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was removed from the galaxy deck GAMEPLAY that are resolved immediately.

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

1. BEGIN TURN - Do the following in


Gain Shuttle Gain Temple Guardian
Gain Leader

PROGRESS TRACK

AFTER THE NEXT BASE IS


U LEADER to the galaxy deck for ties).
RESERVES

DESTROYED: MOVE BASE HERE.


order:
MUSTER

o Outer Rim Pilot. (To a maximum


o If an enemy base was destroyed
AFTER THE STARTING BASE IS
DESTROYED: MOVE BASES HERE.

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.

Prevent the first 2

WATCH THE and reveal the next base. Check its pool are saved for the End of Turn
SHUTTLES

Move the highest Player discards a card


cost Rebel or neutral damage dealt to at random. Deal 2
card from the galaxy the enemy base damage to the player

TUTORIAL: step (this includes any gained during


base.

printed Hit Point value, and refer to


row to the Muster each turn.
area, face up.
PLAY

Gain Shuttle. Move Gain Shuttle. If force Gain Shuttle. Player

the Attack step).


highest cost Rebel is all the way to the discards a card from

the base ability table row directly


or neutral card from enemy, player discards their hand. If force
the galaxy row to the a card from their hand. is with the enemy,
Muster area, face up. Otherwise, enemy discard at random.
gains 4I.
10 or 12 14 16

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

value. Most are one-time effects Do the following in order:


o Duros Spy: If the force is all the
o If
the Leader is in the Play area, the ◊ Starting Cards: Rebel Trooper /
CARDS WITHOUT
enemy uses his ability. Stormtrooper, Temple Guardian /
Inquisitor.
PRINTED VALUES way to the enemy, it “discards”.
Otherwise, you gain 1I.
o Bounty Hunt / Sabotage: Once
The enemy uses the following cards as
per turn, the enemy checks if it can ◊ The enemy Leader. o B-Wing: If the enemy has 1 base
indicated below:
group cards to successfully attack a o Exile all non-capital ship cards in remaining, it “discards”. Otherwise,
card in the galaxy row based on the o Temple Guardian, Inquisitor, B-Wing gains 2B.
the enemy Play area. For every Outer
type of reward it provides: Lobot: At the end of the Gain Force
Rim Pilot exiled this turn, the enemy o Jyn Erso: Replace ability with: “If
step, after gaining Force from other
◊ Resource ( E ): The enemy gains 1I. the force is with you, turn a card of
card with printed I, if using this
commits cards to successfully o Ifthere are no E in the enemy’s your choice in the enemy Muster area
card’s I value would move the force
attack the target that would reward resource pool: Move the resource face down.”
cube away from the player, it does.
the most E(if tied, it targets the
closest to the galaxy deck). Any
cube on the enemy progress track Otherwise, the enemy uses its B ADJUSTING DIFFICULTY
one space forward (ignore this if the value.
I rewarded by this attack is also For a more relaxed experience, give
cube is at the end of the track). o Rebel Transport (1 E ), Nebulon-B
used. the enemy one less shuttle during
o Ifthere are E in the enemy’s Frigate (3 E ), Landing Craft (4 E ):
◊ Force (I): If there are no cards setup. For a much more challenging
resource pool: Return them to the Treat them as if they had a printed E
that reward E, and the force isn’t experience, give the enemy up to two
supply. Move the resource cube value of 1, 3, and 4, respectively.
all the way to the enemy, it attacks extra shuttles during setup.
forward on the enemy progress track
the target that would reward ASSAULT THE LEADER
the most I (if tied, it targets the
one space for each returned E. CLARIFICATIONS
closest to the galaxy deck). o The enemy gains any rewards Once per game, before the enemy
o Enemy capital ships are exiled
reached by the cube on the progress gains the Leader, players have
◊ The enemy skips Bounty Hunting when destroyed by players. Rules
track, like I, and bonuses (! ). When the option of Bounty Hunting /
/ Sabotaging if there are no cards reminder: capital ships can’t be
the enemy gains a starting card, it is Sabotaging him as if he was in the
that could reward E /I, or if the committed for Bounty Hunt /
taken from the Reserves area: galaxy row. After gaining his rewards,
enemy has gained the Leader. Sabotage attacks, even by the
he isn’t discarded. Place a damage
◊ Gain Shuttle: Place it face up in enemy.
o The enemy groups its remaining cube on the Leader as a reminder that
the Shuttles area. This can also be
cards and commits them to attack the it was successfully attacked. When the o When using Luke’s ability, the
earned from a base ability.
opposing base. When distributing enemy gains the Leader, he will be enemy targets the player’s capital
damage against opposing capital ◊ Gain Temple Guardian / placed face down in the Muster area, ship with the most Hit Points
ships, it prioritizes those with the Inquisitor: Place it face down in delaying him by one turn. remaining (if tied, player chooses).
lowest Hit Points remaining (in case the Muster area.
o You are not allowed to peek at face
of ties, player chooses). ◊ Gain Leader: Move the Leader DISCARD ABILITIES down cards in the Muster area during
When the enemy groups cards to from the enemy board to the When playing a “discard from hand” your turn.
attack a target in the galaxy row, it Muster area. If he was attacked ability against the enemy, it turns the o Each reward from the enemy
does so in a manner that would result by players, place him face down. lowest cost card in the Muster area progress track is only gained once,
in the least amount of excess damage. Remember: The enemy doesn’t face down (this triggers Yavin 4 effect). and it is possible for the enemy to
ignore the Leader’s ability text. In case of ties, it turns the one with the
6. END OF TURN - Do the following gain multiple rewards in the same
in order: After the enemy reaches the end of lowest Attack value. If it’s a “discard at End of Turn step.
the progress track, it won’t have any random” effect, turn a random face up
o If any of the following cards are card in the Muster area face down. o Successfully attacking the enemy
use for unspent E. Simply return
in the Play area, move them to the Leader triggers “When defeating a
them to the supply during the End of When playing the following Rebel
Muster area and turn them face card in the galaxy row” effects.
Turn step. Remember: After gaining cards against the enemy:
down: o The enemy isn’t limited to the 10
the Leader, the enemy will no longer
Bounty Hunt / Sabotage. resources on the resource pool track.

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