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THE QAME OF QALACTIC DOMINATION ORIGINAL TRILOGY EDITION

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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 STEP kfNWDE STEP 2:- STEP

STEP 3 STEP 6&UWUlL

.

r

2 3 4 5

STEP I : PLACE TOKEN (EMPIRE ONLY) STEP 6: TROOP FORTlFlCATlON

STEP 2: COUNT PLANETSIREGIONS (THEN CHANGE OF COMMAND

STEP 3: PLAY CARDS FOR TROOPSISHIPS IN TEAM PLAY)

STEP 4: PLACE UNITS STEP 7: SHIP FORTIFICATION

STEP 5: INVADE \STEP 8: DEATH STAR MOVE

(EMPIRE ONLY)

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PLAYER 1

PLAYER 2

PLAYER 3

PLAYER 4

PLAYER 5

NEUTRAL (NO TURN)

ORANGE AND YELLOW REBELS STARTING TROOPS: 40 PLANET CLAIMING LIMIT: 15

GRAY AND WHITE EMPIRE STARTING TROOPS: 45

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING LIMIT: 7

ORANGE AND YELLOW REBELS STARTING TROOPS: 30 PLANET CLAIMING LIMIT: 15

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING LIMIT: 7

GRAY AND WHITE EMPIRE STARTING TROOPS: 35

ORANGE REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

GRAY EMPIRE STARTING TROOPS: 31

YELLOW REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

WHITE EMPIRE STARTING TROOPS: 31

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING LIMIT: 8

ORANGE REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

GRAY EMPIRE STARTING TROOPS: 31

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING LIMIT: 8

YELLOW REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

WHITE EMPIRE STARTING TROOPS: 31

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~ded Drce 5 lrnperral Base Tokens

3 Froid 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 b o u n t y h u n t e L 9 the vile gan ster

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 9 . . greatly simplify things if you can answer these questions:

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 PBJECT

STANDARD 4 PllYERS

jy'-mrn RISK@ _!.Your t ~ p wlll be able t o move from - zone planet t o another as long as the

planets are adjacent. Pladets are adjacent if they share a border, o r a hyperspace - l i n e connects them. I

Star Wars Original Trilogy Edition game- board 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 LOOK ATTHE STUFF IN familiar with the game. Then go back and read the other sections that contain the special rules for the RISK Star Wars m out where you ciiwsee them. AS Original Trilogy Edition. read these rules, look at hese

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, (that contains tens o f thousarylq of,, and the Hutts. While these 3 factions are abited planets), but it is a pap of the always in the game, they are represented ey planets from the Original~rilogy. A Exomp1e:The planet of Garnon is adjacent 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 ach a different color. by any one player and cannot attack). Also, sometimes the Rebel Alliance and the Empire are controlled by individual - THEPLASTIC- PIECES players (solo), and sometimes they are controlled by teams.

Use th~s chart to help o dard RISK, each player uses a separate you can sk~p to get into color t o represent his armies.There are

only enough pieces included for a 3 o r 4 ' player game of standard RISK.

HUTTS EMPIRE & REBEL SECTIONS YOU CAN SKIP ALLIANCE

2 NEUTRAL SOLO SKIP SECTION 4: TEAM PLAY

3 ACTIVE SOLO SKIP SECTION 3: NEUTRAL HUTTS AND SECTION 4: TEAM PLAY

4 NEUTRAL TEAMS READ ALL SECTIONS

5 ACTIVE

i

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 placed.

YOU)- planets.

OVERVIEW

On each one of your turns, you'll receive additional troops, which you will use to reinforce your army.You may be able to play cards to get more troops.You'll 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 forces.,~=

T U R N ORDER tvu &* .d. I. - Roll a 6-sided die to determine which army will have the first turn.The highest roll wins and play proceeds clockwise.

YOURTURN (6 easy steps)

STEP I: COUNT PLANETSlREGlONS

A t the start of your turn, you get addi- tional 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 3 (ignore any remainders).This is the number of reinforcements you receive.

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 reinforce- ments.

Take your reinforcements from your troop pile and put them in front of you.This is the start of your "reinforce- ment pile."

1 You can use the l ist below to help you

/ calculate how many reinforcements you

I receive.

I

, 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

1 for that Region. For example, controlling the Mid Rim Region will give you 5 addi- 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).

STEP 2: PLAY CAWS F TROOPS (Bm in Marching 3 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).

