AGE AGE AGE Players Players Players Players
AGE AGE AGE Players Players Players Players
AGE AGE AGE Players Players Players Players
AGE 10 +
2 - 5 PLAYERS
2-5
Centuries have passed and the world is again at war. Mechanical warriors are now fighting for us.
Our human commanders lead them and guide them, but the bloodless armies battle in our stead.
On the Earth and below its surface as well as on the Moon, the war rages.
When the dust settles, only one will emerge the victor.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
MISSION OVERVIEW
The world is at war and you are the commander of
one of the warring factions. You control the destiny of
your people, your homeland, and your planet. On and
above the Earth you must marshal your forces, send
forth your troops, hire the right commanders, and Strategy. Keep these 3 strategy hints in mind as you
crush your enemies. play, add armies, and fortify:
• Conquer whole continents and colonies: You will
In order to win, you need to build on your clas- earn more armies and energy that way.
sic knowledge of world conquest. Add to that your • Watch your enemies: If they are building up forces
Commanders—the right ones with the right on adjacent territories, they may be planning to
commands—and you can change the balance of power. attack.
Do not ignore the Earth’s Water territories or the Lunar • Fortify borders adjacent to enemy territories for
territories. From either of these, you can launch devas- better defense if a neighbor decides to attack you.
tating blows against your enemies. Be
bold when necessary, but be cautious as well. THE MOD ARMIES
(Machines of Destruction)
Each army contains 3 types of army pieces: the
Important Notes: 1.0-MOD (worth 1 army), the 3.0-MOD (worth 3
• If you have a question not answered in the armies), and the 5.0-MOD (worth 5 armies). Start the
RISK 2210 A.D.™ section, then refer to the game by placing 1.0-MODs. At any time in the game,
Classic RISK® rules, beginning on page 10. you may trade in three 1.0-MODs for one 3.0-MOD, or
• Table talk, including alliances, threats, coercion, two 1.0-MODs and one 3.0-MOD for one 5.0-MOD.
whining, pleading, backstabbing, and other
verbal tirades, is not only allowed, but
encouraged. 5.0-MOD
• Once a card is drawn, used, and discarded, 3.0-MOD
it is out of play. Discard piles are not shuffled 1.0-MOD
to form new draw piles.
• How much energy a player has is public
knowledge.
• The types and number of cards a player has
is public knowledge. The actual cards
themselves are always kept secret.
• At any point a player may ask for the
territories to be recounted to get an
accurate count for the Score Chart.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
SOW THE SEEDS OF WAR (Setup) Placing Armies and Commanders. Count out MODs
Place the game board in the center of the play area. to form your starting army.
Place the Score Chart and Moon to the side of the 2 Players: See instructions on page 8.
game board. Place the Year marker on Year 1 of the 3 Players: Each player counts out 35 1.0-MODs.
Score Chart. Each player chooses an army by color. 4 Players: Each player counts out 30 1.0-MODs.
Separate the cards into 8 decks according to the card 5 Players: Each player counts out 25 1.0-MODs.
back image. Remove the 2 wild cards (the cards with Your remaining MODs form a Recruitment Pool.
the 3 types of MOD pieces shown and no territory) These recruits will be used throughout the game to
from the Land territory deck and place them out strengthen your positions.
of play. Also remove the 9 blank Command cards
and set them aside for now. You will learn
more about these later. Shuffle the decks
separately and place them in draw piles
within reach of players. Leave room for
discard piles. Each player takes three
1-point energy chips to begin. Set all
remaining energy chips in a pile off to
the side, forming the Energy Bank. See
LAND DIPLOMAT SPACE
game board setup below.
COMMANDER STATION
YOUR MISSION (Object) on your strategy. The player with Turn Order marker #1
The war lasts 5 years at which time a new world leader goes first, followed by marker #2, and so on.
will be named. This new leader will be the player who
best combines control of territories (including Water 1. Collect and Deploy MODs and Energy
and Lunar), control of whole continents and colonies, 2. Hire and Place Commanders and Build
and colony influence. Space Stations
3. Buy Command Cards
Energy—In the new world, energy is currency. With it 4. Play Command Cards
you hire Commanders, buy Command cards, activate 5. Invade Territories
Command cards, and bid for Turn Order. Managing 6. Fortify Position
your energy is just as important as managing your
troops. There are 2 denominations of COLLECT AND DEPLOY MODS AND ENERGY
energy chips: 1-point chips and 5-point At the start of your turn, recruit additional MODs and
chips. You may trade in 1-point chips energy in order to wage your war. Move your marker
for 5-point chips at any time. Any to the Score Chart space corresponding to the number
energy not used during a turn is held of territories you control (including Water and Lunar).
and may be used on future turns. The number in the lower right corner of this space
indicates the number of MODs and amount of energy
START OF A YEAR— you get.
