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SWD Rules Reference 24compressed

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0% found this document useful (0 votes)
86 views

SWD Rules Reference 24compressed

Uploaded by

laurent gorny
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 33

VERSION 2.

4 - CHANGE LOG
Effective Date 7.13.2020
• Added Double-sided cards - 7

• Added Parallel Die and Team Up - 18

• Updated Character Errata - 23

• Updated Clarifications - 29
TABLE OF CONTENTS
RULES ............................................. 3
PART 1. CARD TYPES & COLORS ...................... 3
The various elements of each card, explained.

PART 2. DICE & DICE SYMBOLS ....................... 8


The various elements of each die, explained.

PART 3. AREAS OF PLAY ................................. 10

INTRO
In play and out-of-play areas.

PART 4. CUSTOMIZATION ................................ 12


This document contains the complete rules for Star Wars: Building a team, building a deck, and selecting a battlefield.
Destiny, as well as frequently asked questions and specific
card clarifications. It is not meant to teach the game, but
rather serve as a comprehensive reference for rules questions
PART 5. GAME STRUCTURE ............................ 13
and card interactions. Use the guide below to navigate this How to set up and play the game.
document and our other online resources for this game:

I want to learn the basics of the game. Read the Starter Set
PART 6. GAME CONCEPTS .............................. 16
rulesheet here or watch our tutorial video here. Important rules that are used in every game.

I have a question about playing the game. Check the index


on the last page of this document to find the relevant entries.
PART 7. ABILITIES ............................................ 17
Types of abilities, timing rules, and keywords.
I have a question about a specific card. Check and see if the
card is listed under Errata or Card Clarifications. Otherwise, PART 8. TERMS ................................................ 20
look through the Rules section for some of the words that
appear in the card’s ability. Important words to know when playing the game.

I want to learn the finer points of the rules. Read the Rules PART 9. MULTIPLAYER RULES ...................... 22
section from beginning to end, or look for the topic in the
table of contents that interests you most. Rules for playing with more than two players.

I want to know what to expect when playing in or running


a tournament. Consult our tournament rules document here.
ERRATA ........................................ 23
CARD CLARIFICATIONS ............. 25
FAQ ............................................... 30
INDEX ............................................ 32

FantasyFlightGames.com/SWDestiny
© & ™ Lucasfilm Ltd. Fantasy Flight Games and the FFG logo are ® of Fantasy
Flight Games. Fantasy Flight Supply is a TM 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. Made in
China. NOT INTENDED FOR USE BY PERSONS AGES 9 YEARS OR YOUNGER.
Permission granted to print or photocopy for personal use.

STAR WARS: DESTINY 2 INTRO


RULES UNIQUENESS
Each card is either unique or non-unique. Unique cards are
marked by a diamond (*) before their titles. All other cards
These are the complete rules for Star Wars: Destiny.
are non-unique.

A player cannot have more than one copy of a unique card

THE GOLDEN RULE


in play at the same time. There cannot be more than one
copy of a unique character on a team, and a player cannot
play a unique support or unique upgrade if they already have
another copy of that card (including a character) in play.
If the text of a card directly contradicts the rules of the
game, the text of the card takes precedence. If you can • The unique restriction applies to each player individually.
follow both the rules of the game and the text of the Players can each have one copy of a unique card in play at
card, do so. the same time.

• If a player ever controls more than one copy of a unique


card, then they must immediately discard one of those
cards from play. If it is a character, it is defeated instead.

PART 1. CARD TYPES & COLORS • The unique restriction does not apply to dice. A player can
have multiples of the same die in play at the same time.
All cards may have the following components: affiliation, color,
type, subtype, title, ability, uniqueness, flavor, identification, • Characters with the same title but a different subtitle
rarity, and dice reference. are still considered to be the same character for
determining uniqueness.

AFFILIATION Example: A player cannot use Darth Vader, Sith Lord and
Darth Vader, Dark Apprentice on the same team.
There are three different affiliations: hero, villain, and neutral.
The affiliation of each card is written on the bottom of
the card. FLAVOR TEXT
Flavor text has no in-game application when present.
COLORS
Each card is associated with a specific color and is written on
the bottom of the card.
IDENTIFICATION (ID)
A card’s identification contains the set symbol (Awakenings’
• Red is Command, and represents military and logistical set symbol is r) followed by a number. These help identify the
endeavors and characters. cards and match them to dice.

• Blue is Force, and represents characters trained in using


the Force and their varied abilities. RARITY
There are five levels of rarity. The rarity of a card is shown by
• Yellow is Rogue, and represents scum, villainy, spies, a color behind the collector’s info. A die that comes with a
and smugglers. card shares its rarity with that card.
• Gray is General, and represents everything that does not
fall under one of the other three colors. Fixed (Gray): Fixed cards have a non-random
distribution and always come in the same product.

TYPE & SUBTYPE Common (Blue): There are three common cards per
Each card is one of six types: battlefield, character, event, booster pack.
upgrade, support, or plot. The type is listed above a card’s
abilities, except on battlefields, where it does not appear. Uncommon (Yellow): There is one uncommon card
Some cards have one or more subtypes listed after the type. per booster pack.

TITLE Rare (Green): There is one rare card and its matching
die per booster pack.
A card’s title is used to identify and describe what it
represents in the Star Wars universe.
Legendary (Purple): One in six booster packs has its rare
card and die replaced by a legendary card and its die.
ABILITIES
Most cards have one or more abilities listed on them.
DICE REFERENCE
A card that comes with a die has reference boxes that show
all six sides of that die.

STAR WARS: DESTINY 3 CARD TYPES


CARD ANATOMY

TITLE

SUBTITLE
10

DICE
REFERENCE
2t
1f
TYPE 1o
1e ABILITY
S
S
FLAVOR

AFFILIATION COLOR RARITY AND ID

STAR WARS: DESTINY 4 CARD TYPES


BATTLEFIELDS
Battlefields represent various locations that players face off
in. 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 it


next to their deck, either because they started the game
with it or were the last person to claim it.

• Battlefields may have claim abilities on them. These abilities


may be used when the Claim the Battlefield action is taken.

• The player who controls the battlefield takes the first action
each 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 from
each other.

PLOTS
Plots represent various schemes and strategies that players
can begin with. Players may optionally include one plot (but
no more than one) when building their team. Each plot has
a point value that counts toward the 30 point limit, just like
characters. Plots start the game in play and remain in play.

• A hero or villain plot can only be selected if there is a


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

• Some plots have a negative point value which increase the


point limit of a team. For example, a –1 point plot allows
31 points for characters on that team.
POINT
CHARACTERS VALUE
Characters represent notable individuals in the Star Wars
universe. Each player spends up to 30 points on characters
during customization. Characters start the game in play and
remain in play until defeated. Each character has one or two
matching dice that are rolled when that character is activated.

HEALTH 10 HEALTH
A character’s health is how much damage it can take before
being defeated.

• When an ability refers to a character’s health, it is referring


to their total health, not their remaining health.

POINT VALUE(S) 2k
A card’s point value(s) is how many points it costs to include 2k
it on a team. If there are two values, then the smaller value 2t
is how many points it costs to use one of that card’s dice,
2e
and the larger value is how many points it costs to use
two of that die. A character with two of its dice is called an 1q
elite character. -

• This point value cannot be changed during gameplay; if a


character becomes elite, its point value does not change.

STAR WARS: DESTINY 5 CARD TYPES


EVENTS
Events represent tactical actions, schemes, twists of
fate, and other unexpected developments that might COST
occur during the game. When a player plays an event,
they follow the card’s instructions and then discard it to
their discard pile.

• Provided any play restrictions (see “Play Restrictions” on


page 19) are met, a player can play an event even if the
event has no effect.

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

DOWNGRADES
Downgrades represent bounties, injuries, and other negative
effects on a character. When a player plays a downgrade card,
they attach it faceup to one of their opponent’s characters
(not their own). Downgrades have repeatable or ongoing
abilities and stay in play unless an effect discards them, or the
card they are attached to leaves play.

• A downgrade is controlled by the player that played it, even


though it is in an opponent’s play area.

• Each character has a downgrade limit of 3. If a character


has more downgrades than its downgrade limit, its
controller chooses and discards downgrades from it until its
limit is met. (A player can play a downgrade on a card with
3 downgrades.)

• If a downgrade has a matching die, that die is rolled into its


controller’s pool after the attached character is activated.

SUPPORTS
Support cards represent various vehicles, connections, and
forms of logistical aid. When a player plays a support card,
they place it faceup in their play area and, if it has a matching
die, places its die on the card. Supports have repeatable or
ongoing effects and stay in play unless an effect or ability
discards them.

• Support cards cannot take damage.


2t
• If a support has a matching die, that die is rolled when the 3t
support is activated. 1e
2e
• There is no limit to the number of supports a player
2q
can have.
-

SUBTYPES
Some cards have subtypes listed after the card’s type,
such as “Vehicle” or “Weapon.” Subtypes have no
inherent rules associated with them, but other cards
may reference them. SUBTYPE
• When a card refers to a subtype in its text, the
subtype is bold.

• A card cannot gain another copy of a subtype; it


either has the subtype or does not have the subtype.

STAR WARS: DESTINY 6 CARD TYPES


UPGRADES
Upgrades represent weapons, gear, and abilities. When a
player plays an upgrade card, they attach it faceup to one of
their characters (or supports if it has Modify) and, if it has
a matching die, places its die on the card. Upgrades have
repeatable or ongoing abilities and stay in play unless an
effect or ability discards them, or the card they are attached
to leaves play.

• A player may discard an upgrade already on a card to


decrease the cost of a new upgrade being played on
that card by the cost of the discarded one. This is called
“replacing an upgrade” and each player can only do this 2k
once per round. 3k
2t
• Each card has an upgrade limit of 3. If a card has more
upgrades than its upgrade limit, its controller chooses and 1o
discards upgrades from it until its limit is met. (A player can 1e
play an upgrade on a card with 3 upgrades.) 1q

• The color of a card and its upgrades do not have to


match, provided all deckbuilding and play restrictions
were followed.

• There is no limit to the number of weapons, equipment, or


abilities a card can have as part of its 3 upgrades.

• A card can have multiple copies of the same


non-unique upgrade.

• If an upgrade has a matching die, that die is rolled when


10
the attached card is activated. It does not matter if the
upgrade is ready or exhausted, and the upgrade does not
exhaust along with the card.

DOUBLE-SIDED CARDS
The print & play set Transformations introduces double-sided 1k
cards to the game. Each of these cards has two sides: a side
2k
A, and a side B (or C or D), indicated by the letter after its
collector number. Each side A is either a character, plot, or 4k
1q
battlefield, and its reverse side may be a different card type
1e
than side A. When building your team, you must use side A
unless its reverse side has a point value. If its reverse side has 1q
a point value, you may use that side instead of side A. -

• When a card in play flips, it is not considered to have left


play, and its reverse side is not considered to have entered
play or to have been played. All cards and tokens on it
remain, and its state (ready or exhausted) does not change. 15
• When a card in play with a parallel die flips, set aside each
of its parallel dice.

• When a card in play flips, if the side it flips to has a parallel


die, it gains a number of those dice based on the point
value on side A (one die for non-elite, two dice for elite).

• A card with a unique title on its reverse side cannot be 2k


included on a team with another card that has that title.
3k
2f
Example: A player activates an elite Anakin Skywalker (V1A)
1e
and uses his ability to flip him. Both of Anakin’s parallel dice
are set aside, each upgrade, downgrade, shield token, and 1q
damage token remain on him, and he stays exhausted. Anakin -
is now Darth Vader, and since Anakin was elite, two parallel
Darth Vader dice are placed on Darth Vader as matching dice.

STAR WARS: DESTINY 7 CARD TYPES


PART 2. DICE & DICE SYMBOLS
All dice have a matching card and may have the following
components: value, symbol, cost, modifier, identification,
rarity, affiliation, color, type, subtype, title, and uniqueness.

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

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

SYMBOL
Each side of a die may have a symbol on it. When a die is COST
resolved, an effect is carried out based on the symbol that is
showing on the die (see “Dice Symbols” on the next page).

