FIELD GUIDE
THE GAME OF STRATEGIC CONQUEST
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RISK HW Rules V1a.indd 2-3
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Created & distributed by USAOPOLY, Inc.
Halo Wars Collector’s Edition
3-5
PLAYERS
FIELD GUIDE
AGES 12+
2/19/09 2:44:12 PM
OVERVIEW OF COMPONENTS
INTRODUCTION:
After 5 years of brutal conflict between Humanity and the alien civilization that calls
itself the Covenant, the human populated colony-world of Arcadia becomes a pivotal
battleground as the destructive war rages on.
• Game board • 7 Dice • Deck of 42 Cards
This special edition of RISK allows you to command your army to determine the fate of
Arcadia. Choose to lead one of three factions: the United Nations Space Corps (UNSC),
humanity’s brave defenders; the Covenant, a mighty conglomerate of warlike species;
or the Flood, a sentient parasite that is focused on infecting everything in its path.
Who will win the battle to control Arcadia?
Basic Training is designed as an introductory version of RISK: Halo Wars.
It is highly recommended to play this version until you are comfortable
with the rules then move on to the Command Room version.
YOUR GOAL
GETTING STARTED
Be the first player (or team) to
•Familiarize yourself with the game contents
by reading the OVERVIEW OF COMPONENTS.
be in control of your base. This is not
about global domination. Review the
Achievements before you start play.
CARDS
Arcadia is divided
into 42 territories,
which are grouped
into sectors:
Avalon (red),
Pacifica (blue),
Lemuria (green),
Mu (yellow),
Caledonia (purple)
and Eire (orange).
ARMIES
BASES
Each player will control an army of one color.
Each player will have
one base in one of their
territories. Bases are
important to hold.
Bases cannot be moved
during game play.
UNSC Marine = 1 Unit
Scorpion
Tank =
3 Units
ON YOUR TURN
Grunt = 1 Unit
3
After you are finished attacking, collect one Achievement if
you are eligible (read ACHIEVEMENTS & REWARDS).
4
Maneuver your armies/units and draw a card if eligible
(read ENDING YOUR TURN).
WINNING
The first faction to complete their Achievements
and have control of their base wins the game.
2
RISK HW Rules V1a.indd 4-5
Wraith =
3 Units
Arbiter = Leader
Infection form = 1 Unit
FLOOD
Then you attack your enemies
(read HOW TO ATTACK).
COVENANT
At the start of every turn, you deploy reinforcements
(read HOW TO DEPLOY REINFORCEMENTS).
2
Defense
Dice
Bonus
Bonus
Attack Die Defense Die
There is one card for each territory
on the board. Each card has the
name and picture of the territory and
1 or 2 skulls.
Some territories are adjacent to each other, meaning they either
share a border or have a sea-line connecting them.
Spartan = Leader
1
and defending territories.
Attack
Dice
•Set up the board and all the pieces as shown
in the HOW TO SET UP BASIC TRAINING section.
•Each player rolls a die. High roller chooses a
faction. Players then, in descending die
order, choose the remaining factions
You use the dice when attacking
• 5 Leaders • 15 Colonies • 5 Bases • Parts sheet
UNSC
complete military Achievements and
• 2 UNSC Armies • 2 Covenant Armies • 1 Flood Army
GAME BOARD
BASIC TRAINING
DICE
CONTENTS
Covenant
Command
Center
UNSC
Firebase
Flood ProtoGravemind
COLONIES
Colonies will be placed on the board into different
territories. If you control a territory that contains a
colony, you control that colony. The number of colonies
you control is added to the number of territories you
control when deploying reinforcements and they are
also important to attaining some Achievements.
Arcadian Colony
ACHIEVEMENTS
REWARDS
Achievements are military goals
that players will try to attain.
Rewards are linked to
Achievements, once attained,
they give a bonus to your
armies. Rewards are used only
in the Command Room version
of the game.
Carrier
Form =
3 Units
Juggernaut = Leader
3
2/19/09 2:44:45 PM
HOW TO SET UP BASIC TRAINING
ATTENTION!
