SWD Rules Reference 24compressed
SWD Rules Reference 24compressed
4 - CHANGE LOG
Effective Date 7.13.2020
• Added Double-sided cards - 7
• Updated Clarifications - 29
TABLE OF CONTENTS
RULES ............................................. 3
PART 1. CARD TYPES & COLORS ...................... 3
The various elements of each card, explained.
INTRO
In play and out-of-play areas.
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 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.
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Flight Games. Fantasy Flight Supply is a TM of Fantasy Flight Games. Fantasy
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Permission granted to print or photocopy for personal use.
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.
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.
TITLE
SUBTITLE
10
DICE
REFERENCE
2t
1f
TYPE 1o
1e ABILITY
S
S
FLAVOR
• The player who controls the battlefield takes the first action
each round.
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.
HEALTH 10 HEALTH
A character’s health is how much damage it can take before
being defeated.
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. -
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.
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.
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.
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. -
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).
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.
• A player can have multiple unique dice with the same title
in their pool.
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.
• 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.
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.
DICE POOL
CHARACTERS
UPGRADE
SUPPLY
RESOURCES
HAND
2. BUILDING A DECK
• A deck includes exactly 30 cards. The deck cannot include
more than 2 copies of the same card.
3. SELECTING A BATTLEFIELD
In addition to characters and a deck, a player selects one
battlefield to bring with them to the game.
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.
• 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.
• 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.
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: 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.
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.
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.
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.
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.
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.
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.
NIGHTSISTER (12)
AWAKENINGS (r) • The Nightsister can reroll a die and then take the final
damage to defeat herself.
• 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.
• 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.
• 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.
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.
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!
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.
• 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.
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.
“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