HASBRO Risk Transformers User Manual

OBJECT--
.
.
---
WHAT'S DIFFERBNT - FRO-M-ANDARD R1S.K SETUP PLAYING THE PHASE
--
GAME
I:
PLACE ROBOTS
-
-
--
--
-
-
.
.
.-
--_
-
-
-
-
-
PHASE ZMORPH! PHASE
3:
ATTACK!_
How to Attack
-
__
Results
L-n
Pw
PHUL
RQI,,MPS
WINNING
k
CALL
5:
_DRAW
(DAYS)
in
Battle
FOR BACK-UP
A CARD
-
-
_
-
I
.
I{
-
*,
,
,
:
1
-
.
'J
,'
- - -
I'
L'
,,
=
I
?.
.,
q
..
.
.+..,
:
--.
..
I,
.
-3,.
-- - -
--
1.
~.
.
i
.
,.
.*
-
-
-
+
r.
:i
..
.
_.,
r
\
1.
-
;
-
l+
-
-
--
,a
1
,
9
'
a
.
f
4
7
II
0
If
f4
-
ti:,.
?@;;C
:
b;l
,
.I
i
4
.
-.-
..i
I,
~ameboard,
4
reference cards, 4 leader cards,
5
six-sided dice, 5 eight-sided dice,
4
sets
42
upgrade cards,
of
army pieces (robots
'
and
vehicles), 4 leaders, 2 cardboard spinning zones, zones,
6
plastic pegs
2
cardboard sliding
r.
'
to
e&apk
l&
in
adwh
-I
amh
m.
tka
mrph
war!
kms
Use
frtm
in~dihg
fmm
rob*
strategy and batBle tactics to crush your enemies
tie
yeur
zunes
vehide, using dimrent special
and
seators.
Your
powem
'f
f
the most zoiks
and
sectors
If yeuEve
-
before nmind
.
If you are a seasoned RISK player, use this section to see how RISK TRANSPQRMEJW is different from the standard game:
The game See
0
The gamoard shows the TRANSFORMERS' world of CYBERTRON.
'~arrt?@&s
on CYBERTRON.
rimer
pidng.
ye&
page
pwed
Once you know how to play, use the reference cards to
dae
is
played wer
18.
.I$I&~
RISK
key points.
6
days
mmsami
before, read the rubs all the
Y
&
m.
(rounds).
cantinents are called
Each
day
everyone takes a turn.
sectors.
control of the
way
See page
through
7.
I@
Open
the
gneboard
as
shown
on
psegp
l'hm
are 4 leaders to choose from: 2 AUTOBOTS (OPTIMUS PRIME and
BUM~LEBEL)
RISK TWFQRMPRS
When
you
matchlng
2
PLAYERS: (HEAD-TO-HEAD)
3
PLAYERS: (FREE-FOR-ALL)
4
PLAYERS: (ALLIED FORCES)
and
know how many people
Ierrdor
card.
and the other a DECEPTICON.
The others each take a DECEPTICON.
DECEPTICONS. At the start,
onto a flat surface. Insen the
19.
2
DECEPTICONS (MEGATRON and BARRICADE).
is
different depending on how many people are playing.
are
playing, each choose a
one player must choose an AUTOBOT leader
one player must choose an AUTOBOT leader.
play in 2 teams - AUTOBOTS
spinning zones
leader
sit
opposite your teammate.
and
and take the
vs.
sliding zones
?g+,
Q'./
j
.
/'
/',
Some rules only apply to the 4-player game and are explained throughout this book.
&:i
,
Q
Place
yeur
Ur
and
one
operational
robot. There are
:L
You
eotrtwl
Whpn
all
take
~U-MW
any zona
zomr
contain a robot,
42
zones.
the
that
%I&
.i
,
contains
&f
y6~r
scrapheap
of
the
day
on
squam
counter.
I
YOU ARE NOW READY TO FIGHT THE CYBERTRON BATTLE!
SPINNING
WW&P
,PWEB!S
SSMnamw
--w---
@
Mu win
(mdmum I per turn).
+
If
a mbot is destroyed h an attack, return
A
zone must never
mbot or a Leader.
+
Ymu
can exchang 1 robots
.
or
vOce
versa,
......*
i..-
"..
&
upgrade
urd.
be
at
aw
kima
hues clockwise.
ATTACK!
by
capturing other players' zones during the game
it
to your scrapheap.
empty during the game.
for
1
vehicle,
It
must always contain at least one
:
-,>*,.!
