GREYHAWK CASTLE RISK RULES.Pdf

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GREYHAWK CASTLE RISK RULES.Pdf Introduction................................................................2 Admiral’s Fleet...................................................... 5 Object.........................................................................2 Assassin ................................................................. 5 Equipment ..................................................................2 Fortification ........................................................... 5 The Armies.............................................................3 Hero ....................................................................... 5 The Game Board ........................................................3 Ambassador ........................................................... 5 Empires and Territories..........................................3 Event Cards............................................................ 6 Independent Territories. .........................................3 The Attack ................................................................. 7 Sea Zones ...............................................................3 Attacking ............................................................... 7 Dotted Lines...........................................................3 Capturing a Territory ............................................. 7 Island Chains..........................................................3 Capturing a Stronghold.......................................... 7 Starting the Game.......................................................3 Hidden Armies........................................................... 7 Setup.......................................................................3 Spoils ......................................................................... 7 Battle and Attack....................................................3 Winning ..................................................................... 7 Order of Play..........................................................4 Alliances, Truces and Trades..................................... 8 The Cards ...................................................................5 Strategy Hints ............................................................ 8 Battle Cards............................................................5 Glossary..................................................................... 8 Mercenaries............................................................5 Introduction Welcome to the WORLD OF GREYHAWK. The Flanaess has seen great treacheries and greater wars. In 582CY, a widespread conflict called the Greyhawk Wars damaged the fabric of life here, perhaps irreparably; the treaty which was supposed to have ended the wars has been broken again and again, and borders everywhere are in turmoil. The corrupt and decayed Great Kingdom has finally fallen, but new realms have arisen to take its place - each with the potential to be even more evil than its predecessor. A horrifying demigod has been freed from captivity; despite the loss of many of his fiendish troops, his expanded empire threatens the heart of the Flanaess. A mysterious brotherhood has reached out from its southern stronghold to begin a conquest of certain countries - a conquest that may not end until the Flanaess itself is destroyed. Armies of humanoids - brutish creatures with both human and bestial features - march across the land: Though some have been repelled, still there are lost lands to be won. Giants and creatures drawn from alien planes lay waste to civilization. Barbarians, assassins and monsters run rampant. This game is variant of Castle Risk set in the fantasy setting of Greyhawk. Game play takes place during the great Greyhawk Wars and centers around the battles for the Great Kingdom. Object Each player starts out with one Empire Stronghold on the game board. Your objective is to capture all your opponent’s strongholds, so that you are the last player remaining in the game. Equipment 1 Game board, 5 Dice: 3 red 2 white, 6 Empire Strongholds, 6 sets of armies, Deck of 48 Battle cards: 8 Fortifications, 7 Ambassadors, 8 Heroes, 6 Fleets, 7 Assassins, 12 Mercenaries, Deck of 60 Event cards. 2 The Armies. There are six sets of armies. Each set contains single-army pieces and 10-army pieces. When choosing an army color, be sure to take army pieces of the same color. The Game Board Empires and Territories. The game board is a map of six Greyhawk empires: Scarlet Brotherhood, Great Kingdom, Iron League (Onnwal, Irongate, Idee, Sunndi), North Province (Northern Province, Bone March), South Province (Ahlissa), Eastern Pact (Almor, Nyrond, County of Urnst). East color coded empire is divided into several territories marked by solid-colored borders. Example: The Iron League is comprised of 5 territories that include Onnwal, Irongate, Idee, Menowood and Sunndi. At the end of your turn, you collect four armies for every empire in which you occupy all territories (see Spoils) Independent Territories. There are also 11 color-coded independent territories. These are, as their name states, completely independent and do not make up an empire. You may not put a stronghold on them. The independent territories are: The Sea Barons (2), Lordship of the Isles (2), Spindrift Isles (2), Dullstrand, See of Medgia, Theocracy of the Pale, Ratik and Hepmonaland. Sea Zones. The map is divided into seven sea zones. This is important when using the Admiral’s Fleet card. The sea zones are: Aerdi Sea, Azure Sea, Densac Gulf, Oljat Sea, Relmor Bay, Solnor Ocean and Tilva Strait Dotted Lines. You will notice that there are certain territories separated by water but connected by dotted lines. The dotted lines indicate that the army movement between these territories is possible without the use of the Fleet card. Also there is a dotted line (representing a mountain pass) through the Rakers connecting Ratik to Theocracy of the Pale. Island Chains. Certain island chains are bordered by heavy red lines. These are considered to be a single territory. Starting the Game First read the rules carefully. Then begin the game. Setup 1. Get a pencil and a sheet of paper. 2. Choose and army color and separate out the appropriate member of starting armies, using single-army pieces: 2 players, 40 each; 3 players, 35 each; 4 players, 30 each; 5 players, 25 each; 6 players 20 each. 3. Roll a die to determine who will place an army first. High roller draws a Stronghold, sight unseen, and places that stronghold on any territory within the empire represented on the stronghold. Then he or she places an army piece next to the stronghold. THIS IS THE STRONGHOLD THAT YOU MUST DEFEND. Starting from that player’s left, everybody, in turn, draws a stronghold and places it and one army in the same manner. Hint: It’s best to place your stronghold next to the sea. 4. Starting with the same first player, everybody, in turn, places a single-army pieces on any unoccupied territory in any empire, or on any independent territory. Continue until each territory is occupied by a single army. Hint: Strongly fortify your stronghold with armies. There is no limit to the number of armies you can place on any one territory. At any time, substitute 10 single-army pieces for a single 10-army piece and vice versa. 5. In secret, choose a territory where you will place your “Hidden Armies” (see Hidden Armies). It may be any territory except one occupied by a stronghold. Write down the name on a piece of paper and slip it under the game board. 6. Shuffle the cards and deal three face down to each player (who looks at them in secret). Place the remaining cards face-down to form a draw pile. 7. Roll the die again to see who starts playing first. Play passes to the left. Battle and Attack Refer to the following definitions of these words to be sure players have a clear understanding of their meanings in the game: BATTLE is a single “fight” between two enemy armies (one roll of the dice) ATTACK is made up of one or more battles. 3 Order of Play 1. If you have fewer than three BATTLE cards, bring your hand up to three. 2. Play BATTLE cards if you wish. (Some cards will not be played in this order) 3. Attack if you wish. 4. Draw 1 Event Card and 1 Battle Card. 5. Collect spoils. This indicates the end of your turn. 4 The Cards Battle Cards Mercenaries. Use to recruit additional armies to place in Admiral’s Fleet. Used to move your armies via the one or more territories you occupy. Admiral’s Fleet of ships from a territory on the sea. Play one or more before starting the FIRST attack of your • Play at any time during your turn to attack only. turn. (You cannot play mercenary cards on your turn once • NEVER USE SIMPLY TO RELOCATE ARMIES. you’ve made your first attack.) Once committed to the attack, you cannot withdraw the Place the card(s) under the numbered edge of the game fleet. You must continue the attack to the end. If you board, one card to each number, in numerical order. The lose all the armies in a ship, you lose the attack and the sum of the numbers above the cards you have played is the Fleet card. number of armies you get. • If you win the attack, move all of you armies from the card into the defeated territory, and return the card to your hand. You may use the card as many times as you wish on a turn. • The Admiral’s Fleet can only move up to 2 sea zones before striking land. After a successful land battle you can use the Fleet to move 2 more Sea Zones. Assassin. Used to spy, eliminate another card OR to Fortification. Used defensively to add 1 point to your
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