Citrus County chronicle. For 2 to 5 players/ Ages 1. For 2 to 5 players/ Ages 1. 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. Equipment You have the following equipment to fight your war. Earth Gameboard 1 Moon Gameboard 1 Score Chart 5 six- sided Dice: 2 white and 3 black 5 eight- sided Dice: 3 black and 2 white 4. No Problem: Scrabble Words with. 11 Simple Tips to Win the Board Game Risk Board Games. What is the problem with Risk? Risk 2210 fixed a lot of those problems. If Hasbro could publish a cheap plasticy. For 2 to 5 players/ Ages 10 to adult Centuries have passed. 65 1-point Energy Chips 15 5-point Energy Chips RISK 2210 A.D. Hasbro Games, Consumer. The players work together to solve the mystery by. This is a slightly used Risk 2210 game from Avalon Games. The box has minor wear. If there is a problem, let me. RISK Land Territory Cards 1. RISK Water Territory Cards 1. RISK Lunar Territory Cards 5 Sets of MOD Armies (each a different color) 5 sets of Commanders (Land, Naval, Space, Nuclear, and Diplomat - each set a different color) 2. Space Stations (4 each of 5 colors) 2. Land Command Cards 2. Naval Command Cards 2. Lunar Command Cards 2. Nuclear Command Cards 2. Diplomat Command Cards 9 Blank Command Cards 4 Devastation Markers 5 Turn Order Markers 1 Year Marker 6. Energy Chips 1. 5 5- point Energy Chips RISK 2. A. D. If you have never played Classic RISK, the rules are included beginning on page 1. TABLE OF CONTENTS Mission Overview The MOD Armies - Machines of Destruction Sow the Seeds of War Your Mission Start of a Year Bidding for Turn Order Turn Overview Collect and Deploy MODs and Energy Hire and Place Commanders and Build Space Stations Buy Command Cards Play Command Cards Invade Territories Fortify Position Winning RISK 2. And best deals for Avalon Hill Strategy Contemporary Board & Traditional Games. Avalon Hill Strategy Contemporary Board & Traditional. A. D. Remove all MODs and Commanders from plastic bags. STORAGE TRAY In order to keep your RISK 2. A. D. Simply turn the box build- up upside down and set into the bottom of the game box. Angst/Family - Chapters: 1 - Words: 2,210. Read at your own risk. If the MLP team could manage to take Hasbro's demands for a. Her solution to any given problem is to. Videos (tutorials) Documents. Risk: Star Wars Edition Game. Hasbro Risk in Vintage Wood Book Edition. Hasbro Risk 2210 A D;. Inventors Eye is the USPTO’s newsletter for the. Then insert the four tray dividers as shown in Figure 1. The Gameboard The Earth gameboard is a map of 6 continents divided into 4. Each continent is a different color and contains from 4 to 1. There are also 1. Water territories divided into 5 colonies. Since the Moon is now colonized as well, a Moon gameboard is included showing 3 Lunar colonies. Each colony is a different color and each contains either 4 or 6 territories. 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 crush your enemies. In order to win, you need to build on your classic knowledge of world conquest. Add to that your commanders the right ones with the right commands and you can change the balance of power. Do not ignore the Earth s Water territories or the Lunar territories. ![]() From either of these, you can launch devastating blows against your enemies. Be bold when necessary but be cautious as well. Important Notes: If you have a question not answered in the RISK 2. A. D. Table talk, including alliances, threats, coercion, whining, pleading, backstabbing, and other verbal tirades are not only allowed, but encouraged. Once a card is drawn, used, and discarded, it is out of play. Discard piles are not shuffled to form new draw piles. How much energy a player has is public knowledge. The types of cards a player has, and how many of those cards, 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. Keep these 3 strategy hints in mind as you play, add armies, and fortify: Conquer whole continents and colonies: You will earn more armies and energy that way. Watch your enemies: If they are building up forces on adjacent territories, they may be planning to attack. Fortify borders adjacent to enemy territories for better defense if a neighbor decides to attack you. THE MOD ARMIES (Machines of Destruction) Each army contains 3 types of army pieces: the 1. MOD (worth 1 army), the 3. MOD (worth 3 armies), and the 5. MOD (worth 5 armies). Start the game by placing 1. MODs. At any time in the game, you may trade in three 1. MODs for one 3. 0- MOD, or two 1. MODs and one 3. 0- MOD for one 5. MOD. 5. 0- MOD 3. MOD 1. 