.
.
..
.
PHASE
.
.
-.,9.
.
4F:.
:-;
'
.'
.
whenyou
tb
*pxt
.
when:.*,Lay
.
-
,.+
,&".*~&
,.
.
.~
m:
-
.,..
f.?,
5:
.-
>F-.C,
mam:*,-.
.
.
.- . .
have
player
Wi
.
..:
I
.
.
--
:~
.
.completed
takes
a turn.
. .
. . . .
.,
.
,
&*:>+.&-
dl
,
.
.
..
5
-
phases,
.....,?.
.
;
-2-
k.--
,;.-..,,
.,
. .-
<-
.,zyL.q-
A-,
.=,
J
:
->
..,
.
-
:7.
....,
....,
{?<
.
.
-
.
--.,
a
<*-.
-?,
~Y."...
-...
>
,
>
_
-. .
:.
r%,.&+.,:
,
.
_,_C
. . .
.
.
-.--
-c.-+
. L:?A
.
,
.
.--~,e.,-
:.,.
.
.
-
'
+
..
v..
-
..
.-I,
.
,
.
..
In
this
phase new robots join your army. Follow steps
f
CountrDur Zones
Count up all the zones you control (i.e. have at least one robot in). Now look at the
b
ZONES of the gameboard. Find the number of zones you control in the black numbers. Take the number of robots shown in the corresponding red number and place them in your operational robot pile. You can place these in step of this phase.
ROBOTS panel at the bottom
E
I
'ONES
@J
PIag
.,
If
pu
have
any
,
'
you
bonus
robots,
Put them faceup on a separate
pi!.
next to the
for details of upgrade cards.
Card-.
upgrade
yw
draw
pile.
'
ROBOTs
cards
can
play them
See
I-)
that give
discard
page
17
now.
A
to
E
below.
(e.g. if you control the green zone, take extra robots). See below.
Note:
if a Secret war factory
it
counts as one of the sector's zones.
a5
ecret Ular
is
open,
Factories
The two sliding zones have secret war factories under them. These are always
closed at the start of the game but can be opened in Phase
For each robot. in an open secret war fakt~~-~ut extra robot in your operational robots
pile haximum 3 per factory).
You
mlve
.is
closed..
2.
(or
leader)
nothing if the war factory
you
have
7
[
-lr
#A<.)
o6e
'
,:
.;;
,
72
..
-
Place
you
control. You can put
samh
.
your
opet-ado'niil rotjots
riih'e
or divide them
TI&
'It'
in
ar-y
them
as
you wish.
rn~~~zo'bagb-jri
L,
.aq"'
z611&@~~_,
all in7tt/i3
s
zene,
.....
4
..
.*
.-
.
r;F;
UL
i
I
.
i*@ither
If
~QW
Wr 4 @put
he has
Wn
&etmyed
pay3
op1W66Im~
Put
the
3
rqtwm~rr-the scrapheap and
place
your-
dpt
ar
h
w$kb
mpheap
in battle, you can
to
bring him
any
zonep control in
form
hr chdce).
,?,F
*
because Red
A&-i"-
back
:
'.,,i.'~
.
:-*
&fs
"
,<
.-
the
--
.,'id
;*
.+:
?.
me-
hbwing
k~
.!
$,
upgrade cardsSS
-
-
-
---
m
-
3'
L
,
..
,
'"
.
;.,.
.+'
..
--
--
C
ii
"
wnen you nave piacea
on
X-..,
~bots
b
Phase
operational move
+
-
.
on
2.
-
aa
the
your board,
I
I
I
THE
ARENll
LA-
H
In
this
phase you can morph your
Leader
hsE
and change special
spinning
or
MORPH!
sliding
zones.
Yhur
Flip your leader
over to change
him from
form form
versa
powers
(see your leader
To cha-a,,**
,
musZbW
k
~@kdj
-
mother zone in the same sector
AND
Play an
a
5plnnlng
Use
the spinning zms
-or
robot
tu
vahieb
or
vice
Your leader has different bonus
depending
the special 201% itself or
upgrade
change
on which form he
card).
.
icon
or
I
.a
card
an
it.
slidb
with
zone
I
-
Zoneas
(Praxua
and
is
you
-
Pi~n
H#iidlnu
The
Alpha)
beneath
in
Slidina: zanes
of
To
6
rn
Ratate
or
close
the
spinning zone
a
route.
