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Table of Contents

    The Golden Rule

    If the text of a card directly contradicts the rules of thegame, the text of the card takes precedence. If you canfollow both the rules of the game and the text of thecard, do so.

    Part 1. Card types & colors

    All cards may have the following components: affiliation,color, type, title, ability, uniqueness, flavor, identification,rarity, and dice reference.

    Affiliation

    There are three different affiliations: hero, villain, and neutral.The affiliation of each card is written on the bottom ofthe card.

    Colors

    Each card is associated with a specific color and is written onthe bottom of the card.

    • Red is Command and represents military and logisticalendeavors and characters.
    • Blue is Force and represents characters trained in using theForce and their varied abilities.
    • Yellow is Rogue and represents scum, villainy, spies,and smugglers.
    • Gray is General and represents everything that does not fallunder one of the other three colors.

    Type & Subtype

    Each card is one of six types: battlefield, character, event,upgrade, support, or plot. The type is listed above a card’s abilities,except on battlefields, where it does not appear. Some cards have oneor more subtypes listed after the type.

    Title

    A card’s title is used to identify and describe what itrepresents in the Star Wars universe.

    Abilities

    Most cards have one or more abilities listed on them.

    Uniqueness

    Each card is either unique or non-unique. Unique cards aremarked by a diamond () beforetheir titles. All other cards are non-unique.

    A player cannot have more than one copy of a unique cardin play at the same time. There cannot be more than onecopy of a unique character on a team, and a player cannotplay a unique support or unique upgrade if they already haveanother copy of that card in play.

    • The unique restriction applies to each player individually.Players can each have one copy of a unique card in play atthe same time.

    • If a player ever controls more than one copy of a uniquecard, then they must immediately discard one of thosecards from play.

    • The unique restriction does not apply to dice. A player canhave multiples of the same dice in play at the same time.

    • Characters with the same title but a different subtitleare still considered to be the same character fordetermining uniqueness.

      Example: A player cannot use Darth Vader, Sith Lord and Darth Vader, Dark Apprentice on the same team.

    Flavor

    Flavor text has no in-game application when present.

    Identification (ID)

    A card’s identification contains the set symbol (Awakenings’set symbol is) followed bya number. These help identify the cards and match them to dice.

    Rarity

    There are five levels of rarity. The rarity of a card is shown bya color behind the collector’s info. A die that comes with acard shares its rarity with that card.

    • Fixed (Gray):Fixed cards have a non-random distribution and always come in the same product.
    • Common (Blue): There are three common cards perbooster pack.
    • Uncommon (Yellow): There is one uncommon cardper booster pack.
    • Rare (Green): There is one rare card and its matchingdie per booster pack.
    • Legendary (Purple): One in six booster packs has its rarecard and die replaced by a legendary card and its die.

    Dice references

    A card that comes with a die has reference boxes that showall six sides of that die.

    Battlefields

    Battlefields represent various locations that players face-offin. One battlefield is chosen at the beginning of the game,and the other battlefield is not used.

    • One player at a time controls the battlefield, and places itnext to their deck, either because they started the gamewith it or were the last person to claim it.
    • Battlefields have claim abilities on them. These abilities maybe resolved when the Claim the Battlefield action is taken.
    • The player who controls the battlefield takes the first actioneach round.
    • All battlefields are considered to be gray.

    Subtitle (also appears on characters)

    A subtitle defines the location or planet of a battlefield,and helps distinguish different versions of characters fromeach other.

    Plots

    Plots represent various schemes and strategies that playerscan begin the game with. Players may optionally select oneplot (but no more than one) when building their team. Eachplot has a point value that counts toward the 30 point limit,just like characters. Plots start the game in play and remainin play.

    • A hero or villain plot can only be selected if there is acharacter of that affiliation on a player’s team. A Blue, Red,or Yellow plot can only be selected if there is a character ofthat color on a player’s team.

    Point value

    A card’s point value is how many points it costs to include iton a team.

    Characters

    Characters represent notable individuals in the Star Warsuniverse. Each player spends up to 30 points on charactersduring customization. Characters start the game in play andremain in play until defeated. Each character has one or twodice that is rolled when that character is activated.

    Health

    A character’s health is how much damage it can take beforebeing defeated.

    Point value(s)

    A character’s point value(s) is how many points it coststo include it in a team. If there are two values, then thesmaller value is how many points it costs to use one of thatcharacter’s dice, and the larger value is how many points itcosts to use two of that die. A character with two of its dice iscalled an elite character.

    Events

    Events represent tactical actions, schemes, twists of fate, andother unexpected developments that might occur during thegame. When a player plays an event, theyfollow the card’s instructions and thendiscard it to their discard pile.

    • When an event is played, it is consideredto be in limbo (see “Limbo”)until it is fully resolved.
    • Provided any play restrictions (see “Play Restrictions”) are met, a player can play an event even if theevent has no effect.

    Cost (also appears on supports and upgrades)

    The cost of a card is listed in the upper-left hand corner of thecard. A player must spend resources equal to the cost of acard in order to play it.

    Supports

    Support cards represent various vehicles, connections, andlogistical aid. When a player plays a support card, they placeit faceup in their play area, next to or behind their characters.Supports have repeatable or ongoing effects and stay in playunless an effect or ability discards them.

    • Support cards cannot take damage.
    • If a support has a die, that die is rolled when the supportis activated.
    • There is no limit to the number of supports a playercan have.

