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God Storm
God Storm
“The defender wins tie, However, if the aeacking fore includes ago of wa the attacker wins es intend, Neither side can lose more than 2 armies on a single roll All et nite go dietyto thei civilizations henen onthe Underworld gumeboud The pntheons and this heaens are Babylonians. Kuromgia Cats sat Egypeians .. Dae Greeks. Elsiam Norse... Vallala If the invading fotce incl god of death, destroyed defenders do not go to their heaven. They are placed back with the defending player's reserve armies instead, Teweres my Barrie If the defender controls temple inthe each terstory, hat player can reroll ll 7a The defer my contione to roll ‘uni all dice show numbers of 3 hi Sky Caps is Barrus ‘Sky care are played as am invasion i declare and afer the imader has sid ow ‘many armies and gods wil bein the ivsion. “These miracles happen as soon asthe card is played Whenever a Sky cai played, the player sacrifices the requized faith tokens (if ny) resolves that miracle fc, and then emones the cat from the game Canta Ir Orr Sometimes you may declare a invasion tnd an opponent may play» card that sakes ie dffcale ‘or impossible to win che invasion, Bre 6 Once you declare iio must attack at Teast eacesbefore calling it off -10 — Caprunine Tenerronies ‘As soon as you defeat the last army in A territory, you capture tha territory and mast occupy it immediately. To do the number of dice you rolled in your laa batle. You must always leave + armny Lchind im the tesiory you attacked from. jods you involved in the invasion move with your armies. A god is involved in the invasion if his or hee power was lnvoked during the battle. All defending gods in that territory ‘are banished and are returned to their pantheon card, and any temple in thae territory is now under your control TF you invade a plague land, destoy half of the armies you move into tac teria immediatly Ifyou incladed gods in your invasion, chey are banished as well, ach teertory you control a the end of ‘he game counts for poine toward your final sore. Continent bonuses also apply >, Deing your turn if yo tte M) 3 or mers eervcois fam opposing armies and hare a god oF war anywhere onthe board enw 2 Wor card, You cannot get more than : ‘War card for this Labor on your turn Eunawarive a Paver 1 daving your turn you defeat another player's lst army in the Ancient Earth, that player is eliminated from play. When this happens, dscaed the players miracle cards and remove his or her ing armies in the Underworld from the game. If he or she had any temples, ehey become nonaligned if no other force is i their teritory. This happens immediacely, so you say move forces into vacated spaces in the Underworld oi ‘unoccupied temples if that option is aailable,7. Fortfy a Position Once you have declared that you are done with invasions this care, you may fortify a position. To fortify, more at snany armies and gods ax you desce from one, and only one, of yous territories to another. The two terztories need wot hace a border, but you must be able to travel from the First territory to the fase ian unbroken path ehrough land territories you control. You must leave at ease «army behind in the rs territory. During this action, gods may more from one territory to another regardless of whether there are plague lands in berween, though they cannot end their tarn in a plagued tersicory 8, Ginbark From Heaven ‘When your forces de, they po vo your bearen on the Underworld gumeboard Bt they are fa from ont of the game. “They may continue to fight inthe Underworld, and lucky few will return to life on the Ancent Earth, The pantheone and thie heaves are Babylonians ... Kurmugia Celts ‘Avalon Egypeans .... Dust Greeks. Elysian Norse «+. Nala After you have fortified a position on the Ancient Earth gumeard, you may have any ‘of your armic embark from your heaven. if ‘When you ems its heaven i | ys do net conrol en space the t Underml,your ne nye nee the Underworld through the spaces hae contain gates (marked by a gate ih ation) If all of the gate spaces are controlled by your opponents! armies, you muse imade one of those spaces co enter the Underworld If you do control one of more spaces inthe Underworld, you may move any number of your armies directly rom you stem told of the spaces you contol feidlont asng’s got. Ea czven bas stant alls gates. ‘You do not move any ‘of your armies that are controlling spaces inthe Underworld at chis time “Those forces may move when you invade the Underwood and attack adjacent spaces controlled by an opponent. ‘You also cannot stack across fame 9. Jrvade the ‘Underworld boedes'ar stack another playe’s heaven ‘You may invade epeces'in the | Underworld with your armies following Aurars the same rules for invasions described Controlling an ala allows under the Invade Territories action, You you troll an additional die in may also invade one or more of the gate a godrwar atl foreach altar you control. ach altar you control a the end of the game will ds poine to your final score, e-..... 