AGES 10+ - Nordic Games

AGES 10+ - Nordic Games
AGES 10+
“In a distant corner of the galaxy a new Halo ring, one of the ancient superweapons of the mysterious
Forerunner civilization is found and the battle sparks anew: Brave Humanity, battling for survival and
discovery against the discipline and zealotry of the Covenant alliance of alien species who worship
the long-absent Forerunners...and looming terrifying above both of these factions is the parasitic
Flood infection which threatens to corrupt all living creatures into mindless creatures of violence
and rage. Which faction will triumph in this legendary new front in the battle for the Halo universe?
That, players, is up to you...”
You use the dice when attacking and defending territories.
(s e e AT TAC K I N G , p g .10)
airs of Mobile Teleporters will be placed on the board onto different
territories. These connect two previously separated territories.
Forces can maneuver and attack normally via these Mobile Teleporters.
(s e e U S I N G M obile T eleporters , p g . 8 f o r f u r t h e r e x p l a n a t i o n)
Heroes possess elite skills in both attack
and defense that can turn the tide of battle.
Not all components are used in every game mode.
There are 4 battlefields on 3 maps in RISK: HALO Legendary Edition. Each battlefield contains territories that are grouped
into colored regions. Some territories are connected to each other, meaning they share a border or have a stationary
teleporter connection. In this version of RISK, players are also able to connect separate territories via Mobile Teleporters.
the ring
3-5 players
UNSC Marine = 1 Unit
Scorpion Tank = 3 Units
Grunt = 1 Unit
Wraith = 3 Units
(s e e AT TAC K I N G , p g . 10 f o r f u r t h e r e x p l a n a t i o n)
*UNSC - 1 spartan, 1 firebase, 36 marines, 18 tanks
**Covenant - 1 aribiter, 1 command center, 36 grunts, 18 wraiths
***Flood - 1 thasher, 1 proto-gravemind, 36 infection forms and 18 carrier forms
Every player will control a faction of one color.
• 22 Campaign cards
• 44 Faction cards
• 5 Bases
• 5 Dice
4 Battlefields
• 2 UNSC Factions*
Double-sided Game Boards
• 2 COVENANT Factions**
0 Mobile Teleporters
• 1 FLOOD Faction***
Spartan = Hero
Arbiter = Hero
Infection Form = 1 Unit
Carrier Form = 3 Units
Thrasher = Hero
ach player will start with one Base that matches his
or her unit’s color in one of his or her territories.
Campaign cards
2 players
3-5 players
While there is only one deck of Campaign cards, it
contains 3 levels of difficulty (Easy, Heroic, and Legendary).
Campaign cards contain missions that players will try to
complete in order to secure victory.
2 players
There are 3 decks of Faction cards. Keep them
separated by Faction (UNSC, Covenant, and Flood).
While Faction cards are unique to a faction, they all
function in the same way. Faction cards are used to
gain reinforcement units and to initiate special abilities.
(see Faction CARD S, pg . 7 for fur ther explanation)
Combine Hammer & Anvil,
laying them together in any
configuration. To bridge both
boards together, use the
Mobile Teleporters.
(See Using Teleporters on pg. 8)
Faction cards
(s e e C ampaign C A R D S , p g . 7 f o r f u r t h e r e x p l a n a t i o n)
Legendar y
Reinforce Territories:
• UNITS: (See COUNT UNITS, below)
ASES: As many as there are players.
• Campaign CARDS: 3 cards. (See Campaign CARDS, pg. 7)
(See BASES, pg. 2)
• Faction CARDS: (See FACTION CARDS, pg. 7)
OBILE TELEPORTERS: Number will vary.
EROES: As many as there are players.
(See USING HEROES, pg. 10)
ttack Die (x3)
• Defense Die (x2)
(Familiarize yourself with the materials by reading the OVERVIEW OF COMPONENTS, pgs. 1-2 section of the rules)
T he next player reinforces a territory by placing three starting units onto a territory or territories controlled by him or her.
Reinforcement continues clockwise until everyone’s starting units have been placed.
Place Heroes:
T he starting player now places his or her Hero onto a territory of his or her control. Remaining players place their
Heroes in turn order until everyone’s Heroes have been placed.
