Esos enlaces no son de la version Trilogy, te llevan a las edicion Risk Señor de los Anillos y Expansion Gordor Mordor.:
http://boardgamegeek.com/boardgame/8107/risk-the-lord-of-the-rings-trilogy-editionLos reglamentos de El Señor de los Anillos de Hasbro Iberia y la edicion Trilogy son parecidos pero no exactamente iguales. En primer lugar porque para completar el primero tendras que comprar tambien la Expansion Mordor y Gondor, asi tendras tambien los territorios Sur de la Tierra Media que ya vienen en un solo tablero incorporados en la edicion Trilogy.
Por tanto si juegas la edicion Trilogy con sus reglas Trilogy son algo distintas, el juego en si ya tiene diferencias con respecto a las de la edicion en español, 64 cartas de territorio con respecto a 42, 60 cartas de aventura con respecto a 40, 2 comodines iguales en ambas..........
Si ya juntas la edicion en español y su expansion te asemejas mas pero siguen teniendo esas pequeñas diferencias. Cartas de territorio diferentes, una puede ser neutral en un juego y otra del Mal en el Trilogy, Ejercitos para nº de jugadores diferentes en mbas versiones, 1 batallon mas en cada fortaleza, 2 lideres en vez de 1, nº de cartas de territorio y nº de cartas de aventura para cada jugador distintos, maneras diferentes de conseguir una nueva carta de aventura, finalizar una Mision algo diferentes, camino del anillo distinto, modos de juego extra en el Trilogy, como ves, de iguales nada, tienen multitud de diferencias.
Listado de cartas de territorio en el Trilogy:
Esgaroth (neutral, C) | Gladden Fields (neutral, C) | Rhun Hills (neutral, B) | Druwaith Iaur (neutral, H) | Harondor (neutral, H) | Weather Hills (neutral, B) | Near Harad (neutral, B) | South Itilien (neutral, B) | South Downs (neutral, H) | Buckland (neutral, H) | Dunland (neutral, C) | Harad (neutral, C) | Carrock (neutral, C) | Old Forest (neutral, B) | Minhiriath (neutral, C) | Mithlond (neutral, C) | Enedwaith (neutral, H) | Evindim Hills (good, B) | Lebennin (good, B) | Angmar (neutral, C) | North Rhun (neutral, H) | West Rohan (good, B) | Vale of Erech (good, C) | Minas Tirith (good, B) | Lorien (good, H) | The Wold (good, H) | North Mirkwood (good, H) | Fornost (good, C) | Belfalas (good, C) | Rhudaur (good, B) | Gap of Rohan (good, C) | Andrast (good, C) | Anfalas (good, H) | The Shire (good, H) | Lamedon (good, H) | Lune Valley (neutral, B) | Eregion (neutral, B) | Harlindon (neutral, B) | Barad Dur (evil, H) | Eastern Mirkwood (evil, H) | Mount Doom (evil, H) | Dead Marshes ( evil, H) | Moria (evil, C) | Eastern Angmar (evil, B) | Fangorn (evil, H) | Umbar (evil, C) | Deep Harad (evil, C) | Udun Vale (evil, B) | Emyn Muil (evil, B) | South Mirkwood (evil, C) | Withered Heath (evil, B) | Minas Morgul (evil, B) | Borderlands (neutral, B) | Anduin Valley (neutral, B) | South Rhun (neutral, H) | Forlindon (neutral, C) | Ithilien (neutral, B) | Tower Hills (neutral, C) | Brown Lands (evil, C) | North Downs (neutral, H) | Gorgoroth (evil, B) | Forodwaith (neutral, H) | Nurn (neutral, H) | Khand (neutral, C) | Joker | Joker
Las cartas de aventura tampoco son iguales, es mas, encontraras mas cartas en el Trilogy que no existen en la version en español.
Adventure Cards:
Event Cards:
Play immediately- Appoint a second leader - Place a second leader in any territory you control. If you already have two leaders in play, then discard this card.
Play immediately- Winter Storms - Draw the top three territory cards. No player can invade into or out of these territories until the start of your next turn.
