Risk: Deep Space
Risk: Deep Space Rulebook
Table of Contents
Table of Contents
Components
Gameboard, 128 plastic Recruits, 20 plastic Bases, 36 Action cards, 31 Gem tokens, 31 Ore tokens, 2 Force Field tokens, 3 Space Dog tokens, 2 planet covers, 2 dice.
Get Ready!
The first time you play, pop out the planet covers, Gem tokens, Ore tokens, Space Dog tokens, and Force Field tokens from their sheet.
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Each player chooses their color forces and takes:
- 32 Recruits
- 5 Bases
Any colors not in use go back in the box.
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Place three Recruits on your matching Home Station. Keep your remaining Recruits and Bases off the board for now.
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Give each player:
- 2 Gem tokens
Keep the remaining Gem and Ore tokens, as well as the Space Dog and Force Field tokens, in piles by the board.
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Shuffle the Action card deck and deal each player two cards faceup. Keep the remaining cards in a deck facedown by the board.
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For a 2-player game, cover either pair of opposing corner planets with the planet covers. These planets are now Deep Space. You cannot stop on them, but you can travel over them to reach other planets! Traveling over a planet cover doesn't cost a movement.
Each player rolls the dice. Whoever rolls highest goes first, and play moves to the left.
Let's Play!
On Your Turn
If you start your turn with less than two Action cards, draw from the deck until you have two!
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Mine
If you have at least two Recruits on one planet, you can choose to mine one Gem or one Ore from that planet. You can mine from more than one planet on a turn. However, you may only mine at the beginning of your turn, before you do anything else.
NOTE: On your first turn, you won't be able to mine because all of your Recruits will be on your Home Station!
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Recruit
You may pay one Gem to gain a single Recruit. Spend as many Gems as you'd like to gain as many Recruits as possible.
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Now, if you can, do as many or as few of the following actions as you want in any order:
Move
You are allowed up to two movements per turn. You can choose to use only one move, or none, on a turn.
You can move an individual Recruit or you can move a Crew, which is a group of Recruits. Both actions shown to the right count as a single movement. There is no limit on how big that Crew can be!
Recruits may only move to planets connected to the planet they are currently on (unless an Action card allows otherwise). You may not move onto another player's Home Station, or back onto your own.
You may pay one Gem to pass through the middle of the board and quickly reach one of the four planets connected to the center.
If you move to a planet occupied by an opponent's Recruit(s), you must stop immediately and battle! See "Battle" for details.
You don't have to use your two movements in succession; for example, you can move a Crew of three to a planet, build a Base, and then move that Crew to another planet.
Build a Base
To build a Base, you must have three Recruits on the planet where you wish to build. Pay three Ore tokens, and place your Base on that planet.
Battle
This planet's not big enough for the both of us! When you advance onto an occupied planet during your turn, you must immediately stop and battle until just one player's Crew is left standing. In a battle, the Crew that moved onto the planet attacks and the Crew originally on the planet must defend. Ready your dice!
- You and your opponent each roll one die. Attacking Crew rolls first. The higher roller wins the dispute. If there's a tie, victory goes to the defending Crew.
- For every loss, you must remove one of your Recruits from that disputed planet from the board. Place defeated Recruits in your off-board pile.
- When someone runs out of Recruits to battle with, they lose. The player who successfully defeats all of their opponent's Recruits will then occupy that planet.
- Whether they win or lose the battle, the attacking player gets to complete their turn.
Action Cards
Each player is dealt two Action cards at the start of the game. Some Action cards can only be used during your turn, while others can be used during other players' turns. Read your card to know when to play it.
The card icons mean:
- An Action card that can be used when a player tries to battle you is marked "You can use this card when a player tries to battle you!"
- "This is free to play." (no cost)
- "This means pay a Gem." (gem icon on the card)
- "This means pay with a Recruit from the board." (Recruit icon on the card)
Action Card Text
- Tractor Beam (you can use this card when a player tries to battle you): Catch those invaders and send them back! When an opponent invades a planet you occupy, move their Crew back to the planet they came from. The other player does not regain their lost movement.
- Energy Boost (free to play): There's nothing like those space-travel energy drinks. You may move past an occupied planet without battling.
- Bribe a Rival (pay a Gem): There are no laws in space. Pay one Gem to any opponent and remove two of their Recruits from any planet directly connected to a planet you occupy. Add two Recruits to your Home Station.
- Air Leak (pay with a Recruit from the board): Someone "forgot" to lock the Base door... Time to evacuate! During battle, remove three opponent Recruits and one of your own Recruits from the planet you are on.
- Mail from Mom (the cost icon is printed on the card's top-left corner): Aww, no cheesy puffs this time?! Look through the first three cards in the Action deck and choose one card. Place the remaining two cards back in the deck.
Space Dog, Paw!
Who's the goodest boy in the galaxy? When you draw this card, you can pay one Gem to activate a Space Dog. Discard the Space Dog card and place a Space Dog token on any planet where you have Recruits. Space Dog does not classify as a Recruit. He's just here to battle. When you enter battle, add +1 to your dice rolls. On your first defeat while battling with Space Dog on your side, remove the Space Dog token from the board instead of a Recruit.
- You have to activate the card before a battle begins in order to utilize Space Dog! If an opponent attacks you, you can't activate Space Dog in the middle of the battle.
- If you win the battle undefeated, the Space Dog token stays on the board and can move to other planets as part of a Crew. If another player uses an Action card to wipe out the Crew that Space Dog is traveling with, move the Space Dog token to another one of your Crews on the board. If you have no Recruits on the board, move Space Dog to your Home Station and have him travel with the next Crew that leaves the Station! Space Dog can only be removed from the board if you lose a round in battle.
Good Space Dog (Action Card)
Who says you can't teach a 467-year-old dog new tricks?! When you battle, place the Space Dog token on that planet. Add +1 to your dice rolls in battle. Upon your first defeat, you must remove the Space Dog token from the board instead of a Recruit.
At the beginning of your turn, you can choose to discard both of your Action cards in exchange for a new Recruit. Place that new Recruit on your Home Station.
Win
In a 3-4 player game, the first player to build four Bases wins!
In a 2-player game, the first player to build five Bases wins!