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Jade Helm Classic “World Domination RISK®” [Video]

Thursday, May 21, 2015 13:03
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(Before It's News)

By Josey Wales

Have you ever played “Risk”?

The World Conquest Game Named “Risk” was very popular in the 1970′s and early 80′s.

For those of you who remember this old board game, I ask you, do you see any similarity between the Jade Helm build up in the southern United States and the game “Risk”?

Take a look at the following video, and below that, steps I am including which provide instructions for playing the game “Risk. Consider it a refresher for those of you who have played before, and the playing basics for those who are not familiar with the game.

Basically, you and your opponents are allotted so many armies, garrisons and artillery to protect the land you are given at the beginning of the game.

Then you place those military forces on your borders in preparation for war with your opponents, who have also strategically placed their military pieces on the land they are going to protect or advance from.

When the game begins you roll the dice and the highest numbers remove the opponents armies as if they were blown off the face of the earth.

As I watched the video above, this old board game came to mind. Why are we currently seeing the largest military presence throughtout the United States than we have ever witnessed in the history of this nation?

INTRODUCTION & STRATEGY HINTS

In the classic “World Domination RISK®‘” game of military strategy, you are battling to conquer the world. To win, you must launch daring attacks, defend yourself on all fronts, and sweep across vast continents with boldness and cunning.

But 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!

See pages 1l-16 for gameplay variations and some variations for RISK expert players. Strategy is important in all the RISK games. Keep these 3 strategy hints in mind as you play, add armies, and fortify: 1. 2. 3. Conquer whole continents: You will earn more armies that way. (This doesn’t apply in Secret Mission Risk.)

Watch your enemies: If they are building up forces on adjacent territories or continents, they may be planning an attack. Beware! Fortify borders adjacent to enemy territories for better defense if a neighbor decides to attack you.

EQUIPMENT 1 Tri-fold Game Board l 5 Dice: 2 white and 3 red l Deck of 56 RISK cards l 6 Sets of armies, each a different color The Game Board. The game board is a map of 6 continents divided into 42 territories. Each continent is a different color and contains from 4 to 12 territories.

The numbers along the bottom (southern) edge of the board indicate the number of armies you will receive for a set of cards you trade in, as explained on page 7. The Armies. There are 6 complete sets of armies, each containing 3 denominations of army pieces: Infantry (worth l), Cavalry (worth 5 Infantry), and Artillery (worth 10 Infantry, or 2 Cavalry).

Start the game by placing Infantry pieces; later in the game, you may trade in 5 Infantry for 1 Cavalry, or 2 Cavalry (or 1 Cavalry and 5 Infantry) for 1 Artillery. Infantry 1 “army” Cavalry 5 “armies” Artillery 10 “armies” The 56 RISK@

Cards: 42 marked with a territory and a picture of Infantry, Cavalry, or Artillery l 2 “wild” cards marked with all three pictures, but no territory l 12 Secret Mission cards used only in Secret Mission Risk, page 13. Sample RISK Cards: I Argentina India Infantry Cavalry Sample Secret Mission Card: Western Note: The 12 Secret Mission cards are used only in the Secret Mission RISK variation. Remove them for all other games. WORLD DOMINATION RISK® OBJECT OF THE GAME To conquer the world by occupying every territory on the board, thus eliminating all your opponents.

SETUP Unlike most games, RISK demands careful planning before you actually start to play. This Initial Army Placement sets the stage for the battles you’ll fight later on.

INITIAL ARMY PLACEMENT consists of these steps: 1. 2. 3. 4. Select a color and, depending on the number of players, count out the “armies” you’ll need to start the game. If 2 are playing, see instructions on page 11.

If 3 are playing, each player counts out 35 Infantry.

If 4 are playing, each player counts out 30 Infantry.

If 5 are playing, each player counts out 25 Infantry.

If 6 are playing, each player counts out 20 Infantry. Roll one die. Whoever rolls the highest number takes one Infantry piece from his or her pile and places it onto any territory on the board, thus claiming that territory.

Starting to the left of the first player, everyone in turn places one army onto any unoccupied territory.

Continue until all 42 territories have been claimed. After all 42 territories are claimed, each player in turn places one additional army onto any territory he or she already occupies. Continue in this way until everyone has run out of armies.

There is no limit to the number of armies you may place onto a single territory.

To complete game SETUP: 5. Shuffle the pack of RISK cards (remove the Mission cards) and place it, face down, by the side of the board. This pack forms the draw pile. 6. Whoever placed the first army takes the first turn.

PLAYING On your turn, try to capture territories by defeating your opponents’ armies. But be careful: Winning battles will depend on careful planning, quick decisions and bold moves. You’ll have to place your forces wisely, attack at just the right time and fortify your defenses against all enemies.

Note: At any time during the game, you may trade in Infantry pieces for the equivalent (see page 4) in Cavalry or Artillery if you need to, or wish to. Each of your turns consists of three steps, in this order: 1. Getting and placing new armies; 2. Attacking, if you choose to, by rolling the dice; 3. Fortifying your position.

GETTING AND PLACING NEW ARMIES At the beginning of each turn, calculate how many new armies you’ll add to your territories based on . . . 1. The number of territories you occupy; 2. The value of the continents you control; 3. The value of the matched sets of RISK cards you trade in; 4. The specific territory pictured on a traded-in card. Territories. At the beginning of every turn (including your first), count the number of territories you currently occupy, then divide the total by three (ignore any fraction).

