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At the start of their turn each player collects extra troops according to their number of territories and continents they occupy.
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As in the original Risk game, if a player occupies an entire continent they are entitled to the bonus troops from that continent. However, these bonuses do not start to accrue until after round three.
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On their turn, players can then attack other territories, launching as many attacks as their level of troops will allow.
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On their turn, players can then attack other territories, launching as many attacks as their level of troops will allow.
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A player can use an Attack, Nuke, Boat or Extra Troop card at any time during their turn. They do not need to deploy them at the start of their turn; but they may only use one of these per turn.
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At the end of a player’s turn, they must remove one solder from any territory that does not have a continuous link of occupied territories back to the Farm Block. This may result in some territories becoming unoccupied.
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At the end of a player’s turn, they must remove one solder from any territory adjacent to a territory still suffering the effects of a nuclear attack. However, this is the final act. If these radiated troops were needed to provide a link to other territories back to the Farm Block, they will do this before their death. Brave soldiers that they are.
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As in the game Risk, a player cannot remove all of the troops from their territory. If a player attacks from a territory, one soldier must be left behind.
THE RULES
RULE ONE
To Capture a Rival territory you must attack with twice the total number of troops. However, once the battle has commenced, the army with the greatest number of troops will win. Each player will lose troops equal to the size of the other army.
Example; if you are attacking a territory that has three defenders you must attack with at least six troops. However, the result of the battle will be that all three of the defenders troops will be eliminated, and three of the attacking troops will be eliminated; so the attacking army will have three troops to occupy the territory.
If the Defending player plays a defence card, and this gives them more troops, the defending player would then win the battle.
After the battle the three Blue defenders have been eliminated. However, in the battle for Brazil, three brave Orange soldiers died. This is the same for every battle. The number of attackers that die is equal to the number of defenders in a territory.
Rule 8
All territories must be connected by either a land border or a sea-link to the player’s farm. If, at the end of the player’s turn, there is a territory that has no link back to the farm, that player will lose one solder per disconnected territory.
Here the Orange army based in North Africa is planning to invade Brazil. Brazil has three Blue defenders, so the Blue army will need at least six troops for the attack, plus one extra as you cannot leave a territory unoccupied (just as in the game Risk.)
RULE 2
During a turn, just as in Risk, there is no limit to the number of territories that a player may attack during
their turn. An attacking player may only deploy one offensive card (ie: Nuke, Boat, Attack or Extra Troop
card) per turn.
However, the defending player can use as many defense cards during another player’s turn, but can
only deploy one defense card per territory attacked.
As a consequence of being disconnected, the Blue army in Siberia and Yakutsk lose one soldier each. In Siberia, there are no soldiers left, so the territory now becomes unoccupied. In Yakutsk one brave soldier remains.
RULE 3
To capture another player’s Capital, you must attack with three times the total number of defending troops. However, the battle will progress in the same way as any other battle. The player with the greatest number of troops will win.
RULE 4
On the start of each player’s turn they will receive fresh troops. They can place these troops anywhere on any territory they occupy or all on their Capital.
If they place their troops anywhere on the board, they receive fresh troops equal to one third (rounded down) to the total number of territories; with a minimum number of fresh troops being three.
If the player places their troops only on the Capital, they receive fresh troops equal to half of the total number of their territories, with a minimum of three troops. This is rounded down, just like in Risk.
Example; a player has fifteen territories; if they place all of the fresh troops on their Capital they will receive seven troops (half, rounded down). If they place them anywhere on any territory they occupy; they will receive five troops (one third).
Rule 5
To occupy an unoccupied territory you must attack with at least three troops; two of which will die, leaving the remainder to guard your new territory.
This is the result after the successful invasion of India. The Orange army send in three troops, two lost their lives in desperate fighting as they pushed over the Himalayas, and one remains, which is enough t occupy the entire sub-continent. Which. Well. Ok. It’s just a game.
Rule 6
You lose twenty percent of all troops in your Capital if you have five or more troops on your Capital. This is rounded down.
Example; If you have four troops in your Capital; you will lose no troops at the end of your turn. If you have eleven troops in your Capital, at the end of your turn you will need to remove two of those troops.
Here the Orange army, based in China, is preparing to invade India. This seems like a bad idea in real life, but in this game, it is fine. India is unoccupied. It will require at least three troops for a successful attack because two troops will perish in taking over an unoccupied territory, and one will be needed to guard it.
Rule 7
In the first three turns; no player can capture or attack another player’s Capital.
Here the Blue Farm is based in Northern Europe, and it is end of the turn for the Blue army. We can see that there is a continuous line of occupied territories between the Farm, in Northern Europe and Central Africa, as well as Northern and East Africa, Egypt, Great Britain and Iceland. However, the soldiers based in Siberia and Yakutsk are disconnected from the Farm.