Play immediately- Raiders - Draw the top three territory cards. Half of the battalions in each of these territories are destroyed. Round any losses down. One battalion must always remain.
Play immediately- The Black Gates Open - If an evil force controls Udun Vale, that player receives 10 extra battalions there, otherwise the good player loses 2 battalions there. 1 battalion must always remain.
Play immediately- They've brought a Cave Troll - If an evil force controls Moria, that player receives 2 extra battalions there, otherwise the good force loses 2 battalions there. 1 battalion must always remain.
Play immediately- The Mustering of Middle-Earth - Draw the top 3 territory cards. Each of these territories receives 3 extra battalions.
Play immediately- Local Uprising - Draw a territory card and secretly look at it. When you control that territory, reveal the card and get 4 extra battalions on that territory.
Play immediately- Appoint a second leader - Place a second leader in any territory you control. If you already have two leaders in play, then discard this card.
Play immediately- Corsairs or Umbar - Until the start of your next turn, all seaborne invasions lose 3 battalions before they begin invading. 1 battalion must always remain.
Play immediately- The Entmoot - If a good force controls Fangorn, that player receives 2 extra battalions there, otherwise the evil force loses 2 battalions there. 1 battalion must always remain.
Play immediately- Appoint a second leader - Place a second leader in any territory you control. If you already have two leaders in play, then discard this card.
Play immediately- Aragorn Arrives - If a good force controls Minas Tirith, that player receives 10 extra battalions there, otherwise the evil force loses 2 battalions there. 1 battalions must always remain.
Play immediately- Appoint a second leader - Place a second leader in any territory you control. If you already have two leaders in play, then discard this card.
Power Cards:
Knife in the Dark - Play as the Fellowship attempts to leave a territory with no die roll. Force the Fellowship to roll a die score higher than three to leave the territory (1 point).
Violent Storms - Play after a seaborne battle is declared on one of your territories with a port. Destroy all attacking battalions in this battle, not this invasion (1 point).
Ambush - Play before invading a territory. Gain 3 extra battalions in the territory you are invading from (1 point).
Strategic Withdrawal - Play after an enemy declares an invasion on one of your territories. You may move all but 1 battalion from your invaded territory into an adjacent territory you control (1 point).
Black Sails - Play after declaring a seaborne invasion. Add 1 to your highest die roll for the entire invasion (1 point).
Boromir tries to seize the One Ring - Play as the fellowship attempts to leave a territory, after the die roll, if any. Force the fellowship to remain in the same territory until next turn (1 point).
Faramir finds the Ringbearer - Play after the fellowship rolls the die to leave a territory. Choose to either add or subtract 2 from the die roll (1 point).
Borne to Another Place - Play at the start of your turn. Move one of your leaders to any territory you control. The leader can then continue as normal (1 point).
Courage Alone Will Not Save You - Play after an enemy declares an invasion on one of your territories. Gain 4 extra battalions in the territory being invaded (1 point).
Shelob's Lair - Play after the fellowship rolls the die to leave Minas Morgul. Subtract 2 from the die roll (1 point).
Smeagol - Play after the fellowship rolls the die to leave a territory. Add 2 to the die roll (1 point).
You Shall Not Pass - Play at the start of your turn. Choose one bridge to block untill the start of your next turn. No battalions may cross without being accompanied by a leader (1 point).
A Balrog is come - Play when the fellowship attempts to leave Moria, after the die roll. Force the fellowship to remain in Moria until the next turn (1 point).
Dangerous Crossing - Play when the fellowship attempts to leave a territory with no die roll. Force the fellowship to roll a die and score higher than 3 to leave the territory (1 point).
Move by Night - Play after your last invasion for this turn. Make up to 3 extra redeplyments (1 point).
Gollum - Play when the fellowship attempts to leave a territory with no die roll. Force the fellowship to roll a die and score higher than 3 to leave the territory (1 point).
Grima Wormtongue - Play before invading a territory. Remove up to 2 battalions from the territory you are invading and add them to your invading territory. 1 defending battalion must always remain (1 point).
Captured by Orcs - Play after the fellowship rolls the die to leave Gorgoroth. Subtract 1 from the die roll (1 point).
