HASBRO Risk SW Original Trilogy Edition User Manual

Page 1
THE QAME OF QALACTIC DOMINATION
ORIGINAL TRILOGY EDITION
Page 2
r
PLAYER
PLAYER
PLAYER
PLAYER
PLAYER
\
SETUP
1
ORANGE AND YELLOW REBELS STARTING TROOPS: PLANET CLAIMING LIMIT:
2
GRAY AND WHITE EMPIRE STARTING TROOPS:
3
4
5
CHIR1l
2
40
15
45
NUMBER OF PLAYERS
3
ORANGE AND YELLOW REBELS STARTING TROOPS: PLANET CLAIMING
15
LIMIT:
GREEN HUTTS STARTING TROOPS: PLANET CLAIMING LIMIT:
7
GRAY AND WHITE EMPIRE STARTING TROOPS:
30
25
35
4
ORANGE REBELS STARTING TROOPS: PLANET CLAIMING LIMIT:
8
GRAY EMPIRE STARTING TROOPS:
YELLOW REBELS STARTING TROOPS: PLANET CLAIMING
8
LIMIT:
WHITE EMPIRE STARTING TROOPS:
ORANGE REBELS STARTING TROOPS:
28
PLANET CLAIMING LIMIT:
GRAY EMPIRE STARTING TROOPS:
31
GREEN HUTTS
28
STARTING TROOPS: PLANET CLAIMING LIMIT:
YELLOW REBELS
31
STARTING TROOPS: PLANET CLAIMING LIMIT:
WHITE EMPIRE STARTING TROOPS:
5
28
8
31
25
8
28
8
.
31
NEUTRAL
(NO
TURN)
STANDARD
STEP
I:CCN&7
GREEN HUTTS
STARTING
TROOPS:
.
Ift€QQNs
.-
25
1-
PLANET CLAIMING LIMIT:
7
TURN REFERENW
RISK@
..:
L-
STEP STEP 2:- STEP STEP
3
STEP
I
:
PLACE TOKEN (EMPIRE ONLY)
STEP 2: STEP STEP STEP
7674245500
COUNT PLANETSIREGIONS
3:
PLAY CARDS FOR TROOPSISHIPS
4:
PLACE UNITS
5:
INVADE
STEP
STEP
STEP
\STEP
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.
it,
the Imperial
17
Page 11
Page 12
411.
I
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Page 13
&%PARK
BROTHEI
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