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
.lo~auo:, m a a u e l d e uo uo!~:,
- ~ ! a ~moX
o j pua asnw noX naueld s'aaew
-weal ~ n o Xq8no~qasdys pue sdoo~a~ n o X
4 u o j Xew no4 q8noqye QanaMoH'Bu!
u a q ,,paa:,auuos,,
~
se uop:,q ~ n o X
Xq pallo~luo:, naueld Ile auno:, Xew noA
I
I
411.
-.
---.-
-weal moA r o no4 Xq pallaouo:, aaueld
Xue uo aseg le!~adwlue weld Xew noA
CINWWWO3 4 0
3 b ~ ~ -HN O3I I W 3 I J I I U O 4 d 0 0 U 1
-0%
plnoqs
.uo!a:,ej ~ n o Xu! JaXeld Jaqao aqa
Aq palloJFo:, naueld 40 puewwo:, Jano
a* 01sly aq Xew noX6awe8aq:, Bu!Jnp
! ~ a ~ a .uo!a:,q
~ o p ~ n o Xu! JaXeld Jaqlo
PlJpZXL@
m N N V 3 n o ~ - ~ a u eaJeqS
ld
a u Xew plie saaueld UMO -l!aql uo dn las
Xaw-a
-~ J O Msa!wJe aqa q8noqaly
a! aJaqM ssn:,s!p oa a u e Xew
~ no~oaaew
-weal JnoX oa a! ~ o q &a!
s Su!seld aJo4ag
muayoa aseg le!~adwlue a:,eld lsnw aq
u ~ n as,~aXeldleyadlul-qxa j o a.n?asap av
(iauold s,alowuroal D uo a q d ADUJ nod
SN3Y013SW8 lWIU3dWI DN13Wld
elaueld s!qa j o puewwo:, aneq
MOU no~.laueldaq1 uo al!d d o o ~ a
JnoX
~uo.14d o o ~auo
l a:,eld pue al!d d o o ~ an!
oa doara s,Xw~epa:,elda~ aqa u~naayrrolo:,
UMO ~ n o X
j o d o o ~ aauo q a ! ~
d o o ~ aauo
ae,eyl a ~ e l d aXew
~ noX uaqa r!j o puewwo3
dn an!B 01 saa~Beaaewweaa ~ n o pue
4 a' !
u o l d o o ~auo
l Xluo ,eyl!~h aaueld e s! aAaya jl
I
.suayoa aseq JO s4qs seq a! # laueld
e jo,puewwo:, a y n iou Xew noA
I
El! uo
,,doar~ auo Xp:,exa seq aeqa laueld
e ~ Xluo
o puewwo:, ayea Xew noA
:wna dad lauetd
auo Xluo p puewwo:, q q Xew
~ noE,
-wo:, a y n aouue:, no^-puewwo:, noX
an!t oa aa~8e*nut aaewweaa JnoA
.
.
.
.
JIOD
. DJ
lad
pallo> UDD ay inq 'laA~ldlaqab(
-(u~nas,~uauoddo
a8uo.10 a y U J O ~iauold D paJnldD3 OSID aH
s!q uo paw!el:, aJaM ley1 sauo aql uana)
.ap!s y ~ ayJo
p
JOADJ u! pa?.Jys SDM Jaiaw
naueld a n H aqa 40 Xue a:,~oju!a~Xew pue a x o j ayi asnD3aq auo p u Sau~ld
~
D paJnldD3
a ~ a ! dn n H e sayn aq *UMO s!4 40 aaueld
p u la
~ h l d laqay ~ollaAa y paymxw oslo ay
e sa:,Joju!aJ JaXeld p e a J a y v l u a u asnmaq auo Sa~DldD p a n i d o ~p u sunH
~
aq
-a:,~oju!a~ ~ osawnsaJ
j
JapJo u ~ nleu!%!~o
l
paymuD ay 'wni s!y uo JayDa asnoxq auo
aya 'paulqa am w u o l d aq* p ~ t easuo
:spr~r,E val/o:, IFM ay uJni s,~aA~ld
/D!Jadurl
apyM aqJo pua a q i~
'aldur~xa~ o.sp~e:,
j
S13NWld 3N13UOJN13U
waxa Xue up ue:, no1g BasToa m a w
- s a p woqe aqa u! pws!pu! a:,.toiaqa y3aq:, 'a~!duqaqa JO slaqquaqa
a.ie noX j! uaql-suo!a:,ej Bu!soddo w o ~ l
se sanlasruayr ~o;l
n a q d w!ey:, cn anu!a
aaueld auo seal l e yo01 noX j! spJe:,
-uo:, s.iar(eld Ouaddeq s!qa a:,uo '8 JO &
MWP no^-(~ahld aou) uo!a:,q 8u!soddo ue
40 yw!l Bu!w!el:,-aaueld
pay:,eaJ aneq
w o ~aaueld
j
auo lseal ae yo01 noX j! p~e:,
sunH aqa p u n sanupuo:, s ! q l e m n H aqa
auo ~ e noX
~ 'u~na
p ~noX
j o pua aya a v
404 laueld e w!ep pue a:,a!d u n H e a y n
q3ea II!M Xaqa 'aaueld e slu!el:, JaXeld q:,ea
~ a y v . I( a8ed
~
aas) u e q 3 dnaas aqa uo
pale:,!pu! JapJo u ~ aq',~o11oj
n ~
pue sunH
aqa
JY
sdoo~a
Bu!uns
aql
ano
luno3
.-
S l l n H 3 H ID N l Y 3 W I l W
~ J D DI Aluo
-?#fbsB
yma m n ayi
~
JOJ
.(~aaawa x o j aqa uo
paaexpu! s p m snuoq'%ue B u ! ~ u pa~ojaq)
y n a s!q jo pua aqa ae sphs ~ e ue:,~ aqp
oa Bu!Suolaq I pue 'sJa
Le
:s!ya oa suo!a:,!~1sa1 u!wa:,
pl.aJe a~aq1-oauelds!q 40 auo p puew
Jano a y n uees noX j! uo!a:,q ~ n o X
b y r ~aXeldJava0 3143yse Xew noX6sd!qs
T W X pue sdbarz ~ n o X8u!h!uoj Jaav
.a:,!p asuajap ,mnH aql 110-1 II!M s-laXeld
Jaylo aqa 40 a u o .auauoddo Xue plnoM
noX se sunH IwanaN aqa y:,eue Xew noA
(PJD~mixa uo la8 01)
'payuoj JO pa:,Joju!aJ
aqa 40 awo:, sa:,a!d
Xaqa a:,uo .sp~e:, JO
sunH I u I n a N a q l
@IL+~OD
auo
SUI!DI~
(u~nl
~ a A ~~l d3 ~ 3 )
.naueld :,!Baae~as Jane aye? oa pue 'p~e:,
eaxa ue up 07 way1 y3me urn s~aXeld
lepadwl pue laqay aqLay:,eue 01alqe
aq aou II!M pue U J ou
~ aa8 l l ! Xaqa
~ anq
'suo!qenu! asu!&e puajap ue:, pue (a~!dwg
aq1 pue uo!llaqay aql Xq Xllenba pa~eld)
pJeoq aqa uo a ~ n I/!M
s kaqa leqa sueaw
s!ql.panau aq l l ! uqa:,q
~
n n H aqa
'UO!l!pj B o l ! J l IEU!~!JOSJDM JDlS )(Sly
40 saws ~aXeld-ppue ~aXeld-za y l ul
&%PARK
BROTHEI