GREEN HUTTS
STARTING TROOPS:
PLANET CLAIMING
LIMIT:
8
25
kfNWDE
6&UWUlL
6:
TROOP FORTlFlCATlON
(THEN CHANGE OF COMMAND
IN
TEAM PLAY)
7:
SHIP FORTIFICATION
8:
DEATH STAR MOVE
(EMPIRE ONLY)
Page 3
CONTENTS
Garneboard
Empire Ships
2
Death Stars
Factron Cards
Drce 4 Eight-s~ded Drce 5 lrnperral Base Tokens
3
Froid
ASSEMBLY
5
Armies
18
Rebel Shrps
27
Ernprre Faaron Cards
27
Hutt
field
Tokens
(rn d~ferent colors) 18
9
Hutt
Shrps
.
Faaron Cards 5 SIX-srded
2 7
Rebel
Remove all of the pieces from the plastic
bags. Discard the bags. Carefully detach
the tokens and ships from the cardboard
sheet. Discard the cardboard waste.
Wan Original Trilogy Edition quickly,
just skip Section
on to the rest of the rule book.
always refer back to
up.You may also choose to use the RlSK
Star Wars Original Trilogy Edition gameboard to play standard RISK, by leaving
out the special elements. If you have
never played any form of RlSK before, we
suggest you only read Section I : Standard
RISK and play that way until you are
familiar with the game. Then go back
INTRODUCTION
A long time ago in a galaxy far,
It
is a period of civil war. Rebel starships,
striking from a hidden base,
first victory against the evil
Meanwhile, along with bountyhunteL9 the vile gan
scum and villainy, seeks to
from the ongoing galactic
ve
Gk-
ster
prospe
struggk.
fir
won
away..
Wr
n
ncia//y
and read the other sections that contain
the special rules for the
..
Original Trilogy Edition.
wany
time
Trilogy Edition, there are three factions
of
at war: the Empire, the Rebel Alliance,
and the Hutts. While these 3 factions are
always in the game, they are represented
HOW TO
INSTRUCTIONS
READ
THESE
differently depending on the number of
players. Sometimes the Hutts are Active
(controlled by an actual player) and
sometimes they are Neutral (their pieces
9
Befwreiou
..
greatly simplify things if you can answer
these questions:
Have you played standard RlSK before?
If you are familiar with the standard RlSK
mrt
by any one player and cannot attack).
Also, sometimes the Rebel Alliance and
the Empire are controlled by individual
players (solo), and sometimes they are
controlled by teams.
rules and want to start playing the Star
Use
you can sk~p to get into color to represent his armies.There are
HUTTS
2
3
4
5
i
NEUTRAL
ACTIVE
NEUTRAL
ACTIVE
EMPIRE & REBEL
ALLIANCE
SOLO
SOLO
TEAMS
I:
Standard RlSK and go
You can
it
if questions come
RISK Star Wars
players will be playing the first
you
play?
In RlSK Star Wars Original
on the board but are not controlled
th~s chart to help
SECTIONS YOU
SKIP
SECTION
SKIP
SECTION
SECTION
READ
ALL
o
4:
3:
4:
TEAM
SECTIONS
CAN
TEAM
PLAY
NEUTRAL
PLAY
SKIP
HUTTS
AND
STANDARD
4
PllYERS
RISK@
PBJECT
LOOK ATTHE STUFF IN
m out where you ciiwsee them. AS
read these rules, look at
(that contains tens of thousarylq of,,
abited planets), but
ey planets from the Original~rilogy.
ach a different color.
hese
it
is a pap of the
_!.Your
jy'-mrn
-zone planet to another as long
t~p
wlll be able to move from
planets are adjacent. Pladets are adjacent
if they share a border, or a hyperspace
-
line connects them.
A
Exomp1e:The planet of Garnon
-
THEPLASTIC-
PIECES
dard RISK, each player uses a separate
only enough pieces included for a
player game of standard RISK.
as
the
I
is
adjacent
3
or
4
'
Page 4
1)
REBEL TROOPER
/I
REPRESENTS 1 TRO~
L..
,
uk
-
.8
1
Page 5
then the next army to the left, and so
on. Keep going around the table until
all of each army's starting troops have
been placed.
YOU)-
planets.
OVERVIEW
On each one of your turns, you'll receive
additional troops, which you will use to
reinforce your
to play cards to get more
probably invade one or more planets. If
you're successful, you'll be able to collect
one card at the end of your turn. But
whether you engage in combat or not,
you'll get to relocate your
army.You may be able
troops.You'll
forces.,~=
TURN ORDER
tvu
&*
.d.