    Subtypes (also appears on characters and upgrades)

    Some cards have subtypes listed afterthe card’s type, such as “Vehicle” or“Weapon.” Subtypes have no inherentrules associated with them, but othercards may reference them.

    • When a card refers to a subtype in itstext, the subtype is bold.

    Upgrades

    Upgrades represent weapons, gear, and abilities thatcharacters have at their disposal. When a player plays anupgrade, they attach it faceup to one of their characters. Aplayer may discard an upgrade already on that characterto reduce the cost of the new upgrade by the cost of thediscarded one. Upgrades have repeatable or ongoing abilitiesand stay in play unless an effect or ability discards them, orthe character they are attached to is defeated.

    • Each character cannot have more than 3 upgrades. If acharacter ever has more than 3 upgrades, the player whocontrols it must choose and discard upgrades from it untilit only has 3.
    • The color of a character and its upgrades do not haveto match. A character can have an upgrade that doesnot match its color, provided all deckbuilding and playrestrictions were followed.
    • There is no limit to the number ofweapons,equipment, orabilities a character can have as part of its 3 upgrades.
    • A character can have multiple copies of the samenon-unique upgrade.
    • If an upgrade has a die, that die is rolled when the attachedcharacter is activated. It does not matter if the upgradeis ready or exhausted, and the upgrade does not exhaustalong with the character.

    Part 2. Dice & dice symbols

    The game uses six-sided, premium dice. All dice may havethe following components: value, symbol, cost, modifier,identification, and rarity.

    Value

    The value is a number that is listed above the symbol.

    • Blanks and specials have no value printed on the die, andare considered to have a value of 0.

    Symbol

    Each side of a diemay have a symbol on it. When a die is resolved,an effect is carried out based on the symbol that is showingon the die.

    • Some dice have one or more sides with no symbol, such as Lure ofPower ( 16).

    Cost

    Some dice have a cost, listed in a yellow box at the bottom ofthe side. A player must spend resources equal to the cost ofthe die side in order to resolve it. If they cannot pay the cost,they cannot resolve that die’s side.

    Modifier

    Some dice have one or more blue sides with a plus sign (+)before the value. Sides with a plus can only be resolved atthe same time as another die that shows the same symbolwithout a plus. While resolving, the plus value is added to theother die to create a new value.

    Example: You roll a+2 symbol. You also roll a1 symbol,so you can resolve the+2 along with the1 for 3 ranged damage dealt to any one character. If you had not rolled the1, or had already spent it, you could not have resolved the+2 die.

    • A modifier cannot be resolved by itself.

    Identification (ID)

    The identification contains the set symbol followed by anumber. Each ID matches a corresponding card.

    Rarity

    The rarity of a die matches the rarity of its card (see “Rarity”).

    Dice symbols

    Activating various cards rolls dice into a player’s dice pool.The dice can then be resolved for their symbols’ effectas a later action. Each symbol has a different effect, asdescribed below. Most symbols have a value above them thatdetermines the scale of the effect.

    Melee damage

    Deals damage to a character equal to the value of the symbol.

    • All damage must be dealt to a single character. A playercannot split the damage from a single die (or a die thathas been modified) among different characters. Whenresolving multiple dice in the same action, each die candeal damage to a different character.

    Ranged damage

    Deals damage to a character equal to the value of the symbol.

    • All damage must be dealt to a single character. A playercannot split the damage from a single die (or a die thathas been modified) among different characters. Whenresolving multiple dice in the same action, each die candeal damage to a different character.

    Indirect damage

    Deals damage to an opponent’s character(s) equal to thevalue of the symbol, distributed as that opponent wishes.

    • All damage can be split among multiple characters.

    Shield

    Gives a character shields equal to the value of the symbol.

    • All shields must be given to a single character. A playercannot split the shields from a single die (or a die that hasbeen modified) among different characters. When resolvingmultiple dice in the same action, each die can give shieldsto a different character.
    • A character cannot have more than 3 shields. Any excessshields that would be given to the character are ignored.

    Resource

    Gains resources equal to the value of the symbol.

    Disrupt

    Forces an opponent to lose resources equal to the value ofthe symbol.

    • If an opponent does not have as many resources asthe value of the symbol, then they lose all of theirremaining resources.
    • The opponent cannot lose resources they don’t have; aplayer cannot have fewer than zero resources.

    Discard

    Discards random cards from an opponent’s hand equal to thevalue of the symbol.

    • If an opponent does not have as many cards in hand asthe value of the symbol, then they discard all of theirremaining cards.

    Focus

    Turns a number of other dice in the player’s dice pool to thesides of their choice. The number of dice they turn is equal toor less than the value of the symbol.

    • A player cannot turn their opponent’s dice.

    Special

    Uses the special ability marked by asymbol on that die’s card. Specials have a value of 0.

    • A player cannot use the special ability on a different card;they must use the special ability on the die’s matching card.
    • Just like other symbols, a player can use multiple specialabilities during the same action, and chooses the orderthat they are resolved in.
    • A special ability that rerolls its die cannot be resolved asecond time during the same action.

    Blank

    Blank symbols have no effect and cannot be resolved. Blankshave a value of 0.

    Resolving dice through cards

    Many cards allow a player to resolve one or more dice.When a player resolves a die through a card, they use thenormal die effect based on the symbol, and follow anyextra instructions.

