Sunteți pe pagina 1din 13

THE QAME OF QALACTIC DOMINATION

ORIGINAL TRILOGY EDITION


\ SETUP CHIR1l
' I

NUMBER OF PLAYERS

r
2 3 4 5
PLAYER 1 ORANGE AND ORANGE AND ORANGE REBELS ORANGE REBELS
YELLOW REBELS YELLOW REBELS STARTING TROOPS: 28 STARTING TROOPS: 28
STARTING TROOPS: 40 STARTING TROOPS: 30 PLANET CLAIMING PLANET CLAIMING
PLANET CLAIMING PLANET CLAIMING LIMIT: 8 LIMIT: 8
LIMIT: 15 LIMIT: 15

PLAYER 2 GRAY AND WHITE GREEN HUTTS GRAY EMPIRE GRAY EMPIRE
EMPIRE STARTING TROOPS: 25 STARTING TROOPS: 31 STARTING TROOPS: 31
STARTING TROOPS: 45 PLANET CLAIMING
LIMIT: 7

PLAYER 3 GRAY AND WHITE YELLOW REBELS GREEN HUTTS


EMPIRE STARTING TROOPS: 28 STARTING TROOPS: 25
STARTING TROOPS: 35 PLANET CLAIMING PLANET CLAIMING
LIMIT: 8 LIMIT: 8

PLAYER 4 WHITE EMPIRE YELLOW REBELS


STARTING TROOPS: 31 STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

PLAYER 5 WHITE EMPIRE


STARTING TROOPS: 31 .

NEUTRAL GREEN HUTTS GREEN HUTTS


(NO TURN) STARTING TROOPS: 25 STARTING TROOPS: 25
PLANET CLAIMING PLANET CLAIMING
LIMIT: 7 LIMIT: 8

TURN R E F E R E N W -1
STANDARD RISK@
.: L- .
STEP I:CCN&7 IftQQNs STEP kfNWDE
.-
STEP
- : 2 STEP
STEP 3 STEP 6 & U W U l L

STEP I :PLACE TOKEN (EMPIRE ONLY) STEP 6: TROOP FORTlFlCATlON


STEP 2: COUNT PLANETSIREGIONS (THEN CHANGE OF COMMAND
IN TEAM PLAY)
STEP 3: PLAY CARDS FOR TROOPSISHIPS
STEP 7: SHIP FORTIFICATION
STEP 4: PLACE UNITS
\STEP 8: DEATH STAR MOVE
STEP 5: INVADE
(EMPIRE ONLY)

7674245500
CONTENTS
Garneboard 5 Armies (rn d~ferent colors) 18
Wan Original Trilogy Edition quickly,
just skip Section I: Standard RlSK and go
STANDARD RISK@ jy'-mrn
_!.Your t ~ wlllpbe able t o move from
- z o n e planet t o another as long as the
Empire Ships 18 Rebel Shrps 9 Hutt Shrps 4 PllYERS
.
2 Death Stars 27 Ernprre Faaron Cards 2 7 Rebel
Factron Cards 27 Hutt Faaron Cards 5 SIX-srded
on t o the rest of the rule book. You can
always refer back t o it if questions come
planets are adjacent. Pladets are adjacent
if they share a border, o r a hyperspace
Drce 4 Eight-s~dedDrce 5 lrnperral Base Tokens up.You may also choose t o use the RlSK PBJECT -l i n e connects them. I
3F
ro
di field Tokens
Star Wars Original Trilogy Edition game-
ASSEMBLY board t o play standard RISK, by leaving
Remove all of the pieces from the plastic out the special elements. If you have
bags. Discard the bags. Carefully detach never played any form of RlSK before, we
the tokens and ships from the cardboard suggest you only read Section I : Standard
sheet. Discard the cardboard waste. RISK and play that way until you are LOOK ATTHE STUFF IN
familiar with the game. Then go back
INTRODUCTION and read the other sections that contain
A long time ago in a galaxy far, f i r away.. .. the special rules for the RISK Star Wars m out where you ciiwsee them. AS
It is a period of civil war. Rebel starships, Original Trilogy Edition. read these rules, look at hese
striking from a hidden base, ve won W r
first victory against the evil G k - w a n y players will be playing the first
Meanwhile,
along with btheo uvilen gan
t y ster
h u n t e L 9 time you play? In RlSK Star Wars Original
of Trilogy Edition, there are three factions
scum and villainy, seeks to prospe n ncia//y at war: the Empire, the Rebel Alliance, (that contains tens o f thousarylq ,of
from the ongoing galactic struggk. and the Hutts. While these 3 factions are abited planets), but it is a p a p of the
always in the game, they are represented ey planets from the Original~rilogy. A Exomp1e:The planet of Garnon is adjacent
HOW TO READ THESE differently depending on the number of
INSTRUCTIONS players. Sometimes the Hutts are Active
(controlled by an actual player) and
sometimes they are Neutral (their pieces
B e f w r e i
9

