RULEBOOK
2
A long time ago in a galaxy far, far away....
The Rebel Alliance ghts valiantly against the tyranny of the Galactic
Empire. Each new victory brings the Rebels hope, and each heroic sacrice
strengthens their resolve. Still, the Empire’s resources are vast and the
repower of its Imperial Navy is unmatched. With neither side willing to
accept defeat, their war rages across the galaxy…
GAME OVERVIEW
“You know of the Rebellion against the Empire?” – Luke Skywalker
STAR WARS: THE DECKBUILDING GAME is a competitive game for two
players that brings the galaxy-spanning war between the Galactic Empire and
the Rebel Alliance to your tabletop. You and your opponent each choose a
side, playing as either the Empire or the Rebels. As the game progresses, you
must strengthen the power of your starting deck by purchasing cards that
provide more repower and increased resources so that you can successfully
attack and defeat your opponent’s base. The rst player to destroy three of
their opponent’s bases wins the game!
3
COMPONENTS
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1 .
"Most of the best freighter pilot s are to be found
here." –Obi-Wan Kenobi
UNIT
©LFL ©FFG
Icons:
Attack (
) Resources (
)
Force (
) Unique (
)
Ter m s:
Tar get : The amount of attack (
) required
to defeat a card in the galaxy row. This
value faces the player who can attack it.
Cost: The number of resources (
)
required to purchase a card (found in the
upper left of units and capital ships).
Exile: To immediately remove a card from
the game. Place exiled cards in the box.*
Hit Points: The amount of damage
required to destroy a base or capital ship
(found on the bottom of those cards).
Reward: The benet applied to the player
who defeats the corresponding target.*
* Note: Card abilities are optional. You
can choose not to resolve them.
QUICK REFERENCEQUICK REFERENCE
©LFL ©FFG
TURN SEQUENCETURN SEQUENCE
At the start of your turn, gain
from
your capital ships in play. If the Force is all
the way to your side, gain 1
.
On your turn, you may do the following
as many times as you can (in any order):
Play a card from your hand.
Use resources (
) to purchase a card
from the galaxy row.*
Use an ability on your card in play.
Commit units with attack (
) to
bount y hunt / sabotage a target in
the galaxy row.*
Commit units and capital ships with
attack (
) to attack the enemy base.
Resolve an attack.
At the end of your turn, discard all your
resources, units, and your hand. Then,
draw a new hand of 5 cards. (Do not
discard your capital ships.)
* Note: When a card leaves the galaxy
row it is immediately replaced with the top
card of the galaxy deck.
8
©LFL ©FFG
DANTOOINEDANTOOINE
BASE
REBEL OUTPOST
Begin the game with this
base in play.
20 Base Cards
(10 Rebel, 10 Empire)
10 Outer Rim
Pilot Cards
2 Reference
Cards
00
2
©LFL ©FFG
EMPIRE STARTER
Trooper.
Elite so ldie rs of the Empire, the white- and-black
armor of Imperial stormtroopers inspires fear
acros s the ga laxy.
UNIT
STORMTROOPER
00
2
©LFL ©FFG
REBEL STARTER
Trooper.
Drawn from va riou s resi stance cells, Rebel inf antr y
are well-trained and highly motivated.
UNIT
REBEL TROOPER
88
2
2
2
©LFL ©FFG
JABBA THE HUTT
Scoundrel.
Exile 1 card from your hand to draw
1 card (2 cards instead if the Force is
with you).
"I shall e njoy watching you die."
UNIT
10 Rebel
Starter Cards
90 Galaxy
Cards
10 Empire
Starter Cards
1 Balance of the
Force Track
©LFL ©FFG
©LFL ©FFG
20 Resource Counters
(Yellow)
50 Damage Counters
(Purple)
1 Force Marker
(White)
4
SETUP
To set up the game, you and your opponent perform the following steps.
(When you are instructed to perform a step with your bases or your starter
deck, your opponent does the same with theirs.)
1. Choose your faction: Rebel or Empire.
2. Find the ve Rebel base cards and the ve Empire base cards listed
below. These are the Rebel base deck and the Empire base deck. (Leave
the remaining bases in the box, these are only used with the advanced
game rules found on page 28.)
3. Place your starting base faceup in front of you, and place your remaining
base cards facedown underneath it (the order does not matter).
4. Separate the 10 Empire starter cards and
10 Rebel starter cards (listed below) from the
other cards. Take the cards that match your
chosen faction and shufe them together.
This is your player deck. Place your player
deck facedown near your base deck.
REBEL STARTER CARDS
Alliance Shuttle x 7
Rebel Trooper x 2
Temple Guardian x 1
EMPIRE STARTER CARDS
Imperial Shuttle x 7
Stormtrooper x 2
Inquisitor x 1
00
2
©LFL ©FFG
EMPIRE STARTER
Troop er.
Elite sold iers of the Emp ire, the white- and-black
armor of Imperial stormtroopers inspires fear
across t he galaxy.
UNIT
STORMTROOPER
00
2
©LFL ©FFG
REBEL STARTER
Troop er.
Drawn fr om various res istance cel ls, Rebel infa ntry
are well-trained and highly motivated.
UNIT
REBEL TROOPER
Starter Deck Designation
REBEL BASE DECK
Dantooine (starting base)
Hoth
Mon Cala
Sullust
Yavin IV
EMPIRE BASE DECK
Lothal (starting base)
Corellia
Coruscant
Death Star
Endor
5
5. Shufe the 90 galaxy cards together to form the galaxy deck. Deal the
top six cards in a line to create the galaxy row. Orient Empire cards to
face the Empire player and Rebel cards to face the Rebel player. Turn
neutral cards sideways so both players can read them. Place the galaxy
deck facedown at one end of the galaxy row.
6. Place the 10 Outer Rim Pilot cards in a stack faceup at the opposite end
of the galaxy row. This is the Outer Rim Pilot deck.
7. Place the damage counters and the resource counters near the galaxy
deck where both players can reach them.
8. Unfold the Balance of the Force track and place it next to the Outer Rim
Pilot stack with the Rebel symbol facing the Rebel player. Place the Force
marker on the space all the way to the Rebel side of the Balance of the
Force track.
9. Draw the top ve cards of your deck. You are ready to begin the game!
©LFL ©FFG
©LFL ©FFG
The galaxy deck, the galaxy row, and the Outer Rim Pilot deck.
22
2
2
©LFL ©FFG
UNIT
SCOUT TROOPER
Troo per.