The player with the highest roll who placed units first, takes the first turn. Play then proceeds clockwise.
• 3 -Player game: No initial Faction cards.
• 4 -Player game: The 4th player starts with one Faction card.
• 5 -Player game: The 4th player starts with one Faction card and the 5th player with 2 Faction cards.
There are 4 ways to play RISK: HALO Legendary Edition.
3-5 PLAYERS. Free-for-all combat.
2 PLAYERS. Only one survivor.
(see ONE- ON - ONE, pg. 4)
(see SLAYER, pg. 5)
(see OBJECTIVE, below)
3-5 PLAYERS. A new take on Classic RISK.
(see TEAM OBJECTIVE, pg. 6)
game set-up
Then you attack your enemies.
Maneuver your units and draw a
Faction card, if you are eligible.
(s e e D E P LOY I N G R E I N F O R C E M E N T S , p g . 9)
(s e e H O W TO AT TAC K , p g . 10)
(s e e C ampaign C ard S , p g .7 )
(s e e E N D I N G YO U R T U R N , p g .1 1)
(2 players)
In this version of play, the Flood is a neutral faction that occupies the board along with opposing 2 players.
The Flood is passive and is unable to move or attack. The Flood will act as roadblocks for the UNSC and Covenant players.
Follow the instructions below to set up the battlefield and begin waging war.
Choose a battlefield:
• Players have the option of playing on the Ring or Forge battlefields.
• The Ring is made by connecting Inland Canyon & Pulse Grid 01 with Mobile Teleporters.
• Forge is created by connecting Anvil and Hammer with Mobile Teleporters.
Place Mobile TeleporterS:
layers will now choose how and where they want to place Mobile Teleporters. There are options as to how many Mobile
Teleporters to place as well as directions on where to place them.
game set up
Follow the instructions below to set up the battlefield and begin waging war.
• Choose to play on either the Hammer or Anvil maps.
ach player starts with 30 units, 1 Hero, 1 Base and 1 pair of Mobile Teleporters.
One player will play as UNSC and the other as the Covenant. Set out 48 neutral Flood units.
• Each player rolls one die to determine turn order. High roll wins.
(see MOBILE TELEPORTERS, pg.8 for further explanation)
DEAL Campaign CARDS:
huffle all the Campaign cards and randomly give each player 3 cards (1 Easy, 1 Heroic, and 1 Legendary). Each player
must accomplish all 3 Campaign objectives to win.
(see Campaign CARDS, pg. 7 for further explanation)
emove and use all the Campaign cards with the “••” symbol in the lower left-hand (see example → )
corner from the deck. Shuffle together and deal 1 Easy, 1 Heroic and 1 Legendary Campaign
card to both players. Each player briefly reviews his or her 3 Campaign card objectives and
keeps them private.
Remove and USE cards with 2
dots from deck for all “One on
One” game modes.
Claiming Territories:
Count Units:
5 PLAYERS: 20 per player.
Place Bases:
ach player rolls one die. Whoever rolls highest takes control of his or her first territory by taking his or her Base and one of his
or her starting units and placing them onto an empty territory. Play then passes clockwise. The next player then places a
base and unit onto an empty territory, claiming that territory, and so on.
hen play returns to the starting player, that player now puts one starting unit onto an empty territory and play continues
clockwise. Eventually, all 52 territories will be claimed. Some players may control one more territory than others.
After you finish attacking, if eligible,
you may collect one Campaign card.
The first player to complete all 3 of their Campaign card objectives and be in control of their Base or eliminate all
players from the game (even if you have not completed all of your Campaign card objectives).
In this game mode of 3-5 Players, all combatants square-off against each other while trying to achieve Campaign
card objectives or to be the last one standing.
Claim Remaining Territories:
4-5 PLAYERS. Join forces for combat!
(3-5 players)
Count starting units, according to the number of players.
3 PLAYERS: 30 per player.
4 PLAYERS: 25 per player.
t the start of every turn, you acquire and deploy reinforcements
as well as your Hero if they were defeated since your last turn.
