SONG NAME AND CREDIT(S)

RULES FOR PLAYING RISK

Click here to go back to the main page!!!

CLICK HERE TO GO DIRECTLY TO EMAIL YOUR MOVES OR QUESTIONS AND COMMENTS!!!

GO TO THE MAP PAGE TO VIEW PLACEMENT OF ARMIES!!!!!!!

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.

Getting and Placing new armies

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.

ATTACKING

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).

DICE ROLLS ARE SENT FROM THE DICE SERVER TO THE GAMEMASTER (ME). THEY WILL BE POSTED IN EMAIL OF ALL GENERALS AND ALSO WILL BE POSTED HERE.

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.

FORTIFYING AND ENDING YOUR TURN

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.

EMAIL YOUR MOVES AND QUESTIONS AND COMMENTS. ALL JUNK MAIL, SPAM, AND BARBS WILL BE KINDLY RETURNED TO THE SENDER!!