o u
. . m r t on the board but are not controlled ach a different color.

-
by any one player and cannot attack).
greatly simplify things if you can answer
Also, sometimes the Rebel Alliance and
these questions:
the Empire are controlled by individual
THEPLASTIC-PIECES
Have you played standard RlSK before? players (solo), and sometimes they are
If you are familiar with the standard RlSK controlled by teams.
rules and want t o start playing the Star
Use th~schart to help o dard RISK, each player uses a separate
you can sk~pto get into color t o represent his armies.There are
only enough pieces included for a 3 o r 4 '
player game of standard RISK.
HUTTS EMPIRE & REBEL SECTIONS YOU CAN SKIP
ALLIANCE

2 NEUTRAL SOLO SKIP SECTION 4: TEAM PLAY

3 ACTIVE SOLO SKIP SECTION 3: NEUTRAL HUTTS AND


SECTION 4:TEAM PLAY

4 NEUTRAL TEAMS READ ALL SECTIONS

5 ACTIVE
i
1) REBEL TROOPER /I REPRESENTS 1 T R O ~ ,
uk -
L.. 8.

1
then the next army t o the left, and so
on. Keep going around the table until
all of each army's starting troops have
tvu &*
T U R N ORDER
.d. I. -
Roll a 6-sided die t o determine which
1
/
You can use the list below t o help you
calculate how many reinforcements you
receive.
been placed. army will have the first turn.The highest I
roll wins and play proceeds clockwise. I

YOURTURN
(6 easy steps)
STEP I:COUNT PLANETSlREGlONS
A t the start of your turn, you get addi-
YOU)- planets. tional troops t o reinforce your planets.
How many reinforcements you get
depends on.. .
The number of planets you control,
The number of Regions you
control (if any). (Bm in Marching 3
STEP 2: PLAY C A W S F TROOPS

This may seem a little out of place


COUNT YOUR PLANETS because we haven't talked about how you
Count the number of planets you get cards yet (we'll talk about that mole
control. in Step 1 O), but i t is at this point
could turn in a set
Take the total number of planets you more troops. Place the 3
control and divide this number by 3 out of play and take
(ignore any remainders).This is the chart below (also on the board).
number of reinforcements you receive. ,' DO YOU CONTROL ANY REGIONS?
You also get reinforcements for every
However, the number of reinforcements Region you control. Remember that a
you receive can NEVER be fewer than 3, Region is a group of planets of the same
so even if you control only a few planets, color. If you control every planet within
you'll always receive at least 3 reinforce- the Region, then you control the Region.
OVERVIEW ments.
O n each one of your turns, you'll receive The number of reinforcernents you
additional troops, which you will use t o Take your reinforcements from your receive depends on which Region (or
reinforce your army.You may be able troop pile and put them in front of Regions) you control (if any). Each Region
t o play cards t o get more troops.You'll you.This is the start of your "reinforce- has a number near it that shows you
probably invade one or more planets. If ment pile." how many reinforcements you receive Add these troops t o your reinforcement
you're successful, you'll be able t o collect 1 for that Region. For example, controlling pile.
one card at the end of your turn. But the Mid Rim Region will give you 5 addi-
whether you engage in combat or not, tional reinforcements. Count out these In standard RISK, if you have 5 cards in
you'll get t o relocate your forces.,~= reinforcernents from your troop pile your hand, you must turn in a set so that
and add them t o the reinforcement pile your card total is below 5 before you
in front of you (the pile you started by start your turn.
counting your planets).
STEP 3! PLACE TROOPS WHERE CAN I INVADE? 2.The attacker rolls his $ice,The WINNING AN INVASl
You can invade fmm any one planet defender rolls his dice., 1 . You win the i
where you have troops adjacent t o an the last defen