• Some dice have one or more sides with no symbol, such as


Lure of Power (D16).

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

MODIFIER MODIFIER
Some dice have one or more blue sides with a plus sign (+)
before the value. Sides with a plus can only be resolved at
the same time as another die that shows the same symbol
without a plus. While resolving, the plus value is added to the
other die to create a new value.

Example: You roll a +2 j symbol. You also roll a 1 j symbol,


so you can resolve the +2 j along with the 1 j to deal 3
ranged damage to any one character. If you had not rolled
the 1 j, or had already spent it, you could not have resolved
the +2 j die.

• A modifier cannot be resolved by itself.


ID & RARITY
IDENTIFICATION (ID)
The identification contains the set symbol followed by a
number. Each ID matches a corresponding card. SYMBOL
RARITY, AFFILIATION, COLOR, TYPE, SUBTYPES,
TITLE, AND UNIQUENESS
The rarity, affiliation, color, type, subtypes, title, and
uniqueness of a die are the same as its matching card.

• A player can have multiple unique dice with the same title
in their pool.

STAR WARS: DESTINY 8 DICE


DICE SYMBOLS • If an opponent does not have as many cards in hand as
the value of the symbol, then they discard all of their
Activating various cards rolls dice into a player’s dice pool. remaining cards.
The dice can then be resolved for their symbols’ effect
as a later action. Each symbol has a different effect, as
described below. Most symbols have a value above them that t FOCUS
determines the scale of the effect.
Turns a number of dice in the player’s dice pool to the sides of
their choice. The number of dice they turn is equal to or less
k MELEE DAMAGE than the value of the symbol.
Deals damage to a character equal to the value of the symbol.
• A player cannot turn their opponent’s dice.
• All damage must be dealt to a single character. A player
cannot split the damage from a single die (or a die that 󲃹 SPECIAL
has been modified) among different characters. When
resolving multiple dice in the same action, each die can Uses the special ability marked by a 󲃹 symbol on that die’s
deal damage to a different character. card. Specials have a value of 0 that cannot be increased
or decreased.

j RANGED DAMAGE • A player cannot use the special ability on a different card;
they must use the special ability on the die’s matching card.
Deals damage to a character equal to the value of the symbol.
• Just like other symbols, a player can use multiple special
• All damage must be dealt to a single character. A player
abilities during the same action, and chooses the order
cannot split the damage from a single die (or a die that
that they are resolved in.
has been modified) among different characters. When
resolving multiple dice in the same action, each die can
• A special ability that rerolls its die cannot be resolved a
deal damage to a different character.
second time during the same action.

y INDIRECT DAMAGE - BLANK


Deals damage to an opponent’s character(s) equal to the
value of the symbol, distributed as that opponent wishes. Blank symbols have no effect and cannot be resolved. Blanks
have a value of 0 that cannot be increased or decreased.
• All damage can be split among multiple characters.
RESOLVING DICE THROUGH CARDS
e SHIELD When a player resolves a die through a card effect, they use
Gives a character shields equal to the value of the symbol. the normal die effect based on the symbol, and follow any
extra instructions.
• All shields must be given to a single character. A player
cannot split the shields from a single die (or a die that has • A player must still pay any resource cost on that die.
been modified) among different characters. When resolving
multiple dice in the same action, each die can give shields • A player cannot resolve a modifier by itself unless the card
to a different character. allows them to resolve multiple dice of the same symbol.

• A character cannot have more than 3 shields. Any excess • If one or more “after” abilities are triggered from resolving
shields that would be given to the character are ignored. one or more dice through a card effect, those abilities enter
the queue and will not resolve until after the card effect has
fully resolved or until it is their turn in the queue.
q RESOURCE
Gains resources equal to the value of the symbol.
DICE LEAVING PLAY
f DISRUPT • If a card with a matching die leaves play, the matching die
is also immediately returned to the set-aside zone. The
Forces an opponent to lose resources equal to the value of die can enter play again at a later time, if its card enters
the symbol. play again.
• If an opponent does not have as many resources as • If a player has two copies of the same upgrade on a
the value of the symbol, then they lose all of their character, they do not need to keep track of which die is
remaining resources. associated with which card, unless there is a reason to do
so (like Con Artist). When both dice are in a dice pool and
• The opponent cannot lose resources they don’t have; a an ability targets one of their cards, the player resolving
player cannot have fewer than zero resources. the ability chooses which die it affects.

o DISCARD • If a player has two copies of the same upgrade on


different characters (one upgrade on each character),
Discards random cards from an opponent’s hand equal to the they must make sure to track each die separately.
value of the symbol.

STAR WARS: DESTINY 9 DICE


PART 3. AREAS OF PLAY • The number of cards in a player’s hand is open
information, but the actual cards in it are hidden from a
player’s opponent.
Each player has their own in-play and out-of-play areas.
DECK
IN-PLAY Each player brings a deck of 30 cards to the game. During the
game, the deck refers to the stack of facedown cards a player
CHARACTERS, PLOTS, & PLAYED CARDS has not yet drawn.
After an upgrade, downgrade, or support is played, it is • After being shuffled, the deck is kept with the cards
added to the in-play area. Characters and plots start the facedown, and players cannot look through it or change its
game in play. order except through game abilities.
• The abilities on cards in play can be used. • The number of cards in a player’s deck is open information.
• A card enters play when it transitions from an out-of-play
area to the in-play area. DISCARD PILE
The discard pile is a faceup pile near a player’s deck where
• “From play” is short for “from the in-play area.” they place their discarded cards.
• If a card leaves play and re-enters play, it is considered a • The cards in a discard pile are open information. All
new instance of the card and there is no memory of having players can look through any player’s discard pile whenever
used its abilities. they wish.

DICE POOL • The order of the discard pile is irrelevant. A player can
adjust the order of the cards in their discard pile whenever
This is where dice are rolled. Each player has their own dice they wish.
pool. Dice are always placed on their matching cards when
not in a dice pool.
QUEUE
• A player can only resolve dice in their own dice pool. When a card is played, it is placed faceup on the table in the
queue until it resolves. After the card resolves, it is either
• Dice in a player’s dice pool can be manipulated (removed,
discarded (events) or put into play (non-events).
turned, rerolled, or resolved) or used as a reference for
card effects that require a specific side to be showing.
DICE ON CARDS
RESOURCES When dice are not in a dice pool, they are placed on their
matching card.
A player’s resources are kept next to their cards.
• These dice are not active, cannot be manipulated, and none
• The number of resources a player has is open information.
of their sides are considered to be showing.

BATTLEFIELD (IF CONTROLLED) SET-ASIDE ZONE


If a player controls the battlefield, it’s kept in their in-play area.
Each player has a set-aside zone. At the beginning of the
game, some cards and dice are set aside and can be hidden
OUT-OF-PLAY from opponents. These are cards and dice that can enter
play via cards. Players can set aside any number of dice
Cards in a player’s hand, deck, discard pile, and set-aside that match cards in their deck and cards and dice that are
zone are out of play and their abilities cannot be used until referenced by cards on their team and in their deck.
they are played or return to play, or a card says otherwise.
Cards can also enter or leave the set-aside zone. Cards that
• A card leaves play when it transitions from the play area to enter the set-aside zone during play are open knowledge
an out-of-play area. Remove all tokens from that card. unless otherwise noted. Defeated characters are placed in the
set-aside zone, and some cards, like battlefields that are not
• A player cannot have a card their opponent owns in their chosen during setup, also use this zone.
own out-of-play area.
SUPPLY
HAND
This is where the various game tokens are placed. All tokens
Each player has a hand of cards. As an action, they are are taken from the supply when gained (resources), dealt
able to play a card from their hand by paying the card’s (damage), or given (shields). All tokens are returned to the
resource cost. supply when spent (resources), lost (resources), healed
(damage) or removed (shields). If players run out of tokens,
• Each player has a hand size. A player’s hand size they should find a proper proxy.
determines how many cards they draw up to during the
upkeep phase (after discarding any cards they want). The
default hand size is 5 cards. A player does not have to
discard cards when they have more than their hand size.

STAR WARS: DESTINY 10 AREAS OF PLAY


AREAS OF PLAY BATTLEFIELD

DICE POOL

CHARACTERS

UPGRADE
SUPPLY

DECK DISCARD PILE


SUPPORT
SET-ASIDE ZONE

RESOURCES

HAND

STAR WARS: DESTINY AREAS OF PLAY 11


PART 4. CUSTOMIZATION Example: A player chooses the elite version of Leia Organa
(r28) for 16 points, and the non-elite version of Han Solo (r46)
for 14 points. Their two characters are a combined 30 points,
Customization happens before playing a game. Players can which is the most points there can be on a team.
experience the game in new ways by developing one-of-a-kind
strategies and combinations. Since Leia Organa and Han Solo are hero characters, the
player cannot include villain cards in their deck. They can
also not include Blue cards, since they did not choose a Blue
1. BUILDING A TEAM character. The player selects 30 Red, Yellow, and Gray cards
to add to their deck. They decide to take at least 10 cards
To build a team, a player chooses up to 30 points of that have dice, as it is important to draw and play cards that
characters and up to one plot. provide dice.
• Hero and villain characters cannot be on the same team. Finally, the player selects Rebel War Room (r171) as their
Neutral characters can be on any team. battlefield. If chosen during setup, this will allow them to
use their dice with resource costs, like Han Solo’s 3 ranged
• A player can select only one copy of each unique (*)
damage side, for free.
character, but they can select any number of copies of non-
unique characters. When selecting a unique character, the
player must choose whether to use the elite (larger point
value, 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. A


player may include characters of the same color or different
colors on their team.

2. BUILDING A DECK
• A deck includes exactly 30 cards. The deck cannot include
more than 2 copies of the same card.

• If a team has hero characters, its deck cannot contain villain


cards. If a team has villain characters, its deck cannot contain
hero cards. If a team has all neutral characters, its deck
cannot contain hero or villain cards. Neutral cards can be
included in any deck.

• Blue, Red, and Yellow cards can only be included in the


deck if the team includes a character of the matching color.
Gray cards can be included in any deck.

• A deck can contain events, upgrades, downgrades, and


supports. Characters, plots, and battlefields are not included in
a deck and do not count toward its 30-card limit.

• Each deck building ability is applied separately. For example,


a player’s team with Enfys Nest and 2 Enfys Nest’s Mauraders
can include 4 hero cards and 4 villain cards in their deck. If
that player also included the plot Double Down, they could not
use it to include any additional copies of hero or villain cards
since its ability is applied separately.

3. SELECTING A BATTLEFIELD
In addition to characters and a deck, a player selects one
battlefield to bring with them to the game.

