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Risk 2000

Risk 2000

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Published by Thomas J Garcia
Risk 2000 rules, downloaded and mirrored from their website.
Risk 2000 rules, downloaded and mirrored from their website.

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Published by: Thomas J Garcia on Nov 29, 2009
Copyright:Attribution Non-commercial


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RISK 2000
Taking Hasbro's Game into a New Era of Warfare
Final Update: February 2008
Hasbro (http://www.hasbro.com/) owns the copyrights and trademarks associated with the board game
. No infringement isintended. I have created these rules so that fans can enjoy taking the game to a new level. Feel free to copy, alter, and distribute theserules for any non-commercial purpose. If you have any questions, please email me at antillusion at gmail dot com.The inspiration for this set of rules comes from Peter Floor's
 Mega Risk 
(http://www.geocities.com/pcfloor/MegaRisk/index.html),from which I borrowed many ideas.I am gratefully indebted to many friends who tested this game repeatedly throughout the evolution of its rules and providedindispensible suggestions.
All game rules are the same as in regular
unless otherwise specified. While there are many variants, Hasbro provides a set of theoriginal rules here: http://www.hasbro.com/common/instruct/risk.pdf While Risk 2000 is played on the same board as regular
, feel free to use alternate boards.Because Risk 2000 is a complex game that may take a few hours to play, feel free to set a time limit, modify the rules, or set your ownconditions for winning. To shorten the game, for example, you may dictate that after two hours, all resources are depleted.
As in regular
, the goal is to win by conquering the entire world and eliminating all other players. In Risk 2000, it is possible todo this as a team (through alliances, etc.).
 Basic Concepts:
Tracking Sheets
Tracking Sheets (example provided on the last page) are used to keep track of money, resources, missiles, and bombs. To ensuretransparency during game play, all Tracking Sheets must be visible to all players.
New Forms of Ownership
Two or more players can share the ownership of any territory or continent; income, resources, and/or bonus armies are divided at thediscretion of the players involved. The same bounties are produced regardless of the number of owners: territories and continents donot provide double the amount of income, resources, or armies just because two players share ownership of it. In a jointly-heldterritory, all players must occupy that territory with at least one army. Structures may or may not be shared, pursuant to the wishes of the players involved.To drive another player out of a shared territory, you may attack the enemy armies using your armies within the same territory or froman adjacent territory. You can even launch a missile/bomb
targeting the enemy’s armies specifically,
except when usingnonconventional bombs (described below), which affect all armies and structures in the targeted territory.
Since its inception, the rules of Risk 2000 became increasingly complex. This latest version simplifies the game for easier play.
While the original Risk 2000 rules specify that Tracking Sheets are held in secret, this can only be done if players are willing to trust that all will adhere to the "honorsystem." Transparency ensures that each player can audit the expenditures of others.
During a player's turn, he or she may abandon territories as desired, but an empty territory (either abandoned or uninhabitable fromdestruction) cannot provide income, resources, or part of a continent bonus, even if it contains structures. To abandon a territory, aplayer must move all of the armies into an adjacent territory. Although a player can abandon multiple territories at any point duringhis or her turn, no army may move across more than one border. For example, you may not abandon Afghanistan by moving itsarmies into the Middle East and then abandon the Middle East by moving its armies into Egypt: two turns would be required for thismaneuver.
At the start of a player's turn (before any attacks are made), he or she may claim abandoned territories by moving in at least one armyfrom an adjacent territory. The player can only claim empty territories adjacent to ones he already owned at the start of his turn. If there are more empty territories beyond the ones claimed, the player must wait until his next turn to claim those.
At any time during a player's turn, he or she may move armies into an adjacent territory held by another player (with permission, of course) for the purposes of sharing the territory or attacking a third player. No army may move across more than one border. Whilethe players involved can create a deal as they see fit, the territory typically remains "ally-held," with the inviting player maintainingownership and benefits. To move armies among territories occupied by other player(s), you must use your "free move" at the end of your turn (or Highway Systems, if these are present). To move armies back into your own territories (whether from a jointly- or ally-occupied territory), you must use your "free move." In all cases, the "free move" acts as it does in regular
