Allied World Domination Risk
For 2 to 3 Players
Although Risk is best played with 4 to 6 players, the allied style allows a game to be played with 2 or 3 players by giving each player more than one coloured army acting as allies yet playing as individual players, thus, having the effect of playing a 6 player game.
Allied Set Up:
Two players: Each player selects 3 different coloured armies.
Three players: Each player selects 2 different coloured armies.
If you have more than one style of risk soldiers, each player can use a different style thus making it easier to visualize which armies are allies or opponents.
Allied Random Distribution of Territories:
Remove the 2 wild cards from the deck of Territory cards.
Shuffle the remaining territory cards.
Deal out the territory cards to each coloured army.
Territory cards are not exchangeable between allied armies at this stage.
These cards determine which territories armies will occupy at the beginning of the game.
Each player places 3 soldiers on each of the territories featured on the cards they have been dealt for each army.
Collect the 48 territory cards, add the 2 wild cards, shuffle the deck and place it face down on the board.
Allied Playing:
In allied risk, the playing order is not known until the first playing round is complete.
Players roll 1 die to determine who the first player will be and then play passes to the left.
Note: The player, who placed his soldiers first, during the set up phase, does not necessarily take the first turn.
First player: Chooses which colour they will play and sets aside an artillery piece of that colour to keep track of the playing order. Then plays that colour as usual.
Next players: In turn, do the same.
Once each coloured army has played their first turn the playing order is set.
Allied armies can exchange territory cards with each other at any time as long as the number of cards each coloured army has remains the same
Note: In Allied Risk, from time to time you may be required to fight your own allies that are in the way. In this case it would be advantageous to roll only 1 die with your defending soldiers as you are trying to eliminate those soldiers with the least amount of attacking loses.
Allied Elimination of another army:
When a coloured army is eliminated, the player is not necessarily out of the game as they can continue playing with their other coloured armies. The eliminated army must surrender its territory cards to the army that eliminated it, however, the eliminated army can exchange cards with allied armies prior to surrendering its cards. A player may eliminate their own allied army and take its territory cards. If the eliminating army ends up with 5 or more cards, you must immediately trade in enough sets to reduce your army's hand to 4 or fewer cards. This is called a mid-turn card trade-in. Remove the eliminated colour’s artillery piece from the, playing order layout.
Winning a game of Allied World Domination Risk:
In Allied Risk, when all opponents are eliminated, the game is considered to be won even if the player has not necessarily conquered the world with one specific colour as this objective would inevitably be attained.
Allied World Domination Risk Questions and Answers
Q: Why would anyone eliminate one of his own allied armies?
A: Recall that an eliminated army surrenders its cards to the eliminating army. These cards can be valuable, particularly in the latter stages of a game. It may be advantageous to retain those cards instead of having them fall into your opponents hands. Also, you might need these cards to obtain a mid turn card trade in.