Reveal the top card of t he galaxy
deck: If it is an Empi re card, gain 1
.
If it is an enemy card, d iscard it.
Reward: Exile 1 card f rom
your hand or disca rd pile.
22
2
2
©LFL ©FFG
UNIT
DUROS SPY
Troo per.
Your opponent must c hoose: Either
they discard 1 c ard from their hand,
or you gain 1
.
Reward: Exile 1 card f rom
your hand or disca rd pile.
44
3
4
©LFL ©FFG
UNIT
U-WING
Transport.
If the Force is with yo u, repair 3 damage
from your base.
Reward: Gain 4
.
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital s hip in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
11
2
1
©LFL ©FFG
UNIT
Y-WING
Fighter.
Exile this car d to deal 2 damage to
your opponent 's base or a capital
ship they have in play.
Reward: Gain 1
.
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Ri m Pilot to gain 1
.
"Most of the bes t freighter pi lots are to be foun d
here." –Obi-Wan Ken obi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Ri m Pilot to gain 1 .
"Most of the bes t freighter pi lots are to be foun d
here." –Obi-Wan Ken obi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Ri m Pilot to gain 1
.
"Most of the bes t freighter pi lots are to be foun d
here." –Obi-Wan Ken obi
UNIT
Damage Counters (Purple), Resource Counters (Yellow)
6
14
©LFL ©FFG
BASE
REBEL EXTREMISTS
While Jedha is your base,
add the rs t neutral card
you purchase each tur n
to your hand. You must
exile that card at the end
of your turn.
JEDHAJEDHA
8
©LFL ©FFG
DANTOOINEDANTOOINE
BASE
REBEL OUTP OST
Begin the ga me with this
base in play.
Empire Player
Deck
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
55
3
5
©LFL ©FFG
While Imperial Carrier is in play, each of your
Fighter units gains 1
.
The Impe rial carrier ca n hold up to forty -eight star fighters in it s
four hangars, making it an effective mobile headquarters.
CAPITAL SHIP
IMPERIAL CARRIER
66
2
2
2
6
©LFL ©FFG
UNIT
PRINCESS LE IA
Of ce r.
Purchase a Re bel card f rom the galaxy
row for free. If the Force is with you,
place that c ard on top of your deck.
Reward: Gain 3
and 3
.
Empire Player
Discard
Galaxy
Discard
Galaxy Deck Galaxy Row
Resource Supply
Damage Supply
Rebel Base
SAMPLE GAME AFTER SETUP
EMPIRE PLAY AREA
7
©LFL ©FFG
©LFL ©FFG
©FFG ©LLC
16
©LFL ©FFG
BASE
GALACTIC RULE
When your turn begins,
look at the top 2 cards
of the galax y deck. Place
one on top of the deck
and discard the other.
CORUSCANTCORUSCANT
8
©LFL ©FFG
BASE
IMPERIAL OUTPOST
Begin the game with this
base in play.
LOTHALLOTHAL
Empire Base
Empire Victory Pile
Rebel Victory Pile
55
5
©LFL ©FFG
IG-88
Bounty H unter. Droid.
When IG- 88 defeats a target in the
galaxy row, exile 1 card from your
hand or disc ard pile.
Programmed as an independent assassin droid,
IG-88 b ecame a feared bo unty hunter.
UNIT
22
2
2
©LFL ©FFG
UNIT
SCOUT TROOPER
Troop er.
Reveal the top c ard of the galaxy
deck: If it is an Empire card, gain 1
.
If it is an enemy c ard, disc ard it.
Reward: Exile 1 c ard from
your hand or discard pile.
11
2
1
©LFL ©FFG
UNIT
Y-WING
Fighter.
Exile this card to deal 2 damage to
your opponent's base or a capital
ship they have in play.
Reward: Gain 1
.
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
Galaxy Row Outer Rim
Pilot Deck
Balance of the
Force Track
Rebel Player
Deck
Rebel Player
Discard
REBEL PLAY AREA
8
CORE CONCEPTS
The following section introduces the core concepts you need to know to play
STAR WARS: THE DECKBUILDING GAME.
DECKBUILDING 101
“I want to learn the ways of the Force.” – Luke Skywalker
In STAR WARS: THE DECKBUILDING GAME, you and your opponent each
begin the game with your own deck of 10 cards. These starter decks are not
very powerful; they mostly provide resources. Early in the game, use these
resources to purchase new cards and add them to your deck. This improves
your deck, so that you can generate more resources and launch bigger attacks
on future turns.
Pay attention to the abilities on the cards you are purchasing, so that the cards
you add to your deck work well together. And keep a watchful eye on the
cards your opponent purchases, as this will help you understand their strategy,
so you can put together a plan to counter it.
9
©LFL ©FFG
©LFL ©FFG
THE BALANCE OF THE FORCE
“It’s an energy eld created by all living things.” – Obi-Wan Kenobi
The balance of the Force can tip the scales between the Empire and the
Rebels. During the game, various effects may cause the balance of the Force
to shift between the two factions. The Balance of the Force track is used to
track this shifting.
Some card abilites use the phrase: “If the Force is with you.” These abilities
can be used only when the Force marker is on one of the three spaces on your
side of the Balance of the Force track.
If the Force marker is on one of the three dark side spaces, then the
Force is with the Empire player.
If the Force marker is on one of the three light side spaces, then the
Force is with the Rebel player.
While the Force marker is on the neutral space in the middle, the Force
is not with either player.
When you gain Force (), move the Force marker toward you on the Balance of
the Force track by the indicated amount. If the Force is all the way to your side
at the start of your turn, you gain one additional resource that you can use that
turn.
The Force is currently with the Rebel player because
it is on one of the three light side spaces.
Dark Side Light SideNeutral
10
CARD ANATOMY
STAR WARS: THE DECKBUILDING GAME has three card types: units, bases,
and capital ships. This section details the symbols and information shown on
each card.
66
2
2
2
6
©LFL ©FFG
UNIT
PRINCESS LEIA
Of cer.
Purchase a Rebel card from the galaxy
row for free. If the Force is with you,
place that card on top of your deck.
Reward: Gain 3
and 3
.
COST
The number of resources
that must be spent to
purchase this card from
the galaxy row
ATTACK
The amount of damage
this card deals
RESOURCES
The number of resources
this card generates
FORCE
The amount of Force this
card generates
TITLE
The name of this card
REWARD
The benets for defeating
this card from the galaxy
row
TARGET VALUE
The total attack required
to defeat this card while it
is in the galaxy row
11
44
1
1
4
©LFL ©FFG
Though designed as a diplomatic courier ship, the Corellian
CR90 corvette is often used to run planetary blockades.
