Full manual text

SETUP GUIDE
1 LEADERS
TAKE THE 4 LEADERS WITHOUT A
RECRUIT SYMBOL AND PLACE THEM IN
THE FACTION SHEET LEADER POOL
3 TOKENS
PUT THE TIMER MARKER ON 1
PUT THE REPUTATION MARKER ON 14
7 MISSIONS
FIND THE 4 STARTING MISSION CARDS
WITH THE ARROW SYMBOL
PUT THEM ASIDE
STAR WARS
REBELLION
RISE OF THE EMPIRE
8 DEPLOYMENT
EMPIRE DEPLOYS FIRST
3
3
8
2
1
4
2
12
AT LEAST 1 GROUND UNIT MUST BE PLACED IN EACH IMPERIAL SYSTEM.
UNITS CAN BE PLACED IN ANY SYSTEM THAT HAS AN
IMPERIAL LOYALTY MARKER OR SUBJUGATION MARKER
2 OBJECTIVES
SHUFFLE 4 RANDOM STAGE III OBJECTIVE
CARDS AND THE STAGE III "DEATH STAR PLAN"
OBJECTIVE CARD TOGETHER
4 TACTICS
PLACE THE GROUND TACTIC CARDS AND
THE SPACE TACTIC CARDS NEAR
THE FACTION SHEET
GATHER THE MISSION CARDS
WITH A STAR SYMBOL
TO CREATE THE PROJECT DECK
AND PLACE IT ON THE BOARD
MAKE THE MISSION DECK BY MIXING ALL
CARDS WITH A DARTH VADER SYMBOL,
A LEADER PORTRAIT, OR A DEATH STAR ICON
SHUFFLE MISSION DECK
1
4
1
PLACE IN 1 REMOTE SYSTEM
REMOVE SYSTEM PROBE CARD FROM GAME
PLACE A DEATH STAR ON
SPACE 3 OF THE BUILD QUEUE
SHUFFLE 4 RANDOM STAGE II OBJECTIVE
CARDS AND THE STAGE II "DEATH STAR PLAN"
OBJECTIVE CARD TOGETHER
PLACE ON TOP OF THE
STAGE III OBJECTIVE CARDS
III
II
5 ACTIONS
TAKE ALL THE ACTION CARDS WITH A
RECRUIT SYMBOL. SHUFFLE AND
PLACE NEAR THE FACTION SHEET
SUBVERSION
1
1
1
1
1
2
1
PLACE IN REBEL BASE AND/OR ANY SYSTEM
WITHOUT IMPERIAL UNITS
SHUFFLE 5 RANDOM STAGE I OBJECTIVE
CARDS.
PLACE ON TOP OF THE STAGE II OBJECTIVE
CARDS. PLACE THE OBJECTIVE DECK
ON THE BOARD
I
6 LOYALTY
REVEAL CARDS FROM THE PROBE DECK UNTIL
3 REBEL AND 5 IMPERIAL SYSTEMS HAVE
BEEN DRAWN
FINAL STEPS
9 REBEL BASE
10 DRAW CARDS
RETURN ALL UNUSED OBJECTIVE CARDS
TO THE BOX WITHOUT REVEALING THEM
FOR IMPERIAL SYSTEMS:
THE FIRST 2 ARE SUBJUGATED
THE OTHER 3 ARE LOYAL
REMOVE PROBE CARDS FROM GAME
OUT OF THE PROBE DECK, SELECT
A PROBE CARD AND SLIDE IT FACEDOWN
UNDER "LOCATION" AT THE REBEL BASE
DRAW 2 MISSION CARDS FROM THE DECK AND ADD THEM TO
YOUR 4 STARTING MISSIONS: THIS IS YOUR MISSION HAND
DRAW 1 OBJECTIVE CARD
PLACE A LOYALTY MARKER ON
EACH DRAWN REBEL SYSTEM
SHUFFLE PROBE DECK
DRAW 2 NON-RECRUIT ACTION CARDS, RESOLVE THEIR "IMMEDIATE"
EFFECTS REMOVE OTHER NON-RECRUIT CARDS FROM GAME
START GAME

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GAME PHASES
STAR WARS.
REBELLION
RISE OF THE EMPIRE

1 ASSIGNMENT
REBEL PLAYER GOES THROUGH
ASSIGNMENT FIRST.

YOU MAY PLAY ACTION CARDS
THAT TRIGGER DURING
THE ASSIGNMENT PHASE.

ASSIGN 1 OR 2 LEADERS PER MISSION.
LEADER(S) SKILL MUST MATCH OR
EXCEED MISSION SKILL REQUIREMENT.

IS HOW MANY DICE YOU ROLL
WHEN OPPOSED.

MISSION CARDS ARE PLACED
FACEDOWN IN FRONT OF YOU,
WITH THEIR ASSOCIATED
LEADERS STANDING ON TOP.

UNASSIGNED LEADERS CAN BE USED LATER IN
THE COMMAND PHASE TO OPPOSE MISSIONS,
ACTIVATE SYSTEMS, AND JOIN COMBAT.

