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2. Attack
Attacking is the main part of your turn. This is where you decide
where to attack, who to attack, and when to stop attacking. You can
attack as many times as possible on a turn, or not attack at all. It’s
your choice.
Choose a Territory: Pick a territory you control, and an enemy territory
to attack that is connected to it, either by a border or a sea-line. You
can attack only one territory at a time, and you can attack from only
one territory at a time.
Move in the Attackers: Take the number of troops you want to attack
with, and push them across the line into the defending territory. You
can send no more than 3 troops to attack at one time. No matter how
many troops are in your attacking territory, each attack can use only
1, 2 or 3 attackers.
Standing Guard: An important rule to remember is that you can
never leave a territory empty. You must have at least one troop there
to defend it. When you move troops into a territory to attack, always
leave at least one troop behind to stand guard. (This means that if
you have 3 troops in a territory, you can attack with only 2 of them.)
The Defender Plans the Defense: Now the defending player chooses
either 1 or 2 troops to defend with, even if there are more troops in the
defending territory. Unlike the attacker, the defender can use the last troop
in his territory to engage in the battle (no one needs to “stand guard”).
Now you have 1, 2 or 3 attackers facing 1 or 2 defenders. Let the
battle begin! See the attack example below.
Roll the Dice: As the attacker, you roll one black die for each attacking
troop. The defender rolls one red die for each defending troop. All dice
are rolled at the same time.
Resolve the Battle: Pair up the attack and defense dice from highest to
lowest. Then, for each pair of dice, do the following:
• If the attack die is higher, remove one defending troop from the battle
and place it in the off-the-board troop pile.
• If the defense die is the same number as, or higher than, the attack
die, remove one attacking troop and place it in the off-the-board
troop pile. (The defender always wins a tie.)
After all dice pairs are resolved, the battle is over. See the battle
example below.
Unequal Dice: In most cases, the two battling players will not roll the
same number of dice, which means that either 1 or 2 dice can’t be
paired up. When this happens, just ignore the extra dice (the dice with
the lowest numbers).
Attack Example
Introductory Game Rules
Introductory Game Rules
Battle Example
Russia rolls 3 black attack dice (one for each attacking troop). Scandinavia
rolls 2 red defense dice (one for each defending troop). The dice are paired
from highest to lowest. Each pair is resolved in that order.
1) The black 6 beats the red 4, so Scandinavia loses one troop.
2) The black 3 beats the red 2, so Scandinavia loses one troop.
3) The unpaired black die is ignored.
Russia has wiped out the 2 defending troops in Scandinavia to win the battle.
I C E L A N D
N O R T H
A F R I C A
E G Y P T
E A S T
A F R I C A
C E N T R A L A F R I C A
S O U T H
A F R I C A
S I B E R I A
Y A K U T S K
K A M C H AT K A
U R A L
I R K U T S K
M O N G O L I A
A F G H A N I S T A N
C H I N A
I N D I A
S O U T H E A S T
A S I A
M I D D L E E A S T
I N D O N E S I A
W E S T E R N A U S T R A L I A
E A S T E R N A U S T R A L I A
N E W G U I N E A
S C A N D I N A V I A
N O R T H E R N
E U R O P E
R U S S I A
W E S T E R N
E U R O P E
S O U T H E R N
E U R O P E
Russia is attacking
Scandinavia with 3
troops. Scandinavia
is defending with
2 troops.
Russia’s
Dice
Scandinavia’s
Dice
I C E L A N D
N O R T H
A F R I C A
E G Y P T
E A S T
A F R I C A
C E N T R A L A F R I C A
S O U T H
A F R I C A
S I B E R I A
Y A K U T S K
K A M C H AT K A
U R A L
I R K U T S K
M O N G O L I A
A F G H A N I S T A N
C H I N A
I N D I A
S O U T H E A S T
A S I A
M I D D L E E A S T
I N D O N E S I A
W E S T E R N A U S T R A L I A
E A S T E R N A U S T R A L I A
N E W G U I N E A
S C A N D I N A V I A
N O R T H E R N
E U R O P E
R U S S I A
W E S T E R N
E U R O P E
S O U T H E R N
E U R O P E
5


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