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 5 before you start your turn.

STEP 3! PLACE TROOPS

A L ~ of your ground troop reinforce- mebts. I

I

STEI: 4: INVADE 8-

, q?

(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 attack, in what order 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 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 inva- sion.You may be able to invade more than one planet on your turn. A bade is one roll of the dice (for each, the attacker and defender) dur- ing an invasion.An invasion may require one battle or it may require dozens of battles.

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 d lanets adjacent, refer back to page 3.) Choose a planet with your army's troops on it and announce the adjacent planet you wish to invade.

HOW YOU BATTLE

Attacking There must be at least 2 troops on a planet in order to attack.This is because 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 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 .

RESOLVING THE BATTLE

Now, put your dice in s t t o lowest.You will the highest die to your op die to see who won.

The higher die roll wins.The bc, removes a troop from the game oard and returns i his troop pile.This troop case of has a tie been roll, \D>ns. the eated. IMPORTANT: In

After you and your opponent compare the highest dice, compare the next- highest dice.

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

CALLING OFFAN INVASION

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.

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 plan- ets at the same time. During one battle, all of your troops must be from the same planet.

WINNING AN INVASl

You win the i the last defen

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. I 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.

STEP 5:TROOP FORTIFICATION (Secure Your 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

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.

RESOURCE P

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

terrorize the galaxy.

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 Hu 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.

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. END GAME

(You May Need More Troops) X-WING FIGHTER Y-WING REBEL CRUISER

REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL CLASS SQUADRON CLASS SQUADRON CLASS SQUADRON

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

As the game nears the end, a circum- stance 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 or unused color pieces t o represent your army. I THE IMPERIAL SHIPS

TIE FIGHTER TIE BOMBER STARDESTROYER REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL

CLASS SOUADRON CLASS SQUADRON CLASS SQUADRON WINNING In standard RISK, you win if you are the last player in the game, meaning you control all 42 planets.

FORCE METER 41) ( ON THE GAMEBOARD)

On 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 4 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.

SECTION 2: RISK" STIlR WdRS ORIGIHBL TRILOGY I THE HUTT SHIPS

IG-2000 SLAVE I JABBA'S CRUISER REPRESENTS 1 FIGHTER REPRESENTS 1 BOMBER REPRESENTS 1 CAPITAL

CLASS SQUADRON CLASS SQUADRON CLASS SQUADRON

OBJECT In the RlSK Star Wars Original Trilogy game, there are 3 factions, each with its

own victory condition.

mIt~\s lDm m a Some cards and some ships will allow you to use the Ssided dice.

7 2 . j ,$,y

dIFlP€K!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 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 planet. The planet's space is covered up and the asteroid field that replaces 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 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 face- down (Imperial Base icon up) on the table and mix them up. Then stack them facedown and place them to 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 to start with, and if there are any limitations when claiming planets. All of this infor- mation is located in the Se on page 13. Players should "s"" sit c ock- wise from player I t o 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.

NUMBER OF PLAYERS 1

CLAIMING PLANETS (The Hutts and Rebels Have Limits)

1 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 4 Hum.

5 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,

- -

- - -

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.

PLAYER 1

PLAYER 2

PLAYER 3

PLAYER 4

PLAYER 5

NEUTRAL ( N O T U R N )

LIMIT: 7 LIMIT: 8

4

ORANGE REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

GRAY EMPIRE STARTING TROOPS: 3 1

YELLOW REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

WHITE EMPIRE STARTING TROOPS: 31

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING

5

ORANGE REBELS STARTING TROOPS: 28 PLANET CLAIMING LIMIT: 8

GRAY EMPIRE STARTING TROOPS: 3 1

GREEN HUTTS STARTING TROOPS: 25 PLANET CUlMlNG LIMIT: 8

YELLOW REBELS STARTING TROOPS 28 PLANET CLAIMING LIMIT: 8

WHITE EMPIRE STARTING TROOPS: 31

2

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

GRAY AND WHITE EMPIRE STARTING TROOPS: 45

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAIMING

3

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

GREEN HUTTS STARTING TROOPS: 25 PLANET CLAlMlNG LIMIT: 7

GRAY AND WHITE EMPIRE STARTING TROOPS: 35

PLACING THE DEATH STAR -

plapr 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 me 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 eventu- ally be moved onto and destroy entire planets (all troops, ships,and the planet itself are blown t o smithereens!) con- trolled 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 On 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 direc- tives. 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.