STAR WARS: DESTINY 12 CUSTOMIZATION


PART 5. GAME STRUCTURE ACTION PHASE
During the action phase, players alternate taking turns. The
The game is a fast-paced, back-and-forth battle where players player who controls the battlefield takes the first turn. When it
alternate taking turns. is a player’s turn, they can perform one action or pass. When
both players pass consecutively, the action phase ends and
play proceeds to the upkeep phase.
SETUP
To set up the game, follow these steps in order: UPKEEP PHASE
During the upkeep phase, each player does the following:
1. Each player places their character and plot cards faceup in
front of them, along with those characters’ matching dice.
1. Readies their exhausted cards.
2. Each player sets aside their battlefield faceup.
2. Returns all of the dice still in their dice pool to their
3. Each player shuffles their 30-card deck and draws 5 cards matching cards.
from it.
3. Gains 2 resources.
4. Each player shuffles any number of cards from their hand
4. Discards any number of cards from their hand, and then
back into their deck, and then redraws until they have 5
draws up until they have cards in hand equal to their
cards in hand.
hand size.
• Players should try and choose their cards simultaneously.
• If, after discarding, a player has cards in their hand equal to
If there is a disagreement over who chooses their cards
or greater than their hand size, they do not draw any cards.
first, then randomly determine a player to choose first.
• If a player does not have enough cards left to draw up to
5. Players sort the various game tokens (damage, shields, and
their hand size, they draw as many cards as they can.
resources) into piles near the play area. Each player gains 2
resources from this supply.
6. Players roll their starting character dice and add up the ACTIONS
values rolled (the white numbers). If there is a tie, they Actions are taken by a player whenever it is their turn. On
roll again. The player with the highest total chooses a player’s turn, they must take an action or pass. Whenever
which battlefield to fight on. If the highest total cannot be a player wishes to take an action, that player first declares
determined, randomly select which player chooses which their intent (and shows the card to be used, if necessary). The
battlefield to fight on. The player whose battlefield is being different actions are listed below:
used controls the battlefield and places it next to their deck.
The player whose battlefield is not being used sets their • Play a card
battlefield aside and gives 2 shields to their characters,
distributed as they wish. After rolling, return all character • Activate a card
dice to their matching cards.
• Resolve dice
7. “After setup” abilities trigger.
• Reroll dice
ROUNDS
• Use a card action
Each game is played over a series of rounds. Each round has
two different phases: an action phase and an upkeep phase.
• Claim the battlefield

STAR WARS: DESTINY 13 STRUCTURE


PLAY A CARD USE A CARD ACTION
Whenever a player wishes to play a card, that player follows
these steps, in order: Some cards have special actions listed on them. These actions
are preceded by the word “Action” in bold. To resolve this
1. Declare intent by showing the card and add it to the queue. action, follow the card’s instructions.
2. Check play restrictions. If the play restrictions cannot be • Power Actions. A power action is an action that can only
met, the action is illegal. be used once per round, even if the card with a power
3. If the card is an upgrade or downgrade, choose a target action changes control. A player can use each power action
to attach it to. If there are no eligible targets, the action once on each card, even if the cards have the same title.
is illegal.
4. Determine the cost (or costs, if multiple costs are required). CLAIM THE BATTLEFIELD
If the cost(s) cannot be paid (taking all modifiers into When a player claims the battlefield, if they do not control it,
account), the action is illegal. they take control of it and move the battlefield card to their
5. Apply modifiers to the cost(s). Replacing an upgrade and in-play area. Then that player may use its “Claim” ability.
“before you play” abilities may be triggered at this time. For the rest of the round, that player automatically passes
all of their future turns and declines to act if they have the
6. Pay the cost(s). opportunity to take an action. Their opponents continues
7. If the card is next in line in the queue, resolve its effects. taking turns until they also pass. Only one player can claim
After the card resolves, it is either discarded (events) or put the battlefield each round.
into play (non-events).
• A player does not have to use the claim ability.
ACTIVATE A CARD • A player can claim the battlefield even if they already control
To activate a character or support card, a player exhausts it in order to keep control of it and use its claim ability.
that card and rolls all of its dice (character or support) and all
of its upgrade dice (from attached upgrades) into their pool. • The player who controls the battlefield takes the first turn
Any of its dice already in the pool are not rerolled. These dice each round.
are now in that player’s dice pool, and that player can take
an action on a future turn to resolve their symbols. Supports • Players can still use their card abilities after they claim
without a die cannot be activated. the battlefield.

• An exhausted character or support cannot be activated. ILLEGAL ACTIONS


If a player takes an illegal action or attempts to take an action
RESOLVE DICE that cannot be completed, the entire action is reversed. No
abilities trigger and no effects resolve as a result of a reversed
Each side of a die may have a symbol on it (see page 9). A
action. Then that player takes an action or passes. Actions
player may resolve one or more dice in their pool that are
that shuffle a deck, reveal cards from a deck, or move cards
showing the same symbol, one at a time (unless adding a
to or from a deck cannot be reversed.
modified die, then the dice are resolved simultaneously). To
resolve a die, a player must pay any costs and carry out the
effect represented by the symbol on that die. Then they return EXTRA ACTIONS
it to the card that it came from. When a player is allowed to take additional actions on
their turn, they must immediately take them following the
• A player can only resolve dice in their own dice pool. resolution of the current action or decline to act (this is
not the same as passing your turn). If they are allowed to
• A player can resolve dice with different values during the
take an action outside of their turn, they also must take it
same action, provided the dice share a symbol.
immediately or decline to act.
• A player cannot choose to resolve dice symbols if they have
Each action, and any abilities its resolution triggers, must fully
no symbols of that type to resolve. A player must resolve at
resolve before an additional action is taken. Actions wait to be
least one die when taking this action.
resolved in the order they were created in. They do not enter
the queue (see page 17) like other game effects.
• A player can resolve any dice showing the same symbol,
even if those dice were not showing that symbol when the
Example: A player plays an upgrade that has the Ambush
player started resolving dice.
keyword on Rey (r38) while their opponent has a Jango
Fett (r21) ready. They now have two additional actions to
• A player cannot resolve the same die more than once
resolve, one from the Ambush and one from Rey’s ability.
per action.
They use one of the additional actions to activate Rey. As a
• If a player’s effect would resolve an opponent’s die, that die consequence of Rey activating, Jango’s after ability meets
is resolved as if it were in that player’s pool instead. its trigger condition and is added to the queue. Because
additional actions exist outside the queue, waiting for the
current action to complete, his ability resolves before the Rey
REROLL DICE player spends their second additional action.
A player can discard one card of their choice from their hand
to reroll any number of their dice in their pool. They must
choose all dice they want to reroll before rerolling.

STAR WARS: DESTINY 14 STRUCTURE


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

If a player takes an action that does nothing, then they are


considered to have passed their turn instead.

Example 1: A player uses the Action on General Veers (r4),


but there is no Veers die for them to remove. As such, nothing
happens and they are considered to have passed their turn.

Example 2: A player uses the Action on Backup Muscle (r99)


when the card is ready and there’s no damage on it to move.
However, since the Backup Muscle exhausts, something
happened and the action does not count as a pass.

CHANGING CARD TYPES


When a card becomes a new card type, it is no longer its
previous type, all tokens on it are removed, and all upgrades
on it are discarded. The card remains exhausted or ready and
all of its dice are returned to its card. If a character becomes
a new card type, it no longer has health or point values.

CHOOSING CHARACTER SUBTYPES


When a player would “choose a character subtype,” that
player must choose one of the following: advisor, apprentice,
bounty hunter, droid, engineer, Ewok, guard, Gungan,
inquisitor, Jawa, Jedi, leader, nightbrother, pilot, pirate,
scavenger, scoundrel, shapeshifter, Sith, Spectre, trooper,
witch, or Wookiee.

LIMITS
Some upgrades have a limit to the number of specific
upgrades that can be attached to a character (for example,
“Limit 1 form per character”). A limit applies only to the
character that the upgrade is attached to. If a character has
more limit upgrades than specified, its controller chooses and
discards upgrades from it until that limit is met.

REMINDER TEXT
Reminder text is text in parentheses that clarifies game text.
It is used to remind players of rules and does not supersede
the rules.

WINNING THE GAME


There are two ways for a game to end:

• If a player controls no characters, the game ends


immediately and the other player wins the game.

• If a player has no cards in their hand and deck at the end of


a round (after the upkeep phase), they lose and the other
player wins. If both players would lose this way, the player
who controls the battlefield at the end of the round wins.

STAR WARS: DESTINY 15 STRUCTURE


PART 6. GAME CONCEPTS RESOURCES
These are important rules that are used every game.
Resources are the game’s currency and are used to pay
for cards, card abilities, and resolving dice. The amount
of resources a player has available at any given time is
DAMAGE represented by their resource tokens. Resources begin the
game in the supply. When a player gains resources, they
take tokens from the supply. When a player spends or loses
When a character is dealt damage, place that much damage on resources, they return tokens to the supply.
the character. When a character has damage on it equal to or
more than its health, it is immediately defeated. • Each player gains 2 resources during the upkeep phase.

• Unblockable damage cannot be blocked by shields or card • If the supply of resource tokens runs out, substitute a
effects. Any shields on a character who is dealt unblockable different token or track resources using a different method.
damage remain on that character; the shields are ignored
for the purposes of dealing the unblockable damage.

• Unless specified, damage is neither ranged or melee. “That SHIELDS


damage” is short for “that amount of damage.”
Shields block damage. Each shield blocks 1 damage that is
Example: A player uses Deflect (r145) to remove a die dealt to the character. After blocking damage, the shield token
showing ranged damage and deal 2 damage to a character. is removed.
The damage that was just dealt is not considered to be
ranged damage. • Shields block damage before it is taken. Shields must be
used to block damage, if possible. Other effects that block
• 0 damage means no damage was considered to have damage do so at the same time, and can be used before or
been dealt. after shields, the same as any other simultaneous abilities.

• Damage dealt during the same action is usually dealt at • Each character has a shield limit of 3. If a character has
different times since the dice are resolved one at a time. The more shields than its shield limit, discard shields from it until
only time multiple dice deal damage at the exact same time its limit is met.
is when a die is being modified by other dice.
• If the supply of shield tokens runs out, substitute a different
• Any excess damage taken by a character above its health token or track shields using a different method.
is ignored.

• When a player distributes damage “as they wish:” DRAW


1. The player assigns their characters the amount of damage Whenever a player draws a card, they take the top card of their
they will be dealt. deck and add it to their hand.

A player cannot assign an amount of damage greater than the • When players draw multiple cards, the cards are drawn
remaining health plus the number of shields on the character, simultaneously.
unless a player cannot assign any more damage to their
characters and there is still damage remaining to be assigned, • If a player does not have as many cards left in their deck as
then the player must assign the remaining damage to their they are supposed to draw, then they draw as many of the
characters as they choose. remaining cards as possible. If a player cannot draw any
cards, then nothing happens.
2. Once all damage is assigned, it is dealt simultaneously.

Example: A player has two characters with 1 remaining


READY
health each. They are forced to distribute 2 damage from the A card is ready when it is in an upright position. Ready cards
special on the F-11D Rifle (r8). They must deal each of their can be exhausted (turned sideways). A player instructed to
characters 1 damage, instead of dealing one of the characters ready a card should turn the card to an upright position.
2 damage. If one of those characters had 1 shield, then both of
the damage could have been dealt to that character. • A card that is already ready cannot be readied.

• Ready supports and characters can exhaust to activate.


DEFEATED CHARACTERS Ready upgrades can only be exhausted through card effects.
When a character has damage on it equal to its health, it is
immediately defeated. Set aside its character card and all of
its dice (both its character and upgrade dice), and discard all
EXHAUSTED
upgrades on it. (While set aside, the character and its dice are A card is exhausted when it is turned sideways. Exhausted
no longer in play and cannot be used.) cards can be readied (turned upright). A player instructed to
exhaust a card should turn the card to a sideways position.
• When a player controls no characters, they lose.
• A card that is already exhausted cannot be exhausted again.

STAR WARS: DESTINY 16 CONCEPTS


PART 7. ABILITIES CLAIM ABILITIES
Battlefields may have claim abilities on them, preceded by the
An ability is the special game text that a card contributes word “Claim” in bold. These abilities are optional and may be
to the game. There are five types of abilities: action resolved by the player who claims the battlefield.
abilities, claim abilities, ongoing abilities, special abilities,
and triggered abilities. There are also keywords, which
are shorthands for abilities that appear on multiple cards. ONGOING ABILITIES
Cards can have more than one ability; each ability is its own Any non-keyword ability whose text contains no trigger
paragraph on the card. condition and does not have a bold word in front of it (like
“Action” or “Claim”) is an ongoing ability.
Example: Finn (r45) has two different abilities.
Example: Personal Escort (r78) has the ongoing ability
An ability becomes usable as soon as its card enters play,
“Attached character has the Guardian keyword.”
unless it says otherwise such as being used from an out-of-
play area or that the card must be out of play for the ability
to resolve. An ability from an event is resolved when that
event is played.
INHERENT DICE ABILITIES
Some cards have ongoing abilities on them which are
Players must resolve as much of an ability as they are able to, considered to be inherent to the die, and always affect how
unless it includes the word “may” or explicitly gives the player the die resolves, independent of the card being in play. An
a choice. Special abilities (S) are mandatory if that side of its inherent dice ability is always one of the following: a special
die is resolved. ability, an “X” value, or a die with no symbols.