0- MOD4 3 SOW THE SEEDS OF WAR (setup) Place the gameboard in the center of the play area. Place the Score Chart and Moon to the side of the gameboard. Place the Year Marker on Year 1 of the Score Chart. Each player chooses an army by color. Separate the cards into 8 decks according to the card back image. Remove the 2 Wild Cards (the cards with the three types of MOD pieces shown and no territory) from the Land Territory deck and place them out 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 an Energy Bank. See gameboard setup below. Previous wars have taken their toll. Turn over the top Land Territory card and place a Devastation Marker on that territory. Repeat until four Land territories have been marked with Devastation Markers. These four marked territories are wastelands, and are completely impassable for the entire game. Place the four devastated Land Territory cards into a discard pile near the Land Territory card deck. These cards will not be used again. Placing Armies and Commanders. Count out MODs to form your starting army. Players: see instructions on page 9. Players: each player counts out MODs. Players: each player counts out MODs. Players: each player counts out MODs. Your remaining MODs form a Recruitment Pool. These recruits will be used throughout the game to strengthen your positions. LAND COMMANDER DIPLOMAT SPACE STATION You also start the game with a Land Commander, a Diplomat Commander, and one Space Station. Roll one 6- sided die to determine which player begins army placement. The high roller begins with placement proceeding in a clockwise direction. On your turn, place one 1. MOD into any unoccupied Land territory that does not contain a Devastation Marker. You may not place MODs on the Moon or in Water territories to start the game. Players continue taking turns placing 1. MODs, one at a time, until all Land territories have been occupied. Then place MODs, three at a time, into any territory under your control (must contain at least one of your MODs). These MODs may all be placed into the same territory or into different ones. Continue placement until all starting armies are on the board. There is no limit to the number of MODs you may place onto a single territory. Simply place the 1 or 2 MODs you have remaining.) Once the MODs are stationed, place in turn order, your Land and Diplomat Commanders and a Space Station (at one time) into any of your occupied territories. Then take one 1. 0- MOD from your Recruitment Pool and place it on the Score Chart to reflect the number of territories you control (some players may occupy one more territory than others). YOUR MISSION (Object) The war lasts 5 years at which time a new world leader will be named. This new leader will be the one who best combines control of territories (including Water and Lunar), control of whole continents and colonies, and colony influence. Energy - In our new world, energy is currency. With it you hire Commanders, buy Command cards, activate Command cards, and bid for Turn Order. Managing your energy is just as important as managing your troops. There are 2 denominations of energy chips: 1- point chips and 5- point chips. Any energy not used during a turn is held and may be used on future turns. START OF A YEAR Bidding for Turn Order Before the start of every year, players bid for Turn Order. Take all your energy markers in hand. Secretly choose how many you want to bid and place those in your other hand. You may bid anything from 0 to everything you have. Collect and Deploy MODs and Energy 2. Hire and Place Commanders and Build Space Stations 3. Fortify Position COLLECT AND DEPLOY MODS AND ENERGY At the start of your turn, recruit additional MODs and energy in order to wage your war. Move your marker to the Score Chart space corresponding to the number of territories you control (including Water and Lunar). The number in the lower right corner of this space indicates the number of MODs and amount of energy you get. NOTE: The yellow squares are only used in Classic RISK. You control a territory if: 1. Any of your units are positioned there. A Space Station of your color is positioned there. Players reveal their bids at the same time. The highest bidder chooses a Turn Order marker, followed by the 2nd highest bidder, etc. You can choose any Turn Order marker you like. Turn Order Markers If you are playing a 5 player game use all 5 markers. If fewer than 5 are playing use the same number of markers as players. In the case of a tie, the tied players roll one 6- sided die to determine the order in which they choose. High roller chooses first. For example, three players bid 2 energy and the fourth player bids none. The three tied players roll a die to choose for Turn Order. After all three have chosen, the player bidding 0 takes the remaining Turn Order marker. NOTE: All energy used to bid is spent and must be turned in to the Energy Bank. TURN OVERVIEW On your turn perform the following actions, in order. Some actions may be skipped, depending upon your strategy. The player with Turn Order marker #1 goes first, followed by marker #2, and so on. You also receive bonus MODs and energy for any continents or Water/Lunar colonies you fully control. You must control all of the territories within a continent/colony in order to control that continent/colony. If a continent/colony contains a territory (territories) with a Devastation Marker(s) and you control all other territories within that continent/colony, then you receive the full bonus. To find the exact number of MODs you will receive for each continent, look at the charts on the left side of the gameboard.
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