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Original Trilogy Star Wars Risk Instruction Manual

This document provides the setup and rules for playing a 3-5 player version of the board game Risk using the theme and elements of the original Star Wars trilogy. Players control either the Rebel Alliance, Galactic Empire, or Hutt factions, with different starting troops and objectives. The rules overview invading planets, battling with dice rolls, and receiving reinforcements each turn to expand territories across the galaxy map based on the Star Wars universe.

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50% found this document useful (2 votes)
3K views13 pages

Original Trilogy Star Wars Risk Instruction Manual

This document provides the setup and rules for playing a 3-5 player version of the board game Risk using the theme and elements of the original Star Wars trilogy. Players control either the Rebel Alliance, Galactic Empire, or Hutt factions, with different starting troops and objectives. The rules overview invading planets, battling with dice rolls, and receiving reinforcements each turn to expand territories across the galaxy map based on the Star Wars universe.

Uploaded by

DirgetheTroll
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Game Introduction: Introduces the game theme and key elements, setting the stage for the Star Wars-themed Risk gameplay.
  • Setup Chart and Basics: Provides the setup chart and basic turn order instructions essential for gameplay preparation.
  • Star Wars Original Trilogy Edition: Details the enhancements and changes in the Star Wars-themed edition, focusing on special rules and thematic modifications.
  • Standard Risk Gameplay: Covers the rules and strategies specific to the standard version of Risk, including player actions and objectives.
  • Winning Conditions and Strategy: Explains the criteria for winning the game and provides strategic insights to achieve victory.

THE QAME OF QALACTIC DOMINATION

ORIGINAL TRILOGY EDITION

SETUP CHIR1l

'

NUMBER OF PLAYERS
r

2
PLAYER

PLAYER

PLAYER

ORANGE AND
YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 15
GRAY AND WHITE
EMPIRE
STARTING TROOPS:

40

45

ORANGE REBELS
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

ORANGE REBELS
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAIMING
LIMIT: 7

GRAY EMPIRE
STARTING TROOPS: 31

GRAY EMPIRE
STARTING TROOPS: 31

GRAY AND WHITE


EMPIRE
STARTING TROOPS:

YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 8

GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAIMING
LIMIT: 8

ORANGE AND
YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 15

30

35

PLAYER 4

PLAYER

28

WHITE EMPIRE
STARTING TROOPS: 31

NEUTRAL
(NO TURN)

YELLOW REBELS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 8

28

WHITE EMPIRE
STARTING TROOPS: 31
GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAIMING
LIMIT: 7

TURN R E F E R E N W
STANDARD RISK@
STEP I:CCN&7
STEP
- : 2

.:

L-

.-

GREEN HUTTS
STARTING TROOPS:
PLANET CLAIMING
LIMIT: 8

25

-1

IftQQNs

STEP kfNWDE
STEP

STEP 3

STEP 6 & U W U l L

STEP I :PLACE TOKEN (EMPIRE ONLY)

STEP 6: TROOP FORTlFlCATlON


(THEN CHANGE OF COMMAND
IN TEAM PLAY)

STEP 2: COUNT PLANETSIREGIONS


STEP 3: PLAY CARDS FOR TROOPSISHIPS
STEP 4: PLACE UNITS
STEP 5: INVADE

7674245500

STEP 7: SHIP FORTIFICATION


\STEP

8: DEATH STAR MOVE


(EMPIRE ONLY)

CONTENTS
Garneboard 5 Armies (rn d~ferent colors) 18
Empire Ships 18 Rebel Shrps 9 Hutt Shrps
2 Death Stars 27 Ernprre Faaron Cards 2 7 Rebel
Factron Cards 27 Hutt Faaron Cards 5 SIX-srded
Drce 4 Eight-s~dedDrce 5 lrnperral Base Tokens

3F
r
o
d
i field Tokens

ASSEMBLY

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.
INTRODUCTION

A long time ago in a galaxy far, f i r away.. ..


It is a period of civil war. Rebel starships,
striking from a hidden base, ve won W r
first victory against the evil G k Meanwhile,
along with bthe
o uvilen gan
t y ster
h u n t e L 9
of
scum and villainy, seeks to prospe n ncia//y
from the ongoing galactic struggk.
HOW TO READ THESE
INSTRUCTIONS

. .

