Instructions
Choose to play either as a Decepticon or Autobot, and your opponent or opponents choose likewise. The Decepticons are the evil Transformers and the Autobots are the good Transformers.
Choose one of four commanders for your side, either Decepticons or Autobots. The four commanders to choose from are: Megatron, Barricade, Bumblebee and Optimus Prime. These commanders are like "hero" units and use an eight-sided die rather than the six-sided die to determine damage or evasion in a battle.
Take turns with your opponent or opponents placing your thirty units, or "operational robots", in one of the 42 zones of the map of Cybertron. The countries and provinces of Risk have been replaced with zones in Transformers Risk.
Pick a Reference Card when you and your opponent have placed all of your drones. The Reference Card simply explains the different phases of play in each turn. There are six total rounds in the game. At the end of six rounds, the player controlling the most zones wins. You control a zone by having a robot occupy it.
Initiate the first round of play by letting the youngest player take his or her turn, which consists of five phases. Place your robots, if you have any to place. Morph your hero or leader unit into either vehicle or robot mode, which gives different abilities according to the Reference Card. Then attack your opponents, rolling the black die for attack and the white die for defense. Roll the amount of die equal to the number of robots you attack with. For example, if you attack a zone with three robots, roll three die. Your opponent rolls die equal to the number of robots he's using for defense. The player with the highest single die wins. The loser removes one robot to his "scrapheap," where the unit can no longer be used. You can play an Upgrade Card during combat to give bonuses to your attacking or defending units. When combat is over, pick an Upgrade Card and let someone else begin their turn.
Repeat Step 5 until every player has played their turn. This ends a single round. Re-initiate turn-taking until six rounds have been played. The player with the most zones at the end of six rounds wins.