At the beginning of every game, the Territory cards are divided equally among players. Depending on how many players are in the game, each player will receive a set amount of armies for the beginning. For set up, each player places armies on the territories indicated by the cards in their hand. Each has to have at least one army.
For attacking, the player must have at least two armies on the country he is attacking from. If he has only two armies total, he may only roll one die. If he has three, he may roll two. If four or more, he may roll three. The defender can roll a maximum of two dice (only one if he has only one army on his territory).
Say the attacker rolls three dice, and the defender two. If the attacker's dice roll higher numbers than the defender's, the defender loses armies. Ties mean the defender wins.
Example: Attacker rolls a 6, 4, and 2.
Defender rolls a 5 and a 5.
You always pair the highest numbers in each roll with each other--the attacker's 6 with the defender's 5 and the defender's other 5 with the attacker's four. In this case, both attacker and defender lose one army each--attacker won with the 6, but defender won with a 5 against the attacker's 4.
At the beginning on every turn, players receive at least three new armies to place, but the number is determined by (the number of territories owned/3) plus the bonus for any continent a player controls.
At the end of a turn where the player conquered another territory, he receives a territory card. On these cards are the name of a territory and one of three symbols: infantry, cavalry, or artillery. When the player has a matching set of three, or one of each, he may turn them in at the beginning of his next turn for additional armies. The number of these armies increase as more sets are turned in: when a player first turns in a set, only 4 armies are granted. When another set is turned in, the number climbs to 6.
Those are the basic rules.