PROTOCOL PRESENTS A DOX FOR L.S.D. DOCUMENTS DISKS. HYPER TYPED BY THE SPEED DEMON IN 1991 RISK ==== THE RULES OF RISK ..................................................... 4 PLAYING RISK .......................................................... 6 RISK QUESTIONS ........................................................ 14 RISK FOR TWO PLAYERS .................................................. 17 RULES FOR SHORTER PLAY ................................................ 19 U.K. GAME VARIANTS .................................................... 20 LOADING ............................................................... 22 CONTROL METHODS ....................................................... 23 THE SETUP MENU ........................................................ 26 GAME SETUP ............................................................ 29 WHEN IT`S YOUR TURN ................................................... 30 INFORMATION ........................................................... 33 GAME VARIATIONS ....................................................... 34 --- Page 4 --- In this classic game of military strategy, you battle to conquer the world. To win, you ust launch daring attacks, defend yourself on all fronts and sweep across vast continents with boldness and cunning. However you must remember the dangers, as well as the rewards, are high. Just when the world is within your grasp... your opponent might strike and take it all away! OBJECT To eliminate your opponents by occupying every territory. The first player to do so wins the game and conquers the world. THE MAP On the screen is a map of six continents divided into 42 territories. The map is designed to facilitate play rather than to be geographically accurate. THE ARMIES The number of armies will be shown by the number displayed in each individual territory. THE RISK CARDS There are 44 RISK cards: one representing each of the 42 territories and two "wild cards". In the game, each card is marked with a picture of Infantry, Cavalry, or Artillery. --- Page 5 --- INITIAL PLACEMENT OF ARMIES Unlike most games, RISK demands careful planning even before you actually start to play. This part of the game sets the stage for the battles you wil fight later on. 1. The initial number of armies is determined by the number of players. If 2 are playing each player will receive 40 armies. If 3 are playing each player will receive 35 armies. If 4 are playing each player will receive 30 armies. If 5 are playing each player will receive 25 armies. If 6 are playing each player will receive 20 armies. 2. Roll the dice. Whoever rolls the highest number places one of their armies onto any unoccupied territory, thus claiming that territory. 3. Everyone, in turn, places one army onto any unoccupied territory until all territories have been claimed. 4. After all 42 territories have been claimed, each player, in turn, places one army onto any territory that they already occupy. Play continues in this way until everyone has run out of armies. (There is a limit of 750 armies a player may place on a territory). 5. Play begins with whoever placed the first army. --- Page 6 --- On your turn, try to capture territories by defeating your opponents` armies. But be careful. Winning your battles will depend on careful planning, quick decision and bold moves. You`ll have the place your forces wisely, attack at just the right time and fortify your defenses against all enemies. Each turn consists of three steps. 1. Getting and placing new armies. 2. Attacking. 3. Fortify your position. GETTING AND PLACING NEW ARMIES At the beginning of each turn - including your first turn - you receive additional armies. You may immediately place these armies onto any one or more of your territories. You receive armies according to the number of territories you occupy, the number of continents you control, and the number of matched sets of RISK cards you trade in. TERRITORIES At the beginning of your turn you receive armies based on the territories you occupy. The computer will count the number of territories you currently occupy, then divide the total by 3, discarding any fraction. The answer is the number of armies you receive. --- Page 7 --- Example: 11 territories = 3 armies 14 territories = 4 armies 17 territories = 5 armies You always receive at least three armies on a turn, even if occupy fewer than nine territories. CONTINENTS At the beginning of your turn, you also receive armies for each continent you control. (To control a continent, you must occupy all its territories at the start of your turn). The number of armies you`ll receive is: North America 5 armies South America 2 armies Africa 3 armies Asia 7 armies Europe 5 armies Australia 2 armies RISK CARDS Earning RISK cards help you to get more armies. You earn one RISK card at the end of each turn that you capture a territory. Then at the beginning of subsequent turns, you receive additional armies for each matched set of RISK cards you trade in. RISING SETS To make a match, you must have one of the following combinations: three cards of the same suit (Cavalry, Artillery, Infantry); three cards of different suits; or any two cards plus a "wild" card. --- Page 8 --- The number of armies you receive for each matched set is as follows: The first set traded in - 4 armies The second set traded in - 5 armies The third set traded in - 8 armies The fourth set traded in - 10 armies The fifth set traded in - 12 armies The sixth set traded in - 15 armies a) After the sixth set has been traded in, each additional