RISK 2000 Taking Hasbro's Game into a New Era of Warfare Final Update: February 2008 1
Acknowledgements: Hasbro (http://www.hasbro.com/) owns the copyrights and trademarks associated with the board game Risk. No infringement is intended. I have created these rules so that fans can enjoy taking the game to a new level. Feel free to copy, alter, and distribute these rules for any non-commercial purpose. If you have any questions, please email me at antillusion at gmail dot com. The inspiration for this set of rules comes from Peter Floor's Mega Risk (http://www.geocities.com/pcfloor/MegaRisk/index.html), from which I borrowed many ideas. I am gratefully indebted to many friends who tested this game repeatedly throughout the evolution of its rules and provided indispensible suggestions.
Introduction: All game rules are the same as in regular Risk unless otherwise specified. While there are many variants, Hasbro provides a set of the original rules here: http://www.hasbro.com/common/instruct/risk.pdf While Risk 2000 is played on the same board as regular Risk, feel free to use alternate boards. Because Risk 2000 is a complex game that may take a few hours to play, feel free to set a time limit, modify the rules, or set your own conditions for winning. To shorten the game, for example, you may dictate that after two hours, all resources are depleted.
Objectives: As in regular Risk, the goal is to win by conquering the entire world and eliminating all other players. In Risk 2000, it is possible to do this as a team (through alliances, etc.).
Basic Concepts: ♦ Tracking Sheets Tracking Sheets (example provided on the last page) are used to keep track of money, resources, missiles, and bombs. To ensure transparency during game play, all Tracking Sheets must be visible to all players. 2 ♦ New Forms of Ownership Two or more players can share the ownership of any territory or continent; income, resources, and/or bonus armies are divided at the discretion of the players involved. The same bounties are produced regardless of the number of owners: territories and continents do not provide double the amount of income, resources, or armies just because two players share ownership of it. In a jointly-held territory, all players must occupy that territory with at least one army. Structures may or may not be shared, pursuant to the wishes of the players involved. To drive another player out of a shared territory, you may attack the enemy armies using your armies within the same territory or from an adjacent territory. You can even launch a missile/bomb targeting the enemy’s armies specifically, except when using nonconventional bombs (described below), which affect all armies and structures in the targeted territory. 1 2
Since its inception, the rules of Risk 2000 became increasingly complex. This latest version simplifies the game for easier play.
While the original Risk 2000 rules specify that Tracking Sheets are held in secret, this can only be done if players are willing to trust that all will adhere to the "honor system." Transparency ensures that each player can audit the expenditures of others.
During a player's turn, he or she may abandon territories as desired, but an empty territory (either abandoned or uninhabitable from destruction) cannot provide income, resources, or part of a continent bonus, even if it contains structures. To abandon a territory, a player must move all of the armies into an adjacent territory. Although a player can abandon multiple territories at any point during his or her turn, no army may move across more than one border. For example, you may not abandon Afghanistan by moving its armies into the Middle East and then abandon the Middle East by moving its armies into Egypt: two turns would be required for this maneuver. At the start of a player's turn (before any attacks are made), he or she may claim abandoned territories by moving in at least one army from an adjacent territory. The player can only claim empty territories adjacent to ones he already owned at the start of his turn. If there are more empty territories beyond the ones claimed, the player must wait until his next turn to claim those. At any time during a player's turn, he or she may move armies into an adjacent territory held by another player (with permission, of course) for the purposes of sharing the territory or attacking a third player. No army may move across more than one border. While the players involved can create a deal as they see fit, the territory typically remains "ally-held," with the inviting player maintaining ownership and benefits. To move armies among territories occupied by other player(s), you must use your "free move" at the end of your turn (or Highway Systems, if these are present). To move armies back into your own territories (whether from a jointly- or allyoccupied territory), you must use your "free move." In all cases, the "free move" acts as it does in regular Risk: any number of armies can be moved from one territory into an adjacent one. Up to 10 extra armies per turn may be purchased for $20 per army. While you cannot sell armies to the game's "bank," armies may be bought, sold, given away, and/or borrowed among players. Prices and lengths of time are determined by the players involved. ♦ The Marketplace At any point during the game, the marketplace is open to trades and deals. At any time, players may exchange resource units, territories, armies (across a single border), structures, missiles, and bombs. Any of these commodities may be bought, sold, borrowed, given away, or gained through threats. Prices and deals are determined by the players involved. ♦ Income Players begin the game without any money. Beginning with the first turn, each player receives income from the territories and continents he or she owns. Each territory provides a certain amount of income, as determined by the number of players (see Table A, below). This “income per territory” always remains the same, even as players are knocked out of the game. Players also receive an income bonus if they own entire continents. To figure out the bonus, multiply the “income per territory” by the continent bonus number (2 for Australia, 2 for South America, 3 for Africa, 5 for North America, 5 for Europe, and 7 for Asia). Table A (below) provides the army and “income per territory” values that correspond with different numbers of players in the game. Besides gaining income from territories and continents, players may also gain income from other aspects of the game, as described later in the rules. Players can obtain additional money through deals with other players, the sale of missiles, bombs, and natural resources, and through threats, etc. When a player is knocked out of the game, the conqueror inherits his or her tracking sheet, along with all of the money, resources, missiles, and bombs contained on it.