• Dice with a non-special inherent die ability: Launch Bay


QUEUE (r31), Lure of Power (D16), ID-9 Seeker Droid (v13),
Training Remote (v35), Gang Up (z68), Imperial Troop
The queue is an imaginary line that most game effects and
Transport (a32), X-wing (b 86), AT-RT (C134).
abilities enter and leave in chronological order, based on
a “first in, first out” principle. Each effect must fully resolve
before the next one resolves. If during the resolution of SPECIAL ABILITIES
something in the queue, another effect is added, it moves to These are a type of inherent dice abilities that appear on
“the end” of the queue and is resolved last. some cards and are marked by the special (S) symbol. When
a die with that symbol is resolved, the special ability on its
• After abilities enter the queue. matching card is resolved.
• Before abilities do not enter the queue, but interrupt it. • The special (S) cannot be resolved to use the special ability
on a different card.
• Additional actions that are gained do not enter the queue,
but instead wait their turn since a player can only resolve • If a card has more than one special ability, the player who
one action at a time. resolves it may choose which one to use.
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 resolves.
KEYWORDS
Keywords are shorthands for abilities that appear on
Example 2: A player plays the event Reap the Reward (Z97) multiple cards.
and it enters the queue. When that event resolves, that player
chooses their Chewbacca (Z88) die showing 2k to resolve. If • A card cannot gain another copy of a keyword; it either has
Chewbacca has 6 or more damage on him, his before ability the keyword or does not have the keyword.
triggers and interrupts Reap the Reward, increasing it to
3k. Then Reap the Reward finishes resolving and that player • If a card loses a keyword, then it loses the keyword no
gains 3 resources. matter how many times it would gain it.

• The italicized text that explains keywords on cards is


ACTION ABILITIES solely reminder text, and is overridden by the full rules
written below.
Some support, upgrade, and character cards have unique
actions listed on them. These actions are preceded by the
word “Action” or “Power Action” in bold. To resolve this AMBUSH
ability, a player must spend one action on it during their turn After playing (and resolving) a card with Ambush, a player
and then follow the instructions on the card. may take another action.

Example: Underworld Connections (r101) has the action • If a player is allowed to take an action outside of their turn,
ability “Action - Exhaust this support to gain 1 resource.” they immediately take it.

STAR WARS: DESTINY 17 ABILITIES


GUARDIAN TRIGGER CONDITION
After a character with Guardian is activated, its controller may A trigger condition indicates the timing point at which an
deal it damage equal to the value of a die showing damage ability may be used, and always follows either the word “after”
(j, k, or y) in an opponent’s dice pool. Then remove that die. or “before.” A trigger condition matches a specific occurrence
that takes place in the game.
MODIFY Example: Qui-Gon Jinn (r37) is about to gain a shield, which
Some upgrades have the keyword “Modify” and the subtype is the trigger condition for his ability that says “Before this
“mod.” When playing a card with Modify, a player must character gains 1 or more shields, you may remove 1 of his
choose an eligible target under their control. What target a shields to deal 1 damage to a character.”
mod can be played on is defined by its Modify keyword. A
mod that has “Modify vehicle support” can only be played on
a vehicle support; it cannot be played on a vehicle upgrade.
BEFORE ABILITIES
If, during the course of a game, a before ability meets its
• Modify is not a play restriction. trigger condition, immediately resolve the before ability prior
to resolving the rest of the effect. In this way, before abilities
• A card cannot have more than 3 upgrades. can interrupt the flow of the game and ignore the queue.

Example: One with the Force (r42) says “Before attached


PARALLEL DIE character is defeated, this card becomes a support for the
A card with a parallel die uses a die from another set as that rest of the game.” The trigger condition is “attached character
card’s matching die. is defeated,” and the timing word “before” tells you to resolve
the rest of the effect before the trigger condition resolves.
PILOTING
After a character with Piloting is activated, its controller may AFTER ABILITIES
choose a vehicle they control and activate it. That character is If, during the course of a game, an after ability meets its
piloting that vehicle. Piloting expires at the end of the round. trigger condition, it resolves following the resolution of the
trigger condition. Unlike before abilities, after abilities do not
A character can only pilot one vehicle at a time. A single interrupt the flow of the game, and instead wait their turn in
vehicle can be piloted by more than one character. If a the queue to resolve.
character starts piloting a vehicle, they are no longer piloting
any vehicle they were previously piloting. A character is no Example: Comlink (r61) says “After you play this upgrade,
longer piloting a vehicle if the vehicle they were piloting you may reroll any number of your dice or any number of
leaves play, and a vehicle is no longer being piloted if all of its your opponent’s dice.” The effect of playing the card must
pilots leave play. A character can pilot an exhausted vehicle fully resolve (paying the cost, choosing a character to attach
even if they were unable to activate it. it to), and then the after ability resolves.

REDEPLOY • If the trigger condition of an after ability was part of


another ability, that entire ability is completed before the
This keyword only appears on upgrades. Before this upgrade new after ability resolves.
would be discarded by its character being defeated, you may
instead move it to one of your other characters. The upgrade
die moves to the new character card, even if it was in the
SIMULTANEOUS ABILITIES
dice pool. When two or more triggered abilities meet their trigger conditions
at the same time, the player who is resolving those abilities
• The Redeploy keyword ignores play restrictions when chooses the order they resolve in (in the case of before abilities)
attaching to a new character. or enter the queue in (in the case of after abilities). If more than
one player has abilities that are simultaneous, the player who
TEAM UP controls the battlefield chooses the order in which each player
resolves their own abilities or has them enter the queue.
While building your team, Team Up decreases the point values
of each card listed by the Team Up value. Example: A Tusken Raider (r22) with Fast Hands (D150) is
activated when there is also a Jango Fett (r21) with Fast
Example: “Team Up 1: Each unique bounty hunter” decreases Hands in play. Each card is controlled by a different player.
the point values of each unique bounty hunter on your team Both players have after abilities that can resolve after the
by 1 during team building. Tusken Raider activates, so it is the battlefield controller’s
choice as to which player resolves theirs first.

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

• Triggered abilities exist independently of their source. Once


triggered, the entire ability resolves, even if the card it was
on leaves play.

STAR WARS: DESTINY 18 ABILITIES


EFFECTS REPLACEMENT EFFECTS
An effect is anything that results from an ability. An effect lasts A replacement effect uses the word “instead” somewhere in
for as long as the action described in it. its text. If a replacement effect resolves, the original effect
is considered to have not resolved, and no abilities can
be triggered off of it. (Abilities can be triggered off of the
DELAYED EFFECTS replacement effect.)
Some abilities contain delayed effects. Such abilities specify
a future timing point, or indicate a future condition that may Example: Second Chance (r137) says “Before attached
arise, and contain an effect that is to happen at that time. character would be defeated, instead heal 5 damage from it
and discard this upgrade.” Because this prevents the character
Example: Crime Lord (r23) says “You may pay 5 resources from being defeated, the character is never considered to have
to choose a character. Before this round ends, defeat that been defeated.
character.” The character being defeated is a delayed effect
because it does not fully resolve until a future point in time. Some replacement effects that are part of before abilities use
the word “would be” in their text. These effects are faster than
• An event with a delayed effect creates the effect, and then other before abilities, and no abilities can be triggered off of
the event is discarded. the original effect.

Example: Second Chance (r137) resolves before the before


ability on General Grievous (r3). Since the character affected
by Second Chance is no longer defeated, General Grievous’
ability cannot be triggered.

• When two or more replacement effects are trying to replace


the same thing, the player who is resolving those abilities
chooses the order they resolve/enter the queue in. If more than
one player has abilities that are simultaneous, the player who
controls the battlefield chooses the order they resolve in. The
other replacement effect(s) no longer resolve, since the thing
they are replacing no longer exists (it has already 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, and
not to other copies (by title) of the card.

NEGATIVE EFFECTS
Negative effects take precedence over positive effects. If an
effect says a player cannot do something, then they cannot do
it, 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 fully
resolved (i.e., the game state changes to reflect the intent
of the effect in its entirety). If the part of an ability that
precedes the word “then” does not successfully resolve
in full, the part of the ability that follows the word
“then” does not attempt to resolve.

Example: Scavenge (r132) 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.

If the part of the ability that precedes the


word “then” is an optional “may” effect, you
must have chosen to resolve that effect and
successfully resolved it in full for the part
of the ability that follows the word “then”
to resolve.

STAR WARS: DESTINY 19 ABILITIES


PART 8. TERMS DECREASES
Effects which decrease something only last for the duration of
Below are definitions and explanations of important terms the effect. Some effects have an ongoing duration.
that players should know, listed in alphabetical order.
Example: It Binds All Things (r150) says “Before you play
a Blue upgrade, you may exhaust this support to decrease
CHARACTER DIE its cost by 1.” This only applies while paying the cost to play
A character die is a die that matches a character. the upgrade; once it is played, its cost returns to the normal
value since you have now played a Blue upgrade.
• Upgrade dice are not character dice, even though
characters also use them when they activate.
DICELESS CARD
A card that has no matching die.
CHEAPEST
Something that is cheapest has the lowest cost.
FREE
• Any effect modifying the cost should be taken into account. When a card or die is played or resolved for free, decrease its
cost to 0.

CHOOSE- EITHER
If an ability uses “choose” and “either,” the player using the HEAL
ability may choose either option, even if the chosen one will When damage is healed from a character, remove that
have no effect. Once the player has made their choice, they amount of damage from it.
have to resolve as much of it as possible.
• Heal as much damage as possible. Excess healing
• Some cards force an opponent to make a choice. The is ignored.
opponent can also choose either option.
• If no damage was removed by the healing effect, then the
character is not considered to have been healed.
CHOOSE- TARGET
A target is a card or die to which an effect will happen.
The term “choose” indicates that a target must be chosen INCREASES
in order for the ability to resolve. The player resolving the Effects which increase something only last for the duration of
effect must choose a game element that meets the targeting the effect. Some effects have an ongoing duration.
requirements of the ability.

• When making a choice, a player cannot choose invalid LOOK AT


targets. If there are no valid targets, then the card
Sometimes an effect allows a player to look at cards in a
does nothing.
player’s hand or deck. Looking at a card does not change the
position of the card, and after being looked at the card should
• If multiple targets are required to be chosen by the same
be returned to its previous location.
player, these are chosen simultaneously.

• An effect that can choose “any number” of targets can


successfully resolve if zero of those targets are chosen,
MOVE
though it might have no effect. Some effects allow players to move cards or tokens.

• When something moves, it cannot move to its same


COMBINED VALUE (current) placement. If there is no valid destination for a
move, the move cannot resolve.
The combined value is the sum of the values showing on all
the cards or dice being referenced.
• When an upgrade moves to another character, it maintains
its state (ready or exhausted) and its die returns to its
CONTROLLER matching card.

The controller of a card or die is the player who has it in their • An upgrade with a play restriction can be moved to any
in play area. By default, players control all of the cards and character, as the upgrade is not being played.
dice they own.
• When damage moves to another character, it ignores
• When an ability refers to “your” card or die, it is referring to shields and the character is not considered to have
a card or die under your control. taken damage.

• A player can move shields, upgrades, and downgrades to a


COPY (OF A CARD) character who is at their respective limit. A player cannot
A copy of a card is defined by its title. Any other card that move damage to a character over its remaining health.
shares the same title is considered a copy, regardless of card
type, text, artwork, or any other characteristic of the card.

STAR WARS: DESTINY 20 TERMS


OWNER • Effects which reference a certain symbol showing on a die work
with any side showing that symbol, even if it is a modified side.
The owner of a card or die is the player who brought the card Showing damage includes ranged, melee, and indirect damage.
or die to the game. A player can own a card or die but lose
control over it (such as losing control of the battlefield). • Dice on cards do not have any sides showing. A die can
only show a side once it has been rolled into a player’s
dice pool.
PLAY RESTRICTIONS
Play restrictions sometimes appear on a card and are marked
by the word “only.” A player cannot play the card unless the
SPOTTING
play restriction is met. Some cards require a player to spot a specific game element
in order to use its ability. To spot an element, a player must
Upgrade cards sometimes say “(Color) character only”. If a control that element in play. Most cards just require a player
player does not have a character of that color to attach the to spot a character of a specific color.
upgrade to, the upgrade cannot be played.
Example: Use the Force (r149) says “Spot a Blue character
• Upgrades do not get removed from a character if the play to turn a die to any side” You must have an undefeated Blue
restriction is no longer fulfilled. The character must only character on your team, or the card does nothing.
fulfill the play restriction when the card is first played.
• A player cannot spot their opponents’ characters or cards,
unless the card explicitly says so.
REMAINING HEALTH
• If a player is not able to spot the required element, then
Remaining health is the health of a character minus the
the effect does nothing.
amount of damage on it.

REMOVING DICE TAKING DAMAGE


Damage is taken only when one or more damage tokens are
Removing dice moves them from a player’s dice pool back to
placed on the character. If all damage dealt was blocked by
their matching card.
shields or some other ability, then no damage was taken.
• A die cannot be removed unless it is in a player’s dice pool.
• Damage not taken is still dealt.
• If dice of a specific symbol must be removed to trigger an
Example: Hunker Down (r164) says “After this character
effect, then it does not matter if those dice can currently be
takes melee damage, discard this upgrade.” If two melee
resolved. Symbols that are modifiers or require a resource
damage is dealt to the character but is blocked by 2
match still count as that symbol.
shields, then no damage was taken by the character and
Hunker Down is not discarded.
REPLACE
When an upgrade is discarded to decrease the cost of another TURN (DIE)
upgrade, the new upgrade replaces the old one. Each player
When a player turns a die to a side, they rotate it so that side
can only replace an upgrade once per round.
is faceup (showing).

ROLLING • When turning a die, it must turn to a different side. A


player cannot turn a die to the same side it was on before
When a card refers to rolling a die, this applies to both rolling turning it. (If the die has the same symbol and value on two
it into your pool and rerolling it (if it was already in your pool). or more of its sides, it can be turned to an identical side).

SEARCH UNBLOCKABLE DAMAGE


When a player searches for a card, that player is allowed to Unblockable damage cannot be blocked by shields or card
look at all of the cards in the searched area without revealing effects. Any shields on a character dealt unblockable damage
them to opponents. remain on that character.
• All modifiers added to a die that deals unblockable damage
• A player does not have to find the object of a search effect. will also be unblockable.

SHOWING X AS A VARIABLE
A die side is showing if it is the faceup side after being rolled Some cards refer to X as a variable. X is always a number that
into a dice pool. is defined by the card, and does not have a standard value.
• Dice sides that are not faceup cannot be referenced when a
card requires a symbol to be showing.

STAR WARS: DESTINY 21 TERMS


PART 9. MULTIPLAYER RULES • During step 6, the alliance with the highest combined total
chooses which battlefield to fight on, instead of the player
with the highest total. All battlefields that were not selected
are set aside, faceup. The player whose battlefield is being
FREE-FOR-ALL used is considered “Player 1” for the duration of the game.
More than two players can participate in a free-for-all game, The player sitting across from Player 1 is Player 2. Player
though 3-4 is recommended. Players should follow the normal 1’s teammate is Player 3, and Player 2’s teammate is Player
rules of the game, with the following exceptions and additions: 4. Then the Player 2 and Player 4 alliance gives a total of 2
shields to their characters, distributed as they wish.

SETUP
WINNING THE GAME
To set up the game, follow these steps in order:
An alliance wins the game when the opposing alliance loses
1. Randomly seat the players at the table. the game. A player is not eliminated from the game until their
alliance loses. An alliance loses the game when each player on
2. All players roll off for the battlefield. The player with the that alliance meets one or both of these conditions:
highest value wins the roll off, and chooses a battlefield to use
for the game. Each player whose battlefield was not chosen • They control no characters.
gets 1 shield to give to one of their characters and sets their
battlefield aside. If players tie during the roll off, only the tied • At the end of a round, they have no cards in hand and no
players roll again to break the tie. cards in their deck.

ACTIONS TURN ORDER


Players take actions clockwise around the play area, starting The player who controls the battlefield takes the first turn
with the player who controls the battlefield. All players must each round. Then each other player takes a turn, in player
consecutively pass to end the round. Only one person can order (Player 1 is followed by Player 2, then Player 3, then
claim the battlefield. Player 4, and then back to Player 1). This way, alliances
alternate taking turns. Players keep taking turns until each
player passes consecutively.
CHOOSING OPPONENTS
When an ability refers to an opponent, the player using the CLAIMING THE BATTLEFIELD
ability chooses which opponent it affects.
When a player claims the battlefield, if they do not control
it, they take control of it and may use its “Claim” ability. That
PLAYER ELIMINATION player chooses one of the 3 faceup set-aside battlefields, flips
If a player controls no characters, or there are no cards left it over, and may use its “Claim” ability OR its power action.
in their deck and hand at the end of the round, that player At the beginning of each round, flip each battlefield faceup.
is immediately eliminated from the game. Any of their cards
and dice are removed from the game, except for cards that Three players can claim the battlefield each round. The second
they no longer control or their battlefield if it is active. If and third players to claim the battlefield do not take control of
the eliminated player controlled the battlefield, then no one it and do not use its “Claim” ability. Instead, they each choose
controls the battlefield until someone else claims it (and if it one of the remaining faceup set-aside battlefields, flips it over,
has already been claimed this round, then players must wait and may use its “Claim” ability OR its power action.
until the next round). The player to their left decides how
simultaneous abilities controlled by more than one player are ADDITIONAL RULES AND CLARIFICATIONS
resolved until someone else controls the battlefield. The other
players continue playing until there is only one player left in • A player can play an upgrade on one of their teammate’s
the game; that player wins. characters, or use Redeploy to move an upgrade on one of
their characters to a teammate’s character.

ALLIANCES • When resolving a focus side, a player can turn their


teammate’s dice.
Alliances is a way to play with four players. This format is
a team format where two allied players play on an alliance • If a player controls 4 or more supports with a matching die,
against two allied opponents. Each alliance will either win or they must choose and discard those supports until they
lose the game together. This section details the changes to the control 3 of them.
standard rules that are adopted when playing this format.
• Each player has their own resources and cannot share them.
SETUP • A single player controls the battlefield, not an alliance.
Each player on an alliance sits next to each other and across
from one of their opponents. Each alliance can only include • Cards that refer to “you” or “your” cannot refer to
hero and/or neutral characters, OR villain and/or neutral a teammate.
characters (unless a player is using the plot Temporary Truce).
The uniqueness rule applies to each alliance, not per player, • A player cannot: spot their teammate’s cards, play a
and each alliance cannot bring multiple copies of a battlefield support under their teammate’s control, assign indirect
or plot to the game. Follow the setup rules in the Rules damage to their teammate’s characters, or reroll their
Reference with these changes: teammate’s dice by taking the reroll dice action.

STAR WARS: DESTINY 22 MULTIPLAYER


ERRATA CIENA REE (v1)
Should read: “Power Action - Spend 2 resources to ready a
vehicle.”
This section includes a list of changes made to cards that are
not reflected on the printed card, sorted by set. HEAT OF BATTLE (v123)
Should read: “Choose an opponent. That opponent turns up to
AWARD CEREMONY (r138) 2 of their dice to sides showing damage (j, k , or y). Turn up to
Should read: “Spot a Red character to draw cards equal to 2 of your dice to sides showing damage.”
the number of exhausted characters you have. Set that many
cards from your hand aside.” RUNNING INTERFERENCE (v115)
Should read: “After you take an action, you may set this
HYPERSPACE JUMP (r129) support aside to choose an opponent. That opponent cannot
Should read: “End the action phase. You may switch the take the same action that you just took on their next turn.
battlefield with the battlefield that is not being used. Set this
event aside instead of discarding it.” MAUL’S LIGHTSABER (z8)
Should read: “Blue character only. Power Action - If an
IT’S A TRAP (r107) opponent has no shields on all of their characters, spend 1
No longer has Ambush and should read: “Choose a symbol resource to roll this die into your pool.”
showing on an opponent’s die. Then turn up to 2 of your Red
dice to sides showing that symbol.” SNOKE (a8)
Should read: “Power Action - Deal 1 damage to another one
STRATEGIC PLANNING (r111) (U37) of your characters to resolve one of its character dice showing
Should read: “Ready a support that has no mods or exhaust damage, increasing its value by 2.”
a support.”
ARMORED REINFORCEMENT (b129)
AFTERMATH (D123) Should read: “Action - Set this plot aside to search your deck or
Should read: “After a character is defeated, you may exhaust discard pile for a Red vehicle support and play it, decreasing its
this support to gain 1 resource.” cost by 1. If you searched your deck, shuffle it.”

AMMO BELT (D141) THEED PALACE (b 159)


Should read: “Before a weapon upgrade on attached character Should read: “Power Action - Remove one of your dice to gain 1
would be discarded by a card effect, you may discard this resource. Spot a neutral character to take one additional action.”
upgrade instead.”
FORCE STORM (Z14)
FAST HANDS (D150) Should read: “Blue character only. 󲃹 - Exhaust this upgrade to
Should read: “Yellow character only. After you activate place 1 resource on it. Deal damage to a character equal to
attached character, you may resolve one of its character or the number of resources on this upgrade. Reroll this die instead
upgrade dice.” of removing it.”

IMPERIAL INSPECTION (D70) LAAT GUNSHIP (Z84)


Should read: “After one of your dice rolls a disrupt (f), you may Should read: “󲃹 - Roll a trooper die on one of your cards in play
set this support aside to return an upgrade in play that costs into your pool and resolve it. Otherwise, remove it. Reroll this
2 or less to its owner’s hand.” support’s die instead of removing it.

LONG CON (D113) WAT TAMBOR (Z22)


Should read: “Power Action - Play a Red support from your
Should read: “Gain 1 resource for each other copy of this
hand (paying its cost). Then roll that support’s die into
event in your discard pile.”
your pool.
OUTER RIM SMUGGLER (D46) WATTO (Z38)
Should read: “The first time each round you play the last card
First ability should read: “This character’s character dice cannot
from your hand, gain 1 resource.”
be removed by opponents’ Blue events.”
VIBROKNIFE (D57)
Should read: “Ambush. Damage dealt by this die or by dice it
modifies is unblockable.”

STAR WARS: DESTINY 23 ERRATA


CHARACTER SUBTYPES JEDI INSTRUCTOR (v32) JEDI
JYN ERSO (D44) SCOUNDREL
This section includes a list of characters that have subtypes K-2SO (v26) DROID
that are not reflected on the printed card. KALLUS (z10) LEADER - TROOPER
ADMIRAL ACKBAR (r27) LEADER KANAN JARRUS (v33) JEDI - SPECTRE
ANAKIN SKYWALKER (w1) APPRENTICE KYLO REN (r11), (U1) APPRENTICE
ASAJJ VENTRESS (D9) APPRENTICE LANDO CALRISSIAN (v39) SCOUNDREL
AURRA SING (D18) BOUNTY HUNTER LEIA ORGANA (r28) LEADER
BALA-TIK (r19) LEADER - SCOUNDREL LOBOT (w2) ADVISOR
BAZE MALBUS (D26) GUARD LUKE SKYWALKER (r35) JEDI
BAZINE NETAL (v16) ADVISOR LUKE SKYWALKER (z31) APPRENTICE
BIB FORTUNA (z18) ADVISOR LUMINARA UNDULI (D36) JEDI - LEADER
BOSSK (v17) BOUNTY HUNTER MACE WINDU (v34) JEDI - LEADER
CAD BANE (v18) BOUNTY HUNTER MAGNAGUARD (v3) DROID - GUARD
CAPTAIN PHASMA (r1), (U2) LEADER - TROOPER MAUL (z2) SCAVENGER - SITH
CHEWBACCA (D43) WOOKIEE - SCOUNDREL MAZ KANATA (D45) SCOUNDREL
CHIRRUT ÎMWE (D35) GUARD MON MOTHMA (D27) LEADER
CIENA REE (v1) PILOT NIGHTSISTER (r12) WITCH
COUNT DOOKU (r9) SITH OBI-WAN KENOBI (D37) JEDI
DARK ADVISOR (z1) ADVISOR OUTER RIM SMUGGLER (D46) SCOUNDREL
DARTH VADER (r10) SITH PADAWAN (r36) APPRENTICE
DARTH VADER (D10) APPRENTICE - SITH PADME AMIDALA (r48) LEADER
DEATH TROOPER (D1) TROOPER PALPATINE (D11) LEADER - SITH
DIRECTOR KRENNIC (D3) LEADER POE DAMERON (r29) PILOT
EZRA BRIDGER (v38) SCAVENGER POE DAMERON (U25) LEADER - PILOT
FINN (r45) SCOUNDREL QUI-GON JINN (r37) JEDI
FIRST ORDER STORMTROOPER (r2) TROOPER QUINLAN VOS (v8) APPRENTICE
FN-2199 (D2) TROOPER REBEL COMMANDO (D28) TROOPER
GAMORREAN GUARD (v19) GUARD REBEL TROOPER (r30) TROOPER
GENERAL GRIEVOUS (r3) LEADER REY (r38) SCAVENGER
GENERAL HUX (v2) LEADER REY (U24) APPRENTICE
GENERAL RIEEKAN (v24) LEADER ROOKIE PILOT (v27) PILOT
GENERAL VEERS (r4) LEADER ROSE (z40) ENGINEER
GRAND INQUISITOR (v11) INQUISITOR ROYAL GUARD (D12) GUARD
GUAVIAN ENFORCER (D19) SCOUNDREL SABINE WREN (v40) SPECTRE
HAN SOLO (r46) SCOUNDREL SERVANT OF THE DARK SIDE (v9) SCAVENGER
HERA SYNDULLA (v25) LEADER - PILOT - SPECTRE SEVENTH SISTER (v10) INQUISITOR
HIRED GUN (r47) SCOUNDREL TEMMIN (D29) PILOT
HONDO OHNAKA (z65) PIRATE - SCOUNDREL THRAWN (v4) LEADER
IG-88 (D20) BOUNTY HUNTER - DROID TIE PILOT (D4) PILOT
JABBA THE HUTT (r20) LEADER - SCOUNDREL TUSKEN RAIDER (r22) SCAVENGER
JANGO FETT (r21) BOUNTY HUNTER UNKAR PLUTT (D21) SCAVENGER
JAWA SCAVENGER (w4) JAWA - SCAVENGER WOOKIEE WARRIOR (v41) WOOKIEE - TROOPER
JEDI ACOLYTE (D34) APPRENTICE

STAR WARS: DESTINY 24 ERRATA


CARD CLARIFICATIONS LET THE WOOKIE WIN (130)
• Either option can be chosen, even if there are fewer than 2
dice in the pool or no exhausted characters.
This section provides answers for specific cards, sorted by set.

NIGHTSISTER (12)
AWAKENINGS (r) • The Nightsister can reroll a die and then take the final
damage to defeat herself.

ABANDON ALL HOPE (79) ONE WITH THE FORCE (42)


• When this card becomes a support, move its die to the
• Either option can be chosen, no matter how many
support card.
resources or cards in hand a player has.

ACE IN THE HOLE (92) PADAWAN (36)


• If you replace an upgrade on the Padawan in order to
• Any inherent dice ability (this includes special abilities) on
decrease the cost of a new weapon upgrade you are
the die can still be resolved as normal.
playing, the replaced upgrade stays on the Padawan until
the new upgrade enters play. As such, the Padawan’s ability
• Any non-inherent dice ability on the card that the die is
cannot decrease the cost of the new upgrade.
associated with does not apply to the die.

BOUNDLESS AMBITION (80) POE DAMERON (29)


• During the resolution of Poe’s special, if another special
• You can only draw cards with this until you have cards in
ability is chosen on the card that is discarded, that special
your hand equal to your hand size.
fully resolves before the “Then” effect.

COUNT DOOKU (9) QUI-GON JINN (37)


• If two or more non-modified dice are spent during the same
• When Qui-Gon Jinn has max shields, you can use his ability
action, Dooku could gain a shield for each one, because
and remove one of them before gaining the new shield.
each die is resolved separately.

CRIME LORD (23) RETREAT (110)


• “Then end the action phase” is a delayed effect that will
• If the character with Crime Lord is defeated after Crime
occur after the additional action has been taken or after
Lord’s ability is triggered, Crime Lord still triggers at the
the opponent declines to act.
end of the round even if it is no longer in play.

• Crime Lord’s ability resolves before players lose from REY (38)
having no cards in their hand and deck.
• If you play an upgrade with Ambush on Rey, you may take
two additional actions during your turn.
DARING ESCAPE (126)
• After rerolling the dice, you remove all of your opponent’s SECOND CHANCE (137)
dice showing blanks, even if they were not rerolled.
• Second Chance is a replacement effect so if a character has
two copies of Second Chance and would be defeated, only
FORCE TRAINING (58) one copy resolves. The other one can no longer replace
• You must pick two different options when resolving its being defeated and stays attached to the character.
special ability; you cannot pick the same ability twice.
• When healing with Second Chance, any excess damage
that would be dealt to the character is ignored. Thus if
GENERAL GRIEVOUS (3) the character is defeated by damage you always heal the
• General Grievous steals an upgrade before it can character down to 5 damage less than its health.
be redeployed.
SITH HOLOCRON (16)
HUNKER DOWN (164) • You can switch cards that say “Blue character only” onto a
• If shields block all melee damage that was dealt to a character that is not Blue.
character with Hunker Down attached, then the character
• You do not pay any resources for switching to a new card.
did not take any damage and keeps the upgrade.

HYPERSPACE JUMP (129) SURGICAL STRIKE (112)


• You cannot remove zero dice to discard a support. If no dice
• Control of the battlefield does not change, even if the
are removed, then there is no value to reference.
battlefield is switched out, and its claim ability is not used.

STAR WARS: DESTINY 25 CLARIFICATIONS


SPIRIT OF REBELLION (D) PREMONITIONS (131)
• If your opponent has a copy of Premonitions in their set
aside zone, you can play the card on it for free, and then
ASAJJ VENTRESS (9) discard it to their discard pile. You cannot look at their card
• You force your opponent to discard an additional card with before you play Premonitions.
her ability, not choose a different card entirely.
• If there is a play restriction that prevents the card from
being played, discard it to its owner’s discard pile.
ASCENSION GUN (59)
• You can only use the ability on battlefields brought
to the game as part of a player’s deck that are in the
SALVO (121)
set-aside zone. • If the die has a resource cost, you pay the cost one time,
but deal the damage to each character.
BLACKMAIL (23)
• An opponent can give you one resource after each time you
TRAINING (125)
reroll Blackmail as well as roll it into your pool. • The second die comes from your set-aside zone. If you do
not have another of that character’s die, then this ability
does nothing.
C-3PO (30)
• C-3PO does not allow you to resolve the die without paying • Playing a second copy of Training on a character does
its resource cost, nor does he allow you to ignore modifiers. nothing, as the character is already elite.

• C-3PO can turn other dice into specials, at which point the • The die from Training is also that character’s die. If Training
value of the die does change to 0. ever leaves play, the controller of the character chooses
which of its dice is set aside.
CARBON-FREEZING CHAMBER (151)
• You can choose a character die that is not in a dice pool.
EMPIRE AT WAR (v)
CARGO HOLD (152)
• You can move an upgrade to a character that has 3
AHSOKA TANO (31)
upgrades, but one of the upgrades has to be discarded. • You must pay for dice from upgrades on her as well.

• Moving upgrades ignores play restrictions. ANCIENT LIGHTSABER (49)


• When this upgrade’s action is used, place it on the bottom
DESTINY (101) of its owner’s deck.
• “Before” effects that decrease the cost of a card cannot
be used in combination with Destiny to play a card with a
higher value.
BATTLE OF WILLS (128)
• If multiple players are tied for the lowest combined value,
remove all character dice just rolled by each tied player.
FN-2199 (2)
• If you do not resolve the weapon die rolled in with his
ability immediately, then it stays in your pool until resolved
COERCION (81)
or removed, as per the normal rules. • If the player cannot pay for the event (or fulfill any play
restrictions on it), then they do not have to play it and can
take any action they wish.
FORCE ILLUSION (135)
• If you discard less cards than the amount of damage being • Even if the event has no effect, a player must play it and
dealt (by running out of cards in your deck), then none of resolve as much of it as possible (provided they fulfill any
the damage is blocked. play restrictions listed on the card).

• You can choose whether Force Illusion or shields block • Passing is not an action so a player can choose to pass
damage first. their turn instead of taking an action. The next time they
would take an action that round, they must still play the
chosen event, if able.
FORCE LIGHTNING (14)
• Force Lightning can remove an opponent’s blank (–).
EMP GRENADES (58)
• This special ability cannot discard a droid character.
MY ALLY IS THE FORCE (105)
• You can turn a die showing a focus to another one of
its sides.
GENERAL HUX (2)
• This special ability counts each character you have in play,
not any of your defeated characters.

STAR WARS: DESTINY 26 CLARIFICATIONS


GRAND INQUISITOR’S LIGHTSABER (15) GREEDO (21)
• When resolving this special, you can reroll it instead of • This ability is self-referential; you only roll dice that are on
removing it from your pool even if you did not turn a his card into your pool. His dice that are already in your
character die to a blank. pool do not get rerolled.

HUTT TIES (85) HASTY EXIT (153)


• Either option can be chosen, even if a player does not have • You must control the battlefield in order to give control of it
any resources or dice. to an opponent.

ID-9 SEEKER DROID (13) JAR JAR BINKS (47)


• The value of this die is constantly checked and will decrease • The first ability is considered a “Use a card action.”
whenever another ID9 Seeker Droid die leaves your pool.
• If the second ability resolves and Jar Jar Binks has none of
his character dice in a pool, then all dice will be rerolled.
KANAN JARRUS (33)
• You do not have to declare what action you are taking
before using Kanan’s ability.
MAUL (2)
• Maul’s ability does not trigger if a special ability on a die
removes his dice because special abilities are inherent dice
MACE WINDU (34) abilities, not card effects.
• Shields do not affect remaining health.
REBEL TRAITOR (22)
MAGNAGUARD (3) • The opponent chooses which of their characters to activate.
• Even if this character is healed after its ability triggers, it
will still be defeated at the end of the round.
RESILIENT (135)
• Damage can be dealt to this character even it has 8 • Resilient’s ability does not trigger if a special ability on a
damage on it; any excess damage over that is ignored. die removes that character’s dice because special abilities
are inherent dice abilities, not card effects.
• This character’s ability does not alter how a player
distributes damage “as they wish” on page 16.
UNBREAKABLE (105)
• This ability can remove a die showing a value of 0 if your
PORT DISTRICT (159) characters have no shields.
• If you decrease the cost of a card being played below 3, or
play it for free, then it does not gain ambush.
VANDALIZE (156)
• You do not remove any of your character dice to discard a
RUNNING INTERFERENCE (115) support or upgrade that costs 0 from play.
• After taking an action, using two copies of this support on
the same opponent will only prevent them from taking that
action on their next turn that round, not their next two
turns. WAY OF THE FORCE (a)
• This ability only triggers and can be used on one of the six
actions listed on page 13. Card abilities that are similar
CLANDESTINE OPERATION (92)
to actions, such as resolving dice with Maz Kanata (D45), • A player can resolve their dice showing the same symbol,
cannot be used to trigger Running Interference. even if those dice were not showing that symbol when this
card began to resolve.
• A player choosing to pass on their turn is considered
to have taken a turn and the delayed effect of Running
Interference will expire at the end of that turn.
DJ (35)
• This ability deals indirect damage to an opponent equal to
the number of that opponent’s dice you just removed. This

LEGACIES (z) damage is dealt as one source.