Turn Order:
1 UNSC (Green)
2 Covenant (Purple)
3 UNSC (Gold)
4 Covenant (Blue)
Set up the board as shown in the appropriate chart: (3 player, 4 player or 5 player)
With 4 or 5 players, RISK: Halo Wars becomes a team game (read TEAM PLAY).
1
2
Place all 15 Colonies as designated by the chart.
3
Place the designated Achievements on the game board that
correspond to the chart.
4
The first player places their Leader in one of their territories. Other
players do the same in descending turn order based on their dice roll.
3
2
2
= Colony
3
2
1
3
Turn Order:
1 Flood (Red)
2 UNSC (Green)
3 Covenant (Purple)
Covenant (Purple) player
starts with one card.
4
= Base
1
1
3
4
Heroic Achievements:
• Control Eire
• Control Mu
• Control Pacifica
• Take Over 4 Colonies
in 1 Turn
3
PLACE COLONIES
Legendary Achievements:
• Take Over 10 Territories in 1 Turn
• Control 2 Enemy Bases
• Control 18 Territories
• Control 2 Complete Sectors
Place colonies in the following territories:
•
•
•
•
•
2
1
1
3
3
1
2
2
2
2
1
4
2
1
Legendary Achievements:
• Take Over 10 Territories in 1 Turn
• Control 2 Enemy Bases
• Control 18 Territories
• Control 2 Complete Sectors
Achievements required for Victory:
Any combination of 3 and control of your base
at the end of your turn.
4
RISK HW Rules V1a.indd 6-7
= Amount of units
1
PLACE ACHIEVEMENTS
Heroic Achievements:
• Control 8 Colonies
• Control Eire
• Control Mu
• Control Pacifica
UNSC (Gold) and
Covenant (Blue) players
each start with one card.
1
2
3
1
1
1
2
PLACE COLONIES
Place colonies in the following territories:
•
•
•
•
•
Skerries
Academ
Pirth
Kintyre
Abaskun
•
•
•
•
•
Sarai
Petra
Kish
Persepolis
Carthage
•
•
•
•
•
Canopus
Rungholt
Poolesville
Birka
Dunwich
Skerries
Academ
Pirth
Kintyre
Abaskun
4
3
4
3
2
3
1
2
2
1
1
3
3
3
2
5
PLACE ACHIEVEMENTS
Legendary Achievements:
• Take Over 10 Territories in 1 Turn
• Control 2 Enemy Bases
• Control 18 Territories
• Control 2 Complete Sectors
Achievements required for Victory:
UNSC Team - 4 Covenant Team - 4 Flood - 3 and each team’s
base(s) must be under team control at the end of their turn.
1
2
3
3
2
Canopus
Rungholt
Alpha
Birka
Dunwich
2
2
4
2
4
2
= Base
Heroic Achievements:
• Control 8 Colonies
• Control Eire
• Control Mu
• Control Pacifica
•
•
•
•
•
4
3
3
1
= Colony
Sarai
Petra
Kish
Persepolis
Carthage
4
5
4
2
•
•
•
•
•
2
2
4
Turn Order:
1 Flood (Red)
2 UNSC (Green)
3 Covenant (Purple)
4 UNSC (Gold)
5 Covenant (Blue)
2
2
1
3
2
4
2
4
= Amount of units
= Colony
4
3
1
2
PLACE ACHIEVEMENTS
3
4
3
2
2
= Base
1
2
2
2
5
Achievements required for Victory:
UNSC Team - 4 Covenant Team - 4 and each team’s
bases must be under team control at the end of their turn.
1
2
3
3
3
2
2
2
3
1
2
2
2
1
2
1
= Amount of units
Place all units designated by color, using the chart that corresponds
to the number of players.
4
5
1
1
4
2
3
4
UNSC (Gold) and
Covenant (Blue) players
each start with one card.