5 to revive an army in that space from the dead, During your Rae Armies and Gather Faith setion, you may mone amy om each erypt spaces from your heaven, whether you control any spaces in the Underworld or rot, Remember, as with invasions on the ‘Ancient Earth, you must leave at lease + army behind in each space that you ‘occupy, except for your heaven, ‘When am army is defeated in the Underworld, ic Underworld. Te does noe reappeae in a eaves: The pce i oot reamed five the once ae ac leat «crypt in the Underworld and hhave the god of death in play, you may draw « Death card. [Each crypt you control atthe end of the gme will odds point to your fal score. Seyces 1N riue UNDERWORLD Spaces in the Underworld are not terstorie “They do not count for tssing armies ot ning fit eens They do not have continent bonuses. They do not count a+ terstories when the god of war's yecritry bonis is determined. Gods cannot be nmoned ito the Underworld. Miracles and relics doi fect the Underworld, unless they specs 0. You canna place fee i de Underreld 10. End Your Turn You may now collec Death cn if you have your god of death in pay and control cpt Play now pass to the pero with the net tun cer marker: I al players bare gate goto End of sa Epoch, ; iEND OF AN Epoch Once all of che players have Gnished ther earns the epoch ends, Move the epoch marker tothe next epoch and refer back to Start of an Epoch ‘When the player with the lst cura ‘order marker has ended his or her turn and che epoch matker ison the Fifth Epoch spice, the game ends WINNING ‘Ac the end of the Fifth Epoch, the final score for the game is calculated. Each player, + Add up all of the territories you castro, You earns point for each one ‘wen order, does the following: * Add up your continent hones and add that 0 your scone * Add pine to your sore ir each crypto altar that you contro inthe Underwudd + Add «po with 2 ervtory bonus that you have, if to your sore foreach relic you control that terricory. This is your inal score. The player with the highest score wine and drives all of the other pantheons from the Earth Tr vere is aE “TE there is ate, chen the player with the most fsth tokens wins “IF thece is still ate, then the player with the mort temples wins ‘IF thece is till ate, then the player with the most gods in play ‘IF there is ill te, then the player with the most armies in the Ancient Earth wins IF cher i wll ste, chen the game in ssi and both players share dominance of the Ancient Earth, RULES To CLASSIC RISK™ ‘The Game of Global Domination Introduction and Strategy Hints In this asic "Global Domination” ae of niltary strategy, you ae lating congue the world To win, you mt lunch dar setacks defend youre al frome, ad seep across vast continents with baldness and cunning But remember, the dangers. at well as dhe rewards re high. Just when the ‘worlds within your grep. your opponent smighe erik and take ill way Srearecy Tnall RISK games hep these strategy hints in mind a you pay. al armies, and Foti +. Conquer whole continents You wil ern ‘more armies that way 2. Watch your enemies If hey ar building wp forces cm adjpcent territories o¢ continents ty may be planing an attack Beware! +. Fortfy borders adjacent to enemy territories for better defense if a neighbor decides to atack you. Eneipment “Thre should bes Anca Each gambar Sse die (lak acer die ads hie defenders die). 44 RISK tri dy sod ssc of amin (ah diferent clr) Tie conenoann “The gumeboand isa map af 6 continents Alvided oto 42 territories Fach continent ia Aiflrent calor and consi 4 01 erica. a PRONUNCIATION GuIdE TaisGedteoe Tite anaes Thete ae complete ees of armice ‘ach comtsining 2 decfhiatinn of seny pieces soldiers (worth 1 army) and war clephanes (worth 5 armies) Stat the gue by placing soles rer inthe game, you may trade in ssoiers fora war elephant Tue 44 RISK Carns 42 cards aze marked with « territory and a picture of « skull, blade, ofa sphere. There are 2 wild cards marked with all; symbols, bur not witha te Object of the Game CConguer the world by occupying every | territory on the board, thus eliminating all of your opponents Setup | Unlike most games, RISK demands careful planning before you actualy start to ply The Initial Arty for the hatte you'lfgh later on. Before you begin, set aside the Underworld board, gods, temples, miracle card, plague mackers,eurn onder markers, epoch markers, the maelstrom smarker, and ehe sunken Adlantis piece. These are used only in the Risk lacement sets the tage Godstorm game.Initial army placement consists of thew sep Selecta color and, depending on the rsumber of players, count out che semies you'll ced to stare the game. + Players: See inseructions on page 1. + Players Each player counts out 45 soldiers. + 4 Payers: Each player counts out so soldiers. + 5 Players: Each player counts out 25 soldiers 2 Roll one of the dice. Whoever rolls the highest number takes soldi from his or her pile and places it ‘onto any territory on the board, claiming that territory 4 Starting tothe left of che fist player, ‘veryone in turn places soldier onto any unoccupied territory. Conte wntil all 42 territories have been claimed 4. Afterall 42 territories are laimed, hus cach player in turm places additional soldier onto any territory that player alveady occupies, Continue inthis way until everyone has ean out of armen There is no limit 10 the nutnber of armies you may plate tow terisory. To complete game seen 5. Layout 4 futh tokens, This masks the value of the next set of traded-in cards. 