d
enemy's planet ( f you need a refresher
on what makes lanets adjacent, refer
back to page 3.) Choose a planet with
RESOLVING THE BATTLE
Now, put your dice in
t o lowest.You will the
st Take the troops use
and move them onto the planet paq.,,&
your army's troops on it and announce
the adjacent planet you wish t o invade.
highest die t o your op
die t o see who won.
invaded.You may now Tove my a#$i,,,
tional troops from your invading w*,,
,,
A L of
~ your ground troop reinforce- HOW YOU BATTLE The higher die roll wins.The b c, only attack with 3 troops, once
mebts. I Attacking removes a troop from the game oard
I
won the invasion, you can
There must be at least 2 troops on a and returns i his troop pile.This
STEI:
4: INVADE
8-

, q?
troops onto your new
planet in order t o attack.This is because case ofhas
troop a tiebeen the eated. IMPORTANT: In
\D>ns.
roll,
(Roll Dice to DetermM you must do this
one troop must stay behind in order t o new invasion.
Invasions are the main part of your turn.
protect the planet you are invading from.
It is here that you attack the oppos-

I
This troop cannot be part of any battle. After you and your opponent compare ELIMINATING ANOTHER PLAYER
ing armies and attempt t o take planets
the highest dice, compare the next- You eliminate another player if you de eat
from them.You can choose how many
Now choose how many troops you will highest dice. his last troop on the board.This playa is
times you want t o attack, in what order
send from your attacking planet into the now out of the game.
to auack, and when t o call off an attack.
battle.You can send 1,2 or 3 troops. If there is no die t o compare yours to,
You can also choose not to attack at all You. as the player who eliminated him.
Your invasion force may be much larger meaning you rolled I or 2 more dice
(if so, move on t o Step 5) or to attack get his cards and may place them in your
than 3, but no more than 3 troops can be than your opponent, then ignore those
until you have almost no troops IeftiYou hand. If your new hand is now 5 or more,
sent into each battle. dice rolls.
can even attack more than one planet on you must stop immediately and turn in a
your turn. CALLING OFFAN INVASION set for bonus reinforcements.You place
Defending
After any battle, you (the attacker) may these reinforcements onto any of your
A FEW WORDS ABOUT COMBAT Next, the defender chooses how many
choose to call off the invasion.You may planets. If you still have 5 or more cards,
Here are some terms used during troops will defend from the attacked
choose to invade a new planet, invade a then turn in another set and place these -
combac planet.You can defend with either I or
planet you attacked earlier during this reinforcements as well. Finally, when you
The attacker is the player whose turn 2 troops.There may be more troops on
step of your turn, or end the combat have 4 or fewer cards, continue your
it currently is. the planet, but 2 is the maximum number
part of your turn. turn.
The defender is the player being of troops you can defend with during a
attacked. battle.You will continue defending the CHANGING THE ATTACKING PLANET DURING
AN INVASION STEP 5:TROOP FORTIFICATION
An invasion is when a planet is being attacked planet until either your last (SecureYour Borders)
In between battles, you can change the
attacked.The invasion lasts until troop is defeated or the attacker calls off After you are finished with combat (and
planet from which you are attacking and
either the planet is taken oyer or the invasion. i t is your choice when you are done), you
continue the invasion from a different,
until the attacker calls off the inva- get ONE fortification ("free move") with
adjacent planet.What you cannot do is
sion.You may be able t o invade more Let the battle begin. .. your troops.
battle with troops from different plan-
than one planet on your turn. Now roll your battle dice.
ets at the same time. During one battle, To fortify your position, take as
A bade is one roll of the dice (for I.The attacker takes 1,2, or 3 6-sided
all of your troops must be from the many troops as you'd like from one
each, the attacker and defender) dur- dice depending on the number of
same planet. of your planets and move them
ing an invasion.An invasion may troops he sent into battle.The
defender takes 1 o r 2 6-sided dice to one other connected planet.
require one battle or it may require
depending on the number of troops (Remember:There MUST be at least
dozens of battles.
he sent into battle. one troop left behind on a planet - you I
cannot abandon a planet.)
a
The Rebel Alliance must find and RESOURCE P
destroy the Emperor, who will be
hiding at one of his Imperial Bases.
He is the mastermind of the evil
Galactic Empire. Capital class.You
The Empire must eliminate all Rebel
forces. Wipe them out. All of them. assist ground troops in attacking and
The H u t t s must take control of defending during invasions. And unlike
I0 out of the 13 resource planets.
The moment their 10th resource
planet has been conquered, the game
ground troops, ship classes are not
interchangeable. v /
is over and the Hutts have won.

