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1 MissionRisk 2 Boot Camp: a step
by step tutorial 3 Declaring war 3.2 Combat 3.3 Cards |
3.4 Intelligence 3.4.6 Dice 3.5 Networking 4 MissionRisk registration 5 Credits 6 Trouble shooting |

Thank you for evaluating
MissionRisk, I hope that you enjoy this program.
MissionRisk is based on risk, the
classic military strategy game of world domination. You can play MissionRisk
with up to 6 players, either human or computer controlled. Wars can be fought
across a network or by using the hot seat method on a single terminal. The aim
of the game is to either dominate the world by wiping out all of your
opponents, or to complete a secret mission issued at the start of the war.
If you like playing Risk, the board game,
then I’m sure that you will
appreciate MissionRisk. Instead of taking up to a number of days to complete a
game, with MissionRisk, a full game can be completed in less than an hour. All
of the housework involve with the game is done for you. Dice are automatically
thrown with the outcomes automatically judged. Cards are automatically dealt
and reshuffled. Cheating is almost impossible.
If you have any comments, suggestions
or criticisms, please feel free to contact me at:
Email: craig@missionrisk.com
Home page: http://www.missionrisk.com
Register Mission Risk online.
1.2 What’s
new in MissionRisk 2
Network playable. At long last, wars can be
fought over a network.
Advanced mission options. You can now select
different victory conditions for missions: players must kill their own target
army to win, you must survive until your next turn to win etc...
Change saturation/luminosity levels of certain colors. Some people have
trouble distinguishing green from yellow. You can now change the saturation
level of these colors to make them distinctive.
Improved intelligence for the Smart Computer players.
Private messages option. You can now send private
messages to other players.
And there is more to come.
2 Boot Camp:
A step by step tutorial.
This section
will help to get you started playing MissionRisk:
Step 1: Setting up a new war
Step 2: Placing new units
Step 3: Attacking
Step 4: Moving and ending your turn
2.1 Step 1:
Setting up a new war
After starting MissionRisk, the “Set Up” screen will be displayed. The default
settings start the war with
1 human player (you) and 5 computer
players.
Go to the “Cards” option box (bottom - middle of the set
up screen). If <Hidden> is checked, uncheck it by clicking it with the
left mouse button. This will enable you to see your opponent’s .
Go to the “First Player” option box (above the cards option
box) and click <Player 1>. This will enable you (Player 1 - The Red Army)
to have the first turn.
Now click “Declare War” (bottom right corner). A map of the
world will appear. Countries will be randomly distributed in such a way that no
one has an unfair advantage on their first turn.
The Information will read “The Red Army. You have 3 units to
place. <Click destination country>“.
The Information box will read “The red army attacks <Click defending country>“.
Pick a country to Attack (the
defending country) and click it with the left mouse button. It needs to be on a
border with the country in which you placed the three units (the attacking
country) and it can’t
be a red country (you can’t
attack your own territories!).
The Information box will read “The red army attacks country with <Click attacking country(s)>“.
Now left click on the defending
country. You will see two sets of dice rolled. The success of the attack
depends on the outcome of these dice.
2.4 Step 4:
Moving and ending your turn
If you have any units remaining, you
can move them to neighboring countries that you hold or you can Pass.
When you pass, if you have made a
successful attack during your turn, you will be dealt a card (only one per
turn).
The other players (computer) will now
have their turn. Once they have finished, it’s your turn again. If you were awarded
a card in your previous turn, you will see it on the board between South Africa
and Western Australia. After a few turns (go to step 2 a few
times), you will have a set of cards.
To trade in your cards, first select a
valid set by clicking on three cards. An “Exchange” and “Cancel” button will appear.
Press “Exchange”. If you don’t have a valid set, you will be
ignored. Otherwise a dialogue box will appear telling you how many units the
cards are worth.
Press OK and you will be back at step 2 with the value of the cards added to your new units.
In short, each turn consists of three
stages.
2. Attacking, if you choose to.
3. Moving your units to fortify continents.
Then end your turn by pressing Pass.
When MissionRisk is first started, the
Set Up screen will be displayed. The Set Up screen lets you control the starting
conditions for a new war, such as who controls which player, how cards are
handled, whether to
issue missions, etc.

The Set Up screen is where you will
find:
3.1.1 Setting
up a war: Player option boxes
“Player option” boxes let you set up the starting conditions for each
player.
The number displayed
next to the players’ color is the number of countries that the player starts
with. There are 42 countries on the map thus the total of the starting
countries for all the players must add up to 42.
If you want less than 6 players in a war, you can
reduce the starting number of the players that you don’t want to 0. You must
then increase the starting number for the players remaining so that the total
number of starting countries adds up to 42.
