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SWD_ARH_Rules_Reference_v1.07.01

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

SWD_ARH_Rules_Reference_v1.07.01

Uploaded by

meguer
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 64

STAR WARS: DESTINY RULES

REFERENCE
FOR A RENEWED HOPE CONTINUING COMMITTEE
http://swdrenewedhope.com
v1.07.01

CHANGE LOG:
• Building a team … pg 17
• Changing card types … pg 22
• Resilience … pg 28
• Self-referential Effects … pg 29
• Effects that reference card titles … pg 31
• Controller … pg 32
• Display of Power clarifications … pg 59
• Resurgence clarifications … pg 59

1
3. SELECTING A BATTLEFIELD 17 OWNER ................................ 34
TABLE OF PART 5. GAME STRUCTURE ........ 19 PLAYING A CARD OWNED BY AN

CONTENTS SETUP ................................. 19


OPPONENT ........................... 34
PLAY RESTRICTIONS.............. 34
ROUNDS .............................. 19
CHANGE LOG: ........................... 1 REMAINING HEALTH .............. 34
ACTIONS.............................. 20
TABLE OF CONTENTS ................. 2 REMOVING DICE ................... 34
PASSING.............................. 22
RULES .......................................... 3 REPLACE .............................. 34
CHANGING CARD TYPES ........ 22
THE GOLDEN RULE ..................... 3 RESOLVING OPPONENT’S DIE . 35
CHOOSING CHARACTER
PART 1. CARD TYPES & COLORS .. 3 SUBTYPES ............................ 22 REVEAL ................................ 35
AFFILIATION .......................... 3 LIMITS................................. 22 ROLLING .............................. 35
COLORS ................................ 3 REMINDER TEXT ................... 22 SEARCH ............................... 35
TYPE & SUBTYPE..................... 3 WINNING THE GAME ............. 22 SHOWING ............................ 35
TITLE .................................... 3 PART 6. GAME CONCEPTS ......... 24 SPOTTING ............................ 35
ABILITIES .............................. 3 DAMAGE .............................. 24 TAKING DAMAGE ................... 35
UNIQUENESS ......................... 3 DEFEATED CHARACTERS ........ 24 TAKING RESOURCES ............. 36
FLAVOR TEXT ......................... 4 RESOURCES ......................... 25 TAKING THE BATTLEFIELD...... 36
IDENTIFICATION (ID) ............. 4 SHIELDS .............................. 25 TURN (DIE) .......................... 36
RARITY .................................. 4 DRAW .................................. 25 UNBLOCKABLE DAMAGE ......... 36
DICE REFERENCE.................... 4 READY ................................. 25 X AS A VARIABLE .................. 36
CARD ANATOMY ......................... 5 EXHAUSTED ......................... 25 PART 9. MULTIPLAYER RULES ..... 37
BATTLEFIELDS ....................... 6 PART 7. ABILITIES.................... 26 FREE-FOR-ALL ...................... 37
PLOTS ................................... 6 QUEUE................................. 26 ALLIANCES ........................... 37
CHARACTERS ......................... 6 ACTION ABILITIES ................ 26 ERRATA....................................... 39
EVENTS ................................. 7 CLAIM ABILITIES .................. 26 CHARACTER SUBTYPES ................. 43
DOWNGRADES ....................... 7 ONGOING ABILITIES ............. 26 CARD CLARIFICATIONS ................. 44
SUPPORTS ............................. 8 INHERENT DICE ABILITIES ..... 27 AWAKENINGS ( ) ................... 44
UPGRADES............................. 8 KEYWORDS .......................... 27 SPIRIT OF REBELLION ( )........ 45
DOUBLE-SIDED CARDS ........... 9 TRIGGERED ABILITIES .......... 29
EMPIRE AT WAR ( ) ................ 46
PART 2. DICE & DICE SYMBOLS .. 10 EFFECTS .............................. 30
LEGACIES ( ) ......................... 47
VALUE ................................. 10 PART 8. TERMS ........................ 32
WAY OF THE FORCE ( ) .......... 48
SYMBOL .............................. 10 CHARACTER DIE ................... 32
COSTS ................................ 10 ACROSS THE GALAXY ( ) ........ 49
CHEAPEST ............................ 32
MODIFIER ............................ 10 CHOOSE- EITHER .................. 32 CONVERGENCE ( ) .................. 49
IDENTIFICATION (ID) ........... 11 CHOOSE- TARGET ................. 32 SPARK OF HOPE ( ) ................ 50
RARITY, AFFILIATION, COLOR, COMBINED VALUE ................. 32 COVERT MISSIONS ( ) ............ 51
TYPE, SUBTYPES, TITLE, AND
UNIQUENESS ....................... 11 CONTROLLER........................ 32 TRANSFORMATIONS ( ) ........... 51

DICE SYMBOLS..................... 11 COPY (OF A CARD) ................ 32 FALTERING ALLEGIANCES ( ) ... 52


RESOLVING DICE THROUGH DECREASES ......................... 32 REDEMPTION ( ) ..................... 52
CARDS ................................ 12 DETECTED CARDS ................. 33
HIGH STAKES ( ) .................... 53
DICE LEAVING PLAY .............. 13 DICELESS CARD ................... 33
PART 3. AREAS OF PLAY ............ 14 UNLIKELY HEROES ( ) ............ 54
ELITE .................................. 33
IN-PLAY ............................... 14 FREE ................................... 33 SEEKING ANSWERS ( ) ........... 56
OUT-OF-PLAY ....................... 14 HEAL ................................... 33 DISPLAY OF POWER ( ) ......... 56
PART 4. CUSTOMIZATION .......... 17 INCREASES .......................... 33 RESURGENCE () ....................... 58
1. BUILDING A TEAM............. 17 LOOK AT .............................. 33 FAQ ............................................ 60
2. BUILDING A DECK............. 17 MOVE .................................. 33

2
RULES
These are the complete rules for Star Wars: Destiny.

THE GOLDEN RULE


If the text of a card directly contradicts the rules of the game, the text of the card takes precedence. If
you can follow both the rules of the game and the text of the card, do so.

PART 1. CARD TYPES & COLORS


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

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

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

• Red is Command, and represents military and logistical endeavors and characters.

• Blue is Force, and represents characters trained in using the Force and their varied abilities.

• Yellow is Rogue, and represents scum, villainy, spies, and smugglers.

• Gray is General, and represents everything that does not fall under one of the other three colors.

TYPE & SUBTYPE


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

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

ABILITIES
Most cards have one or more abilities listed on them.

UNIQUENESS
Each card is either unique or non-unique. Unique cards are marked by a diamond ( ) before their titles.
All other cards are non-unique.

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

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

• If a player ever controls more than one copy of a unique card, then they must immediately discard one
of those cards from play. If it is a character, it is defeated instead.

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

3
• Characters with the same title but a different subtitle are still considered to be the same character for
determining uniqueness.

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

FLAVOR TEXT
Flavor text has no in-game application when present.

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

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

Fixed (Gray): Fixed cards have a non-random distribution and always come in the same
product.

Common (Blue): There are three common cards per booster pack.

Uncommon (Yellow): There is one uncommon card per booster pack.

Rare (Green): There is one rare card and its matching die per booster pack.

Legendary (Purple): One in six booster packs has its rare card and die replaced by a
legendary card and its die.

DICE REFERENCE
A card that comes with a die has reference boxes that show all six sides of that die.

4
CARD ANATOMY

TITLE

SUBTITLE

DICE
REFERENCE

TYPE SUBTYPE

ABILITY

AFFILIATION
COLOR SET AND ID

5
BATTLEFIELDS
Battlefields represent various locations that players face
off in. One battlefield is chosen at the beginning of the
game, and the other battlefield is not used.

• One player at a time controls the battlefield, and places


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

• Battlefields may have claim abilities on them. These


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

• The player who controls the battlefield takes the first


action each round.

• All battlefields are considered to be Gray.

SUBTITLE (ALSO APPEARS ON CHARACTERS)


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

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

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


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

• Some plots have a negative point value which increase the


point limit of a team. For example, a –1 point plot allows 31 HEALTH
points for characters on that team.

CHARACTERS
Characters represent notable individuals in the Star Wars
universe. Each player spends up to 30 points on characters
during customization. Characters start the game in play and
remain in play until defeated. Each character has one or two
matching dice that are rolled when that character is activated.

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

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


their total health, not their remaining health.

POINT VALUE 6
POINT VALUE(S)
A card’s point value(s) is how many points it costs to include it on a
team. If there are two or more values, then the values from left to
right correspond to how many points it costs to use 1/2/3… etc. of
that card’s dice. A character with two or more of its dice is called an
elite character.

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


character becomes elite, its point value does not change.

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

• Provided any play restrictions (see “Play Restrictions” on page 19)


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

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

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

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


though it is in an opponent’s play area.

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


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

• If a downgrade has a matching die, that die is rolled into its controller’s pool after the attached
character is activated.

• Effects may cause a downgrade to become elite. If a downgrade becomes elite, it gains a second
matching die from its controller’s set-aside zone. If an elite downgrade loses elite, its controller
chooses and sets aside one of its matching dice.

7
SUPPORTS COST
Support cards represent various vehicles, connections, and forms of
logistical aid. When a player plays a support card, they place it faceup
in their play area and, if it has a matching die, places its die on the
card. Supports have repeatable or ongoing effects and stay in play
unless an effect or ability discards them.

• Support cards cannot take damage.

• If a support has a matching die, that die is rolled when the support
is activated.

• There is no limit to the number of supports a player can have.

• Effects may cause a support to become elite. If a support becomes


elite, it gains a second matching die from its controller’s set-aside
zone. If an elite support loses elite, its controller chooses and sets
aside one of its matching dice.

SUBTYPES
Some cards have subtypes listed after the card’s type, such as “Vehicle” or “Weapon.” Subtypes have no
inherent rules associated with them, but other cards may reference them.

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

• A card cannot gain another copy of a subtype; it either has the subtype or does not have the subtype

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

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


cost of a new upgrade being played on that card by the cost of the
discarded one. This is called “replacing an upgrade” and each player
can only do this once per round.

• Each card has an upgrade limit of 3. If a card has more upgrades


than its upgrade limit, its controller chooses and discards upgrades
from it until its limit is met. (A player can play an upgrade on a
card with 3 upgrades.)

