The Cards

There are two types of cards in the Greyhawk Castle Risk game.  Battle cards are drawn and held in the player's hand.  The player will always have at least 3 cards when his turn begins.  Event cards are drawn and effect play immediately.

Battle Cards

Mercenaries.  Use to recruit additional armies to place in one or more territories you occupy.

Play one or more before starting the FIRST attack of your turn. (You cannot play mercenary cards on your turn once youíve made your first attack.)

Place the card(s) under the numbered edge of the game board, one card to each number, in numerical order.  The sum of the numbers above the cards you have played is the number of armies you get.

 

 Admiralís Fleet.  Used to move your armies via the Admiralís Fleet of ships from a territory on the sea.

   Play at any time during your turn to attack only.

   NEVER USE SIMPLY TO RELOCATE ARMIES. Once committed to the attack, you cannot withdraw the fleet. You must continue the attack to the end. If you lose all the armies in a ship, you lose the attack and the Fleet card.

   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 Admiralís 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.

 

AssassinUsed to spy, eliminate another card OR to defend against attackers Battle cards.

Play one or more at any time during your turn.

To spy against another player, the players hand is looked at in secret. The attacker returns the cards to the player and the spy is returned to the attacker's hand.

When assassinating another card, the attacker chooses either a card in play or a card in another player's hand. The attacker must roll a successful attack roll with a +2 bonus.

On a successful assassination, let everyone see the card that has been eliminated (if from another player's hand), then discard it face up. Then discard your Assassin card.

The Assassin card can also be used against a Battle Card played by a defender in an attack. The defender can block use of another Battle card used by an attacker on a successful roll with a +1 bonus. Both cards are then discarded. No effect against the Admiral's Fleet card.

The Assassin can also be used defensively against an opponentís Assassin card.  Both Assassin cards are discarded. No dice rolling is required.

 

FortificationUsed defensively to add 1 point to your high roll die.

Play when youíre attacked by another player.

Once played, the card is committed for the duration of the attack.

The Fortification card is eliminated as soon as your opponent rolls a number higher than youíre your high die roll, plus 1. You must discard the card. Then you can: play another Fortification card if you wish.

If the Fortification survives the attack, return it to your hand.

Hero.   Play at any time during an attack just before rolling the dice.

Once committed to an attack, you cannot withdraw the Hero.

If you attack again on that turn, you must continue to use the Hero. At the end of your turn, return the Hero card to your hand, if he has survived.

Your high die roll, plus 1, must beat your opponentís high die roll to keep using the Hero. The Hero card is eliminated as soon as your opponent rolls a number higher than youíre your high die roll, plus 1. You must discard the Hero card. Then you can: play another Hero card if you wish. Continue the attack without a Hero card. End the attack.

If the Hero survives the attack, return it to your hand.

Ambassador. Used to force a truce with another player.

Play an Ambassador card on one or more players before starting the FIRST attack of your turn. You cannot play the Ambassador card on your turn once youíve made your first attack.

You cannot attack the player with whom you have a truce on this turn, nor can that player attack you on his next turn.

THE TRUCE IS IN EFFECT FOR ONE COMPLETE ROUND OF PLAY.

Discard the Ambassador at the end of the round.

Do not use Ambassador in a 2 player game.

 

Event Cards

QTY

NAME ON CARD

DESCRIPTION ON CARD

2

AMBASSADOR BLUNDERS

Reveal Battle Cards in hand to other players.

1

PLAGUE FROM THE GNATMARSH

Half of the armies in the territory of Oldred (EASTERN PACT) are destroyed. Round any losses down. (1 army must always remain.) No effect if a STRONGHOLD is present

1

SAVAGES ATTACK!

Half of the armies in HEPMONALAND are destroyed. Round any losses down. (1 army must always remain.) Play FORTIFICATION card to block; discard both cards.

1

MINIONS OF WASTRI ATTACK!

Half of the armies in Kro Terlep (SCARLET BROTHERHOOD) are destroyed. Round any losses down. (1 army must always remain.) No effect if a STRONGHOLD is present

1

GIANTS FROM THE RAKERS ATTACK!

