SONG
NAME AND CREDIT(S)
RULES FOR PLAYING RISK
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The object of the game is WORLD DOMINATION. That means capturing all 42 territories
within 6 continents.
The numbers next to the continent name at the bottom
of the map screen indicate how many additional armies you will receive per turn if
you occupy every territory on that particular continent.
Once all armies have
been placed into territories, the game will begin. Each player will take a turn.
A turn consists of 3 Steps.
1. Getting
and placing new armies.
2. Attacking, if you choose to.
****All
dice rolls will be done by an independent server and sent to both the attacker and
defender. I have no control over this.**** You can choose to skip step two****
3.
Fortifying your position.
At the beginning of each players turn I will notify all gamers how many armies
the player is awarded.
The number of territories controlled is divided by three.
The answer, ignoring any fractions, is the number of armies you receive for territorial
control.
You will also receive a set amount of armies, in addition to territorial
control, for continental control at the end of your turn. **see risk
map for this number**
You will also receive armies for the risk cards that
you have. 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:
3 cards of the same design::::1 each of
3 designs::::any 2 designs plus a wild card
CLICK BELOW TO CHECK OUT YOUR
RISK CARDS OR YOUR OPPONENTS RISK CARDS.
RISK CARDS ARE DEALT OUT BY ME, THE GAME MASTER.
RED ARMY RISK CARDS
BLUE ARMY RISK CARDS
GREEN ARMY RISK CARDS
YELLOW ARMY RISK CARDS
GREY ARMY RISK CARDS
BLACK ARMY RISK CARDS
If you have collected a set of 3 risk cards then you may turn them 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 may trade in a second
set if you have one.
THIS IS SIGNIFICANT BECAUSE SETS TRADED IN ARE WORTH
THE FOLLOWING:
1st: 4 Armies 4th: 10 Armies
2nd: 6 Armies 5th: 12 Armies
3rd:
8 Armies 6th: 15 Armies
EACH SET AFTER THE SIXTH WILL ADD 5 MORE ARMIES. EX. SET
7 IS 20 ARMIES.
IF ANY OF THE 3 CARDS YOU TRADE IN SHOWS THE PICTURE OF A TERRITORY YOU OCCUPY,
YOU RECEIVE 2 EXTRA ARMIES ABOVE AND BEYOND THOSE GIVEN ABOVE. THOSE TWO ARMIES MUST
BE PLACED ON THAT TERRITORY. ON A SINGLE TURN, YOU MAY RECEIVE NO MORE THAN 2 EXTRA
ARMIES IN THIS INSTANCE.
After placing your armies you must decide if you want to attack. If you do not
want to attack you can fortify (click to go there).
RULES
FOR ATTACKING: NOTE: REBELS ONLY DEFEND UNTIL THE DEATH. THEY DO NOT ATTACK ADJACENT
TERRITORIES!!!!!
You may only attack a territory that is adjacent
to the territory you are attacking from or connected by a dotted line.
You
must always have at least two armies from the territory you are attacking from.
You
may continue attacking one territory until you have eliminated all armies on it,
or you may shift your attack from one territory to another, attacking each as often
as you like and attacking as many territories as you like during one turn.
When
you email your attack, you must tell me the territory you're attacking and the one
you're attacking from. Also, out of 3 dice you must state whether you want to roll
one, two, or three dice. (This is the number of armies attacking) Once notified of
the attack, the defender will automatically roll two dice, unless you have stated
ahead of time that you only want to roll one for a particular territory.
****IF
THIS IS NOT DONE, I WILL ASSUME THAT YOU ARE ATTACKING WITH THE MAXIMUM DICE. DEFENDER
WILL ALWAYS ROLL WITH TWO DICE, EVEN WITH ONE ARMY, UNLESS I AM NOTIFIED IN ADVANCE
AS STATED ABOVE.
BATTLES ARE DECIDED BY COMPARING THE HIGHEST DIE OF THE DEFENDER
TO THE HIGHEST DIE OF THE ATTACKER. IF THE HIGHEST DIE BELONGS TO THE ATTACKER, THE
DEFENDER LOSES AN ARMY, IF THE HIGHEST DIE BELONGS TO THE DEFENDER, THE ATTACKER
LOSES AN ARMY. THE NEXT HIGHEST DIE OF EACH SIDE IS COMPARED AND LOSER AND WINNER
IS DETERMINED AS PREVIOUSLY STATED. ALL TIES GO TO THE DEFENDER.
As soon as
you defeat the last opposing army on a territory, you capture that territory and
you must immediately occupy it with at least as many armies as the number of dice
rolled in roll that allowed you to defeat the last army.
YOU MAY END YOUR ATTACK AT ANY TIME AND A RISK CARD (CLICK
HERE) WILL BE AWARDED IF YOU HAVE CAPTURED AT LEAST ONE TERRITORY.
No matter what you have done on your turn, you may end your turn by fortifying
yuor position. You are not required to win a battle or try an attack to do so. This
is a free move.
To fortify your position, move as many armies as you'd like
from one (and only one) of your territories into one (and only one) of your adjacent
territories.
In this move, you must leave at least one army behind.