A t the end of your turn, you draw a card


if you took a planet from at least one SPECIAL COMPONENTS the Force on the
opposing army. You only get one card There are many special components
even if you take multiple planets from you will be using in the RlSK Star Wars terrorize the galaxy.
multiple players. Original Trilogy Edition as well as some
enhanced components from the standard
END GAME game. REBEL CRUISER
X-WING FIGHTER Y-WING
(You May Need More Troops) REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL
CLASS SQUADRON CLASS SQUADRON CLASS SQUADRON
As the game nears the end, a circum- T H E FACTION CARDS
stance could arise in which you do not There are 3 separate decks of Faction
have enough pieces t o fill all of your Cards - one for each faction in the
planets on the gameboard. After making game. They should be separated by
change with as many 3s as possible, you color (Empire-red; Rebel Alliance-gray;
may use any eliminated o r unused color Hutts-green) but they all function in the '

I
same way. Cards are used t o gain bonus THE IMPERIAL SHIPS
pieces t o represent your army.
troops, build ships, and t o initiate special TIE FIGHTER TIE BOMBER STARDESTROYER
directives. REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL
WINNING CLASS SOUADRON CLASS SQUADRON CLASS SQUADRON
In standard RISK, you win if you are the
last player in the game, meaning you FORCE METER
control all 42 planets. 41) (ON THE GAMEBOARD)
O n the gameboard you will find a track ..
labeled "Force Meter." This is used
throughout the game t o keep track of
SECTION 2: RISK" STIlR WdRS

I
THE HUTT SHIPS
whether the Force is strong with the 4
ORIGIHBL TRILOGY dark side (the Empire) o r the light side IG-2000 SLAVE I JABBA'S CRUISER
REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL
(the Rebellion).The Force Meter does CLASS SQUADRON CLASS SQUADRON CLASS SQUADRON
OBJECT not affect the Hutts.We will discuss this
In the RlSK Star Wars Original Trilogy in more detail later.
game, there are 3 factions, each with its
own victory condition.
m I t ~ \ s l D mm a Place the lmperial Base tokens face-
Some cards and some ships will allow down (Imperial Base icon up) on the
you t o use the Ssided dice. table and mix them up. Then stack
7 2. j ,$,y

dIFlPK!lAL BASE TOKENS


These tokens represent lmperial Bases
them facedown and place them t o the
side of the gameboard near an lmperial
army.
NUMBER OF PLAYERS
1
2 3 4 5
controlled by the Empire.At the start
Determine how many players will be PLAYER 1 ORANGE AND ORANGE AND ORANGE REBELS ORANGE REBELS
of each lmperial turn, one lmperial Base YELLOW REBELS YELLOW REBELS STARTING TROOPS: 28 STARTING TROOPS: 28
token must be placed facedown on the playing and decide which factions you STARTING TROOPS: 40 STARTING TROOPS: 30 PLANET CLAIMING PLANET CLAIMING
PLANET CLAIMING LIMIT: 8 LIMIT: 8
gameboard.These tokens add bonuses t o want t o control.This will determine PLANET CLAIMING
LIMIT: 1 5 LIMIT: 1 5

the defense of the planets they are on, which colors you use, where you sit
PLAYER 2 GRAY AND WHITE GREEN HUTTS GRAY EMPIRE GRAY EMPIRE
and one will hide the Emperor. around the gameboard, the turn order EMPIRE STARTING TROOPS: 25 STARTING TROOPS: 3 1 STARTING TROOPS: 3 1
of the game, how many pieces t o start STARTING TROOPS: 45 PLANET CLAlMlNG
LIMIT: 7
with, and if there are any limitations
ASTEROID FIELD TOKENS
when claiming planets. All of this infor- PLAYER 3 GRAY AND WHITE YELLOW REBELS GREEN HUTTS
These tokens will be placed on the game-
board when the Death Star blows up a
planet. The planet's space is covered up
mation is located in the Se
"s""
on page 13. Players should sit c ock-
wise from player I t o 5. Also,
EMPIRE
STARTING TROOPS: 35
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8
STARTING TROOPS: 25
PLANET C U l M l N G
LIMIT: 8

