Most standard rules of Risk apply, with some exceptions which encourage some faster and more aggressive game play.
Starting the Game
We will draw, at random, from a deck of playing cards, matching the number of players. Like values will play at the same tables. In the event of drawing an opponent for the 3rd time, you may re-draw. In the event of a couple, or siblings drawing the same table, one of them will re-draw.
Roll for placement. Example; if four players roll and three of them tie those three will roll until a winner is determined. The player deploying first will also start the game. We are dealing out the starting territories. Any odd cards will be rolled for with cards face down. Start with one army on each territory. Then start with player one and continue, one player at a time until all armies are placed.
Territories may not exceed 12 armies.
Your turn will go as follows:
- Reinforcement & Trade – in (All armies are to be placed at once)
- Take card (if earned)
- Pass dice
Passing the dice will end your turn, and if you forgot to attack, fortify, or take your card, it’s too late.
There is a maximum of 12 armies on any one territory. If you are caught with more than 12 armies in one territory, the extras will be lost. Fortification can only be to a connected territory, giving it no more than 12 armies.
Standard Reinforcements: Number of occupied territories / 3 (with a minimum of 3), plus any continent bonuses
Conquer Card Trade-ins: You cannot start your turn with 5 cards, you must do a trade in. With the newer version, the cards have 1 or 2 stars on the bottom. Any 3 cards can be a trade in, just add the stars and double for army value. When using an older version of the game, trade in values are as follows:
- One of each kind: 12 Armies
- Three Artillery: 10 Armies
- Three Calvary: 8 Armies
- Three Infantry: 6 Armies
Once you roll dice, your turn has begun. If you forgot to deploy armies at the beginning of your turn, it’s too late.
Players must always display their cards face down and visible to all players at all times.
Defenders must always roll the maximum number of dice allowed.
Dice will be rolled at the same time.
Secret Weapon Play
Automatic 2 army victory allowed once per game. Must be declared without rolling. Good on offense only, and for one attack only. Can’t use twice with one army. Must have 2 armies to attack with to declare 2 army win.
Rolling Too Many Dice
If a player rolls too many dice the offending player will automatically lose the highest die. A die disrupting the board will be warned, a second offense will be penalized by losing a card.
It is up to the opposing player for that attack to ask for a re-roll of any obstructed die (leaning on edge of board or missed the box, for example), or to count it. It is to the non-offending party’s benefit.