Rules
The rules of Castle Risk differ from original Risk in several respects. Each empire has a capital (of the player's choosing) and once the capital is lost that player is out of the game. In addition, reinforcements are granted at the end of a turn instead of at the beginning (except in the case of the Reinforcements card). This makes fortifying the territory a player has just conquered much easier, but denies that player the opportunity to place the new troops in the best strategic position for the turn about to begin.
Castle Risk introduces specific person cards. The cards allow players to modify dice rolls (General and Marshall), to attack normally inaccessible territories (Admiral), place extra armies at the start of a turn (Reinforcements), force temporary non-aggression pacts (Diplomats), or to look at another player's cards, discarding one in the process (Spy).
Another new rule is the addition of "hidden armies", which are reinforcements that a player hides in a location of their choosing at the beginning of the game. They can be in any location, including an opponent's territory, which makes them very useful for launching a surprise attack. Their power, when revealed, is based on the number of reinforcements cards that have already been played.
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