\ \

you'll also place move (and pos-

slblg fire) the V t h Star.

' '> (They Have 3 F nctions), You will collect cards by 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 attack- ing 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. If this occurs, follow the instruction on the card.

, <. ;' FORqE METER

cards), the or& fie& dl' I

spacC toward t i e daJ4 side. ' ' Irn

' 1

tf the Empire builbs new D& (requires a spekaC d), the FOW

Meter will -move dn 3 space toward &&

Rebel players may draw one o r two extra cards at the end of their turn. When the Force is balanced, there are no 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 sub- tracting 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

The Rebels and the Empire can move the Force Meter in these ways: . - -,

Either faction may use a sppcial direc- tive on a Faction card. The'cardgindi- cate 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. afg

. , If the Death Star is destroyed, the Force Meter will move one space toward the light side.

dark side. . , , , , /

for Controlling Reso

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.

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.

USING THE SETUP CHART AND TURN REFERENCE CHART

After reading these rules, for quick refer- ence during setup and on each player's turn, keep this book next to your game- board and use the charts located on the back page so that you don't have to memorize all the details.

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 the Emperor is captured, all is lost.

STEP 2: COUNT PLANETSIREGIONS

al to Step I in stan- dard RISK (if you need to refreshSlpur memory, see page 6). Count your plan- ets 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'

1 CARD'TRADE IN FOR TROOPS

-5-- ---- - -

STEP 5: INVADE Bomber C ~ S : Bomber dass ships add I to a die roll, starting Midl your highest.

tep- One bomber would add I to your high- est die, 2 bombers would add I to your 2 highest dice and 3 bombers (only pos- sible for the attacker) would add I to all 3 of the dice. NOTE: Bombers cannot be

your used to add 2 or 3 t o one die.

I die rolls when attacking and dekndiilg* However, they do not represeh.@oops Capital Class: Capital class ships allow

I in their own right. Ships must or you to replace 6-sided dice with 8-sided

dice. One Capital class ship allows you to defend with accompanying troops. replace I 6-sided die with I &sided die.

SHIP ADVANTAGE 2 Capital class ships allow YOU to replace , Note that each ship brings with it a 2 6-sided dice with 2 8-sided dice, and 3

Also, you may turn in one (and only one) special advantage: Capital class ships allow you to replace card per turn to build the ship listed on , 3 6-sided dice with 3 8-sided dice (only the turned-in card. For example, if you

FIGHTER BOMBER CAPITAL possible for the attacker).

turn in a Fighter Class card, you may 1 build a Fighter. Place the turned-in card in WINNING AN INVASION AND MOVING IN '

( - I ( - 4 - (Bringrr Sh~ps) the discard pile, take a ship token of that , If you n the invasion by destroying class, and place it in your reinforcement , - all of your opponent's troops, any shipis pile. defending that planet are also destroyed.

I If you used ships to attack with, you must There is a limit to how many ships each move them onto the planet you con- army may have. Each army may build up quered along with your invading troops. to 3 of each type of ship. If all 3 ships of You may then move any additional troops a type are on the board (for example, the and ships onto the planet as well. gray army has all 3 TIE Fighters on the board), then no more of that class may INVADING AN IMPERIAL BASE

be built until one is destroyed. (They Defend With 8-Siders)

Fighter Class: Fighter class shi/s prevenk At the of each Imperial turn* a new

1MPORTANT:You may build only one ship I or more dice from being a "I ." One Imperial Base will be placed on an Empire

per turn. fighter prevents I die from bpng a " I," controlled planet.The Imperial Bases

lsyclq IsdoP r; 2 fighters prevent 2 dice from being are strongholds for the Empire and one STEP 4: PLACE UNITS &:&I hlW " 1 s," and 3 fighters (only possible for the of them will be the hiding place the (Troops and Ships)

-.lA-.l- . ' attacker) prevent all 3 dice from being Emperor. First, place all of your ground troop reinforcements onto planets you control. "Is." Any " l s" rolled are re-rolled until

If either the Rebel faction or Hutt m

Then place any ship you built.Your ship faction decide to invade a planet with must also be placed onto a planet you an Imperial Base token on it, the Imperial contro1.A planet may have more than player controlling the planet may replace one ship on it at a time. all defensive dice with 8-sided dice for

the entire invasion.

17

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I &%PARK BROTHEI