ATTACK/move: A move, order correctly given
CUTTING SUPPORTS. If a unit ordered to support in a given province is attacked from a different province the unit disregards its order to support, "turns to face its attacker", and defends its own position. The unit that was to have received support then, of course, does not receive it.
Example A: Germany: Army Prussia to Warsaw, Army Silesia supports Prussia to Warsaw. Russia: Army Warsaw stands, Army Bohemia to Silesia. No pieces move. the army in Silesia defends itself from the attack from Bohemia, leaving the Prussian army unsupported in its attack on the Warsaw army.
Example B: Germay: same as above. Russia: Army Warsaw to Silesia. The Prussian army moves to Warsaw, and the Russian army must reteat. The unit ordered to support (the Silesian army) in a given province (Warsaw) was not attacked from a different province (from Warsaw). There is no way the single Russian army can hold Warsaw against this supported attack.
Note that it is only a support order which is nullified by attack from the side. A unit ordered to move, even if unsuccessful, still may cut a support or strand off a single unit, even though its own position is attacked with support and it is consequently dislodged.
Note that a unit does not have to be next to the unit it is supporting; it must be next to the space in which it is delivering support.
STANDING AND RECEIVING SUPPORT. A unit not ordered to move may be supported in its position to resist attacks of equally well supported units. Such a unit may give support as it stands, if so ordered; but a single attack will still cut the support it gives.
If a piece is ordered to move, and another piece is ordered to support the first piece in its original position "provided it fails to move", the support order is void. The player must elect whether to attempt a move or to stand and receive support.
THE RETREAT: After all the orders have been read, the conflicts resolved, and the moves made, any dislodged unit makes its retreat. It must move to a space to which it could ordinarily move if unopposed; that is, to an adjacent space suitable to an army or to a fleet, as the case may be. The unit may not retreat, however, to any space that is occupied, not to the space the attacker came from, not to a space which was left vacant due to a stand-off on the move, not to an enemy territory (or occupied territory)
If there is no such place, the retreating unit is annihilated and its marker removed from the board. An army may not be convoyed during a retreat.
Unit can't retreat to occupied enemy space.
Definition of occupied enemy space:
1. Original country spaces/provinces that are within the colored (white, yellow, green, etc) edge.
For example: Any Russian province (warsaw, ukraine, moscow, Finland etc) is enemy space to any other country.
If Russian units are all completely destroyed, then that provinces are no longer occupied.
2. Unoccupied space that is taken over by any country after Fall round. This province that's taken over will be marked with hollow colored star.
For example: Albania is unoccupied space, then Turkey takes it over by the end of Fall, it will be marked with Yellow hollow star. Italy or any other country will not be able to retreat there.
3. occupied space that's taken over by other country.
For example: Ukraine is Russian territory, but after the fall turn it is taken over by Turkey.
It'll be Turkey's territory (marked with Yellow hollow star).
Italy, Russia or any other country will not be able to retreat to that province.
If a fleet is defeated in a battle, then they can only retreat to any coastal that's on that ocean where the fleet is.
for example, a French fleet in ROMA - Tyrbennian sea is defeated, they can only retreat to Tuscany/Tunisia/Napoli - Tyrbennian sea, only If they own(take over) Napoli and Tuscany.
THE CONVOY ORDER,
CONVOYING AN ARMY ACROSS A BODY OF WATER. A fleet may convoy an army from any province on the coast of that body to any other province on the coast of that body. To do this, the army must be ordered to the province and the fleet must be ordered to convoy it. The order to the fleet must give both the location and the destination of the army being convoyed.
If the fleet is dislodged on the move, the army may not move; but an attack on the fleet, which does not dislodge it, has no effect on the convoy. The fleet may not move or support during the convoying move. If two or more fleets control adjacent bodies of water, the army may be convoyed through all these bodies on one move.
Fleets and armies in combination can execute a "convoy," which allows transport of an army across either one (or multiple) bodies of water to a distant land square. One Fleet per sea space traversed is required if multiple bodies of water are to be traversed.
Your destination is determined by the last fleet.
This last fleet can only carry the army to the coastal in which the last fleet is positioned.
For example:
The army can’t occupy the land where the fleet is. The ARMY which convoys will have a power of 2 (from the last convoy fleet) automatically. Convoy is aborted if one of the convoy fleet is attacked.
Hints: When a convoy fleet is attacked with a power of 2 or more, they will go into hold mode automatically and can be supported (defense) by other units.
The fleets can’t convoy and be supported (defense) at the same time.
Since only one unit can occupy any particular game space, conflicts (such as two armies ordered to enter the same space), are resolved according to rules determining how much "support" a unit has for its movement. When two units attempt to occupy the same region, the one with more support wins. The greatest concentration of force is always victorious.
