Download as doc, pdf, or txt
Download as doc, pdf, or txt
You are on page 1of 4

Risk: Star Wars Original Trilogy (Rules Summary)

Objectives:
▪ Rebels: find/destroy Emperor hiding in an Imperial Base, or destroy all Imperial armies.
▪ Imperials: eliminate all of the Rebel forces.
▪ Hutts: if they take control of 10 of the 13 resource planets they immediately win.

Setup:
▪ faction cards: separate the cards by faction into separate piles and shuffle each.
▪ place one Death Star on the Force Meter track.
▪ Imperial base tokens: shuffle face down and place into a face-down stack.
▪ refer to set-up chart for player turn order and starting troops.
▪ in turn order, players claim starting planets
▪ Rebels and Hutts are limited in the # they can claim; Imperials get remainder.
▪ Imperial player places the other Death Star on any Imperial-controlled planet.
▪ in turn order, place reinforcements on starting claimed planets, one troop at a time.
▪ if Hutts are actively played, place one extra Hutt piece on Resource Planets track.

Faction Cards:
▪ may be used to: (1) raise troops, (2) build ships, or (3) initiate special directives.
▪ each turn, a player may play at most 3 cards to raise troops and 1 card to build a ship
shown on the card.
▪ any number of Directive cards may be played during the turn, depending on what the
card says. Directives are used once and then discarded.
▪ no hand size limit.
▪ decks are not reshuffled. Once used, cards are discarded from the game.
▪ if text on special directive card conflicts with rules, follow the card's text.
▪ Team Play: teammates draw from same faction deck, but keep their cards separate.
▪ they can discuss and show cards to each other, but they cannot trade cards.

Force Meter:
▪ based on the number of planets each faction controls and cards played; effects die rolls.
▪ Imperial / Rebel planet conquest: move force meter towards accordingly.
▪ if Death Star is destroyed or rebuilt, move force meter accordingly.
▪ Hutts' actions (destroying Imperial Bases, Death Star) do not affect Force Meter.

Planet Resource Counter


▪ indicates how many planets the Hutt player control.
Starships:
▪ per Fighter: re-roll one “1” die result until the die shows a number other than “1.”
▪ per Bomber: Add 1 to highest die roll.
▪ only 1 bomber may affect each die. Multiple bombers affect multiple dice.
▪ per Capital Ship: Replace one D6 with one D8.
▪ ships attacking a planet must be moved to the conquered planet. Ships defending a
conquered planet are destroyed.
▪ ships are not troops, and must be accompanied by troops when attacking.

Imperial Bases:
▪ defender uses D8 dice (Capital ships don’t give any bonuses).
▪ once all troops are eliminated from a planet, the Imperial base is destroyed.
▪ Rebel conqueror: if the Emperor was hidden inside, the Rebels win.
▪ Hutt conqueror: reveal token, and Imperial player moves it to another Imperial planet.

Death Star:
▪ Team Play: each Imperial player can move and use the Death Star on his turn.
▪ defensive: planet it controls cannot be attacked until death star moves or is destroyed.
▪ may move onto and destroy planets using special cards. After moving, player may
immediately destroy the planet by playing a “Fire the Death Star” card.
▪ if planet is destroyed, replace planet with asteroid counter; the space is now impassible.
▪ if planet is destroyed, region bonus still applies if remaining planets are controlled.
▪ Team Play: if Imperials agree, may destroy an Imperial planet; Bases are destroyed too.
▪ Attack Run: can be attacked from planet it controls (unless Imperial) or adjacent planet.
▪ attacking player decides how many troops and ships to attack with.
▪ Death Star is destroyed on 18+ on all dice (counting ship effects and cards).
▪ Hutts do not receive a Force Meter bonus when attacking.
▪ if unsuccessful, all attackers are destroyed.
▪ attacker may choose to continue to attack the Death Star as long as he wishes.

Neutral Hutts (2 or 4 player)


▪ not controlled by any player, but capable of defense.
▪ may be attacked by Rebels or Imperials to draw extra cards or capture their planets. The
other player rolls dice for their defense.
▪ set-up: planets claimed by alternating Rebel and Imperial players. Reinforcement troops
placed during set-up also placed by alternating Rebels and Imperials.
Turn Sequence: (each player does all steps in turn order, then the next player takes his turn)

1.) Add Imperial Base (Imperial players only)


▪ draw top token from Imperial Base stack, look at it, and place on any Imperial planet.
▪ no planet may get more than one token unless there is no other option.
▪ Team Play: may place an Imperial Base on teammate's planet.

2.) Collect Troop Bonuses


▪ [total # of planets] / [3], rounding down. Minimum of 3. Add any region bonuses.

3.) Turn in Cards for Troops or to Build Ships


▪ turn in maximum of 3 cards for additional troops and/or turn in 1 card to build a ship.
▪ 3 fighters = 4 units; 3 bombers = 5 units; 3 capital ships = 6 units; one of each = 7 units.
▪ ship limit: each player may only build 3 ships of each class of shipe.

4.) Place Units


▪ new units and ships are placed on any planets the player controls, without limitation.

5.) Invade
▪ attack like regular Risk. Attacker may roll up to 3 dice, defender rolls up to 2.
▪ results may be modified by Ships and Bases.
▪ attacker may continue to invade adjacent planets as long as desired.
▪ Team Play: you cannot attack your teammate, or occupy a planet with a teammate.

6.) Troop Fortification (and Planet change of command)


▪ move any # of troops from one planet to one connected planet controlled by that player.
▪ Team Play: also may move through teammate's planets, but must end on your own.
▪ Team Play: planet change of command: ask if you can take over one of your
teammate’s planets. If "yes," place 1 army on it.
▪ You cannot take over a teammate’s planet if it has ships or bases on it.

7.) Ship Fortification


▪ move Ships as described in “troop fortification” above.

8.) Move Death Star (Imperial players only)


▪ roll D6. Death Star may move up to that number of planets or asteroid fields.
▪ may use the “Fire the Death Star” card.

9.) Draw Card


▪ if at least one planet of an opposing was captured, draw 1 card. If at least one planet
from two different opposing factions are captured, draw 2 cards.
▪ Imperials & Rebels: may draw extra cards depending on the Force Meter.
▪ Hutts: may draw extra cards depending on the Planet Resource counter.
Number of Players
2 3 4 5

Rebels: Orange + Yellow Rebels: Orange + Yellow Rebels: Orange Rebels: Orange
Player 1 Starting Troops: 40 Starting Troops: 30 Starting Troops: 28 Starting Troops: 28
Planet Claim Limit: 15 Planet Claim Limit: 15 Planet Claim Limit: 8 Planet Claim Limit: 8
Imperial: Gray + White Hutts: Green Imperial: Gray Imperial: Gray
Player 2 Starting Troops: 45 Starting Troops: 25 Starting Troops: 31 Starting Troops: 31
Planet Claim Limit: 7
Imperial: Gray + White Rebels: Yellow Hutts: Green
Player 3 Starting Troops: 35 Starting Troops: 28 Starting Troops: 25
Planet Claim Limit: 8 Planet Claim Limit: 8
Imperial: White Rebels: Yellow
Player 4 Starting Troops: 31 Starting Troops: 28
Planet Claim Limit: 8
Imperial: White
Player 5 Starting Troops: 31

Hutts: Green Hutts: Green


Neutral Starting Troops: 25 Starting Troops: 25
(no turn) Planet Claim Limit: 7 Planet Claim Limit: 8

You might also like