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Leaders SWDBG Rules 1.1 A4
Leaders SWDBG Rules 1.1 A4
Effects
and place it on the enemy board in bold are continuous until the base
Leader area, face up. Carry out your turns the same way you is destroyed.
do in multiplayer. Victory conditions
o Shuffle the enemy’s non-starting o Ifthe force is all the way towards
remain the same. Unlike you, the
bases (full galaxy, so 9 total). Draw enemy doesn’t have a deck, hand, or the enemy: it gains 1E.
two without looking at them, and discard pile. o Move face up cards in the Muster
return the rest to the box. Place area to the Play area.
them face down on the enemy board Except for the Leader, the enemy
“Bases” area, entirely covering the ignores ability text written on its cards. o Turn face down cards in the Muster
base ability table (see example It only utilizes the Attack (B), Resource area face up (they won’t be moved to
Ver. 1.1 5/5/2023
below). Place the enemy starting ( E ), Force (I), and Hit Point values the Play area this turn).
A solitaire variant by Robert J. printed on cards. For cards with no
(AzureDeath)
base on top. 2. GAIN RESOURCES - The enemy
printed values (e.g., Temple Guardian,
o Enemy Starting Cards: gains E equal to the total printed E
Your opponent will be referred to as Lobot), instructions can be found on
values of cards in its Play area and the
the enemy. You’ll need: these rules, ◊ Shuttles: Place three face up the next page.
Shuttles area.
and the double-sided enemy board. next to the Shuttles area. Enemy base card abilities aren’t used,
3. GAIN FORCE - The enemy gains
◊ Troopers: Place both next to the only their Hit Point value. Instead the
SETUP Muster area, and turn one of them enemy uses the base ability table
I equal to the total printed I value
of cards in its Play area.
o Follow standard setup steps 1-9 for face down. on the enemy board, which is slowly
yourself, with the following change: revealed as the player defeats bases. 4. PURCHASE - The enemy purchases
◊ Place the rest of the starting
if you choose Rebels, remove Darth the first card that meets the criteria
cards face down next to the
Vader from the galaxy deck before Reserves area.
ENEMY BOARD AREAS below, starting from the top. Cards
shuffling it. If you choose Empire, purchased by the enemy are placed
The only cards the enemy considers to
remove Luke Skywalker. o Place a resource cube on the first face down in the Muster area. After
be in play are its active base and cards
square of the enemy’s progress track purchasing and replacing with a card
o Take the double-sided enemy in its Play area. Cards in the Reserves,
(the one with the U/ i logo). from the top of the galaxy deck,
board and place it on your opposing Shuttles, and Muster areas are never
o Youare ready to play! The it repeats this process until it can’t
faction’s side above the galaxy row. considered to be in play. Cards placed
Empire goes first. purchase more cards:
in the Shuttle area stay there.
o Take the Vader (or Luke) card that o Capital Ship: Highest cost one it
ENEMY TURNS can afford (closest to the galaxy deck
for ties).
The enemy has its own turn structure.
Progress Track It carries out the steps below: o Non-Outer Rim Pilot Card:
1I ! 1I ! 1I 1I ! U
Highest cost one it can afford (closest
U
PROGRESS TRACK
of 2).
last turn: Slide bases up the enemy
BASES board to the next designated area, Any unused E in the enemy’s resource
Base Ability Table (based on Hit Point value) The enemy no longer Sabotages.
WATCH THE and reveal the next base. Check its pool are saved for the End of Turn
SHUTTLES
RESOURCE POOL 0 1 2 3 4 5 6 7 8 9 10
below it. Resolve the ability from 5. ATTACK - The enemy uses cards in
Ver.
the table that matches its Hit Point the Play area with B values to attack.
Example setup against Rebels.
I. Begin Turn II. Gain Resources III. Gain Force IV. Purchase V. Attack VI. End of Turn 1.0