special terms - the cardboard republic · 4 one world dominion an unauthorized expansion card...
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1
One World Dominion An Unauthorized Expansion
IntroductionOne World Dominion introduces 44 new terri-tory cards that replace the standard RISK®
cards. Except when superseded by these rulesor by text on the new cards, follow the stan-dard rules of play for RISK.
Card PlayTurning in Card Sets
You may turn in a set of cards for bonus armiesas follows:
Card Set Bonus Armies3 Artillery 6 Armies3 Infantry 9 Armies3 Helicopters 12 Armies1 of Each 9 Armies
In this expansion, the number of armies youreceive for a given card set is fixed; it doesnot grow based on the number of sets turnedin previously.
If 1 or more of the cards in a set name areasyou control, you may place 2 additional armiesin each of those areas.
When you turn in a set of cards for bonusarmies, you may not perform the action statedon any of the cards in the set. You may onlyperform the action stated on a card when youplay that card singly.
Playing Cards Singly
To perform the action stated on a card, play itby itself. Announce the action you are takingand then discard the card. For example, if youhold the Orbital Laser card and wish to play it,show the card to the other players, announcewhich army you are vaporizing, and then placethe Orbital Laser card in the discard pile.
When to Play a Card
In the upper right-hand corner of each cardyou will find a letter code that designates whenthe card may be played:
(A) While you are attacking(D) While you are defending during another
player’s turn(F) While you are making your free move(N) When an opponent plays a card against you(P) While you are placing new armies at the
beginning of your turn(S) Special—read the instructions on the card
A card that has more than 1 letter code may beplayed during any of the phases indicated bythose letters. You may play a card only duringits designated phase, and you may play only 1card per phase. During another player’s turn,you may play only 1 (S) and 1 (D) card.
Additional Armies
When you play a single card that names an areayou control, you may immediately place 2 ad-ditional armies in that area—no matter whoseturn it is or what part of the turn you are on.
Hand Limit
If you start your turn with 5 or more cards, youmust reduce the number of cards in your hand to4 or less. So if you have exactly 5 cards, youmay play 1 (P) card to reduce your hand to 4cards.
You may turn in a set and play a (P) card whenyou are placing armies at the beginning of yourturn. However, the (P) card you play cannotbe part of the set you turn in.
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One World Dominion An Unauthorized Expansion
Negating Cards
A negating card states that it may be used tonegate another card or cards. If you play acard to negate another card, discard both cardsimmediately. Unless stated otherwise, neithercard has any further effect.
If the negating card you play names an areayou control, you receive 2 additional armies inthat area. The player of the negated card doesnot receive 2 additional armies.
You must play a negating card immediatelyafter the card you want to negate. Once theaction stated on a card has been completed, itis too late to negate that card.
Unless the negating card states otherwise, youcan only negate a card that is played againstyou or an area you control. A negating cardcan not itself be negated.
Trading and Capturing Cards
You may not trade cards with or give cards toanother player unless he or she plays the In-formant card against you or captures your lastremaining area. If you go out of the game forany reason other than an opponent capturingyour last remaining area, you must place yourcards in the discard pile.
Special TermsArea and Sea Lane
To save room on the cards, the word area isused instead of territory. The term sea lanerefers to the dashed or double lines that con-nect 2 areas across an ocean.
One Game Turn
When a card states that its influence lasts for 1game turn, place that card in front of the playerwhose turn it is when the card is played. Then,at the beginning of that player’s next turn, re-move the card to indicate that it is no longer ineffect.
Committed Attack
If a card requires you to make a committedattack, before combat begins you must declarehow manyarmies you are attacking with. Oncecombat begins, you cannot voluntarily add orsubtract armies to or from the attack; you mustcontinue the attack until all opposing armiesor all committed armies are eliminated. Thenumber of armies you commit must be at least1 less than the number of armies in the areayou are attacking out of.
