MU: MU stands for Monetary Units and is the currency of the game.
Alliance: If players declare an alliance they may consider each other’s territory friendly territory. Both players must be in agreement on the creation of an alliance. You keep ownership of your territories even if allied units enter those territories, though you can forfeit a territory to your ally if you want to and if your ally has units within that territory.
Surrender: When a player surrenders their armies become neutral. A player cannot surrender control of their territories and armies to another player.
Neutral Units: Neutral Units are units that belong to none of the players. They take no action except to defend to the death when they are attacked. As they are not controlled by a player, new units are never recruited and any upkeeps are never paid.
Victory: A battle counts as a victory if all of the enemy troops were destroyed in the battle or if the enemy troops declared a Hostile Movement AFTER being attacked or declaring an attack. Such battles count as losses for that enemy. Other outcomes are neither wins nor losses.
Owned Territory: You own territory that only your forces occupy or that your forces and only your forces were the last to occupy.
Contested Territory: Contested territory is territory with units belonging to multiple players that are not allied.
The game proceeds accorder to the following sequence of phases.
The Get Phase may be resolved at each player's own pace. Players need not wait for all other players to finish a step in order to move on, but all players must be completed with the Get Phase before any player can move on to the next phase.
You gain ownership of any countries that were not previously yours that now contain only your units in them. You also now control all of the infrastructure in any country you own. Gain 1 MU for every land territory you own.
If you have more than 5 units in a country you control then pay 1 MU for each unit over 5. You loose one unit for each MU not paid. Units in a country that you just gained control of during this round that were previously controlled by a non-allied player are exempt from upkeep.
You can recruit a single unit in any country you control at a cost of 5 MU. This unit can be an army unit or a navy unit. Navy units that you recruit in this way can be placed in any friendly or contested water territory adjacent to the country where you purchased the unit.
All players must start the planning phase at the same time. A player that completes the previous phase before any other players must wait until they too have completed the previous phase before beginning this one.
The planning phase is for planning non-friendly movements only. Players need not plan for movements within friendly territories. Only movements from or into non-friendly territories need to be planned for. Units in contested territories cannot be given plans, though they will automatically be considered active during the combat phase.
Players must identify which countries they are moving units from, the non-friendly countries they are moving those units into, and how many units will be involved in each of these movements. The tasks that these units will be performing once they get to that location need not be specified, merely their initial non-friendly destination.
Once a majority of the players have finished the planning phase, the remaining players have will have one minute to complete their plans. At the end of that one minute they must stop. The plans that players have written at this point are final. No additional plans may be added and none of the plans can be removed.
After the plans for non-friendly movement are made but before they are executed players have the chance to perform friendly movement. Players do not have to take turns and plans do not, and cannot, be made for these friendly movements. Units that were involved in the planning phase cannot be moved during this phase because the planning phase is for non-friendly movement only and this phase is for friendly movement only. Also, because only units that were given plans are permitted to move during the combat phase, units moved during this phase cannot be given movement orders during combat.
Only active units can be given movement orders during combat. All of the units that were involved in your plans are automatically considered active. Units not involved in your plans are not active.
Each player rolls 1d6, the winner wins initiative. If there is a tie for winner, the players that tied must roll again until a winner is identified. All players must then move their units onto the non-friendly boarder according to the plans they made earlier this turn. They cannot adjust their plans according to anything that happened during the steps or phases between the planning phase and this step. They cannot move units that are not part of their plans. Players then place a battle token on the planned destination of each of their non-hostile movements. Battle tokens should be placed at these locations even if there are no hostile forces presently occupying that territory. Battle tokens should also be placed on all contested territories.
Units that are involved in plans to leave a country are no longer considered to be occupying that country. Units entering the country will not encounter those units unless they are moving opposite directions across the same border, in which case they encounter them in a border battle.
If during setup your units and hostile units were involved in plans to move across the same border in opposite directions then those units are now engaged in a battle along that border. Place a battle token at that border. This is a distinct battle from any battles going on in either of the countries along that border.
