Use in GameEdit

In Risk, Cards are traded in for extra troops at the start of a players turn. The picture on the card (Infantry, Calvary or Artillery) determines how many extra troops a player receives. Cards must be used at the start of a player's turn, before they begin to attack.

Gaining Risk CardsEdit

In normal Risk, you gain a risk card if you succeed in capturing a territory during your turn. In Star Wars Risk, you gain a card for gaining a territory from each player (colour). For example, in standard Risk, if Green conquers a territory from red, blue and black, green receives 1 Risk Card. In Star Wars Risk, if the Empire takes a territory from the Rebels and the Hutts, the Empire will receive two cards.

Other UsesEdit

In Star Wars Risk, cards can be used in a number of ways. For example, in Star Wars Original Trilogy Edition, cards can be used in a number of ways to either boost a player's attack, or to improve their defence. Cards have the ability to add reinforcements to a planet, add 1 or 2 to a dice roll, and to crush enemy troops.

Cards in Star Wars Risk can also be traded in for ships. [See: List of Ships in Star Wars Risk]. Ships are used to the advantage of the owner, by either letting a player re-roll a one, adding 1 to the highest die, or giving a player the ability to use an 8-sided dice.

See alsoEdit