SETTING UP THE GAME BOARD
1
4
2
2
1
1
3
PLACE COLONIES
Place colonies
• Skerries
• Academ
• Pirth
• Kintyre
• Abaskun
in the following
• Sarai
• Petra
• Kish
• Persepolis
• Carthage
territories:
• Magna
• New Pompeii
• Poolesville
• Birka
• Rungholt
5
2/19/09 2:45:00 PM
HOW TO DEPLOY REINFORCEMENTS
Any sector bonus(es)
3
Number of bases you control
4
Units gained from turning in cards
Blue controls 5 territories
and no colonies at the
start of his turn. 5 divided
by 3 is 1. However, you
never deploy fewer than
3 units, so Blue deploys
3 units.
If you control every territory within the
sector, then you control the sector. The
chart next to the sector shows how many
units you deploy. Add these units to the
reinforcement pile from step 1.
AVALON
1
6
4
CALEDONIA
1
LEMURIA
3
1
2
3
2
2
4
2
1
4
1
2
2
2
2
1
2
PACIFICA
2
1
3
3
1
1
EIRE
1
MU
Purple controls Avalon. In addition to
the units deployed from territories and
colonies, Purple also deploys 2 units
for controlling Avalon.
4
1
1
1
2
3
2
Yellow controls Mu and Lemuria. In
addition to the units deployed from
territories and colonies, Yellow deploys
8 units for controlling these 2 sectors
(5 for Mu and 3 for Lemuria).
BASES
Gather one unit for every base you control, including
your own. Add these units to the reinforcement pile
from steps 1 and 2.
CARDS
How you get cards is explained in the
ENDING YOUR TURN section.
The territories on the cards are irrelevant
when deploying reinforcements
6
RISK HW Rules V1a.indd 8-9
The defender chooses how many units will
defend – 1 or 2 units.
3
Each 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.
4
Both 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 wins ties.
5
The loser removes a unit from the territory.
6
Compare your second highest die. The loser
removes one unit.
7
If there is no die to compare yours to, meaning
you rolled 1 or 2 more dice than your opponent,
then ignore that die/dice.
He turns in all 3 cards (4 skulls) to
deploy 7 reinforcements.
DEPLOYING
UNITS
After assembling your
reinforcement units,
deploy ALL of them
into territories that
you control. You can
choose to put all of
these units into one
territory or spread
them out across your
territories.
LEADERS
Leaders 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. Leaders must
always move with a unit.
PIRTH
You may attack again if you like and are
able, either between the same territories
or between new ones.
You eliminate another player if
you defeat his/her last unit on
the board. This player is now
out of the game. As a reward,
you get all of that player’s
cards (if he/she has any). Add
these to your hand. Leave the
defeated player’s base on the
board.
1
1
Gold has 3 units in Pirth and wants to
attack Slane. He sends 2 units into
Slane. He cannot send all 3 since one
unit must stay behind.
Blue is defending Slane
and has 3 units. He can
only send 2 out to battle.
Defence Dice
1
Attack Dice
1
SLANE
1
SKERRIES
3
1
3
3
Red has 10 units in Skerries and sends 3 units to attack Slane. (Red
cannot send more than this, since a maximum of 3 units can attack at
a time.) Blue defends with 2 units.
Red rolls three dice, one for each attacking unit, and Blue defends with
2 dice. Red’s highest die, a 6, is higher than Blue’s highest die, a 5.
Blue removes a defending unit. Blue and Red’s second-highest dice are
a tie. Since defenders win ties, Red removes an attacking unit. Red’s
last die, a 3, is not used since there is no defending die to compare it to.
Juggernaut
Arbiter
1
SLANE
1
Spartan
IF THE DEFENDER STILL HAS
UNITS IN THE TERRITORY:
ELIMINATING
ANOTHER PLAYER
Cards have one or two skulls. If you have
cards containing 2 or more skulls you may
choose to turn in some or all of them to
deploy more units. The number of skulls
determines how many units you get. You may
turn in 2 to 10 skulls. Refer to the chart on
the board to see how many units you get for
a set of cards. Add these units to the
reinforcement pile from steps 1, 2 and 3.
Green has 3 cards containing a total
of 4 skulls at the start of his turn.
1 BASE = 1 UNIT
1
Choose 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 the enemy territory.
2
3
2
1
5
2
1
2
If you control
Lemuria you
deploy 3
bonus units.