BLOCKADE RUNNER
CAPITAL SHIP
8
©LFL ©FFG
BASE
IMPERIAL OUTPOST
Begin the game with this
base in play.
LOTHALLOTHAL
CARD TYPE
Determines how this card
functions in the game
FACTION SYMBOL
Indicates what faction this
card belongs to
UNIQUE SYMBOL
Indicates this card is
unique and may be
referenced by other cards
ABILITY
This card’s specialized
means of interacting with
the game
HIT POINTS
The amount of damage
required to destroy
this card while it is in a
faction’s play area
TRAITS
Flavorful attributes that
may be referenced by
other cards
12
FACTION AFFILIATION
“I’ve been in this ght since I was six years old!” – Cassian Andor
STAR WARS: THE DECKBUILDING GAME is a battle between two factions:
Empire and Rebel. Both factions have their own specic characters, vehicles,
ships, and bases, giving each side its own Star Wars theme and play style!
Additionally, there are neutral cards that represent ships, vehicles, and
characters who are willing to align with either side…for a price.
Each card in the galaxy deck is designated as Empire, Rebel, or neutral. Only
the Empire player can purchase Empire cards, and only the Rebel player can
purchase Rebel cards. Both players can purchase neutral cards. A card that
belongs to your opponent’s faction is an enemy card.
These are the game’s two faction symbols.
A card without either faction symbol is a neutral card.
Empire Symbol Rebel Symbol
13
PLAYING THE GAME
“This is where the fun begins!” – Anakin Skywalker
The game is played over a series of turns. The Empire takes the rst turn,
followed by the Rebels, and turns alternate between the two sides until one
player wins by destroying three of their opponent’s bases.
BEGINNING OF TURN
The following process occurs at the beginning of every turn.
First, if you do not have a base (because your opponent destroyed your base
during their last turn), look at your remaining base cards and choose one to
reveal as your new base.
Next, if the Force is all the way to your side, gain one resource by taking a
resource counter from the supply and placing it in your play area.
Finally, gain the resources from each capital ship you have in play. (Early in the
game, you will not have any capital ships in play, and will therefore skip this
step.)
To gain resources for a card, take resource counters from the supply
equal to the card’s resource value.
Resources you gain on your turn are called your ‘resource pool.
14
TAKING YOUR TURN
On your turn, you can do any or all of the following in the order of your choice as
many times as you are able and would like to:
Play a card.
Purchase a card.
Use a card ability.
Commit to an attack.
Resolve an attack.
End your turn.
Each of these is explained in detail in the following sections.
PLAY A CARD
To play a card, take it out of
your hand and place it faceup
into your play area. The card is
now considered
in play.’
After you play a card,
immediately collect resources
equal to the resource value of
the card.
Then, move the Force marker a number of spaces equal to the Force value of
the card, toward your side on the Balance of the Force track.
©LFL ©FFG
©LFL ©FFG
Resource Supply
66
2
2
2
6
©LFL ©FFG
UNIT
GRAND MOFF TARKIN
Ofcer.
Add an Empire card from the galaxy
row to your hand. You must exile that
card at the end of your turn.
Reward: Gain 3 and 3 .
The Empire player plays Grand Moff Tarkin, a unit
with two Force. They gain two Force, and move
the Force marker two spaces toward the Empire
side to indicate this.
66
2
2
2
6
©LFL ©FFG
UNIT
GRAND MOFF TARKIN
Ofcer.
Add an Empire card from the galaxy
row to your hand. You must exile that
card at the end of your turn.
Reward: Gain 3 and 3 .
15
Once a card is in play, you can use its ability and/or commit it to an attack (see
Commit to an Attack, page 17).
Unit cards remain in play until the end of your turn (see End Your Turn, page 21).
Each of your capital ship cards remains in play until it has damage on it equal to
or greater than its hit points (see Resolving Attacks, page 18).
PURCHASE A CARD
Cards in the galaxy row and in the Outer Rim Pilot deck are available for
purchase.
The Rebel player can purchase Rebel cards and neutral cards, but
cannot purchase Empire cards.
The Empire player can purchase Empire cards and neutral cards, but
cannot purchase Rebel cards.
To purchase a card, spend resources equal to the card’s cost. This is done by
removing that number of resources from your resource pool and returning
them to the supply. Then, remove the card from the galaxy row (or the Outer
Rim Pilot deck) and place it faceup on top of your discard pile. The next time
you shufe your discard pile into your deck, that card will be a part of your
deck, and you will be able to use it when you draw it on future turns.
When a card is removed from the galaxy row, immediately replace it by
revealing the top card of the galaxy deck and placing it faceup in the
galaxy row.
Resource Supply
Your Resource
Pool
55
3
5
©LFL ©FFG
While Imperial Carrier is in play, each of your
Fighter units gains 1
.
The Imperial carrier can hold up to for ty-eight starfighters in its
four hangars, making it an effective mobile headquarters.
CAPITAL SHIP
IMPERIAL CARRIER
22
2
2
©LFL ©FFG
UNIT
DUROS SPY
Trooper.
Your opponent must choose: Either
they discard 1 card from their hand,
or you gain 1
.
Reward: Exile 1 card from
your hand or discard pile.
66
2
2
2
6
©LFL ©FFG
UNIT
PRINCESS LEIA
Ofcer.
Purchase a Rebel card from the galaxy
row for free. If the Force is with you,
place that card on top of your deck.
Reward: Gain 3
and 3
.
6
16
USE A CARD ABILITY
“You’ll nd I’m full of surprises!” – Luke Skywalker
To use a card ability on a card in play, indicate to your opponent which card’s
ability you would like to use, and then resolve the effects of the ability.
Resolving the abilities on your cards is optional.
While resolving an ability, perform as much of the effect as you are able,
and ignore anything that cannot be performed.
You can use the ability of each card that you have in play once during
each turn.
Card abilities can be used during the same turn the card was played.
After using a card’s ability, tilt the card slightly as a reminder that
you have used its ability, and therefore cannot use it again this turn.
When a card’s ability is used, tilt the card
slightly as a reminder that you have used it.
88
6
2
8
©LFL ©FF G
UNIT
LUKE SKYWALKER
Jedi.
If the Force is with you, destroy a
capital ship your opponent has in play.
"I am a Jedi, like my father before me."
Reward: Gain 4
and 4
.
