
Whichever version is installed by the host of the game is the version that will be used for each player. The two versions of Risk II are however, completely compatible with each other when used in multi-player games online or across a network. In the European version of Risk II a player may only roll one die while in the US version a player may choose to roll two dice or one die (to defend with either one or two battalions).

There is also a difference in the options a player has when rolling dice to defend a territory with two battalions. In the European version, there is no "trade-on-the-fly". version, the "trade-on-the-fly rule," which forces a player to trade cards in the middle of a turn if he or she has more than the 5-card maximum, is in effect. This was necessary because the board game rules actually differ slightly based on where the game is played. version (v1.01u) and the European version (v1.01e). Two versions of Risk II were developed: the U.S. There is a scoreboard which is pre-filled with different players before play. You gain points for completing your objective and bonus points for eliminating opposing players. The aim is to gain as many points as possible.

If you lose any round, your tournament ends. There are 16 different rounds of ascending difficulty, and you are scored after every round. Tournament employs both Classic and Same Time rules. In fact, the enemies that surge attack deep into the player's territory risk having it crushed by the player's mass invasions in the next round, assuming the player can provide a reasonable resistance. In addition, since the enemy is only allowed one surge attack per round, the damage he can do to the player's inner territory is limited. Most of the time, the benefit of holding a continent border territory is not worth the risk of losing a mass number of soldiers from enemy mass invasions. This way the player can avoid the enemy mass invasions and fight some fair border clashes battle, damaging the enemy in the process. The player should try to mobilize all border forces to attack whenever possible. It is not uncommon for a two sided mass invasion to crush a defending army that is twice the invasion size. Since the battle greatly favors the side that uses mass invasions (they get more dice), sitting back and defending is not a good idea. The other "loaded" ranks, from highest to lowest are: red, orange, yellow.Īs a result, the ranks range from white, yellow, orange, red (dark), and a deep black. For example, if an attacking territory has 30 or more soldiers, it will receive a black die, which will usually roll 4-6's, whereas an army of 5 or less will use a white die, which rolls lower numbers more often.

The darker the color, the more "loaded" the die is. Also, the greater the number of soldiers in the army, the different color of die. If a player uses just one army, he will only use one die and so forth. If a player uses 3 armies to attack (over 3 bordering territories), the player will use 3 dice. The dice are also different, and create a new strategy for using armies. If two armies meet when attacking, a 'Border Clash' battle occurs, which is the first to be resolved. A player may only move through one territory at a time when attacking, although each player is granted a 'Surge Attack', which can be used to thrust a designated number of soldiers from a newly acquired territory into a neighbouring one. If two different players attack a territory that fails to defend them, then a 'Spoils of War' battle ensues at the end of the turn between the two armies who fought for the territory in question. An attack from 2 or more territories to a single enemy territory is called a 'Mass Invasion'. The Real Time concept requires dynamically different strategies from that of the Classic game. Then, each battle is fought battle individually (unless AI are battling each other in that case, it is automatically resolved) until all moves have been played. A player may use two or more different armies from one or more different territories to attack a bordering territory.Īfter placing reinforcements and making a move, the map will show the moves of all players and where they will attack.

Real Time Risk is a completely different concept, and mostly suited for digital play. You may also retreat from an attack and move units from one territory to a bordering territory at the end of your attack turn. In this game type, you can attack as many times as you like, and may move through multiple territories with one army, although at least one unit has to be left in any territory you capture. Game Types Classic Risk Ĭlassic style employs the standard rules of Risk (depending on version, see below), which is one attack move at a time from one location.
