Dvorak Export: Risk deck


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

Card Height :cm Title Box Height :cm
Card Width :cm Text Box, Min. Height :cm
Cards per Page :x Text Size :

Spy
Thing - Special Unit
Action: Pass: Reveal one random card from any opponent's hand or set.
Overpass: Reveal all cards from any opponent's hand or set.
Fail: Spy is destroyed. Any revealed cards are shown only to you.
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Terrorist
Thing - Special Unit
Action: Pass: Destroy one random card from any opponent's hand or in play. Terrorist is destroyed.
Overpass: Destroy up to two random cards from any opponent's hand, set, or in play.
Fail: Spy is destroyed.
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Thief
Thing - Special Unit
Action: Pass or Overpass: Take one random card from any opponent's hand, set, or in play.
Fail: Spy is destroyed.
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Saboteur
Thing - Special Unit
Action: Pass: Destroy one army in any territory.
Overpass: Destroy 1d6 armies in any territory.
Fail: Saboteur is destroyed.
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Diplomat
Thing - Special Unit
Action: Until the start of your next turn, the target player may not attack you with armies. Action: Pass, Overpass: Take control of a territory owned by an opponent. All existing armies there are removed. Place 1d6 armies on that territory.
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Nuclear Weapon
Thing - Special Unit
Action: Pass: Destroy 2d6 armies in the target territory.
Overpass: Destroy all armies in the target territory. Even if you fail the check, the territory becomes contaminated. For the next 2d6 turns, 2 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Nuclear Weapon is destroyed upon use.
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Biological Weapon
Thing - Special Unit
Action: Pass: Destroy 1d6 armies in the target territory.
Overpass: Destroy 1d8 armies in the target territory. Even if you fail the check, the territory becomes contaminated. For the next 1d6 turns, 1 armies in that territory will be destroyed every turn, even if it changes owner. This damage comes at the start of your next turn. In all cases, Biological Weapon is destroyed upon use.
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Hospital
Thing - Building
Whenever an opponent plays Biological Weapon on a territory you control, make a check. Pass, Overpass: The effect of Biological Weapon is neutralised.
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Anti-Nuke
Thing - Building
Whenever an opponent plays Nuclear Weapon on a territory you control, make a check. Pass, Overpass: The effect of Nuclear Weapon is neutralised.
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Defence Service
Thing - Building
Whenever an opponent plays Spy, Terrorist, Thief or Saboteur, make a check. Pass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised.
Overpass: The effect of Spy, Terrorist, Thief or Saboteur is neutralised. Spy, Terrorist, Thief or Saboteur is destroyed.
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Supplies
Action
For this turn, all armies in the target territory may move or attack twice.
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Negotiate Peace
Action
Until the start of your next turn, no armies may be used on the target player.
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Reinforcement
Action - Instant
You receive 1d6 armies. Place all of these on any territory you own.
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Commando
Action
You receive 2d6 armies. Place all of these onto any enemy territory and immediately resolve a battle. Support units may be used.
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Fighters
Thing - Special Unit
Action: This card has the strength of 2d6 armies. Resolve a battle between this card and any enemy territory. You may not use support units. At any time during this battle, you may call for a retreat. All of the survivng strength of Fighters is converted into armies. Place all of these armies on any territory you own and destroy Fighters.
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Tanks
Thing - Support Unit
All of your armies in the target territory receive +1 on their dice rolls.
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Artillery
Thing - Support Unit
For all attacks involving the target army, the target army rolls a d8 instead of a d6.
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Machine Guns
Thing - Support Unit
For all attacks made on the territory where the target army is in, the target army rolls a d8 instead of a d6.
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