Table A: Number of Players:
Number of armies each player receives at the beginning of the game:
Income provided per territory owned ("Income per territory"):
2 3 4 5 6 7 8-10
40 35 30 25 20 18 15
$10 $10 $20 $20 $30 $40 $40
♦ Resources The territories shown in Table B (below) produce natural resource units at the start of each round of turns (allowing players to collect resources at the beginning of each turn). Resources are only produced when a territory is occupied by one or more players. Regardless of how many players occupy a territory, it only produces the number of resource units shown in Table B. Players involved in jointly-occupied territories divide these resource units as desired. Three players may divide the Middle East, for example, so that each collects one unit of oil per turn. No structure is required to collect or store resource units. While players can trade or purchase resources on the open market, resources cannot be bought from or sold to the game's "bank." Table B: 3 Diamonds: - South Africa: 3 units per turn. Gold: -
Irkutsk: 2 units per turn.
Oil: Coal: -
Middle East: 3 units per turn. Siberia: 2 units per turn. West United States: 2 units per turn.
Great Britain: 2 units per turn. Eastern US: 2 units per turn. Brazil: 1 unit per turn. China: 2 units per turn. East Australia: 1 unit per turn.
Iron Ore: - Ukraine: 2 units per turn. - India: 1 unit per turn. - Mongolia: 1 unit per turn. - Quebec: 1 unit per turn. - Venezuela: 1 unit per turn. - North Africa: 1 unit per turn. Uranium: - West Australia: 1 unit per turn. - West Europe: 1 unit per turn. - Alberta: 1 unit per turn. Biochemicals: - Peru: 1 unit per turn. - Congo: 1 unit per turn. - Indonesia: 1 unit per turn.
Structures: Structures are used to access the advanced features of the game. Players are not required to build structures. Structures must be built at the beginning of a player's turn, before any attacks occur. In order to build structures in a certain territory, you must have armies in that territory (it can be jointly held). It is up to the builder to decide who can use the structure, and this privilege can be revoked at any time. Structures cannot be moved once constructed. Several of the same structure may be built on one territory, except where noted differently. To denote structures built on a territory, players may use whatever system they deem appropriate (colored beads work well). Structures are divided into three categories: A-type structures, B-type structures, and C-type structures. C-type structures are the most advanced and the most difficult to destroy. A list of structures, along with costs and descriptions, is on the next page.
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The geographic distribution of resources is based roughly on the real world; I made some adjustments to ensure resource equity across the board.
▪ A-type Structures: Missile Silo: $250, 1 unit of oil, and 1 unit of iron ore. Used to launch missiles and bombs during attacks and defense (see the next section of the rules for details). For defense, each Missile Silo allows the defending player to fire a maximum of two missiles (of either type) with attached Defense Bombs in an attempt to stop incoming enemy missiles. A roll of the die is required at each launch; rolling three or above stops the incoming missile and bomb (providing a 67% chance of success). A Missile Silo can only defend the territory in which it is located. Military Training Center: $120, 2 units of iron ore, and 1 unit of oil. During attacks and defenses involving the territory with the Military Training Center, +1 is added to the owner's highest dice roll. For example, if an attacker has a Military Training Center and rolls 6, 4, and 1 on the dice, the roll becomes 7, 4, and 1. If a defender has a Military Training Center and rolls 4 and 4 on the dice, the roll becomes 5 and 4. Only one Military Training Center may be built per territory.