Half of the armies in the Flinty Hills (NORTHERN PROVINCE) are destroyed. Round any losses down. (1 army must always remain.) No effect if a STRONGHOLD is present

1

RAIDERS FROM THE BONEWOOD FOREST ATTACK!

Half of the armies in Ahlissa (SOUTH PROVINCE) are destroyed. Round any losses down. (1 army must always remain.) No effect if a STRONGHOLD is present

1

FROST BARBARIAN RAIDERS ATTACK!

Half of the armies in Ratik are destroyed. Round any losses down. (1 army must always remain.) Play FORTIFICATION card to block; discard both cards.

4

PEASANTS REVOLT!

Player receives only half of spoils (round up) at end of turn.

2

AZURE STORMS!

No player can move or attack from or into territories bordering the Azure Sea. No fleet can pass through the Azure Sea. Until end of your next turn.

2

SOLNOR STORMS!

No player can move or attack from or into territories bordering the Solnor Ocean. No fleet can pass through the Solnor Ocean. Until end of your next turn.

2

AERDI STORMS!

No player can move or attack from or into territories bordering the Aerdi Sea. No fleet can pass through the Aerdi Sea. Until end of your next turn.

4

FAVORABLE WINDS

Your ships can move through an additional sea zone until end of your next turn. (ie From the Aerdi Sea to the Azure Sea)

1

THE MAD OVERKING!

The Great Kingdom player has a -1 from the highest die roll for attack or defense. Until end of your next turn.

1

FALL OF THE LORDSHIP OF THE ISLES

Remove all armies from The Lordship of the Isles and replace one-to-one with armies from the Scarlet Brotherhood.

1

OSSON'S RAIDERS

Remove 2 armies from each of the territories South Province, Glorioles, Sunndi and Medgia. (1 army must always remain.) If a territory is controlled by The Eastern Pact, add 2 armies.

1

AID FOR THE IRON LEAGUE

Remove 2 armies from each of the territories South Province, Iron Hills, Idee and Onnwal. (1 army must always remain.) Or add 2 armies to territories controlled by The Iron League.

1

GIANTS FROM THE RAKERS

Remove 2 armies from each of the territories Theacracy of the Pale, Flinty Hills, Ratik and Bone March. (1 army must always remain.) Or add 2 armies to territories controlled by The North Province.

1

FALL OF MEDGIA

Remove all armies from The Sea of Medgia and replace one-to-one with armies from the Great Kingdom.

1

GRAYFLOOD OVERFLOWS!

No armies may cross the Grayflood until end of your next turn.

1

MOUNTAIN STORMS!

No player can move or attack from or into territories bordering the Rakers.

1

DEMONS UNLEASHED!

Ivid unleashes the forces of the Abyss. The Great Kingdom player adds a +1 to the highest die roll for attack or defense. Until end of your next turn.

2

WOODLAND DEFENDERS

Any player defending a wooded area (THEOCRACY, RATIK, ADRI FOREST, GRANDWOOD, BONEWOOD, SUNNDI, MENOWOOD, TARLAN) adds a +1 from the highest die roll for defense. Until end of your next turn.

3

MUSTER TROOPS

Recieve 6 extra armies to distibute anywhere in your home country

4

DRAGON UNLEASHED!

Remove 3 enemy armies from any one territory. (1 army must always remain.)

3

ANCIENT CURSE UNLEASHED!

Your armies have a -1 from the highest dice roll for defense (outside of your home country only). Until the end of your next turn.

4

ARMY DESERTERS

Remove 1 enemy army from each territory bordering your home country and add 1 army for each enemy removed into adjacent home territories. If enemy is in control of any of your home territories, remove 2 enemy armies. (1 army must always remain).

4

PIRATES ATTACK!

Remove 2 armies from each of your coastal territories (1 army must always remain.) Play FORTIFICATION card to block; discard both cards.

2

FAVOUR OF THE GODS!

You have the favour of your Gods. Add a +1 to the highest die roll for attack or defense. Until end of your next turn.

3

SPY REVEALED

Have Another player draw one card from your Battle Cards, and discard it.

4

MOVE BY NIGHT

Player may make up to 3 extra troop redeployments.

60

TOTAL