88
6
2
8
©LFL ©FFG
UNIT
LUKE SKYWALKER
Jedi.
If the Force is with you, destroy a
capital ship your opponent has in play.
"I am a Jedi, like my father before me."
Reward: Gain 4
and 4
.
17
COMMIT TO AN ATTACK
“You’re pretty good in a ght. We could use you.” – Han Solo
You can use your units and capital ships to attack your opponent’s base (which
may be protected by capital ships they have in play). Additionally, you can use
your units to attack enemy cards in the galaxy row through either sabotage
for the Rebels or bounty hunting for the Empire (see Bounty Hunting and
Sabotage on page 19).
To commit your cards to an attack against the enemy base, group them
together in your play area to indicate that they are doing so (some players may
even want to place them directly in front of the base). To commit units to a
bounty hunting or sabotage attack, place them in front of the target card in the
galaxy row.
Each card you have in play can commit to one attack each turn. When moving
a card to its committed attack position, maintain the proper orientation
status that indicates whether or not you have used its ability. Maintaining a
clear board state in this manner makes the turns much easier for you and your
opponent to play accurately!
Note that committing a card to an attack does not cause that attack to
immediately resolve. This is because multiple cards can commit before you
decide to resolve their attack together. Resolving attacks is explained in the
next section.
66
3
6
©LFL ©FFG
The Mon Cal amari cruiser p acks an enormou s punch and is
capable o f going head-to -head with an Imp erial Star Des troyer.
CAPITAL SHIP
MON CALAMARI CRUISER
33
3
3
©LFL ©FFG
UNIT
REBEL COMMANDO
Troop er.
Your opponent di scards 1 c ard from
their hand (at r andom if the Force is
with you).
Reward: Gain 2
.
©FFG ©LLC
10
©LFL ©FFG
BASE
IMPERIAL SHIPYARDS
When you reveal this
base, purchase an Empire
or neutral card from t he
galaxy ro w for free and
add it to your hand.
CORELL IACORELL IA
55
5
5
©LFL ©FFG
UNIT
CASSIAN ANDOR
Troo pe r.
When Cass ian Andor defeats a tar get
in the galax y row, your opponent
discards 1 c ard from their hand.
Reward: Gain 3
and 2
.
44
4
©LFL ©FFG
DENGAR
Bounty Hunter.
When Dengar d efeats a target in the
galaxy row, gain 2
.
A dangerou s and successf ul bounty hunte r,
Dengar dem ands a high price f or his service s.
UNIT
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capit al ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1 .
22
2
2
©LFL ©FFG
UNIT
SCOUT TROOPER
Troo pe r.
Reveal the top ca rd of the galaxy
deck: If it is an E mpire card, gain 1
.
If it is an enemy ca rd, discard it.
Reward: Exile 1 c ard from
your hand or dis card pile.
11
2
1
©LFL ©FFG
UNIT
Y-WING
Fighter.
Exile this c ard to deal 2 damage to
your oppone nt's base or a capital
ship they have in pl ay.
Reward: Gain 1
.
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Oute r Rim Pilot to gain 1
.
"Most of the b est freighte r pilots are to be fo und
here." –Obi-Wa n Kenobi
UNIT
55
5
©LFL ©FFG
Choose: Repair 3 damage f rom your base, or
gain 3
.
"They're head ing for the medica l frigate." –Wedge Anti lles
NEBULON-B FRIGATE
CAPITAL SHIP
The Rebel player is attacking the Empire player’s base and sabotaging
the Scout Trooper in the galaxy row.
3
3
18
RESOLVE AN ATTACK
Attacks may resolve against an opponent’s base, and bounty hunting or
sabotage attacks can resolve against cards in the galaxy row. The rules for
each of these attack types are described below.
Attacking an Opponent’s Base
To resolve an attack against an opponent’s base, total the attack value of all of
the units and capital ships you have committed to the attack. Take that many
damage counters from the supply. This total is the amount of damage you deal
to your opponent. This damage must be dealt and applied in the following
manner:
Each capital ship your opponent has in play must be destroyed before
damage can be applied to their base.
When a capital ship has damage counters equal to or greater than its
hit points, it is destroyed and placed in its owner’s discard pile.
If your opponent has more than one capital ship in play, you decide
how the damage is distributed among those ships.
If you have any damage counters remaining after destroying all of your
opponent’s capital ships, that damage is dealt to their base.
Damage counters placed on a base (or capital ship) remain there
unless that damage is repaired by a card ability.
When the number of damage counters on a base is equal to or greater
than its hit points, that base is destroyed.
When your opponent’s base is detroyed, place it at your end of
the Balance of the Force track; this is your victory pile. Return each
damage counter on that base to the supply.
When a player’s base is destroyed, they choose a new base from
their remaining base cards at the start of their next turn.
Damage exceeding a base’s hit points is returned to the supply. It is
not applied to the next base.
After resolving an attack against the opponent’s base, keep the cards that
participated in that attack in a group until the end of your turn. This is to
remind you that those cards have attacked, so that you do not commit them to
a second attack.
19
Bounty Hunting and Sabotage
“There will be a substantial reward for the one who nds the Millennium
Falcon.” – Darth Vader
Bounty hunting and sabotage are thematic names for the same type of attack.
Each Empire unit and Rebel unit in the galaxy deck has a target value and a
reward listed upside-down on the bottom of that card. While in the galaxy
row, these are oriented so that the player who can target them is able to read
them easily.
To resolve a bounty hunting attack (as the Empire) or a sabotage attack (as the
Rebels), rst target a card in the galaxy row from the opposing faction. Next,
total the attack value of all of the units you have committed to that attack.
If that total is equal to or greater than the target value on the card being
attacked, the attack is successful. Discard the defeated card from the galaxy
row (and place it in the galaxy discard pile), then replace that card with the top
card of the galaxy deck. Lastly, you may choose to receive the reward on the
card that was just defeated.
55
3
2
5
©LFL ©F FG
UNIT
DIRECTOR KRENNIC
Of cer.
Draw 1 card (2 cards instead if your
base is the Death Star).
"We stand here amidst my achievement, not
yours!"
Reward: Gain 3
and 2
.
Director Krennic has a target value of 5, and a reward of
three resources and two Force.
55
3
2
5
©LFL ©FFG
UNIT
DIRECTOR KRENNIC
Ofcer.
Draw 1 card (2 cards instead if your
base is the Death Star).
"We stand here amidst my achievement, not
yours!"
Reward: Gain 3 and 2 .
