The strategy classic now in a new Star Wars - garment for 2-5 players, ages 10+.

The strategy classic now in a new Star Wars - garment for 2-5 players, ages 10+.

Winning Moves 10623 - Risk Star Wars - The trilogy strategy game (toy)

Customer Review

With this release are equal to 2 games before, once can be the classic risk to normal, known rules with the Star Wars - Star Wars version and play figures and, in a more interesting variant, just turn, depending on player occupation, even in different modes.
It's not just about the all-conquering ^^ but depending also to the capture of the evil Emperor, the destruction of all rebels or occupying all economically interesting raw material planet to win.

At the core of the classic risk players get randomly a certain number of planets (countries ^^) and preset armies (soldiers). Per cube is decided whether an attacker (active player) conquered a neighboring planet or not. Who defeated all opponents and thus conquered all the planets, you win.

This Star Wars version goes further since then.
First, there are now three factions: the Empire, the rebels and the Hutts. All have their own objectives: destroy the rebels to capture the Emperor to occupy 10 commodity planet.

Depending on the number of players these fractions are divided accordingly.
For example, playing with 4 participants per 2 in teams as rebels against the imperial minions - this there is the respective units in each of the same number of items and in 2 colors (rebels in orange-red / yellow and the Empire in gray / white). The Hutts are neutral, are indeed situated quite normal with, but can only defend itself - any player takes the dice - and not actively attack one bzw-.

Play 5 strategists, each takes a fraction, also act here, the Rebel and Imperial each as teams, but also also can win together only, even if they manage their planet and units each alone - agreements are allowed here and there is even the coordinate amongst cede controlled planet to permit the flight of space ships and units to enable /.

In the game for third, each accepts a player all the units of the rebels, the Empire and the Hutts. The objectives remain the same. With two players the same procedure is, just that now the Hutten be re-erected as a purely neutral fraction.

For each scenario, players, there is a table setting that determines which faction begin with how many units start and how many planets may occupy initially. For example, the rebels in a 3-game must start with their 30-forces occupying 15 planets, the Empire with 35 units 20 planets and the Hutten with 25 units only 7 planets.
This pleases because as the (original) Star Wars universe is initially simulated quite accurately, with respect to the distribution and the influence of the political groups.

The game is prepared quickly, the faction units are pre-sorted and on the board a Death Star-markers are only placed on the starting space of the power influence pointer and Hutten-unit on the counter for the Occupied commodity planet.
Fraction cards are sorted and mixed separately and placed ready as hidden deck. The marker for the imperial bases, the asteroid fields and 6- and 8-sided dice come next to the board.

When the game starts, the players thus opt for a "page" and obtain the corresponding units (1 and 3) and the associated spaceship marker. This also the starting player is determined acc. Default start the rebels, followed by the Empire, hereafter the Hutt. Players should therefore be placed accordingly, so that can be played smoothly in turn ^^.

The 42 planets on the game board are now divided by the starting player begins by setting its first unit. He puts them on any planet and followed by the next player and also looks for a planet to place its first unit, etc.
This is in turn so on until each player occupying planets, the number that allows the player number preset.
After that, the players still have their remaining starting units can distribute as reinforcements anywhere on their own planet.
The player of the Empire must now make even the Death Star on any own planet.

The Star Wars atmosphere is now up slowly transported to the players ^^ and the starting player now far, far away, in another galaxy .... * G *!

The active player always counts the number of its occupied planet this divide by 3 and receives the rounded number as units for his train (at least, however, always 3). Ex .: with 16 planets he receives 5 units (16: 3 rounded).
Should he have conquered the whole region of the planet, he gets a bonus of additional units. The numbers can be read on the board next to the Regions name. Even card sets (see below) could bring additional units.
Now this reinforcement he distributed to his planet, according to its planned course of action.
After that, he can not run or adjust an attack and to pass on the game.

Does he want to attack by lead, he renames the target and output planet of struggle. He takes the 1-3 (depending on how many units with attacking) black attack dice and the defender the white defense dice (1 or 2, depending on how many units it has available).
Well turns throwing and compared the results. It always wins but each higher number in a tie always the defending player.

