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Risk: Warhammer 40,000

Risk: Warhammer 40,000 Rulebook

Table of Contents

Table of Contents

  • Component Overview
    • Component List
    • Game Board
    • Armies
    • Leaders
    • Territory Cards
    • Objective Cards
    • Reward Cards
    • Dice
  • Play Modes
  • Basic Game Rules
    • Goal
    • Getting Started
    • Set-Up
    • Deploying Armies
    • Starting the Game
      • 1. Recruit Additional Units
      • 2. Attack Enemy Territories
      • 3. Complete Objective and Claim Reward (if applicable)
      • 4. Manoeuvre Your Armies and Draw a Territory Card
  • Reminders and Tips
  • Winning
  • Total Domination Rules

Component Overview

Component List

  • Custom Game Board
  • 225 Faction Unit Tokens
  • 5 Leader Tokens
  • 5 Leader Cards
  • 42 Territory Cards
  • 20 Objective Cards
  • 16 Reward Cards
  • 5 Dice

Game Board

The game board is divided into 42 territories which are grouped into 6 regions [Megaborealis, Dontoria, Hyperia Sector, Kaelac's Bane, Mortwald and Ork Scrap Cities, Oteck Hivesprawl, and Storvhal]. Some territories are adjacent to each other as indicated by a shared border or a connecting travel path through the wastelands. Three Fortwall territories span the distance between 2 regions. These territories are considered to be a part of both regions they connect.

Example: The Mortwald-Oteck Fortwall is in both the Mortwald and Ork Scrap Cities Region and the Oteck Hivesprawl region.

Armies

Every player will control armies of one colour, belonging to a single faction. Each army is represented by single army units and three army units. The table below shows factions and each faction's leaders and units.

FactionLeader CardLeader TokenSingle UnitTriple Unit
Ultramarines (blue)Marneus Calgar(icon token)Primaris IntercessorsPrimaris Repulsor
Chaos Space Marines (red)Abaddon the Despoiler(icon token)Chaos Space MarinesHeldrake
Aeldari Craftworlds (yellow)Autarch(icon token)Eldar GuardiansEldar Falcon
Orks (green)Warboss(icon token)Ork BoyzBattlewagon
Genestealer Cults (purple)Magus(icon token)

Leaders

Leaders provide a boost in morale and strategy to allied armies in their location.

Leader cards and their respective Leader tokens:

Leader CardFactionAbility
Marneus CalgarUltramarinesAdd +1 to highest attack and defence die.
Abaddon the DespoilerChaos Space MarinesReroll all 1s.
AutarchAeldari CraftworldsThe final army in this leader's territory must be defeated twice before it and the leader are removed.
WarbossOrksAdd +1 to all attack dice.
MagusGenestealer CultsAdd +1 to all defence dice.

Using Leaders:

  • Each Leader has a unique ability that applies to the territory where the leader is located.
  • If your leader is in a defending territory and the last remaining unit in that territory is defeated, your Leader is also removed from the board with that unit. At the start of your next turn defeated Leaders may be redeployed to any territory you control.

Territory Cards

There is one card for each territory on the game board. Each card has the name and picture of a territory, the name and location reference of the region where it is located, and either a 100 or 200 Throne Gelt (TG) icon.

Objective Cards

Objective cards are goals that players must complete in order to win the game. There are 2 levels of objective cards: Minor, and Major.

Reward Cards

Completing objectives will earn players reward cards. Reward cards provided bonuses to attacking or defending armies and may be used one time each.

Dice

Dice are used when attacking and defending territories.

  • Defender Dice (Black)
  • Attacker Dice (Red)

Play Modes

Warhammer Risk features 2 Play Modes:

  • The basic game is won by completing 3 objectives.
  • The total domination game follows the same rules as the basic game, but to win a player must complete 3 objectives AND eliminate all of their opponents from the board. Game rules start on page 11.

Basic Game Rules

Goal

Be the first player to have 3 completed objectives.

Getting Started

Familiarise yourself with the game contents by reading the overview of components (Pg. 3-5).

Set-up the board and components as described in the set-up section (Pg. 6).

Set-Up

  1. Place the main game board in the centre of the table.
  2. Shuffle all of the Territory cards, and form a draw pile near the game board.
  3. Deal 1 Territory card each to the 3rd and 4th players and 2 Territory cards to the 5th player if applicable.
  4. Separate the Minor and Major Objective cards and shuffle each set separately.
    • Draw 4 Minor and 4 Major Objective cards and place them face-up next to the game board within view of all players.
    • Return the remaining objective cards to the box.
  5. Separate the Minor and Major Reward cards into two piles and place them face up near the table. Players may look at these cards at any time. After completing an objective card you will earn a reward of your choice of the same level (Minor or Major). See the 'Objectives and Rewards' section of the rules for more details.
  6. Each player rolls a die. Players choose their factions in order, starting with the player who had the highest die roll (first player) and proceeding clockwise around the table. Reroll any ties.
    • After each player selects their faction they collect the corresponding army pieces and the Leader token.