20
The following rules also apply to bounty hunting and sabotage attacks:
Capital ships cannot be committed to a bounty hunting or sabotage
attack.
Attack value exceeding the target value is lost.
Damage is not placed on cards targeted by bounty hunting or sabotage.
If the total attack on the units committed to the bounty hunting or
sabotage attack is less than the target value, nothing happens.
After a bounty hunting or sabotage attack resolves, keep the cards that
participated in that attack in a group and place them to the side until the end
of your turn. This is to remind you that those cards have attacked, and cannot
commit to any more attacks this turn.
33
3
3
©LFL ©FFG
UNIT
X-WING
Fighter.
If the Force is with you, draw 1 card.
"Lock S-foils in att ack po sition." –Red Leader
Reward: Gain 3
.
33
3
3
©LFL ©FFG
UNIT
REBEL COMMANDO
Trooper.
Your opponent discards 1 card from
their hand (at random if the Force is
with you).
Reward: Gain 2
.
22
2
2
©LFL ©FFG
UNIT
SNOWSPEEDER
Vehicle.
Your opponent discards 1 card from
their hand.
"Watch th at cross fire, boys!" –L uke Sk ywalk er
Reward: Exile 1 card from
your hand or discard pile.
55
5
5
©LFL ©FFG
UNIT
CASSIAN ANDOR
Troope r.
When Cassian Andor defeats a target
in the galaxy row, your opponent
discards 1 card from their hand.
Reward: Gain 3
and 2
.
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
55
3
2
5
©LFL ©FFG
UNIT
DIRECTOR KRENNIC
Of c er.
Draw 1 card (2 cards instead if your
base is the Death Star).
"We stan d here am idst my a chieve ment, no t
yours !"
Reward: Gain 3 and 2 .
22
2
2
©LFL ©FFG
UNIT
BAZE MALBUS
Troope r.
Baze Malbus gains 1
for each Rebel
base in your opponent's victory pile.
"You don't loo k happy."
Reward: Gain 1 .
55
5
©LFL ©FFG
Choose: Repair 3 damage from your base, or
gain 3
.
"They're he ading fo r the medical fr igate." –Wedge A ntilles
NEBULON-B FRIGATE
CAPITAL SHIP
6
The Rebel player sends a Rebel Commando and an X-Wing to sabotage
for a total of six attack. This meets or exceeds the target value on
Director Krennic, so Director Krennic is placed in the galaxy discard
pile and replaced with the top card of the galaxy deck. The Rebel player
chooses to receive the reward on Director Krennic, and gains three
resources and two Force they can use this turn.
21
END YOUR TURN
When you have done all that you are able (or want) to do, indicate to your
opponent that your turn is over.
When your turn ends, do the following:
First, discard all of your unit cards from play.
Then, return your base and each capital ship you have in play to their
proper orientation in your play area.
Next, discard any cards that remain in your hand and return any resource
counters in your resource pool to the supply.
Finally, draw ve cards from your deck. If there are zero cards in your
deck when you need to draw a card, shufe your discard pile to reform
your deck and continue drawing.
Example: At the end of your turn, you have three cards remaining in your
deck. You draw those three cards into your hand, then shufe your discard
pile to create a new deck. Finally, draw two cards from the newly shufed
deck to bring your hand up to ve total cards.
WINNING THE GAME
“Great shot, kid! That was one in a million!” – Han Solo
The rst player to destroy three of their opponent’s bases wins the game! The
game immediately ends after a player’s third base is destroyed; no other cards
or abilities are resolved and no other Force, attack, or resources are used.
22
EMPIRE PLAY AREA
14
©LFL ©FFG
BASE
REBEL EXTREMISTS
While Jedha is your base,
add the rs t neutral card
you purchase each tur n
to your hand. You must
exile that card at the end
of your turn.
JEDHAJEDHA
33
1
3
©LFL ©FFG
Discard 1 c ard from your hand to repair
3 damage fro m your base.
The C-ROC i s a modified Gozanti-class cruiser used to transport
goods ac ross the Outer Ri m.
C-ROC CRUISER
CAPITAL SHIP
44
2
4
©LFL ©FFG
Exile this card to destroy a capital ship your
opponent has in play, or an enemy c apital s hip in
the galax y row.
"Prepare fo r impact!" –Ka do Oquoné
CAPITAL SHIP
HAMMERHEAD CORVETTE
14
©LFL ©FFG
BASE
PLANETARY SHIELD
While Hoth is your base,
prevent the r st 2 damage
dealt to Hoth each turn.
HOTHHOTH
Empire Player
Deck
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
55
3
5
©LFL ©FFG
While Imperial Carrier is in play, each of your
Fighter units gains 1
.
The Impe rial carrier ca n hold up to forty -eight star fighters in it s
four hangars, making it an effective mobile headquarters.
CAPITAL SHIP
IMPERIAL CARRIER
22
2
2
©LFL ©FFG
UNIT
SCOUT TROOPER
Troop er.
Reveal the top c ard of the galaxy
deck: If it is an Empire card, gain 1
.
If it is an enemy c ard, disc ard it.
Reward: Exile 1 c ard from
your hand or discard pile.
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
Empire Player
Discard
44
4
©LFL ©FFG
QUARREN MERCENARY
Troop er.
When you purchase this card, exile
1 card from your hand or discard pile
(up to 2 cards instead if the Force is
with you).
Soldier s in the Outer Rim wi ll work for any
factio n, so long as the pay is g ood.
UNIT
Galaxy
Discard
Galaxy Deck Galaxy Row
Capital Ships
Rebel Base
SAMPLE GAME IN PROGRESS
Resource Supply
Damage Supply
23
©LFL ©FFG
©LFL ©FFG
REBEL PLAY AREA
©FFG ©LLC
16
©LFL ©FFG
BASE
GALACTIC RULE
When your turn begins,
look at the top 2 cards
of the galax y deck. Place
one on top of the deck
and discard the other.
CORUSCANTCORUSCANT
77
4
7
©LFL ©FFG
The dist inct profile of t he Imperial-class Star D estroyer is a
symbol of t he Empire's streng th. Stationing j ust one in orbit of a
planet could quell local unrest.
CAPITAL SHIP
STAR DESTROYER
©FFG ©LLC
16
©LFL ©FFG
BASE
FINEST LEG ION
While Endor is your base,
each of your Tr oo pe r and
Vehicle
units gains 1
.
ENDORENDOR
8
©LFL ©FFG
DANTOOINEDANTOOINE
BASE
REBEL OUTP OST
Begin the ga me with this
base in play.