• This ability only triggers when you remove one or more


dice, not when dice are removed by an opponent or by the
CANTINA BRAWL (148) game. If a character is defeated or a card is discarded from
• Players can keep repeating this effect as long as they play, the game removes its matching dice, not a player.
discard a card from their hand.

DOCTOR APHRA (20)


• You cannot draw a card from an opponent’s card or die
effect that deals indirect damage to you.

STAR WARS: DESTINY 27 CLARIFICATIONS


HOME TURF ADVANTAGE (127) TOBIAS BECKETT (36)
• Any battlefield brought to the game and set aside can be • This special ability does not use the word “then” so a
chosen by cards like Hyperspace Jump and New Orders. player does not have to take 1 resource in order to gain
1 resource.
PLO KOON (57)
• Plo Koon can have multiple instances of the same
VAL (37)
non-keyword ability. • This special ability does not use the word “then” so a player
does not have to take 1 resource in order to deal 2 damage.
REX’S BLASTER PISTOL (87)
• If this card is on Rex, you can play a second copy of it on
another one of your characters. However, if this card is on
one of your characters not titled Rex, you cannot play a
CONVERGENCE (Z)
second copy of it since both copies are unique.
ADVANCED TRAINING (133)
• This plot used with Captain Phasma’s ability (Z18) allows
SNOKE (4) that player to resolve their trooper dice showing a blank as
• A character that is defeated by taking 1 damage from this 1 melee damage.
power action cannot resolve its die since its dice are set
aside before this power action resolves.
BARTER WITH BLOOD (41)
• The player playing this event is the source of the damage.

ACROSS THE GALAXY (b) CAPTAIN PHASMA (18), MEGABLASTER TROOPERS (31)
• Players can use functionally identical cards and dice from
AT ODDS (108) previous sets, such as First Order Stormtrooper (r2).
• This event is placed on the bottom of its owner’s deck.
CONVERGENCE (93)
DARTH VADER’S MEDITATION CHAMBER (10) • A player can spot 0 characters to discard a support,
• The last sentence of this support’s ability is considered a upgrade, or downgrade that costs 0 from play.
“then” effect and should read: “Then spot Darth Vader to
draw a card.”
HAMPERED (121)
• If the attached character’s die has a modifier side, that die
DOUBLE DOWN (143) can be resolved with another die that is not a copy of it.
• This plot allows a hero deck to include 5 copies of X-wing. This ability is once per turn, not per round.

ESCAPE CRAFT (102) LIGHTSABER MASTERY (114)


• This card can enter play through Millennium Falcon’s • The move events brought to the game are not a part of the
(b 101) ability even if a player already controls another deck and ignore deckbuilding restrictions, such as affiliation
copy of it. In this case, that player must choose and discard and number of copies of a card. For tournaments, the move
one of those copies due to uniqueness. events must be chosen beforehand and cannot be changed
during the tournament.
L3-37 (91) • A player that controls this plot can look at the facedown
• When this character becomes an upgrade, she is not events under it at any time.
defeated and abilities that trigger from a character being
defeated do not trigger.
MAZ KANATA (90)
• If this character is elite, she keeps both of her dice when she • The opponent chooses and resolves their effect as if it
becomes an upgrade. were their own. Then Maz Kanata’s controller chooses and
resolves 2 different effects from the remaining 3.
QUI-GON JINN’S LIGHTSABER (71)
• The last sentence of this upgrade’s ability is considered a
NO ANSWER (128)
“then” effect and should read: “Then, if this upgrade is on • The last sentence of this event’s ability is considered a
Qui-Gon Jinn, you may draw a card.” “then” effect and should read: “Then, if that opponent has
no cards in hand, discard the top 3 cards of their deck.”
STIFLE (12)
• This ability is not optional.
UNETI FORCE TREE (66)
• The last sentence of this support’s ability is considered a
“then” effect and should read: “Then, you and that player
each draw a card.”

STAR WARS: DESTINY 28 CLARIFICATIONS


SPARK OF HOPE (C) JEDI TRIALS (65)
• This card may allow a character to have 3 character dice.
That character is still considered elite.
B-WING (86)
• This ability will trigger and resolve before the first turn is MAGNA-GLOVE (145)
taken during the action phase.
• You gain control of the equipment or weapon upgrade you
moved onto your character with this special ability.
CRUSHING ADVANTAGE (26)
• This event can remove one character die, one support die, RULE OF TWO (12)
and/or one upgrade die. It cannot remove 3 character dice.
• A player may use this action even if they have non-
character dice in their pool.
HAN SOLO’S DICE (109)
• While on Han Solo, you can keep using this ability until TACTICAL DELAY (125)
each of his character dice are no longer showing blanks.
• This “after” ability triggers and resolves before the first turn
of each round.
LIGHTSPEED ASSAULT (81)
• If the opponent does not control a vehicle, deal indirect TRUST YOUR FEELINGS (63)
damage to them equal to the cost of your discarded vehicle.
• If you use the action on the Destroy the Death Star plot
with this card, that action ability is added to the queue and
MOVING ROCKS (66) will resolve after each ability that was already in the queue.
• It isn’t clear where this card moves shields from; this card
can move shields only from any number of characters.

NIGHTSISTER ZOMBIE (4) TRANSFORMATIONS (V)


• This character’s first ability is ignored if it has the card CAPTURED (6B)
Target Acquired on it, or if its controller controls no
characters other than Nightsister Zombies. • The player who controls this downgrade may give
themselves 1 resource to flip it.
OLD DAKA (5)
MORTIS (10A/10B)
• Set aside Nightsister Zombies are not considered defeated.
• This battlefied begins the game on side A.
TALISMAN OF RESURRECTION (19)
OBI-WAN KENOBI (3A)
• Spend resources equal to the defeated character’s point
value used at the start of the game, ignoring card abilities. • If Obi-Wan Kenobi is elite and is defeated, Obi-Wan
Kenobi’s Spirit will enter play with only 1 parallel die.
THRAWN (23)
SEND IN THE TROOPERS (5A)
• You must meet all play restrictions in order to play cards
with his ability. Cards not played with his ability are placed • This card has three different variations depending on its
back without changing their order. reverse side. At the beginning of the game, you choose
which reverse side out of the three to use for that game.

COVERT MISSIONS (M)


COAXIUM HEIST (139)
• After the Pyke Sentinel you brought to the game with
this card is defeated, place it in your set-aside zone as a
defeated character.

COMMANDER PYRE (20)/CRUEL METHODS (25)


• If you do not control the battlefield and then claim the
battlefield, Commander Pyre and Cruel Methods will each
only trigger once.

DEATH STAR PLANS (126)


• If an opponent moves this card to one of their characters,
they gain control of this card.

STAR WARS: DESTINY 29 CLARIFICATIONS


FAQ
Here are a few common questions that a player might have
while playing.

Can I play with my friend if we are both using villain (or hero)
decks?
• Yes. You can play against anyone, regardless of what
affiliation their deck is. You could even use the same
characters they are using!

When one of my characters is about to take damage, do I


have to use their shields?
• Yes, if able.

If I play an upgrade on an exhausted character, can I


immediately roll its die into my pool?
• No. You must wait until the character readies again to
roll the new die into your pool, along with the rest of the
character’s dice.

Can I redeploy an upgrade to a character who already has


the maximum number of upgrades?
• Yes, but you would have to discard one of the character’s
upgrades to make room.

What is the difference between ranged, melee, and


indirect damage?
• The only difference between ranged and melee damage
is the cards that interact with them and that you cannot
resolve them as part of the same action. Indirect damage
differs in the same ways and, in addition, the opponent
deals damage to their characters, distributed as they wish.
What happens if I want to play a copy of a unique card but
my opponent has one in play?
Can I use the special ability on an exhausted card?
• Each player can have one copy of a unique card in play
• You can use the special ability on an exhausted card, (though you can still have two in your deck). So you can
provided the ability does not require you to exhaust the play your copy, but once you have a copy of it in play, you
card in order to use it. cannot play another one.

Can I have more than five cards in my hand? If I am using multiples of the same character, do I have to
• Yes. You can have more cards in your hand than your hand remember which dice came from which character?
size. You would not draw more cards during the upkeep • Yes. Make sure that each character’s dice are positioned
phase, though, if you have more cards in hand than your in such a way that it is obvious which character they came
hand size after discarding. from. If a character is defeated, its specific dice must be
removed from the pool, if they are there.
Can I discard a Gray upgrade to decrease the cost of a non-
Gray upgrade, and vice versa? What happens if I replace an upgrade with another upgrade
• Yes. You can discard an upgrade of any color to decrease that costs fewer resources?
the cost of another upgrade, regardless of its color. • You play the new upgrade for free.

Do I have to resolve all of my dice of the same symbol Is a character die any die that the character has?
at once?
• No. A character die is a die that corresponds to the
• No. You resolve only as many dice of one symbol as you character card. An upgrade is never a character die and is
wish while taking the Resolve Dice action. always called out by card text as an upgrade die.

What happens if I play a support card that has “Action” on it? What is the difference between a turn and a round?
• You now have a new action that you can take. You do not • A turn is one player’s action. A round consists of an action
resolve the action when you play the card. phase and an upkeep phase.

STAR WARS: DESTINY 30 FAQ


Can I use the special ability on Crime Lord (r23) if I roll it doing nothing. The same applies to exhausting a card or
into my pool with Ace in the Hole (r92)? rerolling a die to its same side.
• Yes. Because special abilities are inherent to the die, they
can be used even if the card is not in play. What happens to a character’s dice that are still in the dice
pool when they are readied again, like with Bala-Tik (r19)
or Leadership (r141)? Are they removed? Are they rerolled
Can Rey (r38) take an additional action if I claim the
when the character activates again?
Imperial Armory (r169) with her?
• If a character is readied, none of their dice are removed. If
• No. You must pass all future actions once you claim
they activate again, then any dice that have been returned
the battlefield, including the additional action that Rey
to the character are rolled in like normal, but nothing
gives you.
happens to their dice already in their pool.

If I resolve Poe Dameron’s (r29) special to use the special on


I have a Count Dooku (r9) with 1 remaining health, and my
Black One (r32), can I roll Black One’s die into the pool even
opponent resolves a die showing 2 ranged damage against it.
though it says “reroll”?
However, they also have an Admiral Ackbar (r27) in play and
• No. The Black One die is not actually in your pool, so you before I take the damage I discard the last card in my hand
cannot reroll it. to block one of the incoming damage. Can I then assign the
2 damage from Ackbar’s ability before the 2 ranged damage
What happens when an after ability triggers off of a before resolves, killing Dooku and dodging the 2 damage from
ability, and there is another after ability in the queue? the die?