B
e
f
w
r
e
i
o
u
greatly simplify things if you can answer
these questions:
9

Have you played standard RlSK before?


If you are familiar with the standard RlSK
rules and want t o start playing the Star

Wan Original Trilogy Edition quickly,


just skip Section I: Standard RlSK and go
on t o the rest of the rule book. You can
always refer back t o it if questions come
up.You may also choose t o use the RlSK
Star Wars Original Trilogy Edition gameboard t o 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
and read the other sections that contain
the special rules for the RISK Star Wars
Original Trilogy Edition.

w a n y players will be playing the first


time you play? In RlSK Star Wars Original
Trilogy Edition, there are three factions
at war: the Empire, the Rebel Alliance,
and the Hutts. While these 3 factions are
always in the game, they are represented
differently depending on the number of
players. Sometimes the Hutts are Active
(controlled by an actual player) and
sometimes they are Neutral (their pieces
m r t on the board but are not controlled
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.
Use th~schart to help o
you can sk~pto get into

HUTTS

EMPIRE & REBEL


ALLIANCE

NEUTRAL

SOLO

SKIP SECTION

ACTIVE

SOLO

SKIP SECTION 3: NEUTRAL HUTTS AND


SECTION 4:TEAM PLAY

NEUTRAL

TEAMS

ACTIVE

SECTIONS YOU CAN SKIP

4:

TEAM PLAY

READ ALL SECTIONS

STANDARD RISK@
4 PllYERS

PBJECT

jy'-mrn

-l

_!.Your t ~ wlllpbe able t o move from


- z o n e planet t o another as long as the
planets are adjacent. Pladets are adjacent
if they share a border, o r a hyperspace
i n e connects them.
I

LOOK ATTHE STUFF IN

m out where you ciiwsee them. AS


read these rules, look at hese

(that contains tens o f thousarylq ,of


abited planets), but it is a p a p of the
ey planets from the Original~rilogy.

ach a different color.

A Exomp1e:The planet of Garnon is adjacent

THEPLASTIC-PIECES

dard RISK, each player uses a separate


color t o represent his armies.There are
only enough pieces included for a 3 o r 4
player game of standard RISK.

'

1)

REBEL TROOPER

/I REPRESENTS 1 T

R O ~

L..

uk -

8.

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
been placed.

&*

T U R N ORDER

I.

.d.
Roll a 6-sided die t o determine which
army will have the first turn.The highest
roll wins and play proceeds clockwise.

tvu

You can use the list below t o help you


calculate how many reinforcements you
receive.

YOURTURN

(6 easy steps)
STEP I:COUNT PLANETSlREGlONS
YOU)-

planets.

A t the start of your turn, you get additional 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).

STEP 2: PLAY C A W S F
(Bm in Marching

This may seem a little out of place


because we haven't talked about how you
get cards yet (we'll talk about that mole
in Step 1 O), but i t is at this point
could turn in a set
more troops. Place the 3
out of play and take
chart below (also on the board).

COUNT YOUR PLANETS

Count the number of planets you


control.
Take the total number of planets you
control and divide this number by 3
(ignore any remainders).This is the
number of reinforcements you receive.

OVERVIEW

O n each one of your turns, you'll receive


additional troops, which you will use t o
reinforce your army.You may be able
t o play cards t o get more troops.You'll
probably invade one or more planets. If
you're successful, you'll be able t o collect
one card at the end of your turn. But
whether you engage in combat or not,
you'll get t o relocate your forces.,~=

,'

However, the number of reinforcements


you receive can NEVER be fewer than 3,
so even if you control only a few planets,
you'll always receive at least 3 reinforcements.
Take your reinforcements from your
troop pile and put them in front of
you.This is the start of your "reinforcement pile."

TROOPS

DO YOU CONTROL ANY REGIONS?

You also get reinforcements for every


Region you control. Remember that a
Region is a group of planets of the same
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 it that shows you
how many reinforcements you receive
for that Region. For example, controlling
the Mid Rim Region will give you 5 additional reinforcements. Count out these
reinforcernents from your troop pile
and add them t o the reinforcement pile
in front of you (the pile you started by
counting your planets).

