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Created August 8, 2017 07:37
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RisiKo! Pocket

A game for 3-4 players

Components

  • game board in 8 pieces
  • 44 territory cards (1 for each of the 42 territories and 2 wild cards)
  • 10 objective cards (see "Objectives" section for more details)
  • 6 dice (3 red and 3 blue)
  • 300 tank pieces in 4 colors (75 each yellow, red, blue and black). Each tank piece represents one army unit.
  • 20 flag pieces in 4 colors (5 each yellow, red, blue and black). Each flag piece is equal to 10 tank pieces.
  • rulebook

Game setup

  1. Decide who will go first.
  2. Remove the two wild cards from the territory deck and shuffle the rest. Deal the territory cards one to each player, starting from the first, until they have all been dealt.
  3. Shuffle the objective deck and deal one face down to each player. Put the rest of the desk aside.
  4. Each player places two units on each territory card received.
  5. Collect the territory cards and shuffle the wild cards back in.

How to play

Each player needs to accomplish their objective (as determined by the card dealt to them) to win. A player may only win on their own turn. Each turn has 4 steps, played in order: Reinforce, Attack, Fortify, Draw

Reinforce

At the start of their turn, the player will gain new units from these methods:

  • 1 tank per 1/3 of the territories they control, rounded down
  • bonus units for controlling an entire continent (as shown on the game board)
  • bonus units by trading in cards (see the "Trading In Cards" section)

The player may place units on any territory they control.

Attack

The player may attack adjacent territories (including those connected by a dashed line) following the rules in the "Attacking" section. If the player can make at least one attack with numerical superiority, they must do so. The player does not need to attack more than once per turn.

Fortify

The player may move units between two adjacent territories (including those connected by a dashed line), but may not end their turn with more than 10 units in any single territory (see "Army Limits").

Draw

If the player conquered at least one enemy territory this turn, they may take the top card from the territory deck. They only draw one card per turn, and may not have more than 7 cards.

Attacking

The attacker decides which territory to attack from, and which adjacent enemy territory (including those connected by a dashed line) is being attacked. The attacker must have at least 2 units in the attacking territory, one of which must be left behind as a garrison, and does not participate in the attack.

The attacker and defender each take up one die per available unit, up to 3 maximum. The attacker uses red dice while the defender uses blue. Each player rolls their dice, then arranges the results in descending order. The player match up their dice in order, with each constituting a battle. If the attacker's die is higher, the defender loses a unit. Otherwise, the attacker loses one. Unmatched dice do not cause any units to be lost.

If the defender loses all of their units, the attacker conquers the defending territory and occupies it with the remaining attacking units. The attacker may also transfer more units from the attacking territory, leaving at least one unit behind. Note a player may not end their turn with more than 10 units in any single territory (see "Army Limits").

Example 1

With 3 dice each for attack and defense

Att Def Result
6 5 Def. loses a unit
4 4 Att. loses a unit
2 3 Att. loses a unit

Example 2

With 3 dice for attack and 2 dice for defense

Att Def Result
6 5 Def. loses a unit
5 4 Def. loses a unit
4 - No units lost

Trading In Cards

During the reinforce step, the player may trade in a set of three cards for bonus units. The player may only trade in one set per turn. The table below shows the valid sets that may be traded in:

Cards Units
3 cannons 4
3 infantry 6
3 cavalry 8
1 of each 10
1 wild and any pair 12

Additionally, the player gets 2 bonus units for each territory he controls depicted on the cards.

Army Limits

A player may only have 10 units in any single territory at the end of their turn. If there are more than 10, remove the excess plus another unit as a penalty. Thus any territory with more than 10 units will end with only 9. Additionally, each player is limited by the total number of units represented by pieces of their color, and may not substitute with pieces of another color.

Objectives and Victory

Any time during a player's turn, if their objective is met, they win the game. A player may only win on their turn, even if the objective is complete.

The objective deck includes 6 cards that specify the player must conquer two specific continents, and 4 cards specifying a player (yellow/gialle, red/rosse, blue/blu or black/nere) that must be eliminated. If playing a 3 player game, the card specifying the unused color instead means the player must conquer 24 territories.

Translator's Notes

This game is a streamlined form of the "Secret Mission" variant of Risk. There's subtle differences in each step, although the overall structure of the game is recognizably the same. I have not translated the country and continent names, as they should be clear enough.

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