Friday, February 20, 2026

"That Was One In a Million!" - "Star Wars Rebellion" and the "Rise of the Empire" Expansion

As a fourteen-year-old nerd growing up in the 80's, Star Wars Rebellion would have been the game of my dreams. Thanks to 1981's Axis & Allies, I was already predisposed to the idea of an epic, grand-strategic wargame, so something that let me recreate an alternate history of THE HOLY TRILOGY would have absolutely shattered my fragile eggshell mind.

How much of the game I would have grokked and played properly back in the day is anyone's guess. Heck, even as an adult with decades of experience in the hobby, I still struggle to wrangle games this vast and sprawling. Having said that, younger me would have had the advantages of a sharper brain and less distractions...cardboard or otherwise. 

Anyhoo, here's my "mission statement" for this post:

(1) If you're curious about the game, I hope to provide enough information so you can make an informed decision RE: whether or not you should buy it. 'Cuz, between the base game and the expansion, dis sucka ain't cheap

(2) I've included four rounds of transcripted gameplay to provide enough of an example to lock those rules into place. 

(3) I threw myself on the rules thermal detonator and digested the incredibly-dry "Rules Reference" as well as the Rise of the Empire addendum in an effort to flesh out the well-intended (but ultimately sketchy and incomplete) "Learn to Play" book. 

So, first up: what is Star Wars Rebellion?

Simply put: it's a game that replicates the original Star Wars Trilogy in the most grand strategic manner possible. The goal of the Rebels: survive long enough to generate sufficient sympathy to their cause and topple the evil Galactic Empire. The goal of the Imperials: find the Rebel Base and stamp out any pockets of resistance before the spark of revolution sweeps across the galaxy. 

How is it played? Well, a round begins with both factions secretly assigning famous Leaders to various Missions. Then, starting with the Rebels, they take turns revealing said Missions and trying to accomplish them. Certain Missions an be opposed by Leaders in reserve and success (or failure) is determined by a dice roll.

Leaders can also be placed in Systems to move fleets and occupy or liberate planets. If there are opposing forces there, space and / or ground battles can occur. Battles use the same customized dice, the results of which can be augmented by the use of Tactics Cards and Leader re-rolls result. Thanks in large part to the tweaks to combat provided by the obligatory Rise of the Empire expansion, clashes are quick and decisive. 

Missions and military actions can sway certain systems to the Rebel's cause or the Empire can force Loyalty or just Subjugate its citizens. This, in turn, will determine what new units are produced at the end of the round and for whom. Over the course of play, the Rebels will attempt to complete Objectives to generate sympathy for their cause and use Missions to shore up their fleeting support. Meanwhile, the Empire will use it's massive resources to try and build terrifying new weapons of war in an effort to  snuff out any dissension.

If you want more hope the galaxy, feel free to tag the ol' thermal exhaust port of rules right here.

***

STAR WARS REBELLION - EXTENDED EXAMPLE OF PLAY   

Starting Rebel Player Objective Card: "Crippling Blow." 

 ROUND ONE

ASSIGNMENT

The Rebels assign Mon Mothma, Jan Dodonna and Leia to Missions. The Imperials task Vader, the Emperor and Tarkin to their own secret goals.

COMMAND

Leia attempts a "Sabotage" on Corellia. She isn’t opposed..and rolls one Success, so the manufacturing on the planet is temporarily crippled!

Vader endeavors to "Capture (a) Rebel Operative"...namely Leia! Opposed by Leia herself and Rieekan...who's played from reserve! The Sith Lord rolls three dice and gets two Successes but the Rebels tie with two of their own, so the General manages help the Princess escape!

Dodonna attempts an unopposed “Infiltration” on Mandalore. He scores the "Crossed Sabers" icon…that's two Successes! He puts “Support of the Hutts” on top and buries “Regional Support.”     

Tagge dispatches a Star Destroyer (loaded down with 2 TIE’s, a Striker, two Stormtrooper legions and an AT-ST) to Mygeeto but doesn’t land any troops.

Mon Mothma visits the Hutts with "Build Alliance", rolls three dice and gets four (!) Successes! Nal Hutta gets a Rebel Loyalty Marker!

Palpatine attempts to “Rule (Mygeeto) by Fear”! He scores two Successes, adding an Imperial Loyalty Marker to that space!  

