City of New York Risk

The map of New York consists of 42 NEIGHBORHOODS.

What constitutes a neighborhood in New York City is always suspect, and as such this map is divided in such a way to reflect the original Risk game. A group of adjacent neighborhoods that are one color constitute a BOROUGH. The same rules that apply to continents apply to boroughs.

Rivers are normally impassable. However, rivers can be passed at bridges, tunnels, and the Staten Island Ferry. There are enough bridges between Manhattan and the Bronx that you may also travel between Inwood/Washington-Heights, Harlem/Washington-Heights, and Harlem/Melrose even though these bridges aren’t marked on the map.

For example, an army from Secaucus can attack SoHo or Chelsea (as they are joined by tunnels) or Morningside Heights (as there is a bridge crossing the river). However, an army from Secaucus would not be able to attack The West Village or The Upper West Side, as they share no passable border.

3 of the neighborhoods on the map have “airports” (indicated by an airplane symbol). When defending a neighborhood with an airport, the defender gets a +1 bonus to the highest defensive die roll. Airports also generate an extra troop in their neighborhood at the start of each of the owner’s turns.

2 of the neighborhoods have “stadiums” (indicated by a baseball field). If an player successfully defends the territory against an attack, it allows the defender to draw an “adventure card” at the end of their turn.  If a player successfully takes over a neighborhood, it allows the attacker to draw an “adventure card” at the end of their turn.

There is a neighborhood card for each neighborhood on the board. Each of these lists a neighborhood, and either an Pedestrian, a Bike Messenger or a Taxi Cab. There are also 2 wild cards that don’t have neighborhoods but do have pictures of the 3 units and can indicate any one of them. Neighborhood cards can be traded in for extra reinforcements as described later. Each player starts the game with 1 neighborhood card.

There are 3 kinds of adventure cards. Each player starts with 4 random adventure cards (cannot be events).

~~Mission Cards~~
There cards contain secret missions for your mayor. When a mayor is in the neighborhood denoted on the card you are rewarded (usually with extra troops).

EXAMPLE: Central Park, Manhattan – 2 pedestrians anywhere in Manhattan (2 points).

~~Event Cards~~
These cards effect the game in many ways, and must be played immediately when drawn.

EXAMPLE: Subway Series – Play immediately – The player with more units at his neighborhood with the stadium must attack the neighborhood with a stadium that has less units.  Even though they are not adjacent, no travel is necessary.  This attack will last until there is only one unit remaining in the attacking neighborhood or until the defender has been defeated.  The defending (or conquered) neighborhood is rewarded with five units.  If both neighborhoods have the same number of units, flip a coin to decide which is the attacker.

~~Power Cards~~
After being drawn, power cards can be played at certain times for special effects.

EXAMPLE: Commuter Hell – Play at the end of your turn. Choose one bridge, tunnel, or ferry.  No travel or attacking is possible over that transit point until the beginning of your next turn. (1 point)


Setting up the game is a simple process. The number of players is calculated, they choose their armies and then retrieve a number of armies from their tray. (3 players = 35 armies each, 4 players = 30 armies, 5 players = 25 armies, and six players = 20 armies)

There are three types of miniatures in each tray. There are pedestrians, bike messengers and taxi cabs. The pedestrians count as one unit, bike messengers as five, and taxi cabs as ten. The initial number of armies should be set to the side.  In front of the player, they should set the number of units equal to 42 divided by the number of players rounded up.  (3 players = 14 armies each, 4 players = 11 armies, 5 players = 9 armies, and six players = 7 armies)
Players can now claim neighborhoods if they have been residents of that part of town.  If two players claim the same neighborhood, whoever lived in that neighborhood for the longest amount of time (not necessarily consecutively) gets that neighborhood.  Players must stake a claim any and all neighborhoods in which they have lived.
Players then sit in order of who has the most units remaining in front of them.  Role one dice to determine ties. Play starts with the player with the most units in front of him or her, proceeds clockwise with the player with the second most, and so on. Now beginning with player one, each player puts a unit on an unclaimed neighborhood and units continue to be distributed among the neighborhoods of New York until every neighborhood is occupied. (A minimum of one army must always occupy a country.)  Players who claimed neighborhoods through past residence may run out of units before those players who have never lived in New York.  Players with units remaining continue to claim properties until all countries are claimed.  Depending on the number of players, players who have lived in New York may have one more country than those who have never lived in New York.