    • A player must still pay any resource cost on that die.
    • A player cannot resolve a modifier by itself.
    • A player cannot use modifiers when resolving a die througha card effect, unless the card allows them to resolvemultiple dice of the same symbol.

    Dice leaving play

    • If a card with a matching die leaves play, the matching dieis also immediately removed from the game and set aside.The removed die can enter the game again at a later time,if its card enters play again
    • If a player has two copies of the same upgrade on acharacter, and both of those upgrade dice are in theirdice pool when they have to discard an upgrade fromplay, the player can choose which die to remove and setaside. If a player has two copies of the same upgrade ondifferent characters (one upgrade on each character),they must make sure to track each die separately.

    Part 3. Areas of play

    Each player has their own areas of play. These areas areeither in play or out-of-play.

    In play

    Characters, plots & played cards

    After an upgrade or support is played, it is added to the playarea and is in play. Characters and plots also start the game in play,and remain there until defeated. Events are never in play;they are played, resolved, and discarded without entering theplay area.

    • The abilities on cards in play can be used.
    • A card enters play when it transitions from an out-of-playarea to the in play area.
    • “From play” is short for “from the in play area.”

    Dice pool

    This is where dice are rolled. Each player has their own dicepool. Dice are always placed on their matching cards whennot in a dice pool.

    • A player can only resolve dice in their own dice pool.
    • Dice in a player’s dice pool can be manipulated (removed,turned, etc.) or used as a reference for card effects thatrequire a specific side to be showing.

    Resources

    A player’s resources are kept next to their cards.

    • The number of resources a player has is open information.

    Battlefield (if controlled)

    If a player controls the battlefield, it kept in their in play area.

    Out-of-play

    Cards in a player’s hand, deck, and discard pile are out of playand their abilities cannot be used until they are played.

    • A card leaves play when it transitions from the play area toan out-of-play area.

    Hand

    Each player has a hand of cards. As an action, they areable to play cards from their hand by paying the cards’resource costs.

    • Each player has a hand size. A player’s hand sizedetermines how many cards they draw up to during theupkeep phase (after discarding any cards they want). Thedefault hand size is 5 cards. A player does not have todiscard cards when they have more than their hand size.
    • The number of cards in a player’s hand is openinformation, but the actual cards in it are hidden from aplayer’s opponent.
    • A player cannot have a card their opponent owns intheir hand.

    Deck

    Each player brings a deck of 30 cards to the game. During thegame, the deck refers to the stack of facedown cards a playerhas not drawn yet.

    • After being shuffled, the deck is kept with the cardsfacedown, and players cannot look through it or change itsorder except through game abilities.
    • The number of cards left in a player’s deck isopen information.
    • A player cannot have a card their opponent owns intheir deck.

    Discard pile

    The discard pile is a faceup pile near a player’s deck wherethey place their discarded cards.

    • The cards in a discard pile are open information. Allplayers can look through any player’s discard pile wheneverthey wish.
    • The order of the discard pile is irrelevant. A player canadjust the order of the cards in their discard pile wheneverthey wish.

    Limbo

    When an event is played, it is placed faceup on the table andis in limbo. It is no longer in the player’s hand. Once the eventresolves, it goes to the discard pile.

    • The event does not enter play, but it is considered to havebeen played.

    Dice on cards

    When dice are not in a dice pool, they are placed on theirmatching card.

    • These dice are not active, cannot be manipulated, and noneof their sides are considered to be showing.

    Set-aside dice

    At the beginning of the game, some dice are set aside. Theseare dice that can enter play via cards. Players may hide thesedice from their opponent using a tray or a dice bag.

    Supply

    This is where the various game tokens are placed. All tokensare taken from the supply when gained (resources), dealt(damage), or given (shields). All tokens are returned to thesupply when spent (resources), lost (resources), healed(damage) or removed (shields). If players run out of tokens,they should find a proper proxy.

    Part 4. Customization

    Customization happens before playing a game. Players canexperience the game in new ways by developing one-of-a-kindstrategies and combinations.

    1. Building a team

    To build a team, a player chooses up to 30 pointsof characters and up to one plot.

    • Hero and villain characters cannot be on the same team. Neutralcharacters can be on any team.
    • A player can select only one copy of each unique ()character, but they can select any number of copies of nonuniquecharacters. When selecting a unique character, theplayer must choose whether to use the elite (larger pointvalue, two dice) or non-elite (smaller point value, one die)version of that character.
    • A player must choose at least one character.
    • There are no restrictions based on a character’s color. Aplayer may include characters of the same color or differentcolors on their team.

    2. Building a deck

    • A deck includes exactly 30 cards. The deck cannot include morethan 2 copies of the same card.
    • If a team has hero characters, its deck cannot contain villaincards. If a team has villain characters, its deck cannot containhero cards. If a team has all neutral characters, its deck cannotcontain hero or villain cards. Neutral cards can be included in any deck.
    • Blue, Red, and Yellow cards can only be included in thedeck if the team includes a character of the correspondingcolor. Gray cards can be included in any deck.
    • A deck can contain events, upgrades, and support.Characters, plots, and battlefields are not included in a deck and donot count toward its 30 card limit.

    3. Selecting a battlefield

    In addition to characters and a deck, a player selects onebattlefield to bring with them to the game.