Ex .: the attacker throws 3 dice (he attacks with 4 units, 1 must be excluded forever, because a planet must always be occupied with 1 unit!) With the result 5, 3, 2 and the defender with 1 cube (it has only 1 unit on the target planet) a 5. In order for the defender wins this round cubes and the attacking player must remove one of his units from the starting planet.
Will he continue to attack, he must now act only with 2 dice.
He decides and throws 6, 4. The defender manages only the union of 2, so it must be removed from the planet and the aggressor has conquered the planet its unity. He must now put 1 or 2 of the remaining units on this new planet [3 units are still included in its output planet, but 1 must indeed, the purpose of occupation, remain!].

Now the active player may decide to continue to fight and continue this with another planet or terminate the train.
He does not want to keep fighting, he can now move more units between adjacent or connected through hyperspace jump nodes own planet, in order to achieve a different starting position for his next train or secure a particular region.
In case of a successful conquering of at least a fraction alien planet, he must take another card his faction stack (only 1).

The cards give players advantages at hand, which can be crucial during the game sometimes.
So the cards are unique in several ways depending on use.

A spaceship icon (bottom left) can be seen on any map: hunter class, bombers and destroyers. Now the player can collect Series and then at the beginning of your turn, if it is necessary to determine the gains that can be set, exchanged for a certain number of additional units.
Where: 3x hunter = 4 units, 3x bomber = 5 units, 3x destroyer = 6 units and each class 1x = 7 additional units.

Alternatively, a map will be played in order to build the spacecraft imaged can. The card is discarded and placed the matching spaceship marker by the player at any own planet. It can only only 1 spacecraft per round to be built and of any type may be only 3 represented a total on the board.

The spaceships bring not insignificant advantages and the player should consider this schedule as quickly as possible with.

Hunter: the owner must a cube with the result "1" as long as new cubes until a higher number is thrown [X Hunter X = "1 Series" cube new throw].

Bomber: the owner must increase the number of eyes highest profit by 1 [2 Bomber allow increasing the best and second-best litter by 1, 3 bomber (only when attackers possible) the increase of the three results for each 1].

Destroyer: the owner must a 6-sided die by an 8-sided die replace [X Destroyer = X 8-sided dice].

The third way to use a card that is to run the card effect.
These reads the player's cards titles and text aloud and follow the instructions.

Here there is a colorful variety of additional action options and bonuses, for example, for Hutten:

"Bounty Hunter: map at the beginning of an invasion auspielen.
You may two 8-sided dice during the entire invasion use, in addition to all Raumfschiffboni. "

A very strong card, because the defender is expected to do very difficult.
Overpowering are those cards but not because fighting throughout the game as part Dozens units against each other and losing player can thus create a certain balance. Furthermore, almost the only way mega opponents to defeat (s. Empire).

An example of the Empire:
"It is useless to fight back: Card play, after an opponent has lost 1 or 2 armed forces in a battle.
Your opponent loses 2 more forces on the planet. If he only has 2 forces, he loses one. "

The map can help plagued by unlucky dice players and looks very with Darth Vader's likeness also very chic :)!

And a rebel example:
"Uproar: card play on top of your lap.
Choose a planet of the Empire. All its forces (to a) have to flee to a neighboring planet. If this is not possible, these forces have been destroyed. "

Also a very tasty and very beautiful ^^ card used in combined attacks on the evil side.

The player may well play multiple effects in his train and combine them eventually sent, as well as successful attacks are possible, for example, on the Death Star!

The player of the Empire has the following options in its train: he may move the Death Star and use when he has the corresponding fraction cards and establish imperial bases on their own planet.

Death Star: initially placed arbitrarily in its own planet, it can be now sent to cast the corresponding map for each planet on the board! Once there, he can - also with a corresponding fraction map - destroy the planet and all units located on it.
After this brutal act of heartlessness an asteroid marker is placed on the planet. This is now destroyed and can be served by anyone. A fly-through is no longer possible. So there are new tactical possibilities and difficulties, if the area needs to be surrounded generously to achieve a target planet in the environment.
In addition, the Death Star also serves as a quasi indomitable defensive unit, because the planet he is not vulnerable circles! It must first be destroyed the Death Star before an invasion can take place on the planet.