set is worth five more armies. Example: If you trade in the seventh set, you get 20 armies; if you trade in the eight set you get 25 armies, and so on. b) "First" and "second" set etc., refer to sets traded in by anyone during the game. Thus, if you trade in the third set in the game, you receive eight armies, even if it is your first set. c) Once you have five RISK cards, you MUST trade in the resulting matched set at the beginning of your next turn. d) If any of the three cards you trade in represent a territory you occupy, you receive two extra armies. But you must place both those armies onto that particular territory. --- Page 9 --- On a single turn, you may receive no more than two extra armies. This is true no matter how many matched sets of cards you trade in on that turn. No matter how many armies you receive at the start of your turn, deploy them carefully - either to prepare an attack of to defend against one. FIXED SETS A variation to make for a more challenging game is to play with a fixed value for each set of cards. A set of 3 artillery = 4 armies A set of 3 infantry = 6 armies A set of 3 cavalry = 8 armies A combination (on of each suit) = 10 armies Wild cards still count as any. --- Page 10 --- ATTACKING After placing your armies, you may attack if you wish. An attack is actually one or more battles which are fought with dice. The object of an attack if to capture a territory by defeating all the opposing armies already on it. If you wish to attack, you must follow these rules: a) You may only attack a territory that`s adjacent to one of your own. Territories lying next to each other are adjacent. Example: Greenland is adjacent to the Northwest Territory and North Africa is adjacent to Egypt. Territories connected by lines are also adjacent. Example: North Africa is adjacent to Brazil and Alaska is adjacent to Kamchatka. b) You must always have at least two armies in the territory from which you are attacking. To attack, first select both the territory you are attacking and the one from which you are attacking. The computer will then roll the dice automatically. c) You, the attacker, are allowed to roll one, two or three dice, but you must have at least one more army in your territory than the number of dice you roll, the greater your odds of winning. Yet - as you will learn later - the more dice you roll, the more armies you may lose. --- Page 11 --- d) The defender may roll either one or two dice. To roll two dice, however, they must have at least two armies on the territory under attack. The more dice the defender rolls, the greater their chances of winning. Yet more dice the defender rolls, the more armies they may lose. The battle is decided by comparing the highest die that each of you has rolled. If you die is higher, the defender loses one army from the territory under attack. If the defender`s die is higher, you lose one army from your territory of attack. Then, if each of you has rolled more than one die, compare the next-highest dice and repeat the procedure. IN CASE OF A TIE, THE DEFENDER ALWAYS WINS. --- Page 12 --- One a single turn, you may: e) Attack one or more adjacent territories from one or more of your own territories. f) Shift your attack from one territory to another, attacking each as often as you like. CAPTURING TERRITORIES As soon as you defeat the last opposing army on a territory, you capture that territory and must occupy it immediately. To do so, move in at least as many armies as the number of dice you rolled in your last battle. However always leave at least one army behind. During the game, every territory must always be occupied by at least one army. ENDING YOUR ATTACK You may end your attack at any time. You will then be given one RISK card if you have captured one or more territories on your turn. ELIMINATING AN OPPONENT If, during your turn, eliminate an opponent by defeating their last army, you win any RISK cards that player has. If, by doing so, you then hold six or more cards, you must immediately trade in matched sets until you have four or fewer cards. In this way, you earn additional armies, which you immediately place onto any territory or territories you occupy. REMEMBER: If you don`t want to attack on your turn, you don`t have to. --- Page 13 --- FORTIFYING YOUR POSSITION At the end of your turn you may, if you wish, strengthen your position. To do this, move as many of your armies as you like from one (and only one) of your territories into one (and only one) of your adjacent territories. a) In moving your armies from one territory to another, you must have at least one army behind. b) No matter what you`ve done on your turn, you may, if you wish, end it by fortifying your position. To fortify your position, you are not required to win a battle or even try an attack. This procedure can also be referred to as the "Free Move". WINNING The winner is the first player to eliminate every opponent by capturing all 42 territories on the board. --- Page 14 --- RISK QUESTIONS Q. When I place my armies at the beginning of the game, what strategy should I use? A. If possible, try to occupy an entire continent at the beginning of the game. This will give you additional armies right from the start. If this is not possible, try to occupy as many adjacent territories as you can. Then, after all the territories have been claimed, place your remaining armies on your border territories as a line of defense against possible attack. At all costs, try not to scatter your territories around the board. Doing so will