    Example: A player chooses the elite version of Leia Organa (28) for 16 points, and the non-elite version of Han Solo (46) for 14 points. Their two characters are a combined 30 points, which is the most points there can be on a team.

    Since Leia Organa and Han Solo are hero characters, theplayer cannot use villain cards in their deck. They can alsonot include Blue cards, since they did not choose a Bluecharacter. The player selects 30 Red, Yellow, and Gray cardsto add to their deck. They decide to take at least 10 cardsthat have dice, as it is important to draw and play cards thatprovide dice.

    Finally, the player selects Rebel War Room (171)as their battlefield. If chosen during setup, this will allow them touse their dice with resource costs, like Han Solo’s 3 rangeddamage side, for free.

    Part 5. Game structure

    The game is a fast-paced, back-and-forth battle where playersalternate taking actions.

    Setup

    To set up the game, follow these steps in order:

    1. Each player places their character and plot cards faceup in front ofthem, along with those character’s matching dice.
    2. Each player sets aside their battlefield faceup.
    3. Each player shuffles their 30-card deck and draws 5 cardsfrom it.
    4. Each player shuffles any number of cards from their handback into their deck, and then redraws until they have 5cards in hand.
      • Players should try and choose their cards simultaneously.If there is a disagreement over who chooses their cardsfirst, then randomly determine a player to choose first.
    5. Players sort the various game tokens (damage, shields, andresources) into piles near the play area. Each player gains2 resources from this supply.
    6. Players roll their starting character dice and add up thevalues rolled (the white numbers). If there is a tie, theyroll again. The player with the highest total chooses whichbattlefield to fight on. The player whose battlefield isbeing used controls the battlefield and places it next totheir deck. The player whose battlefield is not being usedremoves their battlefield from the game and gives 2 shieldsto their characters, distributed as they wish. After rolling,return all character dice to their matching cards.
    7. “After setup” abilities trigger.

    Rounds

    Each game is played over a series of rounds. Each round hastwo different phases: an action phase and an upkeep phase.

    Action phase

    During the action phase, players alternate taking turns. Theplayer who controls the battlefield takes the first turn. Whenit is a player’s turn, they can perform one action or pass.When both players pass consecutively, the action phase endsand play proceeds to the upkeep phase.

    Upkeep phase

    During the upkeep phase, each player does the following:

    1. Readies their exhausted cards.
    2. Returns all of the dice still in their dice pool to theirmatching cards.
    3. Gains 2 resources.
    4. Discards any number of cards from their hand, and thendraws up until they have cards in hand equal to theirhand size.
      • If, after discarding, a player has cards in their hand equal toor greater than their hand size, they do not draw any cards.
      • If a player does not have enough cards left to draw up totheir hand size, they draw as many cards as they can.

    Actions

    Actions are taken by a player whenever it is their turn. On aplayer’s turn, they must take an action or pass. The differentactions are listed below and described in detail later:

    • Play a card from hand
    • Activate a character or support
    • Resolve dice
    • Discard a card to reroll dice
    • Use a card action (including a power action)
    • Claim the battlefield

    When a player is allowed to take additional actions on theirturn, they must immediately take them following the resolutionof the current action or decline to act (this is not the same aspassing your turn). They cannot save the actions for later. Ifthey are allowed to take an action outside of their turn, theyalso must take it immediately or decline to act.

    Play a card from hand

    Before a player plays a card, they should first check to seeif there are any play restrictions on the card. If there are,and those conditions are not met, then the card cannot beplayed.If playing an upgrade, choose a character it can beattached to.

    If there are no restrictions, or all restrictions to play the cardare met, then the player must pay resources equal to thecard’s cost. If they do not have enough resources to pay, thenthe card cannot be played.

    Once a card’s cost has been paid, the card is resolved basedon its type.

    • Playing an Event: The player follows the card’s instructionsand then discards it. The card is in limbo while resolving.
    • Playing an Upgrade: Theupgrade is attached to thechosen character by placing it next to or below thatcharacter.
      • Once per round, before paying the cost to play anupgrade, the player can choose to replace an upgradethat is already on the chosen character. The cost to playthe new upgrade is decreased by the cost of the oldupgrade, and the old upgrade is discarded when the newone comes into play. If the old upgrade costs equal to ormore than the one replacing it, then the new upgradeis free.
      • Most upgrades come with a die. When they are played,the player takes the matching die from their set-asidedice and places it on the upgrade (or, for ease of use,they can also place it on that character instead since it isrolled along with the character’s dice).
    • Playing a Support: The player places the card on the tablebelow their team. Some supports also have a die thatcomes with them. When they are played, the player takesthe matching die from their set-aside dice and places it onthe support.

    Activate a character or support

    To activate a character or support card, a player exhauststhat card and rolls all of its dice. These dice are now in thatplayer’s dice pool, and that player can take an action on afuture turn to resolve their symbols. Characters always rolltheir character dice and their upgrade dice (from attachedupgrades) when activated. Supports roll their own die intothe dice pool when activated. Supports without a die cannotbe activated.

    • All of the dice associated with a character (its characterand upgrade dice) must be rolled when that character isactivated. A player cannot pick and choose which diceto roll.
    • An exhausted character or support cannot be activated.

    Resolve dice

    Eachside of a die may have a symbol on it (seeDice symbols). A player mayresolve one or more dice in their pool that have the samesymbol, one at a time (unless adding a modified die, then thedice are resolved simultaneously). To resolve a die, a playermust pay any costs and carry out the effect represented bythe symbol on that die. Then they return it to the card that itcame from.

