellence. Parker Hannifin, a global leader in motion and control technologies, has successfully integrated gaming experiences into its marketing and education strategies, making complex concepts accessible and fun for engineers, students, and enthusiasts alike.

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