Whoever has initiative can select location that has a battle token present. That battle must be resolved. The winner of that battle may give their units new movement orders if those units have movement remaining, and if those units are active. If any movement orders during or after the battle result in units moving into non-friendly territory then place a battle token on that territory if there is not already one there. If there was no winner then the person who previously had initiative still has initiative. After a battle is resolved remove the battle token from that territory. The Battle Step then starts over again until all battles have been resolved.
Players loose ownership of any countries that they previously owned but now contain hostile forces, even if they still have forces there.
Units can move across one and only one boarder each round. Navy units can only move through or occupy water territories. Army units can move through and occupy land territories as well as friendly water territories. Army units can occupy water territories that you do not control, but there must be as many or more of your navy units in that territory. If at any point you have less navy units than army units in a water territory the excess army units immediately die. Moving army units from or into non-friendly water territory counts as a hostile movement and can only be performed by active army units following the combat rules.
The person with initiative should ask the players if they would like to declare an action. The players should have at least 3 seconds to decide, or longer if there is no need to rush. If neither player declares an action then the battle is over as is, remove the battle token. If two or more actions actions were declared then the player with initiative can decide which action gets resolved.
Each player rolls 1d6. The player with the lower number loses. If the results are the same, both players lose.
If a bonus or penalty belongs to the player then all units involved in the battle get that bonus or penalty. If a bonus or penalty belongs to particular units then only those units get that bonus or penalty.
A player gets +1 to their rolls if they have more units and +2 if they have more than twice as many units involved in the battle.
A player gets +1 to their rolls for each country above 1 from which they are attacking. Friendly Units that have been at the location that you are attacking since the beginning of the Planning Phase count as an additional flank.
Units that have been in the territory since the beginning of the planning phase and which are not currently attacking are considered defending units. Defending units get a +1 to their rolls. Defenders who roll a 6 automatically win. Defenders can declare an attack action after any roll during a battle and that attack action interrupts any attack action that may currently be happening.
Army units that attack a land territory from a water territory are considered amphibious units. Amphibious units get -1 to their rolls.
Army units can only attack other army units and navy units can only attack other navy units. The player that declares the attack is considered to be the attacker. The attacker can decide which unit they are attacking and which unit they are attacking with. The players then roll to determine the results. If the enemy looses then they lose the unit that the attacker was attacking. If the attacker looses then they lose the unit they were attacking with. An attack only ends when one of the players is destroyed or withdraws.
A withdraw action can be declared at any time during a battle. The player that declared the withdraw can also break it off at any time. Any player with hostile forces can intercept the withdrawing player, which counts as an attack. The withdrawing player decides which unit they are withdrawing with while the intercepting player decides which unit they are attacking with. If there are intercepting units then the players roll to determine results. If the withdrawing player loses then a unit dies. If the withdrawing player does not lose then a unit successfully completes the withdraw. This continues until every unit has either been destroyed or has successfully withdrawn. Once the interception is completed the withdrawing units can move out of the territory. If the withdrawing units have not used their movement for the turn then they can withdraw to any bordering country, otherwise they must withdraw to the country they most recently came from. The country they withdraw to need not be friendly. At the end of the withdraw the units that withdrew may also choose to stay in the territory. If they do so that action is still over and the player with initiative should ask if any players want to declare any further actions.
A withdraw cannot be taken if the battle is already over, so if you have already won the battle then you cannot use a withdraw action as an excuse to give your units a free movement back to the country they came from.
If the withdrawing units withdrew into hostile territory then place a battle token at that location if one is not already there.
An amphibious landing is when army units move from a contested water territory to a land territory. An amphibious landing is like a withdraw with the army units acting as withdrawing units and only hostile navy units can intercept. The player performing the amphibious landing can choose to engage his navy units in the amphibious landing as well. If that option is used then a loss for that player results in the death of both an army and a navy unit while a loss for the intercepting player results in a loss of one of their navy units.
