RisiKo!: Antartide
RisiKo!: Antartide Rulebook
Table of Contents
Table of Contents
Components
- 17 Event cards
- 13 Territory cards
- 6 Objective cards
- 2 Reference cards
- 2 Territory cards for West Antarctica and East Antarctica (for use with classic RisiKo!)
- 2 "On Your Turn" summary cards
- 1 board
- 3 red dice for red armies
- 3 blue dice for blue armies
- 16 red tanks (each worth 1 army)
- 16 blue tanks (each worth 1 army)
- 16 grey tanks (each worth 1 army)
- 16 red flags (each worth 2 tanks/armies)
- 16 blue flags (each worth 2 tanks/armies)
- 16 grey flags (each worth 2 tanks/armies)
Using the Classic RisiKo! Expansion Mode
Use the side of the board showing West Antarctica and East Antarctica to play the RisiKo! expansion, adding the seventh continent to the existing ones on the classic world map.
Place Antarctica, with its two new territories, at the foot of the classic RisiKo! board (see page 7). Add the two new Territory cards, West Antarctica and East Antarctica, to the RisiKo! Territory card deck. Antarctica can be reached by sea following the dashed line that connects it to Argentina, South Africa and East Australia.
Antarctica: 2 armies
Page 7 of the rulebook shows the setup diagram: the classic world map with the Antarctic board placed beneath it, with dashed sea routes labelled "to Argentina", "to South Africa" and "to East Australia", and the two Antarctic regions, West Antarctica and East Antarctica, marked. The small numbers printed on the diagram are not explained in the text.
Setup
- Place the board, with the side showing Antarctica divided into territories, in the centre of the table.
- Each player chooses either the red or the blue army, takes the die of the matching colour and the "On Your Turn" card that summarises the moves to make.
- Separate the armies by colour and place them to the side to form a reserve.
- Shuffle the Territory cards and place them face down to the side to form the Territory deck.
- Shuffle the Event cards and place them face down to the side to form the Event deck.
- Place the 6 Objective cards on the table, face up.
- Each territory and research station on the board has a coloured circle with a number. Place the number of armies of the colour matching that number and that colour on each territory and research station. Leave the remaining armies in the reserve.
- Both players roll their own die. The player who rolls the highest score will go first.
On Your Turn
- Draw an Event card and carry out what it says. See Events, p. 4.
- Receive reinforcements and distribute them. See Reinforcements, p. 4.
- Attack neighbouring territories using your armies. See Attacking, p. 5.
- Collect any Objective you have reached. See Objectives, p. 6.
- Make a strategic move and draw a new Territory card if you managed to occupy a territory.
Events
At the start of your turn, draw an Event card from the deck and carry out what it says, then discard it.
Some Event cards require you to attack with a neutral army (the grey tanks and grey flags). See Attacking, p. 5.
Some Event cards instruct you to add reinforcements to a territory. The armies added must be of the same colour as the armies already on that territory. If there are no armies on that territory, add neutral armies instead (if any remain).
Reinforcements
After carrying out the instructions of the Event card, take and distribute your reinforcements:
- Count the number of territories and research stations on which you have armies. Take from the reserve the number of armies of your colour equal to that number, and distribute them among your occupied territories as you wish.
- Receive one additional army for each Objective you hold. See Objectives, p. 6.
- You may discard a set of Territory cards to receive a larger number of armies from the reserve. If you have a set of Territory cards showing the same symbol, or all different symbols, you may discard it to receive three extra armies. Alternatively, if you have Territory cards showing bonus numbers, you are entitled to receive bonus armies. The South Pole card counts as a wild card, so it is as if it had any one of the symbols on it.
- If you have 5 Territory cards at the start of your turn, you must discard a set if you have one in your hand.
Bonus armies from sets of cards:
| Cards in the set | Bonus armies |
|---|---|
| Cannon, cavalry, infantry (all different) | 3 |
| Cavalry, cavalry +1, and a card showing cannon, cavalry and infantry together | 4 |
| Infantry, cannon-cavalry-infantry card, cannon +2 | 5 |
| Infantry +1, infantry, infantry +2 | 6 |
The table in the rulebook is shown as pictures of the card symbols. The symbols are described here as printed: cannon, cavalry and infantry, with the "+1" and "+2" bonuses as shown on the cards. The card showing cannon, cavalry and infantry together (row 2, third card; row 3, middle card) is a composite symbol, as drawn in the rulebook.
If the Territory deck runs out, shuffle the discarded Territory cards to form a new Territory deck.
Attacking
After you have placed your reinforcements, you may launch any number of attacks per turn, one at a time. Research stations behave like territories in this phase, but an attack can never be launched from them.
- Choose one of your territories with more than one army as the starting point of the attack, and choose a neighbouring territory that you do not control to attack. You may attack any neighbouring territory: whether it is occupied by the opposing player's armies or by the neutral player's armies, or whether it is empty.
- Choose to attack with up to 3 armies present on your territory, and roll the corresponding number of dice.