In turn order, each player will place his or her set of Mobile Teleporters on the board in two unconnected territories. This placement
creates a permanent connection between them. (No 2 Mobile Telepor ters can be placed in the same territor y)
The player with the higher die roll (Player 1) now claims the first
territory by taking 1 unit and his or her Faction’s Base and placing
it on an empty territory. Player 1 now controls this territory. Player 2
then does the same in an empty territory of his or her choosing.
Next, player 1 places 2 units of the neutral Flood on an empty
territory, claiming the territory. Players alternate placing 2 flood
units in an empty territory each round. (S e e c h a r t t o t h e r i g h t →)
Player 1 places
1 unit
Player 1 places
1 unit
ST E P 2
ST E P 3
Player 2 places
1 unit
Player 1 places
2 Flood units
Player 2 places
1 unit
Player 2 places
2 Flood units
P la c em en t c on t i n u e s i n t h i s p a t t e r n .
Eventually all territories will be claimed.
(O n e p l ay e r m ay h av e o n e m o r e t e r r i t o r y t h a n t h e o t h e r)
Deploying Reinforcements:
Now that all the territories are claimed, you will reinforce them. Players continue to place units as described in the previous
chart, the only difference being that the 2 Flood units do not have to be deployed onto the same territory each round. They
can be divided into 2 separate Flood-controlled territories. Keep placing units until all starting units, as well as neutral Flood
units, have been placed.
There is no limit to the number of units that can be placed in a territory. You can choose to reinforce one territory with a large
number of units, or you can spread them across all your territories.
Deploying heroes:
After all starting units are placed, Player 1 places his or her Hero in any territory he or she controls. Then Player 2 does the same.
Attacking Passive FLOOD Neutrals:
If you attack a Neutral Flood, your opponent rolls defense. These neutral Flood units will stay on the board until eliminated.
The neutral Flood does not move, get reinforced, or attack.
(4-5 players)
• 4 Players is played with 2 UNSC Factions versus 2 Covenant Factions.
• 5 Players is played 2 UNSC Factions versus 2 Covenant Factions versus 1 powerful Flood Faction.
ownership of territories:
Although players work together, they set up on their own territories and may not share territories. You CANNOT attack your ally.
However, during the game, you may be able to take over command of territories controlled by your ally.
(s e e T R A N S F E R O F C O M M A N D b e l o w)
end-of-turn maneuver:
ou may count all territories controlled by your team as “connected” when maneuvering units. However, when maneuvering
units through your ally’s territories, you must end your maneuver on a territory that YOU control.
If an ally is eliminated, the remaining player must only be in possession of his or her own starting base to achieve victory.
It is time to declare war! Player 1 takes the first turn.
The first Faction to complete 3 Campaign card objectives or Eliminate their opponent.
transfer of command:
After placing reinforcements at the beginning of your turn, you may ask your ally if you can take over command of one of his
or her territories. This may be any territory they control. This can be useful in cases when your path is blocked. However,
there are certain restrictions to this:
• Your ally must agree to give you command
• You may only take command of one territory per turn
• The territory must have exactly one unit on it
• You may replace that unit with only one of your own from
any territory you control
(3-5 players)
SLAYER is an updated version of the classic RISK game of Global Domination. NOTE: Campaign cards are not used in this
game mode. Instead, play until one player controls all of the territories. That player is the winner. All other components and
their functions still remain including Faction cards, Mobile Teleporters and Bases. The objective is simple: Be the last player
standing. SLAYER requires 3-5 players and is set up and plays the same as Objective with the following exceptions:
• Play continues until only one player commands the entire board.
game set-up
Follow the instructions below to set up the battlefield and begin waging war.
(s e e O B J EC T I V E , p g . 3 a n d battlefields , p g . 1 f o r d e t ai l e d i n s t r u c t i o n s o n h o w t o s e t u p a n d b e g i n p l ay)
turn order:
turn order:
(2 unsc v 2 C OV E N A N T FAC T I O N S)
(2 unsc v 2 C OV E N A N T v 1 F LO O D FAC T I O N)
Determine which players will be on the same team.
Players should sit so the two teams alternate taking turns.
Each player will roll one die. Whoever rolls highest secures
the first turn (Roll-off if there is a tie). Play will
continue clockwise. Allies CANNOT go in successive
turn order unless a player is eliminated later in the game.