GALACTIC EMPIRE

WIN CONDITIONS
REBELS WIN IF:
THE REPUTATION MARKER
AND THE TIMER MARKER
OCCUPY THE SAME SPACE

EMPIRE WINS IF:
IMPERIAL UNITS REMAIN IN A SYSTEM
CONTAINING THE REVEALED REBEL BASE OR
WITH NO REBEL UNITS (STRUCTURES OK)

THE LOCATION/SYSTEM OF THE
REBEL BASE (HIDDEN OR NOT) IS
DESTROYED BY A DEATH STAR

2 COMMAND
STARTING WITH THE REBEL SIDE PLAYERS ALTERNATE TAKING TURNS, DOING ONE OF 3 ACTIONS (A, B, OR C) EACH TURN

A REVEAL MISSION
REVEAL AND READ A FACEDOWN MISSION CARD THAT 1 OR MORE LEADERS ARE ASSIGNED TO.
SELECT A SYSTEM AND SEND YOUR LEADER(S) THERE TO START THE MISSION.

OPPOSE MISSION
IF THE MISSION SAYS "ATTEMPT", OPPONENT CAN SEND 1 LEADER IN THE SAME SYSTEM TO OPPOSE IT
ROLL THE DICE
ROLL A RED OR BLACK DIE FOR EVERY LEADER'S MAJOR SKILL MATCHING THE MISSION'S REQUIREMENT
ROLL A GREEN DIE FOR EVERY LEADER'S MINOR SKILL MATCHING THE MISSION'S REQUIREMENT.
1
2
THE MISSION IS OPPOSED IF THE OPPONENT HAS AS MANY OR MORE SUCCESSES THAN THE
CURRENT PLAYER. OTHERWISE, PERFORM THE "IF SUCCESSFUL" PART OF THE MISSION CARD.

B ACTIVATE SYSTEM
TAKE A LEADER WITH TACTIC VALUES,
AND PLACE THEM INTO ANY
SYSTEM TO ACTIVATE IT.

MOVE ANY AMOUNT OF UNITS FROM ADJACENT
SYSTEMS [WITHOUT A FRIENDLY UNCAPTURED
LEADER] TO VTHE ACTIVATED SYSTEM.
UNIT TRANSPORT RULES APPLY

COMBAT STARTS IF UNITS ARE MOVED INTO A SYSTEM'S THEATRE (GROUND OR SPACE)
CONTAINING ENEMY UNITS. RESOLVE IMMEDIATELY

IF THERE IS AN IMPERIAL GROUND UNIT IN THE SYSTEM WITH NO
IMPERIAL LOYALTY, PLACE A SUBJUGATION MARKER THERE.

C PASS
ONCE PASSED, A PLAYER'S TURN IS SKIPPED FOR THE REST OF THE COMMAND PHASE. BUT, THEY CAN PLAY "SUBVERSION" IF
IT WAS ASSIGNED. THEY CAN ALSO USE LEADERS IN THEIR POOL TO OPPOSE MISSIONS OR ADD THEM AT START OF COMBATS.

IF MISSION SAYS
"RESOLVE", OR IS
UNOPPOSED, IT IS
SUCCESSFUL.

LEADERS ASSIGNED
TO MISSIONS WITH THEIR
PORTRAIT ON IT WILL
GET EXTRA SUCCESSES
WHEN OPPOSED.

REVEAL REBEL BASE IF
IMPERIAL GROUND
TROOPS ARE IN THE
REBEL BASE SYSTEM.
MOVE ALL UNITS FROM
REBEL BASE TO THE
SYSTEM

3 REFRESH
IF PLAYED, RESOLVE MISSION
"RAPID MOBILIZATION".

REBEL PLAYER MAY PLAY
ONE OBJECTIVE CARD.

RETURN ALL UNCAPTURED LEADERS
TO THEIR LEADER POOLS.
MAX 8 LEADERS. REMOVE EXCESS

DRAW 2 MISSION CARDS.
DISCARD DOWN TO 10 CARDS.

DRAW 2 PROBE CARDS.

DRAW ONE OBJECTIVE CARD.

ADVANCE TIME MARKER.
RESOLVE ICONS AT NEW POSITION.

RECRUIT
DRAW 2 ACTION CARDS. KEEP 1.
PUT THE OTHER ON THE BOTTOM
OF THE DECK. YOU MAY RECRUIT.
RESOLVE "IMMEDIATE" EFFECT

BUILD
PUT UNITS ON BUILD QUEUE BASED
ON RESOURCES FROM
OR SYSTEMS.
LEFT-MOST RESOURCE ONLY FOR
DON'T COUNT SABOTAGED SYSTEMS
DON'T COUNT SYSTEMS WITH ENEMY UNITS

DEPLOY
MOVE UNITS DOWN 1 ON THE BUILD QUEUE.
MAY DEPLOY UNITS OFF 1 TO OR
CAN GO TO REBEL BASE
ALSO AT SHIELD BUNKER
MAX 2 PER LOCATION
NO SYSTEM WITH ENEMIES
NO SABOTAGED SYSTEM