weaken your position. Your territories will be isolated from one another and subject to capture. Q. When to I receive additional armies? A. Whenever you start your turn, you receive additional armies based on the territories, continents and RISK cards you already control. However, if you eliminate an opponent during your turn, you immediately receive whatever additional armies that opponent`s RISK cards entitle you to receive. --- Page 15 --- Q. Where should I place my additional armies? A. If you wish to attack, place some of your armies onto the territories from which you plan to attack. Then place the remaining armies onto any of your weakened border territories. If you are in a purely defensive position, place all your armies onto weakened border territories. Q. How many RISK cards can I win on a single turn? A. No matter how many territories you capture on a turn, you get only one RISK card at the end of that turn. Q. Should I trade in RISK cards as soon as I make a match? A. Not necessarily. There are three reasons why you might want to save a matched set: 1. By waiting until your opponents turn in sets, you increase the number of armies you`ll receive for your set. 2. If you are on the defensive, you might want to save any additional armies until you are ready to attack. 3. Since you win two extra armies whenever one of the cards you trade in matches the territory you occupy, you might want to wait until you occupy the territory before trading in the set (see Exchanging Cards, Page 32). Q. How long may I attack on a turn? A. On a single turn, you may if you wish, attack any adjacent territories for as long as you like, provided you have at least two armies on the territory you`re attacking from. --- Page 16 --- Q. What is the advantage of not attacking on my turn? A. By not attacking on your turn, you avoid two things. First, you avoid a possible loss of armies. Second, you avoid spreading yourself too thin by moving armies from one territory into another. Q. When I am attacking or defending, how many dice should I roll? A. As you have no doubt learned, the more dice you roll, the greater your odds of winning. Yet, at the same time, the more dice you roll, the more armies you might lose. When attacking or defending, weight the importance of these two factors. Then roll accordingly. Q. When should I stop attacking and end my turn? A. To win, you must attack and conquer territory. Yet this does not mean that you should attack every adjacent territory every turn. The longer you attack, the more armies you may lose and the more spread out and vulnerable you`ll be. After all, the more territories you occupy, the fewer the armies you`ll likely to have on each one. This might make it easier for your opponents to capture your territories and perhaps even eliminate you from the game. --- Page 17 --- RISK for Two Players This version is played like regular RISK, with one important exception. Along with your armies and those of your opponent, there are also "neutral" armies on the board. During the game, these "neutral" armies act as a buffer between you and your opponent. This feature gives the two-player version much the same strategic flavour as that found in regular RISK. INITIAL PLACEMENT You and your opponent each select 40 armies. The computer selects a third to be set "neutral." The computer will randomly distribute the territories. After every territory on the board has been claimed, take turns placing the remaining armies. On your turn, place three armies on the board: two armies into any one or two of the territories you occupy and one army onto any "neutral" territory. Place it to block your opponent`s possible advance. --- Page 18 --- ATTACKING On your turn, you may attack any territory adjacent to one of your own. Whenever you attack a "neutral" territory, the computer rolls to defend that "neutral" territory. "Neutral" armies cannot attack and never receive reinforcements during the game. WINNING To win, be the first to eliminate your opponent by capturing all of their territories. a) To win, you do not have to eliminate the "neutral" armies. b) Usually, the "neutral" armies are eliminated before the end of the game. If this happens, don`t worry. Play continues until one player defeats the other. --- Page 19 --- RULES FOR SHORTER PLAY HEADQUARTERS 1. After deploying your armies at the beginning of the game, select one of the territories you`ve claimed and make it your Headquarters. Do not reveal the territory you`ve chosen. 2. Everyone, in turn, selects a Headquarters. Once everyone has done this the Headquarters are revelaed to all players and the computer automatically removes the card from the deck. 3. The object of this game is to capture all opposing Headquarters. The first player to capture these territories, whilse also controlling their own Headquarters, is the winner. 