8
©LFL ©FFG
BASE
IMPERIAL OUTPOST
Begin the ga me with this
base in play.
LOTHALLOTHAL
Empire Base
Empire Victory Pile
Rebel Victory Pile
55
5
©LFL ©FFG
IG-88
Bounty H unter. Droid.
When IG- 88 defeats a target in the
galaxy row, exile 1 card from your
hand or disc ard pile.
Programmed as an independent assassin droid,
IG-88 b ecame a feared bo unty hunter.
UNIT
66
2
2
2
6
©LFL ©FFG
UNIT
PRINCESS LE IA
Of ce r.
Purchase a Re bel card f rom the galaxy
row for free. If the Force is with you,
place that c ard on top of your deck.
Reward: Gain 3
and 3
.
11
2
1
©LFL ©FFG
UNIT
Y-WING
Fighter.
Exile this card to deal 2 damage to
your opponent's base or a capital
ship they have in play.
Reward: Gain 1
.
Capital Ships
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gain 1
.
"Most of th e best freigh ter pilots are to b e found
here." –Obi- Wan Kenobi
UNIT
Galaxy Row Outer Rim
Pilot Deck
Rebel Player
Deck
55
5
5
©LFL ©FFG
UNIT
B-WING
Fighter.
Your opponent must choose: Either
they discard 1 card from their hand,
or B-Wing gains 2
.
Reward: Exile up to 2 cards
from your hand or discard pile.
Rebel Player
Discard
Balance of the
Force Track
24
ADDITIONAL RULES
“You’ve taken your rst steps into a larger world.” – Obi-Wan Kenobi
This section contains the rules for important terms and situations you will
encounter while playing the game.
ABILITIES
Some cards have abilities you can resolve on your turn. The ability text
indicates when and how the ability can be used.
Abilities that do not specify when they are used can be used at any time
on your turn while that card is in play.
Each of these card abilities can only be used once per turn.
Resolving the abilities on your cards is optional.
While resolving an ability, resolve as much of that ability as you are able.
For example, if an ability instructs you to repair three damage from
your base, but your base only has two damage, you repair two
damage.
CHOOSE
Some cards instruct you to choose from more than one ability. When you
decide to resolve a ‘choose’ ability on your turn, you must pick an option that
you can resolve. You cannot choose an ability that you cannot resolve.
DEAL DAMAGE
Some abilities allow you to deal damage to the enemy base. This damage is
dealt directly to the base, ignoring capital ships.
DESTROY
Some abilities allow you to destroy a capital ship your opponent has in play
or in the galaxy row. Destroyed capital ships are immediately discarded and
placed in their respective discard pile.
If you destroy a capital ship in your opponent’s play area, it is placed in
their discard pile.
If you destroy a capital ship in the galaxy row, it is placed in the galaxy
discard pile.
25
DISCARD
Some abilities allow you to discard cards from your hand, your opponent’s
hand, or the galaxy row.
When you discard from your hand, you choose the card that is discarded
unless the ability instructs you to discard a random card.
Discarded cards are always placed in their respective
discard piles:
If a card is discarded from your hand, it goes into your discard pile.
If a card is discarded from your opponent’s hand, it goes into their
discard pile.
If a card is discarded from the galaxy row, it goes into the galaxy
discard pile.
When a card’s ability discards another card from the galaxy row, do not
gain the rewards listed on the discarded card.
GAIN
Some abilities allow you to gain
additional attack, resources, or Force.
The circumstances under which these
are available are indicated by the
ability text.
Each value on a card can be
used only once each turn.
IF
Some abilities use the word ‘if.’ These
abilities are called ‘conditional abilities’ because they can be used only when
their condition is met. For example, some cards have an ability that begins:
“If the Force is with you...” These abilities can only be used while the Force
marker is on your side of the Balance of the Force track.
LOOK
Some abilities instruct you to look at the top card of the galaxy deck. When
you look at a card, you do so secretly so that your opponent cannot see the
card’s face, then return the card to its original state.
22
2
©LFL ©FFG
RODIAN GUNSLINGER
Bounty Hunter.
Rodian Gunslinger gains 2
while
attacking a target in the galaxy row.
The promise of fast credit s inspires gu nsli ngers
from many spec ies to ta ke up bounty hunting.
UNIT
Rodian Gunslinger can gain
extra attack.
26
EXILE
Some abilities allow you to exile cards. This can help remove low-powered
cards from your deck and thereby increase your chances of drawing more
powerful cards in the future. When you exile a card, it is immediately removed
from the game and returned to the box.
When you play a card that has an ability that exiles itself, you can use
that card’s attack, resources, and Force before exiling it.
When a card ability instructs you to exile a card from your hand or
discard pile, the chosen card must be in your hand or discard pile at the
time you resolve the exile ability.
If you exile a card from your hand, you will not be able to play that
card that turn.
Example: The Empire player wants to use their Kel Dor Mystic’s ability to exile
an Imperial Shuttle from their hand. They resolve the Force value on the Kel
Dor Mystic, then they use its exile ability to exile the Imperial Shuttle from
their hand.
00
1
©LFL ©FFG
EMPIRE STARTER
Transport.
A versa tile craft, t he Lambda- class shut tle is used
to tran spor t resources , troop ers, and even hi gh-
ranking dignitaries.
UNIT
IMPERIAL SHUTTLE
00
2
©LFL ©FFG
EMPIRE STARTER
Troope r.
Elite so ldier s of the Empire, th e white-and -black
armor of Imperial stormtroopers inspires fear
acros s the galaxy.
UNIT
STORMTROOPER
11
2
1
©LFL ©FFG
UNIT
TIE FIGHTER
Fighter.
If you have a capital ship in play, draw
1 card.
"Fighters coming in!" –Lando Calrissian
Reward: Gain 1
.
00
1
©LFL ©FFG
EMPIRE STARTER
Transport.
A versa tile craft, t he Lambda- class shut tle is used
to tran spor t resources , troop ers, and even hi gh-
ranking dignitaries.
UNIT
IMPERIAL SHUTTLE
22
2
©LFL ©FFG
KEL DOR MYSTIC
Exile this card to exile 1 card from
your hand or discard pile.
Some For ce user s choos e to live in e xile to hi de
their special abilities.
UNIT
00
1
©LFL ©FFG
EMPIRE STARTER
Transport.
A versa tile craft, t he Lambda- class shut tle is used
to tran spor t resources , troop ers, an d even high-
ranking dignitaries.