• The color of a card and its upgrades do not have to match, provided
all deckbuilding and play restrictions were followed.

• There is no limit to the number of weapons, equipment, or abilities a card can have as part of its 3
upgrades.

• A card can have multiple copies of the same non-unique upgrade.

• If an upgrade has a matching die, that die is rolled when the attached card is activated. It does not
matter if the upgrade is ready or exhausted, and the upgrade does not exhaust along with the card.

8
• Effects may cause an upgrade to become elite. If an upgrade becomes elite, it gains a second
matching die from its controller’s set-zone area. If an elite upgrade loses elite, its controller chooses
and sets aside one of its matching dice.

DOUBLE-SIDED CARDS
The print & play set Transformations introduces double-sided cards to the game. Each of these cards has
two sides: a side A, and a side B (or C or D), indicated by the letter after its collector number. Each side A
is either a character, plot, or battlefield, and its reverse side may be a different card type than side A.
When building your team, you must use side A unless its reverse side has a point value. If its reverse side
has a point value, you may use that side instead of side A. Side B cannot be included in a deck.

• When a card in play flips, it is not considered to have left play, and its reverse side is not considered to
have entered play or to have been played. All cards and tokens on it remain, and its state (ready or
exhausted) does not change.

• When a card in play with a parallel die flips, set aside each of its parallel dice.

• When a card in play flips, if the side it flips to has a parallel die, it gains a number of those dice based
on the point value on side A (one die for non-elite, two dice for elite).

• A card with a unique title on its reverse side cannot be included on a team with another card that has
that title.

Example: A player activates an elite Anakin Skywalker ( 1A) and uses his ability to flip him. Both of
Anakin’s parallel dice are set aside, each upgrade, downgrade, shield token, and damage token remain on
him, and he stays exhausted. Anakin is now Darth Vader, and since Anakin was elite, two parallel Darth
Vader dice are placed on Darth Vader as matching dice.

9
PART 2. DICE & DICE SYMBOLS
All dice have a matching card and may have the following components: value, symbol, cost, modifier,
identification, rarity, affiliation, color, type, subtype, title, and uniqueness.

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

• Blanks and specials have no value printed on the


die, and have a value of 0.

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

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

COSTS
Some dice sides have a cost, listed in a box at the bottom of the side.

RESOURCE COSTS
Resource costs are in a yellow box. A player must spend resources equal to
the cost on the die side showing in order to resolve it. If they cannot pay the
cost, they cannot resolve that die’s side.

INDIRECT DAMAGE COSTS


Indirect damage costs are in a red box. A player must deal indirect damage
to themselves equal to the cost on the die side showing in order to resolve
it.

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

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

symbol, so you can resolve the +2 along with the 1


to deal 3 ranged damage to any one character. If you had

not rolled the 1 , or had already spent it, you could not

have resolved the +2 die.

10
• A modifier cannot be resolved by itself.

IDENTIFICATION (ID)
The identification contains the set symbol followed by
a number. Each ID matches a corresponding card.

RARITY, AFFILIATION, COLOR,


TYPE, SUBTYPES, TITLE, AND
UNIQUENESS
The rarity, affiliation, color, type, subtypes, title, and
uniqueness of a die are the same as its matching
card.

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

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

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

• All damage must be dealt to a single character. A player cannot split the damage from a single die (or
a die that has been modified) among different characters. When resolving multiple dice in the same
action, each die can deal damage to a different character.

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

• All damage must be dealt to a single character. A player cannot split the damage from a single die (or
a die that has been modified) among different characters. When resolving multiple dice in the same
action, each die can deal damage to a different character.

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

• All damage can be split among multiple characters.

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

• All shields must be given to a single character. A player cannot split the shields from a single die (or a
die that has been modified) among different characters. When resolving multiple dice in the same
action, each die can give shields to a different character.

• A character cannot have more than 3 shields. Any excess shields that would be given to the character
are ignored.

11
RESOURCE
Gains resources equal to the value of the symbol.

DISRUPT
Forces an opponent to lose resources equal to the value of the symbol.

• If an opponent does not have as many resources as the value of the symbol, then they lose all of their
remaining resources.

• The opponent cannot lose resources they don’t have; a player cannot have fewer than zero resources.

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

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

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

• A player cannot turn their opponent’s dice.

REROLL
Rerolls a number of dice equal to or less than the value of the symbol.

• A player can reroll any combination of dice from any number of dice pools.

SPECIAL
Uses the special ability marked by a symbol on that die’s card. Specials have a value of 0 that cannot be
increased or decreased.

• A player cannot use the special ability on a different card; they must use the special ability on the die’s
matching card.

• Just like other symbols, a player can use multiple special abilities during the same action, and chooses
the order that they are resolved in.

• A special ability that rerolls its die cannot be resolved a second time during the same action.

BLANK
Blank symbols have no effect and cannot be resolved. Blanks have a value of 0 that cannot be increased
or decreased.

RESOLVING DICE THROUGH CARDS


When a player resolves a die through a card effect, they use the normal die effect based on the symbol,
and follow any extra instructions.

• A player must still pay any resource cost on that die.

12
• A player cannot resolve a modifier by itself unless the card allows them to resolve multiple dice of the
same symbol.

• If one or more “after” abilities are triggered from resolving one or more dice through a card effect,
those abilities enter the queue and will not resolve until after the card effect has fully resolved or until
it is their turn in the queue.

• If the card effect doesn’t specify yours or opponent’s dice, it can be used to resolve either. When
resolving an opponent’s die, it is resolved as if it were in your pool.

DICE LEAVING PLAY


• If a card with a matching die leaves play, the matching die is also immediately returned to the set-
aside zone. The die can enter play again at a later time, if its card enters play again.

• If a player has two copies of the same upgrade on a character, they do not need to keep track of
which die is associated with which card, unless there is a reason to do so (like Con Artist). When both
dice are in a dice pool and an ability targets one of their cards, the player resolving the ability chooses
which die it affects.

• If a player has two copies of the same upgrade on different characters (one upgrade on each
character), they must make sure to track each die separately.

13
PART 3. AREAS OF PLAY
Each player has their own in-play and out-of-play areas.

IN-PLAY
CHARACTERS, PLOTS, & PLAYED CARDS
After an upgrade, downgrade, or support is played, it is added to the in-play area. Characters and plots
start the game in play.

• The abilities on cards in play can be used.

• A card enters play when it transitions from an out-of-play area to the in-play area.

• “From play” is short for “from the in-play area.”

• If a card leaves play and re-enters play, it is considered a new instance of the card and there is no
memory of having used its abilities.

DICE POOL
This is where dice are rolled. Each player has their own dice pool. Dice are always placed on their
matching cards when not in a dice pool.

• A player can only resolve dice in their own dice pool during a resolve dice action. Card effects may
allow players to resolve dice in their pool or in their opponent’s pool. Dice resolved from an opponent’s
pool are resolved as if they were in your pool.

• Dice in a player’s dice pool can be manipulated (removed, turned, rerolled, or resolved) or used as a
reference for card effects that require a specific side to be showing.

• When a card refers to "the pool", it is referring to the pool of the player who controls the dice
referenced on the card.

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

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

BATTLEFIELD (IF CONTROLLED)


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

OUT-OF-PLAY
Cards in a player’s hand, deck, discard pile, and set-aside zone are out of play and their abilities cannot be
used until they are played or return to play, or a card says otherwise.

• A card leaves play when it transitions from the play area to an out-of-play area. Remove all tokens
from that card.

• A player cannot have a card their opponent owns in their own out-of-play area.

HAND
Each player has a hand of cards. As an action, they are able to play a card from their hand by paying the
card’s resource cost.

14
• Each player has a hand size. A player’s hand size determines how many cards they draw up to during
the upkeep phase (after discarding any cards they want). The default hand size is 5 cards. A player
does not have to discard cards when they have more than their hand size.

• The number of cards in a player’s hand is open information, but the actual cards in it are hidden from
a player’s opponent.

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

• After being shuffled, the deck is kept with the cards facedown, and players cannot look through it or
change its order except through game abilities.

• The number of cards in a player’s deck is open information.

DISCARD PILE
The discard pile is a faceup pile near a player’s deck where they place their discarded cards.

• The cards in a discard pile are open information. All players can look through any player’s discard pile
whenever they wish.

• The order of the discard pile is irrelevant. A player can adjust the order of the cards in their discard
pile whenever they wish.

QUEUE
When a card is played, it is placed faceup on the table in the queue until it resolves. After the card
resolves, it is either discarded (events) or put into play (non-events).

DICE ON CARDS
When dice are not in a dice pool, they are placed on their matching card.

• These dice are not active, cannot be manipulated, and none of their sides are considered to be
showing.

SET-ASIDE ZONE
Each player has a set-aside zone. At the beginning of the game, some cards and dice are set aside and
can be hidden from opponents. These are cards and dice that can enter play via cards. Players must set
aside a matching die for each character on their team (if they have a die and based on their configuration)
and for each die card in their deck. A player may set aside as many additional dice that match characters
on their team or cards in their deck as they would like for use with effects that could make those cards
elite. Players can set aside any number of cards and dice that are referenced by cards on their team and
in their deck.

Cards can also enter or leave the set-aside zone. Cards that enter the set-aside zone during play are open
knowledge unless otherwise noted. Defeated characters are placed in the set-aside zone, and some cards,
like battlefields that are not chosen during setup, also use this zone.

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

15
16
PART 4. CUSTOMIZATION
Customization happens before playing a game. Players can experience the game in new ways by
developing one-of-a-kind strategies and combinations.

1. BUILDING A TEAM
To build a team, a player chooses up to 30 points of characters and up to one plot.

• Hero and villain characters cannot be on the same team. Neutral characters can be on any team.

• A player can select only one copy of each unique ( ) character, but they can select any number of
copies of non-unique characters. When selecting a unique character, the player must choose whether
to use the elite (point value to the right of the /, two dice) or non-elite (point value to the left of the /,
one die) version of that character.

• A player must choose at least one character.

• There are no restrictions based on a character’s color. A player may include characters of the same
color or different colors on their team.

• If you choose a character or plot with an include restriction, such as Retribution which can only be
included if you have a character that is 20 or more points on your team, the restriction must be met
after applying card abilities that occur during set up, such as Team Up.

