ORIGINAL TRILOGY EDITION

THE QAME OF QALACTIC DOMINATION ORIGINAL TRILOGY EDITION \ SETUP CHIR1l ' I NUMBER OF PLAYERS r 3 2 PLAYER PLAYER PLAYER 1 2 ORANGE AND ...
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THE QAME OF QALACTIC DOMINATION

ORIGINAL TRILOGY EDITION

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SETUP CHIR1l

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NUMBER OF PLAYERS r

3

2 PLAYER

PLAYER

PLAYER

1

2

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

40

45

3

4

5

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

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35

PLAYER 4

PLAYER

28

WHITE EMPIRE STARTING TROOPS: 31

5

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

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GREEN HUTTS STARTING TROOPS: PLANET CLAIMING LIMIT: 8

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Ift€QQNs

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

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STEP 7: SHIP FORTIFICATION \STEP

8: DEATH STAR MOVE (EMPIRE ONLY)

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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

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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

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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

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HUTTS

EMPIRE & REBEL ALLIANCE

2

NEUTRAL

SOLO

SKIP SECTION

3

ACTIVE

SOLO

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

4

NEUTRAL

TEAMS

5

ACTIVE

SECTIONS YOU CAN SKIP

4:

TEAM PLAY

READ ALL SECTIONS

STANDARD RISK@ 4 PllYERS

PBJECT

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_!.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

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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.

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REBEL TROOPER

/I REPRESENTS 1 T

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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.

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T U R N ORDER

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

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You can use the list below t o help you calculate how many reinforcements you receive.

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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).

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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.,~=

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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."

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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.

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A L of ~ your ground troop reinforce-

HOW YOU BATTLE

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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.

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STEI: 4: INVADE

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(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

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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.

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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

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only attack with 3 troops, once won the invasion, you can troops onto your new you must do this new invasion. ELIMINATING ANOTHER PLAYER

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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

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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

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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.

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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.

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THE HUTT SHIPS

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REPRESENTS 1 FIGHTER CLASS SQUADRON

CLASS SQUADRON

m I t ~ \ s l D mm

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Some cards and some ships will allow you t o use the Ssided dice. 7

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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 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.

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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.

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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.

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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.

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NEUTRAL (NO TURN)

WHITE EMPIRE STARTING TROOPS: 31

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CLAIMING PLANETS

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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

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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,

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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

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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

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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. \



(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.

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

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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.

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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.

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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

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CARD'TRADE IN FOR TROOPS

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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 .

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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.

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Note that each ship brings with it a special advantage: FIGHTER

BOMBER

CAPITAL

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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

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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.

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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.

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