The Game of Capitalist Imperialism!
(Risk and Monopoly are both registered trademarks of Parker Brothers, Inc.)
"RISKOPOLY" and its rules are the property of Daniel M. Haley
Copyright 1975, 1996 All rights reserved.
Riskopoly is a combination of the games Risk and Monopoly. Though played as a board game, Riskopoly is actually a game of negotiation, cunning, economics, and politics. As model of the "real world" Riskopoly goes far beyond its venerated parent games. The formal rules of Riskopoly are actually just a framework. The real rules are those that govern global warfare and international business. The game is best when played creatively -- and always remember EXTORTION IS LEGAL!
Because Riskopoly is a blend of the games Risk and Monopoly, the regular rules of those games must be followed unless they are specifically modified by the rules of Riskopoly.
Object of the Game
The object of Riskopoly is to take over the world as in Risk.
Riskopoly is played using a standard Monopoly set and a standard Risk set. The boards should be placed side-by-side on a table or other playing surface.
The Risk cards are shuffled and dealt to the players. All of the cards must be dealt. The cards should be distributed as evenly as possible. However, depending on the number of players it may be necessary for some players to get one more card than others. The players place a single army on each country they are dealt. Once all of the countries on the Risk board are occupied, the Risk cards can be set aside. (They will never be used again during the game.)
Each player places a marker on GO on the Monopoly board.
The players are issued starting money from the bank as follows:
2 players $2,750 each
3 players $2,500 each
4 players $2,250 each
5 players $2,000 each
6 players $1,750 each
Players take turns moving their markers around the Monopoly board. Upon completion of a player's Monopoly turn, if the player has passed GO, then the player takes a Risk turn. During the player's Risk turn, the player may attack repeatedly (consistent with the rules of Risk).
Starting the Game
Once setup of the game is complete, the players may purchase armies using part or all of the money they receive to begin the game. Armies cost $100 apiece. The "starting armies" that players purchase must be placed on the Risk board before regular play begins. The players should agree on a method for placing the starting armies.
The players might all roll the dice to choose a starting player, then take turns, each placing one army at a time on one of their occupied territories until all of the starting armies have been placed.
Alternatively, the players might simply begin placing armies on their occupied territories, rearranging and moving them at their discretion until all agree that the starting armies are in place.
After the starting armies have been placed on the Risk board, regular play begins. The players roll the dice to see who moves first. The highest roller rolls the dice again and moves on the Monopoly board. Players take turns as in a normal Monopoly game, buying property, etc.
Once the setup of the game is over, armies may be obtained only by purchase from the bank. Armies cost $100 apiece. Armies may be purchased by a player only at the start (before the first dice roll) of the player's Risk turn or at the start of the player's Monopoly turn -- or both. Armies may not be purchased while an opponent has the dice.
Armies may be sold back to the bank at half their original price. In general, armies may be sold back to the bank at any time. However, armies may not be sold to avoid bankruptcy (see Bankruptcy).
Unlike Monopoly properties, armies may not be sold or otherwise transferred directly between two players. Armies may only be traded with the bank.
When a player lands on or passes GO, the player immediately collects GO money as follows:
$300 Base draw
$10 For each country held on the Risk board
$50 For each "continent point"
"Continent points" are the values that in regular Risk determine the number of armies awarded for holding a continent at the beginning of a turn. (Australia is worth 2 continent points, Africa is worth 3, etc.) A player receives GO money based on continent points only if the player occupies the entire continent at the time GO is passed.
If a player occupies 13 countries and holds North America when they pass GO, they would receive:
$300 + 13 x $10 + 5 x $50 = $680.
Finishing the Monopoly Turn
After passing GO, a player is entitled to play Risk, but the player's entire Monopoly turn must be completed first. For instance, if a player passes GO on a roll of doubles, the player must roll again before playing Risk. If GO is passed twice during a single Monopoly turn, the player will collect GO money twice, but the player will only be entitled to a single Risk turn.
Risk is played as in a regular Risk game -- with just a few differences.
In Riskopoly, there are connections for attack between Argentina and Western Australia and between Argentina and Eastern Australia.