UNIT
IMPERIAL SHUTTLE
Exiled Cards
Cards in Hand
Card in Play
22
2
©LFL ©FFG
KEL DOR MYSTIC
Exile this card to exile 1 card from
your hand or discard pile.
Some For ce user s choos e to live in e xile to hi de
their special abilities.
UNIT
27
REPAIR
Some abilities allow you to repair damage from your base. To repair damage,
remove a number of damage counters equal to the number indicated by the
repair ability.
REVEAL
Some abilities instruct you to reveal the top card of the galaxy deck. When you
reveal a card, ip it over so everyone can read it. If you are not instructed to
discard the card, return it to the top of the galaxy deck, facedown.
WHEN
Some abilities use the word ‘when.’ These abilities are called ‘triggered
abilities’ because they trigger off a specic moment. For example, some bases
have an ability that begins with: “When you reveal this base...” These abilities
can be resolved only at the moment you rst reveal them.
Triggered abilities are not limited to once per turn. They can be resolved
each time their timing trigger is met.
If a ‘when’ ability conicts with resolving a Reward ability, resolve the
Reward rst.
WHILE
Some abilities use the word ‘while.’ These are abilites are called ‘constant
abilities’ because their ability is always active while the specied condition is
true. When a card with a constant ability leaves play, its effect immediately
ends.
Example: While you have Imperial Carrier in play, it provides an attack boost
to some of your units. That boost ends as soon as Imperial Carrier leaves play.
EMPTY DECK
If a deck is ever empty when a card needs to be drawn from it, shufe that
deck’s discard pile to reform that deck.
Do not reform a deck from its discard pile just because it is empty. Wait
until a card needs to be drawn from it.
If your player deck is empty, wait until you need to draw a card to
shufe your discard pile back into your deck.
If the galaxy deck is empty, wait until a card needs to be added to
the galaxy row to shufe the galaxy discard pile back into the galaxy
deck.
28
ADVANCED GAME MODES
“You would prefer another target, a military target? Then name the system!
– Grand Moff Tarkin
STAR WARS: THE DECKBUILDING GAME comes with 10 Empire bases and
10 Rebel bases. However, the setup instructions on page 4 have each player
put ve of their bases back in the box for the beginner game. Once you have
mastered the basics of the game, you are ready to play one of the advanced
game modes listed below.
FULL GALAXY
This is the game as it is intended to be played. It is the same as the beginner
game in every way except that you and your opponent each begin the game
with all 10 bases from your faction in your base deck. When choosing a new
base in this mode, you have more options available, allowing you to better
adapt your strategy to the current moment in the game.
When playing full galaxy mode, we recommend playing to four bases as
described in the adjustable game length rules on page 29.
SECRET BASES
This mode introduces an element of intrigue to the game. During step 3 of
setup, you and your opponent each begin with your respective starting bases,
then secretly choose four bases from your faction’s nine remaining base cards.
Place your four chosen bases facedown under your starting base. Return each
unselected base card to the box facedown. The rest of the game plays the
same way as the beginner game, except you do not know which bases are in
your opponent’s base deck and vice versa. This bit of uncertainty adds a new
dimension to your decision-making process during the game.
When playing secret bases mode, we recommend playing to four bases
as described in the adjustable game length rules on page 29.
2V2 MULTIPLAYER
Multiplayer mode is a two-on-two battle for control of the galaxy that requires
two copies of STAR WARS: THE DECKBUILDING GAME to play. For all the
rules and diagrams demonstrating how to play multiplayer mode, please visit
FantasyFlightGames.com/star-wars-the-deckbuilding-game
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gai n 1
.
"Most of the b est freight er pilots are to be f ound
here." –Obi- Wan Kenobi
UNIT
29
OPTIONAL RULES
“I am altering the deal. Pray I don’t alter it any further.” – Darth Vader
STAR WARS: THE DECKBUILDING GAME has a modular design that allows
you to alter the rules to better suit your tastes. Combine one or more optional
rule(s) with any of the game modes to craft the experience you like best.
ADJUSTABLE GAME LENGTH
In the beginner game of STAR WARS: THE DECKBUILDING GAME, the
rst player to destroy three of their opponent’s bases wins. This number can
be adjusted to increase or decrease the length of the game. Players who
desire deeper strategy and more deck customization can increase the victory
condition to four or ve bases. Players who prefer a faster game can decrease
the goal to two bases instead. Players should agree on the number of bases
needed to win at the beginning of the game.
PAYING OFF NEUTRAL CARDS
“Your friend is quite a mercenary. I wonder if he really cares about anything.
– Princess Leia
You cannot bounty hunt or sabotage neutral cards in the galaxy row, but with
this optional rule you can pay them off. To pay off a neutral card in the galaxy
row, you must spend resources equal to that card’s cost; you then discard the
card (by placing it in the galaxy deck discard pile). This allows you to remove
unwanted neutral cards from the galaxy row without adding them to your
deck.
55
5
5
©LFL ©FFG
UNIT
CASSIAN ANDOR
Troop er.
When Cas sian Ando r defeats a t arget
in the galax y row, your opponent
discard s 1 card from their hand.
Reward: Gain 3
and 2
.
22
2
©LFL ©FFG
RODIAN GUNSLINGER
Bounty Hunter.
Rodian Gunslinger gains 2
while
attacking a target in the gala xy row.
The promi se of fast credit s inspires gun slingers
from many s pecies to take up bo unty hunting.
UNIT
22
2
2
©LFL ©FFG
UNIT
SCOUT TROOPER
Troop er.
Reveal the top c ard of the gala xy
deck: If it is an Empire card, gain 1
.
If it is an enemy c ard, discard it.
Reward: Exile 1 c ard from
your hand or discard pile.
11
2
1
©LFL ©FFG
UNIT
Y-WING
Fighter.
Exile this card to deal 2 d amage to
your oppon ent's base or a c apital
ship they have in p lay.
Reward: Gain 1
.
22
2
©LFL ©FFG
OUTER RIM PILOT DECK
OUTER RIM PILOT
Exile Outer Rim Pilot to gai n 1
.
"Most of the b est freight er pilots are to be f ound
here." –Obi- Wan Kenobi
UNIT
33
1
©LFL ©FFG
3
Discard 1 c ard from your hand to repair
3 damage fro m your base.
The C-ROC i s a modified Gozanti-class cruiser used to transport
goods acr oss the Outer Rim .
C-ROC CRUISER
CAPITAL SHIP
When playing with this optional rule, the Empire player can spend
their resources to discard the Rodian Gunslinger or the C-ROC Cruiser
from the galaxy row.