The answer is the number of armies you receive. Place the new armies on any territory you already occupy. Example: 11 territories = 3 armies 14 territories = 4 armies 17 territories = 5 armies You will always receive at least 3 armies on a turn, even if you occupy fewer than 9 territories. Continents. In addition, at the beginning of your turn you will receive armies for each continent you control. (To control a continent, you must occupy all its territories at the start of your turn.) To find the exact number of armies you’ll receive for each continent, look at the chart in the lower left-hand corner of the game board.

RISK CARDS Earning Cards. At the end of any turn in which you have captured at least one territory, you will earn one (and only one) RISK card. You are trying to collect sets of 3 cards in any of the following combinations: 3 cards of same design (Infantry, Cavalry, or Artillery) 1 each of 3 designs any 2 plus a “wild” card If you have collected a set of 3 RISK cards, you may turn them in at the beginning of your next turn, or you may wait. But if you have 5 or 6 cards at the beginning of your turn, you must trade in at least one set, and may trade in a second set if you have one. Trading I nCards for Armies.

At the beginning of subsequent turns, you may trade in matched sets of cards and take additional armies based on the total number of sets anyone has traded in so far. For quick reference, keep traded-in cards face down under the bottom edge of the game board to mark the value (in armies) of the next trade. 5 sets traded in so far: next set will be worth 15 The first set traded in – 4 armies The second set traded in – 6 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 After the sixth set has been traded in, each additional set is worth 5 more armies.

Example: If you trade in the seventh set, you get 20 armies; if you trade in the eighth, you get 25 armies, and so on. “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 8 armies, even if it’s the first set you have traded in.

Occupied territories. If any of the 3 cards you trade in shows the picture of a territory you occupy, you receive 2 extra armies.

You must place both those armies onto that particular territory. Note: On a single turn, you may receive no more than 2 extra armies above and beyond those you receive for the matched sets of cards you trade in.

Hints: No matter how many armies you receive at the start of your turn, deploy them carefully-either to prepare for an attack or to defend against one. It is good military strategy to move your armies to the front, heavily fortifying territories that border enemy territories.

ATTACKING: After placing your armies at the beginning of your turn, decide if you wish to attack at this time. The object of an attack is to capture a territory by defeating all the opposing armies already on it. The battle is fought by a roll of the dice. Study the board for a moment. Do you want to attack?

If you choose not to attack, pass the dice to the player on your left. You may still fortify your position, if you wish (see page 10). If you choose to attack, you must follow these rules: You may only attack a territory that’s adjacent (touching) to one of your own, or connected to it by a dashed line. Examples: Greenland may attack the Northwest Territory, Ontario, Quebec and Iceland. North Africa may attack Egypt, Western Europe and Brazil.

At the western and eastern edges of the board, Alaska is considered adjacent to, and may attack, Kamchatka. You must always have at least two armies in the territory you’re attacking from. You may continue attacking one territory until you have eliminated all armies on it, or you may shift your attack from one territory to another, attacking each as often as you like and attacking as many territories as you like during one turn.

TO Attack. First announce both the territory you’re attacking and the one you’re attacking from. Then roll the dice against the opponent who occupies the opposing territory. Before rolling, both you and your opponent must announce the number of dice you intend to roll, and you both must roll at the same time. You, the attacker, will roll 1,2 or 3 red dice: You must have at least one more army in your territory than the number of dice you roll. Hint: The more dice you roll, the greater your odds of winning.

Yet the more dice you roll, the more armies you may lose, or be required to move into a captured territory. The defender will roll either 1 or 2 white dice: To roll 2 dice, he or she must have at least 2 armies on the territory under attack. Hint: The more dice the defender rolls, the greater his or her odds of winning-but the more armies he or she may lose. To Decide a Battle. Compare the highest die each of you rolled.

If yours (the attacker’s) is higher, the defender loses one army from the territory under attack.

But if the defender’s die is higher than yours, you lose one army from the territory you attacked from; put it back in your clear plastic box. If each of you rolled more than one die, now compare the two next-highest dice and repeat the process.

EXAMPLE 1 Attacker’s Die Defender’s Die EXAMPLE 3 Attacker’s Dice Defender’s Dice _———- – Result: Defender Loses One Army I Result: Attacker Loses Two Armies* EXAMPLE 2 I EXAMPLE 4 Attacker’s Dice Defender’s Dice Attacker’s Die Defender’s Dice _———- -

 

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  • Robin Brentwood

    Risk was A great game back in the day !

    this may shed a little light on Jade Helm with info from active duty staff:

    http://beforeitsnews.com/agenda-21/2015/05/the-new-world-rise-of-the-constitutional-militia-part-ii-1354.html

  • Eagle Scout

    This game operates strictly on continental battle style. Guerrilla warfare and air planes easily change the playing field. As we saw in Donald Rumsfeld’s little war, these two tactics, however, cannot be completely relied upon. Only overwhelming occupational forces can ensure victory. One can only conclude that victory was not the intent- only destabilization. The home front ALWAYS has the distinct advantage no matter what strategy is used. This is the purpose of propaganda and false flags. Win the hearts and minds. How sad it is these things are so easily deceived.

    Let’s be clear about what is happening here: what really drives any war machine is the desire of dirty old men to have their way with little girls. To do this, they must indoctrinate the strongest, most willful young men to leave their sisters and nieces in the care of these men while they go ‘fight evil’ in another part of the world.

    As for me, I fought the devil within and finally won. Now I have no desire or will of my own. I am an empty shell of what I could have been. Is that not what the gods of religion ask us to do? What does that say about them?

    Thank you, Jaywill, for showing me the truth.

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