Neighborhood Reinforcements: Divide the number of neighborhoods you control by 3 (ignore the remainder). This is how many base reinforcements you receive, which can never be less than 3.

Borough Reinforcements: If you control an entire borough at the start of a turn, you get the borough bonus added to your reinforcement total.

Card Sets: If you have a set of 3-of-a-kind OR one-of-each unit, you can trade it in for extra reinforcements. They give reinforcements depending on what set you trade in.
3 Pedestrians: 4
3 Bike Messengers: 6
3 Taxi Cabs: 8
1 Pedestrian, 1 Bike Messenger, 1 Taxi Cab: 10

Further, if you control any of the neighborhoods listed on the cards, you may place an additional TWO units in one neighborhoods listed.  Other than these two units THESE UNITS MAY BE DISPERSED THROUGH YOUR NEIGHBORHOODS AS YOU WISH.

Airports: In addition to the previously mentioned units, place one additional unit in each airport that you control.

Same rules as Risk with a few exceptions.

Each army starts out with a mayor. When a mayor is sent into battle with an army, it gives a +1 bonus to the highest dice roll of its army.

The attacker may invade from any neighborhood into any enemy neighborhood as long as they share a passable border. The attacker decides how many units they would like to commit to the attack (up to 3 at a time, but remember, one must always remain behind).

The defender will defend with the maximum number of units available unless they explicitly state otherwise.

Each side rolls one dice per unit committed. Leaders give a +1 to the highest roll of the army they are attached to, and airports give a +1 to the highest roll of an army defending the territory with the airport (thus it is possible to get a +2 on the highest roll if defending an airport with a mayor). The highest dice are compared (and then the second highest if necessary) to determine casualties. Defenders win any tie.

You get their territory cards. You do not get their adventure cards.

At the end of your turn, you get one free move to “fortify” your position. You can move any number of your own units from one neighborhood that you control to another CONNECTED neighborhood that you control, as long as you leave one behind. Neighborhoods are connected if you control all neighborhoods along a path in between. You can move all the way across the board if you have a clear path (same rules for passable terrain that are used for invasions apply here).

Collect a territory card if you conquered a territory that turn and an adventure card if you successfully defended or took control of a neighborhood with a stadium. If you draw an event card play it immediately and draw another.

If you have no mayor, you can elect to turn one of your pedestrians into your mayor by removing him from the board and replacing him with your mayor token.

If a player eliminates all other players, they win the game.

Otherwise the game ends when the A-Train reaches the end of the line in Inwood.  At the beginning of the game put the Subway Token at the end of the line in Jamaica.  At the end of each players turn, the Subway might move.  If the subway is at a local stop (represented by a black dot) the train automatically moves to the next stop.  If the subway is at an express stop (represented by a white dot), the player whose turn just ended must roll a die.  If the die is 1-2, then the subway is being delayed by construction (or police activity…or someone holding the doors…you, know…something’s holding up the train).  If the die is 3-4, the train moves to the next local stop.  If the die is 5-6, then the train suddenly goes express and moves to the next local stop.

Once the game ends in this way points are tallied.  You get one point for every neighborhood you control, bonus points for each borough you control (equal to the unit bonus you receive at the beginning of the turn), and any points earn by playing adventure cards (points vary by adventure).

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3 Responses to City of New York Risk

  1. Michael says:

    OMG, I would love this! I love Risk.

  2. Pingback: The first second third is in! | The Exquisite Corpse Festival

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