30
FREQUENTLY ASKED QUESTIONS
These are answers to some frequently asked questions about the rules for
STAR WARS: THE DECKBUILDING GAME.
Q. Do I have to play every card in my hand?
A. No. You can choose which cards to play or not play, but cards you don’t
play are still discarded at the end of your turn.
Q. Do I have to resolve a card’s ability immediately after I play it?
A. No. You can choose when to resolve a card’s ability, unless it begins with
the word ‘when’ (see When on page 27).
Q. Do I have to use the card abilities on my base or cards I play?
A. No. Each card ability is optional.
Q. Can I choose to resolve only part of an ability?
A. No, if you choose to resolve an ability, you must resolve as much of that
ability as you can.
Q. Do I have to resolve the reward when I defeat a bounty?
A. No. Rewards are optional.
Q. If a card ability says I can exile cards from my hand or discard pile, can I
exile cards from both places?
A. Yes. You can exile cards from your hand, from your discard pile, or a
combination of both.
Q. Can I look at any discard pile whenever I want to?
A. Yes. All three discard piles are open information, but you cannot change the
order of the cards when you look at them.
Q. If my opponent’s base is destroyed by a card ability, can I still attack
their capital ships?
A. Yes. You can resolve an attack against an opponent’s base even if it has
already been destroyed. This will allow you to damage any capital ships they
have in play. Any damage that would be applied to their base is lost.
Q. What happens when I reveal the top card of the galaxy deck with a
Scout Trooper’s ability and it is a neutral card?
A. Nothing. Turn that card facedown again.
Q. If the Force is all the way to the Rebel side when my opponent plays
Duros Spy, can I choose for them to gain a Force?
A. No. You must discard one card from your hand because it is the only option
you can fully resolve.
Q. How many times can I resolve Yavin IV’s ability on my turn?
A. Most abilities can only be resolved once each turn, but triggered abilities,
such as Yavin IV’s, can be resolved each time you meet their trigger
condition (see When on page 27).
© & ™ Lucaslm Ltd. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Games.
Fantasy Flight Games is located at 1995 West County Road B2, Roseville, MN 55113, USA, 651-
639-1905. Actual components may vary from those shown.
31
CREDITS
Game Design and Development: Caleb Grace
Producer: Molly Glover
Editing: B.D. Flory and Alex Werner
Proofreading: Alexis Dykema and Sam Gregor-Stewart
Card Game Manager: Colin Phelps
Graphic Design: Laurence Smith with Christopher Hosch
Graphic Design Manager: Mercedes Opheim
Cover Art: Jake Murray
Interior Art: David Ardila, Cristi Balanescu, Tiziano Baracchi, Colin Boyer, Matt
Bradbury, Mark Bulahao, Rovina Cai, JB Casacop, Alexandre Dainche, Anthony
Devine, Alexandr Elichev, Mariusz Gandzel, Sergey Glushakov, Steve Hamilton, Joel
Hustak, Imaginary Studios, Nikolaus Ingeneri, Michal Ivan, Tomasz Jedruszek, Jason
Juta, Alex Kim, Leonid Kozienko, Raven Mimura, Mark Molnar, Jake Murray, Ameen
Naksewee, Borja Pindado, Vlad Ricean, Adam Schumpert, Stephen Somers, Darren
Tan, Ryan Valle, Magali Villeneuve, Andrea Zaratos, and Ben Zweifel
Art Direction: Jeff Lee Johnson
Managing Art Director: Tony Bradt
Quality Assurance Coordinator: Zach Tewalthomas
Licensing Coordinator: Dana Cartwright
Licensing Manager: Sherry Anisi
Production Management: Justin Anger and Austin Litzler
Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
Product Strategy Director: Jim Cartwright
Executive Game Designer: Nate French
Head of Studio: Chris Gerber
Special thanks to Michael Boggs, Ryan Fralich, and Jason Svee.
LUCASFILM LIMITED
Licensing Approvals: Lawrence Cruz and Brian Merten
PLAYTESTERS
Sean Abbott, Bears Abney, Arash Afghahi, Justin Allen, Tim Bailey, Daniel Batistuzzo, J-F Beaudoin,
F. Beyer, Carolina Blanken, Austin Blaylock, Adrianna Buckner, Wyatt Buckner, Dan Cannon,
Marshall Carter, Colby Chappell, Keely Chappell, Hwan-Yi Choo, Lachlan Conley, Micah Crosley,
Jacob Deyoung, Vara Dixon, Benjamin Dyken, Jennifer T. Dyken, Peta Dyken, Steven Earley,
Jeremiah Fair, Tony Fanchi, Brooks Flugaur-Leavitt, Dustin Foran, Marieke Franssen, Tyler Fultz,
Hunter Fyffe, Chad Garlinghouse, Ian Garlinghouse, Thomas Giaquinto, Nick Glover, Nathan Grace,
Ryan Gunderson, Colin Hampton, Jeremy Hassen, Christopher Hawley, Patrick Helfrich, Anita
Hilberdink, P. Hoch, Erik Jordheim, Paul Klecker, Kristian Joyce, Michael Joyce, Ryan Kozar, Matt
Lansdowne, Réjean Lebel, Eric Leggett, Miranda Lung, Zach Lung, Emile de Maat, Josh Massey,
Kurt Meyer Jr., Sonny Mikszáth, Christian Andersson Naesseth, André Nordstrand, Kristian Meling
Nordstrand, Alex Ortloff, Y. Otto, F. Peemüller, Dan Roettgen, Lilly Roettgen, Vera van Schaijk,
David Seefeldt, Jimmie Sharp, Mason Sklar, Stephen Stachelski, Xander Tabler, Rusty Thompson,
Stefan Wagar, Aaron Wong, and Scott Woodward
UNFINISHED BUSINESS
EXPANSION
You’ve made a name for yourself in the Outer Rim,
but there’s still Unfinished Business.
FantasyFlightGames.com/Outer-Rim
Hyperlanes through the Core Worlds hold untapped opportunities
and the market is ush with new merchandise. Just watch your
step, because the latest crop of bounties is even deadlier,
and your rivals are looking to take you down!
With more ships, characters, gear, bounties,
encounters, and more, this expansion is essential
for any fan of Star Wars: Outer Rim.
Fire up your engines— it’s time to get
down to business.
© &
TM
Lucaslm Ltd. Fantasy Flight Games and the FFG logo are ® Fantasy Flight Games