The Enemy is at Hand - Play before invading a territory with a stronghold. The stronghold loses it's bonus for defence until the invasion is over (1 point).
You Shall Not Pass - Play at the start of your turn. Choose one bridge to block untill the start of your next turn. No battalions may cross without being accompanied by a leader (1 point).
Siege Machines - Play before invading a territory with a stronghold. The stronghold loses it's bonus for defence until the invasion is over (1 point).
Hunt for the Ringbearer - Play at the start of your turn. If you control the territory with the fellowship, place 4 battalions there, otherwise, move the fellowship forward 1 space. No die roll needed (1 point).
The Way is Under the Mountains - Play after declaring an invasion. Invade from one territory next to a mountain range into one other territory next to the same mountain range (1 point).
Grima Wormtongue - Play before invading a territory. Remove up to 2 battalions from the territory you are invading and add them to your invading territory. 1 defending battalion must always remain (1 point).
The Way is Under the Mountains - Play after declaring an invasion. Invade from one territory next to a mountain range into one other territory next to the same mountain range (1 point).
Mission Cards:
Brown Lands, Easterling Encampment - (evil) 2 battalions in Brown Lands(1 point). (good) 6 battalions in Brown Lands (2 points).
Gap of Rohan, Edoras - (evil, good) Draw 1 extra territory card at the end of your turn (2 points).
Harlindon, Harlond - (evil) Draw 1 extra territory card at the end of your turn (3 points). (good) Draw 1 extra territory card at the end of your turn (2 points).
Minhiriath, Tharbad - (evil, good) 4 battalions anywhere in Rohan (2 points).
Weather Hills, Weathertop - (evil) 2 battalions anywhere in Arnor (3 points). (good) 2 battalions anywhere in Arnor (1 point).
Balfalas, Dol Amroth - (evil, good) 2 battalions in any one port (2 points).
Lebennin, Pelargir - (evil, good) 5 battalions anywhere in Gondor (1 point).
Mount Doom, Mount Doom - (evil) 5 battalions in any territory (2 points). (good) 2 battalions in any territory (6 points).
Eastern Angmar, Mount Gundabad - (evil) 4 battalions anywhere in Arnor (1 point). (good) 4 battalions anywhere in Arnor (2 points).
Mithlond, Grey Havens - (evil) 4 battalions in Mithlond (2 points). (good) 2 battalions in Mithlond (2 points).
Lorien, Lothlorien - (evil, good) Draw 1 extra territory card at the end of your turn (2 points).
Fornost, Bree - (evil) 6 battalions anywhere in Arnor (2 points). (good) 2 battalions anywhere in Arnor (1 point).
Khand, Haradrim Encampment - (evil) 4 battalions anywhere in Haradwaith (1 point). (good) 2 battalions anywhere in Haradwaith (4 points).
The Shire, Hobbiton - (evil) 2 battalions anywhere in Eriador (4 points). (good) 2 battalions anywhere in Eriador (1 point).
Vale of Erech, Erech - (evil, good) Gather the Oathbreakers. Put 6 battalions on this card. Anytime you declare an invasion you may put these battalions in the territory you are invading from (1 point).
Forodwaith, Carn Dum - (evil, good) 2 battalions anywhere in Arnor (2 points).
Dead Marshes, Dagorlad - (evil) 2 battalions anywhere in Rhovanion (1 point). (good) 2 battalions anywhere in Rhovanion (4 points).
Esgaroth, Erebor - (evil) 2 battalions in Esgaroth (1 point). (good) 4 battalions in Esgaroth (2 points).
Ithilien, Osgiliath - (evil) 4 battalions anywhere in Gondor (1 point). (good) 2 battalions anywhere in Gondor (3 points).
Eregion, Gates of Moria - (evil) 4 battalions in Eregion (1 point). (good) 2 battalions in Eregion (2 points).
The Wold, Rauros - (evil, good) 2 battalions anywhere in Rhovanion (2 points).
North Mirkwood, Elven Halls - (evil) 1 battalion in any territory (2 points). (good) 2 battalions in any territory (2 points).