Each player starts out with one Empire Stronghold on the game board. Your objective is to capture all your opponent’s strongholds, so that you are the last player remaining in the game.
1 Game board, 5 Dice: 3 red 2 white, 6 Empire Strongholds, 6 sets of armies, Deck of 48 Battle cards: 8 Fortifications, 7 Ambassadors, 8 Heroes, 6 Fleets, 7 Assassins, 12 Mercenaries, Deck of 60 Event cards.
The Armies. There are six sets of armies. Each set contains single-army pieces and 10-army pieces. When choosing an army color, be sure to take army pieces of the same color.
Empires and Territories. The game board is a map of six Greyhawk empires: Scarlet Brotherhood, Great Kingdom, Iron League (Onnwal, Irongate, Idee, Sunndi), North Province (Northern Province, Bone March), South Province (Ahlissa), Eastern Pact (Almor, Nyrond, County of Urnst). East color coded empire is divided into several territories marked by solid-colored borders. Example: The Iron League is comprised of 5 territories that include Onnwal, Irongate, Idee, Menowood and Sunndi.
At the end of your turn, you collect four armies for every empire in which you occupy all territories (see Spoils)
Independent Territories. There are also 11 color-coded independent territories. These are, as their name states, completely independent and do not make up an empire. You may not put a stronghold on them. The independent territories are: The Sea Barons (2), Lordship of the Isles (2), Spindrift Isles (2), Dullstrand, See of Medgia, Theocracy of the Pale, Ratik and Hepmonaland.
Sea Zones. The map is divided into seven sea zones. This is important when using the Admiral’s Fleet card. The sea zones are: Aerdi Sea, Azure Sea, Densac Gulf, Oljat Sea, Relmor Bay, Solnor Ocean and Tilva Strait
Dotted Lines. You will notice that there are certain territories separated by water but connected by dotted lines. The dotted lines indicate that the army movement between these territories is possible without the use of the Fleet card. Also there is a dotted line (representing a mountain pass) through the Rakers connecting Ratik to Theocracy of the Pale.
Island Chains. Certain island chains are bordered by heavy red lines. These are considered to be a single territory.
First read the rules carefully. Then begin the game.
Hint: It’s best to place your stronghold next to the sea.
Hint: Strongly fortify your stronghold with armies. There is no limit to the number of armies you can place on any one territory. At any time, substitute 10 single-army pieces for a single 10-army piece and vice versa.
Battle and Attack
Refer to the following definitions of these words to be sure players have a clear understanding of their meanings in the game:
BATTLE is a single “fight” between two enemy armies (one roll of the dice)
ATTACK is made up of one or more battles.
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. See Cards List for details.
An Attack is one or more battles fought with the dice. The object is to capture a territory by defeating all the enemy armies on it.
You may only attack from one of your territories to an adjacent (next to) enemy territory. (Territories connected by a dotted line are also considered adjacent.)
You must always have at least 2 armies in the territory from which you are attacking.
Attacking. Announce the territory you’re attacking and the one you’re attacking from.
You, the attacker, may roll 1, 2 or 3 white dice for each battle, but you must have at least 1 more army in your territory than the number of dice you roll. The more dice you roll, the better your chances of winning ; yet the more armies you stand to lose.
EXCEPTION TO THIS RULE:
When you attack a stronghold, you can never use more than 2 dice.
The defender may roll 1 or 2 red dice for each battle. To roll 2 dice, however, the defender must have at least 2 armies on the territory under attack. By rolling 2 dice, the defender has a better chance of winning; but also stands to lose more armies.
Deciding the battle. Compare the highest die that each of you has rolled. (The high die roll.)
If the attacker’s die is higher, the defender removes 1 army.
If the defender’s die is higher, the attacker removes 1 army.
A tie goes to the defender and the attacker removes 1 army.
If you both rolled more than 1 die, compare the next highest pair. (See example 2 and 3.)
Both attacker and defender can never lose more than 2 armies on a single roll.
The attacker may end the attack between any of the battles fought with the dice (except when using the Fleet card.)