: any number of armiescan be moved from one territory into an adjacent one.Up to 10 extra armies per turn may be purchased for $20 per army. While you cannot sell armies to the game's "bank," armies may bebought, sold, given away, and/or borrowed among players. Prices and lengths of time are determined by the players involved.
The Marketplace
At any point during the game, the marketplace is open to trades and deals. At any time, players may exchange resource units,territories, armies (across a single border), structures, missiles, and bombs. Any of these commodities may be bought, sold, borrowed,given away, or gained through threats. Prices and deals are determined by the players involved.
Players begin the game without any money. Beginning with the first turn, each player receives income from the territories andcontinents he or she owns. Each territory provides a certain amount of income, as determined by the number of players (see
Table A
This “income per territory” always remains the same, even as players are knocked out of the game.
 Players also receive an income bonus if they own entire continents.
To figure out the bonus, multiply the “income per territory” by
the continent bonus number (2 for Australia, 2 for South America, 3 for Africa, 5 for North America, 5 for Europe, and 7 for Asia).
Table A
 provides the army and “income per territory” values that correspond with different numbers of players in the game.
Besides gaining income from territories and continents, players may also gain income from other aspects of the game, as describedlater in the rules. Players can obtain additional money through deals with other players, the sale of missiles, bombs, and naturalresources, and through threats, etc. When a player is knocked out of the game, the conqueror inherits his or her tracking sheet, alongwith all of the money, resources, missiles, and bombs contained on it.
Table A:
Number of Players:
Number of armies eachplayer receives at thebeginning of the game:Income provided perterritory owned("Income per territory"):
♦ Resources
The territories shown in
Table B
(below) produce natural resource units at the start of each round of turns (allowing players to collectresources at the beginning of each turn). Resources are only produced when a territory is occupied by one or more players.Regardless of how many players occupy a territory, it only produces the number of resource units shown in
Table B
. Players involvedin jointly-occupied territories divide these resource units as desired. Three players may divide the Middle East, for example, so thateach collects one unit of oil per turn. No structure is required to collect or store resource units. While players can trade or purchaseresources on the open market, resources cannot be bought from or sold to the game's "bank."
Table B:
South Africa: 3 units per turn.
Irkutsk: 2 units per turn.
Middle East: 3 units per turn.
Siberia: 2 units per turn.
West United States: 2 units per turn.
Great Britain: 2 units per turn.
Eastern US: 2 units per turn.
Brazil: 1 unit per turn.
China: 2 units per turn.
East Australia: 1 unit per turn.
Iron Ore:
Ukraine: 2 units per turn.
India: 1 unit per turn.
Mongolia: 1 unit per turn.
Quebec: 1 unit per turn.
Venezuela: 1 unit per turn.
North Africa: 1 unit per turn.
West Australia: 1 unit per turn.
West Europe: 1 unit per turn.
Alberta: 1 unit per turn.
Peru: 1 unit per turn.
Congo: 1 unit per turn.
Indonesia: 1 unit per turn.
Structures are used to access the advanced features of the game. Players are not required to build structures. Structures must be builtat the beginning of a player's turn, before any attacks occur. In order to build structures in a certain territory, you must have armies inthat territory (it can be jointly held). It is up to the builder to decide who can use the structure, and this privilege can be revoked at anytime. Structures cannot be moved once constructed. Several of the same structure may be built on one territory, except where noteddifferently. To denote structures built on a territory, players may use whatever system they deem appropriate (colored beads work well). Structures are divided into three categories: A-type structures, B-type structures, and C-type structures. C-type structures arethe most advanced and the most difficult to destroy. A list of structures, along with costs and descriptions, is on the next page.
The geographic distribution of resources is based roughly on the real world; I made some adjustments to ensure resource equity across the board.

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