Bidding for Turn Order NOTE: The yellow squares are used only in Classic
Before the start of every year, players bid for Turn RISK® play.
Order. Take all your energy chips in hand. Secretly
You control a territory if:
choose how many you want to bid and place those 1. Any of your units are positioned there. (A unit is a MOD
in your other hand. You may bid anything from 0 to or a Commander.)
everything you have. 2. A Space Station of your color is positioned there.
You also receive bonus MODs
Players reveal their bids at the same time. The
and energy for any continents,
highest bidder chooses a Turn Order marker,
Water colonies, or Lunar colo-
followed by the next highest bidder, and so on.
nies you fully control.
You can choose any Turn Order marker you like.
You must control all of the
territories within a continent
Turn Order Markers or colony in order to control
• If you are playing a 5-player game use all that continent or colony. If a
5 markers. continent or colony contains
• If fewer than 5 are playing use the same a territory (or territories) with
number of markers as players. a Devastation marker(s) and
you control all other territories
In the case of a tie, the tied players roll a 6-sided
within that continent or colony, then you receive the
die to determine the order in which they choose
full bonus. To find the exact number of MODs you will
Turn Order markers. High roller chooses first. For
receive for each continent, look at the charts on the
example, 3 players bid 2 energy and the fourth
left side of the game board. To determine the MODs
player bids 0. The 3 tied players roll a die to
you will receive for each Lunar colony, look at the
choose Turn Order. After all 3 have chosen, the
chart on the upper left of the Score Chart.
player bidding 0 takes the remaining Turn Order
marker. NOTE: All energy used to bid is spent
You also receive one 1.0-MOD for each Space Station
and must be turned in to the Energy Bank.
you control. (This MOD must be placed in the territory
with the Space Station.)
TURN OVERVIEW
On your turn, perform the following actions, in Now, place all of your newly recruited MODs into
order. Some actions may be skipped, depending territories you control. Territories that are unoccu-
pied are not under your control and MODs cannot be
placed there.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
Deciding a battle. Compare the highest die each of you If you successfully invade a
rolled. If yours (the attacker’s) is higher, the defender territory and you rolled 1 or
loses 1 unit from the territory under attack. But if the more 8-sided dice, then you
defender’s die is higher, then you lose 1 unit from the must move in the Commander(s)
territory you attacked from and must put it back in that allowed you to roll the
your Recruitment Pool. If each of you rolled more than 8-sided dice. For example, you
1 die, you also compare the 2 next-highest dice and are attacking New Avalon from Andorra and roll
repeat the process. two 8-sided dice (1 each for your Nuclear and Land
Commanders) plus one 6-sided die. You wipe out the
Note: In case of a tie, the defender wins. Neither side defending units. You must now move at least 3 units
can ever lose more than 2 units on a single roll. into New Avalon including your Nuclear and Land
Commanders. The third unit can be a MOD or any
Example 1 Example 3 other Commander you have in Andorra.
Attacker’s Dice Defender’s Die Attacker’s Dice Defender’s Dice
Result: Defender Loses One Unit Result: Attacker Loses Two Units
MODs in their place.
Water Territories. Invading Water territories is similar Invading Earth. If you are on the Moon and want to
to invading Land territories with the following attack Earth, the only way is by use of the “Invade
exception: You must have a Naval Commander in order Earth” Space Command card. This card allows you to
to invade into or out of Water territories. If you do not attack from any Lunar territory to a Land territory
have a Naval Commander, your units cannot invade chosen randomly by revealing a card from the Land
from Land into these territories. Additionally, your territory card deck. If you end up with forces on the
units already in Water territories cannot invade, even Moon and none on Earth, this card is your only way
back onto Land territories. However, units in a Water to return to the planet.
territory without a Naval Commander may still defend
as normal. Calling It Off. Sometimes you may declare an invasion
and an opponent may play a card or cards that makes
Note that the Naval Commander does not need to be it difficult or impossible to win the invasion. Once
in the same territory as the invading units; he does not you declare an invasion, you must attack at least once
even need to be in the water. He need only be in play. before calling it off.
If your Naval Commander dies mid-turn, then no units
in Water territories may invade for the remainder of Eliminating a Player. If during your turn you eliminate
your turn. You may, however, still use these units to an opponent by defeating his or her last unit in play,
fortify position. all of the defeated player’s Command cards are
discarded. That player is eliminated from play.
Lunar Territories. Invading Lunar territories is similar to
invading Land territories with the following exception:
You must have a Space Commander to invade into or
out of Lunar territories. If you do not have a Space
Commander, your units cannot invade from Land into
these territories. Additionally, your units already in
Lunar territories cannot invade other Lunar territories.
However, units in a Lunar territory without a Space
Commander may still defend as normal.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
A TIE
• If there is a tie on the Score Chart, then the player
with the most energy wins.
• If there is still a tie, then the player with the most
units on the board wins.
• If there is still a tie, then the game is a tie and
both players share control of the Earth.
0
Round up.
towards the 3 drawn. The same
Reinforcements territories, you may place 1 MOD
Play on your turn before rule applies to Scatter Bomb
your first invasion is declared.
on each Water territory you occupy.
Place 3 MODs, one each on 3 Water and Scatter Bomb Moon.
different water territories you
occupy. The same rule applies to Land and
Moon territories. Who chooses the units removed—
my opponent or me?
The opponent who occupies the
territory drawn decides which
Energy Crisis of his or her units he or she will
Can I play this card at the start of my remove. The same rule applies to
turn, before I purchase Commanders Scatter Bomb Water and Scatter
and Command cards? Bomb Moon.
No. Any card that states “Play on
0 Energy Crisis your turn before your first The Mother
Play on your turn before
your first invasion is declared. invasion” can be played only right Who chooses the units destroyed?
Collect one energy from each
opponent. before your first invasion, which is The players occupying the targeted
after you purchase Commanders territories choose the units to be
and Command cards. destroyed. The same rule applies to
3 The Mother Aqua Brother and Nicky Boy.
Play on your turn before
your first invasion is declared.
Roll a 6-sided die. Destroy one unit
other players?
You can play Stealth MODs to help
yourself or to help other players.
0 Stealth MODs Example: The red player announces Decoys Revealed
Play after an opponent
declares an invasion into a he is attacking the green player, Can I bring in Commanders I have
land territory.
Place 3 additional defending the Saharan Empire, from Egypt. not purchased with this card,
MODs in the defending land
territory.
The blue player does not want the Commanders that are currently
red player to win that battle, so she out of play?
plays her Stealth MODs card to help 0 Decoys Revealed No. You may move only your
the green player. The green player
Play on your turn before
your first invasion is declared. Commanders that are already on
then places 3 green MODs in the
Move any number of your
commanders to any number of
territories you occupy.
the Earth game board or Moon
Saharan Empire. game board.
Scout Forces
If I forget to place my 5 MODs
immediately, can I place them later
in the game?
If you forget to immediately place
0 Scout Forces
your 5 MODs, they are returned
Play on your turn before
your first invasion is declared.
to your Recruitment Pool and the
Draw a land territory card and
secretly place it facedown in
Land card is discarded. As soon as
front of you. Place 5 MODs on the
territory card. When you occupy
this territory immediately place the
you occupy the territory drawn
MODs. Discard the territory card.
you must place the 5 MODs. If you
already occupy the territory drawn,
immediately place the 5 MODs.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
10
RULES to CLASSIC RISK® The 44 RISK Cards: 42 cards are marked with a Land
territory and a picture of a 1.0-MOD, 3.0-MOD, or a
The Game of Global Domination 5.0-MOD. There are 2 wild cards marked with all 3 of
these units, but with no Land territory.