If at the end of combat you have more victories than losses for the round then gain an influence card, if the influence card pile is empty then shuffle the discard pile into the influence card pile. If there are no cards in the influence card pile or the discard pile, steal a random influence card from any player of your choice. At any point during the Get Phase you can turn in three influence cards to gain 50 MU. At any point during the combat phase you can turn in one influence card to incite a revolution in the country pictured on the influence card. The revolutionary units created are entirely under your control.
When a revolution takes place in a country 2 revolutionary units form in that country. Revolutionary units have surprise on their side. Each revolutionary unit may take a single combat action (only one die roll) without any risk of death. Once those actions are taken place a battle token at that location and combat should resume from the point it was at before the revolution took place.
Infrastructure adds more complexity but also more strategy to the game. Infrastructure can only be built in land territories except for a few specific exceptions. Infrastructure can only be built during the Get Phase. A player may destroy any infrastructure controlled by that player at any time during the Get Phase. For each piece of infrastructure destroyed during the Get Phase the player gains an amount of MU equal to half the purchase price rounded down.
Each player should start with one capital and can have only one capital at any given time. Rebuilding a capital at a new location costs 30 MU.
Upkeep costs are reduced by 5 for units in the territory containing your capital.
A player can only pay upkeep on unit collections that have a link to that player's capital through only friendly territory. Units in contested territory are considered linked to adjacent territories, but the contested territory does not provide a link between two adjacent countries.
Players without a capital cannot have initiative. Initiative stays with the player that had it last in any situation where a player without a capital would ordinarily have initiative. If no player had initiative last then the players with initiative should roll for initiative. If none of the players have a capital, then all players can have initiative.
When a player takes your capital they take all your money and influence cards (if influence cards are being used).
If a player has no capital they are subject to the Revolution Step at the beginning of the Combat Phase. For each country you own roll 1d6. If the result is a 6 a revolution takes place in that country, follow the rules for revolutions described in the Influence Cards section of Advanced Rules. The units that appear in that country will attack until they are destroyed or no other forces occupy the country. If the revolutionary units survive they become neutral units.
A base costs 20 MU and must be either an army base or navy base. Each base can recruit one unit of the appropriate type for the normal cost of 5 MU. Recruiting units in countries that do not have bases or in excess of your base capacity costs twice as much, 10 MU per unit recruited. Navy bases must be built on a specific border between a country and a water territory. Navy bases are considered to be inside the country but units recruited at the base appear in the water territory. You do not need to own a water territory to build a navy bases that recruits units into that territory, but you do need to own the country. Units cannot be recruited to bases the same turn the bases are built.
Each country can only have one instance of roads. Roads can be purchased for a cost of 5 MU. For every road you own you gain 1 MU during the Get Phase.
Each army unit may take a single normal movement and a single road movement each round. The road movement can only be used to move from a country with roads to a country with roads. The road movement can be taken before or after taking the normal movement, and can be taken even if the normal movement is never taken.
Withdrawing army units may roll 1d6 per surviving unit to destroy roads they cross on a roll of “6.” Such units do not gain the benefit of roads destroyed in this way and therefore can only attempt this if they would have the requisite movement to perform the withdraw without the roads present.
Each country can only have one instance of fortifications. Fortifications can be purchased for a cost of 10 MU.
Defending units in a country with fortifications get an additional +1 to their rolls.
When a player withdraws from an attack action with hostile units that are defenders in fortifications then that player can only move back to the country they came from last. When a player withdraws from a territory with a unit that was a defender in fortifications, that unit keeps its defender status and fortifications bonus as it withdraws.
A player that has units that are considered defenders in fortifications retains control of all infrastructure except for roads within that territory.
Canals can be built in specific countries that boarder two water territories that are not connected to each other. The countries that can have canals should be indicated on the map. Canals can be purchased for 10 MU. A country must already have roads in order to build a canal. The canal allows navy units to move into and out of the country containing the canals. Only units that are friendly with the player that owns the canals can do this. If at any point navy units occupy a hostile country with canals then those navy units are destroyed. The presence of navy units in canals does not contribute to the ownership status of a territory.