Add these troops t o 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 5 before you
start your turn.

STEP 3! PLACE TROOPS

WHERE CAN I INVADE?

You can invade fmm any one planet


where you have troops adjacent t o an
enemy's planet ( f you need a refresher
on what makes lanets adjacent, refer
back to page 3.) Choose a planet with
your army's troops on it and announce
the adjacent planet you wish t o invade.

A L of
~ your ground troop reinforce-

HOW YOU BATTLE

mebts.

Attacking
There must be at least 2 troops on a
planet in order t o attack.This is because
one troop must stay behind in order t o
protect the planet you are invading from.
This troop cannot be part of any battle.

STEI:
4: INVADE

8-

, q?

(Roll Dice to DetermM


Invasions are the main part of your turn.
It is here that you attack the opposing armies and attempt t o take planets
from them.You can choose how many
times you want t o attack, in what order
to auack, and when t o call off an attack.
You can also choose not to attack at all
(if so, move on t o Step 5) or to attack
until you have almost no troops IeftiYou
can even attack more than one planet on
your turn.
A FEW WORDS ABOUT COMBAT

Here are some terms used during


combac
The attacker is the player whose turn
it currently is.
The defender is the player being
attacked.
An invasion is when a planet is being
attacked.The invasion lasts until
either the planet is taken oyer or
until the attacker calls off the invasion.You may be able t o invade more
than one planet on your turn.
A bade is one roll of the dice (for
each, the attacker and defender) during an invasion.An invasion may
require one battle or it may require
dozens of battles.

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 battle.The
defender takes 1 o r 2 6-sided dice
depending on the number of troops
he sent into battle.

2.The attacker rolls his $ice,The


defender rolls his dice., 1

WINNING AN INVASl

You win the i


the last defen

RESOLVING THE BATTLE

Now, put your dice in


t o lowest.You will the
highest die t o your op
die t o see who won.

st

The higher die roll wins.The b


c,
removes a troop from the game oard
his troop pile.This
and returns i
case ofhas
troop
a tiebeen
roll,
\D>ns.
the eated. IMPORTANT: In

After you and your opponent compare


the highest dice, compare the nexthighest dice.
If there is no die t o compare yours to,
meaning you rolled I or 2 more dice
than your opponent, then ignore those
dice rolls.

Take the troops use


and move them onto the planet paq.,,&
invaded.You may now Tove my a#$i,,,
tional troops from your invading

,,

w*,,

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 on the board.This playa is
now out of the game.

After any battle, you (the attacker) may


choose to call off the invasion.You may
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.

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 reinforcements.You place
these reinforcements onto any of your
planets. If you still have 5 or more cards,
then turn in another set and place these
reinforcements as well. Finally, when you
have 4 or fewer cards, continue your
turn.

CHANGING THE ATTACKING PLANET DURING


AN INVASION

STEP 5:TROOP FORTIFICATION

CALLING OFFAN 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.

(SecureYour Borders)
After you are finished with combat (and
i t is your choice when you are done), you
get ONE fortification ("free move") with
your troops.
To fortify your position, take as
many troops as you'd like from one
of your planets and move them
to one other connected planet.
(Remember:There MUST be at least
one troop left behind on a planet - you I
cannot abandon a planet.)
a

RESOURCE P

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 H u t t s 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.
A t 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 t o fill all of your
planets on the gameboard. After making
change with as many 3s as possible, you
may use any eliminated o r unused color
pieces t o represent your army.
WINNING
In standard RISK, you win if you are the
last player in the game, meaning you
control all 42 planets.

SECTION 2: RISK" STIlR WdRS


ORIGIHBL TRILOGY
OBJECT
In the RlSK Star Wars Original Trilogy
game, there are 3 factions, each with its
own victory condition.

Capital class.You
assist ground troops in attacking and
defending during invasions. And unlike
ground troops, ship classes are not
interchangeable. v

the Force on the

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.

terrorize the galaxy.

X-WING FIGHTER
REPRESENTS 1 FIGHTER
CLASS SQUADRON

T H E 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 t o gain bonus
troops, build ships, and t o initiate special
directives.