• UNSC and Covenant players start with 25 units each.
• Faction cards: The 3rd and 4th players start with
1 Faction card.
(Players use SLAYER style for game set-up and play pg. 5)
You achieve victory by eliminating all of your opponents by commanding all territories.
When playing with 5 players the Flood always goes first.
Determine who will play as the Flood and who will be
UNSC and Covenant teammates. Whoever rolls highest
secures the second turn. The higher roll of the opposing
teammates goes third (roll-off if there is a tie). Allies
CANNOT go in successive turn order unless a player is
• UNSC and Covenant players start with 20 units each.
• Flood starts with 30 units.
• Faction cards: The 4th and 5th players start with
1 Faction card.
Flood takes 2 cards at the end of each turn if at least
one territory was conquered. UNSC and Covenant
teams take only one card when eligible.
• T he first Team to complete 4 Campaign card objectives collectively and have their bases under
control is victorious.
lood victory is awarded when they complete 3 Campaign card objectives and have their base under control.
• If a player is eliminated, their Campaign cards transfer to their ally.
• If a teammate is eliminated, only the base of the remaining player needs to be under team control to win.
(To play 2v2 and 2v2v1 in SLAYER game mode, do not stop attacking until your team controls every territory)
Campaign cards contain objectives that players attain in order to achieve victory.
campaign card key
Level of difficulty
(E a s y, H e r o i c o r L e g e n d a r y)
Campaign objective
(A c c o m p l i s h a n d c l a i m)
To win a SLAYER or ONE-ON-ONE match, players must achieve
all 3 of the Campaign card objectives they are dealt.
While Campaign cards are dealt randomly, they contain 3
levels of difficulty: Easy, Heroic and Legendary.
Each player will be dealt 1 Easy, 1 Heroic and 1 Legendary
Campaign card.
The varying difficulty of the cards makes a player’s strategy
TEAM PLAY requires a varying number of Campaign cards for
victory. (s e e T E A M O B J EC T I V E G A M E M O D E , p g .6)
Accomplishing campaign Card OBJECTIVES
After you finish attacking, look at the Campaign cards that are in your hand. If you have completed one of these objectives
during your turn, you have accomplished that Campaign card. Accomplish 3 to win SLAYER and ONE-ON-ONE games.
TEAM PLAY requires a varying amount depending on the number of players. (s e e T E A M O B J EC T I V E G A M E M O D E , p g .6)
Only one Campaign card can be accomplished per turn even if more than one is eligible. The player must choose which card
to accomplish. Look carefully at your Campaign cards as some are accomplished at the begining of, during, or at the end of
your turn.
When you accomplish a Campaign card objective, turn it face-up and reveal it to all players. Now, place it to the side of the
battlefield. This card will remain face-up as a reminder of your proximity to victory.
campaign cards
t the moment a player or team needs only to accomplish one more Campaign card objective, the remaining card(s) must be
revealed for the duration of the game. (In team play this may require more than one card to be revealed)
s you accomplish Campaign card objective, fewer cards will be available in your hand. Once you accomplish one, do not draw
another Campaign card.
• If a player is eliminated, his or her Campaign cards do not change hands. They are discarded.
• In TEAM OBJECTIVE, if an eliminated player is in possession of accomplished Campaign cards, they transfer to his or her ally.
If no surviving ally exists, they are discarded.
Faction cards are an important and game-changing part of RISK: HALO Legendary Edition strategy.
faction card key
Faction Designation
( U N S C , C o v e n a n t , o r F l o o d)
players to choose 1 of the Faction Card’s two possible functions:
Faction ABILIT Y
(H o w a n d w h e n t o p l ay)
Reinforcement Skulls
(c a r d s h av e a 1 o r 2 S k u l l Val u e)
(S e e FAC T I O N C A R D S KU L L VA L U E , p g . 9)
ave up multiple Faction cards to “Cash Them In”
for Reinforcement units at the start of your turn.
Use the card’s unique ability. Some can be used
offensively and others defensively.
DRAWING and Discarding A Faction Card
If you conquered at least 1 enemy territory on your turn, then
you get 1 Faction card. Draw it off the top of the deck that
matches your unit’s Faction and add it to your hand. It doesn’t
matter if you only conquer 1 territory or if you conquered
multiple territories, you only recieve 1 Faction card.