SECTORS
TERRITORIES
AND COLONIES
Green controls a total
of 13 territories and
colonies at the start of
his turn. 13 divided by
3 is 4. Green deploys
4 units.
SECTOR BONUS(ES)
1
1
FL
OO
D
2
On your turn, you can attack adjacent enemy
territories in an attempt to take them over.
Attacking is optional.
UN
SC
Count the number of territories and colonies
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.
The number of territories and colonies
you control divided by 3
1
ATTACKING
TERRITORIES AND COLONIES
The number of reinforcements you deploy at
the start of your turn is a sum of the following:
CO
VE
NA
NT
ATTENTION!
HOW TO ATTACK
If your Leader is present in an
attacking territory, you may
engage your Leader in battle.
You must declare that your
Leader is “IN” prior to rolling
your dice. If you do, you will
gain a +1 Bonus to your highest
attack die. The +1 Bonus also
applies when a Leader is
present in a defending territory.
If your Leader is attacking
or defending and your
highest roll loses, your
Leader is removed from the
board with one unit. At the
end of the current player’s
turn all removed Leaders are
re-deployed to any territory
controlled by their
corresponding army.
IF THE DEFENDER HAS NO
MORE UNITS IN THE TERRITORY:
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. Remember you must leave at least
one unit behind - no territory can ever be abandoned.
SLANE
SKERRIES
Red attacks Blue’s one defending
unit in Slane from Skerries,
sending in 3 units. Red wins the
battle and moves his 3 attacking
units into Slane. He then moves
five additional units from Skerries
into Slane. He must leave at least
one unit behind.
7
2/19/09 2:45:32 PM
ACHIEVEMENTS & REWARDS
ENDING YOUR TURN
ATTENTION!
HOW TO COLLECT
ACHIEVEMENTS
After you finish attacking, look at the Achievements that
are face-up on the board. If you have completed one of
these during your turn, you may take that Achievement and
place it in front of you. Do not put a new Achievement on
the board. As the game goes on, fewer Achievements will
be available.
If you are eligible for more than one Achievement on your turn, you
choose one - a player can only collect one Achievement on a turn.
At the end of your turn, you do two things:
Once an Achievement is taken, it does not change hands unless a
player is eliminated. If you eliminate another player you take that
player’s Achievements in addition to any cards that player has.
• Maneuver Units. • Draw a Card (maybe).
HEROIC ACHIEVEMENTS
MANEUVER UNITS
Maneuvering units is optional.
Control all 7
territories in Mu.
Control all 9
territories in Eire.
Control all 12
territories in
Pacifica.
Control at least 8
colonies. In team
play, colonies are
not combined
between teammates.
Control at least 1
enemy base. You
do not need to be
in control of your
own base.
Take control of 4
colonies in one
turn, that you did
not control at the
start of the turn.
LEGENDARY ACHIEVEMENTS
KINTYRE
Take 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.)
Territories are “connected” if all of the territories
in between are also controlled by you. You cannot
pass through enemy territories.
Take over at least
10 territories that
you did not control
at the start of your
turn.
REWARDS
Control at least 2
enemy bases. You
do not need to be
in control of your
own base.
Control at least 18
territories anywhere
on the board.
HEROIC REWARDS
Control at least 11
colonies. In team
play, colonies are
not combined
between teammates.
This is not an attack; it is simply a movement
from one of your territories to another in order to
protect your front line or to get into position for
your next turn.
At the end of your turn, you can maneuver units from Iona
through Kintyre and into Avaris since you control all of these
territories. Since you only went through your own territories,
Iona and Avaris are “connected”.
Take one guaranteed card at the end of each turn
beginning with the turn that you’ve earned the
Reward. You can only take one card per turn.
Take a starting
unit maneuver
at the beginning
of each turn. You may
do this after you have placed your
reinforcements and before your
first attack.
If you eliminate a player you do not get that player’s Rewards.
Those are eliminated with the player.