    • A player can only resolve dice in their own dice pool.
    • A player can resolve dice with different values during thesame action, provided the dice share a symbol.
    • A player cannot choose to resolve dice symbols if they haveno symbols of that type to resolve. A player must resolve atleast one die when taking this action.
    • A player can resolve any dice with the same symbol, evenif those dice were not showing that symbol when the playerstarted resolving dice.
    • A player cannot resolve the same die more than onceper action.
    • If a player’s effect would resolve an opponent’s die, that dieis resolved as if it were in that player’s pool instead.

    Discard to reroll dice

    A player can discard one card of their choice from their handto reroll one or more dice in their pool. They must choose allthe dice they want to reroll before rerolling.

    • If there are no dice in their pool, they cannot discard a cardfrom their hand to reroll.

    Use a card action

    Some support, upgrade, and character cards have specialactions listed on them. These actions are preceded by theword “Action” in bold. To resolve this action, follow thecard’s instructions.

    • Power Actions. A power action is an action that can onlybe used once per round, even if the card with a poweraction changes control, is moved to another character, etc.A player can use each power action once on each card,even if the cards have the same title.

    Claim the battlefield

    When a player claims the battlefield, they may use its claimability. If they do not control the battlefield, they take controlof it and move the battlefield card next to their deck. Forthe rest of this round, that player automatically passes allof their future turns and declines to act if they ever have theopportunity to take actions. Their opponent continues takingturns until they also pass. Only one player can claim thebattlefield each round.

    • A player can claim the battlefield even if they already controlit in order to keep control of it and use its claim ability.
    • The player who controls the battlefield takes the first actioneach round.

    Passing

    If a player does not wish to take an action, they may pass.They do nothing, but they retain the option to take an actionafter their opponent. After both players pass consecutively,the round proceeds to the upkeep phase.

    • If a player triggers an action that does not change thegame state, then they are considered to have passed theirturn instead. If a player exhausts or plays a card that doesnot change the game state other than that card beingexhausted or played, then they are also considered to havepassed their turn instead.

    Example: A player uses the Action on General Veers (4), but there is no Veers die for them to remove. As such, nothing happens and they are considered to have passed their turn.

    Reminder text

    Reminder text is text in parentheses that clarifies game text.It is used to remind players of rules and does not supersedethe rules.

    Winning the game

    There are two ways for a game to end:

    • All of a player’s characters are defeated. The game endsimmediately and the other player wins the game.
    • If a player has no cards in their hand and deck at theend of a round (after the upkeep phase), they lose andthe other player wins. If both players would lose this way,the player who controls the battlefield at the end of theround wins.

    Part 6. Game concepts

    These are important rules that are used every game.

    Damage

    When a character is dealt damage, place that much damageon the character. When a character has damage on it equal toits health, it is immediately defeated.

    • Unblockable damage cannot be blocked by shields or cardeffects. Any shields on a character who is dealt unblockabledamage remain on that character; the shields are ignoredfor the purposes of dealing the unblockable damage.
    • Damage tokens come in values of one and three. A playercan swap between these tokens as necessary in order totrack the amount of damage on a character. If the supplyof damage tokens runs out, substitute a different token ortrack damage using a different method.
    • Damage dealt during the same action is usually dealt atdifferent times since the dice are resolved one at a time.The only time multiple dice deal damage at the exact sametime is when a die is being modified by other dice.

    Defeated characters

    When a character has damage on it equal to its health, itis immediately defeated. Remove all of its dice from thegame (both its character dice and its upgrades), discardall upgrades on it, and remove the character card from thegame.

    • Any excess damage dealt to a character from a source thatdefeats the character is ignored. A player can deal moredamage to a character than they have health, even whendistributing the damage as they wish (e.g., from the specialon the F–11D Rifle).
    • When all of a player’s characters are defeated, they lose.

    Resources

    Resources are the game’s currency and are used to payfor cards, card abilities, and resolving dice. The amountof resources a player has available at any given time isrepresented by their resource tokens. Resources begin thegame in the supply. When a player gains resources, theytake tokens from the supply. When a player spends or losesresources, they return tokens to the supply.

    • Each player gains 2 resources during the upkeep phase.
    • If the supply of resource tokens runs out, substitute adifferent token or track resources using a different method.

    Shields

    Shields block damage. Each shield blocks 1 damage thatwould be dealt to the character. After blocking damage, theshield token is removed.

    • It is not optional to use a shield. Shields must be used toblock damage, if possible.
    • Each character can have a maximum of 3 shields at onetime. If an effect would give a character more than 3shields, ignore the excess shields.
    • If the supply of shield tokens runs out, substitute a differenttoken or track shields using a different method.

    Draw

    Whenever a player draws a card, they take the top card oftheir deck and add it to their hand.

    • When players draw multiple cards, the cards are drawnsimultaneously.
    • If a player does not have as many cards left in their deck asthey are supposed to draw, then they draw as many of theremaining cards as possible. If a player cannot draw anycards, then nothing happens.

    Ready

    A card is ready when it is in an upright position. Ready cardscan be exhausted (turned sideways). A player instructed toready a card should turn the card to an upright position.