I.
-
Roll a 6-sided die to determine which
army will have the first
roll wins and play proceeds clockwise.
YOURTURN
(6
easy steps)
STEP
I:
COUNT PLANETSlREGlONS
At the start of your turn, you get additional troops to reinforce your planets.
How many reinforcements you get
depends on..
The number of planets you control,
The number of Regions you
control (if any).
COUNT YOUR PLANETS
Count the number of planets you
control.
Take the total number of planets you
control and divide this number by
(ignore any remainders).This
number of reinforcements you receive.
However, the number of reinforcements
you receive can NEVER be fewer than
so even if you control only a few planets,
you'll always receive at least
ments.
Take your reinforcements from your
troop pile and put them in front of
you.This
ment pile."
.
is
the start of your "reinforce-
turn.The highest
3
is
the
3
reinforce-
3,
1
You can use the
calculate how many reinforcements you
/
receive.
list
below to help you
I
I
DO YOU CONTROL ANY REGIONS?
,
'
You also get reinforcements for every
Region you control. Remember that a
Region
color. If you control every planet within
the Region, then you control the Region.
The number of reinforcernents you
receive depends on which Region (or
Regions) you control (if any). Each Region
has a number near
how many reinforcements you receive
for that Region. For example, controlling
1
the Mid Rim Region will give you
tional reinforcements. Count out these
reinforcernents from your troop pile
and add them to the reinforcement pile
in front of you (the pile you started by
counting your planets).
is
a group of planets of the same
it
that shows you
5
addi-
STEP
2:
PLAY
(Bm
This may seem a little out of place
because we haven't talked about how you
get cards yet (we'll talk about that
in Step
could turn in a set
more troops. Place the
out of play and take
chart below (also on the board).
Add these troops to your reinforcement
pile.
In standard RISK, if you have 5 cards in
your hand, you must turn in a set so that
your card total is below
start your turn.
CAWS
in
Marching
1
O),
but it is at this point
TROOPS
F
3
3
5
before you
mole
Page 6
STEP
3!
PLACE TROOPS
AL~
of your ground troop reinforce-
mebts.
I
STEI:
4:
INVADE
(Roll Dice to DetermM
Invasions are the main part of your turn.
It
is here that you attack the oppos-
ing armies and attempt to take planets
from
them.You can choose how many
times you want to
to
auack, and when to call off an attack.
You can also choose not to attack at all
(if so, move on to Step 5) or to attack
until you have almost no troops
can even attack more than one planet on
your turn.
A FEW
WORDS
Here are some terms used during
combac
The attacker is the player whose turn
it
currently is.
The defender
attacked.
An invasion is when a planet
attacked.The invasion lasts until
either the planet is taken
until the attacker calls off the
sion.You may be able to invade more
than one planet on your turn.
A
bade
each, the attacker and defender) dur-
invasion.An invasion may
ing an
require one battle or
dozens of battles.
I
8-
,
q?
attack, in what order
IeftiYou
ABOUT COMBAT
is
the player being
is
oyer or
is
one roll of the dice (for
it
may require
being
inva-
WHERE CAN I INVADE?
You can invade fmm any one planet
where you have troops adjacent to an
enemy's planet ( f you need a refresher
on
what makes
back to page
your army's troops on
the adjacent planet you wish to invade.
HOW
YOU
Attacking
There must be at least 2 troops on a
planet in order to
one troop must stay behind in order to
protect the planet you are invading from.
This troop cannot be part of any battle.
Now choose how many troops you will
send from your attacking planet into the
battle.You can send 1,2 or 3 troops.
Your invasion force may be much larger
than
3,
but no more than 3 troops can be
sent into each battle.
Defending
Next, the defender chooses how many
troops will defend from the attacked
planet.You can defend with either I or
2
troops.There may be more troops on
the planet, but 2 is the maximum number
of troops you can defend with during a
battle.You will continue defending the
attacked planet until either your last
troop is defeated or the attacker calls off
the invasion.
Let the battle begin.
Now roll your battle dice.
I
.The attacker takes 1,2, or 3 6-sided
dice depending on the number of
troops he sent into
defender takes 1 or 2 6-sided dice
depending on the number of troops
he sent into battle.
3.)