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

• Hero affiliation cards can only be included in the deck if the team has a hero affiliation character.
Villain affiliation cards can only be included in the deck if the team includes a villain affiliation
character. If a team has all neutral characters, its deck cannot contain hero or villain cards. Neutral
cards can be included in any deck.

o If a team has both hero and villain affiliation characters (e.g because of a deck building ability),
then both hero and villain affiliation cards can be included in the deck.

• Blue, Red, and Yellow cards can only be included in the deck if the team includes a character of the
matching color. Gray cards can be included in any deck.

• A deck can contain events, upgrades, downgrades, and supports. Characters, plots, and battlefields
are not included in a deck and do not count toward its 30-card limit.

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

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

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Example: A player chooses the elite version of Leia Organa ( 28) for 16 points, and the non-elite

version of Han Solo ( 46) for 14 points. Their two characters are a combined 30 points, which is the
most points there can be on a team.

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

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

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PART 5. GAME STRUCTURE
The game is a fast-paced, back-and-forth battle where players alternate taking turns.

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

1 Each player places their character and plot cards faceup in front of them, along with those characters’
matching dice.

2 Each player sets aside their battlefield faceup.

3 Each player shuffles their 30-card deck and draws 5 cards from it.

4 Each player shuffles any number of cards from their hand back into their deck, and then redraws until
they have 5 cards in hand.

• Players should try and choose their cards simultaneously. If there is a disagreement over who chooses
their cards first, then randomly determine a player to choose first.

5 Players sort the various game tokens (damage, shields, and resources) into piles near the play area.
Each player gains 2 resources from this supply.

6 Players roll their starting character dice and add up the values rolled (the white numbers). If there is a
tie, they roll again. The player with the highest total chooses which battlefield to fight on. If the
highest total cannot be determined, randomly select which player chooses which battlefield to fight on.
The player whose battlefield is being used controls the battlefield and places it next to their deck. The
player whose battlefield is not being used sets their battlefield aside and gives 2 shields to their
characters, distributed as they wish. After rolling, return all character dice to their matching cards.

• The battlefield set aside is the “set-aside battlefield” for all effects that refer to it.

7 “After setup” abilities trigger.

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

ACTION PHASE
During the action phase, players alternate taking turns. The player who controls the battlefield takes the
first turn. When it is a player’s turn, they can perform one action or pass. When both players pass
consecutively, the action phase ends and play proceeds to the upkeep phase.

UPKEEP PHASE
During the upkeep phase, each player does the following:

1 Readies their exhausted cards.

2 Returns all of the dice still in their dice pool to their matching cards.

3 Gains 2 resources.

4 Discards any number of cards from their hand, and then draws up until they have cards in hand
equal to their hand size.

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• If, after discarding, a player has cards in their hand equal to or greater than their hand size,
they do not draw any cards.
• If a player does not have enough cards left to draw up to their hand size, they draw as many
cards as they can.

ACTIONS
Actions are taken by a player whenever it is their turn. On a player’s turn, they must take an action or
pass. Whenever a player wishes to take an action, that player first declares their intent (and shows the
card to be used, if necessary). The different actions are listed below:

• Play a card

• Activate a card

• Resolve dice

• Reroll dice

• Use a card action

• Claim the battlefield

PLAY A CARD
Whenever a player wishes to play a card, that player follows these steps, in order:

1 Declare intent by showing the card and add it to the queue.


2 Check play restrictions. If the play restrictions cannot be met, the action is illegal.
3 If the card is an upgrade or downgrade, choose a target to attach it to. If there are no eligible targets,
the action is illegal.
4 Determine the cost (or costs, if multiple costs are required). If the cost(s) cannot be paid (taking all
modifiers into account), the action is illegal.
5 Apply modifiers to the cost(s). Replacing an upgrade and “before you play” abilities may be triggered
at this time.
6 Pay the cost(s).
7 If the card is next in line in the queue, resolve its effects. After the card resolves, it is either discarded
(events) or put into play (non-events).

ACTIVATE A CARD
To activate a character or support card, a player exhausts that card and rolls all of its dice (character or
support) and all of its upgrade dice (from attached upgrades) into their pool. Any of its dice already in the
pool are not rerolled. These dice are now in that player’s dice pool, and that player can take an action on a
future turn to resolve their symbols. Supports without a die cannot be activated.

• An exhausted character or support cannot be activated.

RESOLVE DICE
Each side of a die may have a symbol on it (see page 9). A player may resolve one or more dice in their
pool that are showing the same symbol, one at a time (unless adding a modified die, then the dice are
resolved simultaneously). To resolve a die, a player must pay any costs and carry out the effect
represented by the symbol on that die. Then they return it to the card that it came from.

• A player can only resolve dice in their own dice pool during a resolve dice action.

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• A player can resolve dice with different values during the same action, provided the dice share a
symbol.

• A player cannot choose to resolve dice symbols if they have no symbols of that type to resolve. A
player must resolve at least one die when taking this action.

• A player can resolve any dice showing the same symbol, even if those dice were not showing that
symbol when the player started resolving dice.

• A player cannot resolve the same die more than once per action.

• If a player’s effect would resolve an opponent’s die, that die is resolved as if it were in that player’s
pool instead.

REROLL DICE
A player can discard one card of their choice from their hand to reroll any number of their dice in their
pool. They must choose all dice they want to reroll before rerolling.

USE A CARD ACTION


Some cards have special actions listed on them. These actions are preceded by the word “Action” in bold.
To resolve this action, follow the card’s instructions.

• Power Actions. A power action is an action that can only be used once per round, even if the card
with a power action changes control. A player can use each power action once on each card, even if
the cards have the same title.

CLAIM THE BATTLEFIELD


When a player claims the battlefield, if they do not control it, they take control of it and move the
battlefield card to their in-play area. Then that player may use its “Claim” ability. For the rest of the
round, that player automatically passes all of their future turns and declines to act if they have the
opportunity to take an action. Their opponents continues taking turns until they also pass. After the claim
the battlefield action has been taken by a player, it cannot be taken again for the remainder of the round.

• A player does not have to use the claim ability.

• A player can claim the battlefield even if they already control it in order to keep control of it and use its
claim ability.

• The player who controls the battlefield takes the first turn each round.

• Players can still use their card abilities after they claim the battlefield.

ILLEGAL ACTIONS
If a player takes an illegal action or attempts to take an action that cannot be completed, the entire action
is reversed. No abilities trigger and no effects resolve as a result of a reversed action. Then that player
takes an action or passes. Actions that shuffle a deck, reveal cards from a deck, or move cards to or from
a deck cannot be reversed.

EXTRA ACTIONS
When a player is allowed to take additional actions on their turn, they must immediately take them
following the resolution of the current action or decline to act (this is not the same as passing your turn).
If they are allowed to take an action outside of their turn, they also must take it immediately or decline to
act.

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Each action, and any abilities its resolution triggers, must fully resolve before an additional action is taken.
Actions wait to be resolved in the order they were created in. They do not enter the queue (see page 17)
like other game effects.

Example: A player plays an upgrade that has the Ambush keyword on Rey (r38) while their opponent has
a Jango Fett (r21) ready. They now have two additional actions to resolve, one from the Ambush and one
from Rey’s ability. They use one of the additional actions to activate Rey. As a consequence of Rey
activating, Jango’s after ability meets its trigger condition and is added to the queue. Because additional
actions exist outside the queue, waiting for the current action to complete, his ability resolves before the
Rey player spends their second additional action.

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

If a player takes an action that does nothing, then they are considered to have passed their turn instead.

Example 1: A player uses the Action on General Veers ( 4), but there is no Veers die for them to
remove. As such, nothing happens and they are considered to have passed their turn.

Example 2: A player uses the Action on Backup Muscle ( 99) when the card is ready and there’s no
damage on it to move. However, since the Backup Muscle exhausts, something happened and the action
does not count as a pass.

CHANGING CARD TYPES


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

When a card's type changes due to the effect of a different card, references on the card to its previous
card type change to reflect its new card type.

CHOOSING CHARACTER SUBTYPES


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

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

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

WINNING THE GAME


There are two ways for a game to end:

• If a player controls no characters, the game ends immediately and the other player wins the game.

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• If a player has no cards in their hand and deck at the end of a round (after the upkeep phase), they
lose and the other player wins. If both players would lose this way, the player who controls the
battlefield at the end of the round wins.

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PART 6. GAME CONCEPTS
These are important rules that are used every game.

DAMAGE
When a character is dealt damage, place that much damage on the character. When a character has
damage on it equal to or more than its health, it is immediately defeated.

• Unblockable damage cannot be blocked by shields or card effects. Any shields on a character who is
dealt unblockable damage remain on that character; the shields are ignored for the purposes of
dealing the unblockable damage.

• Unless specified, damage is neither ranged or melee. “That damage” is short for “that amount of
damage.”

Example: A player uses Deflect ( 145) to remove a die showing ranged damage and deal 2 damage
to a character. The damage that was just dealt is not considered to be ranged damage.

• 0 damage means no damage was considered to have been dealt.

• Damage dealt during the same action is usually dealt at different times since the dice are resolved one
at a time. The only time multiple dice deal damage at the exact same time is when a die is being
modified by other dice.

• Any excess damage taken by a character above its health is ignored.

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

1 The player assigns their characters the amount of damage they will be dealt.

A player cannot assign an amount of damage greater than the remaining health plus the number of
shields on the character, unless a player cannot assign any more damage to their characters and there
is still damage remaining to be assigned, then the player must assign the remaining damage to their
characters as they choose.

2 Once all damage is assigned, it is dealt simultaneously.

Example: A player has two characters with 1 remaining health each. They are forced to distribute 2

damage from the special on the F-11D Rifle ( 8). They must deal each of their characters 1 damage,
instead of dealing one of the characters 2 damage. If one of those characters had 1 shield, then both of
the damage could have been dealt to that character.

DEFEATED CHARACTERS
When a character has damage on it equal to its health, it is immediately defeated. Set aside its character
card and all of its dice (both its character and upgrade dice), and discard all upgrades on it. (While set
aside, the character and its dice are no longer in play and cannot be used.)

• When a player controls no characters, they lose.

• Defeated character that are returned to play are no longer considered defeated.

• Characters that leave play through other effects than being defeated are not considered defeated.

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RESOURCES
Resources are the game’s currency and are used to pay for cards, card abilities, and resolving dice. The
amount of resources a player has available at any given time is represented by their resource tokens.
Resources begin the game in the supply. When a player gains resources, they take tokens from the
supply. When a player spends or loses resources, they return tokens to the supply.

• Each player gains 2 resources during the upkeep phase.

• If the supply of resource tokens runs out, substitute a different token or track resources using a
different method.

SHIELDS
Shields block damage. Each shield blocks 1 damage that is dealt to the character. After blocking damage,
the shield token is removed.

• Shields block damage before it is taken. Shields must be used to block damage, if possible. Other
effects that block damage do so at the same time, and can be used before or after shields, the same
as any other simultaneous abilities.

• Each character has a shield limit of 3. If a character has more shields than its shield limit, discard
shields from it until its limit is met.

• If the supply of shield tokens runs out, substitute a different token or track shields using a different
method.

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

• When players draw multiple cards, the cards are drawn simultaneously.

• If a player does not have as many cards left in their deck as they are supposed to draw, then they
draw as many of the remaining cards as possible. If a player cannot draw any cards, then nothing
happens.

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

• A card that is already ready cannot be readied.

• Ready supports and characters can exhaust to activate. Ready upgrades can only be exhausted
through card effects.

EXHAUSTED
A card is exhausted when it is turned sideways. Exhausted cards can be readied (turned upright). A player
instructed to exhaust a card should turn the card to a sideways position.

• A card that is already exhausted cannot be exhausted again.

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PART 7. ABILITIES
An ability is the special game text that a card contributes to the game. There are five types of abilities:
action abilities, claim abilities, ongoing abilities, special abilities, and triggered abilities. There are also
keywords, which are shorthands for abilities that appear on multiple cards. Cards can have more than one
ability; each ability is its own paragraph on the card.

Example: Finn ( 45) has two different abilities.

An ability becomes usable as soon as its card enters play, unless it says otherwise such as being used
from an out-of-play area or that the card must be out of play for the ability to resolve. An ability from an
event is resolved when that event is played.

Players must resolve as much of an ability as they are able to, unless it includes the word “may” or

explicitly gives the player a choice. Special abilities are mandatory if that side of its die is resolved.

QUEUE
The queue is an imaginary line that most game effects and abilities enter and leave in chronological order,
based on a “first in, first out” principle. Each effect must fully resolve before the next one resolves. If
during the resolution of something in the queue, another effect is added, it moves to “the end” of the
queue and is resolved last.

• After abilities enter the queue.

• Before abilities do not enter the queue, but interrupt it.

• Additional actions that are gained do not enter the queue, but instead wait their turn since a player
can only resolve one action at a time.

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

Example 2: A player plays the event Reap the Reward ( 97) and it enters the queue. When that event

resolves, that player chooses their Chewbacca ( 88) die showing 2 to resolve. If Chewbacca has 6

or more damage on him, his before ability triggers and interrupts Reap the Reward, increasing it to 3 .
Then Reap the Reward finishes resolving and that player gains 3 resources.

ACTION ABILITIES
Some support, upgrade, and character cards have unique actions listed on them. These actions are
preceded by the word “Action” or “Power Action” in bold. To resolve this ability, a player must spend one
action on it during their turn and then follow the instructions on the card.

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

CLAIM ABILITIES
Battlefields may have claim abilities on them, preceded by the word “Claim” in bold. These abilities are
optional and may be resolved by the player who claims the battlefield.

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

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Example: Personal Escort (r78) has the ongoing ability “Attached character has the Guardian keyword.”

INHERENT DICE ABILITIES


Some cards have ongoing abilities on them which are considered to be inherent to the die, and always
affect how the die resolves, independent of the card being in play. An inherent dice ability is always one of
the following: a special ability, an “X” value, or a die with no symbols.

• Dice with a non-special inherent die ability: Launch Bay ( 31), Lure of Power ( 16), ID-9 Seeker

Droid ( 13), Training Remote ( 35), Gang Up ( 68), Imperial Troop Transport ( 32), X-

wing ( 86), AT-RT ( 134), Renowned ( 80).

SPECIAL ABILITIES
These are a type of inherent dice abilities that appear on some cards and are marked by the special ( )
symbol. When a die with that symbol is resolved, the special ability on its matching card is resolved.

• The special cannot be resolved to use the special ability on a different card.

• If a card has more than one special ability, the player who resolves it may choose which one to use.

• If a die changes its matching card during a game, the die retains its original inherent dice abilities.

KEYWORDS
Keywords are shorthands for abilities that appear on multiple cards.

• A card cannot gain another copy of a keyword; it either has the keyword or does not have the
keyword.

• If a card loses a keyword, then it loses the keyword no matter how many times it would gain it.

• The italicized text that explains keywords on cards is solely reminder text, and is overridden by the full
rules written below.

AMBUSH
After playing (and resolving) a card with Ambush, a player may take another action.

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

CHARM
After a card with Charm is activated by that card's controller, that player may place a charm token on a
character card. Any character card in play, regardless of its owner, can be a target for this ability.

• Charm tokens are indistinguishable from each other, so all players’ effects can interact with these
tokens, regardless of whose effect placed them.

DETECT
After this card is activated, reveal a random non-detected card in an opponent’s hand. That card remains
revealed until the end of the action phase.

• Detect abilities can be followed by a number, e.g., Detect 2. In this case, reveal the given number of
cards instead of 1. Detect abilities without a following number are default Detect 1 and reveal 1 card.
• A detected card is still considered to be in its owner’s hand.

GUARDIAN
After a character with Guardian is activated, its controller may deal it damage equal to the value of a die

showing damage ( , , or ) in an opponent’s dice pool. Then remove that die.

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• Guardian abilities can be followed by a number, e.g., Guardian 2. In this case, you may use the
Guardian ability to remove up to that number of dice, instead of 1, dealing the character damage
equal to the combined value on the dice removed.

MODIFY
Some upgrades and downgrades have the keyword “Modify” and the subtype “mod.” When playing a card
with Modify, a player must choose an eligible target. What target a mod can be played on is defined by its
Modify keyword and the rules for upgrades and downgrades. A mod that has “Modify vehicle support” can
only be played on a vehicle support; it cannot be played on a vehicle upgrade.

• Modify is not a play restriction.


• A card cannot have more than 3 upgrades or downgrades.

PARALLEL DIE
A card with a parallel die uses a die from another set as that card’s matching die.

PILOTING
After a character with Piloting is activated, its controller may choose a vehicle they control and activate it.
That character is piloting that vehicle. Piloting expires at the end of the round.

A character can only pilot one vehicle at a time. A single vehicle can be piloted by more than one
character. If a character starts piloting a vehicle, they are no longer piloting any vehicle they were
previously piloting. A character is no longer piloting a vehicle if the vehicle they were piloting leaves play,
and a vehicle is no longer being piloted if all of its pilots leave play. A character can pilot an exhausted
vehicle even if they were unable to activate it.

REDEPLOY
This keyword only appears on upgrades. Before this upgrade would be discarded by its character being
defeated, you may instead move it to one of your other characters. The upgrade die moves to the new
character card, even if it was in the dice pool.

• The Redeploy keyword ignores play restrictions when attaching to a new character.
• You may not redeploy an upgrade to a character that is being defeated by the same effect as the
attached character.

RENEW
This card may be played from your discard pile, paying the specified Renew cost instead of the card’s cost.
If this card is an event, set it aside after it is resolved.

• The card can be played any time a player has the opportunity to play a card, such as the “Play a Card”
action or if an effect allows them to play a card.

• If an effect specifies to play a card from a specific play area that is not the discard pile, e.g., “Play an
event from your hand…”, then cards with the Renew keyword in the discard pile cannot be selected.

• When playing a card with the Renew keyword, its cost is considered to be its Renew cost while playing
it and abilities that trigger off a card’s cost will use the Renew cost.

RESILIENCE
If a character has Resilience, no more than one of its character dice can be removed in the same action.

• If a card effect would remove more than one die belonging to a character with Resilience, the player
resolving the effect chooses which die is removed.
• More than one die may be removed in a single turn provided each die is removed in a separate action,
for example if the first die is removed by an action with the Ambush keyword.

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TEAM UP
While building your team, Team Up decreases the point values of each card listed by the Team Up value.

Example: “Team Up 1: Each unique bounty hunter” decreases the point values of each unique bounty
hunter on your team by 1 during team building.

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

• Triggered abilities exist independently of their source. Once triggered, the entire ability resolves, even
if the card it was on leaves play.

TRIGGER CONDITION
A trigger condition indicates the timing point at which an ability may be used, and always follows either
the word “after” or “before.” A trigger condition matches a specific occurrence that takes place in the
game.

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

BEFORE ABILITIES
If, during the course of a game, a before ability meets its trigger condition, immediately resolve the before
ability prior to resolving the rest of the effect. In this way, before abilities can interrupt the flow of the
game and ignore the queue.

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

AFTER ABILITIES
If, during the course of a game, an after ability meets its trigger condition, it resolves following the
resolution of the trigger condition. Unlike before abilities, after abilities do not interrupt the flow of the
game, and instead wait their turn in the queue to resolve.

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

• If the trigger condition of an after ability was part of another ability, that entire ability is completed
before the new after ability resolves.

SIMULTANEOUS ABILITIES
When two or more triggered abilities meet their trigger conditions at the same time, the player who is
resolving those abilities chooses the order they resolve in (in the case of before abilities) or enter the
queue in (in the case of after abilities). If more than one player has abilities that are simultaneous, the
player who controls the battlefield chooses the order in which each player resolves their own abilities or
has them enter the queue.

Example: A Tusken Raider ( 22) with Fast Hands ( 150) is activated when there is also a Jango Fett

( 21) with Fast Hands in play. Each card is controlled by a different player. Both players have after
abilities that can resolve after the Tusken Raider activates, so it is the battlefield controller’s choice as to
which player resolves theirs first.

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

DELAYED EFFECTS
Some abilities contain delayed effects. Such abilities specify a future timing point, or indicate a future
condition that may arise, and contain an effect that is to happen at that time.

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

• An event with a delayed effect creates the effect, and then the event is discarded.