When you use a Faction card, discard it into a separate
discard pile to the side of the battlefield. Discard piles are
only reshuffled and put back in play when a Faction’s drawing
deck is depleted.
using a Faction card
• You may play multiple cards per turn.
• You must choose to either use the ability or save multiple cards to “cash-in” skulls and gain reinforcements. You may not do both.
• Follow the instructions on the card to know when to use each individual card.
• After a card is used, whether for reinforcements using skulls or for the special ability, it is placed in a separate discard pile.
• If a player uses a defensive card ability after you declare an invasion, the attacker must commit the maximum possible troops
for one roll. If he or she wishes to stop afterward, they may.
• If you collect a Campaign card, you cannot draw a Faction Card on that turn.
eliminating a player
hen one player eliminates another, he or she gains his or her Faction cards. However, players are unable to use the abilities on those
acquired cards and can only use the skulls toward reinforcements (even if they are the same Faction). Keep these newly acquired cards
separate from any Faction cards already in your possession.
Mobile Teleporters are the first items to be placed on the game board during game set-up for all game modes. Players will place
pairs of Mobile Teleporters in turn order on the battlefield. This will either help connect 2 separated game boards or increase
manuverablity on the 2 player Hammer or Anvil battlefields. Depending on the number of players, there are options as to how many
Mobile Teleporters may be placed. (see Mobile Teleporter Options below). Some battlefields must be connected by Mobile Teleporters
to play. (see Placing Instructions below). To place a Mobile Teleporter, choose two territories that do not share a connection and place
one token in each territory. These two territories are now considered “connected” and normal attacking and maneuvering rules apply.
These Mobile Teleporters are shared, meaning all players may utilize them even if their opponent placed them on the battlefield.
Mobile Teleporter Options:
Placing Instructions:
Depending on Game Mode, players have options as to how to
In order to play on certain battlefield maps, the maps must be
deploy Mobile Teleporters:
connected by Mobile Teleporters appropriately:
ll Players: In all game modes, each player has the option to • A
ll Battlefields: Mobile Teleporter pairs must be placed on
deploy a pair of Mobile Teleporters.
territories that do not connect. Also, no 2 Mobile Teleporters
can be placed in the same territory.
-5 Players: Players can elect to have the last player in turn
order distribute only 1 pair of Mobile Teleporters. (This helps • T he Ring: Teleporter pairs must be placed on opposite
limit the number of Mobile Teleporters on the board)
halves of the battlefield. (i.e., Teleporter 1 in Inland Canyon
and the companion Teleporter 1 in Pulse Grid 01)
• T eam Play: Players place 1 pair of Mobile Teleporters per
orge: Mobile Teleporter pairs must be placed on opposite
team. (In 2v2v1 the singular Flood would place both)
halves of the battlefield. This bridges both boards together,
thus creating the Forge map. (i.e., Teleporter 2 in a territory
on the Anvil map and the companion Teleporter 2 in a
territory on the Hammer map)
At the start of your turn, follow steps 1-4 to calculate your Reinforcement amount.
The number of reinforcements you
deploy at the start of your turn is
the sum of the following:
The number of territories
you control divided by 3
Units gained from turning
in Faction Card Skulls
Sample Reinforcements chart
Any Regional bonus(es)
Number of bases you
1 territories
ount the number of territories you control and divide this number by 3 (ignore any remainder). If this number is lower than 3,
round it up to 3. Gather that many units and set them aside. These are your reinforcements.
2 Regional bonus(es)
If you control every territory within a Regional color group, then you control that color group. The key in the corners of the game
boards shows how many units you gain. Add these units to the reinforcements from step 1.
3 Bases
ather one unit for every base you control, including your own. Add these units to the reinforcements from steps 1 and 2.
Each base yields 1 unit.
4 Faction card SKULL value
How to get cards is explained in the Faction CARDS (p g .7 ) section.
Instead of using the card’s ability, you may choose to turn in some or all of your cards to acquire more units. cards have one or
two skulls. The number of skulls determines how many units you get. You may turn in cards containing a total of 2 to 10 skulls.
