Product Line: Risk Parker Brothers. Every item in our inventory has been inspected, very strictly graded, and bagged for its protection.
Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW NM " means shrink wrapped in near-mint condition. Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible. Lightly used, but almost like new. May show very small spine creases or slight corner wear.
Absolutely no tears and no marks, a collectible condition. Very Good. May have medium-sized creases, corner dings, minor tears or scuff marks, small stains, etc.
Complete and very useable. Very well used, but complete and useable. May have flaws such as tears, pen marks or highlighting, large creases, stains, marks, a loose map, etc.
If you have any questions or comments regarding grading or anything else, please send e-mail to contact nobleknight. Please keep in mind that the official Risk rules and instructions could be different depending on the game version you have. The rules below are some of the exact directions that came in the original packaging.
Share with us your comments, funny stories, tips, advice, strategies, creative ways to play, questions about how to play, problems with the directions or anything you want about Risk. All submissions will be reviewed within 24 hours. Tanner says: Jake says: Steve says: Earning: At the end of a turn which resulted in gaining at least one new territory, you will earn at least one Risk card.
The goal of Risk cards is to collect a set of 3 cards: 3 cards of same design 3 infantry, 3 calvary, 3 artillery , one of each of the 3 designs, or any 2 plus a wild card. Full sets may be turned in at the beginning of your turn or you may wait. But, if you have 5 or 6 cards, you must trade in one set and the second one if it is full.
Trading in Cards for Armies: Matched sets may be traded in for more armies based on the total number of matches traded in. Keep matches face up under the board for quick reference. Following the sixth set, each additional match traded in is worth an extra 5 armies.
For example, the eighth set traded in gives you 25 armies. If any of the territories you occupy are depicted on one of the three cards you will receive an extra 2 armies. Both armies must be placed in the respective territory. After positioning your armies you can choose to attack.
The objective of attacking is to capture a territory by defeating all its occupying armies. Battles are fought by rolling the dice. If you do not wish to attack, pass the dice to the player on your left. You may, however, still fortify your position. You may end an attack or attacks at any time.
If you have succeeded in capturing at least one territory, draw a Risk card from the draw pile. No matter how many territories successfully captured, you can only draw one card per turn.
Begin by announcing where you plan to attack and what territory you are attacking from. Roll the dice against you opponent. Compare the highest die rolled.
If both rolled more than one die, compare the next highest pair and apply the same rules.
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