The box to the right selects who controls that army. There
are four choices to select from. They are:
Human
player – controlled by the operator of this terminal.
Remote player – controlled
by a remote terminal.
Average computer player – controlled
by the computer.
Smart computer player – controlled
by the computer.
3.1.2 Setting up a
war: Card options
The “cards”
option box lets you select whether or not cards are dealt, how they are traded
and whether or not they are hidden.
Hidden: Lets you hide
your cards from other players.
Capture: Allows you to
receive left over cards from opponents that you wipe out.
None: Gets rid of
cards altogether.
Fixed: Means that
the combination of cards traded have a constant value throughout the war.
3 artillery = 4 units.
3 infantry = 6 units.
3 cavalry = 8 units.
1 of each = 10 units.
Wilds substitute for any card.
There are 14 of each card and 2 wilds in the pack.
Increasing: Means that
the value of the cards increases with every set turned in. All card
combinations have the same value.
Maximum: Sets the highest value of traded cards when
<Increasing> is selected.
3.1.3 Setting up a
war: War options
The
“War options” box contains various preferences for the up coming war:
Missions: Issues each player with a secret mission. By completing your mission first, you win the
war. Some missions include wiping out other players or holding certain
continents until your next turn.
Supply lines: Allow you to move as many units you
like as far as you like between touching countries.
Limit supply lines: Restricts the number and distance
your units can move.
No supply lines: Restricts your moves to only one
adjacent country.
Fast war: Changes the speed at which the
computer-controlled players play their turns.
Fast dice: Changes the speed at which the dice
are thrown.
Optimize defense dice: Lets the computer look at the attack
dice first and decide how many defense dice to throw. If there is a poor chance
of defending an attack, only one defense die will be thrown to save defending
units.
Border shows players’ color: Helps to identify
whose turn it is by showing the player’s color when it is a human player’s
turn.
Distribute extra starting units: Gives each player extra
units that are randomly distributed over your starting countries. The number of
extra units each player receives can be changed from the <Extra units>
text box.
Advanced: Lets you set mission attributes and
change saturation/luminosity levels of certain army colors.
3.1.4 Setting up a
war: First player
The
“First Player” option box lets you decide if player 1 has the first turn (which
can be an advantage) or to randomly select the first player.
3.2.1 Combat:
Placing new units
At the start of
your turn, you are given new units to place. The number of units you receive
depends on how many countries you own and which continents you hold.
To place your new units, simply left click the destination
country (you must own that country). You can dump all of your units on one
country (to launch an attack) or you can spread them around to fortify and
defend a continent.
You are now ready to Attack, Move or Pass.
3.2.2 Combat:
Attacking
After placing the last of your new units, you are
automatically put into the attack sequence.
The first step in the attack sequence is to pick a country to attack (the defending country). You can only attack
a country that shares a border with one of your own countries or has a
connecting line between the two.
The next step is to pick up units from your own
country (or countries - you can attack from as many countries as you like) by
clicking on the attacking country. Pick up as many units that you feel you will
need. You can change the transfer rate by clicking one of the numbers in the
Transfer box.
You can now make your attack. Click the defending
country again. The dice will determine the success of the
attack. You can keep attacking until you either win or run out of attacking
units. Double clicking the defending country will put you into overrun
mode, where your units will automatically keep attacking the defending country.
You can retreat from the attack at
any time by clicking one of your own countries.
If you win a battle, the attacking units remaining
after the battle will be moved into the defeated country. If you have enough
units remaining, you can launch another attack or you can move
or pass.
If you get muddled up at any stage
during the attack, press <Attack> to reset the sequence. If you have
picked up any units (look at the information box), you will need to put them
back into the country from which they came before the <Attack> and <Move>
buttons will become active again.
HINT: Keep an eye on the Information
box for guidance.
3.2.3 Combat:
Overrunning a country
If many units are involved in a battle, you can order your units to overrun the
enemy by double clicking the defending territory during an attack. Click again
if you wish to stop the attack.
3.2.4 Combat:
Retreating
3.2.5 Combat:
Moving
If
<Limit Supply lines> or <No Supply lines> options were
checked in the Set Up screen then you are restricted to moving only a short
distance.
To move, click <Move>.
Next click the country you want to move to (the
destination country).
Now click the country you want to move from to start
the transfer (the source country). Keep clicking the source country until you
have moved enough units.
Now click the destination country to stop the move.
You can begin another move sequence by selecting another destination country
(there is no need to press <Move> again), or you can pass.
If you get muddled up at any stage,
press <Move> again to reset the move sequence.