If navy bases are being used then a single navy unit can blockade a single navy base that recruits into the water territory occupied by that navy unit. The blockade remains in place until that unit is destroyed or the blockade is ended. The blockading navy unit can end the blockade at any time. While the navy unit is blockading it cannot be involved in any naval actions during combat besides its own defense. While the navy unit is blockading a navy base that base cannot produce navy units.
If fortifications are being used then your army units can declare a siege action against hostile units that are defenders in fortifications. Units that are under siege cannot withdraw without first attacking. A siege does not end until the units performing the siege declare another action or are destroyed.
Even if your units are considered defenders, they cannot take advantage of fortifications in a country where hostile forces were under siege at any point during the round unless those hostile forces have been destroyed or forced to withdraw.
While units are under siege they are not considered linked to adjacent countries. This means that if you are using capitals then upkeep cannot be paid for units under siege, and if your capital is under siege none of your countries are connected to it.
If infrastructure is being used then your army units can declare an attacking infrastructure action. You select which army unit will be performing the action and which piece of infrastructure you will be attacking. Hostile forces in the area may intercept the action. If they do so roll to determine the results, the unit performing the attacking infrastructure action gets a -1 to its roll. If you loose your unit dies and the attacking infrastructure action ends, otherwise the action continues. Once the intercept is resolved roll another 1d6, if the result is a 6 then the target piece of infrastructure is destroyed.
A capital may not be the target of an attacking infrastructure action. If the opposing forces are defenders in fortifications then only the fortifications can be targeted by an attacking infrastructure action and the intercepting units get to keep defender status and fortification bonuses for the intercept action.
Units considered defenders who wish to destroy their own infrastructure while in the presence of enemy units are considered defenders for the attacking infrastructure action and if they survive any intercept then they automatically destroy the target infrastructure, they do not have to roll a 6.
These setups assume use of all advanced rules. If some advanced rules are not being used then just ignore the aspects of setup that depend on the unused rules.
Each player picks a country in Europe. Iceland may be excluded from the choices. Selection may be randomized.
That county contains a Capital, 2 Army Bases, Fortifications, Roads, 5 Army Units, and 50 MU.
The rest of the map is unoccupied or has one neutral army unit in each country.
Each player starts with a continent either by selection or determined randomly.
Any continents not selected are unoccupied or have one neutral army unit in each country.
The risk cards with countries on them are distributed evenly between the players.
The counties that a player has on his risk cards are the countries that that player starts controlling.
If there is a remainder, those countries are unoccupied or have one neutral army unit.
All risk cards are to be shuffled and placed back in the Risk pile at the end of the country selection process.
Players roll for initiative.
The winning player selects a country which he will then own.
Going clockwise, the next player picks.
At the beginning of each round of selection the player who picked his country last picks first.
Repeat until there are no countries remaining.
If there is a remainder, those countries are unoccupied.
Each player may choose the location of their Capital.
Each player may choose locations for 2 Army Bases.
Each player gets 20 Army Units to place where they see fit
Each player gets 50 MU to start the game
Continent bonuses is an optional rule that encourages players to gain ownership of and attempt to fortify specific regions of the world.
On a standard risk board the continent bonuses are: Australia 10, South America 10, Africa 15, North America 15, Asia 20, Europe 20.
The Middle East may optionally be considered its own continent worth 5 MU per turn. This represents the fact that the Middle East plays an important role for the boarders of Asia, Europe, and Africa strategically and played an important role in world events historically as the center of three of the world biggest religions.
Canals can be purchased in Egypt or Central America.
Water territories on a standard risk board include the coast lines of each country. If a country has multiple cost lines that are not connected to each other then those coast lines are considered separate water territories. The dotted lines on the map represent connections between water territories, not connections between countries. Units cam move from a water territory to a water territory at one third the normal movement cost.
Units must have even movement remaining in order to perform a given movement, so an army unit cannot move from one water territory to another and then to a land territory because the unit only has 2/3 of their movement remaining after the water movement and moving from water to land requires one full movement. Likewise an army unit cannot move from land to water and then move to another water territory because they have used up their whole movement for moving from the land to the water.
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