When the Death Star is attacked, this does not defend. The attacker would have to come but at least to a total number of 18 eyes with three dice!
Of course, appropriate reinforcement effects and spaceships can now be consulted here.

Imperiale base: at the beginning of each round, the Empire player must take one of the 6 concealed (and previously mixed) base markers, look at this and put face down on any own planet.
This planet is now also protected because the player may be for a base if attacked, take an 8-sided dice defense to fend off the invaders.
Additional effect: on one of the markers of the Emperor is ready! The main task of the rebels is yes, find the Emperor and ask about. It is therefore advisable via Poker Face ^^ such a base marker far place away from rebel influence!

Devised nice because on the one hand, the empire has always been very powerful and has its stationary plants well protected and on the other the Emperor was indeed quite while traveling on the road and also visited imperial stations.
Here is thus again well received in the history of the SW universe.

In addition, the planet Machteinfluß- and number indicator will be influenced by militant actions of the players and by the effects of faction cards!

The planet counter for Hutten always shows how many (framed in green) commodity planets already conquered by them - and kept - were (the player must Hutten here for correct display care). From the 6th planet Hutten may pull at the end of a successful campaign extra cards.

The indicator for the balance of power dark or light side brings the respective fractions of the Imperial or Rebel benefits. The farther the marker is added to the dark force out the more cards may "dark" players draw additional eg after a successful conquest at the end of his round of. And the Death Star will receive additional "armor" (18 + X as a die roll needed to defeat). In the other direction, it behaves the same way for the rebels to the additional card payment or reducing the Death Star armor ^^.
The empire starts here with a slight advantage, since the marker is put down to the dark side by a field.
Again matching the dark part of the story, because the evil was so prevalent.

So it is in the interest of the players to watch this closely and to influence where possible for their side - by card effects or actions: rebels must enable the marker when they destroy the Death Star or conquer an Imperial base. The Empire, however, always when the Death Star destroyed a planet.

The game runs so on around way until one side has achieved its goal, for example, when the rebels attack an Imperial base and defeat and there was staying the Imperator.

Here there is a risk version that not just got pressed a known license, but these weaves wonderfully into the game.
The Star Wars - atmosphere can be felt throughout the game and the gameplay itself is perfectly suited for this universe.
For risk, as well as Star Wars fans a must see, the game is also, therefore, in a beautiful presentation. The Schedule includes 42 selected (better known) planets (in photo quality, but stylistically not predominant), and the fraction maps the typical icons and a lot of pictures from the movies.
The somewhat fiddly units could probably make not much larger - due to the sheer number and the then prevailing lack of space in the box and on the board - but for some detail, so the recognition is absolutely given.
The rest is held according to the theme, such as the black / white cubes for example ^^ and stable Cardboard Tokens show include the classic spaceship types.
The well-known game mechanic of tactically clever setting and placement of units coupled with Fortuna's evil eye ^^ in the ubiquitous cube decisions was expanded here very well. Because the additional options for action require the player more attention, but at the same time also provide a lot of variety. Lucky Dice haters can by card effects Fortuna one wipe ^^ and large campaign strategists lie cope extensive plans before they go on Planetenhatz.
The introduction of the different political groups also brought more per game - motivation, since it is so much brought out repeatedly to time to play the "other" side or gleefully watch as Hutten representatives the battlefield bustle and secretly annexing the planet.
Risk remains, not least because of the catchy simple mechanics, the strategy Kurzweil master and tops himself now in this version.
Unique purchase order for all interested!

[Thank Winning Moves for the test specimen!]

Great product 220 1 Rank: 5/5
June 25
Okay January 2521 Rank: 5/5
July 27
Funny PS Vita game Rank: 5/5
January 2
GOOD ROMAN 11 Rank: 5/5
September 3

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