Refer to the chart on the game board to see how many units you get for a set of cards. Add these units to the reinforcements
from steps 1, 2 and 3.
A p l ay e r h a s 3 c a r d s c o n t a i ni n g a t o t a l o f 4 s k u l l s a t t h e s t a r t o f h i s o r h e r t u r n .
first card
second card
third card
Turning in 3 cards (4 skulls) adds 7 additional units.
• Grey controls a total of 13 territories at the start of his or her turn. 13 divided by 3 is 4 ignoring the remainder. Add 1 for Grey’s base.
Grey deploys 5 units.
urple controls 5 territories at the start of his or her turn. 5 divided by 3 is 1. However, you never deploy fewer than 3 initial units.
Purple is in control of his base so Purple deploys 4 units total.
Regional bonuses
• Grey also controls Beach Region. In addition to the units deployed from territories, Grey also gains an extra 2 units for controlling all
Beach territories. In this case, Grey will deploy 7 units total.
After assembling your reinforcement units, deploy ALL of them into territories that you control.
• You can put all of these units into one territory or spread them out across your territories.
• If your Hero was defeated since your last turn, you may redeploy it during this phase.
On your turn, you can invade adjacent enemy territories in an attempt to take them over.
hoose one of your territories that contains at least 2 units.
Select 1 unit to “stay behind” and guard your territory.
The remaining unit(s) can attack an enemy territory.
urple has 3 units in Archive 99-01 and wants to attack
Archive 99-02. He sends 2 units into Archive 99-02.
He cannot send all 3 since one unit must stay behind.
• Grey is defending Archive 99-02 and has 3 units. He can
only send 2 out to battle at a time.
nce an invasion is declared, the attacker must commit at least one
unit to the battle.
The defender chooses how many units will defend — 1 or 2 units.
ach side rolls 1 die for each unit in the battle. This means the
attacker rolls 1, 2 or 3 dice and the defender rolls 1 or 2 dice.
Atta ck Dice
oth sides put their dice in order from highest to lowest.
Compare your highest die to your opponent’s highest die.
The higher number wins, and the defender always wins ties.
The loser removes a unit from the territory.
Defens e Dice
Compare your second-highest die. The loser removes one unit.
If there is no die to compare yours to, meaning you rolled 1 or 2 more
dice than your opponent, then ignore that die or those dice.
turns and invasions
An invasion is defined as attacking a single territory from another.
You may carry out multiple invasions per turn.
(A t t a c k i n g i s o p t i o n a l , d e f e n d i n g i s n o t .)
• Grey has 10 units in Archive 99-02 and sends 3 units to
attack Purple. (Since a maximum of 3 units can attack at
a time, Grey cannot attack with more.) Purple defends
with 2 units.
rey rolls three dice, one for each attacking unit, and Purple
defends with 2. Grey’s highest die, a 6, is higher
than Purple’s highest die, a 5. Purple removes a defending
unit. Purple and Grey’s second-highest dice yields a tie. Since
defenders win ties, Grey removes an attacking unit. Grey’s last
die, a 3, is not used since there is no defending die to compare
it to.
You may attack again if you like and are able, either between the same territories or between new ones.
Move the attacking units into the territory. You may also move in additional units from the attacking territory. So, even though
you can only attack with 3 units, you can move more than that into a conquered territory. However if you attack with 3 units (by
rolling 3 dice) you must move that many units in that conquered territory. Remember you must leave at least one unit behind
— no territory can ever be abandoned.
ou eliminate another player if you defeat his or her last unit on the board. This player is now out of the game. As a reward,
you get all of that player’s Faction cards (if they have any). Keep these separate from your Faction cards. You may only
use the newly acquired cards for their reinforcement skull value (even if your opponent is of the same Faction). Leave the
defeated player’s base on the board.
USING heroes
eroes possess elite skills in both attack and defense that can turn the tide
of battle; however, they do not represent a unit in their own right. Heroes must
always move with a unit.
• Heroes add 1 point to the highest attack or defense die rolled from the territory
the Hero currently occupies.
• If your Hero is defending and your last unit in a territory is defeated, your Hero is
also removed from the board with that unit. If they are defeated, Heroes may be
redeployed at the start of your next turn to any territory you control.