Transcriber notes (scan legibility): the region labels printed on the board are shown with their bonus values (Mortwald & Ork Scrap Cities +3; Megaborealis +3; Dontoria +5; Storvhal +2; Oteck Hivesprawl +5; Kaelac's Bane & Dirkden +4; Hyperia +4). The territory count printed under each region name on the board is not legible in the scan and is not transcribed here except where stated in the Recruit section example; the board's Enforcement Costs table is likewise not legible. The text of the individual Objective and Reward cards is not reproduced in the booklet; the sample cards shown in the set-up illustration are too small in the scan to transcribe reliably.

Deploying Armies

Players should count starting armies according to the number of players as listed in the chart below.

PlayersArmies
5 Players20 Armies each
4 Players25 Armies each
3 Players30 Armies each

Starting with the first player, players will take turns placing a single army into an empty territory until all of the empty territories have been claimed (some players may control 1 more territory than others).

At this point placement continues, with players taking turns placing one of their remaining starting armies into a territory they already control. Reinforcing of territories continues until all players have placed all of their starting armies.

Starting the Game

  1. Recruit Additional Units
  2. Attack Enemy Territories
  3. Complete Objective and Claim Reward (if applicable)
  4. Manoeuvre Your Armies and Draw a Territory Card (if eligible)

1. Recruit Additional Units

The number of reinforcements you may deploy at the start of your turn is the sum of the following:

  • A. The number of territories you control, divided by 3
  • B. Any region bonuses
  • C. Units purchased using Throne Gelt on territory cards
  • D. Units gained from reward cards

A. Territories: Count the number of territories you control and divide this number by 3 (ignore any remainder). If this number is lower than 3, round it up to 3. Gather that many armies and set them aside. These are your reinforcements.

B. Region Bonuses: If you control every territory within a region, including any Fortwalls shared with adjacent regions, then you control the region. The region label on the game board indicates how many bonus armies you receive. Add these armies to the reinforcements from step A.

Example shown in the booklet: the Hyperia region label reads "7 Territories" and "+4".

C. Purchasing Units: Territory cards have a value of either 100 or 200 Throne Gelt (TG). If you have cards with a combined value of 200 Throne Gelt (TG) or more you may choose to turn in some or all of these cards to recruit more armies. The total value of the cards you choose to discard determines how many armies you will gain. Refer to the recruitment table on the game board to see how many armies you get for a set of cards. Discard the location cards you wish to use to purchase more armies and add the armies gained to the pile formed in steps A and B.

For more information on collecting Territory cards see the 'Manoeuvre Your Armies And Draw A Territory Card' rules on page 10.

D. Reward Cards: Players may gain reward cards for completing objectives during the game. Some of these objectives allow a player to gain extra armies during the recruit armies part of their turn. If a player has one or more of these rewards they add the indicated number of armies to the pile created in steps A, B and C.

For more details on rewards cards see page 4.

Reinforcements are ready for deployment: After assembling all your reinforcements gained in steps a-d, deploy all of them into territories that you control. You can choose to put all of these units into one territory or spread them out across your territories.

2. Attack Enemy Territories

On your turn, you may attack any enemy territories that are adjacent to territories you control in an attempt to take them over. Attacking is optional.

  • A. Choose one of your territories that contains at least 2 armies. Select at least 1 army to stay behind to guard your territory. The remaining army or armies can attack the enemy territory.
  • B. Choose how many armies will attack. You can send in 1, 2, or 3. Although a territory may contain more than 3 armies, no more than 3 can attack.
  • C. The defender chooses how many armies will defend, 1 or 2. The defending territory may contain more that 2 armies, but no more than 2 can defend.
  • D. Each side rolls 1 die for each army in battle. This means the attacker rolls 1, 2 or 3 dice and the defender rolls 1 or 2 dice.
  • E. Both sides put their dice in order from highest to lowest. Compare your highest die to your opponent's highest die. The higher number wins and the defender wins ties. The loser removes one army from the territory.
  • F. Compare your second highest die. The loser removes one army. If there is no die to compare yours to, meaning your rolled 1 or 2 more dice than your opponent, then ignore that die/dice.

Transcriber note: step C of the printed booklet reads "may contain more that 2 armies" - a typo for "than"; transcribed as printed.

If the defender still has units in the territory:

You may attack again if you want to and are able, either between the same territories or between new ones.

If the defender has no more units in the territory:

Move all of the attacking armies into the territory. You may also move in additional armies from the attacking territory. So even though you can only attack with 3 armies, you can move more than that into a conquered territory. Remember you must leave at least one army behind - no territory can ever be abandoned.

Eliminating another player:

You eliminate another player if you defeat their last army occupying a territory. That player is now out of the game. As a reward, you get all of that player's Territory cards and any of their completed objective cards. If the eliminated player had any Reward cards they are discarded from the game.

3. Complete Objective and Claim Reward (if applicable)

How to complete objectives:

After you have finished attacking, look at the Major and Minor level Objective cards that are face up next to the game board. If you have completed one of these during your turn, you may take that Objective and place it in front of you. Do not replace the objective with a new one from the deck. As the game progresses, fewer Objectives will be available.