and the asteroid field that replaces it can-


if a neutral army is indicated, no player PLAYER 4 WHITE EMPIRE YELLOW REBELS
not be attacked o r fortified through. STARTING TROOPS: 31 STARTING TROOPS 28
will play that color, but you will need PLANET CLAIMING
LIMIT: 8
t o use those pieces during game setup.
GETTING STARTED
(Are You Feeling Good, Evil, or Indifferent?) PLAYER 5 WHITE EMPIRE
NOTE: In a 2-player game, you may need STARTING TROOPS: 31
Separate the Faction Cards into 3 t o mix the orange and yellow Rebellion
decks, the Empire, the Rebellion, and pieces and the white and gray lmperial
the Hutts (according t o the card pieces together so that you have enough NEUTRAL GREEN HUTTS GREEN HUTTS --
backs). Shuffle each separately and to finish the game. (NO TURN) STARTING TROOPS: 25 STARTING TROOPS: 25
PLANET CLAIMING PLANET CLAIMING
place them t o the side of the game LIMIT: 7 LIMIT: 8

board. Each player takes all of the pieces and


ships of his color and counts out his
Place one of the Death Stars (it starting troops as well as the neutral - - -

doesn't matter which one) on the army's starting troops (if necessary). CLAIMING PLANETS the Hutt player will stop claiming
gameboard on the Start space of the Use the Setup Chart on page 13 t o (The Hutts and Rebels Have Limits) planets and use the rest of his pieces
Force MetehGive the remaining
Death Star to'the lmperial player.
determine your starting troops.
1 If no factions are neutral, the rules for
claiming planets are the same as those in
during the reinforcement phase. Similarly,
after claiming his 15th planet, the Rebel
If there are 2 lmperial players, standard RISK (see page 5). If the Hu player will stop and let the lmperial
they will decide as a team how to
use it. More on this later.. .
are used as a neutral faction, see S e d n
3: ~ c u t Hum.
4
5 player claim the rest of the planets.
Once all planets are claimed and the
Death Star is placed (see page 14) the
Get out the Ssided dice in addition to original turn order will resume and
There are some limitations (indicated
the 6-sided dice and place them near in the above chart) t o the amount of all players reinforce as usual.
the gameboard. starting planets allowed for the Rebels
and the Hutts. For instance, in a 3-player
game, after claiming his 7th planet,
, <. ;'
PLACING THE DEATH STAR - more troops, build ships, o r initiate direc- FORqE METER
tives. If you successfully invade some
planets, you will be able t o collect one o r cards), the or& fie& dl' I

cards at t& end of your turn and spacC toward t i e daJ4 side. '' Irn

3
p l a p r must decide where t o place the then f i f y your forces. ' 1

Star. Although during the game \ \ tf the Empire builbs new D&
move the Death Star t o any you'll also place (requires a spekaC d), the FOW
it MUST be placed on a move (and pos- Meter will -move d n space toward &&
planet controlled by the Empire. slblg fire) the V t h Star. dark side. . , ,
Keep in mind when placing that m e
' '> , , /

Death Star has 2 functions: (They Have 3 F nctions),


Defensively, a planet controlled by the You will collect cards b y conquering for Controlling Reso
Empire that contains the Death Star planets controlled by opposing factions.
cannot be attacked until the Death You can use any of these taMs in one of Rebel players may draw one o r two extra
Star is moved o r destroyed. three ways: t o raise more troops, build cards at the end of their turn. When the
Offensively, the Death Star can eventu- ships, o r initiate special directives.You Force is balanced, there are n o special
ally be moved onto and destroy entire will need t o decide throughout the game rules.
planets (all troops, ships,and the planet which purpose best suits your strategy
itself are blown t o smithereens!) con- for winning the game. The Force Meter can also make it
trolled by your opponents.This easier o r more difficult for the Rebels t o lose a resource planet. A t the end
requires rare special cards in the If you choose t o use the card for its destroy the Death Star by adding o r sub- Hutt plqer's turn, he may take the
Empire Faction deck t o be executed special directive, it will be used at tracting 1,2, o r 3 t o their dice roll when cards thht are indicated next t o
but can be very powerful.This will be different times - each card indicates they attack it. This will be described in the couhter.
explained in detail in Step 8. when its directive can be used. Read the further detail in the section: Attacking
card carefully t o determine when and the Death Star
Once the Death Star has been placed, how to use it.You may play as many cards
the reinforcement of troops will for directives as you want on your turn. The Rebels and the Empire can move the
begin, starting with the first player. This will come in handy when making big Force Meter in these ways: . - -,