ZPNS
sljding
the
open
I
zones (Decagon and Moon
have secret war factories
the--_
sho
v
uld be closed at the start
pm.
a
dkilng
..
zone:
$a
ma1
-I
+.
to
open
'<
L
a
secret
,
,.I
or
&we routes
1
'Cline up the arrows to make one zone
nelghbor the next
@
Separate one zone from the next by lining
up
the
walls
on
the
zone
the
?pbw$
_._
.A-r.,
on'the'
_...
,
bqaard.
with
lose a
sliding zone:
6,
p,av
a
-,
'
,,an,
~
.-a
--
-.
Close the zone. Any are crushed and returned to their
~-~~
card.
~
0-
-
. ...
---
LPP.Y
roba
-*.A
.+
.,..
..:
..
...
:
,
I
--
I-l
Yellow
wants
is
defended
However, the
L
1
FA
C>
to
attack Praxus, which
by
just one black robot.
path
is blocked
I..
A<
because
In
ham
2,
~ed'&wph$
robof
Lrm,
@rag
him
one de
In
whern
rolling
order to attack, Ye'll
card and spi'ns Praxus
between.
eithgr
Prakus
side
~f
and
it.
OFTIMUS
a
bofws
for
defense.
to
the
open
two
of
z
+I
See
PRIME
on
any
page
into
14:
/
I.
"
,
MW
*
=%&&
$
*
&am
kqpdh+.
a.
sphh-b
-'
zones next
&n
enty
attack an enemy zone
mmfgbbors
neighbor
a
border or are 00mwted by a
one of
each der R they
..
,.j-
en&
to
. .
:.
..
\.
o~ritj;-h~~or
them
when
yew-
;yj'
their arrows
the
You must have in the zone you are attacking from, because at least one must be left behind to defend that zone.
The maximum number of robots that
.-
you can attack with
In
the 4-player game
Line up. attack your teammate.
--.
-
-
.
&.
I
*
2
~..
.
~WrsPoaUl~
As
a rule, robots and vehicles use the
.
&aids
allow excsptbnq
2
or more robots
is
3.
you
cannot
to
the rule!-
.?
'd
~
y
Exampk:
Uraya neigh,bors
I
.
...
,us and
Protihex (because they share a borde
Not=
two
of
the
hyperlinks go
off
the
board
If
a card reads "for
bonus
Lasts
until you end your
invasion from
this
attack,"
I
zone to another
w-8mu
On your turn you are the player being attacked is the
Q
l'o
An-
rsttcdkclr
Say which zone you are attac and where you are attacking from.
and the
defender.
Both
the
attacker
and
the
Mnder
Say how many robots you are
4.k
L.'
*cs
,
attacking with (1,2 or that one piece must stay beh
.*
defend the zone you are attacking from, and
o
The
d4ond.r
robots
he
(The
d&nder
a
robat
in
e(ia
&q&,both can be used to
'
.
3).
Remember
cannot
is
kliind. If there are 2 robots
be used in battle.
must say how many
defending
with
does not have
(I
or 2).
to
leave
1
.
yg
11
,.-
.
-
U1
.,.,-.
.
.r.
mad page
the defender uses white. Mak you use the right dice (6-side
robots/uehicles or hided for you
_. ..
leader).
At
tha
die for each of the robots you are
using (including leaders).
.$.
Compare your highest die roll with
*m
14
same time:
dafender
for details.
you both roll o
wins.
d
repeat steps 5 a,nd 6 (compare dice) to decide the fate of another robot.
\low see
KESULTS,
on the
:
I
,=a
re
-
a
NEW
you
,-a
into
"
have 2 or
uu
La1
I
rom tk ca~tured zone, at least one
You can now hunch from any zone that has more
If
the defender has any robots left
in the
battb zone
more
robsts in your zone, either...
long: as
behind.
AND
mu
the
I&
I
attac
a
If you
hava
onl
robot left
zone, your attack has failed!
@'?
This
ENDS
the attack.
You can launch a
another
zene.
NEW
attack from
in
you1
Ah
as
I
ofys~tr3re&ats.
WPUCILEEEE~~~
die
when
atbckine;
The bonus only applies if the
leader
MEGATRON
Is
involved in the battle.
.
~..
.
*
.
.
-
add
+I
to a%
robots in
his
zone.
..-.
