At the core of the classic risk players get randomly a certain number of countries (in this planet ^^) and preset armies (soldiers). Per cube is decided conquered if an attacker (active player) a neighboring country (planet) or not. Who defeated all opponents and thus conquered all countries (planet), wins.
The Starcraft - Edition goes further since then.
First, there are three factions: the Protoss, Zerg and the people. Common to all is the sheer will to survive.
Depending on the number of players these fractions are divided accordingly.
With 3 participants, each player takes a race. With 4 players, the people are represented twice, with 5 players as the Protoss, with 6 players are all back each represented twice.
Players get as specified by the to-play version (basic training, command center, Total Conquest, Team) a corresponding number of starting units, as well as a base (which need to keep it!) And a heroic figure.
The heroes are used for reinforcement of units placed, if they share the same area - but there are no separate entities, they have to be moved together with other regular units.
A hero increases the highest pitch during the attack and defense by 1 and can thus certainly bring about a fight decision.
Another new feature coming to the unit figures and bases nor the minerals fields. In 15 areas, a crystal is ever placed, which then in determining the replenishment (unit number that always gets the player in migration begins) for each "+1" to count.
Fraction cards this edition are sorted by the three breeds and mixed separately and placed ready as concealed deck.
Similar to the original, a player receives a fraction associated with it card when he has conquered at least one region in his train.
Fraction cards are all the same structure: name, number of amplification star, name and description of the ability to instructions for the ability and a field specification (essential for building the basic variants).
A player may play many faction cards arbitrarily in its train, but he has to decide (for each) if he wants to use them as a set for gains (eg bringing 4 reinforcement stars 7 additional units - this there is a summary table) or the special ability (eg ^^ to force at defensive capabilities the attacker to a specific unit number for the fight).
Another supplement used the successes at risk Starcraft. These are silver and gold Cardboard Tokens with different requirements that have to be fulfilled.
[I] Ex .: "Control all 12 areas on the planet CHAR", "Control least 8 minerals fields", "Take at least 10 areas that you have not checked at the beginning of turn" or "Control 2 enemy bases". [ / i]
And there is then silver and gold rewards: "Additional maneuvers", "Guaranteed map", "attack dice", "2 units", including
Insofar as the amendments and additions, the gameplay runs otherwise classic.
The active player always counts the number of its occupied territories on the planet as well as any bonuses from the planets and minerals fields, this divide by 3 and receives the rounded number as units for his train (at least, however, always 3), here are still possibly units added by reinforcing sets.
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 source area of the fight. He takes the 1-3 (depending on how many units with attacking) red attack dice and the defender the black 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.
[I] 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 1 with defender dice (he 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 may now be 1 or 2 of the remaining units on this new area put [namely 3 units are still available at its output planet, but 1 must indeed, the purpose of occupation, remain!]. [/ I]
Now the active player may decide to continue to fight and continue this with other areas or to exit the train.
He does not want to keep fighting, he can now move more units between adjacent or connected by airlines own areas, so as 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 foreign territory, he must take another card his faction stack (only 1, so)!
The game runs so on around way until one side has achieved its goal.
[U] [b] Conclusion: [/ b] [/ u]
Here there is a risk version that not just got pressed a known license, but these weaves wonderfully into the game.
The Starcraft - atmosphere can be felt throughout the game and the gameplay itself is perfectly suited for this universe - which you should already know the PC games and series or books / comics.
For risk as well as Starcraft fans an absolute must, the game comes also therefore in a beautiful presentation. The Schedules and the faction cards, the typical symbols and many sketches from the games.
The somewhat fiddly units could probably make not much larger - due to the sheer number (over 330 units) and the then prevailing lack of space in the box and on the board - for but quite detailed, so the recognition is absolutely given.
The rest is held appropriately on how the stable Cardboard Tokens.
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. The additional action options give the player more opportunities to the hand.
The introduction of the different political groups also brought another pro game - motivation, since it is so much brought out again and again to play "other" side of the times.
Unique purchase order for all interested!