Star Wars: The Deckbuilding Game

Fantasy Flight Games, ADC Blackfire Entertainment, Bluebird Games · Board game · 2023
2 · best 2 30–90 min Weight 2.0/5
8.5 rating Ludopedia
7.8 rating BGG
STEP BY STEP

Game Objective

Prepare for an epic galactic clash! In Star Wars: The Deckbuilding Game, you and your opponent (who can be a friend or the "enemy" in solo mode) face off in a strategic battle to dominate the Force and destroy enemy bases. The main objective is simple yet challenging: be the first to destroy three of your opponent's bases. But make no mistake, the Force is a crucial element, and whoever has it completely on their side can turn the tide of the game!

Preparation (Setup)

Let's set up the table for your galactic adventure! Preparation is a step-by-step process to ensure everything is in the right place before the battle begins. Remember, if you're playing in solo mode, your opponent will be the "enemy" and will have some specific setup rules.

  1. Enemy Board: Take the two-sided enemy board and place it opposite your faction (Rebel or Empire), above the galaxy line.
  2. Enemy Leader: If you chose the Rebels, remove Darth Vader from the galaxy deck. If you chose the Empire, remove Luke Skywalker. This removed card is the enemy's Leader and should be placed face up in the Leader area of the enemy board.
  3. Enemy Starting Bases: Shuffle the 9 non-starting enemy bases. Draw two without looking and return the rest to the box. Place these two bases face down in the "Bases" area of the enemy board, covering the base ability table. Then, place the enemy's starting base on top.
  4. Enemy Starting Cards:
    • Transport: Place three Transport cards face up next to the Transport area.
    • Troopers: Place the two Troopers cards (Rebel Soldier/Stormtrooper) next to the Recruitment area and flip one of them face down.
    • Reserves: Place the remaining enemy starting cards face down next to the Reserves area.
  5. Resource Cubes: Place one resource cube on the first square of the enemy's Progress Track (the one with your opposing faction's logo) and another on the first square of the Resource Track.
  6. Difficulty Adjustment (Optional): For a smoother game, give the enemy one less Transport during setup. For a greater challenge, give the enemy up to two extra Transports.

Ready! The Empire starts, so get ready for action!

The Game Turn

In solo mode, you play your turns as in a multiplayer game, but the enemy has its own turn structure, as it does not have a deck, hand, or discard pile. The victory conditions remain the same for you.

The enemy ignores the ability text of most of its cards, using only the values of Attack (A), Resource (R), Force (F), and Health Points. The enemy's base abilities are also not used directly; instead, it uses the ability table on its board, which is revealed as you destroy its bases.

Enemy cards are only considered "in Play" if they are in its active Base or its Play area. Cards in the Reserves, Transports, and Recruitment areas are not in play.

Here are the steps of the enemy's turn:

1. START TURN

  • Base Destroyed? If an enemy base was destroyed in the previous turn, slide the remaining bases up and reveal the next one. Check its Health Points value and resolve the corresponding ability on the base ability table. Bolded effects are continuous until the base is destroyed.
  • Force Fully with Enemy? If the Force is completely on the enemy's side, it gains 1 Force (F).
  • Recruitment to Play: Move all face-up cards in the Recruitment area to the Play area.
  • Flip Cards: Flip face-down cards in the Recruitment area face up (they do not move to the Play area this turn).

2. GAIN RESOURCES

  • The enemy gains Resources (R) equal to the total Resource (R) value printed on cards in its Play area and Transport area.

3. GAIN FORCE

  • The enemy gains Force (F) equal to the total Force (F) value printed on cards in its Play area.

4. DRAW

  • The enemy draws cards and places them face down in the Recruitment area. It follows this order, drawing the highest cost card it can afford (the closest to the galaxy deck in case of a tie):
    1. Capital Ship
    2. Unit Card (but not Outer Rim Pilot)
    3. Outer Rim Pilot (maximum 2)
  • Any unused Resources (R) on the enemy's Resource Track are reserved for the End Turn step.

5. ATTACK

  • The enemy uses cards in its Play area with Attack (A) values to attack.
    • Leader Ability: If the Leader is in the Play area, the enemy uses its ability.
    • Bounty Hunt / Sabotage: Once per turn, the enemy attempts to group cards to attack a card in the galaxy row based on the bounty type:
      • Resource (R): Attacks the target that provides the most Resource (R) (the closest to the galaxy deck in case of a tie). Any rewarded Resource (R) is used.
      • Force (F): If there are no cards that reward Resource (R) and the Force is not completely on the enemy's side, it attacks the target that provides the most Force (F) (the closest to the galaxy deck in case of a tie).
      • The enemy skips this step if there are no cards that reward Resource (R) or Force (F), or if it has already gained the Leader.
      • Gain Transport: Place it face up in the Transport area.
      • Gain Temple Guardian / Inquisitor: Place it face down in the Recruitment area.
    • Attack Opponent's Base: The enemy groups the remaining cards and engages them to attack your base. It prioritizes Capital Ships with fewer remaining Health Points (you choose in case of a tie). When attacking a target in the galaxy row, it does so with the least possible excess damage.

6. END TURN

  • Move to Recruitment: If the following cards are in the Play area, move them to the Recruitment area and flip them face down:
    • Starting Cards: Rebel Soldier / Stormtrooper, Temple Guardian / Inquisitor.
    • Enemy Leader card.
  • Exile Cards: Exile all non-Capital Ship cards in the enemy's Play area. For each Outer Rim Pilot exiled this turn, the enemy gains 1 Force (F).
  • Progress Track:
    • If there are no Resources (R) on the enemy's Resource Track: Move the resource cube on the enemy's Progress Track one space forward (ignore if the cube is at the end of the track).
    • If there are Resources (R) on the enemy's Resource Track: Return them to the supply. Move the resource cube forward on the enemy's Progress Track one space for each Resource (R) returned.
  • Progress Track Rewards: The enemy gains all rewards reached by the cube on the Progress Track, such as Resources (R) and bonus (!). When the enemy gains a starting card, it is taken from the Reserves area.

End of Game and Scoring

The game ends when a player (or the enemy, in solo mode) destroys three of the opponent's bases. The one who achieves this first is the winner! The Force is an important factor, so keep an eye on who has it on their side!

Tips for Winning

For those starting their journey in Star Wars: The Deckbuilding Game, here are some tactical tips to help you dominate the galaxy:

  1. Strategic Attack on the Leader: Remember, attacking the enemy's Leader is crucial! By successfully attacking it, you place a damage cube on it. When the enemy gains the Leader, it is placed face down in the Recruitment area, delaying it for one turn. This can give you valuable breathing room!
  2. Enemy Recruitment Control: Pay attention to abilities that allow you to "discard from hand" against the enemy. By using one of these abilities, you can flip the lowest cost card in the enemy's Recruitment area face down, activating, for example, the effect of the Rebel Base Yavin 4. This can significantly disrupt the enemy's buying strategy.
  3. Prioritize Enemy Bases: The ultimate goal is to destroy three bases. While it's tempting to focus on other cards, keep your focus on dealing damage to the enemy's bases. Each destroyed base not only brings you closer to victory but also reveals new abilities on the enemy's table that you can use to your advantage or prepare to face.
Rules videos

In English

OFFICIAL RULEBOOK
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