• After abilities enter a queue and wait their turn to resolve. • When you resolve Count Dooku’s “Before” ability and
If an after ability triggers during the resolution of any other discard the last card in your hand, Admiral Ackbar’s “After”
ability, it will resolve after that ability and any other after ability is added to the queue. However, the 2 ranged
ability already in the queue. damage die has already been added to the queue, and was
just interrupted by the “Before” ability. Therefore, Ackbar’s
ability enters the queue behind the 2 ranged damage. So
Can I use Cunning (r65) to trigger discard an opponent’s the die will resolve, killing Dooku, and then you will have to
Thermal Detonator (r67) or Infantry Grenades (r17)? take 2 damage on one of your other characters.
• Yes. You will deal the damage to an opponent’s
characters and then discard the Thermal Detonator or What happens if I use Obi-Wan Kenobi’s before ability (D37)
Infantry Grenades. with a Rejuvenate (D132) or other healing effect? Does he
remain in play since he no longer has damage on him equal
Can I use Cunning (r65) to switch an opponent’s Sith to his health?
Holocron (r16) with a card in my hand? • He does not remain in play. Obi-Wan Kenobi took damage
• No. You cannot have an opponent’s card in your hand or equal to his health, and without a replacement effect
deck. The end result is that the Sith Holocron has no effect. there is no way to change this. Since a healing ability like
Rejuvenate is not a replacement effect, Obi-Wan is set
aside after the event he plays is resolved.
Can I ignore spending 5 resources to trigger the special
ability on Crime Lord (r23) when I claim Rebel War Room
(r171)? If my opponent has a TIE Pilot (D4) die and several other
dice showing ranged damage, what happens if I play Dodge
• No. The Rebel War Room only ignores the resource cost (r155)?
printed on a die.
• Since Dodge removes all of the dice at the same time,
only the TIE Pilot die is removed. Though if there are two
How does Cunning (r65) interact with an opponent’s Black different TIE Pilot dice in their pool, then all of their dice
One (r32)? are protected from Dodge.
• When you use the special ability on Cunning, you resolve
it as if the card with the special ability you are using is Can I roll in a Blackmail (D23) die and resolve it with Fast
your own. However, you do not ever remove the Black One Hands (D150) before an opponent can give me a resource to
die from your pool so you cannot resolve the replacement remove it?
effect to reroll it.
• Yes. The abilities are simultaneous so you can choose to
resolve either one in order of your choice.
Can I use Sith Holocron (r16) to switch an upgrade onto a
Royal Guard (D12)?
I play a Z6 Riot Control Baton (D8) on FN-2199 (D2) and
• Yes. Switching an upgrade onto a character is not the same roll it into my pool. I roll a blank and then reroll it. Can I still
as playing one. resolve it per FN-2199’s ability?
• You are not able to resolve it after rerolling. While resolving
Can I exhaust or play a card that has an action that I cannot FN-2199’s ability, the “after” ability on the Z6 Riot Control
fully resolve in order to stall the round? Like a Backup Muscle Baton is added to the queue. But FN-2199’s ability must
(r99) with no damage on it or playing Noble Sacrifice (r118) fully resolve before anything waiting in the queue can. If
when I have no Blue characters. you choose to resolve the Baton die, its “after” ability would
• Yes. Playing a card from your hand, even if it has no effect, do nothing since the die is no longer in your pool. You can
removes a card from your hand and does not count as either resolve it or reroll it, not both.

STAR WARS: DESTINY 31 FAQ


If I use Obi-Wan Kenobi’s (D37) ability to play a Noble For game effects, is zero considered an odd or even number?
Sacrifice (r118) from my discard pile before he is defeated,
• Zero is an even number.
what happens? Can I play a second copy of Noble Sacrifice,
and then another card off of the second Noble Sacrifice?
Can a power action be used to no effect? If so, does it count
• You can play a second copy of Noble Sacrifice. However, as a pass?
only one Noble Sacrifice has an effect. Before Obi-Wan
Kenobi is defeated, you can trigger his ability to play a • Yes. A power action can be used to no effect. No. This
Noble Sacrifice. Then, before he is defeated from that does not count as a pass since using a power action is
Noble Sacrifice, you can play another copy of it since considered to have changed the game state (that power
“Before” effects interrupt the game. Repeat this to then action can no longer be used for the round). For example,
play any other Blue card you want from your discard pile a player can use the power action on Slave I (z25) even if
or hand. Then the second Noble Sacrifice resolves, and they have no Yellow dice in their pool. This does not count
Obi-Wan is defeated and you can choose and exhaust a as a pass since using it is a change in game state.
character. However, the next Noble Sacrifice that resolves
does nothing, since you can no longer defeat Obi-Wan; he I activate a Clone Trooper (z38) with a Training (D125) on it.
is already defeated. Can I reroll both of its dice?
• No. You can only reroll one of its dice of your choice. “This
Can I gain the resource from Outer Rim Smuggler (D46) die” always refers to a single die, not multiple dice.
when I play Smuggling (r134) to discard the last card from
my hand?
Can I play Ataru Strike (z101) or Finishing Strike (b60) and
• No. The last card was not played from your hand, resolve one of Luke Skywalker’s (a56) dice showing a shield
but discarded. with it?
• Yes. Ataru Strike and Finishing Strike resolve a die, so you
Can I deal 2 damage from Palpatine’s (D11) ability if I resolve can use Luke’s ongoing ability to resolve his die showing
one of his dice with Anger (D71)? a shield as melee damage. Luke’s die is considered to be
• No. Palpatine’s ability only works when the controller of showing melee damage as you resolve it. Luke’s ability only
Palpatine resolves one of his dice, not an opponent. works when his die would be resolved, not when it would
be removed.
If I use my action to claim Docking Bay (D153), and I use
it to play Outmaneuver (D149), do I get the resource from Can I play Circle of Shelter (Z107) and resolve one of Luke
Outmanuever? Skywalker’s (a56) dice for melee damage?
• No. You do not get the resource. The card was not in play • Yes. You can resolve his character die with Circle of Shelter
when you claimed the battlefield, so its ability did not enter to change the symbol to a shield, then Luke Skywalker’s
the queue. ability can change it to a melee symbol.

Can I discard a unique upgrade in play to play and lower the If I have Profiteering (Z151) and activate a scoundrel
cost of another copy? with Grand Entrance (a122), can I resolve one of its dice
that first rolled a resource and then rerolled into another
• No. You cannot play a unique upgrade if you have another non-blank symbol?
copy of it in play.
• Yes. Profiteering’s “after” ability triggers each time one of
your scoundrel dice rolls a resource. That ability is added
Can I play Endurance (v147) if my opponent removed one of
to the queue and will not resolve until Grand Entrance has
my dice with Prized Possession (r102) during their last turn?
completely resolved. Then you can resolve each die that
• No. You cannot play Endurance. The die is placed on Prized triggered Profiteering on whichever side it is now showing.
Possession and is therefore under your opponent’s control.
If I use Mace Windu’s (Z56) power action to play Knighthood
If I resolve the special ability on Ascension Gun (D59) to use on a non-Jedi character, will that character get 1 shield?
the claim ability on Main Plaza (v157), can I move damage
• No. When you play Knighthood, it is added to the queue,
from it or onto it?
and that character isn’t yet a Jedi when the power
• Yes. Ascension Gun allows you to move damage from it or action resolves.
onto it.
If I include Rule of Two (M12) with my deck without a Sith
If a player plays Lure (z154) and chooses Sabine Wren character, can I draw a card with Doctor Aphra (z20)?
(v40) and her “Before” ability plays a weapon with Ambush, • No. Rule of Two will be set aside during step 1 of setup and
who takes the first additional action? you’ll deal 1 indirect damage to yourself. Doctor Aphra’s
• The player that played Lure would take the first additional ability will trigger and resolve, but since you don’t put your
action. When Lure resolves, that additional action is deck into play until step 3, you’ll have no deck to draw from.
created first, followed by Sabine Wren’s activation,
and additional actions are taken in the order that they
were created.

STAR WARS: DESTINY 32 FAQ


INDEX
delayed effects................... 19 “imperial armory”............... 31 remaining health..16, 21, 27,
“destiny”................................ 26 increasing............................. 20 31
dice............................................ 8 “infantry grenades”.......... 31 Reminder Text...................... 15
cost........................................ 8 removing dice...................... 21
A
leaving play........................ 9 J replace................................... 21
on cards............................. 10 replacement effects.......... 19
“Abandon All Hope”............ 25 resolving........................... 14 “Jar Jar binks”....................... 27 “Resilient”............................. 28
Abilities..............................3, 17 resolving via cards.......... 9 resources............................... 16
“ace in the hole”................. 25 rolling............................... 21 K Resource (symbol)................. 9
Action phase......................... 13 set aside............................. 10 Rex’s Blaster pistol............ 28
“kanan jarrus”..................... 27
Actions................................... 13 turning............................... 21 “rey”........................................ 25
keywords............................... 17
activating cards................. 14 dice pool................................ 10 rounds.................................... 13
‘Admiral Ackbar’................. 31 dice references...................... 3 “Running interference”... 23,
affiliation............................... 3 Dice Symbols........................... 8 L 27
After abilities..................... 18 “director krennic”............. 26 “Let the WOokie Win”......... 25
“ahsoka tano”...................... 27 Discard pile........................... 10 Limits....................................... 15 S
ambush keyword................. 18 Discard (symbol)................... 9 look at................................... 20
“ammo belt”.......................... 23 Disrupt...................................... 9 “salvo”.................................... 26
Search..................................... 21
“ancient lightsaber”......... 27 DJ............................................... 28
“Doctor Aphra”.............27, 28
M “second chance”.................. 25
“mace windu”........................ 27 self-referential effects.. 19
B Downgrades............................ 6
“magnaguard”...................... 27 set-aside zone...................... 10
drawing cards..................... 16
“Backup Muscle”.................. 31 “maul”..................................... 27 Setup........................................ 13
Shield (symbol)...................... 9
battlefield............................. 5
selecting............................ 12
E “Maul’s Lightsaber”............ 23
“sith holocron”............25, 26
Melee Damage......................... 9
battle of wills.................... 27 elite character..................... 5 modifiers................................. 8 snoke....................................... 28
before abilities................... 18 “EMP grenades”.................... 27 Modify..................................... 18 Special (symbol).................... 9
“blackmail”........................... 26 errata...............................23, 24 moving.................................... 20 spotting................................. 21
“black one”........................... 31 events....................................... 5 Multiplayer rules............... 22 subtitles.................................. 5
Blank......................................... 9 exhausted.............................. 16 subtypes.................................... 6
Blue.......................................... 12 N supply...................................... 10
F
C “FN-2199”................................ 26
negative effects................. 19 T
Neutral.................................. 12
“C-3PO”.................................... 26 Focus......................................... 9 “Nightsister”........................ 25 team........................................... 5
“cantina brawl”.................. 27 “force illusion”................... 26 building.............................. 12
card “Force Lightning”............... 26
“force training”................. 25
O the golden rule.................... 3
“then” effects...................... 19
copy of................................ 20
Card Clarifications.....23, 24 free.......................................... 20 “One with the force”......... 25 “thermal detonator”........ 31
card types........................... 3, 4 Free-For-All.......................... 22 ongoing abilities................ 17 title........................................... 3
cargo hold............................ 26 Frequently Asked Questions out of play area.................. 10 “training”.............................. 26
Changing Card Types.......... 15 23, 24 owner...................................... 21 turns....................................... 13
character die...................... 20
characters.............................. 6 G P U
Character Subtypes........... 24
game STRUCTURE................... 13 playing cards....................... 14 unblockable damage......... 21
cheapest................................. 20
“general grievous”............. 25 play restrictions................ 21 “Unbreakable”...................... 28
choose.................................... 20
“general hux”...................... 27 plo koon................................. 28 unique.................................3, 12
claim abilities..................... 17
“grand inquisitor’s lightsa- Plots.......................................... 5 upgrades............................7, 14
claim the battlefield....... 14
ber”.......................................... 27 “poe dameron”................25, 31 Upkeep Phase......................... 13
“coercion”............................. 27
“Greedo”................................. 27 point value.............................. 5
colors....................................... 3
combined value.................... 20 Greedo.................................... 27 Power Actions...................... 14
“premonitions”..................... 26
V
controller............................ 20 Guardian keyword.............. 18
value......................................... 8
cost............................................ 6
“count dooku”...............25, 31 H Q “Vandalize”........................... 28

“crime lord”...................25, 31
“cunning”............................... 31
hand........................................ 10 queue....................................... 17 X
hand size................................ 10 qui-gon jinn.......................... 25
customization...................... 12 “Hasty Exit”.......................... 27 X as a variable...................... 21
healing................................... 20 R
D Health...................................... 5 Y
“hunker down”.................... 25 Ranged Damage...................... 9
damage................................... 16 rarity Yellow.................................... 12
distribute.......................... 16 “hyperspace jump”............... 25
cards..................................... 3
unblockable..................... 21 dice........................................ 8
“daring escape”.................... 25 I ready....................................... 16
decline to act...................... 14 “id-9 seeker droid”.......27, 28 “Rebel War Room”................ 31
decreasing............................. 20 identification (ID)............ 3, 8 Red............................................ 12
defeated characters......... 16 illegal actions.................... 14 redeploy keyword.............. 18

STAR WARS: DESTINY 33 INDEX

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