Reinforcement in RISK Star Wars Original maneuvers such as the Rebellion attack- Either faction may use a sppcial direc-
Trilogy is the same as reiriforcement in ing the Death Star o r the Emperor; the tive on a Faction card. The'cardgindi-
standard RISK. (See Reinforcing Planets H u t s taking their 10th resource planec cate when to play them and how many
on page 5 for details.) o r the Empire wiping out the Rebels for spaces the Force Meter will move.
good.
If a Rebel player conquers a planet
IMPORTANT: Some of the special directives with an Imperial Base token on it
indicated on the cards conflict with the (thereby destroying the Imperial Base),
OVERVIEW general rules of play. Ifthis occurs, follow the Force Meter will move one space
O n each o f your turns you'll receive the instruction on the card. toward the light side. a fg TURN ORDER
additional troops to reinforce your army. .,
Use the Setup Chart on page 13 t o
You also may be able t o play cards t o get If the Death Star is destroyed, the determine turn order. This will be the
Force Meter will move one space order for claiming planets, reinforcing
toward the light side. planets, and actual turns.
-5-- ---- - -

USING THE SETUP CHART AND STEP 5: INVADE Bomber C ~ SBomber: dass ships add I
TURN REFERENCE CHART t o a die roll, starting Midl your highest.
After reading these rules, for quick refer- tep- One bomber would add I t o your high-
ence during setup and on each player's est die, 2 bombers would add I to your
turn, keep this book next t o your game- 2 highest dice and 3 bombers (only pos-
board and use the charts located on sible for the attacker) would add I t o all
the back page so that you don't have t o 3 of the dice. NOTE: Bombers cannot be
memorize all the details. used t o add 2 or 3 t o one die.
I 1 CARD'TRADE IN FOR TROOPS your
die rolls when attacking and dekndiilg*
I However, they do not represeh.@oops Capital Class: Capital class ships allow
I you t o replace 6-sided dice with 8-sided
in their own right. Ships must or
STEP I:PLACE TOKEN
defend with accompanying troops. dice. One Capital class ship allows you t o
(EMPIRE ONLY)
replace I 6-sided die with I &sided die.
The lmperial player must take the top SHIP ADVANTAGE 2 Capital class ships allow YOU t o replace
token from the lmperial Base token stack,
secretly look at it, and place it on any
, Note that each ship brings with it a 2 6-sided dice with 2 8-sided dice, and 3
Also, you may turn in one (and only one) special advantage: Capital class ships allow you t o replace
planet controlled by the Empire. card per turn t o build the ship listed on
the turned-in card. For example, if you
, 3 6-sided dice with 3 8-sided dice (only
possible for the attacker).
FIGHTER BOMBER CAPITAL
You cannot place it on a planet that turn in a Fighter Class card, you may 1
already has a token on it unless that build a Fighter. Place the turned-in card in
' WINNING AN INVASION AND MOVING IN
(Bringrr Sh~ps)
is your only option. Remember that
lmperial Bases will help you defend
planets but one of them will contain the
Emperor. If t h e Emperor is captured,
the discard pile, take a ship token of that
class, and place it in your reinforcement
pile.
,
, ( --I ( - 4- If you n the invasion by destroying
all of your opponent's troops, any shipis
defending that planet are also destroyed.
all is lost.
I
If you used ships t o attack with, you must
There is a limit to how many ships each move them onto the planet you con-
STEP 2: COUNT PLANETSIREGIONS army may have. Each army may build up quered along with your invading troops.
t o 3 of each type of ship. If all 3 ships of You may then move any additional troops
al to Step I in stan- a type are on the board (for example, the and ships onto the planet as well.
dard RISK (if you need t o refreshSlpur gray army has all 3 TIE Fighters on the
memory, see page 6). Count your plan- board), then no more of that class may INVADING AN IMPERIAL BASE
ets and calculate your reinforcements. be built until one is destroyed. (They Defend With 8-Siders)
Then, add to that any Region bonus Fighter Class: Fighter class shi/s prevenk At the of each Imperial turn* a new
troops you might be entitled to. 1MPORTANT:You may build only one ship I or more dice from being a "I ." One Imperial Base will be placed on an Empire
per turn. fighter prevents I die from bpng a " I," controlled planet.The Imperial Bases
STEP 3: PLAY CARDS FOR TROOPSISHIPS
lsyclq IsdoP r; 2 fighters prevent 2 dice from being are strongholds for the Empire and one
(A Set for Troops or One Card for a Ship) STEP 4: PLACE UNITS of them will be the hiding place the
&:&I hW
l "1 s," and 3 fighters (only possible for the
As in standard RISK, you may turn in a (Troops and Ships) . attacker) prevent all 3 dice from being Emperor.
m
-.lA-.l- '
set of 3 cards for additional troops.The First, place all of your ground troop
chart on the bottom right side of the reinforcements onto planets you control. "Is." Any " l s" rolled are re-rolled until
If either the Rebel faction or Hutt
gameboard shows how many troops each Then place any ship you built.Your ship faction decide t o invade a planet with
card set will get you. must also be placed onto a planet you an Imperial Base token on it, the Imperial
z:,t . &Y,?&b' contro1.A planet may have more than player controlling the planet may replace
one ship on it at a time. all defensive dice with 8-sided dice for
the entire invasion.
17
.lo~auo:, m a a u e l d e uo uo!~:, .a:,!p asuajap ,mnH aql 110-1 II!M s-laXeld
- ~ ! a ~moX
o j pua asnw noX naueld s'aaew Jaylo aqa 40 a u o .auauoddo Xue plnoM
-weal ~ n o Xq8no~qasdys pue sdoo~a~ n o X noX se sunH IwanaN aqa y:,eue Xew noA
4 u o j Xew no4 q8noqye QanaMoH'Bu!
(PJD~mixa uo la8 01)
u a q ,,paa:,auuos,,
~ se uop:,q ~ n o X
S l l n H 3 H ID N l Y 3 W I l W JIOD
. DJ lad
Xq pallo~luo:, naueld Ile auno:, Xew noA
~ J D DI Aluo
pallo> UDD ay inq 'laA~ldlaqab(