LEGENDARY REWARDS
Take the Cannon token and immediately
place it onto any territory you control. As long as
you have your Cannon, you add 1 to your highest die
roll for any battle waged in that territory or any adjacent
territory. This works on attack and defense. If you lose control of the
territory containing the Cannon, then the Cannon is destroyed (but you
keep the Achievement that it came with). Two Cannons cannot be
combined in one territory. (When a Leader is present in a territory with a
Cannon add 2 to your highest die roll.)
RISK HW Rules V1a.indd 10-11
Take control of a
sector where you
did not control any
territory at the start
of the turn.
IONA
(COMMAND ROOM ONLY)
In the Command Room version of this game, collecting an Achievement
lets you also collect the Reward on top of it.
8
Control every
territory on 2
different sectors.
AVARIS
Take an
additional
unit maneuver
at the end of each
turn, beginning with the turn
that you’ve earned the Reward.
This
Cannon
works
the same as
the Heroic Reward Cannon.
Add an
additional
two units
each turn when
deploying reinforcements.
Take the bonus attack die. When
attacking, you now roll the bonus attack
die in addition to the normal black dice.
After rolling, replace the lowest black die with
the bonus attack die (unless the bonus attack die is the
lowest) and re-order the dice as necessary.
DRAW A CARD
If you conquered at least 1 enemy territory on
your turn, then you get 1 card. Draw it off the
top of the deck and add it to your hand. It
doesn’t matter if you conquered 1 territory or
40 territories, you only get 1 card.
If you collect an Achievement, you cannot draw a
card on that turn.
If there are no more cards in the deck, shuffle
the discard pile to make a new deck.
Take the bonus defense die. When
defending, you now roll the bonus
defense die in addition to the normal green
dice. After rolling, replace the lowest green die
with the bonus defense die (unless the bonus defense die is
the lowest) and re-order the dice as necessary.
9
2/19/09 2:46:04 PM
TEAM PLAY
COMMAND ROOM
OVERVIEW
OWNERSHIP OF TERRITORIES
With 4 or 5 players, RISK: Halo Wars becomes a
team game – UNSC and Covenant players win or
lose as a team, not as individuals. The Flood plays
on their own.
Although the armies work together, they set up on their
own territories and may not share territories. You CANNOT
attack your teammate. However, during the game you may
be able to take over command of territories controlled by
your teammate (read TRANSFER OF COMMAND).
YOUR GOAL
GETTING STARTED
Be the first player (or team) to complete military
Achievements and be in control of your base.
Familiarize yourself with the materials by reading the
OVERVIEW OF COMPONENTS section.
Familiarize yourself with the rules in BASIC TRAINING.
Playing a game of BASIC TRAINING will make this game
easier to play.
GAME SETUP
END OF TURN MANEUVER
SECTOR BONUS(ES)
Place Colonies:
You may count all territories controlled by your
faction as “connected” when maneuvering units.
However, when maneuvering units through your
teammate’s territories, you must end your
maneuver on a territory that YOU control.
When an entire sector is controlled by one team, that
sector qualifies for corresponding Achievements;
however, in order to collect the sector unit bonus(es),
the sector must be controlled entirely by an individual
player.
Place Achievements:
Draw 15 random territory cards and place one colony
on each territory. Reshuffle all the cards.
Shuffle all the Achievements and randomly place
4 Heroic and 4 Legendary, face up on the board.
Return the remaining 4 to the box.
Place Rewards:
TRANSFER OF COMMAND
After placing reinforcements at the beginning of your turn
you may ask your teammate if you can take over command
of one of his territories. There are certain restrictions to this:
• Your teammate 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.
If there is a territory with only one unit on it and your teammate
agrees to give up command of it, then you may replace that one
unit with one unit of your own color. Return the replaced unit to
its reserves. You now have command of the territory. This is
useful in team play to keep from being blocked by a teammate
as well as acquiring sector bonus(es).
Shuffle all the Reward tokens. Place one Heroic
Reward face down on each Heroic Achievement.
Place one Legendary Reward face down on each
Legendary Achievement.
Count Units:
Count starting units, according to the number of players.
3 PLAYERS: 30 Units per player
4 PLAYERS: 25 Units per player
5 PLAYERS: UNSC & COVENANT 20 Units per player
Flood starts with 30 Units.