4. The game may be shortened even further by setting a lower number of Headquarters to be occupied. --- Page 20 --- U.K. GAME VARIANTS The UK standard game is played differently from the one played in the US. All the UK options have been included for added variety. INITIAL PLACEMENT OF ARMIES (U.K. Variant) At the beginning of the game territories are chosen randomly, instead of being chosen by the players. The computer will automatically choose random territories for all players. MISSION CARDS (UK Standard Game) Each player is dealt a mission card by the computer at the beginning of the game. Players may look at their mission card after the initial distribution of territories, and at any time during their turn. The player wins the game by fulfilling the mission described on their card. The mission card in computer RISK is displayed on the right of the screen, and may be examined by selecting it with the sword pointer. If fewer than six players are playing, the mission cards referring to non-participating plays are removed from the pack. This action is auto- matically done by the computer. COMPLETING A MISSION The player who first carries out the objective as defined on his/her mission card exposes the card for the other player to check and wins the game. If player number 1 fulfills the mission of player number 2 (by, for example, eliminating all player number 3`s armies), the second player`s mission now changes to "Conquer 24 territories." UK TWO-PLAYER GAME The object of the game is to eliminate the opponents` armies and the first to do is the winner regardless of the neutral`s standing at the time. Play is as in the main game except as modified below. Example: A player owns 19 territories and controls Africa. The player will receive 6+3=9 armies. The neutral receives 4 armies. The computer distributes the extra neutral armies in neutral-held regions at random before the first player has developed reinforcements. The neutral never attacks and therefore does not receive RISK cards and may not redeploy. --- Page 22 --- LOADING RISK IBM - Boot the computer (using DOS 2.1 or later). Insert the appropriate Disk into Drive A: on your computer. Type RISK and press RETURN You will be prompted to select the input device (Microsoft compatible Mouse, Joystick or Keyboard) that you wish to use. If you select Mouse, RISK assumes that you already have your mouse driver loaded. RISK installs its own special drivers if you select Joystick or Keyboard. ATARI ST and APPLE MACINTOSH - Switch on the computer and insert the disk. The program will autoboot. COMMODORE AMIGA - Switch on the computer and boot as usual (inserting the Kickstart disk if you have an A1000). Insert the RISK disk when the workbench prompt appears. As RISK loads it first displays a title screen and then the credits. Press a key or button to continue. When RISK has loaded, you will be prompted to select an option from the menus. --- Page 23 --- CONTROL METHODS IBM PC Computer RISK allows you to play all of the versions of the game described in the first section of this manual, and many more besides. Computer RISK is a "menu-driven program". This means that you control it by "pulling donw" menus and selecting actions from them. The Computer RISK menus contain all the actions that you require to play RISK. To pull down a menu, move the sword pointer using a Microsoft Compatible Mouse, Joystick or the Cursor keys (depending on which input device you selected earlier) to point at the appropriate menu and press the left hand mouse button (or joystick fire button, or 5 on the keypad). Try this now: move the sword up to the RISK menu at the top left hand side of the screen. (If you are using the keyboard, you can vary the speed of the pointer by pressing keys F1 (slow) through F10 (fast). Once you have pulled down the menu, you will see a list of options (on the RISK menu there is only one - About RISK). By moving the pointer down the list you can highlightthe options you require; try this now by selecting --- Page 24 --- About RISK. If you did everything correctly, you will be shown a screenful of information about the program. In the bottom right hand corner is the word OK in a circle. Press this "button" with the sword when you have seen enough. Hint: Pressing the Return key on the keyboard has the same effect as pressing the OK button and saves you moving the sword pointer. To cancel a menu if you pull it down by accident, simply move the sword pointer off it and press the button. At some stages of the game items in the menus cannot be selected; for example you can`t select Show Cards in the PLAY menu unless you have some RISK cards to show. The option will be displayed "dimmed" to indicate this. Some of the frequently used options on the PLAY menu can be selected automatically using the special "Hot Keys" on the keyobard, so you don`t have to go to the trouble of pulling the menu down. These will be descroibed later. ATARI ST Computer RISK uses the standard GEM conventions. COMMODORE AMIGA Computer RISK uses the standard "Intuition" conventions. APPLE MACINTOSH Computer RISK uses the standard Apple Macintosh conventions. An Apple Macintosh has only one mouse button. This is equivalent to the "left mouse button" on the other computers where this is referred to later in the manual. --- Page 25 --- THE PLAY SCREEN RISK is played on a map of the world. On the CGA, Tandy, Atari ST and Amiga versions of Computer RISK only part of the play map is shown at one time (the screen resolution is insufficient to show the entire world map). The portion of the map that is displayed can be changed by moving teh mouse whilst holding down the right hand button (or by moving the joystick whilst holding down the secondary fire button, or by selecting "Num Lock" on the keyboard and using the cursor keys on the IBM.) Remember to release/deselect the "Num Lock" key when you don`t need to move the map otherwise the computer will get comfused as to which part of the map display when it tries to move the map itself. On the EGA and Hercules versions the entire map is displayed at once as the right mouse button is not used. (On the Apple Macintosh version, the entire play map is displayed at onec so these is no need for