REPLACEMENT EFFECTS
A replacement effect uses the word “instead” somewhere in its text. If a replacement effect resolves, the
original effect is considered to have not resolved, and no abilities can be triggered off of it. (Abilities can
be triggered off of the replacement effect.)

Example: Second Chance ( 137) says “Before attached character would be defeated, instead heal 5
damage from it and discard this upgrade.” Because this prevents the character from being defeated, the
character is never considered to have been defeated.

Some replacement effects that are part of before abilities use the word “would be” in their text. These
effects are faster than other before abilities, and no abilities can be triggered off of the original effect.

Example: Second Chance ( 137) resolves before the before ability on General Grievous (r3). Since the
character affected by Second Chance is no longer defeated, General Grievous’ ability cannot be triggered.

• When two or more replacement effects are trying to replace the same thing, the player who is
resolving those abilities chooses the order they resolve/enter the queue in. If more than one player
has abilities that are simultaneous, the player who controls the battlefield chooses the order they
resolve in. The other replacement effect(s) no longer resolve, since the thing they are replacing no
longer exists (it has already been replaced).

SELF-REFERENTIAL EFFECTS
When a card’s ability text refers to its own card type, such as “this upgrade” or “this character,” it refers
to itself only, and not to other copies (by title) of the card.

If a card's ability refers to copies of its own card type, such as "copies of this support", it refers to all cards
with the same title regardless of card type.

NEGATIVE EFFECTS
Negative effects take precedence over positive effects. If an effect says a player cannot do something,
then they cannot do it, even if another effect says they can.

“THEN” EFFECTS
In order to resolve an effect that is preceded by the word “then,” the previous effects on the card must
have fully resolved (i.e., the game state changes to reflect the intent of the effect in its entirety). If the
part of an ability that precedes the word “then” does not successfully resolve in full, the part of the ability
that follows the word “then” does not attempt to resolve. The resolution of the ability ends.

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

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

EFFECTS THAT REFERENCE CARD TITLES


When an effect references a card title with no specified set symbol and number following it in parentheses,
that effect can apply to any card with that exact title. When an effect references a card title followed by a
specified set symbol and number in parentheses, that effect only applies to that specific card and other
identical reprints of it. This is the only instance when text in parentheses is not just as a reminder.

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PART 8. TERMS
Below are definitions and explanations of important terms that players should know, listed in alphabetical
order.

CHARACTER DIE
A character die is a die that matches a character.

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

CHEAPEST
Something that is cheapest has the lowest cost.

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

CHOOSE- EITHER
If an ability uses “choose” and “either,” the player using the ability may choose either option, even if the
chosen one will have no effect. Once the player has made their choice, they have to resolve as much of it
as possible.

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

CHOOSE- TARGET
A target is a card or die to which an effect will happen. The term “choose” indicates that a target must be
chosen in order for the ability to resolve. The player resolving the effect must choose a game element that
meets the targeting requirements of the ability.

• When making a choice, a player cannot choose invalid targets. If there are no valid targets, then the
card does nothing.

• If multiple targets are required to be chosen by the same player, these are chosen simultaneously.

• An effect that can choose “any number” of targets can successfully resolve if zero of those targets are
chosen, though it might have no effect.

COMBINED VALUE
The combined value is the sum of the values showing on all the cards or dice being referenced.

CONTROLLER
The controller of a card or die is the player who has it in their play area, with the exception of downgrades
which are played into an opponent's play area. By default, players control all of the cards and dice they
own.

• When an ability refers to “your” card or die, it is referring to a card or die under your control.
• When an ability allows you to take control of an upgrade without specifying a target to move it to, you
must move it to a card you control of the same type as the card you are moving it from. If you cannot,
the move fails and the upgrade remains in the opponent's control.

COPY (OF A CARD)


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

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

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Example: It Binds All Things (r150) says “Before you play a Blue upgrade, you may exhaust this support
to decrease its cost by 1.” This only applies while paying the cost to play the upgrade; once it is played,
its cost returns to the normal value since you have now played a Blue upgrade.

DETECTED CARDS
Cards in any player’s hand that are revealed by the Detect keyword are considered to be detected. When
a card is no longer in a player’s hand or is no longer revealed, it stops being detected.

• “Non-detected” can be used to refer to cards that are not detected.

• Detected cards are still considered to be a part of the hand and can be discarded by effects that
discard cards from the hand.

• Detected cards can be played or discarded for the “Reroll Dice” action.
• Cards that are temporarily revealed due to an effect like Coercion ( 81) are not detected. If a
detected card is revealed, that card will remain detected after the resolution of the reveal effect.

DICELESS CARD
A card that has no matching die.

ELITE
Characters, Upgrades, Downgrades and Supports can be elite. Elite cards in play have 2 or more matching
dice on them and those dice are both considered to be that card’s dice. If a non-elite card becomes elite,
that card gains a second matching die that is placed on the card. The controller of the card must provide
the additional die from their set-aside zone.

• The set-aside die gained by a card when it becomes elite must be an additional set-aside die per the
Set-Aside Zone rules. It cannot be the matching die that each player is required to set aside matching
all cards in their deck.

FREE
When a card or die is played or resolved for free, decrease its cost to 0.

HEAL
When damage is healed from a character, remove that amount of damage from it.

• Heal as much damage as possible. Excess healing is ignored.

• If no damage was removed by the healing effect, then the character is not considered to have been
healed.

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

LOOK AT
Sometimes an effect allows a player to look at cards in a player’s hand or deck. Looking at a card does not
change the position of the card, and after being looked at, the card should be returned to its previous
location. If looking at one or more cards causes the information of those cards to be seen to all players in
the game (looking at an opponent's hand in a regular two-player game is an example of this interaction),
those cards are considered to have been revealed (if they weren't already revealed by an ongoing effect).

MOVE
Some effects allow players to move cards or tokens.

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• When something moves, it cannot move to its same (current) placement. If there is no valid
destination for a move, the move cannot resolve.

• When an upgrade moves to another character, it maintains its state (ready or exhausted) and its die
returns to its matching card.

• An upgrade with a play restriction can be moved to any character, as the upgrade is not being played.

• When damage moves to another character, it ignores shields and the character is not considered to
have taken damage.

• A player can move shields, upgrades, and downgrades to a character who is at their respective limit. A
player cannot move damage to a character over its remaining health.

• If shields are moved from a character, that character is considered to have had shields removed from
it. If shields are moved to a character, that character is considered to have gained shields.

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

PLAYING A CARD OWNED BY AN OPPONENT


If you play or take control of a card owned by an opponent that has a matching die, that player must
provide you with the matching die from their set aside zone to place on that card. They must also provide
you with dice for any card effects that reference set aside dice when requested, including dice required to
make that card elite, unless that opponent did not bring those dice to the game.

• While this rule is simple to follow if playing Destiny online, for in-person events players are expected
to be respectful of their opponents, by working with them to provide dice when requested.

PLAY RESTRICTIONS
Play restrictions sometimes appear on a card and are marked by the word “only.” A player cannot play the
card unless the play restriction is met.

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

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

REMAINING HEALTH
Remaining health is the health of a character minus the amount of damage on it.

REMOVING DICE
Removing dice moves them from a player’s dice pool back to their matching card.

• A die cannot be removed unless it is in a player’s dice pool.

• If dice of a specific symbol must be removed to trigger an effect, then it does not matter if those dice
can currently be resolved. Symbols that are modifiers or require a resource match still count as that
symbol.

REPLACE
When an upgrade is discarded to decrease the cost of another upgrade, the new upgrade replaces the old
one. Each player can only replace an upgrade once per round.

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RESOLVING OPPONENT’S DIE
When any effect would allow you to resolve an opponent’s die, that die is always resolved as if it were in
your pool, even if the effect does not specify.

REVEAL
Sometimes an effect causes cards in a player’s hand or deck to be revealed. Revealing a card does not
change the position of the card. When a card is revealed, it is shown to all players in the game. Cards may
be revealed temporarily for a specific effect (e.g. Witch Magick) or for a longer duration, such as an entire
round (e.g. the Detect ability). If a card that is already revealed would be revealed by another effect, it is
not considered to have been revealed by that last effect.

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

SEARCH
When a player searches for a card, that player is allowed to look at all of the cards in the searched area
without revealing them to opponents.

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

SHOWING
A die side is showing if it is the faceup side after being rolled into a dice pool.

• Dice sides that are not faceup cannot be referenced when a card requires a symbol to be showing.

• Effects which reference a certain symbol showing on a die work with any side showing that symbol,
even if it is a modified side. Showing damage includes ranged, melee, and indirect damage.

• Dice on cards do not have any sides showing. A die can only show a side once it has been rolled into a
player’s dice pool.

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

Example: Use the Force (r149) says “Spot a Blue character to turn a die to any side” You must have an
undefeated Blue character on your team, or the card does nothing.

• A player cannot spot their opponents’ characters or cards, unless the card explicitly says so.

• If a player is not able to spot the required element, then the effect does nothing.

TAKING DAMAGE
Damage is taken only when one or more damage tokens are placed on the character. If all damage dealt
was blocked by shields or some other ability, then no damage was taken.

• Damage not taken is still dealt.

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

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TAKING RESOURCES
To take resources from a player, remove the number of resources specified by the effect from that
player’s in-play resources and add them to your in-play resources.

• A player that has had their resources taken from them is considered to have lost their resources.

• A player that takes resources from another player is considered to have gained resources.

TAKING THE BATTLEFIELD


A player takes control of the battlefield any time they get control of the battlefield when they do not
currently control it.

• A player has the battlefield given to them by an opponent’s effect and they now control it. That player
has taken control of the battlefield and can trigger any abilities from taking control.

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

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

UNBLOCKABLE DAMAGE
Unblockable damage cannot be blocked by shields or card effects. Any shields on a character dealt
unblockable damage remain on that character.

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

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

36
PART 9. MULTIPLAYER RULES
FREE-FOR-ALL
More than two players can participate in a free-for-all game, though 3-4 is recommended. Players should
follow the normal rules of the game, with the following exceptions and additions:

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

1 Randomly seat the players at the table.

2 All players roll off for the battlefield. The player with the highest value wins the roll off, and chooses a
battlefield to use for the game. Each player whose battlefield was not chosen gets 1 shield to give to
one of their characters and sets their battlefield aside. If players tie during the roll off, only the tied
players roll again to break the tie.