6 Shufl all 4 crvtory cards and place them, fcedown, in a pileon the side of the gamchoard, Ths forms the draw ple: 7 Whoever placed the fat army takes the first earn. Play then pases 0 the lf Playing ‘On your tun, try to capture territories by defeating your opponents! armies. But be ‘careful: Winning butte will depend on careful planning, quick decisions and bold mores. You I have to place your forces jhe ime, ad foctify your defenses against all enemies. wisely, attack a jst the ach of your turns consist of 3 steps in this order: + Getsing and placing new armies; + Atcacking i you choose, by ling the dice; and + Fortfying your position, Getting and Placing New Armies [Ac the beginning of cach tara, calculate how many new armies you will add to your territories based on the following: +The number of territories you occupy ‘The value of he continents you control ‘The value of the matched sets of territory catds you trade in: and +The specifi er traded-in card tory listed on’ ‘Tererronses Av the beginning of yo (ncluding your frst), count the number of territories you oceupy, then divide the amount by 5 (ignoring any fraction). ‘The total isthe number of armies you eceive. You can find this chart on the cefere Place the new armies on any territory or territories you already control. Example: tories = 3 armies 4 armies S armies ‘You will aways receive atleast j arm cn a ura, even if you occupy fewer than Continents Tn addition, atthe begining of your ‘un you will receive bonus armies for ‘each continent you control. (To control ‘continent, you muse contra all of ies territories at the star of your turn) To find dhe exact number of armies you wll ceive for each continent, ook a the chare on the Ancien World garneboard Risk Cards Eansana cans ‘Ate ed of any urn in which you have capone at lent testy you wil ern + (aod ony» territory cor. You ae tying to collet ets of 5 cards in any ofthe [llowing ‘oben cade ofthe same design (skal bade, ora sphere) each of the designe + Any 2 design plas a wld and 1 you have collected ase of tersitory catds, you may cuen them in atthe begining of your nex eur, or you may trait Ba if you have 506 cade atthe Iegining of your tara, you mus trade inlet x a; you may trade in a cond set if you have one. ‘Trapise canps 1~ FoR ARMIES At the beginning of subsequent turns, you may trade in matched sts of ands and take additional armies based on the teal ‘numberof sets anyone has traded in ao fi.Ac the heginning ofthe game, this number is 4. Evry time anyone trades ina set of ‘cards the value of the next se increases, The it et raed ing emis The second se traded ie—6 The hid seeded ir—8 The orth set trad in aries The it set traded 1 The sith stead ia armies Ae he sh et heen traded in each shina eis woeth s more armies For ‘example if you trae in the seventh set, you st armies if you trade inthe eighth, you sa armies and 9.0m “Fit” and “second” set and 30 on eft sets raed in by anyone daring che me. Thus if you trade in the hind sein the game you ecie Baemi, cen if ii the Sst you ave eden ery time a set of cade trade in, adel a mumber of fit woken to those set aide xo thatthe toa is the vale ofthe nex traded inset. (Add token fcr each ee ul che Sifts se is trade in which case you ad stoke then 5 takens and 0 om) These tokens represent the wale of the nex card st ‘ured in, Pu he raded-in cade facedown at the botom of the daw pe ‘Occurs rexarroREs any of the cas you aden its a tercizry you ocupy, you recive 2 ara ies, You muse pce both of these arma ‘onto tha parila erstry Note: Ona single urs more dhan 2 extra armies beyond those you recive forthe matched set of cards you wade in, vem if the cade you tur in have more than territory tha you own. Ia his ase, hoon which territory ges the Bonus armies, Hing No matter how many aes you recrve at che tart of your tra, deploy them refill cthe to prepare or a attack corto defend aginst oe. Kis gos military strategy r0 mone your armies to the Fo Iasi frtify ervzorin et border eney Attacking After placing your armies at the beginning of your tara, decide if you swish to attack at this time, The object of an atack is to capture a territory " hy dese of the oppaliig armies The battle is foughe by 2 wdy the board for 3 moment. Do you want co attack? If you choose not to atack, pass the already on. roll of the dice dice tothe player on your left. You may ssl fortify your position, if you wish (Gee the mest page) If you choose to atack, you must follow these rales You may only arp eee stack a territory that is adjacent to one of your own or that i connected ti by (a black doceed line), For example, Thule or Rus may steack Varanga, and Oriealeos may be steacked by Poseidonis or Aelas, with which ic shares a water connection, * You mse always have atleast 2 armies in the tersiory you are attacking from. + You may continue attacking ateritory wail you have eliminated all armies ack ‘on it 0 you may shift you ‘rom one territory to another, aacking cach as often at you like and actacking at many territories a you Tike during acura To arsce First announce both the territory {ou are attacking and the one you are attacking