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One World Dominion An Unauthorized Expansion
Randomly Chosen Area
The Mad Cow Disease, Mutant Horde, andNerve Gas cards call for an attack on a ran-domly chosen area that is adjacent to a targetarea. To choose the affected area, count offall the areas adjacent to the target area and roll1 die.
For example, if the Mutant Horde is attackingout of Kamchatka, you would count off“Alaska, 1; Japan, 2; Mongolia, 3; Irkutsk, 4;Yakutsk, 5”and roll a die. If the result matchesone of the numbers you counted off, the areawith that number is attacked. If the result doesnot match one of the numbers you counted off,continue rolling a die until you get a result thatdoes. In the previous example, if the result is6 you would continue to roll the die until theresult is 5 or less.
Involuntary Attack
The Mad Cow Disease and Provocateur cardsforce the armies in a target area to attack anadjacent area. During each round of an invol-untary attack, the attacker must roll the maxi-mum allowable number of dice. The attackcontinues until the attacker has only 1 armyleft or the defender is eliminated. If 8 or moreattacking armies capture an area, ½ of thearmies, rounded down, must move into thearea. If fewer than 8 armies capture an area,the number of armies equal to the number ofattack dice must move into that area.
The attacker may play 1 (A) card, and the de-fender may play 1 (D) card during an involun-tary attack. No one receives a card for invol-untarily capturing an area.
If rebels capture a new area due to an involun-tary attack, divide the 3 armies they receiveeach turn to make the number of armies in eacharea as equalas possible. To place an odd army,roll a die to randomly select a rebel area.
Special ResultsNeutral Players
Playing the Rebellion or Mutant Horde cardwill result in the creation of a new, neutralplayer. Use an unused army color or coins tomark neutral areas. The actions of rebels andmutants are automatic and are described ontheir cards.
Unless the card states otherwise, neutralplayers are affected by card play just as nor-mal players are. You are not required to elimi-nate neutral players to win the game.
If rebels capture a new area, divide the 3 armiesthey receive each turn to make the number ofarmies in each area as equal as possible. Toplace an odd army, roll a die to randomly se-lect a rebel area.
If a mutant horde captures a new area, theymove all of their armies into the area, leavingan empty area behind.
Empty Area
The result of a card action may leave an areaempty.
You do not receive an army bonus for a conti-nent that has an empty area. You may attackan emptyarea and capture it automatically. Forthe purpose of drawing a card, this counts ascapturing a area.
Opponents in the Same Area
If a card action results in your armies occupy-ing the same area as another player’s armies,all of your armies in the area must attack theopposing armies in the area; you cannot hold1 army back as is normally required. Also, allof your attacks against armies within the samearea must be resolved before, and indepen-dently of, any normal attacks you may makeduring your turn.
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One World Dominion An Unauthorized Expansion
Card ErrataEbola
If the die roll is 4 or 5, the target area is af-fected only if it is on the randomly selectedcontinent.
Round Down
When you remove or replace ½ the armies in anarea, and there is an odd number, leave the extraarmy in the area.
Saboteur
You must play the Saboteur card against an-other player before he or she turns in a cardset for bonus armies. If your opponent hasalready turned in a set, it is too late to play theSaboteur.
CreditsExpansion Designer: Greg Turner
Editorial Consultant: Carrie McDowell
Playtesters: RobertAcree, Roger Allen, DeanAshley, Cam Barnes, Dennis Barraza, LisaBerry, Daniel Bowers, Derek Bowers, ChrisBurnham, Bill Buthod, Greg Eustice, Harry T.Ford III, Kevin George, Jeff Harkness, DeanHenderson, Rick Herrick, John Highland, BethHooper, Michael Keller, Randy Luce, LeonMajor, Ed Martin, Claude McDaniel, MacMcMasters, Miles the Gamer, GrahamMitchell, Marc Morain, Robert Morton, DavidReid, Savanna Reid, Winford Sterling, DavidTimmons, Kip Turner, Ed Vineyard, TravisWilliams
Special Additional Thanks To: Defcon IV,Jester’s Games, Kevin George, DeanHenderson, Miles the Gamer
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Killer Satellite
Fighters
Economic Sanctions
Artillery
(PN)
(PN)At the of 1 battle, roll 1 die andeliminate that number of opposingarmies. If you are attacking, you mustcomplete at least 1 round of combatafter playing this card. If you aredefending, the attacker is not required tocomplete a round of combat.
If your opponent plays Fresh Recruitsduring the same battle you play Artillery,add the new armiesbefore artillery fire.
beginning
Brazil
(AD)Double the bonus armies you receive for 1 ofthe continents you control. For example, ifyou control North America, you receive 10armies instead of5.
For the remainder of your turn after you playthis card, no one may play Propaganda againstyou.
You may also play this card to negatePropaganda when it is played against you.
Central America
You may play this card at theof an opposing player's turn to preventthat player from receiving armies for the
he or she controls. Your opponentstill receives bonus armies for continentsand armies from card sets and card play.
beginning
areas
Eastern Australia
Receive 1 army for every 2 areas youcontrol instead of 1 army for every 3. Ifyou control fewer than 10 areas, youreceive a minimum of 5 armies. For theremainder of your turn after you playthis card, no one may play EconomicSanctions against you.
You may also play this card to negateEconomic Sanctions when it is playedagainst you.
Eastern United States
You may play this card to negateBombers or Paratroops when one ofthem is played against you. If you usethis card to negate Paratroops, all armiescommitted to the Paratroop attack areeliminated.
Great Britain
All of your armies may ignore the effects ofEbola, Nerve Gas, and Toxic Waste for 1 gameturn. During this time, your armies may enteran area affected by ICBM or Nuclear Terrorists.
You may also play this card to negate Mad CowDisease or Mutant Horde when one of them isplayed against you. Even when played tonegate another card, Haz-Gear remains ineffect for 1 game turn.
You may play this card at any time.
Indonesia
You may play this card to negate ICBM orOrbital Laser if one of them is playedagainst you or another player.
Japan
You draft a strongly worded resolutioncondemning the militarism of anopposing player. Your resolution ispassed unanimously by the SecurityCouncil and your speech regarding thematter is well received by the GeneralAssembly.
You may play this card at any time.
There is no effect.
Northern Europe
Human Cloning
Industrial Sector(S)
(N) (SN)Haz-Gear
(S) (S)United Nations
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Nuclear Terroists
Saboteur
Fast Rail
Fresh RecruitsAt the beginning of 1 battle, roll 1 die and addthat number of armies to the area you aredefending or attacking out of. For theremainder of the attacker's turn, when you aredefending or attacking out of this area,subtract 1 from all your die rolls.
If you are attacking, all of the new armies mustbe included in a againstan adjacent area. If you are defending, youropponent must complete at least 1 round.
committed attack
Northwest Territory
(AD)Use rumors and lies to demoralize thecitizens of 1 continent of your choice.
You may play this card at the beginningof an opponent's turn to prevent thatplayer from receiving bonus armies for 1continent he or she controls.
South Africa
Move armies from 1 area through anynumber of contiguous, friendly areasinto 1 friendly area. This counts as yourfree move for your turn.
You may also play this card to negateSaboteur when it is played against you.
Southern Europe
After an opposing player announces anattack on 1 area that you control, prior tothe attack, you may make 1 free moveinto or out of that area. The attackermust complete at least 1 round of theannounced attack.
Western Australia
You may play this card at theof an opponent's turn to prevent thatplayer from receiving new armiesduring his or her turn. Your opponentshould set aside all of the new armies heor she would have received. At thebeginning of his or her next turn, youropponent receives these delayed armiesin addition to the new armies he or shereceives normally on that turn.
beginning
any
Western Europe
Use armored personnel carriers toquickly move your troops up to (or awayfrom) the front lines.
You receive 1 additional free move eitherimmediately after placing your newarmies or after your regular free move.
You may also play this card to negateSaboteur when it is played against you.
Western United States
Equip militant fanatics with the means tobuild and detonate a nuclear device.Draw (and discard) the next card in thedeck and eliminate all the armies in thearea named on the card. No army mayenter this area for 1 game turn. If youdraw a Wild Card, there is no effect.
You may play this card at any time.
Wild Card
Attempt to kill ½ the armies (rounded down)in 1 area. Roll 1 die. If the result is 1, 2, or 3,only the target area is affected. If the result is4 or 5, the virus escapes and affects every areaon a random continent.
To determine a random continent, draw (anddiscard) the next card. The virus affects thecontinent that contains the area named on thecard. If it is
If the result is 6, thevirus affects every area on the map.
a Wild Card, there is no effect.
Wild Card
(S)Propoganda
(D)Radar(FN)
(S) (PFN)APCs
(S) (A)Ebola
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Nerve Gas
National Guard
Counter Espionage
BombersCarpet bomb 1 area of your choice. Roll1 die to determine how many armies inthe area the attack. All otherarmies in the area are eliminated.
survive
Alaska
(A)Disrupt enemy logistics by cracking theircomputer system. You may make 1 freemove of opposing armies from 1 areainto 1 adjacent area friendly to thosearmies. You must leave at least 1 armybehind. This does not use up eitherplayer's regular free move.
Argentina
If an area you control is targeted by 1 ofthe following, you may choose a newtarget area: Ebola, ICBM, MutantHorde, Orbital Laser, Rebellion, or ToxicWaste. The new target area can belongto any player.
China
Secretly supply opposing armies withbad meat. Choose 1 area adjacent to anarea you control. The armies in thetarget area go temporarily insane andimmediately make anagainst a randomly chosen adjacentarea. The insane armies may attackarmies of their own color.
involuntary attack
Congo
In addition to the other armies youreceive this turn, place 1 new army inevery area you control on 1 continent ofyour choice.
East Africa
You may play this card to negate anyother card. You may play this card atany time, even when you are not thetarget of the card you are negating.
You may not play this card to negate acard set or a card that is part of a cardset.
Egypt
Launch nerve gas canisters into an areathat is adjacent to an area you control.This will kill the armies (roundeddown) in the target area or in an areaadjacent to the target area.
Roll 1 die. If the result is 1, 2, 3, or 4, thetarget area is affected. If the result is 5or 6, a randomly chosen area adjacent tothe target area suffers the effect.
½
Iceland
You may look at all the cards anotherplayer is holding and steal 1 of them.You can not steal a card that has or isbeing played.
You may play this card at any time.
Kamchatka
(P)Hacker
(P)Mad Cow Disease(N)
(P) (S)Mole
(A) (S)Informant
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Mind Control
Shuttle Diplomacy
Toxic Waste
Stealth TechnolgyUse advanced technology to catch defendingarmies by surprise. During the first 3 roundsof 1 battle, the attacker and defender roll dicenormally, but ignore attacker losses. Thedefender must roll 2 dice if he or she is able to.During the remainder of the battle after youplay this card, the defender may not playRadar.
You may also play this card to negate Radarwhen it is played by a defender.
Middle East
(AN)Vaporize 1 army any where on the map.
Mongolia
Dump toxic waste in 1 area of yourchoice. No army may enter or leave thisarea, no army may attack into or out ofthis area, and no new army may beplaced into this area, for 1 game turn.
New Guinea
You may use this card to make 1from 1 area to another area that is 2
areas away. For example, you may use thiscard to attack from Central America to Peru orfrom Siam to New Guinea.
Or, you may use this card to free move armiesfrom an area to an area that is 2 areas away.In either case, ignore opposing armies in theintervening area. You may tunnel under sealanes.
committedattack
Peru
Broker a peace treaty between any 2players. Neither player may voluntarilyattack the other for 1 game turn. Youmay name yourself as 1 of the 2 players.
Mutants never negotiate; a mutanthorde may not be named as 1 of the 2players.
Siam
Disrupt global weather patterns toprevent attacks or free moves acrosssea lanes for 1 game turn. During thistime, no one may play Navy.
This card does not affect Tunnels.
all
Venezuela
Hypnotize enemy troops via TV andradio. Replace with armies of your color,
of the armies (rounded down) in 1area of your choice. Then use your freemove to move these armies to anadjacent, friendly area. If there is noadjacent, friendly area, you can not playthis card.
½
Afganistan
Force the armies in 1 area of your choiceto make an against anadjacent area of your choice. The attacktakes place immediately. The 2 areasmust belong to 2 different players otherthan yourself. Shuttle Diplomacy has noaffect.
involuntary attack
Alberta
(A)Orbital Laser
(AF)Tunnels(P)
(P) (P)Weather Control
(F) (P)Provocateur
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Rebellion
ICBM
Cometary Cultists
Electronic WarfareWhen attacking or defending, add 1 to allof your die rolls. This advantage lastsuntil the end of the attacker's turn.
If you are defending and you play thiscard after your opponent has announcedan attack, your opponent must completeat least 1 round of the announced attack.
Greenland
(AD)Your scientists and technicians duplicatea previously used technology.
You may take 1 card of your choice fromthe discard pile. However, you may notuse the card you take until the beginningof your next player turn.
India
Your operatives convince the moregullible citizens of 1 continent to seek ahigher plane of existence.
Remove 1 army from every area on 1continent of your choice.
Irkutsk
After placing the other armies you receive thisturn, place 1 new army of your color into everyempty or enemy-held area on 1 continent ofyour choice. During your attack, each guerrillaarmy must attack all opposing armies in itsarea until the guerrilla army is eliminated or alldefending armies are eliminated. Theseattacks must be resolved before, andindependently of, any normal attacks you maymake during your turn.
Madagascar
Launch a nuclear strike against 1 area ofyour choice. All armies in the area areeliminated. No army may enter the areauntil your next turn.after
North Africa
Whip up religious fervor among yourtroops. For the remainder of your turn,all of your attacks must be
During each round of allattacks, you may re-roll 1 die beforecomparing your die rolls to thedefender's die rolls.
committedattacks.
Ontario
This card creates a new, neutral player.All armies in 1 area of your choice rebeland declare their independence. Therebels will not voluntarily attack anyother player. Each game turn,your player turn, the rebels grow by 3armies.
before
Mutants never rebel; you may not playthis card against a mutant horde.
Quebec
Add 2 to all of your die rolls whenattacking or defending across a sea lane.This advantage lasts until the end of theattacker's turn.
If you are defending and you play thiscard after your opponent has announcedan attack, your opponent must completeat least 1 round of the announced attack.
Scandinavia
(P)Reverse Engineer
(P)Guerillas(P)
(A) (A)Jihad
(P) (AD)Navy
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Fortification
ParatroopsYou may make 1 from1 territory to any other territory on themap.
Or, you may play this card during yourfree move to move armies from 1 areayou control to any other area youcontrol. This counts as your free movefor your turn.
committed attack
Siberia
(AF)Mysterious black helicopters aid yourattacks on 1 continent of your choice.Add 2 to all of your die rolls when youattack from areas on your chosencontinent to adjacent areas on the samecontinent. This advantage lasts until theend of your turn.
Ukraine
Add 2 to all of your die rolls whendefending. This advantage lasts untilthe end of the attacker's turn.
If you play this card after your opponenthas announced an attack, your opponentmust complete at least 1 round of theannounced attack.
Ural
This card creates a new, neutral player. Turnall armies in 1 area of your choice intomindless, homicidal mutants. Each gameturn, following your player turn, the mutantsattack 1 randomly chosen adjacent area. Theycontinue the attack until they have only 1 armyleft or the defender is eliminated. After theattack, all defending armies killed by mutantsjoin the mutants. If the defender iseliminated, mutant armies move into thecaptured area, leaving an empty area behind.
all
Yakutsk
Wild Card
(A)Black Helicopters
(P)Mutant Horde(D)
( ) ( )
( ) ( )
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