2:
-
-
M~OATRQN
If
BUMBLEBEE loses in battle, move him ndghboring zone instead' of your zone is not neighboring, move him to the
msapheap.
wbniosl~bh&,pq~r-
i
c
.<.A.
--
7.
.,
.
$.
,
..
.'
d-,
-
Lf
w
'tIi,=.:
-
.R*S
you
n*.
,
to
a
do.wtaentmL
-
*+j*.*:
,.,
e*
-
;=,--';f$f
air.-
.
$-,>.,*&&.
E
a..
.r
rc4
I
,-..-
~-..-mmmqm+~--~+r,
3,:
$,.%
'
h
M
attack
zone
,
&'
--
,.
-
*,.
fi.-+
ECATRON
any
and
ettack.
,
..
-.
.
k,
.*<
,,
I
I!
.
-*c
-7
6
-
can
zone. If the
He must attack
,
alone.
.
-1.
Y
F
-
wins.
9
rob&
on'hb
4
RMBP
on
d6xhnk
t@
qLoL
&acb
Red
Launeh
&atec
,
-
.t
Bib&
and
scrapheap
stid1 has
Pad
decides
pnd
ocgtagko
'
8,
exchanges
puts
a
eq
single
a
of
robot left
wehide
them
while Black has
to continue
declares battle om
win
dth
3
5
the
Red.
robots.
fer
in
'
Black
-
--
-
.
-
chooses
----
wins
. . . .
to
They compare
and
-
.
.
-
Red
.I--:- I-:-I---.
rrielr
nlgnesl.
(6
m.
.
- , -
4).
.
-
-
-,-
put the normal
--II-
roils
robot
:
;,7.
Even with OPTIMUS PRIME'S +I
'4
bonus, Black has the higher
h
OPTIMUS PRIME is rent to the
scrapheap.
$&tck+iits
captured
roll
the Launch
I
Calling for back-up lets you
b
ks
defense.
rnwe
robots from one zone to mothe4 to improve
1
1
,
..-.,
PRIME
your zones
if
they
can jump to
in
Phase
are
not connected.
any
4,
of
even
-
-
YOU
can
move
Optimus Prime
well
as
calUng for back-up
Remambsrr:
zone
1
There are upgrade cards which to call for back-up
attack. The rules for back-up are exactly
I
the same as for
d
move
nDTIMUS
you cannot Leave a
empty.
-
in
this
phase but you cannot
.
-A
Phase
in
as
allow
2
before
vehicle form.
I
you
an
I
.
If
you captured another player's zone on this turn,
draw
an
upgrade
DRAW
card.
A
CARD
You can only draw one card per turn, even if you captured more
Keep the card hidden from other players until you are ready
it
Whenever you play an upgrade card, place
Same
upgrade
and
Change
or the
crther on your turn,
cards have both Upgrade
section$. You
can
not
use
both.
one
fac
to
t
p
Upgrwd-
his
is
a special bonus that you can play
I
!
I
I
during the
to
pme,
The card tells you when
play
it
and *hat bonus you get.
At the end of Phase
IS
over..
5,
your
turn'
If you are the last player, follow
in
the steps
Otherwise,
now takes his
Rounds on page
the next player
turn.
18.
.
*-
7,
.
-
7--
,
7
.
-
At
&'&#a~,dh'mund, the
Ti
Ihl
tap
oanl from the
Pba
&
a
fwup
card
is
whem
oon%mk
scrapheap
Hm
&he urhiob
@
A;nw
)r
W
tah-
,
..
on the discard
the
thii
zone Immediately
on
it.
clw
begins
are no
-.
AllSpark
markor
and
dq@
Wt,
last
pbyer
must:
dm
pi*.
pile.
The
zone
brings
new life. The player who
puts
3
robots
C
(ha
next squaw of the
caach
player takes another turn.
the game
is
over.
shown on the
from his
d
y
eountw.
See
WINNING.
e most zones at the end
-
.....
7"
-
.,
In
a
9-p;hyer.;
-h-m ..
,~
is
.;:-.-..
a tie
.........
If
there
1
'
automatical~y
1:
+ok
:--
*~.,
"Q&,.L*,b,<.t
for
wins.
*
the most zones c
.a-
.?r;l
MlLw,are tied with
m,
a&
.>,,-a,.;
.,~:,..
.-,.
*e--ta&
.......
16
zoks
P~d
and
each,
wins
while
&s
Red
me!
Loading...