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Risk Express
Description
A player starts his turn by rolling seven dice, the six sides of which show artillery, cavalry, general, and 1-3 infantry. He then selects a card and uses the symbols rolled to conquer exactly one of the battle lines on this card (by placing the appropriate dice on that line). If he can do this, he then rolls the remaining dice, ideally conquering another line; if he can't conquer a line, he removes one die from play, then rolls again. His turn ends when either he conquers every line on the card (in which case he claims it) or he no longer has dice available to roll. Each card is worth a number of victory points. You can conquer cards owned by other players, but you need to conquer an additional general line in the process. If a player owns all the cards of one continent, however, those cards are secure and cannot be stolen. What's more, these cards are now worth more points because you've united the continent under one ruler (you). When the last card is claimed, players tally their points, and whoever has the highest score wins. Game DiscussionsAdd CommentYou need to be logged in to comment. Insert Bullet List Please enter at least one item. Item: Item: Item: Item: Item: Insert Numeric List Please enter at least one item. Item: Item: Item: Item: Item: Insert Link Please enter the link of the website Optionally you can add display text Insert Email Please enter the email address Optionally add any display text Insert Image Please enter the link of the image Insert YouTube Video Please enter the link of the video MarketplaceNo listings at the moment. Do you own this game? Click here to list it for sale.
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