from. Then rol the dice ees eh ‘opposing territory. * Before rolling, both you and your opponent must announce the number od you both opponent who sceupics the of dice you intend to tall, must roll at the same cine a1 You. asthe attacker, nay roll, 3,05 lack dice: You mast havea leas more army in your tersitory than dhe number of dice yo rol. Hint The more dice you rol the greater the odds of winning, Heres the mt dice you rll he move semen you may lowe or maybe eguiced tw move into a captured territory The defender white dice. ay toll ether 1 or 3 roll 2 dice, he o she smut havea least armies on the territory under attack. Hine: The more dice the defender rolls, the greater his ‘or her odds of winning—but the more armies he or she may lose. Decioinc a earns Compare the highest die each of you | rolled. If yours (he attacker) is | ihr, the defender lous x ay frm, the ecritry under attack. Bu ifthe defender’ dei higher than yours, you lone + army from the territory you attacked from and must puc ie back wich your reserve armies. If each of you rlled more than die, you also compare the 2 nex highes dice aed repeat the process ‘In ate of tie, the defender wins ‘Neither side can ever lose more than 2 armies on a single rol CCaProrine TERRITORIES [As son at you defeat the lat opposing semis on territory you caper that terriny aed se py i immedi “To ox wt stg aay sri the epee alee aed pea tute, Remember: In mont casey, mowing 8 many armies a you can co the rome Kine is nlantageous: arms lef behind cannot helpyou when you are attacking, Also remember ‘You must lays lave atleast «army behind ‘on the territory you stacked from, ENDING your artack ‘You snay ead your atack(s) at any time. TF you have captured a lasts teritory, fest take the top territory card from the draw pile. (No matter how many territories you have captured on your turn, you may take only + card.) Your last step isto fortify your positon, if you wish (sce below). Finally, pass the dice. ELIMINATING YOUR OPPONENT If daring your turn you climinace an ‘opponent by defeating his or her last armies on the gamebourd, you win any territory cards that player has collected “IF winning them gives you 6 oF more cards, you must immediately trade in ‘enough sets eo reduce your hand to 4 cor Fewer cards, but once your hand is reduced to 4,3, 0F 2 cards, you must sop trading them i ‘TE winning them gives you fewer than, 6 you must waic until the beginning of your next curn to trade ina et [Note When you dew card from dhe deck ar the end of your turn (fo having won 8 Ile. and ie rings your otal 6, ou mast vale wil your nex turn to cade in set. orfying Yor Pan To fortify your postion, move as many nies as you would like from one (only) 0-one (only) of your adjacent territories In moving your aemics from one territory t0 another, yu must leave at Least army behind. Winning ‘The winner isthe fist player to climinate every opponent by cape all 42 territories on the board Classic RISK® 2-Player ‘Rules Read the complete Classic RISK *Global Dominat a” rules ire This version is played like the Classic RISK® game with one important exception: Along with your armies and those of your opponent, there are aso “neutral” armies om the board acting as buffers between you and your opponent This feature gives the 2-player version rmuch of the same strategic avor asthe regular RISK game. Object of the Game Same ain Classic RISK® “Global Domination” ply. Equipment Some asin Classic RISK® “Global Domination” pay. Setup Tnical Army Placement * You and your opponent cach select A complete set of armice. Then tithe of you select third wt tobe tral" Take so armies from each of the 5 sees and claim territories in the following manne: + Remove the 2 wild cards from the territory card deck, + Shuile the territory cards thoroughly and desl them, facedown, into 5 equal piles. Both you and your ‘opponent choose a different pile, The remaining pile is neutral + Place «army onto each of the 14 territories listed on the territory cards in your ple. Your opponent does the same. Thea place neutral army onto each of the remaining 4 neutral ervtories, + After every territory on the boas hha been claimed, you and your ‘opponent take turns placing your semaining armies: Place 2 armies fonto any 1 oF 2 of the te aye ceeupy: Then place neutral army onto any neuteal ersitory you want, placing it to block your opponent's porsible advance. To Complete Game Setup Afterall of the armies have been placed on the board, retuethe 3 wildcards to the errvory deck, shuffle the deck nd sear co play Attacking (On your turn, you may atack any terttory adjacent to one of your own, Whenever you atack 2 neutral ter your opponent rolls to defend that ‘erttory. Neweral armies cannot atack ory and ver receive reinforcements during the game ‘Reinforcements If you run out of reinforcements in your original army’ colo, you may fortify yout position not aleady being used in che game, ing armies of a color “Winning ‘To win, be the First eo climinate your ‘opponent by capturing all of his or her territories. You do not have to eliminate the neutral armies. Don't worey if all of the neutral armies are eliminated before the end of the game. Pay continues until one player defeats the other