▪ B-type Structures: Deep Mining Facility: $600, 3 units of iron ore, 2 units of oil, and 2 units of diamonds. Allows any territory to generate one unit of iron ore per round of turns. Only one Deep Mining Facility can be built on a territory; cannot be used in a territory that possesses a Geologic Facility. Diamond Production Facility: $300, 4 units of iron ore, 4 units of uranium, and 2 units of oil. Allows for the conversion of 8 units of coal into one unit of diamonds. This conversion can only begin during a player's turn, and the player must wait until his or her next turn for the diamonds to become available. Geologic Facility: $750, 4 units of iron ore, 3 units of oil, 2 units of gold, and 1 unit of diamonds. Allows a resource-producing territory to produce one extra resource unit per round of turns. If used on the Middle East, for example, that territory will produce four units of oil per round of turns instead of three. Only one Geologic Facility can be built per territory; Geologic Facilities do nothing when built on a territory that does not naturally produce resources. Geologic Facilities cannot be used in territories that possess a Deep Mining Facility. Missile & Bomb Construction Center: $400, 3 units of iron ore, 2 units of oil, and 4 units of coal. Allows for the construction of missiles and bombs, which are described in the next section of the rules.
▪ C-type Structures: Cloning Facility: $800, 10 units of biochemicals, 5 units of iron ore, 2 units of diamonds, and 2 units of oil. Allows new armies to be generated at a cost of $5 per army; up to forty armies may be generated per turn per Cloning Facility (in addition to the ten armies one can purchase each turn for $20 each). The new armies are generated on the territory that possesses the Cloning Facility. Industrial Research Facility: $600, 5 units of iron ore, 3 units of oil, 2 units of gold, and 1 unit of uranium. Allows all missiles and bombs to be constructed at half of the monetary cost usually required. The resource cost, however, remains the same. Highway System: $300, 2 units of iron ore, and 3 units of oil. Allows for the free movement of armies among adjacent territories that also possess a Highway System. These movements can only occur at the beginning of a player's turn. While the player may technically move every army, no single army may cross more than two borders. Urban Center: $150, 3 units of iron ore, 2 units of coal, 2 units of biochemicals, and 1 unit of gold. Each Urban Center produces one extra army and $25 of income per turn. Up to three may be built on any territory.
Missiles and Bombs: A Missile & Bomb Construction Center is required to build (purchase) missiles and bombs. Missiles and bombs are purchased separately. 4 Construction must occur at the beginning of a player's turn, before any attacks occur. Missile Silos are required for the launch of missiles and bombs. Missiles and bombs can be used immediately after construction and may be launched from any Missile Silo, regardless of where it is located (only one Missile & Bomb Construction Center is needed; the weapons produced can be launched from any Missile Silo). For both attacks and defenses, each missile must be used with only one bomb (players launch one missile and one bomb as a single unit). Missiles launched without a bomb cause no damage. ♦ Attacks A player can attack with missiles and bombs at any point during his or her turn. Concerning attacks, an unlimited number of missiles (with attached bombs) can be launched from any Missile Silo. To attack, simply state the territory you wish to attack and cross out the relevant missile and bomb from your Tracking Sheet (as these have now been used). While you must state aloud the type of missile and bomb launched, the Missile Silo used, and the targeted territory, you do not have to specify the exact target (which structure, armies, etc.) until you are certain that the missile can strike its target (assuming here that the defender tries to shoot it down). ♦ Defense A player may only defend against missile/bomb attacks targeted at a territory that he or she occupies (including those that are jointoccupied). A Missile Silo must be located in the defending territory. Each Missile Silo present in the defending territory allows the launch of two missiles (of either type), each with an attached Defense Bomb, in an attempt to stop incoming enemy missiles. A roll of the die is required at each launch; rolling three or above stops the incoming missile and bomb (providing a 67% chance of success). ♦ Economics Like resources, missiles and bombs can be traded, borrowed, purchased from other players, and acquired through deals and threats. Missiles and bombs cannot, however, be bought from or sold to the game's "bank." Missiles and bombs cannot be disassembled to retrieve the money and resources expended to construct them. Tracking Sheets are used to keep track of your inventory of missiles and bombs.5 ♦ Other Notes If desired, you can use missiles and bombs to destroy your own armies and structures. You can also destroy armies and structures in jointly-occupied territories. For conventional bombs only, the attacker determines which armies and structures receive the damage, and excess damage can be ignored (you can eliminate two of an opponent's armies with a bomb that allows the destruction of three armies, without any side effects). For nonconventional bombs, however, the damage must be applied proportionately to all players occupying the targeted territory (you cannot use a Neutron Bomb on half a territory, for example). It is possible to eliminate all of the armies from the targeted territory (you are not required to leave one defending army), at which point the territory acts as if it were abandoned (details below).
