| Table TacticsTM Rules of Engagement |
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| Risk 2042TM (page 1 of 1) Printer friendly (4 pages) |
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Object of the game
To occupy 28 territories at the end of a round
Setup
This game is for 3 to 5 players
Lay out the world map game board, and then shuffle and deal the RISK territory cards to all players. With 3 players, each receives 14 cards, 4 players each get 10 cards and 5 players get 8 cards, leaving any odd territories empty. Now each player takes 1 humber and places it onto each territory they hold.
Buying and placing new units
Depending on the number of players, at the start of the game credits will be given to buy additional units. In a 3 player game each person receives 42 credits, with 4 players each person receives 35 credits, and in a 5 player game each person receives 32 credits.
Placing newly purchased units
Roll 1 die. Whoever rolls the highest number takes one of their newly purchased units and places it onto any territory that they occupy. Starting from the left of the first player, everyone in turn places one of their units onto one of their occupied territories. This is done until all new units are placed. There is no limit to the number of units you may place onto a single territory. Whoever placed the first new unit takes the first turn.
Credits earned in following rounds
At the beginning of the following rounds, calculate how many credits you will earn based on:
1) The number of territories you occupy
2) The value of the continents you control
Territories: At the beginning of turn 2 and for each one after count the number you occupy. For each one you receive 2 credits.
Continents: In addition, at the beginning of the round you will receive credits for each continent you control. (To control a continent, you must occupy all territories at the start of the round.) To find the exact number of credits you will receive for each continent, look at the chart in the lower left-hand corner of the game board. (Replace armies to credits.)
Each of your turns consists of five steps, in this order:
1) Receiving your credits
2) Buying units
3) Rolling dice to determine player order for this round
4) Placing units
5) Attacking if you chose
Attacking
The object of an attack is to defeat all the opposing armies in the territory. You must have at least 2 units in the territory you are attacking from. First announce both the territory you are attacking from. The attacker chooses the units he is attacking with and rolls the die, if he rolls the attack value or below, that unit scores a hit against the defending units. After all the attacking units have attacked, the defender chooses the units he wishes to lose. Next the defender rolls for all the units that were there at the beginning of the attack. This includes the units lost. For every roll under the attack value, the defender scores a hit. Now the attacker removes the losses of his choice. After all losses are removed, the attacker can decide whether to continue the attack or retreat back to where his units originally came from.
| UNITS | CREDITS | ATTACK | VALUE/UNITS PER COLOR |
| Tanks | 5 | 4 | 10 |
| Rocket Launcher | 4 | 3 | 5 |
| Helicopter | 5 | 3 | 5 |
| Hovercraft | 3 | 2 | 10 |
| Humbers | 2 | 2 | 20 |
Movement & Combat
All new units move and attack across land borders. Only Hovercraft and Helicopters can move and attack from one land territory to another across the dotted lines.
Movement Example: Units in Central America can move or attack Venezuela, Western United States or Eastern United States. Units in Egypt can move or attack North Africa, East Africa, or the Middle East. Only if you have Helicopter or Hovercraft could you move against Southern Europe. Remember you can build Tanks, Humbers, and Rocket Launchers on, for example, Iceland but remember they are stuck there.
You must have a unit in each territory you wish to hold. If you leave a territory empty you give up the territory card and do not get income credit from it on the next turn.
Battle Example: Player 1 has 1 Humber and 1 Tank in Egypt and 1 Humber and 1 Rocket
Launcher in North Africa and 2 Humbers and 1 Hovercraft in the Middle East. Player 1
wishes to attack East Africa. It is held by 3 Humbers. Player 1 moves his Rocket Launcher
in from North Africa and his Tank and Humber from Egypt. From the Middle East he moves 1
Humber to Egypt and sends his Hovercraft to East Africa.
How the battle may play out: The attacker goes first. He rolls for his Tank, Rocket
Launcher, Humber, and Hovercraft. He rolls a 2 for the Tank for a hit, a 3 for the Rocket
Launcher for a hit, a 4 for the Humber for a miss and a 2 for the Hovercraft for a hit.
The defender chooses his losses. In this case its a 3 Humbers. The defender rolls a
1, 2, and 4 for his Humbers. The attacker removes his Humber and takes East Africa. The
attacker gets to move into East Africa only the units he wishes. Any units not moved in
must return to the territory from which they came. The attacker could have used his Humber
from North Africa in the attack, but if he were to lose one of those units in the attack,
the other would have to break off and return to control North Africa and not continue in
the next round of combat.