The Price of Peace
A player is not required to attack during their Risk turn. A player may simply choose to pass the dice. However, if no country is captured during a Risk turn, the player may not collect any Monopoly rents until the player takes a country during a subsequent Risk turn. The same rule applies if a player attacks unsuccessfully. Monopoly rents cannot be collected unless a country is taken during the player's Risk turn.
The Spoils of War
If a player is totally eliminated from the Risk board, the player is out of the game. All of the defeated player's Monopoly assets are immediately transferred to the capturing player -- intact. Houses and hotels are not sold back to the bank as in bankruptcy (see Bankruptcy).
Housing and Property
There are no housing shortages in Riskopoly.
Houses and hotels may be purchased by a player only at the start (before the first dice roll) of the player's Monopoly turn or at the start of the player's Risk turn -- or both. Houses and hotels may not be purchased while an opponent has the dice. In all other respects the regular Monopoly rules apply.
Houses and hotels may be sold back to the bank in accordance with the rules of regular Monopoly. Such sales may take place at any time. Unlike armies, houses and hotels may be sold to avoid bankruptcy (see Bankruptcy).
As in regular Monopoly, if a player lands on an unowned property and declines to purchase it from the bank at face value, the property must be offered up for auction. The player who forgoes the initial purchase may not bid on the property. During the auction, any cash bid is acceptable -- there will be no minimum on the amounts bid. At the close of the auction, the highest bidder must immediately acquire the property from the bank by cash payment of the amount bid.
Joint ownership or other property covenants are binding only between players. Covenants do not attach to a property. Whenever a property is sold, captured, or otherwise transferred, any existing covenants on the property are void.
Debt and Bankruptcy
Demand of Payment
Debts and obligations between players are legally enforcable only if payment is demanded at the time the debt is due. Once the next player rolls the dice, the debt obligation is no longer legally enforcable. For example, if a player lands on an opponent's property, it is the opponent's responsibility to demand payment. The player is under no obligation to alert his opponent to payments that are due. And once the next player rolls the dice, any subsequent settlement of the "debt" is purely negotiable -- it can no longer be forced.
Satisfaction of Debt
If Albert lands on one of Betty's properties, Albert owes Betty rent for the property as in regular Monopoly. Betty may force full payment of the debt or Betty and Albert may negotiate a settlement. As long as Betty does not choose to "sue for bankruptcy", Albert may liquidate either armies or housing to finance settlement of the debt -- or Albert may accept any terms that he and Betty negotiate.
If Albert's debt to Betty exceeds Albert's Monopoly asset value, Betty may "sue for bankruptcy". If Betty sues Albert for bankruptcy, Albert must sell back all of his houses and hotels (to the bank at half-price), then give all of his Monopoly assets to Betty. Albert may not avoid bankruptcy by voluntarily liquidating armies without Betty's consent. Similarly, Albert may not avoid bankruptcy by engaging in "distress" transactions with other players -- unless Betty consents to such transactions.
Once Albert is bankrupt, Albert's marker must be removed from the Monopoly board. However, Albert is still in the game.
A bankrupt player can no longer play Monopoly, nor can the player collect GO money. But the player may still play Risk. The bankupt player is entitled to a Risk turn each time all of the remaining Monopoly markers pass GO at least once. This may happen repeatedly.
Bankrupt players may use their Risk turns to retaliate against any opponents who still remain on the Risk board. Furthermore, if a bankrupt player successfully eliminates an opponent from the Risk board, the successful player assumes the defeated player's Monopoly position including the position of the defeated player's Monopoly marker. Thereafter, the successful player resumes regular play in the game.
Payments to the Bank
Unlike personal debts, penalties that are payable to the bank must be paid in full when the obligation is incurred. As before, a player may not liquidate armies to avoid bankruptcy. If a player goes bankrupt to the bank, the player's properties are returned to the bank as "unowned" properties, available for purchase in the normal manner. Also as before, the bankrupt player may continue to participate in the Risk portion of the game.
If a player lands on income tax and chooses to pay 10%, the player pays 10% of his net worth on the Monopoly board. The player's armies are not included in the computation of the player's net worth.
Loans Between Players
Outright loans of cash between players are prohibited.
Only economic "deals" are enforceable. Military deals are not enforceable. If a deal is entered having both economic and military components, only the economic component is enforceable.
Extortion is legal.