I 411. -.
-weal moA r o no4 Xq pallaouo:, aaueld
---.-
CINWWWO3 4 0
-(u~nas,~uauoddo
s!q uo paw!el:, aJaM ley1 sauo aql uana)
a8uo.10 a y U J O ~iauold D paJnldD3 OSID aH
.ap!s y ~ ayJo p JOADJ u! pa?.Jys SDM Jaiaw
I Xue uo aseg le!~adwlue weld Xew noA 3 b ~ ~ -HN O3I I W 3 I J I I U O 4 d 0 0 U 1 naueld a n H aqa 40 Xue a:,~oju!a~Xew pue a x o j ayi asnD3aq auo p u Sau~ld ~ D paJnldD3
a ~ a ! dn n H e sayn aq *UMO s!4 40 aaueld p u la ~ h l d laqay ~ollaAa y paymxw oslo ay
-0%plnoqs .uo!a:,ej ~ n o Xu! JaXeld Jaqao aqa e sa:,Joju!aJ JaXeld p e a J a y v l u a u asnmaq auo Sa~DldD p a n i d o ~p u sunH ~ aq
a! aJaqM ssn:,s!p oa a u e Xew
~ no~oaaew Aq palloJFo:, naueld 40 puewwo:, Jano -a:,~oju!a~ ~ osawnsaJj JapJo u ~ nleu!%!~o
l paymuD ay 'wni s!y uo JayDa asnoxq auo
-weal JnoX oa a! ~ o q &a!
s Su!seld aJo4ag a* 01sly aq Xew noX6awe8aq:, Bu!Jnp aya 'paulqa am w u o l d aq* p ~ t easuo :spr~r,E val/o:, IFM ay uJni s,~aA~ld
A - /D!Jadurl
muayoa aseg le!~adwlue a:,eld lsnw aq ! ~ a ~ a .uo!a:,q
~ o p ~ n o Xu! JaXeld Jaqlo apyM aqJo pua a q i~ 'aldur~xa~ o.sp~e:, j
S13NWld 3N13UOJN13U
u ~ n as,~aXeldleyadlul-qxa j o a.n?asap av PlJpZXL@ m N N V 3 n o ~ - ~ a u eaJeqS
ld waxa Xue up ue:, no1g BasToa m a w
a u Xew plie saaueld UMO -l!aql uo dn las
(iauold s,alowuroal D uo a q d ADUJ nod 4 - s a p woqe aqa u! pws!pu! a:,.toiaqa y3aq:, 'a~!duqaqa JO slaqquaqa
SN3Y013SW8 lWIU3dWI DN13Wld Xaw-a
-- ~ J O Msa!wJe aqa q8noqaly se sanlasruayr ~o;l n a q d w!ey:, cn anu!a a.ie noX j! uaql-suo!a:,ej Bu!soddo w o ~ l z
-uo:, s.iar(eld Ouaddeq s!qa a:,uo '8 JO & aaueld auo seal l e yo01 noX j! spJe:, z
elaueld s!qa j o puewwo:, aneq 40 yw!l Bu!w!el:,-aaueld pay:,eaJ aneq MWP no^-(~ahld aou) uo!a:,q 8u!soddo ue
MOU no~.laueldaq1 uo al!d d o o ~ a JnoX sunH aqa p u n sanupuo:, s ! q l e m n H aqa w o ~aaueld