For example: (convoy with support)
http://aycu22.webshots.com/image/242...2473730_rs.jpg
GAINING AND LOSING UNITS
OCCUPYING SUPPLY CENTERS. Occupation of a supply center by a Great Power occurs when one of its units is located in that supply center immediately in Fall (after spring to fall move), complete with retreats, if any, has been played. Once occupation has been established, the center may be left vacant as long as the player sees fit, and it will still suplly one of his units, unless another Great Power establishes occupation of it.
After the Spring to Fall moves have been played, and the retreats, if any, made, each player's number of units is adjusted to equal the number of supply centers his country controls. If he has to remove units, he chooses which ones to remove. If he gains units, s/he may place them, one in each unoccupied supply center in his home country only. (provided such supply centers are still under his control.) He must specify a fleet on an army in a coastal supply center. (If Russia builds a fleet in St. Petersburg, Russia must specify on which coast it is to appear.) If his home supply centers are all occupied by his own units or under foreign domination, a player must wait until the next Spring to Fall move on which this situation can be corrected to raise any unit to which he may be entitled; though by occupation of supply centers he may reduce the forces of some other country. (From this it should be clear that if he has lost all his home supply centers, he may still fight on with the units and supply cneters remaining under his control, but he may not gain units untill he recaptures a home supply center and leaves it vacant.
Cycles
The game is read in cycles of Fall and Spring. Each has 36 hours.
Conflicts
If two or more units are ordered to the same space, none of them may move. If a unit is not ordered to move, or is prevented from moving, and other units are ordered to its space, those other units may not move. If two units are ordered, each to the space the other occupies, neither may move. These three situations are called "stand-offs." Like the other rules governing conflicts, these rules apply whether the units involved are armies or fleets, which are essentially equal in power and different only in the spaces to which they may move.
How to win: A game of Risk ends either when one player controls an outright majority of supply centers (18 or 15 on a standard map), or when all remaining players agree to a draw.
How to write orders (examples):
Attack/move:
Army Warsaw => attack => Moscow
fleet Tunisia - Ionian sea => attack => Bulagria - Aegean Sea
fleet Tunisia - Tyrbennian Sea => attack => Tuscany - Gulf of lyon
Hold:
A. warsaw => hold
F. Stevastopol - Black sea => hold
Support:
Army Stevastopol => attack support => Army Warsaw into moscow
Army Ukraine => attack support => Fleet Ankara into Stevastopol - Black sea
Army Stevastopol => defense support => Army Warsaw
Army Ukraine => defense support => Fleet Stevastopol - Black sea
Convoy:
using this example
http://aycu26.webshots.com/image/279...5927750_rs.jpg
Army Norway => convoy => Clyde > Liverpool > Gascony > Spain.
OR
Army Norway => convoy => Clyde > Liverpool > Gascony > North Africa.
And so on.
Combine:
Army warsaw => combine => Army Livonia (livonia will have 1 army with power of 2)
Fleet Stevastopol => combine => Fleet Ankara (Ankara - black sea will have 1 fleet with power of 2)
Specific RULES:
1) Fleets can only move along the coasts of wherever in their ocean and in their adjacent ocean in one turn.
2) The counting of new armies/fleets will be every fall.
3) Fleets can move to any ocean that's adjacent to the ocean where they are. Fleets must be parked (they can't be in the middle of an Ocean) in the coastal province where they are at anytime.
For example: Fleets in the Tunisia (Ionian sea) can move to Ionian sea of Tuscany, Roma, Napoli, Tunisia.
OR
it can move to Adriatic sea of Trieste, Albania.
OR
it can move to Aegean sea of Greece, Bulgaria, Constantinopel, Smyrna.
OR
it can move to East Med. sea of Smyrna, Syria.
COMBINE:
4) You can combine units that’s adjacent to each other at every fall.
If the units that are trying to combine are attacked with power greater than 2. Then the combine action is cancelled and it is forced to retreat.
You can’t do anything (support, move, or hold) when you do the combine move, the armies that's involved in combine orders can't be supported (defense or attack).
You must specify, which province you want to combine into. (e.g. an army in Ankara and Smyrna have to specify, where to combine, Smyrna or Ankara.)
Example of success/failed combining.
http://aycu35.webshots.com/image/249...8545743_rs.jpg (succeess)
http://aycu20.webshots.com/image/272...1012119_rs.jpg (Failed)
http://aycu20.webshots.com/image/267...8062905_rs.jpg (success)
If you're combining with other countries, both countries have to tell me which country will control the combined unit.
More examples on armies battle:
example1:
Example2:
Example 3:

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