• When maneuvering, your Hero must move with a unit. It cannot maneuver
on its own.
After attacking, remember to Draw a Card & Maneuver Units.
Draw a Faction card
If you did not accomplish a Campaign card
objective and you conquered at least 1
enemy territory on your turn, then draw a
Faction card.
(s e e Fa c t i o n C a r d s , p g . 7 )
fter you take a Campaign card or a Faction card
(if applicable) you may utilize one Maneuver.
• T ake as many units as you’d like from ONE of your
territories and move them to ONE other connected
territory. Remember to leave at least one unit
behind - you cannot abandon a territory.
Draw off the top of your Faction’s deck and
• T erritories are “connected” if all of the territories
add it to your hand. It does not matter if you
in between them are also controlled by you.
conquered 1 territory or multiple territories,
You cannot pass through enemy territories.
you only get one card.
• T his is not an attack; it is a movement from one of
At the end of the turn, Purple can maneuver 2
units from Archive 99-04 through Archive 99-03
(If collecting a Campaign card, you cannot your territories to another in order to protect your
and into Research Facility A since that player
draw a Faction card on that turn.)
front-line or to get into position for your next turn.
controls all of these territories. Purple only went
emember that Mobile Teleporters connect
through their own territories since Archive 99-04,
two normally separated territories as long
Archive 99-03, and Research Facility A
as they match.
are “connected.”
(One unit must always be left behind)
• Maneuvering units is optional.
In this game of “Strategic Conquest,” you are battling for galactic supremacy. To win, you must launch daring attacks, defend yourself
on all fronts and boldly sweep across entire battlefields. But remember, the dangers, as well as the rewards, are high. Just when your
goal is within your grasp, an opponent might strike and take it all away!
• T able talk, including alliances, threats, coercion, pleading,
and backstabbing are not only allowed, but also encouraged.
great way to begin Risk: HALO Legendary Edition is by
playing SLAYER game mode.
• Defensive dice rolls win ties.
• If playing SLAYER, or TEAM SLAYER, remember to keep
Faction cards separated in 3 decks.
• Once someone uses a Faction card, it is placed in one of 3
separate discard piles to the side of the battlefield.
• When the last card is drawn from a Faction card deck, that
Faction’s discard pile is shuffled and becomes the new deck
for that Faction.
• Regardless of who placed the Mobile Teleporters, all players
may travel through it. However, Mobile Teleporters only
teleport units to their matching token.
• Every territory must always have at least one unit
occupying it.
• At the end of your turn, you cannot accomplish a
Campaign card AND collect a Faction card. You must choose
one or the other.
• Heroes receive a plus 1 bonus (for both attack and defense)
to the highest die rolled when they are engaged in battle.
• Heroes do not represent a unit themselves, but move with
supporting units. Likewise, Heroes cannot maneuver from
one territory to another on their own.
• The number of a player’s Faction cards is public knowledge,
though the contents are not.
• Heroes must move with invading units after conquering
a territory if their attack bonus was used.
hen a player eliminates another, they gain their Faction cards.
However, players are unable to use the abilities and can only use
the skulls toward reinforcements.
• Heroes are defeated when the last unit in a territory is
eliminated. If defeated, Heroes may be redeployed (in a
territory you control) at the start of the players next turn.
• Protect your Base since you cannot win any game play modes
unless you occupy it with your units in all game modes.
• In TEAM PLAY, teams combine successful Campaign cards
to achieve victory.
n invasion is an attack from one territory to another.
A turn may consist of multiple invasions.
• There are no points for second place.
We will be happy to hear your questions or comments about this game:
Write to: USAOPOLY Customer Service 5607 Palmer Way, Carlsbad, CA 92010
Tel: 1-888-876-7659 (toll free)
email: [email protected]
USAOPOLY is a trademark of Usaopoly, Inc. ©2012 Hasbro. All Rights
Reserved. ™ & ® denote U.S. Trademarks. © 2012 Microsoft Corporation.
All Rights Reserved. Microsoft, 343 Industries, the 343 Industries logo, Halo,
the Halo logo, Xbox, Xbox 360, and the Xbox logos, are trademarks of the
Microsoft group of companies.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF