Outerrim Reference
Outerrim Reference
Table of Contents
This document contains the following sections.
Glossary................................................................................. Pages 3–19
Appendix 1: Setup......................................................................Page 20
Appendix 2: Interpreting Cards and Abilities....................Page 21
Appendix 3: Single-Player Rules.................................. Pages 22–25
Appendix 4: Expansion Clarifications................................Page 25
Appendix 5: Errata....................................................................Page 26
Appendix 6: Frequently Asked Questions........................Page 26
Index..................................................................................... Pages 27–28
2
GLOSSARY Ambitions
Ambitions are an optional rule that give each player their own win
This glossary provides players with detailed rules for Outer Rim. conditions in the form of an ambition sheet.
Entries are organized alphabetically by topic. If a player is unable to • The first player to meet the fame requirement and complete all
find a topic, they should use the index on pages 27–28. of their ambition goals wins the game.
• Each player chooses an ambition sheet during setup. See
Across the Core “Appendix 1: Setup” on page 20.
The “Across the Core” section of Core Worlds encounter cards is
• Each ambition sheet consists of five parts:
resolved when the current player chooses to cross the galaxy while
encountering a Core Worlds space. · Setup Instructions: The credits and other benefits the
player gains during setup.
• The “Across the Core” icon on each Core Worlds
space is a reminder to players that they can · Players do not receive credits based on turn order
cross the galaxy from those spaces. during setup.
• When a player is instructed to “move directly Across the Core · Some ambitions provide a player with a market card,
to the other Core Worlds space,” they move Icon which can be found in the deck matching the icon next
their standee from the Core Worlds space it is to the card title. The market deck is shuffled after it is
currently on to the other Core Worlds space. searched for a card.
· The player does not move through any other spaces during · Goal Overview: A summary of skills and other
this movement. requirements for completing this sheet’s goals.
· The player ignores all patrols when moving this way. · Abilities: Additional abilities the player can use.
• Patrols cannot cross through the Core Worlds. · Goals: Requirements that must be met for the player to win
the game.
Related Topics: Core Worlds, Encounter Cards
· Progress Tracker: Goal tokens are placed in these spaces
Action Step for each completed goal.
During the action step of a player’s turn, the current player can • Ambition goals come in four types:
perform any number of actions in any order. However, each action · Dash (–): These goals can be completed at any time.
can only be performed once during a single action step.
· Number: These goals must be completed in numeric order.
• The actions a player can perform during their turn are as follows: For example, a player must complete a goal numbered “1”
· Deliver · Market before they can complete a goal numbered “2.”
· Trade · Resolve Action Ability · Infinity Symbol (∞): These are ongoing goals that are
only complete while their criteria are met. These goals can
• As an action, a player can resolve any of their abilities that are be completed at any time but are no longer complete if the
preceded by the word “Action.” criteria for the goal are no longer met.
· Each “Action” ability can only be performed once during a · Fame Symbol (): This final goal can only be completed
single action step. after the player has an amount of fame equal to or greater
· “Action” abilities cannot interrupt other abilities or actions. than the fame requirement and has completed all other
They can be used before or after another ability is resolved ambition goals.
or on their own. • When a player completes an ambition goal, they place a goal
Related Topics: Deliver Action, Encounter Step, Market Action, token on the progress tracker space for that goal.
Planning Step, Trade Action · If a goal requires a player to perform a task multiple times,
such as “Deliver 3 Illegal cargo,” they place a goal token
Adjacency on the progress tracker space for that goal each time they
Two spaces on the map are adjacent to each other if they are perform that task, and the goal is completed when they
connected by a path, which is represented by a blue line on the map. have the indicated number of tokens on that space.
Two map tiles are adjacent if they are touching each other. · If a player no longer meets the criteria for a goal with an
• Each stack of patrol tokens on map endcaps is adjacent to the infinity symbol (∞), they remove the goal token from that
space connected to it by a path. goal’s progress tracker space.
· The space adjacent to each stack of patrol tokens is where • Some ambition sheets provide a player with additional “Action”
new patrols from that stack are placed when they spawn. and “Encounter” abilities that they can use during their turn.
• The Core Worlds spaces are not adjacent to each other. · If such an ability lists a “Destination,” the player must be at
the specified destination to use that ability.
Related Topics: Maelstrom, Spaces
3
· If an “Encounter” ability instructs the player to resolve a Bounties
databank card, that card is resolved in the same way as a
databank card for a job. A bounty is an agreement to capture or eliminate a specific contact
or character. Each bounty has a name and portrait that matches one
· If the player is defeated while resolving this databank of the contact tokens.
card, the encounter fails and the player may try again
on a future turn. • Bounties are assets that can be found on market, encounter,
and databank cards.
Related Topics: Action Step, Encounter Step, Fame, Jobs
• When a player gains a bounty, they place it in an empty
“Bounty” slot on their player board or ship sheet.
Assets
· The player may discard a card from a “Bounty” slot to
Assets include bounties, cargo, crew, gear, mods, and jobs that create an empty slot for the new bounty they have gained.
appear on various types of cards.
• If a player discards a bounty asset from their player board or
• When a player gains an asset, they place it in one of the empty ship sheet, they return the card to its deck.
slots on their player board or ship sheet that matches the type
of asset they gained. · If there was a contact token on the bounty, place the token
faceup on the planet with an empty contact token space
· Cargo, gear, and mod assets are presented upside down on (ignoring class) that is nearest to that player.
encounter cards because they are placed in slots on the top of
player boards and ship sheets. The player should place the • If a bounty has a cost of “0,” a player can buy it for free but
asset partially under their player board or ship sheet, so cannot use it to barter.
that only the asset portion of the card is visible. • Each bounty has a class—represented by colored pips—that
· Rotating assets are cards that have assets on both ends of matches the class of its contact token.
the card.
Resolving Bounties
· Rotating assets have a starting asset
icon in the upper left corner of the For a player to gain a reward from a bounty card, they must find the
Starting Asset
card that indicates which of the assets contact specified on the card and then win a combat against it. If
Icon
is the starting asset. the bounty card matches another player’s character, see “Resolving
· When a player buys or gains a rotating asset from the Player Bounties” on page 5.
market, they pay the cost of the starting asset and When a player encounters a contact token that corresponds to one
place the card in a slot so that the starting asset is of their bounties, that player can fight a combat against that contact
visible and the other asset is not. instead of resolving that contact’s databank card.
· When a rotating asset says to “rotate this card,” the • Each bounty has a combat value that indicates how many dice
player turns the card 180 degrees so that the other are rolled for its contact during a combat.
asset on the card is right side up. The card remains in
the slot it was in. • The ground combat () icon or ship combat () icon next
to a bounty’s combat value indicates if a player fights a ground
· If a player gains a rotating asset from another player combat or ship combat, respectively.
through a trade or other game effect, that card
maintains the same orientation when it is transferred • If a player wins a combat against a contact for which they have
to the new player. a bounty, the player chooses to either eliminate or capture
that contact.
· If a rotated asset is discarded, it is returned to the
appropriate deck in the same orientation as all cards in · To eliminate a contact, the player gains the “Elimination
that deck. Reward” on that bounty. Then, the player removes the card
and its corresponding contact token from the game.
• If a player gains an asset but does not have an empty slot for that
asset, they can discard one of their cards to create an empty slot. · To capture a contact, the player places the contact token
on that bounty card. The player can gain the bounty’s
• A player can choose not to gain an asset and discard it instead. “Capture Reward” by resolving a deliver action while on
• A player can only discard assets when allowed by an ability, rule, the indicated planet. After gaining the capture reward, the
or when they gain another asset and need to discard it to create player removes the bounty and its corresponding contact
an empty slot. token from the game.
Related Topics: Bounties, Cargo, Crew, Gear, Jobs, Mods, Slots, Traits
Bartering
See “Market Action” on page 14.
4
• If the current player has a bounty for a contact token that Player Bounty Rewards
corresponds to one of their own crew assets, the player can
fight that crew asset as an “Encounter” ability. When a player completes a bounty for another player’s character,
they ignore all rewards and other effects listed on the bounty
· If the attacker wins the combat, they discard the crew card card. Instead, they perform the following steps:
and either eliminate or capture its contact token. If they
capture the contact, they take its contact token from the 1. Gain 5,000.
pool of discarded tokens next to the map and place it on 2. Gain one fame.
their bounty card.
3. If the defending player has negative reputation () with one
· If the attacker loses the combat, they must discard that crew or more factions, the player completing the bounty chooses
asset from their ship sheet and place the crew asset’s contact one of those factions to gain one reputation with.
token faceup on the planet with an empty contact token
4. If the defending player has positive reputation () with one or
space (ignoring class) that is nearest to that player.
more factions, the player completing the bounty chooses one of
· During the combat, the player cannot use skills or abilities those factions to lose one reputation with.
of that crew.
Related Topics: Assets, Combat, Contact Tokens, Crew, Deliver
• If the current player has a bounty and is on the same space as Action, Encountering a Contact, Market Action
another player who has a crew asset that corresponds to that
bounty, the current player can fight the crew as an “Encounter”
ability. The player who has the crew asset can choose to protect
Buying Cards
their crew. If they do, the current player fights the other player See “Market Action” on page 14.
instead of fighting the crew.
· If the player with the crew chooses to protect their crew, Cargo
they fight a ground combat if the players are on a planet, Cargo is a type of asset that players can deliver to a specific planet for
or a ship combat if they are not on a planet. a reward.
· If the defender loses the combat, they discard the crew card • Players typically gain cargo by buying it from the market
and the current player either eliminates or captures the deck. However, some characters begin the game with cargo.
crew asset’s contact token.
• When a player gains cargo, they place it in an empty “Cargo”
· If the player does not protect their crew, the player to the slot on their ship sheet.
left of the current player rolls dice for the crew like a normal
· The player may discard a card from a “Cargo” slot to create
bounty combat.
an empty slot for the new cargo they have gained. If they
are performing a market action, they may barter with the
Resolving Player Bounties card they are discarding.
For a player to gain a reward from a bounty card that matches • If a player is on a planet that is indicated by a cargo’s
another player’s character, they must be in that player’s space and “Destination,” that player can deliver that cargo by resolving a
win a combat against that player as their encounter. deliver action. Then, the player gains the reward indicated by
• If the players are in a planet space, they fight a ground combat. the cargo’s “Reward” and discards that cargo.
Otherwise, they fight a space combat. • Each cargo asset in the market has a cost, which indicates how
• If the player with the bounty card wins the combat, they many credits must be spent to buy it as well as how much it is
complete the bounty and gain a reward. See “Player Bounty worth when used for bartering.
Rewards” in the next column. • A player cannot buy cargo while they are on the planet that
· After the bounty is completed, it is removed from the game. matches that cargo’s destination. Each cargo asset reminds
players of this rule.
• If the player with the bounty card does not win the combat,
they keep the bounty card and can attempt to complete it on a • Some cargo cards have the illegal trait. These cards often
future turn. specify that the player must roll a die in order to deliver it, and
depending on this roll, the player may be able to deliver it
• Unlike a bounty for a contact, a player does not have the option normally or be forced to resolve databank card #1.
to capture or eliminate another player’s character.
Related Topics: Assets, Deliver Action, Dice, Discarding, Market
• A player cannot complete a bounty for their own character. Action, Traits
· A player can gain their character’s bounty card to prevent
other players from attempting to complete it.
5
Characters · If a player loses the combat, they move that patrol to an
adjacent space of their choice.