Capturing a Territory. As soon as you defeat the last army on a territory, you must move in at least as many armies (from the territory from which you’ve attacked) as the number of dice you rolled. You can move in more, but you must always leave at least 1 army behind to occupy the territory from which you’ve attacked. (If your army is reduced to 1, the battle is over—unless you can continue the attack from another adjacent territory.)
Capturing a Stronghold. When you defeat the last army on a territory containing a stronghold, you’ve captured another player’s stronghold and eliminated him or her from the game.
Remove the defeated stronghold from the board. Move it’s banner to your stronghold.
Remove the defeated player’s armies from the board.
Using armies from territories you occupy, (starting with the armies you attacked with) redistribute 1 army to each of the territories left vacant by the defeated player. Any territories you don’t wish to occupy (or cannot occupy) must be occupied, in turn, by the other players using their armies from anywhere on the board.
Take control of the defeated player’s cards and add them to your hand.
Any of the defeated players Event cards that are in effect are removed from the board and returned to the discard pile.
USED ONLY ONCE at any time during the game to defend the territory they occupy or to attack from that territory.
You must occupy the territory before you bring them out.
Show the other players the paper with the territory name written on it.
Place on that territory the number of armies equal to the number above the last Mercenary card played. (The longer hidden armies stay underground, the greater their number when you bring them out.)
At the end of you turn, collect any spoils you’re entitled to and distribute them in any way to territories you already occupy.
4 armies for every empire you completely occupy.
6 armies for completely occupying the Independents (all 11 territories)
8 armies for every banner that control.
The player who captures all the enemy strongholds on the board wins the game.
Alliances and truces are allowed, but are not enforceable and must be conducted openly, never in secret. The terms of the negotiations may be carried out at any time. Trading of cards is allowed with the following stipulations: Each player wishing to trade cards must lay them on the game board face up. This can be done at any time. However, if the player’s whose turn it is (not necessarily the player trading cards) has an Assassin card in his hand, he can attempt to assassinate one of the cards at a +2 bonus. Giving of armies, territories are cards are not permitted. Trading of territories is also not permitted.
Alliances. PLAYER B and PLAYER C form an alliance to stop PLAYER A from conquering The Iron League.
Truces. PLAYER A and PLAYER D make a truce to not attack each other for 2 turns.
Trades. PLAYER A is attacking PLAYER B. PLAYER C wants to help PLAYER B by offering up a card for trade. Each player places a card on the board face up for trade. PLAYER B places a Hero card on the board face up and PLAYER C places a Fortification card on the board face up. PLAYER C does not want a Hero card so he asks if he has anything else to trade. (PLAYER A is holding an Assassin card, but doesn’t care to assassinate either card.) PLAYER B wants the Fortification card, so he next offers up an Ambassador card. PLAYER C wants that card to play on his next turn, so he accepts the trade. However, before the cards are traded, PLAYER A doesn’t want PLAYER C to have an Ambassador card so he will attempt to assassinate the card before it is traded. PLAYER A rolls a 3(+2)= 5 and PLAYER B rolls a 4. The assassination is successful, so the Assassin card and Ambassador card are both discarded and the Fortification card is returned to PLAYER C’s HAND.
Strategies vary from game to game. Here are some basic strategies which hold true for all or most games:
Fortify your stronghold well! Remember—if you lose your stronghold, you’re out of the game.
Placing your stronghold on a territory next to the sea allows you to use the armies that occupy it for naval invasions. (Chances are this territory has a large number of armies to work with. Remember: You can replace them at the end of your turn with spoils)
To defeat a stronghold, odds are you need to attack with double the number of armies that are defending it, because you can only use 2 dice.
When attacking with a fleet, attack a weakly-defended territory first. Then attack your main objective from there—by land. By doing so, you’ll have a better chance of keeping your Fleet Card—rather than loosing it in a tougher battle from sea.
When attacking another player’s territory, consider stopping the attack when the player is down to 1 army—especially if the player’s territory acts as a buffer between you and another threatening territory. Remember, the player cannot attack with 1 army, and cannot move armies through territories he or she occupies.