Finally, Tarkin shows up in Corellia for some “Research & Development.” He removes the Sabotage marker and draws a Project Card: “Oversee Project.”

REFRESH

(1) All Leaders come back.

(2) Each faction draws two new Mission Cards. 

(3) Probe Droids show that the Rebel base isn’t on Nal Hutta or Malastare.

(4) The “Support of the Hutts” Objective is drawn.

(5) Time Marker Advances

Recruit: The Rebels draw “Noble Sacrifice” and “Human Cyborg Relations” from their Action Deck. Obi-Wan emerges from the sands of Tatooine! Meanwhile, the Imperials promote Krennic with their “Secret Facility” Action card and bury “Keep Them From Escaping.” Since this triggers "Immediately", the Imperial player conceals the Nal Hutta card underneath it!

Build: The Rebel Base produces an X-Wing and Trooper, Loyal Kashyyyk yields two Rebel Troopers and Nal Hutta provides the raw material needed to crank out a Rebel Trooper and X-Wing. All are placed in the first Build Queue Space! 

The following Imperial units are placed in their first Build Queue space: an AT-ST from Saleucami, a Trooper from (Subjugated) Mandalore and a Trooper for Coruscant. The second Build Queue Space gets a TIE and AT-AT from (Loyal) Mygeeto, an Assault Tank from (Subjugated) Sullust and a TIE and Assault Carrier from Mustafar. Loyal Corellia cranks out a TIE and a Star Destroyer!        

DEPLOY

Coruscant gets two Stormtroopers. The AT-AT and Scout Walker are deployed in Toydaria, for use in Vader's task force. Adds AT-ST in Mygeeto and one Trooper each in Saleucami and Mustafar.  (NOTE: for some bizarre reason I didn't record these Imperial Deployments properly. If my fevered brain eventually knits together what actually happened, I'll fix it.) 

The Rebels add an X-Wing to the Rebel Base, an X-wing and Trooper to Nal Hutta, two Troopers in Kashyyyyk and a Trooper to Bothawui.

ROUND TWO

ASSIGNMENT

Mon Mothma, Rieekan and Obi-Wan tackle Missions for the Alliance while the Imperials put Krennic, Tarkin and Palpatine into the field.  

COMMAND

Dodonna leads a delegation to Toydaria from Nal Hutta / Bothawui, consisting of two X-Wings, a Y-Wing, a Corvette, a Transport, two Troopers and a Speeder.

In a twist, the Imperials reveal their “Secret Facility” Action Card…on Nal Hutta! A Shield Bunker and an Assault Tank suddenly appear from out of nowhere, resulting in a skirmish!

COMBAT

ROUND ONE

GROUND BATTLE

The Imperials play “Armored Patrol” and the Rebels spring “Hold Them Back.” The Imperials opt to prevent two Black Successes, but the point is moot since the Rebel Tactic Card straight up destroys a triangular ground unit…it doesn’t even roll dice! As such, the Shield Generator is also destroyed!

Vader leads his Star Destroyer, the Devastator, stocked with two TIE’s, two Troopers, an AT-AT and an AT-ST to Toydaria from Saleucami. This results in a battle!

COMBAT

ROUND ONE

SPACE BATTLE

The Imperial Player reveals “Bombardment” but it’s cancelled by the Rebel’s “Outrun Them”! 

The Star Destroyer and two TIE's roll two Red Successes, a Black Success and a Successful hit on either color. Vader’s Tactic Value lets him re-roll the blank…gaining him another hit in either color! 

The Rebel counter-attack features two X-Wings, a Corvette and a Y-Wing. They roll a blank, two Successes on Black, a Red Success and a Red / Black Success. Dodonna’s Tactics skill lets him re-roll the miss...and he gets a Red / Black Success! 

This simultaneous damage wipes out all of the starfighters on both sides as well as the Corvette. Three (!) hits are dealt to the Star Destroyer, very nearly destroying it! 

GROUND BATTLE

The Imperials table “Overrun” (dealing damage to the Speeder and a Trooper) and the Rebels play “Tow Cables”, which drops the AT-AT with four damage!!!

The AT-AT rolls two Successes for both colors and one Black Success! The AT-ST rolls a Success on Red and a damage on either. One Trooper misses and the other lands a Success on Black. Vader prompts a re-roll and gets another blank!               