▪ Missiles: Missiles are the rockets used to transport bombs to other territories on the board. There are two types of missiles, short-range and long-range. Short-range missiles can only cross three borders (if launching from Central America, for example, you can attack any territory in North America, any territory in South America, and North Africa). Long-range missiles can transport a bomb to any territory on the board. Both missiles can be used with any type of bomb. Any one missile/bomb can only destroy objects in one territory (i.e., there is no "excess damage" that crosses into adjacent territories); any unused bomb power is wasted. Short-range Missile: $50, one unit of iron ore, and one unit of oil. Long range Missile: $75, one unit of iron ore, and two units of oil.
▪ Bombs: There are many different types of bombs, both conventional and nonconventional. Bombs are worthless without missiles to launch them (you cannot simply detonate a bomb). All bombs are listed on the next page. 4
Missiles and bombs are constructed separately in order to provide the player with more options.
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Game pieces may also be used to represent missiles and bombs, if preferred.
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Conventional Bombs:
Name:
Cost:
Destructive Power:
Additional Information:
Defense Bomb
$50 and one unit of oil.
Destroys one incoming missile/bomb with a roll of three or higher on one die (see rules above for details).
Can only be used for defense.
Alpha Bomb
$15.
Destroys 2 armies.
Beta Bomb
$25.
Destroys 3 armies.
Gamma Bomb
$50.
Destroys 5 armies. OR Destroys one A-type structure.
Delta Bomb
$100, and one unit of iron ore.
Destroys 7 armies. OR Destroys one B-type structure.
Epsilon Bomb
$150 and one unit of iron ore.
Destroys 10 armies.
Zeta Bomb
$200, one unit of iron ore, and one unit of diamonds.
Destroys 12 armies. OR Destroys one C-type structure.
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Nonconventional Bombs:
Name:
Cost:
Destructive Power:
Additional Information:
Biochemical Bomb
$250, 5 units of biochemicals, and one unit of iron ore.
Destroys 50% of the armies in the targeted territory (round down).
If territory is jointly occupied, each player loses 50% of his or her armies (round down).
Tactical Nuclear Bomb
$300, 3 units of uranium, and one unit of iron ore.
Destroys 5 armies. AND Destroys one structure (of any type).
Catastrophic Nuclear Bomb
$500, 6 units of uranium, one unit of iron ore, and one unit of oil.
Destroys all structures and armies in the targeted territory. Territory remains radioactive for two rounds of turns.
The territory is safe to reoccupy at the start of the attacker's third turn following the attack (treat it as an abandoned territory).
Neutron Bomb
$450, 4 units of biochemicals, and 2 units of gold.
Destroys all armies in the targeted territory. All structures are left intact. Territory remains uninhabitable until the start of the attacker's next turn.
The territory is safe to reoccupy on the attacker's next turn (treat it as an abandoned territory).
Miscellaneous Rules: ♦ Sabotaging Exit At any time during the game, you may burn down the structures in your territory to prevent them from falling into enemy hands. You must have armies in the territory to do this. If choosing to use this strategy in a territory that is under attack, the attack is paused while you announce what you have destroyed. There is no limit to the number of structures you may destroy. Destroy one A-type Structure: $50 and 1 unit of oil. Destroy one B-type Structure: $75 and 3 units of oil. Destroy one C-type Structure: $100 and 5 units of oil.
♦ Diplomacy & Alliances Secret messages may be passed on paper between players. In addition, players may leave the room briefly to discuss strategy, as long as they do not substantially interrupt game play. Furthermore, any type of deals, threats, donations, and other interactions can be made as long as they do not violate the rules. It is up to all of the players to ensure that the rules are followed. Alliances and treaties are allowed. Players may want to agree, for example, not to use nuclear weapons. Penalties for breaking the treaty are determined by the players involved. Although players can win as a team, all players should clearly understand and agree to the conditions for winning before the game begins. ♦ Loans Loans can only be made among players. In other words, no player may borrow from or lend to the game's "bank." Interest rates, if desired, are determined by the players involved. ♦ Et cetera: Feel free to adapt the game as you wish by adding, subtracting, and altering rules as you see fit. Most importantly, have fun!
Example Tracking Sheet: Money Currently Held: Units of Iron Ore: Units of Oil: Units of Coal: Units of Uranium: Units of Biochemicals: Units of Gold: Units of Diamonds: Short-range Missiles: Long-range Missiles: Defense Bombs: Alpha Bombs: Beta Bombs: Gamma Bombs: Delta Bombs: Epsilon Bombs: Zeta Bombs: Biochemical Bombs: Tactical Nuclear Bombs: Catastrophic Nuclear Bombs: Neutron Bombs: