Parker Hannifin Games Games User Manual


 
INITIAL
ARMY
PLACEMENT
1.
Select
a color
aq8,
depending on the number
of
playem,
c~unt Out the
"armies"
you'll need to start
the
me.
,
'
,
If3
~WCI~~
a&
P~P
COW
QP~
?5
If4
~~J~P~~YQT-WW~O
-try.
If
5
are
playing,
each
player counts out
25
Infantry.
If
6
are playing, each player counts out
20
Infantry.
To complete
game
SEQIP:
2.
Before play begins,,@~ct one player to
be
the General. Iffewer
than
6
are
playing, the Generdrerno~es the Mission
cards
that refer to the
unused
colors.
3.
The General shuffles the Mission cards and, starting to the levdeals one
card face down to each player. The remaining Mission cards are put
back in the box; no one, including the General, may look at them.
4.
The General removes the
2
Wild Cards &k,t4e deck of
RISK
cards,
shuffles, and deals out
all
the cards, startingwith the player to the left.
(In
a
4-
or 5-player game,
2
players
will
each receive one extra card.)
These cards determine which territories each of you
will-
occupy at the
begi@ng of the game.
5.
Each player places one army on each of his or her territories. When
you've done this, go around the table in
turn,
placing another army on
each of your territories. There is no limit to the number of
armies
that
can occupy a single territory. Continue
until
all troops have been
deployed across the map.
6.
The General now collects the RISK cards, replaces the
2
Wd
Cards,
shuffles the deck, and puts it to the side, face down.
7.
Game play continues
as
in the standard World Domination game.
WINNING
The player who completes his or her mission first-and reveals the Mission
card to prove it-wins.
Important note: In Secret Mission RISK, it is possible that you
will
accomplish your mission with the aid (usually unintentional) of another
player. For example,
if
your mission is to destroy
all
the yellow troops and
another player actually removes the final yellow armies from the board,
that player has helped you complete your Secret Mission.
md~~e.~f
X&@$@dm8card~&.
Epstead
ofincreasing
the
value of eac&,~t&ed set
as
stated in the rules, increase
its
value by only
one. Thus, the
fitst matched set is still
worth
4
armies, but the second is
worth
5
armies, the third
is
worth
6
armies, and so on.
Fortifying
your
potiiti0IL
At the end of yo&
turn,
you
may
mom
armies from one or more
However,
befbre you can
between. Euimple: If you want to
maw&.
Brazil,
you must first occupy
the
CoElip
~>nthuous "path."
Mm.
During
the game* you
m
armies on a single territory.
If
Zfse
of this rule
some armies, you lose those armies.