The Rebel counter-attack scores two damage on Black Units (killing the Troopers), one on a Red (the AT-ST) and a Crossed Sabers icon, which blocks one damage. Considering the Imperial overkill makes this result effectively useless, Dodonna re-rolls this die and gets a Success on any color, resulting in a mutual wipe-out!

ROUND TWO

SPACE BATTLE

The Rebel player uses Dodonna to retreat their remaining Transport from Toydaria to Bothawui, ending the scrap. With the Combat ended, all damage is repaired on Vader's Star Destroyer. Toydaria is still free…for the moment!  

With three successes, Mon Mothma easily sways Kessel to their cause via “Build Alliance”!  

Rolling a "Crossed Sabers" result on one of his three dice, the Emperor convinces the Toydarians that the Rebels were coming to them as aggressors. The presence of an orbiting Star Destroyer certainly helps his “Rule by Fear” argument! As a result, they gain a Loyalty Marker there!  

Obi-Wan attempts an Unopposed “Infiltration” in Sollust. He scores two Successes and draws “The Long War” and “Decisive Victory”, places the former on the top and the latter at the bottom of the deck.  (NOTE: with "Infiltration" it's pretty easy to mess up and add the selected card to your hand, but you're supposed to put it back on top of the deck and pick it up during the Refresh Phase.)  

"Oversee Project": Krennic shows up in Ilum to light a fire under the Death Star's construction crew. Since no Rebel has the Logistics Skill, the effort goes Unopposed. He does indeed get a Success…and the battle station is now fully armed and operational! 

Rieekan attempts a "Sabotage" in Corellia and rolls Crossed Sabers for two Successes! The industry there is temporarily disrupted... 

...but not for long! Tarkin bombs into Corellia and performs damage control via "Research & Development." Since it’s a “Resolve” Mission, no roll is required and the damage is repaired. They also draw “Construct Factory” from the Project Deck. 

Leia uses a Command action to evacuate the Rebels aboard a Transport from Bothawui to Tatooine.

Via an Assault Carrier, Tagge Commands two TIE’s, a Trooper and an Assault Tank to Alderaan from Corsucant. The subsequent ground landing on the planet Subjugates it!   

Before the Refresh Phase, the Rebels table “Support of the Hutts”, giving them one Reputation point!

REFRESH PHASE

(1) All Leaders return to the Leader Pool. 

(2) Each faction draws two Missions. 

(3) Probe Droids eliminate Yavin and Cato Neimodia as possibilities for the Rebel Base!

(4) The Rebels add "The Long War" into their hand. (NOTE: I originally drew “Heart of the Empire” here after adding "The Long War" into my hand during Obi-Wan's successful "Infiltration.")

(5) Time marker advanced to Round Three. 

RECRUIT

Han Solo shows up for the Rebellion and “Start the Evacuation” is buried. Meanwhile, Boba Fett takes a contract for the Empire and “Scouting Mission” is turfed.

BUILD

Build Queue Level One: Loyal Saleucami produces an AT-ST, Subjugated Mandalore produces an Assault Tank, Loyal Kessel yeilds a Rebel Trooper, Loyal Kashyyyk spawns one Trooper and one Vanguard, the Rebel Base knocks out a Y-Wing and a Vanguard, Subjugated Alderaan produces a  Stormtrooper, Loyal Nal Hutta cranks out a Rebel Trooper and X-Wing, Loyal Bothawui rolls out a  Turret, Loyal Naboo yields a Trooper and X-Wing and Loyal Corsucant drops a Stormtrooper,

Build Queue Level Two: Loyal Mygeeto produces one TIE and an AT-AT, Loyal Toydaria produces an Assault Carrier, Subjugated Sullust gives up a Trooper, and Mustafar builds a TIE and a Carrier.  

Build Queue Level Three: Loyal Corellia manufactures a Star Destroyer and a Striker. 

(6)   DEPLOY 

Nal Hutta gets the Turret and a Vanguard. A Y-Wing and a Vanguard rolls out at the Rebel Base. Two X-Wings guard Naboo. Two Wookiee Troopers emerge on Kashyyyk. Two Rebel Troopers pop up on Bothawui.

Toydaria gets the Walker and Scout Walker. A Trooper and Tank guard Mygeeto. A Carrier orbits Coruscant. Ilum gets a TIE and a Tank. Mustafar gets garrisoned by a Trooper. 

ROUND THREE

ASSIGNMENT

Rieekan, Obi-Wan, Mon Mothma and Leia are given Missions while Dodonna is held in reserve.    

Palpatine, Tarkin, Fett and Vader all take on tasks while both Tagge and Krennic are kept back.

COMMAND

The Rebels place Han in Kashyyyk and play “An Old Friend.” Chewbacca shows up! 

Mon Mothma’s “Mobilization” moves the Transport and two Troopers in Tatooine to the hidden Rebel Base! Krennic navigates the Death Star to Ord Mantell, leaving a Tank to garrison Ilum! 

Leia attempts to “Build an Alliance” with the Mon Calamari. The Imperials don’t oppose her and she rolls a blank and a Success, so the negotiations prove fruitful and they become Loyal! Fett shows up on Kashyyyk to “Gather Intel”, revealing “Blindside” to prevent any opposition. Two Probe cards eliminate Dantooine and Bothawui! 

Obi-Wan attempts an “Infiltration” in Coruscant. He gets two Successes on three dice, picks up "Heart of the Empire" and “Rebel Cell”, discards the former and top-decks the latter. (NOTE: since I'd originally added "Heart of the Empire" into my hand, that led me to pick up "Rebel Cell" and “Seize Control”, then bury the latter and put the former on top of the draw pile. Mercifully I don't think this cascading error had an effect on this final turn.) Vader attempts to capture Obi-Wan with “Capture Rebel Operative.” No one has Spec Ops to oppose him, and the resulting roll is five Successes! The pupil captures the mentor!

Rieekan targets Corellia for “Sabotage." Unopposed, he rolls a single Success, which is enough to knock out production there...again! With the orbiting Death Star helping his case, the Emperor tries to sweet talk Ord Mantell and the resulting three Successes are more than enough to inspire Imperial "Loyalty" there!

The Rebels pass. Tagge directs the Star Destroyer Avenger (replete with three Stormtrooper legions, an AT-ST and two TIE squadrons) to investigate Dagobah. When they send scouts down to the planet's surface (via a bumpy landing) they determine that it’s very, very damp…and frustratingly Rebel-free.

The Rebels pass again. (NOTE: once you pass in the Command Phase, your turn is effectively over.) Tarkin oversees “Construct Factory” which removes the Sabotage Token and decrees the production of yet another Star Destroyer and TIE in the third space of the Build Queue. 

REFRESH PHASE

At the start of the Refresh Phase, the Rebels complete “The Long War” by throwing away “Crippling Blow” and “Heart of the Empire” to gain another bump on the Reputation Track! 

(1) All Leaders return to their respective pools. 

(2) Draw Missions: the Imperials get “Interrogation Droid” and “Probe Droid Initiative.” The Rebels get “Assault” and “My Only Hope.”

(3) Ord Mantell is pulled from the Probe Deck. This is a useless revelation, since the Imperials already know that there ain’t no Rebels there. Conversely, Endor’s subsequent reveal is much more interesting food for thought.

(4) The Rebels draw a new Objective Card: “Death Star Plans.”

(5) The Time Marker Advances to Round Five!

RECRUIT

The Rebel Action Card "Undercover" Features Lando and Obi-Wan while "Rebel Planning" shows Dodonna. They opt for the latter and bury the former. 

The Empire gets "Local Rumors" and "Target the Generator" and decides to introduce Colonel Wulf Yularen over Veers. 

BUILD

Build Queue Level One: Rebel Base provides an X-Wing and Vanguard, Subjugated Mandalore gets a Tank, Loyal Saleucami gets an AT-ST, Kaskyyyk gets two Troopers, Kessel gets a Trooper, Nal Hutta gets a Vanguard and U-Wing, Bothawui gets a Speeder, Coruscant develops a Trooper, Naboo cranks out a Trooper and an X-Wing. 

Build Queue Level Two: Loyal Mygeeto: TIE and AT-AT, Ord Mantell: Assault Carrier and AT-ST,  Toydaria gets an Assault Carrier, Subjugated Sullust can only produce a Trooper, Loyal Mustafar can only produce a TIE since all Carriers are in play.

Build Queue Level Three: Mon Calamari gets a Cruiser and X-Wing, all Star Destroyers are currently in play so Corellia it can only produce a Striker. 

(6) DEPLOY

Naboo gets a Trooper and a Vanguard. Kashyyyk is patrolled by a U and an X-Wing. Nal Hutta gets a Speeder and a Trooper. Mon Cal is guarded by a Trooper and an X-Wing. The Rebel Base gets a Trooper and a Vanguard. 

Alderaan gets a Star Destroyer and Walker. Ord Mantell garrisons two Troopers. Toydaria gets a Scout and a Tank. Corellia musters a Carrier and a TIE. Mustafar gets a Carrier and a TIE. Saleucami gets a TIE. 

To be continued...?

***

REVIEW

THE GOOD

  • Perhaps the biggest compliment I can give is that I can't think of any aspect of this game where the mechanics fail the theme.
  • Unlike War of the Ring, the main Star Wars characters aren't just nigh-indistinguishable minis that abstractly influence politics, perform re-rolls and act as meat-shields for the Fellowship. Here characters have thematically-appropriate skills that help them complete missions and command massive fleets of starships. It's an absolute revelation.
  • No one in their right mind could possibly look at the production of this thing and find it lacking in any way. The board is a work of art, the graphic design of the cards is unparalleled and - despite their small scale - the miniatures ludicrously detailed and sturdy. This game is truly a Cadillac in the hobby.
  • The goal of the game and its win conditions are in perfect lock-step with the films. The Imperials are constantly trying to put out fires whilst trying to find and fumigate what they see as a rat's nest. The Rebellion, meanwhile, keep to the shadows and use diplomatic wrangling and guerrilla tactics to generate enough sympathy to their cause to ignite an epic revolution.
  • Also like War of the Ring, the narrative told within the game unspools organically, but also in very surprising ways that are truly cinematic. On one turn the Imperials will gnash their teeth in frustration as they try and combat an enemy that's like a ghost and then feel a power-mad rush as their Death Star reduces an entire star system to slag. The Rebels might experience the tremendous highs of nuking an Imperial super-weapon but then start sweating bullets when the Executor drifts perilously close to their hidden fortress. Whatever happens, you're emotionally involved and engaged AF. 
  • Full disclosure: this review assumes the inclusion of the Rise of the Empire expansion, which - IMHO - isn't just complimentary...it's mandatory. In the original game's combat system, you'd pick up a number of Tactics Cards based on your Leader's space or ground Tactics value and then spend waaaay too much time settling on one. Thanks to the expansion, you have your entire Tactics Deck at your disposal and you can cherry pick what card makes the most sense. You'd think that this would actually slow things down, but quite often you'll choose a card based on whatever your predominant unit is in the battle. Using your Leader's appropriate Tactic Value for re-rolls instead makes combat insanely lethal and - in turn - a helluva lot quicker. 
  • On the surface, the game isn't that complicated: just assign your Leaders to Missions or drop them on the board to move your units around. On the surface...      

THE M'EH

  • Hot take: Rogue One is a garbage-ass movie and I hate the inclusion of that schlock in my OG Star Wars game. On the other hand, I'd murder me Nan for an Andor expansion. That shit is fire, bro. 
THE UGLY
  • My biggest complaint about the game will quickly become self evident as soon as you lay your photoreceptors on the "important rules to remember" section down below. There's a lot - and I mean a lot - of fiddly-ass shit to keep track of here. Rules governing Leaders and Missions / System Activations, Loyalty and Subjugation as well as movement in and around the Rebel Base are enough to give me absolute fits. 

***
Star Wars Rebellion exhibits the sort of board game design evolution that wasn't even feasible in the hobby back when the IP was at it's zenith between 1977 and 1983. Heck it wasn't even possible in the late 90's.  

Play this and you'll feel like you're unspooling an alternate history of the OG Star Wars saga. Like War of the Ring, it's a bonafide miracle that we exist in a timeline where this game was created and it's good as it is. 

As such, Star Wars Rebellion (with the Rise of the Empire expansion) scores a perfect six pips out of six. 


***

BONUS SECTION: Star Wars Rebellion - Important Rules to Remember!

Quick preamble: For awhile there Fantasy Flight was including two rule books with their games: a sketchy "How To Play" manual and a "Rules Reference." I'm sure this was a great idea in theory, but I think the effect is kinda ruinous with Star Wars Rebellion.

Why? Well, since you can technically leap right into the game based on a quick skim of the "How To Play" guide, you will most likely make a slew of assumptions about how things work. Then you'll  proceed to obliviously - yet confidently - make a mad series of micro-errors that will poison the results of your first few games. 