'

Y-WING
REPRESENTS 1 BOMBER
CLASS SQUADRON

REBEL CRUISER

REPRESENTS 1 CAPITAL
CLASS SQUADRON

THE IMPERIAL SHIPS


TIE FIGHTER
REPRESENTS 1 FIGHTER
CLASS SOUADRON

TIE BOMBER

STARDESTROYER
REPRESENTS 1 CAPITAL
CLASS SQUADRON

SLAVE I
REPRESENTS 1 BOMBER

JABBA'S CRUISER
REPRESENTS 1 CAPITAL
CLASS SQUADRON

REPRESENTS 1 BOMBER
CLASS SQUADRON

FORCE METER

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
whether the Force is strong with the
dark side (the Empire) o r the light side
(the Rebellion).The Force Meter does
not affect the Hutts.We will discuss this
in more detail later.

..
4

THE HUTT SHIPS

IG-2000

REPRESENTS 1 FIGHTER
CLASS SQUADRON

CLASS SQUADRON

m I t ~ \ s l D mm

Some cards and some ships will allow


you t o use the Ssided dice.
7

2.

,$,y

dIFlPK!lAL BASE TOKENS

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 t o
the defense of the planets they are on,
and one will hide the Emperor.
ASTEROID FIELD TOKENS

These tokens will be placed on the gameboard when the Death Star blows up a
planet. The planet's space is covered up
and the asteroid field that replaces it cannot be attacked o r 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 t o the card
backs). Shuffle each separately and
place them t o 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
Force MetehGive the remaining
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 t o the
side of the gameboard near an lmperial
army.

Determine how many players will be


playing and decide which factions you
want t o control.This will determine
which colors you use, where you sit
around the gameboard, the turn order
of the game, how many pieces t o start
with, and if there are any limitations
when claiming planets. All of this information is located in the Se
on page 13. Players should sit c ockwise from player I t o
5. Also,
if a neutral army is indicated, no player
will play that color, but you will need
t o use those pieces during game setup.

ORANGE AND
YELLOW REBELS
STARTING TROOPS: 40
PLANET CLAIMING
LIMIT: 1 5

ORANGE AND
YELLOW REBELS
STARTING TROOPS: 30
PLANET CLAIMING
LIMIT: 1 5

ORANGE REBELS
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

ORANGE REBELS
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

PLAYER 2

GRAY AND WHITE


EMPIRE
STARTING TROOPS: 45

GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAlMlNG
LIMIT: 7

GRAY EMPIRE
STARTING TROOPS: 3 1

GRAY EMPIRE
STARTING TROOPS: 3 1

GRAY AND WHITE


EMPIRE
STARTING TROOPS: 35

YELLOW REBELS
STARTING TROOPS: 28
PLANET CLAIMING
LIMIT: 8

GREEN HUTTS
STARTING TROOPS: 25
PLANET C U l M l N G
LIMIT: 8

WHITE EMPIRE
STARTING TROOPS: 31

YELLOW REBELS
STARTING TROOPS 28
PLANET CLAIMING
LIMIT: 8

PLAYER 3

PLAYER 4

PLAYER

NOTE: In a 2-player game, you may need


t o mix the orange and yellow Rebellion
pieces and the white and gray lmperial
pieces together so that you have enough
to finish the game.

PLAYER

"s""

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 t o
determine your starting troops.

NUMBER OF PLAYERS

NEUTRAL
(NO TURN)

WHITE EMPIRE
STARTING TROOPS: 31

CLAIMING PLANETS

--

GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAIMING
LIMIT: 8

GREEN HUTTS
STARTING TROOPS: 25
PLANET CLAIMING
LIMIT: 7

(The Hutts and Rebels Have Limits)


If no factions are neutral, the rules for
claiming planets are the same as those in
standard RISK (see page 5). If the Hu
are used as a neutral faction, see S e d n
3: ~ c u t Hum.
4

There are some limitations (indicated


in the above chart) t o the amount of
starting planets allowed for the Rebels
and the Hutts. For instance, in a 3-player
game, after claiming his 7th planet,

- -

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.