ACTIONS
Players take actions clockwise around the play area, starting with the player who controls the battlefield.
All players must consecutively pass to end the round. Only one person can claim the battlefield.

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

PLAYER ELIMINATION
If a player controls no characters, or there are no cards left in their deck and hand at the end of the
round, that player is immediately eliminated from the game. Any of their cards and dice are removed from
the game, except for cards that they no longer control or their battlefield if it is active. If the eliminated
player controlled the battlefield, then no one controls the battlefield until someone else claims it (and if it
has already been claimed this round, then players must wait until the next round). The player to their left
decides how simultaneous abilities controlled by more than one player are resolved until someone else
controls the battlefield. The other players continue playing until there is only one player left in the game;
that player wins.

ALLIANCES
Alliances is a way to play with four players. This format is a team format where two allied players play on
an alliance against two allied opponents. Each alliance will either win or lose the game together. This
section details the changes to the standard rules that are adopted when playing this format.

SETUP
Each player on an alliance sits next to each other and across from one of their opponents. Each alliance
can only include hero and/or neutral characters, OR villain and/or neutral characters (unless a player is
using the plot Temporary Truce). The uniqueness rule applies to each alliance, not per player, and each
alliance cannot bring multiple copies of a battlefield or plot to the game. Follow the setup rules in the
Rules Reference with these changes:

• During step 6, the alliance with the highest combined total chooses which battlefield to fight on,
instead of the player with the highest total. All battlefields that were not selected are set aside, faceup.
The player whose battlefield is being used is considered “Player 1” for the duration of the game. The
player sitting across from Player 1 is Player 2. Player 1’s teammate is Player 3, and Player 2’s
teammate is Player 4. Then the Player 2 and Player 4 alliance gives a total of 2 shields to their
characters, distributed as they wish.

WINNING THE GAME


An alliance wins the game when the opposing alliance loses the game. A player is not eliminated from the
game until their alliance loses. An alliance loses the game when each player on that alliance meets one or
both of these conditions:

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• They control no characters.

• At the end of a round, they have no cards in hand and no cards in their deck.

TURN ORDER
The player who controls the battlefield takes the first turn each round. Then each other player takes a
turn, in player order (Player 1 is followed by Player 2, then Player 3, then Player 4, and then back to
Player 1). This way, alliances alternate taking turns. Players keep taking turns until each player passes
consecutively.

CLAIMING THE BATTLEFIELD


When a player claims the battlefield, if they do not control it, they take control of it and may use its
“Claim” ability. That player chooses one of the 3 faceup set-aside battlefields, flips it over, and may use its
“Claim” ability OR its power action. At the beginning of each round, flip each battlefield faceup.

Three players can claim the battlefield each round. The second and third players to claim the battlefield do
not take control of it and do not use its “Claim” ability. Instead, they each choose one of the remaining
faceup set-aside battlefields, flips it over, and may use its “Claim” ability OR its power action.

ADDITIONAL RULES AND CLARIFICATIONS


• A player can play an upgrade on one of their teammate’s characters, or use Redeploy to move an
upgrade on one of their characters to a teammate’s character.

• When resolving a focus side, a player can turn their teammate’s dice.

• If a player controls 4 or more supports with a matching die, they must choose and discard those
supports until they control 3 of them.

• Each player has their own resources and cannot share them.

• A single player controls the battlefield, not an alliance.

• Cards that refer to “you” or “your” cannot refer to a teammate.

• A player cannot: spot their teammate’s cards, play a support under their teammate’s control, assign
indirect damage to their teammate’s characters, or reroll their teammate’s dice by taking the reroll
dice action

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ERRATA
This section includes a list of changes made to cards that are not reflected on the printed card, sorted by
set.

AWARD CEREMONY ( 138)


Should read: “Spot a Red character to draw cards equal to the number of exhausted characters you have.
Set that many cards from your hand aside.”

HYPERSPACE JUMP ( 129)


Should read: “End the action phase. You may switch the battlefield with the battlefield that is not being
used. Set this event aside instead of discarding it.”

IT’S A TRAP ( 107)


No longer has Ambush and should read: “Choose a symbol showing on an opponent’s die. Then turn up to
2 of your Red dice to sides showing that symbol.”

STRATEGIC PLANNING ( 111) ( 37)


Should read: “Ready a support that has no mods or exhaust a support.”

AFTERMATH ( 123)
Should read: “After a character is defeated, you may exhaust this support to gain 1 resource.”

AMMO BELT ( 141)


Should read: “Before a weapon upgrade on attached character would be discarded by a card effect, you
may discard this upgrade instead.”

FAST HANDS ( 150)


Should read: “Yellow character only.
After you activate attached character, you may resolve one of its character or upgrade dice.”

IMPERIAL INSPECTION ( 70)


Should read: “After one of your dice rolls a disrupt ( ), you may set this support aside to return an
upgrade in play that costs 2 or less to its owner’s hand.”

LONG CON ( 113)


Should read: “Gain 1 resource for each other copy of this event in your discard pile.”

OUTER RIM SMUGGLER ( 46)


Should read: “The first time each round you play the last card from your hand, gain 1 resource.”

VIBROKNIFE ( 57)
Should read: “Ambush. Damage dealt by this die or by dice it modifies is unblockable.”

CIENA REE ( 1)
Should read: “Power Action - Spend 2 resources to ready a vehicle.”

HEAT OF BATTLE ( 123)


Should read: “Choose an opponent. That opponent turns up to 2 of their dice to sides showing damage (
, , or ). Turn up to 2 of your dice to sides showing damage.”

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RUNNING INTERFERENCE ( 115)
Should read: “After you take an action, you may set this support aside to choose an opponent. That
opponent cannot take the same action that you just took on their next turn.”

MAUL’S LIGHTSABER ( 8)
Should read: “Blue character only.
Power Action - If an opponent has no shields on all of their characters, spend 1 resource to roll this die
into your pool.”

SNOKE ( 8)
Should read: “Power Action - Deal 1 damage to another one of your characters to resolve one of its
character dice showing damage, increasing its value by 2.”

ARMORED REINFORCEMENT ( 129)


Should read: “Action - Set this plot aside to search your deck or discard pile for a Red vehicle support
and play it, decreasing its cost by 1. If you searched your deck, shuffle it.”

THEED PALACE ( 159)


Should read: “Power Action - Remove one of your dice to gain 1 resource. Spot a neutral character to
take one additional action.”

FORCE STORM ( 14)


Should read: “Blue character only.
- Exhaust this upgrade to place 1 resource on it. Deal damage to a character equal to the number of
resources on this upgrade. Reroll this die instead of removing it.”

LAAT GUNSHIP ( 84)


Should read: “ - Roll a trooper die on one of your cards in play into your pool and resolve it. Otherwise,
remove it. Reroll this support’s die instead of removing it.”

WAT TAMBOR ( 22)


Should read: “Power Action - Play a Red support from your hand (paying its cost). Then roll that
support’s die into your pool.”

WATTO ( 38)
First ability should read: “This character’s character dice cannot be removed by opponents’ Blue events.”

EJECT ( 149)
Should read “Ambush.
Discard a vehicle you control with a matching die to heal 2 damage from one of its piloting characters
and give that character 2 shields.”

CAPTURED ( 6B)
Should read “If this downgrade would leave play, set it aside instead. Attached character cannot be
activated.
Action – Flip this downgrade and its controller gains 1 resource. Only attached character’s controller may
use this ability.”

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UNITED ( 9A)
Should read “Include only if each character on your team is the same color.
After an opponent removes one of your dice, you may roll it into your pool. Then set this plot aside, or if
it’s elite, flip it instead.”

WE STAND ( 9B)
Should read “After an opponent removes one of your character dice, you may spend 2 resources and
discard 2 cards from your hand to ready that character. Then set this plot aside.”

UNENDING HATE ( 7)
Should read “Spot a Sith or Inquisitor to turn an opponent’s die to a side showing a blank. Then deal
damage to a character equal to the number of dice in that opponent’s pool showing a blank, to a
maximum of 2.”

FORCE AFFINITY ( 64)


Should read “Spot up to 2 apprentice, Sith, or Jedi characters to draw that many cards. Spot a Jedi to
gain 1 resource. Spot a Sith to deal 1 damage to a character.”

EXTREMIST CAMPAIGN ( 83)


Should read “You can only include Yellow characters on your team.
During setup, you lose the starting character roll.
After setup, lose the game unless you shuffle 2 set-aside copies each of Disable, Rebel, and Act of Cruelty
into your deck.”

PIRATE LOYALYST ( 27)


Should read: <blank>”. Ability has been removed.

DEN OF THIEVES ( 33)


Should read “Discard this support if it has 3 or more damage on it.
Before a Yellow character would be dealt damage, you may place that amount of damage on this card
instead.
After an opponent loses 1 or more resources, remove 1 damage from this support.”

VETERAN OF WAR ( 62)


Should read “Unique Red character only.
After you play this upgrade, you may spend 1 resource to heal 2 damage from attached character.
- Resolve one of your Red dice, increasing its value by 1. Remove an opponent’s die.”

DIN DJARIN ( 63)


Should read “After you activate this character, you may remove one of its character dice showing damage
to gain resources equal to half that die’s value rounded up.
Power Action – Play an upgrade on this character, giving it ambush.”

BB-8 ( 86)
Should read: “ - Draw a card.”

NO ROOM FOR FAILURE ( 10)


Should read “Your character dice cannot be rerolled.
Action – Resolve one of your character dice showing damage, increasing its value by 1.”

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REY ( 45B)
Should read “After you activate this character, roll a set aside Luke Skywalker (AWK35) die into your pool.
If this character is elite, roll a set aside Leia Organa (RED39) die into your pool.
Power Action – Remove one of this character’s character dice to heal damage from this character equal
to the value showing on that die.”

GREED CAN BE A POWERFUL ALLY ( 52)


Should read “After an opponent gains 1 or more resources during the action phase, place resources on
this support equal to the amount of resources that opponent gained.
Action – Remove 5 resources from this support and spend 4 resources to ready a Blue character. Set this
card aside.”

JEDI TEMPLE GUARDS ( 53)


Should read “After you play this support, spot a Jedi or apprentice character to make this support elite.
Power Action – Reroll a die (yours or an opponent’s).”