a second mouse button). At the bottom of the screen is a blank area. Computer RISK will display messages in this area to inform you what is happening. The RISK card represented at the right of the screen acts in different ways when you select it depending on which game type you are playing. STARTING A GAME To start a game of computer RISK, pull down the FILE menu and selectc New Game. You will be prompted for the total number of players (both human and computer-controlled) that wish to play. Select the number "pressing" the appropriate button. Hint: On the IBM, Atari ST or Apple Macintosh, to select the default reply ("6" in this case, shown in a button with a horizontal boundary) you need only press the RETURN key. --- Page 26 --- THE SETUP MENU Next you will be prompted to enter each player`s name. To accpet the default, simply select the OK button or press RETURN. To reject the default name and enter your own, ensure the edit box is "live" (if necessary, select it with the sword pointer) and then enter your own name. When you are happy, select the OK button. Now you will be prompted for the skill level of the player whose name has just been entered. For human players select the "Human" button, otherwise select one of the computer levels. They all play a fairly good game, but the Good player is more cautios, and the Easy player more careless than the Standard player. Finally you will be asked to select the game type you wish to play. Computer RISK supports four standard games, the primary game types offered in the two versions of the board game: UK FULL GAME English card graphics are used. Initial territory selection is random. Card set exchange rates are fixed by set type. The first player to conquer the World wins. US FULL GAME American card graphics are used. Initial territory selection is manual. Card set exchange rates increase. The first player to conquer the World wins. --- Page 27 --- UK SHORT GAME English card graphics are used. Initial territory selection is random. Card set exchange rates are fixed by set type. The first player to complete a mission wins. US SHORT GAME American card graphics are used. Initial territory selection is manual. Card set exchange rates increase. The first player to occupy the enemy HQs wins. In addition, computer RISK allows you to design your own game using any of the available options. For example, you could set up a UK SHORT game with missions, but with manual territory selection and increasing rather than fixed set exchange rate. Finally, if you elected to design your own game, there is a special option available to you - Special Setup. When this option is On, the initial territory setup AND reinforcing is done randomly for all players. This speeds the game setup considerably, and reduces some of the advantage that experienced players have over beginners, in knowing where to concentrate their armies at the beginning of a game. If at any stage you make a mistake, you can press the ESC key on the keyboard to start again. --- Page 28 --- UK SHORT GAME If you elected this game type, then the missions will be displayed at this point. You can elect whether or not to see the computer player missions (cheat!). Each player will be prompted to view their mission in turn (so that other human players can look away from the screen). When your mission has been viewed, press the MISSION button. --- Page 29 --- GAME SETUP PLACING THE ARMIES If the initial territory selection is random, then the computer will automatically place armies for each player until every territory is occupied. If the Special Setup has been selected then the computer will place ALL of the armies for each player. Computer players will place their armies automatically. The message area at the bottom of the screen will tell you what is going on. When your turn comes to place an army, you will be prompted to do so and the sword pointer will turn into a compass pointer and you will be able to move it over the map on the screen (CGA, Atari ST and Amiga users, remember that you cal also scroll the map). The territory that you are over will appear at the bottom of the message area. To select the required territory, press the left mouse button. If you make a mistake, an error message will be displayed. Select OK or press RETURN to continue. US SHORT GAME If you selected this game type, then each player in turn will be able to select their Headquarters after all the initial armies have been placed (so bear this in mind when you are placing your initial armies!). You will also be prompted for the number of HQs that must be occupied to win the game. For a very short game, set this to 2 (yours and 1 other). For a longer game, use more. --- Page 31 --- WHEN ITS YOUR TURN REINFORCING At the start of your turn, you will be given at least three armies with which to reinforce your territories that you occupy. You may place these armies in any territory or territories that you occupy. First select the territory and then select the number of armies you wish to place there (either by accepting the deault or entering the exact number you require). You must repeat this operation until all of your reinforcements have been placed. If you select the wrong territory by accident, you can press the ESC key (on the Macintosh the "clover leaf" key and full stop/period) to avoid hacing to place armies there. MAKING AN ATTACK Pull down the PLAY menu and select New Attack (or press the "N" Hot Key). Next select one of your territories to attack from, and an adjacent enemy territory to attack. Press the ESC key (the "clover leaf" key and full stop/period on the Macintosh) if you make a mistake and want to cancel the attack. Next you must select the number of dice you are going to use in the atack. Note that if you have only three armies in the territory you are atacking from you can use only one or two dice. If you have only two armies then one die is selected automatically. Next your opponent will choose the number of dice he wishes to defend with. Then, the dice roll and battle is engaged. The dice will be shown at the middle right of the screen near the RISK card. The computer automatically removes the armies lost from each side. If you have destroyed your opponent`s last army, you will be asked how many armies you wish to invade with, and the appropriate number will be moved into the captured territory. Remember, if you throw three dice, you must move in at least three armies! --- Page 31 --- REPEATING AN ATTACK If you did not manage to invade the territory after the first battle, you can select Repeat Attack in the Play menu (or press the "R" Hot Key). Doing this avoids the need to reselect the territories involved. CONTINUOUS ATTACK and DO OR DIE ATTACK These two special options automatically continue attacks started by New Attack or Repeat Attack. When they are enabled, a check mark appears next the them in the menu. Selecting them a second time disables them a removes the check mark. Continuous Attack will automatically repeat an attack (using the same territories and dice selections) until the attacker loses a battle or the defender is destroyed. Do Or Die Attack will repeat an attack until the defender is destroyed or the attacker has only one army left. These options cannot be enabled simultaneously. These options can be selected at any time (including when no game is in progress, ready for the start of a new game). SHOWING CARDS If you have one or more RISK cards then the Show Cards option in the PLAY menu (or Hot Key "C") will show them to you, along with the value of the next set to be exchanged. Select OK to redisplay the main screen. --- Page 32 --- MAKING A FREE MOVE At the end of your turn you can, if you wish, move armies from one territory to reinforce an adjacent territory. This is known as the Free Move and is selected from the PLAY menu (or press "F" Hot Key). You will be prompted for the territories and the number of armies involved and the move will take place. If you are not playing with the Supply Lines game variant (see Game Variations), your turn will be ended automatically, otherwise you can continue so select Free Move until you choose to end your turn. Once you`ve made a free move you can`t take it back by pressing the ESC key. ENDING YOUR TURN To end your turn, select End Turn from the PLAY menu or press the ESC key (or "clover leaf" key and full stop/period on the Macintosh). If you have conquered one or more territories during your turn, you are awarded a RISK EXCHANGING CARDS The computer will automatically detect if you can make a set of RISK cards from those held in your hand and if so it will give you the opportunity of exchanging them at the beginning of your turn. You MUST exchnage a set if you have five cards or more. Select three cards to exchange by moving the sword pointer to the required cards and pressing the left mouse button. The selectefd cards will be highlighted. If you make a mistake, select the card a second time and choose again. When you are happy with your choice, selecxt Exchange. If you deicde you don`t want to exchange after all, select Cancel. Two additional bonus armies are awarded for each card you exchange showing a territory that you occupy. These are placed in that territory. In the US version of the game, this only applies to the first match of this kind per turn. --- Page 33 --- INFORMATION The INFO menu contains information to hepl you make decisions about your strategy. These options are also available after a game allowing you to analyse the end result. Battles present you with a "leagus table" showing who has won aqnd lost the most battles and invasions. Territories shows you the number of territories, continents and armies owned by each player, as well as a conversipon chart showing the number of bonus armies available for holding the entire continents. Cards show you the number of RISK cards held by each player (but not what they are!). Select OK to return to the main play screen. Full Map (CGA, Tandy, Atari ST and Amiga only) displays a full screen map of the World (without army numbers), showing the distribution of territories amongst the players. Press a key or button to return to the main play screen. Key (Macintosh only) shows the patterns used to shade the territories for each player. (On the other computers there is enough room on the screen to keep the key permanently displayed). THE RISK CARD Selecting the RISK card displays information pertinent to the game type being played. In UK short games it displays the current player`s mission. In US short games it displays the headquarters of all the players, highlighting those occupied by the current player. --- Page 34 --- GAME VARIATIONS The game variations availabe in the American version of the board game are available in Computer RISK from the VARIANTS menu. They can be used in any valid cpombination with ANY game setup. Low Exchange Rate (valid only when sets of RISK cards increase in value) reduces the change in value between subsequent sets to One. Selecting this option a second time returns the exchnage rate to normal. The change comes into effect after the next set of cards are exchanged. Supply Lines allows players to make multiple free moves at the end of their turns. Army Limit allows the setting of a limit to the number of armies that may be placed in a singly territory. When first selected, you will be prompted to enter a value for the army limit (permissable range: 5 to 750). The default value os 12, this being the recommended value in the board game. Any territories with more than the permissable army limit are brought into line. If this option is selected again, then the army limit is cancelled. If, when allocating reinforcements, the computer finds that there are too many to place on the map, that player loses an amount of armies such that he can reinforce his territories only just up to the limit. A message on screen alerts the player to this fact. --- Page 35 --- Bonus armies obtained when a player occupies the territory on a RISK card being exchanged are similarly affected. Note: When there is no army limit enabled, there is effectivly a limit of 750. Attack Advantage and Computer Advantage when enabled will prompt the player whenever an opportunity for using such an advantage arises. The lowest dice thrown is automatically chosen to be changed. Computer players use the advantages (when enabled) at their own discretion, informing the human players of the fact in the message area. OTHER OPTIONS There are several other options to add to your enjoyment of computer RISK: Save Game in the FILE menu will save the current state of play to the disk so that you can resume the game later. You will be prompted for the filename you wish to use (default:RISKFILE). Resume Game in the FILE menu allows you resume a previously saved game. Enter the filename of the game to load in (default RISKFILE) just as you did when you saved it. All the game settings will be just as they were when the game was saved. Extend Game in the PLAY menu allows you to turn a short game into a full game. You will be prompted to confirm your request in case you selected this option by accident. --- Page 36 --- End Game in the PLAY menu allows you to abondon a game without complketing it. You will be prompted to confirm your request in case you selected this option by accident. Change Sides in the OPTIONS manu allow you to change position with any player. Simply enter the number of the player you want to change with. Computer players will always let you change with them. Human players will be prompted for their consent first. Executing this option will automatically end your turn. Cheat in the OPTION menu allows you to conquer any territory in the world simply by selecting it with the compass pointer! Sound in the OPTIONS menu allows you to turn the sound on or off. Fast Game in the OPTIONS menu is useful once you become experienced at playing computer RISK. It switches all of the delays in the messqage display off and makes several other minor changes to the game to make the action take place at top speed. A similar effect may be introduced temporarily by holding down a mouse button - this is particularly useful in speeding through the computer player`s turns. Automatic Dice in the OPTIONS menu also speeds the game up. It does this by removing the prompts to human players for the number of dice they wish to use and instead using the maximum permissable number automatically. Change Colours in the OPTIONS menu (CGA, Tandy, Atari ST and Commodore Amiga only) determines whether the map window is scrolled by the computer players, or immediately centred on the territories of interest. Switching map scroll off can speed up the game considerably. --- Page 37 --- Map Direction in the OPTIONS menu (CGA, Tandy, Atari ST and Amiga only) reverses the direction in which the map scrolls under control of the mouse, joystick or keyboard. Experiment to find your own preference. Shutdown in the FILE menu terminates the session and reboots your computer. You will be prompted to confirm your request in case you selected this optio by accident. (This option is Quit on the Macintosh and returns you to the desktop). COMPUTER PLAY OPTIONS During the turn of computer players, a connan is displayed instead of the sword pointer. If you wish you can still pull down menus to access most of the available options. This enables you to force a computer player to end their turn, display their cards and so on. However, the menus will not respond until a computer player has finished the next stage of its strategy, so be patient. --- Page 38 --- THE NEUTRAL GAME Computer RISK supports both the US and UK versions of the Neutral gmae which you may wish to play even though there are computer opponents available. To select the Neutral game, start a game with just two players (either computer and/or human). After entering the name and skill levels you will be asked if you want a neutral player. You can answer "No" in which case you can play a two-player game (an addition to the standard RISK rules), however it would be normal to reply "Yes". All neutral games must begin with random territory selection - you will be reminded of this if you have set up a game with manual selection. In the UK version of the shorter game, each neutral territory starts with 2 armies and is reinforced at the start of each turn with half the enemies available to the player. In the US version of the neutral game, each neutral territory starts with one army and is reinforced at the beginning of the game only. Being neutral, the neutral player is exempt from the army limit!