|  Setup
Each player chooses a home continent and is
      issued nine pyramids (three of each size) of the color most similar
      to the colors of their continent. Place three pyramids (one of each size) onto
      the three territories of your continent. Only one piece may ever
      occupy a territory. Roll dice to see who will go first. Players
      add their pyramids to the board in turn order. Turn OptionsPerform one of these turn options each turn: 
        GROW: Increase
        the size of one of your pyramids by replacing it with the next
        larger size, if one is available. You can only do this to a piece
        on your own continent.
        BUILD: Place
        a small pyramid of your color (if available) into an empty territory
        within your own continent.
        MOVE: Transfer
        one of your units to an empty territory that it is connected
        to.
        INVADE: Attempt
        to enter a connected enemy-held territory by using combat.
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          |  Combat
              Begin by placing the piece you are attacking
              with on its side, pointing at the territory you seek to move
              into.
              Battles are resolved with the two players
              rolling dice. The number of dice you roll is the same as the
              number of pips on your piece.
              If the attacker fails to get a better total
              dice roll than the defender, the battle ends and no pieces are
              moved. Ties go to the defender.
              If the attacker wins, the loser must flee
              into an empty, adjoining territory of their choice, while the
              winner's piece is moved into the disputed zone.
              If (and only if) there is no available territory
              for the loser to retreat to, then their piece is reduced in size
              by one.
              If a piece must shrink but there's no piece
              available of the size needed, the piece shrinks to the next smallest
              size. Smalls are destroyed.
              If a player is eliminated, all pieces of
              that color are immediately removed.
              After resolving combat, stand your piece
              up.
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    | Game OverYou win if all three territories in another
      colored continent are occupied by pieces of your color -- provided
      you also have at least one piece of your color in your home continent. Credits
        Designed by: Andrew
        Looney
        Inspired by: Risk
        and Diplomacy
        Playtested by: Kristin,
        Alison, Shel West, Robin Vinopal, the Wunderland Toast Society
       FAQ
        Q: During setup,
        does each player put their pieces out one at a time, or all 3
        at once?
        A: Unless it's
        a tournament or the players are super-competitive, player can
        put all three of their pieces onto their territories as one step.
        But if Death is on the line, players should take turns first
        placing their smalls, then their mediums, and lastly their larges.
         
        Q: Suppose
        a player who controls 2 sectors of a foreign continent mounts
        a successful attack on the third, allowing them to move in and
        claim victory. However, the loser also controls 2 sectors of
        a different foreign continent. They retreat to the empty sector
        and claim victory. Is this a tie? Who wins?
        A: As in Treehouse,
        if two players meet the victory condition at the same time, then
        the player whose move caused win is the winner.
         
        Q: If a small
        piece with no escape is attacked and beaten, and therefore removed
        from the board, does the attacking piece take the newly vacated
        space? The rules says that for attacks with no retreats, "the
        attackers piece does not move."
        A: Unfortunately,
        that rule is unclear. If the space is vacated, then the attacker
        gets to move in, regardless of why the space became empty.
         
        Q: All the
        board spaces for World War 5 connect to exactly 5 other spaces
        with the exception of "USA" and "Western Europe,"
        which each connect to six; and "Alaska" and "Scandinavia,"
        which each connect to four. Now, to make the board perfectly
        balanced, the only thing that would have to be done is remove
        the connection between USA and Western Europe and add a connection
        between Alaska and Scandinavia. Was there a design reason behind
        this single imbalance?
        A: Drawing
        that connection would have required a difficult-to-squeeze-on
        polar route, and after plenty of playtesting, Andy came to the
        conclusion that this tiny imbalance doesn't really matter. The
        key thing is the equal number of international connections, which
        is nine for all six continents. The fact that two of the continents
        have a bottleneck is compensated for by the matching floodgate,
        so that it makes no real difference.
         
        Q: Why can't
        5 or 6 people play?
        A: Well, technically
        they can, since there are starting continents and pyramid colors
        available for that many players. However, without a couple of
        empty continents to fight over, someone must be eliminated from
        the game before anyone has a chance of winning, which makes for
        a longer game and therefore isn't recommended.
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