So, taking Yoda's advice to "unlearn what you have learned", I read the damned "Rules Reference" from cover to cover and summarized the tricksiest minutia down below. For the record, I don't blame anyone dragging ass to read this thing 'cuz it's about as exciting to peruse as a Death Star insurance policy. 

Between the four-round example of play and my summary of the "Rules Reference" , I hope that you'll feel more confident tabling your copy of this incredible game more often.

Cheers...and May the Force be With You!

Action Cards

  • The current player resolves Action Cards first if played at the same time.
  • Un-selected Action Cards are placed at the bottom of the deck.

Activating Systems

  • A Leader without Tactic values (like Boba Fett) can't Activate a System. 
  • When you Activate a System you can pull in Units from multiple adjoining systems. 

Assignment Phase

  • The Rebels assign Leaders to Missions first and take the first Command Action.
  • Mission Cards aren't revealed in the Assignment Phase. 
  • You can assign up to two Leaders to a Mission by placing their stand ups on the face-down Mission Card. 

Building / Deploying Units

  • New Units are placed on the Build Queue before the slide.  
  • You can deploy a maximum of two new Units per System.
  • Units you can't deploy go back on the First Build Queue space. 
  • The Rebels Deploy before the Imperials. 

Combat

  • If a Player doesn't have a Leader with a Tactics Value in a System at the start of Combat they can be added from the Pool, starting with the Current Player. You can’t retreat from a Battle if you have no Leader there. 
  • A Death Star under construction is automatically destroyed if left alone in the presence of Rebel starships at the end of a Combat Round.
  • Imperial Units can't retreat from a space containing a Death Star (operational or under construction).
  • A maximum of five Black and five Red dice can be rolled per attack. 
  • You can assign more damage to a unit than it's Health. 
  • Blocked Damage is used against allocated Dice or Cards. It can't be used to remove Damage Tokens.
  • If the Rebels only have Transports remaining at the end of a Combat Round, they must retreat! 
  • To Retreat, place a Leader in the battle (even one without a Tactics Value) into an adjacent System and then move all retreating units into that System. This System must contain allied Units or your faction's Loyalty Marker and can't contain enemy Units. If these options aren't available,  you can Retreat into a space with no Units but you can't Retreat into the space where the initial attacking Units came from. You can't Retreat multiple spaces with multiple Leaders.
  • When you Retreat, all Starships must do so, but ground units and TIE's must stay behind!
  • Leaders can't Retreat by themselves.
  • A battle is considered "Won" for game effect purposes once there are no opposing units in the same theater. Naturally, there had to be at least one opposing unit at the start of the battle and forcing Retreats also count as wins.
  • Unopposed Ground Units can remove Target Markers. (ROTE)
  • Players have access to all of their Advanced Tactic Cards, can play whatever one they want and discard them after use. Players must use all of their Advanced Tactic Cards’s before re-constituting their discard pile into a new draw deck. (ROTE) 
  • With the Advanced Tactic Cards rules, a Leader’s Tactic Value for that theater of battle dictates how many dice they can re-roll with a limit of once per attack. (ROTE)
  • Units Destroyed by Tactics Cards are immediately removed as soon as both player’s cards are resolved. (ROTE)
  • If an ability lets a player draw Tactics Cards, they’re retrieved from the discard pile and added back to their deck. (ROTE)
  • Each player must play one Advanced Tactic Cards per round of battle, but don’t need to resolve them. They are still discarded. (ROTE)

Leaders

  • Leaders can only have one Attachment Ring. New ones replace old ones. 
  • When Captured, Leaders get the Captured Ring and stay in their current System. If Captured Leaders have no Imperial Units in their System, they are freed and placed in the Rebel Base.  
  • Missions that target Captured Leaders can be opposed by both the Captured Character and a available Leader in the Pool, if they have the matching skill.
  • If Leaders don't have the required Skill Icons, the Mission isn't revealed and that player must choose an alternate Activate, Reveal or Pass Action. 
  • Captured Leaders can be moved like Ground Units, but don't affect capacity.
  • When a second Leader is Captured, the previously held Leader is rescued and placed in the Rebel Base space. If the Base is revealed, the Leader goes into the System.
  • Carbonite-frozen Leaders are considered "Captured" for any game effects. Reputation lost from a successful Carbon Freeze is never returned. 
  • If placed in a System, that Leader will participate in all Missions and Space / Ground Battles.
  • Each faction has a limit of eight Leaders. (ROTE)

Loyalty and Subjugation
  • Add a Loyalty Marker to a Neutral Location and remove it if the opposing faction successfully influences that Location. Coruscant never gains or loses Loyalty. Each System can have a maximum of one Rebel Loyalty and one Subjugation Marker at a time.
  • A Neutral Subjugated System can gain Imperial Loyalty, just flip the Subjugated Marker to the Loyalty side. 
  • If the Imperials occupy a System with at least one ground unit, overlay a Subjugation marker on the Loyalty Space. It’s removed if the system is “liberated” by Rebel forces. Subjugated Systems only produce Units based on the left-most Resource Icon. The Loyalty Marker under a Subjugation Marker can only ever be Neutral or Rebel. You will never see an Imperial Subjugation Marker placed over an Imperial Loyalty Marker.
  • If the Rebels gain Loyalty in a Subjugated system just place the Rebel Loyalty Marker underneath the Subjugation Marker. If they lose Loyalty, remove the Marker. It is now Neutral.
Missions

  • Starting Mission Cards always go back into hand while all others are discarded. 
  • Specific Leaders pictured on Mission Cards grant two automatic successes. 
  • There’s a hand limit of ten Mission Cards. Project Cards count towards this limit. Starting Missions can't be discarded. 
  • When resolving a Mission, players roll a maximum of ten dice. 
  • If a Leader is Captured, Eliminated or Moved off of a Mission Card, the card goes back into hand without being revealed.
  • You can choose not to reveal / resolve a Mission, in this case the Leader goes back to the Pool and the Card back in hand. 

Moving

  • You can’t move Units out of a System that already contains one of your Leaders, even if it has no Tactics Value.
Objective Cards
  • Only one Objective Card can be played per Combat and / or Refresh Phase. 

Passing

  • If a player passes, no remaining Missions or System Activations will occur for them in that current round. 

Probe Cards

  • Remember to remove all Probe Cards representing starting Imperial Systems and discard them from the game!  
  • Probe Cards are only removed during the Refresh Phase or certain card effects. I.E. don’t remove cards for Subjugated Systems. 
  • Drawn Probe cards are kept secret from the Rebels. 

Rebel Base

  • The presence of Imperial Loyalty and / or Units on the surface of a planet reveals the Rebel Base. When the Base is revealed, flip the concealed Probe Card and transfer Units from the Rebel Base space to the matching system. NOTE: Imperial starships in the Rebel Base's system don't reveal the Base!
  • When a Base is Revealed, the Resource Icons still function and new Units are placed directly on the System space. Corollary: units can't be Deployed to or moved to the Rebel Base Space when its Revealed. 
  • If the Rebel Player doesn't like any of the four random Probe Cards drawn for "Rapid Mobilization" they don't have to move and can stay in their current spot. NOTE: there's a chance that all Systems drawn have Imperial Loyalty / are Destroyed / are Subjugated, in which case a move obviously can't happen. Un-selected Probe Cards are shuffled and put at the bottom of the deck. 
  • "Rapid Mobilization" is only resolved at the end of the Command Phase. Even after the current Base is revealed, the Rebels can establish a new Base. 
  • The Rebel player can activate the Rebel Base space and move Units to the Rebel Base space from either the Base's System or an adjacent System. A Leader in the Rebel Base Space prevents units from moving out of there.

Recruiting

  • If all Recruit options on the two drawn Action Cards are already in place or out of the game, continue to draw cards until you have a second option. Optionally you can keep any Action Cards drawn regardless of Leader availability.
Remote Systems
  • Remote Systems don’t have Resource Icons or Loyalty Spaces. It’s the opposite of Populous Systems.

Sabotage 

  • When a Location is Sabotaged, neither player can use its Resource Icons or deploy units there.   

Structures

  • There can be multiple Structures of any type in the same System, with each one providing its benefit.
  • Normally Structures are automatically destroyed if they have no allied ground Units to defend against enemy units, but if the owner of the Structure(s) rolled at least one die in the last round, they aren’t destroyed and another round of Combat occurs. (ROTE)

Winning the Game

  • The Imperials win if the Rebel Base is Revealed and only Imperial Units are present in the Base Space. The Rebels win if the Reputation Marker is in the same space at the Round Marker. 




 


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