BATTLE
d
lanets adjacent, refer
Choose a planet with
it
and announce
attack.This
is
because
. .
battle.The
2.The attacker rolls his $ice,The
defender rolls his dice.,
RESOLVING THE BATTLE
Now, put your dice in
to lowest.You will the
highest die to your op
die to see who won.
The higher die roll wins.The
removes a troop from the game oard
i
and returns
troop case of has a tie been
After you and your opponent compare
the highest dice, compare the
highest dice.
If there
meaning you rolled
than your opponent, then ignore those
dice rolls.
CALLING OFFAN INVASION
After any battle, you (the attacker) may
choose to call off the
choose to invade a new planet, invade a
planet you attacked earlier during this
step of your turn, or end the combat
part of your turn.
CHANGING THE ATTACKING PLANET DURING
AN INVASION
In between battles, you can change the
planet from which you are attacking and
continue the invasion from a different,
adjacent planet. What you cannot do is
battle with troops from different planets at the same time. During one battle,
all of your troops must be from the
same planet.
is
his troop pile.This
roll,
\D>ns.
the
eated.
no die to compare yours to,
1
.
bc,
IMPORTANT:
next-
I
or 2 more dice
invasion.You may
In
WINNING AN INVASl
You win the i
the last defen
st
Take the troops use
and move them onto the planet
invaded.You may now Tove
tional troops from your invading
only attack with 3 troops, once
won the invasion, you can
troops onto your new
you must do this
new invasion.
ELIMINATING ANOTHER PLAYER
You eliminate another player if you de eat
his last troop
now out of the game.
You. as the player who eliminated him.
get his cards and may place them in your
hand. If your new hand is now 5 or more,
you must stop immediately and turn in a
set for bonus
these
reinforcements onto any of your
planets. If you still have
then turn in another set and place these
reinforcements as well. Finally, when you
have
4
turn.
STEP 5:TROOP FORTIFICATION
(Secure Your Borders)
After you are finished with combat (and
it is your choice when you are done), you
get
ONE
your troops.
To fortify your position, take
many troops
of your planets and move them
to one other connected planet.
(Remember:There MUST be at least
one troop left behind on a planet
cannot abandon a planet.)
on
the board.This playa
reinforcements.You place
5
or more cards,
or fewer cards, continue your
fortification ("free move") with
as
you'd like
my
from
paq.,,&
a#$i,,,
w*,,
I
as
one
-
you
,
is
,
-
I
a
Page 7
At the end of your turn, you draw a card
if you took a planet from at least one
opposing army. You only get one card
even if you take multiple planets from
multiple players.
END GAME
(You May Need More Troops)
As the game nears the end, a circumstance could arise in which you do not
have enough pieces to fill all of your
planets on the gameboard. After making
change with as many 3s as possible, you
may use any eliminated or unused color
pieces to represent your army.
WINNING
In standard RISK, you win if you are the
last player in the game, meaning you
control all
SECTION
42
2:
planets.
RISK"
STIlR WdRS
ORIGIHBL TRILOGY
OBJECT
RlSK Star Wars Original Trilogy
In the
game, there are 3 factions, each with
own victory condition.
its
The Rebel Alliance must find and
destroy the Emperor, who will be
hiding at one of his Imperial Bases.
He is the mastermind of the evil
Galactic Empire.
The Empire must eliminate all Rebel
forces. Wipe them out. All of them.
The
Hutts
must take control of
I0
out of the 13 resource planets.
The moment their
10th resource
planet has been conquered, the game
is
over and the Hutts have won.
SPECIAL COMPONENTS
There are many special components
you will be using in the
RlSK Star Wars
Original Trilogy Edition as well as some
enhanced components from the standard
game.
THE FACTION CARDS
There are 3 separate decks of Faction
Cards
-
one for each faction in the
game. They should be separated by
color (Empire-red; Rebel Alliance-gray;
Hutts-green) but they all function in the
same way. Cards are used to gain bonus
troops, build ships, and to initiate special
directives.
FORCE METER
41)
(
ON
THE
GAMEBOARD)
On the gameboard you will find a track
labeled "Force Meter." This is used
throughout the game to keep track of
whether the Force is strong with the
dark side (the Empire) or the light side
(the
Rebellion).The Force Meter does
not affect the
Hutts.We will discuss this
in more detail later.
RESOURCE
the Force
terrorize the galaxy.
REPRESENTS
'
THE IMPERIAL
REPRESENTS 1 FIGHTER
I
..