INTRODUCTION & STRATEGY HINTS
In this classic “Global Domination” game of military
OBJECT OF THE GAME
strategy, you are battling to conquer the world. To
Conquer the world by occupying every Land territory
win, you must launch daring attacks, defend yourself
on the board, thus eliminating all your opponents.
on all fronts, and sweep across vast continents with
Water territories are ignored in this game.
boldness and cunning. But remember, the dangers,
as well as the rewards, are high. Just when the world
is within your grasp, your opponent might strike and SETUP
take it all away! Unlike most games, RISK demands careful planning
before you actually start to play. The Initial Army
STRATEGY. In all RISK games, keep these 3 strategy Placement sets the stage for the battles you’ll fight
hints in mind as you play, add armies, and fortify: later on.
1. Conquer whole continents: You will earn more
armies that way. Before you begin, set aside the Moon game board,
2. Watch your enemies: If they are building up forces Commanders, Command cards, Lunar territory cards,
on adjacent territories or continents, they may be Water territory cards, Devastation markers, Turn Order
planning an attack. Beware! markers, Year markers, the 8-sided dice, and energy
3. Fortify borders adjacent to enemy territories for chips. These are used only in the RISK 2210 A.D. game.
better defense if a neighbor decides to attack you.
INITIAL MOD ARMY PLACEMENT consists of these
EQUIPMENT steps:
1 game board, 5 six-sided dice (2 white and 3 black), 1. Select a color and, depending on the number of
44 RISK Land territory cards, 5 sets of armies (each a players, count out the armies you’ll need to start
different color) the game.
• 2 Players: See instructions on page 13.
THE GAME BOARD. The game board is a map of 6 • 3 Players: Each player counts out 35 1.0-MODs.
continents divided into 42 territories. Each continent is • 4 Players: Each player counts out 30 1.0-MODs.
a different color and contains 4 to 12 territories. • 5 Players: Each player counts out 25 1.0-MODs.
2. Roll 1 die. Whoever rolls the highest number takes one
THE ARMIES. There are 5 complete sets of armies each 1.0-MOD from his or her pile and places it onto any
containing 3 denominations of army pieces: 1.0-MOD territory on the board, thus claiming that territory.
(worth 1 army), 3.0-MOD (worth 3 armies), and 3. Starting to the left of the first player, everyone in
5.0-MOD (worth 5 armies). Start the game by placing turn places 1 1.0-MOD onto any unoccupied Land
1.0-MODs; later in the game, you may trade in three territory. Continue until all 42 Land territories have
1.0-MODs for a 3.0-MOD or two 1.0-MODs and a been claimed.
3.0-MOD for a 5.0-MOD. 4. After all 42 Land territories are claimed, each player
in turn places 1 additional 1.0-MOD onto any
territory that player already occupies. Continue in
this way until everyone has run out of armies. There
is no limit to the number of MODs you may place
onto a single territory.
11
PLAYING: On your turn, try to capture territories by If you have collected a set of 3 RISK cards, you may
defeating your opponents’ MODs. But be careful: Win- turn them in at the beginning of your next turn, or
ning battles will depend on careful planning, quick you may wait. But if you have 5 or 6 cards at the
decisions, and bold moves. You’ll have to place your beginning of your turn, you must trade in at least 1
forces wisely, attack at just the right time, and fortify set; you may trade in a second set if you have one.
your defenses against all enemies.
Trading cards in for MODs. At the beginning of
Each of your turns consist of 3 steps, in this order: subsequent turns, you may trade in matched sets of
• Getting and placing new MODs; cards and take additional MODs based on the total
• Attacking, if you choose, by rolling the dice; and number of sets anyone has traded in so far. At the
• Fortifying your position. beginning of the game, this number is 4. Every time
anyone trades in a set of cards, the value of the next
GETTING AND PLACING NEW MODs set increases.
At the beginning of each turn, calculate how many • The first set traded in = 4 MODs
new MODs you will add to your territories based on • The second set traded in = 6 MODs
the following: • The third set traded in = 8 MODs
• The number of Land territories you occupy; • The fourth set traded in = 10 MODs
• The value of the continents you control; • The fifth set traded in = 12 MODs
• The value of the matched sets of RISK cards you • The sixth set traded in = 15 MODs
trade in; and
• The specific territory pictured on a traded-in card. After the sixth set has been traded in, each additional
set is worth 5 more MODs, Example: If you trade in
Territories. At the beginning of your turn (including the seventh set, you get 20 MODs; if you trade in the
your first), count the number of territories you occupy, eighth, you get 25 MODs, and so on. “First” and
then divide the total by 3 (ignoring any fraction). The "second” set, and so on, refer to sets traded in by
answer is the number of MODs you receive. Place the anyone during the game. Thus, if you trade in the
new MODs on any territory or territories you already third set in the game, you receive 8 MODs, even if
occupy. it is the first set you have traded in.