    • A card that is already ready cannot be readied.
    • Ready supports and characters can exhaust to activate.Ready upgrades can only be exhausted throughcard effects.

    Exhausted

    A card is exhausted when it is turned sideways. Exhaustedcards can be readied (turned upright). A player instructed toexhaust a card should turn the card to a sideways position.

    • A card that is already exhausted cannot beexhausted again.

    Part 7. Abilities

    An ability is the special game text that a card contributesto the game. There are five types of abilities: actionabilities, claim abilities, ongoing abilities, special abilities,and triggered abilities. There are also keywords, whichare shorthands for abilities that appear on multiple cards.Cards can have more than one ability; each ability is its ownparagraph on the card.

    Example: Finn (45) has two different abilities.

    An ability becomes usable as soon as its card enters play, andremains usable as long as that card is in play. An ability froman event is resolved when that event is played.

    Players must resolve as much of an ability as they are able to,unless it includes the word “may” or explicitly gives the playera choice. Special abilities ()are mandatory if that side of its die is resolved.

    Queue

    The queue is an imaginary line that all game effects andabilities enter and leave in chronological order whentriggered, based on a “first in, first out” principle. Each onewaits its turn in the queue until the trigger condition iscomplete. Each effect must fully resolve before the next oneresolves. If during the resolution of something in the queue,another effect is added, it moves to “the end” of the queueand is resolved last.

    Example: A player resolves one of their dice to deal 2 damage to a character. The 2 damage enters the queue, and since nothing else is in the queue it currently resolves.

    Action abilities

    Some support, upgrade, and character cards have uniqueactions listed on them. These actions are preceded by theword “Action” or “Power Action” in bold. To resolvethis ability, a player must spend one action on it duringtheir turn and then follow the instructions on the card.

    Example: Underworld Connections (101) has the action ability “Action - Exhaust this support to gain 1 resource.”

    Claim abilities

    Battlefields have claim abilities on them, preceded by theword “Claim” in bold. These abilities are optional and may beresolved by the player who claims the battlefield.

    Ongoing abilities

    Any non-keyword ability whose text contains no triggercondition and does not have a bold word in front of it (like“Action” or “Claim”) is an ongoing ability.

    Example: Personal Escort (78) has the ongoing ability “Attached character has the Guardian keyword.”

    Inherent dice abilities

    Some cards have abilities on them which are considered tobe inherent to the die, and always affect how the die resolves,independent of the card being in play.

    Example: Diplomatic Immunity (50) says “The shields from this die can be given to any of your characters, distributed as you wish.” The shields from this die can be split up regardless of whether the card is in play or not, such as when resolved through Poe Dameron’s (29) special ability.

    • Dice with a non-special inherent die ability: DiplomaticImmunity (50), Launch Bay (31),Lure of Power (16), ID–9 Seeker Droid (13),Training Remote (35), Gang Up (68),Vibroknife (57).

    Special abilities

    These are a type of inherent die abilities that appear onsome cards and are marked by the special () symbol. Whena die with that symbol is resolved, the special ability on itsmatching card is resolved.

    • The special () cannot be resolved to use the special abilityon a different card.

    Keywords

    Keywords are shorthands for abilities that appear onmultiple cards.

    • A card cannot gain another copy of a keyword; it either hasthe keyword or does not have the keyword.
    • If a card loses a keyword, then it loses the keyword nomatter how many times it would gain it.
    • The italicized text that explains keywords on cards issolely reminder text, and is overridden by the full ruleswritten below.

    Ambush

    After playing (and resolving) a card with Ambush, a playermay immediately take another action.

    • If a player is allowed to take an action outside of their turn,they immediately take it.

    Guardian

    Before a character with Guardian activates, its ownermay remove one die showing damage (or) fromtheir opponent’s dice pool to deal damage equal tothe value showing on the die removed to the activatingGuardian character.

    Redeploy

    This keyword only appears on upgrades. After the attachedcharacter is defeated, its controller may immediately movethis upgrade to any of their other characters. The upgrade diemoves to the new character card, even if it was in the dice pool.

    • The Redeploy keyword ignores play restrictions whenattaching to a new character.

    Triggered abilities

    A triggered ability has a trigger condition and an effect. Whena triggered ability meets its trigger condition, the abilityresolves.There are two types of triggered abilities: ”after” and“before” abilities.

    • Triggered abilities exist independently of their source. Oncetriggered, the entire ability resolves, even if the card it wason leaves play.

    Trigger condition

    A trigger condition indicates the timing point at which anability may be used, and always follows either the word “after”or “before.” A trigger condition matches a specific occurrencethat takes place in the game.

    Example: Qui-Gon Jinn (37) is about to gain a shield, which is the trigger condition for his ability that says “Before this character gains 1 or more shields, you may remove 1 of his shields to deal 1 damage to a character.”

    Before abilities

    If, during the course of a game, a before ability meets itstrigger condition, immediately resolve the before abilitybefore continuing to resolve the rest of the effect. In this way,before abilities can interrupt the flow of the game.

    Example: One with the Force (42) says “Before attached character is defeated, this card becomes a support for the rest of the game.” The trigger condition is “attached character is defeated,” and the timing word “before” tells you to resolve the rest of the effect before the trigger condition resolves.

    After abilities

    If, during the course of a game, an after ability meets itstrigger condition, it resolves following the resolution of thetrigger condition. Unlike before abilities, after abilities do notinterrupt the flow of the game, and instead wait their turn inthe queue to resolve.