TUSKEN CAMP ( 99)


Should read “Play only if you spot a Yellow character. After you activate this support, roll 2 set aside
Tusken Raider dice into your pool. Then you may remove those dice to gain 1 resource.”

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CHARACTER SUBTYPES
This section includes a list of characters that have subtypes that are not reflected on the printed card.

Aayla Secura (Leg29) JEDI – LEADER – TWI’LEK Jedi Acolyte (SoR34) APPRENTICE
Admiral Ackbar (Awk27) LEADER Jedi Instructor (EaW32) JEDI
Anakin Skywalker (Riv1) APPRENTICE Jyn Erso (SoR44)
Asajj Ventress (SoR9) APPRENTICE K-2SO (EaW26) DROID
Aurra Sing (Sor18) BOUNTY HUNTER Kallus (Leg10) LEADER – TROOPER
Bala-Tik (Awk19) LEADER – SCOUNDREL Kanan Jarrus (EaW33) JEDI – SPECTRE
Baze Malbus (SoR26) Guard Kylo Ren (Awk11) (TPG1) APPRENTICE
Bazine Netal (EaW16) ADVISOR Lando Calrissian (EaW39) SCOUNDREL
Bib Fortuna (Leg18) ADVISOR – TWI’LEK Leia Organa (Awk28) LEADER
Bossk (EaW17) BOUNTY HUNTER Lobot (Riv2) ADVISOR
Cad Bane (EaW18) BOUNTY HUNTER Luke Skywalker (Awk35) JEDI
Captain Phasma (Awk1)(TPG2) LEADER – Luke Skywalker (Leg31) APPRENTICE
TROOPER Luminara Unduli (SoR36) JEDI – LEADER
Chewbacca (SoR43) WOOKIEE – SCOUNDREL Mace Windu (EaW34) JEDI – LEADER
Chirrut Imwe (SoR35) GUARD Magnaguard (EaW3) DROID - GUARD
Ciena Ree (Awk1) PILOT Maul (Leg2) SCAVENGER – SITH
Count Dooku (Awk9) SITH Maz Kanata (SoR45) SCOUNDREL
Dark Advisor (Leg1) ADVISOR Mon Mothma (SoR27) LEADER
Darth Vader (Awk10) SITH – LEADER Nightsister (Awk12) WITCH
Darth Vader (SoR10) APPRENTICE – SITH Obi-Wan Kenobi (SoR37) JEDI
Death Trooper (SoR1) TROOPER Outer Rim Smuggler (SoR46) SCOUNDREL
Director Krennic (SoR3) LEADER Padawan (Awk36) APPRENTICE
Ezra Bridger (EaW38) SCAVENGER Padme Amidala (Awk48) LEADER
Finn (Awk45) SCOUNDREL Palpatine (SoR11) LEADER – SITH
First Order Stormtrooper (Awk2) TROOPER Poe Dameron (Awk29) PILOT
Fortress Vader (HS9) LOCATION Poe Dameron (TPG25) LEADER – PILOT
FN-2199 (SoR) TROOPER Qui-Gon Jinn (Awk37) JEDI
Gamorrean Guard (EaW19) GUARD Quinlan Vos (EaW8) APPRENTICE
Garsa Fwip (SA96) TWI’LEK Rebel Commando (SoR28) TROOPER
General Grievous (Awk3) LEADER Rebel Trooper (Awk30) TROOPER
General Hub (EaW) LEADER Rey (Awk38) SCAVENGER
General Rieekan (EaW24) LEADER Rey (TPG24) APPRENTICE
General Veers (Awk4) LEADER Rookiee Pilot (EaW27) PILOT
Grand Inquisitor (EaW11) INQUISITOR Rose (Leg40) ENGINEER
Guavian Enforcer (SoR19) SCOUNDREL Royal Guard (SoR12) GUARD
Han Solo (Awk46) SCOUNDREL Sabine Wren (EaW40) SPECTRE
Hera Syndulla (EaW25) LEADER – PILOT – Servant of the Dark Side (EaW9) SCAVENGER
SPECTRE – TWI’LEK Seventh Sister (EaW10) INQUISITOR
Slice (HS100) INTEL Slice (HS100) INTEL
Hired Gun (Awk47) SCOUNDREL Temmin (SoR29) PILOT
Hondo Ohnaka (Leg65) PIRATE – SCOUNDREL Thrawn (EaW4) LEADER
IG-88 (SoR20) BOUNTY HUNTER – DROID TIE Pilot (SoR4) PILOT
Intel Breach (HS18) - INTEL Tusken Raider (Awk22) SCAVENGER
Jabba the Hutt (Awk20) LEADER – SCOUNDREL Unkar Plutt (SoR21) SCAVENGER
Jango Fett (Awk21) BOUNTY HUNTER Wookiee Warrior (EaW41) TROOPER
Jawa Scavenger (Riv4) JAWA – SCAVENGER

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CARD CLARIFICATIONS
This section provides answers for specific cards, sorted by set.

AWAKENINGS ( )
ABANDON ALL HOPE (79)
Either option can be chosen, no matter how many resources or cards in hand a player has.

ACE IN THE HOLE (92)


Any inherent dice ability (this includes special abilities) on the die can still be resolved as normal.
Any non-inherent dice ability on the card that the die is associated with does not apply to the die.

BOUNDLESS AMBITION (80)


You can only draw cards with this until you have cards in your hand equal to your hand size.

COUNT DOOKU (9)


If two or more non-modified dice are spent during the same action, Dooku could gain a shield for each
one, because each die is resolved separately.

CRIME LORD (23)


If the character with Crime Lord is defeated after Crime Lord’s ability is triggered, Crime Lord still triggers
at the end of the round even if it is no longer in play.
Crime Lord’s ability resolves before players lose from having no cards in their hand and deck.

DARING ESCAPE (126)


After rerolling the dice, you remove all of your opponent’s dice showing blanks, even if they were not
rerolled.

FORCE TRAINING (58)


You must pick two different options when resolving its special ability; you cannot pick the same ability
twice.

GENERAL GRIEVOUS (3)


General Grievous steals an upgrade before it can be redeployed.

HUNKER DOWN (164)


If shields block all melee damage that was dealt to a character with Hunker Down attached, then the
character did not take any damage and keeps the upgrade.

HYPERSPACE JUMP (129)


Control of the battlefield does not change, even if the battlefield is switched out, and its claim ability is not
used.

LET THE WOOKIE WIN (130)


Either option can be chosen, even if there are fewer than 2 dice in the pool or no exhausted characters.

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

ONE WITH THE FORCE (42)


When this card becomes a support, move its die to the support card.

PADAWAN (36)
44
If you replace an upgrade on the Padawan in order to decrease the cost of a new weapon upgrade you are
playing, the replaced upgrade stays on the Padawan until the new upgrade enters play. As such, the
Padawan’s ability cannot decrease the cost of the new upgrade.

POE DAMERON (29)


During the resolution of Poe’s special, if another special ability is chosen on the card that is discarded, that
special fully resolves before the “Then” effect.

QUI-GON JINN (37)


When Qui-Gon Jinn has max shields, you can use his ability and remove one of them before gaining the
new shield.

RETREAT (110)
“Then end the action phase” is a delayed effect that will occur after the additional action has been taken
or after the opponent declines to act.

REY (38)
If you play an upgrade with Ambush on Rey, you may take two additional actions during your turn.

SECOND CHANCE (137)


Second Chance is a replacement effect so if a character has two copies of Second Chance and would be
defeated, only one copy resolves. The other one can no longer replace being defeated and stays attached
to the character.
When healing with Second Chance, any excess damage that would be dealt to the character is ignored.
Thus if the character is defeated by damage you always heal the character down to 5 damage less than its
health.

SITH HOLOCRON (16)


You can switch cards that say “Blue character only” onto a character that is not Blue.
You do not pay any resources for switching to a new card.

SURGICAL STRIKE (112)


You cannot remove zero dice to discard a support. If no dice are removed, then there is no value to
reference.

SPIRIT OF REBELLION ( )
ASAJJ VENTRESS (9)
You force your opponent to discard an additional card with her ability, not choose a different card entirely.

ASCENSION GUN (59)


You can only use the ability on battlefields brought to the game as part of a player’s deck that are in the
set-aside zone.

BLACKMAIL (23)
An opponent can give you one resource after each time you reroll Blackmail as well as roll it into your
pool.

C-3PO (30)
C-3PO does not allow you to resolve the die without paying its resource cost, nor does he allow you to
ignore modifiers.
C-3PO can turn other dice into specials, at which point the value of the die does change to 0.

45
CARBON-FREEZING CHAMBER (151)
You can choose a character die that is not in a dice pool.

CARGO HOLD (152)


You can move an upgrade to a character that has 3 upgrades, but one of the upgrades has to be
discarded.
Moving upgrades ignores play restrictions.

DESTINY (101)
“Before” effects that decrease the cost of a card cannot be used in combination with Destiny to play a card
with a higher value.

FN-2199 (2)
If you do not resolve the weapon die rolled in with his ability immediately, then it stays in your pool until
resolved or removed, as per the normal rules.

FORCE ILLUSION (135)


If you discard less cards than the amount of damage being dealt (by running out of cards in your deck),
then none of the damage is blocked.
You can choose whether Force Illusion or shields block damage first.

FORCE LIGHTNING (14)


Force Lightning can remove an opponent’s blank (–).

MY ALLY IS THE FORCE (105)


You can turn a die showing a focus to another one of its sides.

PREMONITIONS (131)
If your opponent has a copy of Premonitions in their set aside zone, you can play the card on it for free,
and then discard it to their discard pile. You cannot look at their card before you play Premonitions.
If there is a play restriction that prevents the card from being played, discard it to its owner’s discard pile.

SALVO (121)
If the die has a resource cost, you pay the cost one time, but deal the damage to each character.

TRAINING (125)
The second die comes from your set-aside zone. If you do not have another of that character’s die, then
this ability does nothing.
Playing a second copy of Training on a character does nothing, as the character is already elite.
The die from Training is also that character’s die. If Training ever leaves play, the controller of the
character chooses which of its dice is set aside.

EMPIRE AT WAR ( )
AHSOKA TANO (31)
You must pay for dice from upgrades on her as well.