4
THE
REPRESENTS
I
P
on
the
X-WING
FIGHTER
1
CLASS SQUADRON
TIE
CLASS
HUTT
CLASS
FIGHTER
FIGHTER
SOUADRON
SHIPS
IG-2000
1
FIGHTER
SQUADRON
SHIPS
Y-WING
REPRESENTS
CLASS
REPRESENTS
CLASS SQUADRON
REPRESENTS
CLASS
SQUADRON
TIE
BOMBER
SLAVE
SQUADRON
1
1
1
Capital class.You
assist ground troops in attacking and
defending during invasions. And
unlike
ground troops, ship classes are not
interchangeable.
BOMBER
BOMBER
I
BOMBER
v
REBEL
REPRESENTS
REPRESENTS
REPRESENTS
CRUISER
CLASS
SQUADRON
STARDESTROYER
CLASS
SQUADRON
JABBA'S
CRUISER
CLASS
SQUADRON
1
CAPITAL
1
CAPITAL
1
CAPITAL
/
Page 8
mIt~\slDm
ma
Some cards and some ships will allow
you to use the
7
2.
j
,$,y
dIFlP€K!lAL BASE TOKENS
Ssided dice.
These tokens represent lmperial Bases
controlled by the
Empire.At the start
of each lmperial turn, one lmperial Base
token must be placed facedown on the
gameboard.These tokens add bonuses to
the defense of the planets they are on,
and one will hide the Emperor.
ASTEROID FIELD TOKENS
These tokens will be placed on the game-
board when the Death Star blows up a
is
planet. The planet's space
and the asteroid field that replaces
covered up
it
can-
not be attacked or fortified through.
GETTING STARTED
(Are You Feeling Good, Evil, or Indifferent?)
Separate the Faction Cards into 3
decks, the Empire, the Rebellion, and
the Hutts (according to the card
backs). Shuffle each separately and
place them to the side of the game
board.
Place one of the Death Stars (it
doesn't matter which one) on the
gameboard on the Start space of the
MetehGive the remaining
Force
Death Star
to'the lmperial player.
If there are 2 lmperial players,
they will decide as a team how
to
use it. More on this later.. .
Get out the Ssided dice in addition to
the 6-sided dice and place them near
the gameboard.
Place the lmperial Base tokens facedown (Imperial Base icon up) on the
table and mix them up. Then stack
them facedown and place them to the
of
the gameboard near an lmperial
side
army.
Determine how many players will be
playing and decide which factions you
want to
control.This will determine
which colors you use, where you sit
around the gameboard, the turn order
of the game, how many pieces to start
with, and if there are any limitations
when claiming planets. All of this information
on page 13. Players should
is
located in the
Se
"s""
sit c ockwise from player I to 5. Also,
if a neutral army is indicated, no player
will play that color, but you will need
to use those pieces during game setup.
NOTE: In a 2-player game, you may need
to mix the orange and yellow Rebellion
pieces and the white and gray lmperial
pieces together so that you have enough
to finish the game.
Each player takes all of the pieces and
ships of his color and counts out his
starting troops as well as the neutral
army's starting troops (if necessary).
Use the Setup
Chart on page 13 to
determine your starting troops.
2
PLAYER
1
ORANGE AND
YELLOW REBELS
PLAYER
PLAYER
PLAYER
PLAYER
NEUTRAL
(NO
TURN)
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 15
2
GRAY AND WHITE
EMPIRE
STARTING TROOPS:
3
4
5
GREEN HUTTS
STARTING
PLANET CLAIMING
LIMIT:
7
TROOPS:
40
45
25
CLAIMING PLANETS
(The Hutts and Rebels Have Limits)
If no factions are neutral, the rules for
1
claiming planets are the same as those in
standard
RISK (see page 5). If the
are used as a neutral faction, see Sed
3: ~cut4 Hum.
There are some limitations (indicated
in the above chart) to the amount of
starting planets allowed for the Rebels
and the Hutts. For instance, in a 3-player
game, after claiming his 7th planet,
NUMBER
3
ORANGE AND
YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 15
GREEN HUTTS
STARTING TROOPS:
PLANET CLAlMlNG
7
LIMIT:
GRAY AND WHITE
EMPIRE
STARTING TROOPS:
Hu
n
5
OF
PLAYERS
ORANGE REBELS
STARTING TROOPS:
PLANET CLAIMING
30
LIMIT:
GRAY EMPIRE
STARTING TROOPS: 31
25
YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
35
LIMIT:
WHITE EMPIRE
STARTING TROOPS:
GREEN HUTTS
STARTING TROOPS:
PLANET CLAIMING
LIMIT:
4
STARTING TROOPS:
28
PLANET CLAIMING
8
8
8
-
LIMIT:
GRAY EMPIRE
STARTING TROOPS:
GREEN HUTTS
28
STARTING TROOPS:
PLANET CUlMlNG
LIMIT:
YELLOW REBELS
31
STARTING TROOPS
PLANET CLAIMING
LIMIT:
WHITE EMPIRE
STARTING TROOPS:
25
--
5
ORANGE REBELS
8
8
8
28
31
25
28
31
the Hutt player will stop claiming
planets and use the rest of his pieces
during the reinforcement phase. Similarly,
after claiming his 15th planet, the Rebel
player will stop and let the lmperial
player claim the rest of the planets.