PLACING THE DEATH STAR

p l a p r must decide where t o place the


Star. Although during the game
move the Death Star t o any
it MUST be placed on a
planet controlled by the Empire.
Keep in mind when placing that m e
Death Star has 2 functions:
Defensively, a planet controlled by the
Empire that contains the Death Star
cannot be attacked until the Death
Star is moved o r destroyed.
Offensively, the Death Star can eventually be moved onto and destroy entire
planets (all troops, ships,and the planet
itself are blown t o smithereens!) controlled by your opponents.This
requires rare special cards in the
Empire Faction deck t o be executed
but can be very powerful.This will be
explained in detail in Step 8.
Once the Death Star has been placed,
the reinforcement of troops will
begin, starting with the first player.
Reinforcement in RISK Star Wars Original
Trilogy is the same as reiriforcement in
standard RISK. (See Reinforcing Planets
on page 5 for details.)

OVERVIEW
O n each o f your turns you'll receive
additional troops to reinforce your army.
You also may be able t o play cards t o get

more troops, build ships, o r initiate directives. If you successfully invade some
planets, you will be able t o collect one o r
cards at t& end of your turn and
then f i f y your forces.
\

<. ;'

FORqE METER

cards), the or& fie& dl'


spacC toward t i e daJ4 side.
''

you'll also place


move (and posslblg fire) the V t h Star.

'>

(They Have 3 F nctions),


You will collect cards b y conquering
planets controlled by opposing factions.
You can use any of these taMs in one of
three ways: t o raise more troops, build
ships, o r initiate special directives.You
will need t o decide throughout the game
which purpose best suits your strategy
for winning the game.
If you choose t o use the card for its
special directive, it will be used at
different times - each card indicates
when its directive can be used. Read the
card carefully t o determine when and
how to use it.You may play as many cards
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 o r the Emperor; the
H u t s taking their 10th resource planec
o r the Empire wiping out the Rebels for
good.
IMPORTANT: Some of the special directives
indicated on the cards conflict with the
general rules of play. Ifthis occurs, follow
the instruction on the card.

'

tf the Empire builbs new D&


(requires a spekaC
d), the FOW
Meter will -move d n space toward &&
dark side. . ,
,

'

Irn

, /

for Controlling Reso


Rebel players may draw one o r two extra
cards at the end of their turn. When the
Force is balanced, there are n o special
rules.
The Force Meter can also make it
easier o r more difficult for the Rebels t o
destroy the Death Star by adding o r subtracting 1,2, o r 3 t o their dice roll when
they attack it. This will be described in
further detail in the section: Attacking
the Death Star

lose a resource planet. A t the end


Hutt plqer's turn, he may take the
cards thht are indicated next t o
the couhter.

The Rebels and the Empire can move the


. - -,
Force Meter in these ways:
Either faction may use a sppcial directive on a Faction card. The'cardgindicate when to play them and how many
spaces the Force Meter will move.

If a Rebel player conquers a planet


with an Imperial Base token on it
(thereby destroying the Imperial Base),
the Force Meter will move one space
toward the light side.
a
f
g
,
If the Death Star is destroyed, the
Force Meter will move one space
toward the light side.

TURN ORDER
Use the Setup Chart on page 13 t o
determine turn order. This will be the
order for claiming planets, reinforcing
planets, and actual turns.

----

-5--

STEP 5: INVADE

USING THE SETUP CHART AND


TURN REFERENCE CHART

After reading these rules, for quick reference during setup and on each player's
turn, keep this book next t o your gameboard and use the charts located on
the back page so that you don't have t o
memorize all the details.
I

tep-

CARD'TRADE IN FOR TROOPS

I
I

STEP I:PLACE TOKEN


(EMPIRE ONLY)

The lmperial player must take the top


token from the lmperial Base token stack,
secretly look at it, and place it on any
planet controlled by the Empire.
You cannot place it on a planet that
already has a token on it unless that
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,
all is lost.
STEP 2: COUNT PLANETSIREGIONS

al to Step I in standard RISK (if you need t o refreshSlpur


memory, see page 6). Count your planets and calculate your reinforcements.
Then, add to that any Region bonus
troops you might be entitled to.
STEP 3: PLAY CARDS FOR TROOPSISHIPS
(A Set for Troops or One Card for a Ship)

As in standard RISK, you may turn in a


set of 3 cards for additional troops.The
chart on the bottom right side of the
gameboard shows how many troops each
card set will get you.
z:,t .