    Example: Comlink (61) says “After you play this upgrade, you may reroll any number of your dice or any number of your opponent’s dice.” The effect of playing the card must fully resolve (paying the cost, choosing a character to attach it to), and then the after ability resolves.

    Simultaneous abilities

    When two or more triggered abilities meet their trigger conditionsat the same time, the player who is resolving those abilitieschooses the order they resolve in (in the case of before abilities)or enter the queue in (in the case of after abilities). If more thanone player has abilities that are simulatenous, the player whocontrols the battlefield chooses the order they resolve in.

    Example: A Tusken Raider (22) is activated with Jango Fett (21) in play. Each card is controlled by a different player. Both have an after ability that can resolve after the Tusken Raider activates, so it is the battlefield controller’s choice as to which one enters the queue first.

    Effects

    An effect is anything that results from an ability. An effectlasts for as long as the action described in it.

    Delayed effects

    Some abilities contain delayed effects. Such abilities specifya future timing point, or indicate a future condition that mayarise, and contain an effect that is to happen at that time.

    Example: Crime Lord (23) says “You may pay 5 resources to choose a character. That character is defeated after this round ends.” The character being defeated is a delayed effect because it does not fully resolve until a future point in time.

    • An event with a delayed effect creates the effect, andthen is discarded. It does not remain in limbo until theeffect resolves.

    Replacement effects

    A replacement effect uses the word “instead” somewhere inits text. If a replacement effect resolves, the original effectis considered to have not resolved, and no abilities canbe triggered off of it. Abilities can be triggered off of thereplacement effect.

    Second Chance (137)says “Before attached characterwould be defeated, instead heal 5 damage from it anddiscard this upgrade.” Because this prevents the characterfrom being defeated, the character is never considered tohave been defeated.

    • If two or more replacement effects are trying to replace thesame thing, the battlefield controller chooses which oneresolves. The other replacement effects no longer resolve,since the thing they are replacing no longer exists (it hasalready been replaced).

    Self-referential effects

    When a card’s ability text refers to its own card type, such as“this upgrade” or “this character,” it refers to itself only, andnot to other copies (by title) of the card.

    Negative effects

    Negative effects take precedence over positive effects. If aneffect says a player cannot do something, then they cannot doit, even if another effect says they can.

    “Then” effects

    In order to resolve an effect that is preceded by the word“then,” the previous effects on the card must have fullyresolved (i.e., the game state changes to reflect the intent ofthe effect in its entirety). If the part of an ability that precedesthe word “then” does not successfully resolve in full, the partof the ability that follows the word “then” does not attemptto resolve.

    Example: Scavenge (132) says “Discard the top 3 cards of your deck. Then you may add an upgrade or a support from your discard pile to your hand.” If less than 3 cards remain in your deck, you cannot add a card to your hand because the previous effect did not fully resolve.

    Part 8. Terms

    Below are definitions and explanations of importantterms that players should know. These are listed inalphabetical order.

    Character die

    A character die is a die that matches a character.

    • Upgrade dice are not character dice, even thoughcharacters also use them when they activate.

    Cheapest

    Something that is cheapest has the lowest cost.

    • Any effect modifying the cost should be taken into account.

    Choose- Either

    If an ability uses “choose” and “either,” the player using theability may choose either option, even if the chosen one willhave no effect. Once the player has made their choice, theyhave to resolve as much of it as possible.

    • Some cards force an opponent to make a choice. Theopponent can also choose either option.

    Choose- Target

    A target is a card or die to which an effect will happen.The term “choose” indicates that a target must be chosenin order for the ability to resolve. The player resolving theeffect must choose a game element that meets the targetingrequirements of the ability.

    • When making a choice, a player cannot choose invalidtargets, e.g., they cannot deal damage to a defeatedcharacter. If there are no valid targets, then the carddoes nothing.
    • If multiple targets are required to be chosen by the sameplayer, these are chosen simultaneously.
    • An effect that can choose “any number” of targets cansuccessfully resolve if zero of those targets are chosen,though it might have no effect.

    Combined value

    The combined value is the sum of the values showing on allthe dice being referenced.

    Example: The combined value of two dice showing ranged damage, with values of 2 and 1 respectively, would be 3.

    Controller

    The controller of a card or die is the player who has it in theirin play area. By default, players control all of the cards anddice they own.

    Copy (of a card)

    A copy of a card is defined by its title. Any other card thatshares the same title is considered a copy, regardless of cardtype, text, artwork, or any other characteristic of the card.

    Decreases

    Effects which decrease something only last for the duration ofthe effect. Some effects have an ongoing duration.

    Example: It Binds All Things (150) says “Before you play a Blue upgrade, you may exhaust this support to decrease its cost by 1.” This only applies while paying the cost to play the upgrade; once it is played, its cost returns to the normal value since you have now played a Blue upgrade.

    Free

    When something is played or resolved for free, a player doesnot pay any cost for the card or die.

    Heal

    When damage is healed from a character, remove thatamount of damage from it.

    • Heal as much damage as possible. Excess healingis ignored.
    • If no damage was removed by the healing effect, then thecharacter is not considered to have been healed.

    Increases

    Effects which increase something only last for the duration ofthe effect. Some effects have an ongoing duration.