If you have completed more than one Objective on your turn, choose one to collect - a player can only collect one Objective on a turn.

Major Objectives are more difficult to complete than Minor Objectives; however Major Objectives earn you more powerful Rewards (see "How to Collect Rewards"). A player may collect any Objective they have completed, regardless of the type (Major or Minor); even if they already have a completed Objective of the same type.

Once an Objective is completed and collected, it does not change hands unless a player is eliminated. If you eliminate another player, you take all of that player's collected Objective cards as well as their Territory cards.

How to collect Rewards:

Completing an Objective allows you to choose one reward card to collect. There are 2 types of Rewards - Major Rewards, and Minor Rewards. When completing an Objective a player may take any one remaining Reward card of the corresponding type. Major Objectives earn Major Rewards and Minor Objectives earn Minor Rewards.

After you have selected a Reward card, play it face-up in front of you so that all players are aware of the bonus ability you have gained.

Objective and reward lists (printed on page 9, untitled in the booklet):

The lists below are reproduced from the page 9 tables; the printed booklet gives them without a heading.

Major ObjectivesMinor Objectives
Control at least 3 Territories in each of 4 different Regions.Conquer at least 2 Fortwall Territories in a single turn.
Control the entire Earth Oteck Hivesprawl Region at the start of your turn.Control the Dontoria and Gork's Landing Regions at the start of your turn.
Gain at least 15 Units at the start of your turn.Break up 2 opponent Region bonuses in a single turn.
Defeat 2 Leaders in one turn.Have a total Region bonus of 3 or more at the start of your turn.
Conquer 6 Territories in a single turn.Possess Territory cards worth 500 or more Throne Gelt.
Destroy 12 enemy Units in a single turn.Destroy 7 enemy Units in one turn.
Conquer at least 1 Territory in 4 Regions in a single turn.Gain at least 8 Units at the start of your turn.
Control 2 Regions at the start of your turn.Conquer 4 Territories in a single turn.
Possess Territory cards worth 800 or more Throne Gelt.Conquer 3 Territories from a single opponent in a single turn.
Major RewardsMinor Rewards
Guaranteed Territory CardReroll one '1' per attack roll.
Gain 3 extra units and then discard this cardGain 1 extra unit at the start of your turn.
Reroll your lowest attack die once per attack roll.Complete one manoeuvre at the start of your turn.
At the start of your turn, move your leader to any location you control regardless of connections.Complete one additional manoeuvre at the end of your turn.

4. Manoeuvre Your Armies and Draw a Territory Card

There are two steps to the end of your turn:

1. Manoeuvres: Manoeuvring armies is optional

  • A. To Manoeuvre Armies take as many units as you would like to move from ONE of your territories and move them to ONE other connected territory. Remember, you must leave at least one unit behind - you cannot abandon a territory.
  • B. Territories are considered connected if you control all of the territories in between. You cannot pass through enemy territories.
  • C. This is not an attack; it is a movement of armies from one of your territories to another; and allows players to reinforce a vulnerable territory or to get into position for their next turn.

2. Draw a Territory Card

If you conquered at least 1 enemy territory on your turn, then you may draw 1 Territory card from the deck to add to your hand. If you conquered more than 1 territory you may still only draw 1 Territory card.

  • A. If you collect an Objective on your turn, you cannot draw a Territory card for that turn, even if you also conquered an enemy territory.
  • B. If there are no more Territory cards in the deck, shuffle the discard pile to make a new deck.

Booklet captions for the illustration: "If Reward card then no Territory card." and "If Territory card then no Reward card."

Reminders and Tips

  • Warhammer 40,000 Risk is a game of "Strategic Conquest." In order to achieve your goal of military supremacy you must launch daring attacks, but also defend your territories on all fronts. Remember, the game is high risk, but bold moves can have high rewards.
  • Table talk, including alliances, threats, coercion, pleading, and double-crossing is not only allowed, but also encouraged.
  • Sometimes the best way to gain another Objective is to eliminate an opponent in order to claim their completed Objectives.
  • Every territory must always have at least one army occupying it.
  • Using Reward cards and your faction Leader power can provide significant strategic advantages.
  • If you use your leader's ability in combat, and you conquer a territory, you must move the leader into the conquered territory along with the other attacking armies.
  • At the end of your turn you cannot collect an Objective AND a Territory Card, unless you possess the "Guaranteed Territory Card" reward.

Winning

You will win the game if you have 3 completed objectives at the end of your turn.

Total Domination Rules

To experience an updated version of the classic RISK game of Global Domination, just change one rule: don't stop when one player completes 3 Objectives. Instead play until one player has completed 3 Objectives AND controls all the territories. That player is the winner.

Acolytes
Goliath
Conquer a Region occupied by more than one opponent when your turn began.Control the Hyperia, Dirkden Hivesprawl, Hurrikane Rekk and Vhulian Swirl Region at the start of your turn.