HINT: Keep an eye on the
Information box for guidance.
NOTE: once you have
pressed the <Move> button, you can no longer attack until your next turn.
3.2.6 Combat:
Passing
When you have finished your turn, press <Pass>. If you have made a
successful attack during your turn, you will be dealt a card.
HINT: You
need to replace all picked up units to where they came from before the
<Pass> button will become active.
3.3 Cards
At the end of
every turn in which a player makes a successful attack, a card is issued to
that player. When the player accumulates a valid set of
cards, they can be traded for extra units.
To trade in a set of cards, select the
cards that make up the set by pointing to and clicking them individually. If
the cards are hidden, click any card to turn them all over. An exchange and a
cancel button will appear.
Click the exchange button and if you
have selected a valid set, you will be told what their value is.
Click the OK button and your new units will be ready
for placing.
Cards can be exchanged at any stage during your turn.
The value of the cards depends on whether the card values were set to fixed or increasing at the start if the
war.
A valid set
consists of either 3 of the same type of card or 1 of each type.
There are 14 Artillery, 14 Infantry, 14 Cavalry and 2
Wildcards in the pack. Wildcards substitute for any of the 3 other types of
cards to make a valid set.
3.3.2 Cards : Fixed
card values
The value of
the cards does not change during the war.
3
Artillery = 4 units.
3
Infantry = 6 units.
3
Cavalry = 8 units.
1 of
each = 10 units.
Wilds substitute for any card.
There are 14 of each card and 2 Wilds in a pack.
3.3.3 Cards :
Increasing card values
All valid card combinations have the same trade value as each other, however
their value changes during the war. The first set traded in is worth 4 units.
The next set is worth 6 then 8, 10, 12, etc. up to 22 units. The next set is
worth 25 then 30, 35, 40 etc. up to the maximum value set before the war.
3.4.1 Intelligence: The information box
The upper part
of the information box describes the current situation like a story. The lower
part tells you which countries to click during the Placing,
Attacking and Moving sequences. The
background color of the information box is the same as the color of the current
player.
While having your turn, watch the information box. It
will help you through the different sequences, tell you when you have to change
cards and generally let you know what is happening in the war.
3.4.2 Intelligence:
Countries
Countries are
individual territories that make up continents. The more
countries that a player holds at the beginning of their turn, the more new
units they will receive.
1 to 13 countries = 3 units.
14 to 16 countries = 4 units.
17 to 19 countries = 5 units
etc.
Note: You can attack Kamchatka (far east Siberia) from
Alaska and Alaska from Kamchatka. Clicking the ocean next to Alaska is interpreted
as clicking Kamchatka, and vice versa.
3.4.3 Intelligence:
Continents
There are 6
continents in the MissionRisk world. Each is made up of a group of countries.
South America is worth 2 units.
Australia is worth 2 units (includes Indonesia).
Africa is worth 3 units.
North America is worth 5 units (includes Greenland).
Europe is worth 5 units (includes Ukraine but not the Middle East).
Asia is worth 7 units (includes Siam and the Middle East but not Ukraine).
Right clicking
any country during a war will bring up an intelligence report, which will tell
you which continent the clicked country belongs to.
HINT: Select <Continent map…> from
the Help menu.
3.4.4 Intelligence:
Missions
If the
<Missions> option was checked at the start of the war, each player is
dealt a secret mission. If you complete your mission before any one else
completes theirs, you will win the war.
You can change the type of missions dealt and the
conditions for completing missions from the <Advanced...> button in the
war options box.
To see your mission during the war, first make sure
that other human players are looking away (the computer players will not peek),
then go to the <Missions> dropdown menu and select <See mission>.
Another way is to press <control M>.
3.4.5 Intelligence:
War statistics
End of war statistics are shown after a war has been won.
Each player is given a score, which is based on the number of countries gained
and lost, the number of units involved in the war (the fewer the better) and
starting conditions. Winning a war doesn't particularly mean that you will have
the highest score, it depends more on how well you fought your battles.
Dice are used to
determine the outcome of each battle. The red dice are for attacking and the
white dice are for defending.
The attacker first
rolls up to 3 red dice. The defender then rolls up to 2 white dice. The number
of dice that a player can roll cannot exceed the number of units committed to
the battle by that player. The highest attacking die is compared to the highest
defending die. If the attacker’s die is less than or equal to the defender’s
die then the attacker looses 1 unit. Otherwise the defender looses 1 unit. The
next highest dice are then compared.
If <Optimize
defense dice> option was checked before the start of the war, the number of
defense dice thrown will depend on the result of the attacking dice. This
reduces the losses slightly while defending a country.