&Y,?&b'

your
die rolls when attacking and dekndiilg*
However, they do not represeh.@oops
or
in their own right. Ships must
defend with accompanying troops.
SHIP ADVANTAGE

,
Also, you may turn in one (and only one)
card per turn t o 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 it in your reinforcement
pile.

Note that each ship brings with it a


special advantage:
FIGHTER

BOMBER

CAPITAL

'

( --I ( -

4-

-.lA-.l-

First, place all of your ground troop


reinforcements onto planets you control.
Then place any ship you built.Your ship
must also be placed onto a planet you
contro1.A planet may have more than
one ship on it at a time.

Capital Class: Capital class ships allow


you t o replace 6-sided dice with 8-sided
dice. One Capital class ship allows you t o
replace I 6-sided die with I &sided die.
2 Capital class ships allow YOU t o replace
2 6-sided dice with 2 8-sided dice, and 3
Capital class ships allow you t o replace
3 6-sided dice with 3 8-sided dice (only
possible for the attacker).
WINNING AN INVASION AND MOVING IN

There is a limit to how many ships each


army may have. Each army may build up
t o 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 of that class may
be built until one is destroyed.
1MPORTANT:You may build only one ship
per turn.
lsyclq IsdoP r;
STEP 4: PLACE UNITS
&:&I hW
l
(Troops and Ships)

Bomber C ~ SBomber
:
dass ships add I
t o a die roll, starting Midl your highest.
One bomber would add I t o your highest die, 2 bombers would add I to your
2 highest dice and 3 bombers (only possible for the attacker) would add I t o all
3 of the dice. NOTE: Bombers cannot be
used t o add 2 or 3 t o one die.

(Bringrr Sh~ps)
If you n the invasion by destroying
all of your opponent's troops, any shipis
defending that planet are also destroyed.
If you used ships t o attack with, you must
move them onto the planet you conquered along with your invading troops.
You may then move any additional troops
and ships onto the planet as well.
INVADING AN IMPERIAL BASE

'

Fighter Class: Fighter class shi/s prevenk


I or more dice from being a "I ." One
fighter prevents I die from bpng a " I,"
2 fighters prevent 2 dice from being
"1 s," and 3 fighters (only possible for the
attacker) prevent all 3 dice from being
"Is." Any " l s" rolled are re-rolled until

(They Defend With 8-Siders)


of each Imperial turn* a new
At the
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 the
Emperor.

If either the Rebel faction or Hutt


faction decide t o invade a planet with
an Imperial Base token on it, the Imperial
player controlling the planet may replace
all defensive dice with 8-sided dice for
the entire invasion.

17

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&%PARK
BROTHEI

THE QAME OF QALACTIC DOMINATION 
ORIGINAL TRILOGY EDITION
\ 
SETUP CHIR1l 
TURN R E F E R E N W  
1- 
I
'
NUMBER OF PLAYERS 
STANDARD RISK@ 
..: 
L- . 
STEP I:CCN&7 
. -  Ift€QQNs 
ST
CONTENTS 
Garneboard 5 Armies (rn d~ferent colors) 
18 
Empire Ships 
18 Rebel Shrps 
9 Hutt Shrps 
2 Death Stars 
27 Ernprre
1) 
REBEL TROOPER /I REPRESENTS 1 T
R
O
~
 , 
L.. 
.8 
uk - 
1
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
STEP 3! PLACE TROOPS 
A L ~  
of your ground troop reinforce- 
mebts. 
I 
I 
STEI: 
4: INVADE 
8- 
, q? 
(Roll Dice to Determ
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
mIt~\slDm m a  
Some cards and some ships will allow 
you to use the Ssided dice. 
7 
2 .  j ,$,y 
dIFlP€K!lAL BASE TOKENS 
T
PLACING THE DEATH STAR - 
plapr must decide where t o  place the 
Star. Although during the game 
move the Death Star t o  an
USING THE SETUP CHART AND 
TURN REFERENCE CHART 
After reading these rules, for quick refer- 
ence during setup and on each p

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