UNSC vs COVENANT
Turn Order:
After determining teammates and choosing
factions each player rolls one die. Whoever
rolls highest secures the first turn. The higher
roll of the opposing teammates goes second
(roll off if there is a tie). Teammates CANNOT
go in successive turn order unless a player is
eliminated later in the game.
When playing with 5 players the Flood always goes first. Determine
who will play as the Flood and who will be teammates. Next, choose
factions for the remaining 4 players. Whoever rolls highest secures
the first turn. The higher roll of the opposing teammates goes second
(roll off if there is a tie). Teammates CANNOT go in successive turn
order unless a player is eliminated later in the game.
Starting Units:
Each player starts with 25 units.
Flood starts with 30 units.
UNSC and Covenant teammates start with 20 units each.
Starting Cards:
Starting Cards:
Third and fourth players start with one card each.
Winning the game:
Victory is rewarded to the first Team to complete
any 4 Achievements and have their teams’
bases under team control at the end of their
turn. The Achievements may be completed by
any combination between the teammates, as
long as they add up to 4. If a teammate is
eliminated, only the base of the remaining
player needs to be under control, combined
with 4 Achievements for victory.
10
RISK HW Rules V1a.indd 12-13
Drawing Cards:
Flood takes 2 CARDS at the end of each turn if at least one territory
was conquered. Additionally if “Guaranteed Card” Reward is attained
by the Flood, that becomes 2 Cards as well. UNSC & Covenant teams
take only one card when eligible to take a card.
Winning the game:
Team victory is rewarded to the first Team to complete any 4 Achievements
and have their bases under team control at the end of their turn.
Flood victory is rewarded when any 3 Achievements are completed while
having control of their base at the end of their turn.
Claim Remaining Territories:
When it gets back to the starting player, that player now puts a
starting unit into an empty territory and play continues clockwise.
Eventually, all 42 territories will be claimed. (Some players may
control one more territory than others.)
Reinforce Territories:
3 & 4 PLAYERS: The next player reinforces a territory by placing one
starting unit into a territory controlled by that player. Reinforcing
continues clockwise until everyone’s starting units have been placed.
5 PLAYERS: UNSC & Covenant team players reinforce territories with
one unit per turn and The Flood player reinforces territories with
2 units per turn, until everyone’s starting units have been placed.
Place Leaders:
STARTING THE GAME
•
•
In 4 Player games the third and fourth
players start with one card.
In 5 Player games the fourth and fifth
players start with one card.
Starting Units:
Fourth and fifth players start with one card each.
3 PLAYERS: Each player rolls one die. Whoever rolls highest takes
control of their first territory by taking their base and one of their
starting units and placing them onto an empty territory. Play then
passes clockwise. The next player then places a base and unit into
an empty territory, claiming that territory and so on.
4 & 5 PLAYERS: (See TEAM PLAY for turn order)
The starting player now places his Leader onto a territory in his
control. Remaining players place their leaders clockwise until
everyone’s Leaders have been placed.
UNSC vs COVENANT vs FLOOD
Turn Order:
Place Bases:
ST
WORLD CONQUE
version of the
To play an updated
of Global
classic RISK game
stop when one
t
Domination, do no
tes 3
player/team comple
ead play until
Achievements. Inst
ntrols all of the
one player/team co
yer/team is the
territories. That pla
winner.
ON YOUR TURN
1
At the start of every turn, you deploy reinforcements
(see HOW TO DEPLOY REINFORCEMENTS).
2
Then you attack your enemies (see HOW TO ATTACK).
3
After you finish attacking, if eligible, you may collect
one Achievement (see ACHIEVEMENTS & REWARDS).
4
Maneuver your units and draw a card, if eligible
(see ENDING YOUR TURN).
WINNING
3 PLAYERS: Complete 3 Achievements and control
your base at the end of your turn.
4 PLAYERS: Team completes 4 Achievements and
controls team bases at the end of their turn.
5 PLAYERS: Team completes 4 Achievements and
controls team bases at the end of their turn OR the
Flood completes 3 Achievements and controls its
base at the end of its turn.
11
2/19/09 2:46:12 PM
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