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Castle Risk

Castle Risk

1986·Charles Phillips

2 - 6 players
120 min
Medium weight: Teach it in one sitting

From BoardGameGeek

Each player starts out with one castle on the game board. Your objective is to capture all your opponents' castles, so that you are the last player remaining in the game. This game in the Risk family of games is markedly different than the original Risk. The combat mechanism is the same but players receive armies at the end of the turn, not the beginning (the sole exception being playing a Reinforcements card). The game has no territory cards, and one does not get armies based on the total number of individual territories. One gets armies for regions controlled and banners in one's castle only. Each player starts with a single banner in his castle but also takes the banners of any captured castles. The cards act as die modifiers (General and Marshall), allow attacks one would not normally be able to make (Admiral), get armies at the start of a turn (Reinforcements), force temporarily non-aggression pacts (Diplomats) and look at another player's cards, discarding one in the process (Spy). The Spy card can also be used to defend against another Spy.

Castle Risk

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Harsh Rules - Let's Learn to Play Castle RiskHow to play20:26

Harsh Rules - Let's Learn to Play Castle Risk

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About Castle Risk

From BoardGameGeek:

Each player starts out with one castle on the game board. Your objective is to capture all your opponents' castles, so that you are the last player remaining in the game. This game in the Risk family of games is markedly different than the original Risk. The combat mechanism is the same but players receive armies at the end of the turn, not the beginning (the sole exception being playing a Reinforcements card). The game has no territory cards, and one does not get armies based on the total number of individual territories. One gets armies for regions controlled and banners in one's castle only. Each player starts with a single banner in his castle but also takes the banners of any captured castles. The cards act as die modifiers (General and Marshall), allow attacks one would not normally be able to make (Admiral), get armies at the start of a turn (Reinforcements), force temporarily non-aggression pacts (Diplomats) and look at another player's cards, discarding one in the process (Spy). The Spy card can also be used to defend against another Spy.

Designer

Charles Phillips

Artist

Tim Hildebrandt

Publisher

Parker Brothers

Categories

NapoleonicSpies / Secret AgentsTerritory BuildingWargame

Mechanics

Area Majority / InfluenceArea MovementCard-DrivenDice Rolling
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