j auo lseal ae yo01 noX j! p~e:,
~uo.14d o o ~auo l a:,eld pue al!d d o o ~ an! 404 laueld e w!ep pue a:,a!d u n H e a y n auo ~ e noX ~ 'u~na
p ~noX j o pua aya a v
oa doara s,Xw~epa:,elda~ aqa u~naayrrolo:, q3ea II!M Xaqa 'aaueld e slu!el:, JaXeld q:,ea
UMO ~ n o X j o d o o ~ aauo q a ! ~
d o o ~ aauo ~ a y v . I( a8ed
~ aas) u e q 3 dnaas aqa uo
~ noX uaqa r!j o puewwo3
ae,eyl a ~ e l d aXew pale:,!pu! JapJo u ~ aq',~o11oj
n ~ pue sunH
dn an!B 01 saa~Beaaewweaa ~ n o pue 4 a' !
.- aqa JY sdoo~a Bu!uns aql ano luno3
u o l d o o ~auo
l Xluo ,eyl!~h aaueld e s! aAaya jl
I
-?#fbsB
yma m n ayi
~ JOJ auo SUI!DI~
(u~nl
~ a A ~~l d3 ~ 3 )
.suayoa aseq JO s4qs seq a! # laueld
I e jo,puewwo:, a y n iou Xew noA
El! uo
. - .(~aaawa x o j aqa uo .naueld :,!Baae~as Jane aye? oa pue 'p~e:,
paaexpu! s p m snuoq'%ue B u ! ~ u pa~ojaq) eaxa ue up 07 way1 y3me urn s~aXeld
,,doar~ auo Xp:,exa seq aeqa laueld
e ~ Xluo
o puewwo:, ayea Xew noA . z
y n a s!q jo pua aqa ae sphs ~ e ue:,~ aqp
oa Bu!Suolaq I pue 'sJa
lepadwl pue laqay aqLay:,eue 01alqe
aq aou II!M pue U J ou ~ aa8 l l ! Xaqa
~ anq
auo Xluo p puewwo:, q q Xew
:wna dad lauetd
~ noE, . 'suo!qenu! asu!&e puajap ue:, pue (a~!dwg
aq1 pue uo!llaqay aql Xq Xllenba pa~eld)
-wo:, a y n aouue:, no^-puewwo:, noX pJeoq aqa uo a ~ n I/!M s kaqa leqa sueaw
I an!t oa aa~8e*nut aaewweaa JnoA . s!ql.panau aq l l ! uqa:,q
~ n n H aqa
'UO!l!pj B o l ! J l IEU!~!JOSJDM JDlS )(Sly
Le :s!ya oa suo!a:,!~1sa1 u!wa:, 40 saws ~aXeld-ppue ~aXeld-za y l ul
pl.aJe a~aq1-oauelds!q 40 auo p puew 'payuoj JO pa:,Joju!aJ
@IL+~OD Jano a y n uees noX j! uo!a:,q ~ n o X aqa 40 awo:, sa:,a!d
b y r ~aXeldJava0 3143yse Xew noX6sd!qs Xaqa a:,uo .sp~e:, JO
T W X pue sdbarz ~ n o X8u!h!uoj Jaav sunH I u I n a N a q l
A ,
I
&%PARK
BROTHEI

S-ar putea să vă placă și