    Example: Emperor’s Favor (88) says “Your hand size is increased by 1.” Because this effect does not have a duration assigned to it, the increase is constantly applied.

    Look at

    Sometimes an effect allows a player to look at cards in aplayer’s hand or deck. Looking at a card does not change theposition of the card, and after being looked at the card shouldbe returned to its previous location.

    Move

    Some effects allow players to move cards or tokens.

    • When something moves, it cannot move to its same(current) placement. If there is no valid destination for amove, the move cannot resolve.
    • When damage is moved to a new character, it ignoresshields and the character is not considered to havetaken damage.

    Owner

    The owner of a card or die is the player who brought the cardor die to the game. A player can own a card or die but losecontrol over it (such as losing control of the battlefield).

    Play restrictions

    Play restrictions sometimes appear on a card and are markedby the word “only.” A player cannot play the card unless theplay restriction is met.

    Upgrade cards sometimes say “(Color) character only”. If aplayer does not have a character of that color to attach theupgrade to, the upgrade cannot be played.

    • Upgrades do not get removed from a character if the playrestriction is no longer fulfilled. The character must onlyfulfill the play restriction when the card is first played.

    Remaining Health

    Remaining health is the health of a character minus theamount of damage on it.

    Removing dice

    Removing dice moves them from a player’s dice pool back totheir matching card.

    • A die cannot be removed unless it is in a player’s dice pool.
    • If dice of a specific symbol must be removed to trigger aneffect, then it does not matter if those dice can currently beresolved. Symbols that are modifiers or require a resourcematch still count as that symbol.

    Replace

    When an upgrade is discarded to decrease the cost of anotherupgrade, the new upgrade replaces the old one. Each playercan only replace an upgrade once per round.

    Rolling

    When a card refers to rolling a die, this applies to both rollingit into your pool and rerolling it (if it was already in your pool).

    Search

    When a player searches for a card, that player is allowed tolook at all of the cards in the searched area without revealingthem to opponents.

    • A player does not have to find the object of a search effect.

    Showing

    A die side is showing if it is the faceup side after being rolledinto a dice pool.

    • Dice sides that are not faceup cannot be referenced when acard requires a symbol to be showing.
    • Effects which reference a certain symbol showing on a die workwith any side showing that symbol, even if it is a modified side.Showing damage includes ranged, melee, and indirect damage.
    • Dice on cards do not have any sides showing. A die canonly show a side once it has been rolled into a player’sdice pool.

    Spotting

    Some cards require a player to spot a specific game elementin order to use its ability. To spot an element, a player musthave that element in play. Most cards just require a player tospot a character of a specific color.

    Example: Use the Force (149) says “Spot a Blue character to turn a die to any side” You must have an undefeated Blue character on your team, or the card does nothing.

    • A player cannot spot their opponents’ characters or cards,unless the card explicitly says so.
    • If a player is not able to spot the required element, thenthe card does nothing.

    Taking damage

    Damage is taken only when one or more damage tokens areplaced on the character. If all damage dealt was blocked byshields or some other ability, then no damage was taken.

    • Damage not taken is still dealt.

    Example: Hunker Down (164) says “After this character takes melee damage, discard this upgrade.” If two melee damage is dealt to the character but is blocked by 2 shields, then no damage was taken by the character and Hunker Down is not discarded.

    Turn (die)

    When a player turns a die to a side, they rotate it so that sideis faceup (showing).

    • When turning a die, it must turn to a different side. Aplayer cannot turn a die to the same side it was on beforeturning it. (If the die has the same symbol and value on twoor more of its sides, it can be turned to an identical side).

    Unblockable damage

    Unblockable damage cannot be blocked by shields orcard effects. Any shields on a character dealt unblockabledamage remain on that character.

    • All modifiers added to a die that deals unblockable damagewill also be unblockable.

    X as a variable

    Some cards refer to X as a variable. X is always a number thatis defined by the card, and does not have a standard value.

    Part 9. Multiplayer rules

    In addition to playing against one opponent, players canchoose to play against more than one opponent in amultiplayer game. There is one official format: free-for-all.

    Free-for-all

    More than two players can participate in a free-for-all game,though 3–4 is the recommended number. Players shouldfollow all of the normal rules of the game, with the followingexceptions and additions.

    Setup

    To set up the game, follow these steps in order:

    1. Randomly seat the players at the table.
    2. All players roll off for the battlefield. The player with thehighest value wins the roll off, and chooses a battlefield touse for the game. Each other player gets 1 shield to giveto one of their characters and sets their battlefield aside. Ifplayers tie during the roll off, only the tied players roll againto break the tie.

    Actions

    Players take actions clockwise around the play area, startingwith the first player. All players must consecutively pass toend the round. Only one person can claim the battlefield.

    Choosing opponents

    When an ability refers to an opponent, the player using theability chooses which opponent it affects.

    Player elimination

    If all of a player’s characters are defeated, or there are nocards left in their deck and hand at the end of the round, thatplayer is immediately eliminated from the game. Any of theircards and dice are removed from the game, except for cardsthat they no longer control or their battlefield if it is active. Ifthe eliminated player controlled the battlefield, then no onecontrols the battlefield until someone else claims it (and if ithas already been claimed this round, then players must waituntil the next round). The player to their left decides howsimultaneous abilities controlled by more than one player areresolved until someone else controls the battlefield. The otherplayers continue playing until there is only one player left inthe game; that player wins.


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