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COMBAT
REBEL PLAYER MAY PLAY
ONE "COMBAT" OBJECTIVE CARD.
WHEN CONDITIONS ARE FULFILLED
2 SPACE THEATRE
1 PREPARATION
THE ATTACKING PLAYER WHO INITIATED
COMBAT BY MOVING UNITS INTO THE
SYSTEM, ALWAYS GOES FIRST IN EVERY PHASE
BOTH PLAYERS CAN ADD A LEADER
WITH TACTIC VALUES IF THERE WASN'T
ONE IN THE SYSTEM FOR THEIR SIDE
MAXIMUM OF 2 LEADERS PER SIDE
IF BOTH PLAYERS HAVE
SPACE UNITS
3 GROUND THEATRE
BOTH PLAYERS SELECT A CARD FROM THEIR SPACE TACTIC
DECK. THE CARDS ARE THEN REVEALED AT THE SAME TIME.
ATTACKING PLAYER GOES FIRST AND MAY RESOLVE
EITHER THE TOP OR THE BOTTOM ABILITY ON THE CARD
DEFENDING PLAYER THEN MAY RESOLVE EITHER
THE TOP OR THE BOTTOM ABILITY ON THEIR CARD
SPACE COMBAT
ATTACKING PLAYER ROLLS FIRST
PLAYER ROLLS DICE FOR ALL THEIR ATTACKING THEATRE UNITS
EXAMPLE UNIT NAME
1
ATTACK DICE
X
ROLL X
DICE
RE-ROLL DICE
ONCE PER ROUND, MAY RE-ROLL A NUMBER OF DICE UP
TO THE PLAYER'S HIGHEST LEADER'S THEATRE TACTIC VALUE
ALLOCATE DAMAGE / HEAL UNITS
1 DAMAGE
[DIE COLOR]
1 DAMAGE
[ANY COLOR]
MAY REMOVE DICE BASED ON TACTIC CARDS USED
HEALTH VALUE
EXAMPLE UNIT NAME
X BLACK
HEALTH
X
X RED
HEALTH
RESOLVE DAMAGE
AFTER BOTH PLAYERS HAVE ATTACKED
UNITS THAT HAVE RECEIVED DAMAGE EQUAL OR GREATER
TO THEIR HEALTH VALUE ARE DESTROYED AND REMOVED
IF BOTH PLAYERS HAVE
GROUND UNITS
REBEL PLAYER MAY RETRIEVE ONE
GROUND TACTIC CARD FROM DISCARD
BOTH PLAYERS SELECT A CARD FROM THEIR GROUND TACTIC
DECK. THE CARDS ARE THEN REVEALED AT THE SAME TIME.
ATTACKING PLAYER GOES FIRST AND MAY RESOLVE
EITHER THE TOP OR THE BOTTOM ABILITY ON THE CARD
DEFENDING PLAYER THEN MAY RESOLVE EITHER
THE TOP OR THE BOTTOM ABILITY ON THEIR CARD
GROUND COMBAT
UP TO 13 DICE
ROLL X
X BLACK
DICE
ROLL X
X GREEN
DICE
3
REMOVE 1
DAMAGE
4
MIR
FELUC
ATTACKING PLAYER FIRST
YOU MAY PLAY ACTION CARDS THAT
TRIGGER DURING THE COMBAT PHASE.
RETREAT
ONCE PER COMBAT, PLAYERS HAVE THE OPPORTUNITY TO
RETREAT, STARTING WITH THE ATTACKING PLAYER
A PLAYER CANNOT RETREAT WITHOUT A LEADER
REBELS CANNOT RETREAT IF THERE IS AN
IMPERIAL INTERCEPTOR UNIT IN THE SYSTEM
EMPIRE CANNOT RETREAT IF THERE IS ANY
TYPE OF DEATH STAR IN THE SYSTEM
DESTROY LONELY DEATH STAR UNDER CONSTRUCTION
LONELY REBEL TRANSPORT MUST
RETREAT OR BE INSTANTLY DESTROYED
KASHYYYK
THE RETREATING PLAYER MUST TAKE ONE LEADER AND ALL OF
THEIR SHIPS [GROUND UNITS USE TRANPORT RULES, AND MAY
BE LEFT BEHIND] AND MOVE TO ONE ADJACENT SYSTEM THAT:
DOESN'T CONTAIN ENEMY UNITS
NOT THE ATTACKING PLAYER'S ORIGINAL SYSTEM
AND PRIORITIZE SYSTEMS THAT
CONTAIN FRIENDLY UNITS
HAVE A LOYALTY MARKER
5 ROUND END
TELL
IF THERE ARE NO IMPERIAL GROUND TROOPS IN
A SYSTEM, REMOVE THE TOKEN
LONELY STRUCTURES ARE DESTROYED IF THEIR OWNER
DIDN'T ROLL DICE DURING THE GROUND BATTLE PHASE
COMBAT END CONDITION
COMBAT ENDS IF THERE ARE NO OPPOSING
FORCES IN EITHER THEATRES.
OTHERWISE, START ANOTHER
ROUND OF COMBAT. GO TO
2

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