User manual HASBRO RISK

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Manual abstract: user guide HASBRO RISK

Detailed instructions for use are in the User's Guide.

[. . . ] For 2 to 6 players / Ages 10 to adult Rules ©1959, 1963, 1975, 1980, 1990, 1993 Parker Brothers, Division of Tonka Corporation, Beverly, MA 01915. Printed in U. S. A TABLE OF CONTENTS Introduction & Strategy Hints . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 RISK®, the classic WORLD DOMINATION game . . . . . . . . . . . . . . . . . . . . . . . . [. . . ] Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in. Hints: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. It is good military strategy to move your armies to the front, heavily fortifying territories that border enemy territories. ATTACKING After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture a territory by defeating all the opposing armies already on it. If you choose not to attack, pass the dice to the player on your left. If you choose to attack, you must follow these rules: You may only attack a territory that' adjacent (touching) to one of your s own, or connected to it by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka. You must always have at least two armies in the territory you' re 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. TO Attack. First announce both the territory you're attacking and the one you' attacking from. Then roll the dice against the opponent who re occupies the opposing territory. Before rolling, both you and your opponent must announce the number of dice you intend to roll, and you both must roll at the same time. 1, 2 or 3 red dice: You must have at least one more army in your territory than the number of dice you roll. Yet the more dice you roll, the more armies you may lose, or be required to move into a captured territory. The defender will roll either 1 or 2 white dice: To roll 2 dice, he or she must have at least 2 armies on the territory under attack. Hint: The more dice the defender rolls, the greater his or her odds of winning-but the more armies he or she may lose. You, the attacker, will roll To Decide a Battle. If yours (the attacker' is higher, the defender loses one army from the territory s) under attack. But if the defender' die is higher than yours, you lose one s army from the territory you attacked from; put it back in your clear plastic box. If each of you rolled more than one die, now compare the two next-highest dice and repeat the process. Attacker' Die s EXAMPLE 1 Defender' Die s EXAMPLE 3 Attacker' Dice s Defender' Dice s _----------- Result: Defender Loses One Army I I Result: Attacker Loses Two Armies* Attacker' Dice s EXAMPLE 2 Defender' Dice s EXAMPLE 4 Attacker' Die s Defender' Dice s _----------<ll$@ _ -Highest Pair @:, ! --___---Next Highest Pair Result: Defender Loses One Army and Attacker Loses One Army' I Result: Defender Loses One Army Notes: l l * In case of a tie, the defender always wins. The attacker can never lose more than 2 armies on a single roll. Capturing territories. As soon as you defeat the last opposing army on a territory, you capture that territory and must occupy it immediately. [. . . ] The General shuffles the Mission cards and, starting to the left, deals one card face down to each player. The remaining Mission cards are put back in the box; no one, including the General, may look at them. The General removes the 2 Wild Cards from the deck of RISK cards, shuffles, and deals out all the cards, starting with the player to the left. (In a 4- or 5-player game, 2 players will each receive one extra card. ) These cards determine which territories each of you will occupy at the beginning of the game. [. . . ]

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