Each player controls a character from the Star Wars galaxy that is
represented by a standee and a character card. • When a player encounters a contact token that corresponds
to one of their bounties, that player can fight a combat against
• Each character begins the game with one ability on their that contact instead of resolving its databank card.
character card that describes when and how it is resolved.
· If the player wins the combat, they can eliminate or capture
• Each character has a personal goal on their character card that that contact token.
describes how it is completed. When a character completes a
personal goal, they are instructed to gain 1 fame and flip their · Players can also fight against crew if they have a bounty for
character card—this reveals a second unique ability for the it (see “Bounties” on page 4).
player to use. • Combat can also occur when resolving a job or encounter card.
• A character’s skills, which are presented at the bottom of the A card may instruct a player to fight a combat against an enemy
card, are used during tests. on that card. The card provides the name of the enemy as well
as that enemy’s ground combat () or ship combat () value.
• A character’s ground attack value () determines how
many dice that character rolls during ground combat, and a · Players resolve combats against enemies on cards using
character’s health value () determines how much damage the standard combat rules. The enemy on the card is the
that character can suffer before it is defeated. defender and the player to the left of the current player rolls
dice for that enemy.
· A character’s “health remaining” is that character’s health
minus the number of damage on that character. • Some game effects allow a player to fight a combat against
another player directly.
• The front of each character card provides setup instructions
at the bottom of the ability box. These instructions indicate a • During a combat, the current player is the attacker. The patrol,
databank card that the player begins the game with as well as contact, encounter card, job card, or other player that the
any positive or negative reputation that the player begins the attacker is having a combat with is the defender.
game with. • If there is a combat in which the current player is not a
· The databank card that the player gains during setup participant, the player who is resolving that combat is
provides the player with the name of their starting planet— the attacker.
this is the planet on the map where the player places their
character standee at the start of the game. Combat Steps
Related Topics: Combat, Damage, Gear, Goals, Skills To fight a combat, players perform the following steps in order:
1. Roll Attacker Dice: The attacker gathers a number of dice
Class equal to their combat value and rolls them.
See “Contact Tokens” on page 7. · If it is a ground combat, the attacker gathers a number of
dice equal to their ground combat () value. If it is a ship
Combat combat, the attacker gathers a number of dice equal to
Combat can occur when a player encounters a patrol or through their ship combat () value.
card effects. · The attacker followed by the defender may use abilities
• There are two types of combat: ground combat and ship on cards that modify the attacker’s combat value. Then,
combat. The type of combat determines the combat value a the attacker followed by the defender may use abilities
player uses when gathering dice and whether or not a player’s on cards that reroll dice. The same die can be rerolled
character or ship can suffer damage during the combat. multiple times.
· If a player is encountering a contact, patrol, or an enemy on 2. Calculate Attacker Damage: The attacker counts the number
a job or encounter card that has a ship combat () value, of damage the roll produced.
they resolve a ship combat. · Each counts as one damage and each counts as
· If a player is encountering a contact or an enemy on a job or two damage.
encounter card that has a ground combat () value, they · Both the attacker and defender may use abilities on cards
resolve a ground combat. to manipulate or add dice results. The player who rolled the
· If a player is fighting another player, they fight a ground dice must use their abilities first.
combat if the players are on a planet or a ship combat if they 3. Roll Defender Dice and Calculate Results: The defender rolls
are not on a planet unless instructed otherwise. dice and calculates damage using the same rules as steps 1 and 2.
• When a player has an encounter with a patrol, they fight a ship · The defender followed by the attacker may use abilities
combat with that patrol. on cards that modify the defender’s combat value. Then,
· If a player wins the combat, they lose one reputation with the defender followed by the attacker may use abilities
that patrol’s faction and gain any rewards shown on that on cards that reroll dice. The same die can be rerolled
patrol’s token. Then, they eliminate the patrol (remove it multiple times.
from the map) and spawn a new patrol of that faction.
6
· If the defender is a patrol, contact, or an enemy described · If a game effect places or moves a contact token to a planet,
on an encounter card or job card, the player to the left of the contact token can be placed in any contact space on
the attacker rolls the defender’s dice. that planet—the token and space do not need to have a
4. Determine Winner: The player that rolled the highest amount matching class. The contact stays on its current side (faceup
of damage wins the combat. The other participant loses or facedown) unless specified by the card.
the combat. · Planet spaces, including the Core Worlds spaces, are
· If there is a tie, the attacker wins the combat. considered contact spaces for this purpose.
· The effects of winning or losing a combat depend on what • If a contact token is faceup on the map, any player can look at
initiated the combat. Some combats may provide players the contact’s corresponding databank card at any time.
with rewards, reputation, or perhaps nothing at all. • If an ability allows a player to “secretly look at” a contact
· The effect of winning a combat resolves before proceeding token, that player looks at the face of a facedown token without
to step 5—this means a player can win a combat and still showing the other players. Then, the player places the token
be defeated. facedown on the map in the contact space it was taken from.
5. Suffer Damage: The attacker and defender both suffer the · The player cannot look at the contact’s database card at
amount of damage rolled by their opponent. this time.
· If it was a ground combat, the player’s character • Contact tokens that are in a planet’s contact spaces are
suffers damage. treated as being on that planet. If a player is also on that
planet, any contacts on that planet are treated as being in that
· If it was a ship combat, the player’s ship suffers damage. player’s space.
· If the defender was a patrol, contact, or an enemy on a card • A contact token that is captured and placed on a player’s
they do not suffer damage. They simply either win or lose bounty asset is not treated as being in that player’s space.
the combat.
• If an ability instructs a player to “exchange” two contact tokens,
• Some abilities add, turn, or cancel results in combat. These each of the two contact tokens is taken from its current contact
abilities, and more, are described in “Appendix 2: Interpreting space and placed on the contact space that the other token was
Cards and Abilities” on page 21. taken from.
Related Topics: Bounties, Characters, Damage, Dice, Patrols, Ships, · Each contact token that is exchanged remains in its faceup
Spaces or facedown state, as appropriate.
• Some contacts have faction icons () and/or the
Contact Tokens droid icon (). These icons have no inherent effect, but may
Contact tokens represent a variety of characters found throughout be referenced by other abilities.
the galaxy. • When a contact token is flipped faceup, if it matches any
• Contact tokens begin the game facedown on the map. player’s character card, that contact token is discarded.
• Each contact token has a number on its face that corresponds · If a player had chosen that contact as their encounter, they
to a card in the databank. When a player encounters a choose another encounter to resolve.
contact token, they read and resolve the databank card that · If that contact was turned faceup by a player resolving a
corresponds to the contact token they are encountering. reveal contact icon, that player chooses another contact on
· If a player encounters a facedown contact token, they their planet to turn faceup, if able.
reveal that token by flipping it faceup. · If that contact was turned faceup by an instruction on an
· If a player has a bounty, they can resolve the ability on their AI card, repeat that instruction with another contact token.
bounty to fight a combat against that bounty’s contact Related Topics: Bounties, Databank, Droids, Encountering a Contact
token instead of resolving the databank card.
• Each contact token has a class—represented by colored pips— Core Worlds
that matches the class of its corresponding bounty and the
class of multiple contact spaces on the map. Spinward Core and Trailing Core are planet spaces that are
collectively referred to as Core Worlds spaces. These spaces are
· During setup, contacts are placed on contact spaces on located on the Core Worlds endcaps.
the map that have a matching class (the same number and
color of pips). • Core Worlds spaces are considered planet spaces for all
gameplay purposes, with the following exception:
· Orange contacts are placed onto planet spaces
themselves, except the Core Worlds spaces. · Orange contact tokens are not placed on the Core Worlds
spaces during setup.
· The class of a token is not an indication of the strength of
the contact’s ability. Classes are mostly used to help bounty • A Core Worlds space without a contact token on it is considered
hunters narrow their search. an empty contact token space and can have a contact token
placed on it, such as when a player discards a crew.
· Orange contacts tend to be more expensive to gain as
crew than other colors of contacts. Related Topics: Across the Core
7
Credits • While a player has a crew card, they gain all the skills on that
card. If a player discards a crew card, they lose the skills on
Credits are the primary currency in the game, and they are that card.
represented by tokens.
· If an ability requires a player to “have a skill,” it is referring to
• Credit tokens exist in values of “1,000,” “5,000,” and “10,000.” any skills on that player’s character and crew cards.
• When a player gains credits, they take credit tokens from the • A player’s crew assets are treated as being in the same space as
supply that have a combined value equal to the number of that player.
credits they have gained.
· If there are other players in that space, the crew is also in
• When a player loses or spends credits, they take credit tokens their space.
from their play area that have a combined value equal to the
number of credits they have lost or spent and place them in Related Topics: Assets, Bounties, Contact Tokens, Databank,
the supply. Discarding, Skills, Skill Tests
• Players can make change using the supply at any time,
exchanging credits with the supply to gain tokens of the Current Player
same total value. The current player is the player that is currently taking their turn—
• If an ability allows a player to buy a card at a “discount,” they resolving their planning, action, or encounter step.
reduce the cost of that card by the amount specified. Related Topics: Player Turn
• If an ability allows a player to buy a card for “free,” they can gain
that card without spending any credits. Damage
• Players can trade credits with the current player at any time Players track the damage that their character or ship suffers using
during the game. Trades do not have to be equal—a player can damage tokens.
trade any amount of credits and receive less or nothing in return. • If a player’s character or ship suffers damage, they place a
· Any trade that cannot be immediately and completely number of damage tokens on their character card or ship sheet
fulfilled is non-binding. equal to the amount of damage suffered.
Example: If a player trades credits to another player for a · Damage tokens are taken from the supply.
promise of credits in the future, the player who received the • When a character has damage equal to its health, the player
credits initially is allowed to break their promise. becomes defeated.
Related Topics: Current Player, Market Action, Market Decks, • When a ship has damage equal to its hull, the player
Trade Action becomes defeated.
• A character cannot have more damage than its health value,
Crew and a ship cannot have more damage than its hull value.
Crew is a type of asset that provides players with additional skills
· Any damage that a character or ship would suffer in excess
and abilities.
of its health or hull value is ignored.
• Players typically gain crew by encountering contact tokens.
• If a player’s character or ship recovers damage, they remove
• When a player gains crew, they place it in an empty “Crew” slot a number of damage tokens from their character card or ship
on their ship sheet. sheet equal to the amount of damage recovered.
· The player may discard a card from a “Crew” slot to create · When a player recovers during the planning step of their
an empty slot for the new crew they have gained. turn, they remove all damage tokens from the character
· When a player gains crew, they can choose to discard the card and ship sheet.
card instead of placing it in a “Crew” slot. · Removed damage tokens are returned to the supply.
• If a player discards a crew asset from their ship sheet, they • If an ability allows a character to “prevent” damage, that
return the card to its deck. If the crew has a contact token, the character reduces the amount of damage they would suffer by
token is placed faceup on the planet with an empty contact the amount specified.
token space (ignoring class) that is nearest to that player.
Related Topics: Characters, Combat, Defeated, Ships
· If there are multiple planets that are nearest to that player,
they place the contact token on the nearest planet of Databank
their choice.
The databank is a deck of numbered cards that should be organized
· A planet without a contact token on the planet itself is numerically. During the game, players may be instructed to resolve
considered to be an empty contact token space, including specific cards from the databank deck.
Core Worlds spaces.
• When a player is instructed to resolve a specific card from the
databank, they find the card and read aloud the instructions in
the top section of that card.
8
· This deck contains a variety of cards that may instruct the Deliver Action
player to resolve effects, test specific skills, or gain assets.
During the action step, the current player can resolve a deliver action
• Some databank cards share the same number. to deliver cargo or bounties to their planet.
· If a player is instructed to resolve a databank card of a • If a player is on the planet that is indicated as their cargo’s
number for which there are multiple copies, the player “Destination,” that player can deliver that cargo by resolving a
resolves a random card of the appropriate number. deliver action. Then, the player gains the reward indicated by
· Each card back has number of pips that indicate how many the cargo’s “Reward” and discards that cargo.
cards share that number. These indicators are inaccurate · If a player is attempting to deliver cargo with the illegal
for cards 42–53, 91, and 92, with the addition of expansion trait, they must roll a die before they can deliver it. If they roll
cards to the databank. a hit () result, they deliver the cargo and gain its reward. If
· When organizing the databank deck, all cards that have they roll any other result—including a crit () result—they
the same number should be randomized and placed in the must resolve card #1 from the databank instead of delivering
deck together. the cargo.
• When a databank card is discarded, it is returned to the • If a player has captured a contact token for a bounty and is
databank deck. If there are multiple copies of that number, on the planet indicated on that bounty’s card, that player can
it should be shuffled into the other cards that have the deliver that bounty by resolving a deliver action. To deliver a
same number. bounty, the player gains the reward indicated by the bounty
card’s “Capture Reward,” and then removes the bounty card
• To help with organization, not every number is represented in
and its corresponding contact token from the game.
the databank deck. For example, there is a card #40 in the deck
but no card #39. • A player can deliver multiple cargo and bounties using a single
delivery action. The player delivers them one at a time in the
Related Topics: Contact Tokens, Jobs
order of their choice.
· If the effect of delivering an asset ends the player’s turn, any
Defeated assets that have not been delivered cannot be delivered
A player becomes defeated if either their character has an amount this turn.
of damage equal to its health value or their ship has an amount of
• If a player gains cargo or captures a contact during the
damage equal to its hull value.
encounter step, it cannot be delivered until the player’s action
• When a player becomes defeated: step (even if they are on the destination planet).
· The player loses 3,000 credits (or all of their credits if they Related Topics: Bounties, Cargo, Player Turn
have fewer than 3,000).
· The player discards all of their secrets. Dice
· The player places their character standee on its side to Players roll dice to resolve combat, tests, and specific abilities.
indicate that they are defeated.
• The results presented on each die are as follows:
· The player finishes resolving their current action or step if
· Hit (3 sides)
not in the action step, and then their turn ends.
· Crit (1 side)
• During the planning step, if a player is defeated, they must
choose the option to recover all damage from their character · Focus (2 sides)
card and ship sheet. Then, they place their standee upright. · Blank (2 sides)
• If a defeated player recovers damage so that they no longer • A crit () is not a hit () for the purposes of game effects. If an
have damage equal to their health and hull, they are no longer ability refers to hits (), it is not referring to crits ().
defeated, and they place their standee upright.
• Abilities reference die results using the icons. When referencing
• If the player is defeated while resolving a job, the job the blank results, abilities use the word “blank.”
automatically fails. The player keeps the job and can attempt to
resolve it during a future encounter step. Related Topics: Combat, Deliver Action, Jobs, Skill Tests
9
Discarding · Before a player resolves an encounter card for a Core
Worlds space, that player announces whether they
When a component is discarded, it is placed according to the type of intend to cross to the other side of the galaxy. If they
component it is, as follows: do, they resolve the “Across the Core” section of the
• Discarded market and encounter cards are placed on the encounter card. Otherwise, they resolve the “Core
bottom of their decks. Worlds” section.
· Some market cards are removed from the game instead of · Within a section, there may be subsections that depend on
being discarded. This is always specified on the card, and a player’s reputation with a particular faction.
often happens after purchasing a ship, completing a job, or • When resolving an encounter card, a player only resolves one
gaining rewards from a bounty. section (or subsection) on a card.
• Discarded databank cards are placed in the databank deck · A player resolves the section (or subsection) that applies to
according to their number. If there are multiple copies of that their game state—their space, reputation, etc.—at the time
card, it should be shuffled with all other cards of that number that they draw the encounter card.
and placed back in the databank according to its number.
• Some encounter cards contain assets. One or more sections of
• Discarded tokens are returned to the supply of unused tokens. the card specify how these assets are gained.
· When a contact or patrol is eliminated, its token is removed · These assets do not have costs and cannot be used to barter.
from the game.
Related Topics: Across the Core, Assets, Core Worlds, Discarding,
• Ship sheets are returned to the supply of ship sheets. Encounter a Space
• If an effect instructs a player to remove a component from the
game, that component is not discarded. Instead, it is placed in Encounter Step
the game box and cannot be used again during that game.
During the encounter step of a player’s turn, the current player must
• If a player discards a crew asset from their ship sheet, they resolve one encounter.
discard the card following the above rules. If the crew has a
contact token, it is placed faceup on the planet with an empty • During a player’s encounter step, they must encounter the
contact space (ignoring class) that is nearest to that player. space they are on, a patrol that is in that space, or a contact
that is in that space.
Related Topics: Deliver Action, Encounter Cards, Market Decks
· If there is a patrol in the player’s space and they have
negative () reputation with that patrol’s faction, the
Droids player must encounter that patrol.
Some characters and crew cards have the droid () icon. This icon · If the player is not forced to encounter a patrol, they choose
has no inherent effect, but may be referred to by certain abilities. the type of encounter they resolve.
Related Topics: Characters, Crew • During a player’s encounter step, they can resolve one
ability that is preceded by the word “Encounter” instead of
Encounter Cards encountering their space.
Encounter cards correspond to spaces on the map. During a player’s · If the player is forced to encounter a patrol, they cannot
encounter step, they can draw and resolve an encounter card that resolve an “Encounter” ability.
corresponds to their space.
· If an “Encounter” ability requires the player to choose
• There are multiple decks of encounter cards. Most decks another player in their space and there are no other players
correspond to a pair of planets, one deck corresponds to all of in their space, they cannot resolve that “Encounter” ability.
the game’s navpoints, and one deck corresponds to Kessel and
• Players fight contacts on their bounties during the encounter
the Maelstrom space.
step. This either interrupts a normal encounter with a contact,
· The Core Worlds deck corresponds to the Core Worlds or, if against a crew card, is resolved as an “Encounter” ability.
spaces (Spinward Core and Trailing Core) and is also used
by players attempting to cross the galaxy. Encountering a Patrol
• The back of each encounter card has the name of the spaces to
When a player encounters a patrol, they must fight a ship combat
which it corresponds or the word “Navpoint” if it corresponds to
against that patrol (see “Combat” on page 6).
navpoint spaces.
• When a player wins a combat against a patrol, they gain
· Additionally, the back of the card lists the kind of abilities
the reward listed on the patrol (credits or fame), and lose
that are prominent within the deck.
1 reputation with that patrol’s faction. Then, eliminate the
• The front of each encounter card is divided into sections. Planet patrol (remove it from the game) and spawn a new patrol of
encounters are divided into a section for each planet (or the that faction.
Maelstrom) and navpoint encounters are divided into sections
that depend on whether or not a patrol is at that navpoint.
· The Core Worlds encounter cards are divided into “Core
Worlds” and “Across the Core” sections.
10
• When a player loses a combat against a patrol, the player moves Encountering a Contact
the patrol to an adjacent space of their choice.
When a player encounters a contact token, they read and resolve the
• The player resolves the effects of winning or losing the combat
databank card that matches the number printed on the face of the
before determining if they are defeated or not. A player can win
contact token.
the combat and gain the reward even if they are defeated in
that combat. • If the contact token is facedown, the player reveals it by flipping
it faceup.
• During the encounter step, if the current player has negative
() reputation with the faction of the patrol that is on their · If that contact matches any player’s character card, that
space, that player must resolve an encounter with that patrol. contact token is discarded and the current player chooses
another encounter to resolve.
· If the player has positive () or neutral () reputation
with the faction of the patrol that is on their space, that • If a player is on a planet with more than one contact token, they
player may resolve an encounter with that patrol. choose which token to encounter before flipping it faceup.
They must encounter the chosen token.
• If a player is on the same space as multiple patrols, that player
must encounter any one of those patrols of their choice • When a player encounters a contact token that corresponds to
that belong to a faction with which that player has negative one of their bounties, that player can fight a combat instead
reputation. of resolving the contact’s databank card (see “Bounties” on
page 4).
· If the player has neutral or positive reputation with the
factions of all of the patrols, that player may resolve an · After flipping the contact token faceup, the player may
encounter with one of those patrols of their choice. choose to fight the contact or decide to resolve its databank
card as normal. The player may look at the databank card
Encountering a Space before making this decision.
• After resolving the databank card, the contact token remains
When a player encounters a space, they draw an encounter card that
faceup on the planet unless the databank card instructs the
corresponds to their space. Then, they read and resolve the section
player to discard the contact or remove it from the game.
of that card that matches that space. If there are subsections, they
resolve the subsection that is appropriate to their game state. Related Topics: Across the Core, Assets, Bounties, Combat, Contact
Tokens, Databank, Encounter Cards, Patrols, Player Turn, Reputation,
Example: If a player who has negative Hutt reputation is on Nal Hutta,
Secrets, Spaces
they draw and resolve a Tatooine/Nal Hutta encounter card. Then, they
read and resolve the Nal Hutta section of that card. If that section has
two subsections—one for players who have positive or neutral Hutt Factions
reputation and one for players who have negative Hutt reputation, There are four factions: Rebel (), Imperial (), Hutt (), and
that player resolves the latter subsection. Syndicate ().
• Before a player resolves an encounter card for a Core Worlds • Each player board tracks that player’s reputation with the four
space, that player announces whether they intend to cross to factions.
the other side of the galaxy.
• Each faction has a patrol that moves around the map to
· If a player announces that they intend to cross the disrupt players.
galaxy, they resolve the “Across the Core” section of the
Related Topics: Patrols, Reputation
encounter card.
· If a player does not intend to cross the galaxy, or does not Fame
announce that they intend to cross, they resolve the “Core
Worlds” section. Fame represents a player’s notoriety throughout the galaxy. The
first player to gain fame equal to or greater than the chosen fame
• The player reads the section aloud unless it is labeled as secret. requirement wins the game. Fame is represented as an icon () on
· If it is a secret, that player takes the card and places it a player’s fame track and as a reward on some patrol tokens.
facedown in their play area. The primary ways that players gain fame are by delivering illegal
· Secrets are presented upside down so players do not cargo, buying luxury items, defeating patrols, and completing
accidentally read them aloud. bounties, jobs, and goals.
· Each secret describes when and how it is resolved. • The standard fame requirement is 10 fame.
· If the section is a bounty, the player may gain it. · Players may choose before the game to use a different
• Some encounter cards contain assets that a player may be able number of fame for the fame requirement.
to gain by resolving specific sections on that card. • When a player gains or loses fame, they move their fame marker
• After resolving the card, the player discards it to the bottom of on the fame track of their player board so it indicates the
that encounter deck unless it provided a secret or an asset. player’s current amount of fame.
· Each player begins the game with zero fame. If a player with
zero fame would lose fame, they remain at zero fame.
11
• If an asset provides a player with additional fame, they gain that Debt Tokens
fame and adjust their fame marker accordingly. If the player
loses that asset or no longer fulfills the condition that provided Debt tokens represent a promise of a future favor to another player.
additional fame, they lose the fame that asset provides and • Debt tokens can only be used with the favors optional rule.
must adjust their fame marker to reflect that loss.
• Each player starts the game with the debt token matching their
• If two players gain enough fame to win at the same time, the player board.
tied player with the most credits wins the game. If both players
have the same amount of credits, the tied player seated farthest • A player can include debt tokens they possess (both their own
(clockwise) from the player who started the game wins. and other players’ tokens) as part of a trade for assets, credits,
and other debt tokens.
• Some abilities affect the most famous player. This is the player
that has the most fame. If multiple people are tied for having the • A player with another player’s debt token can return that debt
most fame, they are all treated as the most famous player. token to that player in order to receive a favor of their choice.
· An ability that specifically affects the current player if they · This favor counts as the receiving player’s one favor for
are the most famous is not subject to the tiebreakers rules. the turn.
If the current player is the most famous (or tied for being · The player receiving their debt token back must grant
the most famous), they must be the target of that ability. the favor.
• Before setup, players can choose to play an extended game. If Related Topics: Combat, Movement, Reputation, Skills, Skill Tests,
they choose to do this, a player needs 12 fame to win the game Trade Action
instead of 10.
Related Topics: Ambitions, Assets, Bounties, Deliver Action, Jobs, Gear
Luxury Market Deck, Patrols Gear is a type of asset that provides a player’s character with
additional abilities.
Favors • Players typically gain gear by buying it from the market deck.
Favors are an optional rule that allow players to request game effects
• When a player gains gear, they place it in an empty “Gear” slot
from other players.
on their player board.
• There are four favors a player can request:
· The player may discard a card from a “Gear” slot to create
· Advice: Choose a skill to gain for your next skill test during an empty slot for the new gear they have gained. If they are
the current turn. The chosen skill must be on the character performing a market action, they may barter with the card
or a crew of the player who is granting the favor. they are discarding.
· Combat Strategy: Roll one additional die in a combat • Gear cards provide players with abilities that describe what they
involving your character or ship. do and when they are resolved.
· Endorsement: Choose a faction that the player who is • Each gear card in the market has a cost, which indicates how
granting the favor has positive () reputation with. You many credits must be spent to buy it as well as how much it is
are treated as having positive reputation with the chosen worth when used for bartering.
faction until the end of the turn.
Related Topics: Assets, Characters, Discarding, Market Action
· Shortcut: Gain +1 hyperdrive () until the end of
the turn. Goals
• A player can request a favor at any time except after dice are Each character card and most ship sheets provide players with a goal
rolled for a combat or skill test. that can provide them with additional fame and abilities.
• Any player, even those who are not the current player, can • Each player begins the game with a personal goal that is
request a favor. presented on their character card.
• Each player can request any number of favors in a turn, but can • Each ship that players can buy from the market has a ship goal
only receive one favor per turn. that is presented on its ship sheet.
· Players cannot request favors from themselves. · Any progress toward completing a ship’s goal made prior
• Players can offer to exchange credits, assets, and debt tokens in to gaining that ship does not count toward that ship’s goal
return for a favor. unless the player is still fulfilling the condition.
· Assets can only be exchanged for a favor if both players are • Each personal and ship goal describes how it is completed and
in the same space. instructs the player what to do when they complete it.
• Players do not have to be in the same space to grant a favor. · Completing a goal awards fame and instructs the player to
flip the card or sheet to its other side.
• Players can accept credits and/or debt tokens from other
players as part of an agreement not to provide a favor to a • When a card or sheet is flipped to its other side after a goal is
player, but such agreements are non-binding. completed, that goal will be replaced by a new ability that the
player can use.
· Each ability describes how and when it is resolved.
12
• Players can place goal tokens on their character card or ship Luxury Market Deck
sheet to track the progress of their goals.
The luxury market () deck contains expensive assets that players
• If a card does not use the specific language of “complete this job,” it can buy. Every card in this deck provides fame in some way.
does not count toward Doctor Aphra’s personal goal.
• This market deck has a wide range of different assets, including
Related Topics: Characters, Fame, Ships cargo, crew, gear, jobs, and mods.
• Cards in this deck cost between 10,000 and 20,000 credits.
Ground Combat
Related Topics: Assets, Cargo, Crew, Discarding, Fame, Gear, Jobs,
See “Combat” on page 6. Market Action, Mods
Jobs Maelstrom
Jobs are a type of asset that players can resolve during their The Maelstrom is a unique space on the map that impedes
encounter step if they are at a particular location. player movement.
• Players typically gain jobs by buying them from the market • If a player moves to the Maelstrom during their planning step,
deck. However, some characters begin the game with a job. their movement immediately ends and they proceed to that
· If a job card has a cost of “0,” players can buy it for free. action step.
• Players cannot barter using jobs. • If an ability provides a player with additional movement or
allows them to move outside of their own planning step, they
• When a player gains a job, they place it in an empty “Job” slot
cannot move through the Maelstrom. However, if they begin this
on their player board or ship sheet.
movement on the Maelstrom, they can move out of it.
· The player may discard a card from a “Job” slot to create an
• When a player in the Maelstrom encounters their space, they
empty slot for the new job they have gained.
draw an encounter card from the Kessel/Maelstrom deck.
• If a player is on a planet that is indicated by a job’s These cards always provide a way for the player to take an
“Destination,” that player can attempt to complete the job by additional turn.
resolving that ability.
• An encounter card for the Maelstrom may provide a player with
· Some jobs require the current player to choose another an additional turn. When a player gains an additional turn, they
player in their space. If they cannot, then they cannot resolve another turn (planning, action, and encounter steps)
attempt that job. after they complete their current turn.
• Many jobs instruct a player to resolve a databank card. These · A player cannot gain an additional turn while they are
cards typically require a player to perform a series of tests. resolving an additional turn. Any additional turns that
· Above the name of each job is a list of skills that a player would be gained in this way are ignored.
will test when resolving that job. If it is mandatory for a • Patrols can move through the Maelstrom without ending
player to pass a test, that skill is presented in italics. their movement.
· A skill listed as “(opposed)” indicates that both players • The Maelstrom is not a navpoint for the purposes of abilities.
will test that skill, with the best result for the current
Related Topics: Adjacency, Encounter Step, Movement, Spaces
player being that they pass the test while the other
player fails it.
· Players are allowed to read sections of a databank card that
Map
they are resolving, but not reading ahead is encouraged. The map includes a series of map tiles and endcaps that represent a
selection of planets in the Star Wars galaxy.
· If multiple players are involved in the resolution of a job
databank card, the current player makes all decisions on • The setup instructions provide players with a preset map tile
that card unless specified otherwise. configuration; however, players can follow the “Random Map”
instructions on page 20 to set up the map randomly.
• When an ability instructs a player to “complete this job,” they
gain the reward indicated by the job’s “Reward.” The reward Related Topics: Adjacency, Movement, Spaces
specifies whether the job is discarded or removed from
the game.
• When an ability reads, “the job fails,” the player stops resolving
the job, discards the databank card, and keeps the job card.
· If the current player is defeated while resolving a job, the
job fails.
Related Topics: Assets, Databank, Discarding, Fame, Market Action
13
Market Action · If there is a reveal contact icon on
the new top card of that deck and 1–2
While on a planet (including a Core Worlds space) during the action the number of players in the game
step, the current player can perform the market action to buy an is included in the range of numbers Reveal Contact Icon
asset from a market deck. displayed by the icon, the player must for 1–2 Players
To perform a market action, the current player resolves the flip a facedown contact token in their
following steps: space faceup.
1. Discard a Card: The current player may discard the top card · The player does not encounter that contact, though
from any market deck of their choice. they may do so during their encounter step as normal.
· To discard a card, the player takes the top (revealed) card · If the player flips a contact token that matches any
from any market deck and places it facedown on the player’s character, they remove that contact from the
bottom of the deck. Then, they reveal the top card of that game and flip another token.
deck, placing it faceup on top of the deck. · If the player is not on a planet, the icon has no effect.
· After seeing the new card on top of the deck, the player
may choose to discard a second card from the same Bartering
market deck.
When buying a card from a market deck, a player can barter using the
· Patrol movement icons and reveal contact icons are not
assets they currently have to reduce the cost of a card they wish to buy.
resolved when a card is discarded from a market deck.
• To barter, a player discards one or more assets from their player
2. Buy a Card: The current player may buy the top card from a
board or ship sheet to reduce the cost of the card they are buying
market deck of their choice. After a player buys a card from a
by the total cost shown on the discarded cards.
market deck, they reveal the top card of that market deck.
If there is a patrol movement icon on the revealed card, · Some assets, like ones found on encounter cards, do not
they must move that patrol. If there is a reveal contact icon on have costs and cannot be used to barter.
the revealed card, they must resolve that icon (see “Buying” · Bounties, crew, and jobs cannot be discarded to barter.
below).
• A player can barter any time they are buying cards from a
market deck, whether they are buying a card because of a
Buying
market action or because of another game effect.
To buy a card, a player spends an amount of credits equal to the · A player cannot barter to pay for other effects, including
card’s cost. gaining an asset on an encounter card.
• If the player buys an asset, they gain the card and must place it • A player does not receive change when bartering with cards that
in a slot on either their player board or ship sheet. The slot must are worth more credits than the card that is bought.
match the asset’s type (e.g., cargo must be placed in a “Cargo”
slot). Example: If a player discards an Ion Cannon worth 5,000 credits
· If a player does not have an empty slot that matches the to buy a Targeting Computer that costs 2,000 credits, the player
type of card they wish to buy, they may discard one of their does not receive 3,000 credits in return.
cards to create an empty slot for a new card.
• Some abilities may specifically allow a player to barter when
• When a player buys a ship, they remove the market card from spending credits to pay for a game effect. With the exception
the game (as instructed on the card). Then, they replace their of not buying something from a market deck, such an ability
ship sheet with the ship sheet that corresponds to the ship they follows all other normal rules for bartering.
bought.
• When a player buys a new ship, they must barter with their
· Any damage on their ship is removed. old ship and then place it with all other unused ship sheets in
· Their old ship is returned to the supply of unpurchased ship the supply.
sheets. If the ship has a matching market card, that card is · A player cannot barter their ship when buying assets, only
not returned to the market deck. when buying a new ship.
· If a player buys a ship that does not have enough slots for · A player can barter (and must barter their current ship)
all the player’s assets, that player must discard assets of when resolving the “Used Ship for Sale” card from the
their choice until each asset is either discarded or in an market deck.
appropriate slot.
Related Topics: Assets, Credits, Market Decks, Patrols, Player Turn,
• After a player buys a card from a market deck, they must reveal Ships
the top card of that market deck.
· If there is a patrol movement icon on the
new top card of that deck, they must move 3
that patrol.
Imperial Patrol
Movement Icon
14
Market Decks · These abilities can be combined with other,
similar abilities for a greater value increase of the
There are six market decks from which players can buy cards: specified value.
bounty (), cargo(), gear and mod(), job (), luxury (),
and ship (). • If a player moves to the same space as a patrol, that player
must end their movement immediately unless the player has
• The top card of each market deck is always revealed by being positive reputation () with that patrol’s faction.
placed faceup on top of the deck.
· A player can freely move through other players and through
· If a market deck’s revealed card is bought, gained, patrols belonging to factions with which the player has
discarded, or shuffled into the deck, the new top card of the positive reputation.
deck is revealed.
• If a player moves to the Maelstrom space, that player must end
· If an effect requires a player to shuffle a market deck after their movement immediately and proceed to their action step.
they buy or gain a card, they do not reveal the top card of
that deck until after it is shuffled. • If a player starts their movement in the Maelstrom space or in
a patrol’s space, they can move out of that space using their
• If an effect instructs a player to draw, reveal, or search a number normal movement.
of cards in a market deck, the faceup card counts as one of
those cards. • If an ability moves a player or patrol “directly” to a space, that
player or patrol is taken from its current space and placed on
• Market decks contain a variety of different cards. For this reason, the space specified by that ability.
market decks are always referred to by their icons instead of
their names. · The player or patrol does not move through the spaces
between its original space and its destination space.
· When an ability refers to a type of asset (for example:
cargo), it is referring to any cargo card, regardless of which Related Topics: Adjacency, Maelstrom, Patrols, Planning Step, Ships
deck it came from.
Related Topics: Assets, Bounties, Cargo, Gear, Jobs, Luxury Market Navpoints
Deck, Market Action, Mods, Ships See “Spaces” on page 19.
Mods Nearest
A mod is a type of asset that provides a player’s ship with Nearest is a reference to a player, space, or component that is
additional abilities. the fewest number of spaces away from another player, space,
• Players typically gain mods by buying them from the or component.
market deck. • When determining nearest, always count the shortest distance
• When a player gains a mod, they place it in an empty “Mod” slot to the space.
on their ship sheet. • Some abilities or game effects use nearest to target a
· The player may discard a card from a “Mod” slot to create player, space, or component. If multiple players, spaces, or
an empty slot for the new mod they have gained. If they are components are tied for being the nearest to something, the
performing a market action, they may barter with the card current player determines which of the tied players, spaces, or
they are discarding. components are affected by the ability.
• Each mod card in the market has a cost, which indicates how • A patrol, planet, or player that is in a player’s space is the
many credits must be spent to buy it as well as how much it is nearest patrol, planet, or player to that player, respectively.
worth when used for bartering. · When determining the nearest player, a player does not
Related Topics: Assets, Discarding, Market Action, Ships count themself.
Related Topics: Movement, Patrols, Spaces
Movement
Players can move their ship during the planning step of their turn. Opponent
• A player can move a number of spaces up to their ship’s A player’s opponent is any entity that they are fighting a combat
hyperdrive () value. against. This could be a contact, a player, or an enemy on a card.
· A player can choose to move zero spaces. Related Topics: Bounties, Combat, Patrols
15
Patrols · When a player buys or gains a card after revealing or
searching the top several cards of a market deck, the player
Patrols represent vessels belonging to various factions which can moves a patrol if there is a patrol icon on the top card of the
hinder and help players throughout the game. deck after shuffling.
• Patrols are not considered ships for the purpose of game abilities. • Each patrol movement icon consists of a faction and a distance.
• A patrol’s faction (, , , ) is presented on both sides of The faction, represented by a faction icon, indicates which
its token. patrol token is moved. The distance, represented by a numerical
value, indicates how many spaces the patrol token moves.
· Many abilities and game effects refer to a patrol’s faction.
· To resolve a patrol movement icon, the current player
• There are four levels of patrols (1–4), indicated by one to four
moves the faceup patrol token on the map that matches
white dots on the back of each patrol token.
the faction of the patrol movement icon. The patrol token is
• Some patrols have rewards printed on the front of their token. moved toward that player a number of spaces equal to the
Players can earn a patrol’s reward by defeating it in combat. distance of the patrol movement icon.
· Level-1 patrols have a credit reward, and level-2 and level-3 • If a patrol is moving toward a player and there are multiple
patrols have a fame reward. paths that it could take, the current player decides which paths
· Level-4 patrols do not have a reward because they cannot the patrol takes, even if one path is shorter.
be defeated. · The current player does not get to choose the path if the
• Each patrol token contains a ship combat () value that patrol can reach the current player’s space. In this situation,
indicates how many dice it rolls during combat. it must move to the current player’s space.
• Each level-4 patrol has an infinite combat value. These patrols · To move toward the current player, it must always move
cannot be eliminated, they always win combat, and they force clockwise around the map if the player is clockwise from it.
a player to suffer an amount of ship damage necessary for that Likewise, if the player is counterclockwise from the patrol,
player to become defeated. the patrol must move counterclockwise.
· When resolving a combat against a level-4 patrol, players · If it is unclear which direction the current player is from
do not roll dice for that combat. the patrol, the current player chooses a direction. The
patrol continues in that direction until it reaches an
• When a player loses a combat against a patrol, the player moves intersection, at which point it can reverse its direction if
the patrol to an adjacent space of their choice. doing so will get it closer to the current player’s space.
• When a player wins a combat against a patrol, they gain • If a patrol moves into the same space as the player it is moving
the reward listed on the patrol (credits or fame), and lose 1 toward, it stops moving.
reputation with that patrol’s faction. Then, eliminate the patrol
(remove it from the game). · When this happens, players do not resolve a combat. If a
player has negative () reputation with a patrol in their
• There is always one patrol from each faction on the map. space during their encounter step, they must encounter it.
When a patrol is eliminated, another patrol from that faction is
spawned on the map. • Patrols can move through other patrols, players, and the
Maelstrom without stopping.
· To spawn a new patrol, the top token of the appropriate
faction is taken from its stack of patrol tokens (on a map • Patrols cannot cross through the Core Worlds or move from
endcap) and placed faceup in the space adjacent to one Core Worlds space directly to the other unless allowed by a
that stack. card effect.
• Any number of patrols can exist in the same space. • If an ability moves a patrol “directly” to a space, that patrol is
taken from its current space and placed on the space specified
Patrol Movement by that ability.
· The patrol does not move through the spaces between its
Patrols move according to patrol movement icons found on some original space and its destination space.
cards in market decks.
• Patrols can be on navpoints, planets, and the Maelstrom.
• After a player buys or gains a card from a market deck, they
must reveal the top card of that deck. If the revealed card has a Related Topics: Combat, Encounter Step, Factions, Market Action,
patrol movement icon, that player must move a patrol. Nearest, Reputation, Ships, Spaces
· Players only move patrols using patrol movement icons
after a player buys or gains a card from a market deck. If a Planets
player reveals a card that has a patrol movement icon after See “Spaces” on page 19.
discarding a card from a market deck, that player does not
move a patrol.
16
Planning Step • If a player loses reputation, they move their reputation marker
one space toward negative () reputation.
During the planning step of a player’s turn, the current player
chooses to move, gain credits, or recover damage. · If a player who has negative reputation loses more
reputation, their reputation remains negative—they cannot
• Move: If a player chooses to move during the planning step, lose any more reputation.
that player can move a number of spaces equal to or less than
their ship’s hyperdrive value (see “Movement” on page 15). • If a player is instructed to “set” a faction at a particular
reputation, they move their marker to that reputation,
• Gain Credits: If a player chooses to gain credits during the regardless of where it was before.
planning step, that player gains 2,000 credits, taking 2,000
worth of credit tokens from the supply and placing them in their • Reputation can affect which section of an encounter card
play area. a player resolves, can allow a player to move through
that faction’s patrol, or force a player to encounter that
• Recover Damage: If a player chooses to recover damage faction’s patrol.
during the planning step, they discard all damage tokens from
their character card and ship sheet. • While a player is “treated as having” a reputation different from
their actual reputation, that player ignores any reputation
· If the current player is defeated, they must choose to gained or lost with that faction.
recover damage. The player cannot move, gain credits, or
use a “Planning” ability. Related Topics: Encounter Cards, Encounter Step, Factions,
Movement, Patrols
• During a player’s planning step, they can resolve one ability that
is preceded by the word “Planning” instead of moving, gaining
credits, or recovering damage. Secrets
Related Topics: Credits, Damage, Defeated, Movement Secrets are hidden abilities that players can gain from encounter cards.
• When a player draws an encounter card, and the section they
Player Turn resolve contains a secret, that player takes the card and places
it facedown in their play area.
During a game of Outer Rim, players take turns in clockwise order
until one player wins the game. · Secrets are presented upside down so players do not
accidentally read them aloud.
• During a player’s turn, they resolve the following steps in order:
• Each secret describes when and how it is resolved. When a player
· Planning Step resolves a secret, they read the card aloud and reveal it.
· Action Step • Players can share information about their secrets; however, they
· Encounter Step cannot show the card to other players, read its ability aloud, or
give it to another player.
• If an effect ends a player’s turn, that player cannot resolve any
of their abilities, perform any actions, or resolve any remaining • Players can look at their own secrets at any time.
steps of their turn. • When a player becomes defeated, they must discard all of their
• After a player resolves all three steps of their turn, their turn secrets. The cards are placed on the bottom of their encounter
ends and the next player in clockwise orders starts their turn. deck and are not revealed to the other players.
Related Topics: Action Step, Encounter Step, Planning Step Related Topics: Action Step, Encounter Cards
Reputation
Each player has positive (), neutral (), or negative ()
reputation with each of the game’s four factions.
• A player’s reputation with each of the four factions is tracked on
their player board. Each faction has its own track with a space
for each of the possible reputations—positive (), neutral
(), or negative ().
· The neutral space is in the center of the track, and marked
with the faction’s icon instead of the neutral icon ().
• If a player gains reputation, they move their reputation marker
one space toward positive () reputation.
· If a player with positive reputation gains more reputation,
their reputation remains where it is—they cannot gain any
more reputation.
17
Ships Skills
Each player begins the game with a starter ship. Skills indicate a character or crew’s proficiency in different tasks.
• The hyperdrive () value on a player’s ship determines how • Each character card and crew asset has one or more skills
many spaces that player can move during their planning step. presented on their card.
• The ship combat () value on a player’s ship determines how • If a player loses a crew asset, they lose the skills on that crew.
many dice that player rolls when fighting a ship combat. · A player cannot lose the skills on their character card.
• The hull () value on a player’s ship determines how much • During the game, players may be instructed to perform skill
damage that ship can suffer before that player is defeated. tests to determine the outcome of different card effects.
• Each ship has slots. One asset of a type matching the name of · When performing a skill test, the number of times a specific
the slot can be placed in each slot. skill appears among a player’s character and crew determines
• Each ship has a cost, which indicates how many credits must which die results the player needs to pass a test of that skill.
be spent to buy it as well as how much it is worth when used • If an ability allows a player to gain a skill, that skill is temporary.
for bartering. The player gains the skill only for the duration of that
• A player can buy a new ship from the market deck. When ability’s effect.
buying a ship, a player must barter their current ship, even if it · A player can give themselves a skill that they already have.
has a cost of zero. For example, Doctor Aphra can use her ability to gain Tech,
• When a player buys a ship, they remove the market card from even though she already has Tech.
the game (as instructed on the card). Then, they replace their Related Topics: Characters, Crew, Jobs, Skill Tests
ship sheet with the ship sheet that corresponds to the ship they
bought.
Skill Tests
· Any damage on their ship is removed.
Players test their skills when a card instructs them to do so.
· Their old ship is returned to the supply of unpurchased ship
sheets. If the ship has a matching market card, that card is • To test a skill, the player rolls two dice and determines if they
not returned to the market deck. passed or failed the test, as follows:
· If a player buys a ship that does not have enough slots for · Unskilled: If the player does not have the skill being
all the player’s assets, that player must discard assets of tested, they pass the test if they roll at least one crit ()
their choice until each asset is either discarded or in an result. Otherwise, they fail the test.
appropriate slot. · Skilled: If the player has one instance of the skill being
• A player can look through the ship sheets that are in the supply at tested, they pass the test if they roll at least one hit () or
any time. one crit () result. Otherwise, they fail the test.
• Each ship that players can buy from the market has a ship goal · Highly Skilled: If the player has two or more instances
that is presented on its ship sheet. of the skill being tested, they pass the test if they roll at
least one hit (), one crit (), or one focus () result.
· Any progress toward completing a ship’s goal that was Otherwise, they fail the test.
made prior to gaining that ship does not count toward that
ship’s goal unless the player is still fulfilling the condition. • Skills on a player’s character and crew cards count toward
determining if a player is unskilled, skilled, or highly skilled
• Patrols are not considered ships for the purpose of game abilities. during a skill test.
Related Topics: Combat, Damage, Goals, Market Action, Mods, • The effects of passing or failing a test are described on the
Movement, Slots ability that instructed the player to resolve the test.
· Some tests on cards have a pass effect but no fail effect. If a
player fails this test, there is no ill effect.
· Some tests on cards have a fail effect but no pass effect. If a
player passes this test, there is no added benefit.
Related Topics: Characters, Crew, Dice, Encounter Cards, Jobs, Skills
Slots
Player boards and ship sheets have slots for assets.
• Each slot can have one asset that matches the name on
that slot.
· Some slots have a “x2” printed on them. These slots can
hold two assets of the specified type.
· Some abilities may allow a player to have multiple assets in
a slot.
18
· Some slots have two names, such as “Cargo or Mod.” These Spending
slots can each hold one asset that matches one of the
names on that slot. See “Credits” on page 8.
19
6. Choose Characters: Each player rolls six dice. The player who
APPENDIX 1: SETUP rolled the most and results is the first player. If there is
a tie, the tied players reroll. Starting with the first player and
To set up a game of Outer Rim, players perform the steps presented proceeding clockwise, each player chooses a character and
in this section in order. If playing a single-player game, there are receives the following components:
some additional rules you need to follow (see the “Single-Player
Rules” section found on page 22 of this document). a. 1 character card matching their chosen character with
“Personal Goal” side faceup
1. Choose Fame Requirement: The players collectively
decide the number of fame required to win the game. The b. 1 character standee matching their chosen character
recommended fame requirement is ten (eight if using the c. 1 player board with a plastic fame marker placed on space
optional ambitions). “0” of the fame track. If using optional favors, each player
2. Build Map: Use the map tiles to build the map from left to right takes the debt token matching their player board.
as listed below. d. 4 reputation tokens (1 of each faction). Place them on the
· Rebel and Syndicate Endcap* reputation tracks of the player board, covering that faction’s
icon.
· Cantonica and Ord Mantell Map Tile
e. 1 starter ship sheet, flipped to the side of their choice—
· Lothal and Mon Calamari Map Tile either the G9 Rigger or the G-1A Starfighter
· Kessel Map Tile · Players must choose their starting ship before they see
· Tatooine and Nal Hutta Map Tile their starting databank card.
· Ryloth and Naboo Map Tile f. 1 reference card (use the reference cards)
· The Ring of Kafrene and Takodana Map Tile g. Credit tokens. This amount varies. Starting with the first
· Empire and Hutt Endcap* player and proceeding clockwise, players receive the
following: 4,000 credits, 6,000 credits, 8,000 credits, and
Random Map (optional): To create a randomized map 10,000 credits. Skip this step if using the optional ambitions.
perform the following steps: 7. Character Setup: Players simultaneously follow the setup
instruction at the bottom of their character card.
a. Randomize the six map tiles and place them facedown in a
stack. Because these tiles have slightly different shapes, we a. Each character card provides a card of a specific number.
suggest players randomize them with their eyes closed. Each player takes their card from the databank. If the
databank card is labeled as “Cargo,” they place the card
b. Reveal the top tile and attach it to the Rebel and Syndicate above their ship sheet in the “Cargo” slot. Otherwise, they
endcap*. place the card below their player board in one of the “Job or
c. Then, reveal the next tile and connect it to the previously Bounty” slots.
revealed tile. Repeat this until all map tiles have been b. Each player places their character standee on the map on the
placed. Then, attach the Hutt and Imperial endcap* to the starting planet listed on the databank card they just drew.
final map tile that was revealed.
c. If the setup instructions provide reputation, the player
* Use the Core Worlds endcaps instead of the base moves the listed faction’s reputation token up or down to the
game endcaps. specified space (either the or ).
8. Set Up Decks and Sheets: Set up the card decks as follows:
3. Set Up Patrol Tokens: Sort the patrol tokens by level (the a. Separate the market cards into six different decks according
white dots on the back of the tokens). Place each level-1 token to their card backs. Shuffle each deck, place them
faceup on the navpoint space (yellow circle) adjacent to the facedown in a row below the map, and then reveal the top
endcap space that has a matching faction icon. On each Core card of each deck and place it faceup on the top of its deck.
Worlds endcap, the two patrols will share a space.
b. Separate the encounter cards into seven (eight with the
Take the remaining patrol tokens and create four stacks of Core Worlds) different decks according to the card back.
facedown tokens, one for each faction, by arranging the tokens Shuffle each deck, and place them next to the map.
in numerical order by level. Each stack should have its level-4 c. Keep the databank deck in order, within reach of all players.
token on the bottom of the stack and its level-2 token on the d. Keep the unused ship sheets in a supply pile out of the way.
top of the stack. Place each stack of tokens on the endcap space
9. Choose Ambitions (optional): If you are using ambitions:
that has a matching faction icon.
a. Place random ambition sheets equal to the number of
4. Set Up Contacts: Gather all contact tokens facedown and mix players plus one faceup on the table.
them together to randomize them. Then, place one contact b. Starting with the last player and proceeding in reverse
token facedown on each contact space on the map. The class turn order, each player chooses one ambition sheet from
(colored pips) of the token and the space must match. Place those available and places it beside their player board.
one orange contact token facedown on each planet space, c. Remove the remaining ambition sheet from the game.
excluding the Core Worlds spaces.
d. Each player follows the setup instructions on their ambition
5. Create Token Supply: Separate the credit, damage, and goal sheet. If the setup instructions list an asset card, the player
tokens into separate piles to create the supply. Place the piles searches the indicated market deck for that asset and gains
within reach of all players. it. Then they shuffle that deck.
20
APPENDIX 2: INTERPRETING Combat Abilities
If an ability “cancels” a result during a combat, those results are
CARDS AND ABILITIES •
ignored; they do not cause damage and they are not used for
Most cards have abilities that players can use at various times during determining the winner of the combat.
the game. Each ability describes when a player can use it and how its • If an ability “turns” a result to a different result, the original
effects are resolved. result is ignored—abilities that can modify the original result
This appendix is intended to help players understand how to cannot be used on that die.
interpret specific phrases used in abilities and how to resolve • If an ability adds a hit () to a roll, treat the roll as having an
timing conflicts. extra die showing a hit () result—this result cannot be rerolled.
• If an ability resolves “At the start of combat,” it must be resolved
Word Usage before any player rolls dice for that combat.
• If a card ability uses the word “cannot,” it is absolute and cannot • If an ability instructs a player to “Gain +X” followed by an icon
be overridden by other abilities. (, , , or ), the player adds the specified value to the
• If a card ability uses the word “may,” its effect is optional. matching value on their character card or ship sheet.
• If an ability uses the word “then,” a player must resolve the · These are passive abilities that are always active while the
effect that occurs before the word “then,” followed by the effect player has the card on which the abilities appear.
that occurs after the word “then.” · These abilities can be combined with other, similar abilities
• If an ability uses the word “to,” a player must completely resolve for a greater value increase of the specified value.
the effect that occurs before the word “to,” in order to resolve • When the player to the left of the current player is rolling dice
the effect that occurs after the word “to.” during combat for a contact, patrol, or an enemy on a job or
encounter card, that player cannot use any of their combat
Example: If an ability allows a player to lose 1 Hutt reputation abilities. For example, Lando cannot reroll a patrol’s dice.
to gain 1 fame, that player cannot gain the fame if they already
have negative Hutt reputation.
Breaking Ties
• If an ability uses the word “and,” a player must resolve the • The current player determines the outcomes for all ties and
effects that occur before and after the word “and” as completely timing conflicts that are not specifically addressed in this
as possible. document.
Example: If an ability instructs a player to gain 5,000 credits and Example: If an ability instructs the most famous player to lose
lose one Rebel reputation, the player can gain the credits even if 2,000 credits and multiple players are tied for being the most
they already have negative Rebel reputation. famous player, the current player decides who among the tied
players loses the credits.
• Some abilities specify that they can only be used “Once per
turn.” If a player can resolve such an ability during another • If two players gain the required amount of fame to win the
player’s turn, it can be used once during that turn, even if they game at the same time, the tied player with the most credits
already used it during their own turn. wins the game. If both players have the same amount of credits,
the tied player seated farthest (clockwise) from the player who
Timing of Abilities started the game wins.
• If the timing of an ability uses the word “after,” the ability’s effect
resolves immediately after the described timing event.
• If the timing of an ability uses the word “when,” the ability’s
effect resolves at the moment of the described timing event.
• Effects that occur “when” an event occurs take precedence
over effects that occur “after” that same event.
• If multiple abilities resolve at the same time, the current player
determines the order in which those abilities resolve.
• Each ability can be resolved once for each instance of its timing
event.
21
Some sections of AI cards read, “Do the first that applies.” This means
APPENDIX 3: that the AI resolves the top bullet if possible. If that bullet would have
SINGLE-PLAYER RULES no effect or cannot be resolved (for example, the AI player has no
damage to recover), the AI resolves the next bullet instead. If the AI
It is possible to play Outer Rim as a single player without anyone cannot resolve any of the bullets, they do nothing.
else. To do so, you control one character as normal, and you
Some sections of AI cards read, “Do all that apply.” This means that
compete against up to two other characters that are controlled by
the AI resolves each bullet, starting with the top one and proceeding
AI cards. The rules for playing a single-player game are described in
down. Skip any bullets that would have no effect or cannot
this appendix.
be resolved.
Setup After resolving the card, discard it facedown to the bottom of the
AI deck. The rules for interpreting AI cards are described in the
Perform the normal steps of setup with the following changes: following sections.
• You can play the extended game with the AI (by playing to 12 If you reach the fame requirement before any AI player does, you win
fame). This generally makes the game easier. See “Expert Mode” the game. If any AI player reaches the fame requirement before you
on page 25 for rules to make the game more challenging. do, you lose the game.
• After choosing your character, choose your opponent(s) for • When playing with two AI players, each of those AI players is
the game by choosing one or two other characters. These competing with you and each other to be the first to reach the
characters must be of different types. There are two types of fame requirement.
AI opponents:
· Keep track of each AI player’s credits and assets separately.
· Smugglers: Any character that starts the game with
databank card #91 or #92 uses the smuggler (purple) AI Player’s Cards and Credits
AI deck.
· Bounty Hunters: Any character that starts the game with Keep track of each AI player’s fame, credits, and cards as if they were
databank card #90 uses the bounty hunter (pink) AI deck. a real player (for example, place their cargo cards in “Cargo” slots on
their ship).
• You are the first player (do not roll dice during step 6). You gain
4,000 credits (unless you are using the optional ambitions) AI players do not use abilities on cards, except for abilities that
and the AI gains 6,000 credits as normal during step 6. If there increase the values on their ship or character (for example, “Gain
are two AI players, the second AI player in turn order gains +1 ”). AI players also cannot complete personal goals or ship goals.
8,000 credits.
AI Goals
• Set up all components for each AI as if they were a player.
• The smuggler AI player chooses the G9 Rigger as their starting The smuggler AI player uses goal tokens to mark which planets they
ship. The bounty hunter AI player chooses the G-1A Starfighter can deliver cargo to or complete jobs on. These tokens are used to
as their starting ship. determine where the AI moves during their turn (explained below).
• Perform character setup for each AI player as normal (step 6). During setup, place a goal token on the destination planet of the
Then, place a goal token on the destination presented on the smuggler AI player’s starting cargo or job.
smuggler AI’s cargo or job (see “AI Goals” to the right). When the smuggler AI player delivers cargo or completes a job on a
• Create each AI player’s deck: planet, remove one goal token from that planet. If the smuggler AI
player delivers a cargo that rotates, rotate that card and place a goal
· Smuggler: Shuffle the smuggler AI cards into a facedown token on the new destination.
deck and place it near the AI player’s character card.
· Instead shuffle the smuggler character’s unique AI card Bounty Targets
together with the smuggler AI cards numbered
1, 2, 6, 7, and 9 in the lower-right corner. The bounty hunter AI player will attempt to move toward and
encounter a bounty target. A bounty target is a character, crew, or
· Bounty Hunter: Shuffle the bounty hunter character’s contact that matches one of the AI player’s bounties. If the AI player
unique AI card together with the bounty hunter AI cards. has a bounty that does not match any character, crew, or faceup
• Remove “Disable Comms Network,” “Honest Robbery,” “Sail contact token on the map, the nearest facedown contact token
Barge Sabotage,” and “Snatch and Grab” from the jobs () that matches that bounty’s class (white, green, yellow, or orange) is
market deck. Remove card 11 from the Ring of Kafrene/ considered to match that bounty.
Takodana encounter deck.
Moving
Playing the Game When the AI player is instructed to move, move their standee a
During the game, resolve your turn normally. At the end of each number of spaces equal to their ship’s hyperdrive () value.
of your turns, each AI player takes a turn. To resolve an AI player’s
• The smuggler AI player always moves toward the nearest goal
turn, simply draw the top card of that player’s AI deck and resolve
token on the map. If their space contains a goal token, they do
it, starting at the top and proceeding downward. AI players never
not move.
resolve encounter cards.
22
• The bounty hunter AI player moves toward a bounty · The AI player is buying from the market deck and the top
target. If they have multiple bounty targets, they use the card does not cost more than the AI player’s current ship.
following priority: · The top card is a cargo with a patrol as its destination.
1. Character · The top card is the “Wanted” job card, the “Information
2. Crew Broker” card, or the “Special Order” card.
3. Faceup contact of the lowest class (fewest pips) · If any of the previous apply to the new top card of the deck,
4. Facedown contact of the lowest class (fewest pips) the AI player will discard a second card from that deck. The
AI player will not discard more than two cards per “buy”
· If there are multiple bounty targets of the same priority, the instruction.
AI player chooses the nearest one. If two bounty targets
with the same priority are the same distance away, the AI 2. The AI player will buy the top card of that deck. They will spend
player chooses one of those targets at random. the required credits, and then place the card in an open slot.
If there are multiple paths by which the AI player could move toward · The AI player will not buy a card if they do not have an
a goal or bounty target, they move in the direction that leaves them empty slot matching the top card of the deck. They will not
the fewest number of spaces from their goal as possible. Like a discard cards from slots to make space for new cards.
normal player, they must stop moving if they move into a patrol’s · The AI player must obey buy restrictions on market cards, such
space and they do not have positive () reputation with that patrol. as “Cannot buy on Kessel” and “Limit 1 Armor per character.”
• Unlike a normal player, an AI player can move through the · The AI player will buy an asset that they cannot use (for
Maelstrom as if it were a navpoint space. example, a “Hired Help” crew card from the market deck).
• An AI player will not choose a longer path to avoid patrols. If the · The AI player will never buy a ship unless that ship costs
space nearest their goal or bounty target contains a patrol, they more than their current ship. The AI player always barters
will still move in that direction, even if they have negative () using their ship, but never barters with assets.
reputation with the patrol. · If the AI buys the “Used Ship for Sale” card from the
• If an AI player could move along two different paths, and both market deck, they will follow all abilities on the card, and
leave them equidistant from their goal, the AI prefers: 1) the choose to buy the most expensive ship they can afford. If
path that has no patrol to stop their movement and 2) if no there are multiple ships tied as the most expensive ship
patrol would interrupt their movement, they prefer to end their they can afford, choose one randomly.
movement on the equidistant space that is a planet. If both are · The AI player will not buy cargo with a patrol as
planets, decide randomly (such as by flipping a coin). its destination.
• AI players cannot move through the Core Worlds. · The AI player will not buy the “Wanted” job card, the
Important: If an AI player would end their movement on a “Information Broker” card, or the “Special Order” card.
navpoint space after moving a number of spaces equal to their 3. After buying a card, reveal the top card of that market deck and
hyperdrive () value, they will move one or two fewer spaces if resolve patrol movement icons and reveal contact icons on the
doing so allows them to end their movement on a planet instead. revealed card.
• If an AI could end their movement on a planet by moving one · When resolving a patrol movement icon, move the patrol
fewer space and could also end their movement on a planet by toward the AI player as normal.
moving two fewer spaces, they will move one fewer space.
· Unlike when a player moves a patrol, the AI will always
Buying move the patrol toward their space along the shortest
path possible.
Most AI cards allow the AI player to buy a card. The market deck that · When the AI player resolves a reveal contact icon, if they
the AI buys from is always specified (for example, “Buy .”). The are a bounty hunter, they reveal a contact that matches the
AI player can only buy when they are on a planet unless the AI card class of one of their bounties, if able. Otherwise, they flip
specifies otherwise. the facedown contact token on their planet with the lowest
When buying, the AI player resolves the following steps: class (fewest pips on its back) faceup.
1. Before buying, the AI player will discard the top (faceup) card of · If there is more than one eligible token of the same
the specified deck if any of the following apply: class, choose one at random.
· The top card cannot be bought on the AI player’s · If the AI player reveals a contact token that matches
current planet. a player’s character, discard that token and reveal
another contact token according the to above criteria.
· The AI player does not have enough credits to buy the top
card. They will discard the top card regardless of how many
credits they have, even if they do not have enough credits Jobs and Cargo
to afford any card in the deck. Some AI cards allow the AI player to complete jobs. To do so, the AI
· The AI player does not have any empty slots matching player simply resolves the reward section of the job card (gaining or
the top card. They will discard the top card regardless of losing the reputation, fame, and credits listed). The AI player does not
whether that deck has any cards that can be placed in draw a databank card and does not perform any tests.
different slots.
23
Some AI cards allow the AI player to deliver cargo when at the cargo’s Unopposed Bounty
destination. The AI player simply resolves the reward section of the
cargo and then discards the card. If the AI player has multiple cargo with To resolve an unopposed bounty:
the same destination, they will deliver all of them at the same time. 1. Remove the contact or crew being encountered from the game.
When the AI player delivers illegal cargo, they do not roll a die (like 2. The AI player gains the Elimination Reward on the bounty card
specified on the card). However, some AI cards will have the AI player that matches the encountered contact or crew and resolves its
suffer damage when they deliver illegal cargo. “After you gain a reward from this card” text.
• When the AI player delivers a cargo that rotates, they rotate that 3. The AI player suffers damage on their character equal to the
card and move its goal token to the new destination. on the bounty card or on their ship equal to the on the
bounty card.
Gaining Crew
Opposed Bounty
Some cards allow the AI player to gain crew from contact tokens.
They follow all normal rules for crew, except they do not fully resolve To resolve an opposed bounty, the AI player fights a combat against
the contact token’s databank cards. Instead, draw the databank card the player whose character or crew matches the AI player’s bounty.
and if there is a crew asset on the card, place the crew in an empty If both players are in a planet space, they fight a ground combat.
crew slot on the AI player’s ship. Otherwise, they fight a ship combat.
• The AI player does not spend any credits, perform any tests, or When resolving this combat, follow the steps for combat as normal.
otherwise resolve the abilities on the databank card. The AI player is the attacker and all of their abilities are ignored
except those that add to their combat value, health, or hull.
· If the AI player does not have any empty crew slots, they
randomly discard one of their crew to make room for the If the defender wins the combat, the AI player discards the bounty
new crew. (Follow normal rules for discarding crew.) card for the character or crew they had encountered.
• If the databank card does not have crew on it, discard the card If the AI player wins the combat, they resolve the following according
back to the deck. to the type of encounter:
• AI cards always instruct the player to reveal facedown contact • Crew: The crew card is removed from the game. The AI player
tokens. However, if there are no facedown contact tokens on gains the Elimination Reward on the bounty card matching that
the planet, the AI player resolves the lowest class (fewest pips) crew and resolves its “After you gain a reward from this card”
faceup contact token on the planet. text.
· If there are two facedown or two faceup contact tokens of • Character: The AI player gains 5,000 and one fame regardless
the same class on the planet, the AI player will resolve the of the reward on the bounty card. Remove the bounty card
leftmost token. from the game. Then, the AI player gains or loses reputation
as follows:
• The AI player does not protect crew from bounties.
· If the defending player had negative reputation () with
Bounty Encounters one or more factions, the AI player gains one reputation
with one of those factions of your choice, but you must
The way in which the bounty hunter AI player resolves an encounter choose a faction with which the AI player does not have
with a bounty target is determined by the target’s type. Each positive reputation if possible.
encounter results in the AI player resolving either an unopposed
· If the defending player had positive reputation () with
bounty or an opposed bounty, both of which are described later.
one or more factions, the AI player loses one reputation
There are three types of encounters for the bounty hunter AI player, with one of those factions of your choice.
which they resolve as follows:
• Contact Tokens: The AI player can encounter facedown and AI Decisions
faceup contact tokens. When encountering a facedown contact
If one of your card abilities forces the AI player to make a decision
token, they flip that token faceup. If the contact matches one of
(such as some encounter cards that allow players to gamble), the AI
their bounties, they resolve an unopposed bounty. Otherwise,
always chooses not to participate when possible. If the AI is forced
the encounter ends.
to make a mandatory decision (such as Lando’s setup instructions),
• Crew Cards: If there is a crew in the AI player’s space that randomly determine the outcome (for example, by randomly drawing
matches one of their bounties, they can encounter that crew. a token out of a hat).
If that crew belongs to another player, that player can choose
to protect their crew. If they choose to protect their crew, the AI
player resolves an opposed bounty. Otherwise, they resolve an
unopposed bounty.
• Character Cards: If the AI player is in the same space as
a player whose character matches one of the AI player’s
bounties, they can encounter that character by resolving an
opposed bounty.
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Clarifications
APPENDIX 4:
• The AI player must obey all rules that apply to normal players EXPANSION CLARIFICATIONS
unless specified otherwise in this appendix.
• If the AI player is defeated during their turn, they do not resolve
any subsequent bullets on their AI card. Instead, they finish
Unfinished Business
resolving the bullet on the AI card that they were resolving when • “Broken Arm,” “Encrypted Message,” “Priority Delivery,”
they were defeated, and then their turn ends. and “Structural Damage”: When you gain one of these cards,
if you do not have an empty slot of the appropriate type, you
• During combat, you roll dice for your opponent (since there is
must discard another card to create an empty slot.
no other player present). Be sure to tally damage for each roll
separately and follow all normal timing steps for combat. • Cad Bane: Clarifications on Cad Bane’s ability:
• If a job lets you resolve databank card #40, the AI player may · When you “gain 1 additional fame” from an ability, Cad
be forced to perform a skill test. To do so, roll the dice for the AI Bane’s ability does not reduce that fame.
player and resolve the skill test following normal rules. · Example: Cad Bane has the “Proton Torpedoes” mod on
· If the AI is forced to make a decision on one of these cards, his ship when he destroys a patrol with a reward of one
choose randomly as explained in “AI Decisions” above. fame. Cad gains one fame for the patrol plus one fame
for the “Proton Torpedoes,” reduced by one for his ability,
• If an AI ability reveals a contact that matches a character in play,
for a net gain of one fame and 5,000.
discard that contact and repeat the effect that revealed that
contact, if able. · If an ability reads, “you have X additional fame,” that fame is
not affected by Cad’s ability.
• When the AI player is instructed to discard the top card of
the market deck and gain credits, they are not buying that · If an effect reduces the rewards of a bounty, job, or cargo
cargo card, so the AI does not resolve any icons on the next to 0, this does not affect the credits Cad gains from
card revealed. his ability.
• Dengar: If Dengar has the “IQA-11 Blaster Rifle” gear card,
Expert Mode Dengar’s ability to reduce damage is applied first, and if the
damage taken is still greater than two, the total is reduced to
If you are an experienced player, you may find the AI to be too easy.
two by the blaster rifle’s ability.
To address this, you can increase the challenge by having the AI
player start with some fame. The more fame you start the AI with, the • Empty Contact Spaces: Planets without an orange contact
more prestigious your victory! token on them (including Core Worlds spaces) are empty
contact spaces for purposes of game effects that refer to
such spaces.
Ambitions
· Example: Maz Kanata is on the Spinward Core space when
The optional ambition rules can be used for a single-player game.
she must discard her “Chewbacca” crew. The “Chewbacca”
• During setup, instead of gaining starting credits, draw two contact token must be placed faceup on the nearest planet
random ambition sheets, choose one to use, and return all with an empty contact space, so it is placed faceup on the
other ambition sheets to the box. Gain the setup effects of your Spinward Core space.
chosen ambition sheet.
• Health Remaining: A character’s “health remaining” is
• AI players do not use ambition sheets. Instead, they must earn that character’s health minus the number of damage on
two additional fame beyond the fame requirement in order to that character.
win the game.
• Hondo Ohnaka: Goal tokens placed on Hondo’s assets remain
on those cards even if Hondo flips to the front side of his
Favors character card.
The optional favor rules cannot be used for a single-player game. • Lando Calrissian: When resolving Lando’s encounter card, you
may reroll your die using the Lando crew’s ability. If you roll a
blank during this encounter and Lando is your only crew, you
must discard Lando.
• Reputation: While a player is “treated as having” a reputation
different from their actual reputation, that player ignores any
reputation gained or lost with that faction.
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APPENDIX 5: APPENDIX 6:
ERRATA FREQUENTLY ASKED QUESTIONS
The following components have received corrections since they were This section has answers to frequently asked questions.
originally printed. Depending on the print date of your game, your
components may already have the corrected text. Base Game
Base Game Asset Abilities
Encounter Cards Q: If a player uses the “W1-LE” crew to perform a market action
as their encounter and causes a patrol with which that player
• Tatooine Encounter #9: The secret under “If you have has negative reputation to move into the player’s space, does
Hutt reputation” should read: “Action: Choose a player and the player have to fight that patrol?
either a patrol or faceup contact token in their space. That A: No, players may only resolve one encounter per turn. Because the
player loses 1 reputation with the chosen token’s faction. Then player has already resolved W1-LE’s encounter ability, they cannot
discard this card.” (Added “Then discard this card.”) (and are not required to) also fight a combat against the patrol.
• Lothal Encounter #1: The secret should read: “Action: Q: If the active player is defeated performing the “Encounter”
Choose another player who has Rebel reputation or a ability on the “Wanted” job card but also wins the combat,
Rebel crew. That player loses 1 Imperial reputation and you does the player complete the job?
gain 2,000 and 1 Imperial reputation. Then discard this card.”
(Added “Then discard this card.”) A: Yes. The “Wanted” job card says the player claims the reward if
they win the combat. This overrides the rule that a job fails when the
• Mon Calamari Encounter #2: The secret should read: current player is defeated.
“Action: Spend 3,000 to move directly to any space. If you
have Rebel reputation, you may do this for free. Then Q: If a player has the “Sy Snootles” crew and completes the job
discard this card.” (Added “Then discard this card.”) “Attend Statue Dedication,” can they use Sy Snootles’ ability to
gain an extra fame?
• Takodana Encounter #9: The secret should read: “Action:
Choose 2 facedown contact tokens on different planets. Secretly A: No. Sy Snootles says you may reduce a job’s credit reward to 0 to
look at those tokens, and then you may exchange them. Then gain 1 additional fame for completing that job. In order to trigger Sy
discard this card.” (Added “Then discard this card.”) Snootles’ bonus fame, the job must have a credit reward greater than
0. Because the Attend Statue Dedication job has no credit reward, Sy
• Ryloth Encounter #10: The second sentence should read: “If Snootles’ ability cannot be used when completing this job. The same
you do not replace your ship sheet, you may lose 1 Imperial applies to the “Mandalorian Armor” gear and completing bounties.
reputation to gain 4,000. ” (Added the word “not.”)
Q: If a player has the “Chromium Hull” mod, completes the
“Attend Statue Dedication” job, and chooses to spend 10,000
credits to gain an additional fame, does Chromium Hull grant 1
additional fame, or 2?
A: Whenever a card uses the phrase “gain X additional fame,” its fame
reward is considered a part of the fame reward it is modifying, and
thus is not a new instance of gaining fame. Therefore you can only
gain 1 additional fame from Chromium Hull for the Attend Statue
Dedication job.
Encounter Cards
Q: What happens when players trade ship sheets via Tatooine
Encounter #6?
A: Each ship sheet remains on its current side and all damage and
goal tokens remain on each ship sheet. Any assets tucked under
those ship sheets remain with their owner (they are not traded with
the ships).
AI Players
Q: If the AI player is at a planet that is the destination for two
of its jobs and it has the instruction “If at a job destination,
complete it,” does the AI player complete both jobs or just one?
A: The AI player completes just one of the jobs. Choose which one
at random.
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INDEX
A G
Abilities.................................. See Interpreting Cards and Abilities Gear.................................................................................................... 12
Across the Core...................................................................................3 Goals.................................................................................................. 12
Action Abilities........................................................ See Action Step Golden Rules.......................................................................................2
Action Step..........................................................................................3 Ground Combat............................................................. See Combat
Adjacency............................................................................................3
AI Cards............................................................................................. 22 H
Ambitions............................................................................................3 Health....................................................... See Characters, Damage
And........................................................................... See Word Usage Hit........................................................................................... See Dice
Assets...................................................................................................4 Hull...................................................................... See Damage, Ships
Hutt........................................................... See Factions, Reputation
B Hyperdrive..................................................... See Movement, Ships
Bartering........................................................................................... 14
Blank...................................................................................... See Dice I
Bounties...............................................................................................4 Imperial.................................................... See Factions, Reputation
Breaking Ties................................................................................... 21 Interpreting Cards and Abilities................................................... 21
Buying............................................................................................... 14
Buying Cards....................................................... See Market Action
J
Jobs................................................................................................... 13
C L
Cannot..................................................................... See Word Usage
Luxury Market Deck........................................................................ 13
Capture......................................................................... See Bounties
Cargo....................................................................................................5 M
Characters...........................................................................................6 Maelstrom......................................................................................... 13
Class................................................................... See Contact Tokens Map.................................................................................................... 13
Combat................................................................................................6 Market Action................................................................................... 14
Combat Abilities.............................................................................. 21 Market Decks.................................................................................... 15
Combat Steps.....................................................................................6 May........................................................................... See Word Usage
Component Limitations...................................................................2 Mods.................................................................................................. 15
Contact Tokens...................................................................................7 Movement........................................................................................ 15
Core Worlds.........................................................................................7
Credits..................................................................................................8 N
Crew......................................................................................................8 Navpoints........................................................................ See Spaces
Crit.......................................................................................... See Dice Nearest.............................................................................................. 15
Current Player.....................................................................................8
O
D Once per turn......................................................... See Word Usage
Damage................................................................................................8 Opponent......................................................................................... 15
Databank.............................................................................................8
Debt Tokens..................................................................................... 12 P
Defeated...............................................................................................9 Paths............................................................. See Spaces, Adjacency
Deliver Action......................................................................................9 Patrol Movement............................................................................. 16
Dice.......................................................................................................9 Patrols............................................................................................... 16
Discarding......................................................................................... 10 Personal Goals................................................................... See Goals
Droids................................................................................................ 10 Planets............................................................................. See Spaces
Planning Step.................................................................................. 17
E Player Bounties............................ See Resolving Player Bounties
Eliminate........................................................ See Bounties, Patrols Players and Characters.....................................................................2
Encounter Cards.............................................................................. 10 Player Turn....................................................................................... 17
Encountering a Contact................................................................. 11
Encountering a Patrol.................................................................... 10 R
Encountering a Space.................................................................... 11 Rebel......................................................... See Factions, Reputation
Encounter Step................................................................................ 10 Remove from the Game.......................................... See Discarding
Errata................................................................................................. 26 Reputation........................................................................................ 17
Extended Game................................................................ See Fame Resolving Bounties............................................................................4
Resolving Player Bounties................................................................5
F Rotating Assets................................................................. See Assets
Factions............................................................................................. 11
Fame.................................................................................................. 11
Fame Requirement........................................................... See Fame
Favors................................................................................................ 12
Focus..................................................................................... See Dice
Frequently Asked Questions......................................................... 26
27
INDEX (CONT.)
S T
Secrets............................................................................................... 17 Tests............................................................................. See Skill Tests
Setup................................................................................................. 20 Then......................................................................... See Word Usage
Ship Combat.................................................................. See Combat Ties......................................................................... See Breaking Ties
Ship Goals........................................................................... See Goals Timing of Abilities........................................................................... 21
Ships.................................................................................................. 18 To.............................................................................. See Word Usage
Single-Player Rules......................................................................... 22 Toward............................................................................ See Nearest
Skills................................................................................................... 18 Trade Action..................................................................................... 19
Skill Tests.......................................................................................... 18 Traits.................................................................................................. 19
Slots................................................................................................... 18 Turn........................................... See Combat Abilities, Player Turn
Spaces............................................................................................... 19
Spawn................................................................................ See Patrols W
Spending......................................................................... See Credits Winning the Game....................................... See Ambitions, Fame
Syndicate................................................. See Factions, Reputation Word Usage...................................................................................... 21
© & TM Lucasfilm Ltd. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Games. Fantasy Flight Games is located at 1995 West
County Road B2, Roseville, MN 55113, USA, 651-639-1905. Actual components may vary from those shown.
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