Once all planets are claimed and the
Death Star is placed (see page
14) the
original turn order will resume and
all players reinforce as usual.
1
-
-
Page 9
PLACING THE DEATH STAR
plapr must decide where to place the
Star. Although
move the Death Star to any
planet controlled by the Empire.
Keep in mind when placing that me
Death Star has 2 functions:
Defensively, a planet controlled by the
Empire that contains the Death Star
cannot be attacked until the Death
is
moved or destroyed.
Star
Offensively, the Death Star
ally be moved
planets (all troops, ships,and the planet
itself are blown to smithereens!) controlled by your
requires rare special cards in the
Empire
but can be very
explained in detail in Step
Once the Death Star has been placed,
the reinforcement of troops will
begin, starting with the first player.
Reinforcement in
Trilogy is the same as
standard RISK. (See Reinforcing Planets
on page
OVERVIEW
On each of your turns you'll receive
additional troops
You also may be able to play cards to get
Faction deck to be executed
5
for details.)
during the game
it
MUST be placed on a
onto
and destroy entire
opponents.This
powerful.This will be
RISK Star Wars Original
reiriforcement in
to
reinforce your army.
can
8.
-
eventu-
more troops, build ships, or initiate directives. If you successfully invade some
planets, you will be able to
cards
at
t&
end of your turn and
then
fify
your forces.
\
\
slblg
fire)
the Vth Star.
'
'>
(They Have
You will collect cards by conquering
planets controlled by opposing factions.
You can use any of these
three ways: to raise more troops, build
ships, or initiate special
will need to decide throughout the game
which purpose best suits your strategy
for winning the game.
If you choose to use the card for
special directive,
different times
when
card carefully to determine when and
how
for directives as you want on your turn.
This will come in handy when making big
maneuvers such as the Rebellion attacking the Death Star or the Emperor; the
Huts taking their 10th resource planec
or the Empire wiping out the Rebels for
good.
IMPORTANT: Some of the special directives
indicated on the cards
general rules of play.
the instruction on the card.
3
F
nctions),
it
will be used at
-
each card indicates
its
directive can be used. Read the
to
use it.You may play
If
collect one or
you'll also place
move (and pos-
taMs in one of
directives.You
its
as
many cards
conflict with the
this occurs, follow
,
<.
;'
FORqE METER
Rebel players may draw one or
cards at the end of their turn. When the
Force is balanced, there are no special
rules.
The Force Meter can also make
easier or more difficult for the Rebels to
destroy the Death Star by adding or subtracting
they attack
further detail in the section: Attacking
the Death Star
The Rebels and the Empire can move the
Force Meter in these ways:
1,2, or 3 to their dice roll when
it.
This will be described in
Either faction may use a sppcial direc-
tive on a Faction card.
cate when
spaces the Force Meter will move.
If
a Rebel player conquers a planet
with an Imperial Base token on
(thereby destroying the Imperial Base),
the Force Meter will move one space
toward the light side.
If
the Death Star is destroyed, the
Force Meter will move one space
toward the light side.
to
play them and how many
two
extra
it
.
-
-,
The'cardgindi-
it
afg
.
,
cards), the
spacC toward tie
tf
the Empire builbs
(requires a spekaC
Meter will -move dn
dark side.
for Controlling Reso
lose a resource planet. At the end
Hutt plqer's turn, he may take the
cards
thht are indicated next to
couhter.
the
TURN ORDER
Use the Setup Chart on page 13 to
determine turn order. This will be the
order for claiming
planets, and actual turns.
or&
fie&
daJ4
side.
new
d),
3
space toward
.
,
,
,
,/
planets, reinforcing
dl'
the
''
D&
FOW
I
Irn
'1
&&
Page 10
USING THE SETUP CHART
TURN REFERENCE CHART
After reading these rules, for quick reference during setup and on each player's
turn, keep this book next to your
board and use the charts located on
the back page so that you don't have to
memorize all the details.