Example: 11 territories = 3 MODs
14 territories = 4 MODs Every time a set of cards is traded in, move the Space
17 territories = 5 MODs Station on the Score Chart to the next numbered space
You will always receive at least 3 MODs on a turn, even marked with a yellow square. These marked numbered
if you occupy fewer than 9 territories. spaces represent the value of the next card set turned
in. Put the traded-in cards facedown at the bottom of
Continents. In addition, at the beginning of your turn the draw pile.
you will receive bonus MODs for each continent you
control. (To control a continent, you must occupy all Occupied territories. If any of the 3 cards you trade
its territories at the start of your turn.) To find the in shows the picture of a territory you occupy, you
exact number of MODs you will receive for each receive 2 extra MODs. You must place both of these
continent, look at the chart in the lower left corner MODs onto that particular territory.
of the game board.
RISK 2 21 0 A.D. T M GAM EPL AY M ANUAL
12
NOTE: On a single turn, you may receive no more To attack. First announce both the territory you are
than 2 extra MODs beyond those you receive for the attacking and the one you are attacking from. Then
matched sets of cards you trade in, even if cards you roll the dice against the opponent who occupies the
turn in have more than 1 territory that you own. opposing territory.
In this case, choose which territory gets the bonus • Before rolling, both you and your opponent must
MODs. announce the number of dice you intend to roll,
and you both must roll at the same time.
Hints: No matter how many MODs you receive at the • You, as the attacker, may roll 1, 2, or 3 dice: You
start of your turn, deploy them carefully—either must have at least 1 more MOD in your territory
to prepare for an attack or to defend against one. than the number of dice you roll. Hint: The more
It is good military strategy to move your MODs to dice you roll, the greater the odds of winning.
the front, heavily fortifying territories that border However, the more dice you roll, the more MODs
enemy territories. you may lose or be required to move into a
captured territory.
ATTACKING • The defender may roll either 1 or 2 dice. To roll 2
After placing your armies at the beginning of your turn, dice, he or she must have at least 2 MODs on the
decide if you wish to attack at this time. The object of territory under attack. Hint: The more dice the
an attack is to capture a territory by defeating all the defender rolls, the greater his or her odds of
opposing MODs already on it. The battle is fought by a winning—but the more MODs he or she may lose.
roll of the dice. Study the board for a moment. Do you
want to attack? To decide a battle. Compare the highest die each
of you rolled. If yours (the attacker’s) is higher, the
If you choose not to attack, pass the dice to the player defender loses 1 MOD from the territory under attack.
on your left. You may still fortify your position, if you But if the defender’s die is higher than yours, you lose
wish (see page 13). 1 MOD from the territory you attacked from and must
put it back in your Recruitment Pool. If each of you
If you choose to attack, you must follow these rules: rolled more than 1 die, you also compare the 2
• You may only attack a territory that is adjacent next-highest dice and repeat the process (see page 6).
to one of your own or is connected to it by a
dashed line. NOTE:
Examples: Exiled States of America may attack • In case of a tie, the defender wins.
Nunavut, Canada, Republique du Quebec, and Iceland • Neither side can ever lose more than 2 MODs on
GRC. Saharan Empire may attack Egypt, Andorra, and a single roll.
Amazon Desert. At the western and eastern edges
of the board, Northwestern Oil Emirate is considered Capturing territories. As soon as you defeat the last
adjacent to, and may attack, Pevet. opposing MOD on a territory, you capture that territory
• You must always have at least 2 MODs in the and must occupy it immediately. To do so, move in at
territory you are attacking from. least as many MODs as the number of dice you rolled
• You may continue attacking 1 territory until you in your last battle. Remember: In most cases, moving
have eliminated all MODs on it, or you may shift as many MODs as you can to the front line is
your attack from 1 territory to another, attacking advantageous. MODs left behind cannot help you
each as often as you like and attacking as many when you are attacking. Also remember: You must
territories as you like during a turn. always leave at least 1 MOD behind on the territory
you attacked from.
13
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