Also included is a total of fifty-six Risk cards. Forty-two of these depict territories, in addition to a symbol of an infantry, cavalry, or artillery piece. One of these cards is awarded to a player at the end of his or her turn, if he or she successfully conquers at least one territory during that turn. No more than one card may be awarded per turn. If a player collects three cards with the same diagram or one of each, he or she may trade them in, at the beginning of his or her turn, for reinforcements. These cards can also be used for game set-up (see below for details). Also included are two wild cards that depict an infantry, cavalry, and artillery piece, as opposed to one of the three and a territory. Because these cards have all three symbols, they are mainly used to complete a Risk card set, in order to receive reinforcements. Twelve Mission cards also come with the game, but are used only in Secret Mission Risk.
Each Risk game comes with six sets of armies, each of a different colour. Individual sets of armies are denoted by three different tokens. Infantry tokens represent a single army unit, cavalry represent five army units, and artillery ten units. The three token types are purely a convenience measure for ease of representing a specific army size. If a player runs out of armies during the game, another colour may be used to substitute, or slips of paper to help keep track of his or her armies. Standard equipment also comprises five dice; two for the defender, and three for the attacker, both sets being colour coded as well.
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