STEP
I
:
PLACE TOKEN
(EMPIRE ONLY)
The lmperial player must take the top
token from the lmperial Base token stack,
secretly look at
planet controlled by the Empire.
You cannot place
already has a token on
is your only option. Remember that
lmperial Bases will help you defend
planets but one of them will contain the
Emperor.
all
STEP
dard RISK (if you need to refreshSlpur
memory, see page 6). Count your planets and calculate your reinforcements.
Then, add
troops you might be entitled to.
STEP
(A
As in standard RISK, you may turn in a
set of
chart on the bottom right side of the
gameboard shows how many troops each
card set will get you.
If
the
is lost.
2:
COUNT PLANETSIREGIONS
to
that any Region bonus
3:
PLAY CARDS FOR TROOPSISHIPS
Set for Troops or One Card
3
cards for additional troops.The
AND
I
it,
and place
it
on a planet that
Emperor
al to Step I in stan-
it
it
unless that
is
on any
captured,
for
z:,
t.
game-
a
Ship)
&Y,?&b'
-5--
Also, you may turn in one (and only one)
card per turn to build the ship listed on
the turned-in card. For example, if you
turn in a Fighter Class card, you may
build a Fighter. Place the turned-in card in
the discard pile, take a ship token of that
class, and place
pile.
There is a limit
army may have. Each army may build up
to 3 of each type of ship. If all 3 ships of
a type are on the board (for example, the
gray army has all 3 TIE Fighters on the
board), then no more
be built until one
1MPORTANT:You may build only
per turn.
STEP
(Troops
First, place all of your ground troop
reinforcements onto planets
Then place any ship you built.Your ship
must also be placed onto a planet
contro1.A planet may have more than
one ship on
CARD'TRADE
1
4:
PLACE UNITS
and
----
Ships)
it
-
-
IN
FOR TROOPS
it
in your reinforcement
to
how many ships each
of that class may
is
destroyed.
one
lsyclq
IsdoP
&:&I
-.lA-.l-
you
at a time.
ship
hlW
control.
you
STEP
5:
INVADE
tep-
your
die rolls when attacking and dekndiilg*
I
However, they do not represeh.@oops
I
in
their
own
right.
Ships
must
defend with accompanying troops.
SHIP ADVANTAGE
Note that each ship brings with
,
special advantage: Capital class ships allow you to replace
or
it
a
,
1
'
,
,
I
r;
.
'
FIGHTER
(-I(-
-
Fighter Class: Fighter class shi/s prevenk
I
or more dice from being a
fighter prevents I die from bpng a " I,"
2
fighters prevent 2 dice from being
"1
s,"
and 3 fighters (only possible
attacker) prevent all 3 dice from being Emperor.
"Is."
Any " l
BOMBER
CAPITAL
4-
"I
." One
for
s" rolled are re-rolled until
the
Bomber
to a die
One bomber would add I to your high-
est die,
2
sible for the attacker) would add
3
used to add 2 or 3 to one die.
Capital Class: Capital class ships allow
you to replace 6-sided dice with 8-sided
dice. One Capital class ship allows you to
replace I 6-sided die with I &sided die.
2
2
3
possible for the attacker).
WINNING AN INVASION AND MOVING IN
(Bringrr
If you
all of your opponent's troops, any shipis
defending that planet are also destroyed.
If you used ships to attack with, you must
move them onto the planet you con-
quered along with your invading troops.
You may then move any additional troops
and ships onto the planet as well.
INVADING AN IMPERIAL BASE
(They
At
Imperial Base will be placed on an Empire
controlled planet.The Imperial Bases
are strongholds for the Empire and one
of them will be the hiding place
C~S: Bomber dass ships add
roll,
starting Midl your highest.
2
bombers would add
highest dice and 3 bombers (only pos-
of the dice. NOTE: Bombers cannot be
Capital class ships allow
6-sided dice with 2 8-sided dice, and
6-sided dice with 3 8-sided dice (only
Sh~ps)
n the invasion by destroying
Defend
With
8-Siders)
of
each
the
Imperial
I
YOU
turn*
I
to
your
I
to all
to replace
3
a
new
the
m
If either the Rebel faction or Hutt
faction decide to invade a planet with
an Imperial Base token on
player controlling the planet may replace
all defensive dice with 8-sided dice for
the entire invasion.