- The opponent defends with up to a maximum of 3 armies present on their territory, and rolls the same number of dice.
- Compare the dice scores (the highest attacker die against the highest defender die, then the second highest, and so on). If one player has rolled more dice, ignore any excess dice.
- For each pair of dice compared, if the attacker has the higher score, remove one defending army from its territory and place it in the reserve. If the defender's score is higher, or in case of a tie, remove one of your armies.
If armies of the defender remain on the territory, the attack is over. You may continue attacking the same territory until all its armies are destroyed if you wish, or choose to launch the attack from other territories under your control against other enemy territories.
If your attacks destroy all of the defender's armies, you have won the battle. You may take possession of the new territory by placing your armies on it, taking them from the territory from which you launched the attack. Then you may launch a new attack.
Reserve forces are scarce in Antarctica. Flags are worth 2 tanks and may be freely exchanged for 2 tanks at any time except during an attack. Be careful, however: if you lose an army and are left with only one flag (which equals two armies) on that territory (and all your tanks are already deployed on your territories), you will lose the flag.
Garrisons. You must always leave at least one army on the territory from which you launch an attack, to defend it. That army cannot take part in the attack and cannot be moved to the new territory if you win the attack. This means that if you have three armies on a territory, you may attack with only two of them. If you have two armies, you may attack with only one.
Neutral Armies (Grey Tanks and Grey Flags)
If you attack a territory controlled by the neutral player, your opponent rolls the dice on its behalf. It always defends with as many armies as it can.
If an Event card requires you to attack from a neutral territory, choose how many armies to attack with and select an adjacent territory to attack. You may choose to attack one of your own territories, one of your opponent's, or an empty territory. If you win the attack, choose how many armies to move into the conquered territory (the garrison rules also apply to neutral armies). If there are no territories you can attack, do not roll any dice.
When neutral armies are defeated by a player, whether attacking or defending, they are not returned to the reserve. Instead, the player who defeated them keeps them (they will be used to determine who has defeated the most neutral armies).
Attacking Empty Territories
Some Events may leave a territory empty. When attacking an empty territory, no dice are rolled. Move your armies onto the territory as if you had won an attack, except that conquering an empty territory does not earn a Territory card.
Objectives
When you cannot launch any further attack, or when you choose to stop, check the 6 Objective cards one by one:
- If a player reaches one of the six objectives, that player may take the card of that objective and keep it in front of them. It will give them one extra army during reinforcements in future turns.
- If a player reaches an objective already held by the opponent, they are entitled to take it from them.
- If a player no longer holds an objective, for example the objective "conquer all of East Antarctica and the research stations SIGMA and PHI", because they have lost one of the territories of that objective, the objective is returned to the table, available to the players, and can be reconquered.
Defeating the most neutral armies. When you defeat neutral armies, whether attacking or defending, keep them in front of you instead of returning them to the reserve. If the players are tied for the most neutral armies defeated, return this objective to the reserve.
Objective Cards
The six Objective cards, as printed on the cards (each grants "+1 Reinforcement per turn"):
- Conquer all of East Antarctica and the research stations SIGMA and PHI.
- Conquer the South Pole.
- Conquer all of West Antarctica and the research station PSI.
- Conquer all of the Floating Ice.
- Destroy the greatest number of NEUTRAL ARMIES.
- Conquer all three research stations.
End of Turn
If you have reached three objectives, you have won!
Otherwise, you may make a strategic move. Choose one of your territories and move any number of armies from that territory to an adjacent territory that you control. If you move armies, you must leave at least one to protect your territory.
If in attacking you conquer one or more new territories from the defender, draw a new Territory card. This does not apply if you conquer a research station.
Research Stations
Research stations may not hold more than two armies on them at any one time. You may still attack a research station with three armies, but you may only move two armies into the station if you defeat the defending forces.
If an Event requires you to add armies to a research station, you may place only two. Research stations follow the same rules as territories for calculating reinforcements (page 4) and for attacks (page 5), but you may never launch an attack from a research station. Events that add or remove armies from neutral territories never apply to research stations.
Classic RisiKo! Expansion Setup
Page 7 of the rulebook gives the setup diagram for the Classic RisiKo! Expansion Mode described above: the Antarctic board is placed beneath the classic world map, and the sea routes to Argentina, South Africa and East Australia are shown as dashed lines.
Rules Summary
Winning: be the first player to reach three of the six objectives on the table at the start of the game.
Note from the translator: the printed summary reads "at the start of the game". The End of Turn rule ("If you have reached three objectives, you have won!") checks for three objectives at the end of a turn, so the printed summary is transcribed as written here without correction.
On your turn:
- Draw an Event card and carry out what it says. See Events, page 4.
- Receive reinforcements and distribute them. See Reinforcements, page 4.
- Attack neighbouring territories using your armies. See Attacking, page 5.
- Collect any objective you have achieved. See Objectives, page 6.
- Make a strategic move and draw a new Territory card if you managed to occupy a territory.