ANCIENT LIGHTSABER (49)


When this upgrade’s action is used, place it on the bottom of its owner’s deck.

BATTLE OF WILLS (128)


If multiple players are tied for the lowest combined value, remove all character dice just rolled by each
tied player.

46
COERCION (81)
If the player cannot pay for the event (or fulfill any play restrictions on it), then they do not have to play it
and can take any action they wish.
Even if the event has no effect, a player must play it and resolve as much of it as possible (provided they
fulfill any play restrictions listed on the card).
Passing is not an action so a player can choose to pass their turn instead of taking an action. The next
time they would take an action that round, they must still play the chosen event, if able.

EMP GRENADES (58)


This special ability cannot discard a droid character.

GENERAL HUX (2)


This special ability counts each character you have in play, not any of your defeated characters.

GRAND INQUISITOR’S LIGHTSABER (15)


When resolving this special, you can reroll it instead of removing it from your pool even if you did not turn
a character die to a blank.

HUTT TIES (85)


Either option can be chosen, even if a player does not have any resources or dice.

ID-9 SEEKER DROID (13)


The value of this die is constantly checked and will decrease whenever another ID9 Seeker Droid die
leaves your pool.

KANAN JARRUS (33)


You do not have to declare what action you are taking before using Kanan’s ability.

MACE WINDU (34)


Shields do not affect remaining health.

MAGNAGUARD (3)
Even if this character is healed after its ability triggers, it will still be defeated at the end of the round.
Damage can be dealt to this character even it has 8 damage on it; any excess damage over that is
ignored.
This character’s ability does not alter how a player distributes damage “as they wish” on page 16.

PORT DISTRICT (159)


If you decrease the cost of a card being played below 3, or play it for free, then it does not gain ambush.

RUNNING INTERFERENCE (115)


After taking an action, using two copies of this support on the same opponent will only prevent them from
taking that action on their next turn that round, not their next two turns.
This ability only triggers and can be used on one of the six actions listed on page 13. Card abilities that
are similar to actions, such as resolving dice with Maz Kanata (D45), cannot be used to trigger Running
Interference.
A player choosing to pass on their turn is considered to have taken a turn and the delayed effect of
Running Interference will expire at the end of that turn.

LEGACIES ( )
CANTINA BRAWL (148)
Players can keep repeating this effect as long as they discard a card from their hand.

47
DOCTOR APHRA (20)
You cannot draw a card from an opponent’s card or die effect that deals indirect damage to you.

GREEDO (21)
This ability is self-referential; you only roll dice that are on his card into your pool. His dice that are
already in your pool do not get rerolled.

HASTY EXIT (153)


You must control the battlefield in order to give control of it to an opponent.

JAR JAR BINKS (47)


The first ability is considered a “Use a card action.”
If the second ability resolves and Jar Jar Binks has none of his character dice in a pool, then all dice will be
rerolled.

MAUL (2)
Maul’s ability does not trigger if a special ability on a die removes his dice because special abilities are
inherent dice abilities, not card effects.

REBEL TRAITOR (22)


The opponent chooses which of their characters to activate.

RESILIENT (135)
Resilient’s ability does not trigger if a special ability on a die removes that character’s dice because special
abilities are inherent dice abilities, not card effects.

UNBREAKABLE (105)
This ability can remove a die showing a value of 0 if your characters have no shields.

VANDALIZE (156)
You do not remove any of your character dice to discard a support or upgrade that costs 0 from play.

WAY OF THE FORCE ( )


CLANDESTINE OPERATION (92)
A player can resolve their dice showing the same symbol, even if those dice were not showing that symbol
when this card began to resolve.

DJ (35)
This ability deals indirect damage to an opponent equal to the number of that opponent’s dice you just
removed. This damage is dealt as one source.
This ability only triggers when you remove one or more dice, not when dice are removed by an opponent
or by the game. If a character is defeated or a card is discarded from play, the game removes its
matching dice, not a player.

HOME TURF ADVANTAGE (127)


Any battlefield brought to the game and set aside can be chosen by cards like Hyperspace Jump and New
Orders.

PLO KOON (57)


Plo Koon can have multiple instances of the same non-keyword ability.

REX’S BLASTER PISTOL (87)


48
If this card is on Rex, you can play a second copy of it on another one of your characters. However, if this
card is on one of your characters not titled Rex, you cannot play a second copy of it since both copies are
unique.

SNOKE (4)
A character that is defeated by taking 1 damage from this power action cannot resolve its die since its dice
are set aside before this power action resolves.

ACROSS THE GALAXY ( )


AT ODDS (108)
This event is placed on the bottom of its owner’s deck.

DARTH VADER’S MEDITATION CHAMBER (10)


The last sentence of this support’s ability is considered a “then” effect and should read: “Then spot Darth
Vader to draw a card.”

DOUBLE DOWN (143)


This plot allows a hero deck to include 5 copies of X-wing.

ESCAPE CRAFT (102)


This card can enter play through Millennium Falcon’s (b101) ability even if a player already controls
another copy of it. In this case, that player must choose and discard one of those copies due to
uniqueness.

L3-37 (91)
When this character becomes an upgrade, she is not defeated and abilities that trigger from a character
being defeated do not trigger.
If this character is elite, she keeps both of her dice when she becomes an upgrade.

QUI-GON JINN’S LIGHTSABER (71)


The last sentence of this upgrade’s ability is considered a “then” effect and should read: “Then, if this
upgrade is on Qui-Gon Jinn, you may draw a card.”

STIFLE (12)
This ability is not optional.

TOBIAS BECKETT (36)


This special ability does not use the word “then” so a player does not have to take 1 resource in order to
gain 1 resource.

VAL (37)
This special ability does not use the word “then” so a player does not have to take 1 resource in order to
deal 2 damage.

CONVERGENCE ( )
ADVANCED TRAINING (133)
This plot used with Captain Phasma’s ability (18) allows that player to resolve their trooper dice showing a
blank as 1 melee damage.

BARTER WITH BLOOD (41)


The player playing this event is the source of the damage.
49
CAPTAIN PHASMA (18), MEGABLASTER TROOPERS (31)
Players can use functionally identical cards and dice from previous sets, such as First Order Stormtrooper
(CVG2).

CONVERGENCE (93)
A player can spot 0 characters to discard a support, upgrade, or downgrade that costs 0 from play.

HAMPERED (121)
If the attached character’s die has a modifier side, that die can be resolved with another die that is not a
copy of it. This ability is once per turn, not per round.

LIGHTSABER MASTERY (114)


The move events brought to the game are not a part of the deck and ignore deckbuilding restrictions,
such as affiliation and number of copies of a card. For tournaments, the move events must be chosen
beforehand and cannot be changed during the tournament.
A player that controls this plot can look at the facedown events under it at any time.

MAZ KANATA (90)


The opponent chooses and resolves their effect as if it were their own. Then Maz Kanata’s controller
chooses and resolves 2 different effects from the remaining 3.

NO ANSWER (128)
The last sentence of this event’s ability is considered a “then” effect and should read: “Then, if that
opponent has no cards in hand, discard the top 3 cards of their deck.”

UNETI FORCE TREE (66)


The last sentence of this support’s ability is considered a “then” effect and should read: “Then, you and
that player each draw a card.”

SPARK OF HOPE ( )
B-WING (86)
This ability will trigger and resolve before the first turn is taken during the action phase.

CRUSHING ADVANTAGE (26)


This event can remove one character die, one support die, and/or one upgrade die. It cannot remove 3
character dice.

HAN SOLO’S DICE (109)


While on Han Solo, you can keep using this ability until each of his character dice are no longer showing
blanks.

LIGHTSPEED ASSAULT (81)


If the opponent does not control a vehicle, deal indirect damage to them equal to the cost of your
discarded vehicle.

MOVING ROCKS (66)


It isn’t clear where this card moves shields from; this card can move shields only from any number of
characters.

NIGHTSISTER ZOMBIE (4)


This character’s first ability is ignored if it has the card Target Acquired on it, or if its controller controls no
characters other than Nightsister Zombies.
50
OLD DAKA (5)
Set aside Nightsister Zombies are not considered defeated.

TALISMAN OF RESURRECTION (19)


Spend resources equal to the defeated character’s point value used at the start of the game, ignoring card
abilities.

THRAWN (23)
You must meet all play restrictions in order to play cards with his ability. Cards not played with his ability
are placed back without changing their order.

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

COMMANDER PYRE (20)/CRUEL METHODS (25)


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

DEATH STAR PLANS (126)


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

JEDI TRIALS (65)


This card may allow a character to have 3 character dice. That character is still considered elite.

MAGNA-GLOVE (145)
You gain control of the equipment or weapon upgrade you moved onto your character with this special
ability.

RULE OF TWO (12)


A player may use this action even if they have non-character dice in their pool.

TACTICAL DELAY (125)


This “after” ability triggers and resolves before the first turn of each round.

TRUST YOUR FEELINGS (63)


If you use the action on the Destroy the Death Star plot with this card, that action ability is added to the
queue and will resolve after each ability that was already in the queue.

VIPER PROBE DROID (34)


If more than one die rolls damage, this creates multiple triggers for this card. Discarding this card is not a
cost of removing a die and abilities remain in the queue even if the card that added them to the queue is
no longer in play. As such, you may spend as many resources as you like to remove that many dice that
just rolled damage.

TRANSFORMATIONS ( )
CAPTURED (6B)
The player who controls this downgrade may give themselves 1 resource to flip it.

MORTIS (10A/10B)
51
This battlefield begins the game on side A.

OBI-WAN KENOBI (3A)


If Obi-Wan Kenobi is elite and is defeated, Obi-Wan Kenobi’s Spirit will enter play with only 1 parallel die.

SWEEPER DROID INFILTRATION (4A), DEMOLITION DROID (4B)


The effects of the card played enters the queue and resolves after this card’s action.

SEND IN THE TROOPERS (5A)


This card has three different variations depending on its reverse side. At the beginning of the game, you
choose which reverse side out of the three to use for that game.

FALTERING ALLEGIANCES ( )
EXTORT COOPERATION (25)
When a character switches control, all upgrades that are attached to it also switch control to its new
controller. The character keeps any tokens that are on it, including damage and shields. Discard any
downgrades on that character that are controlled by its new controller.

FN-2199’S RIOT BATON (20)


You can use the “After” ability to resolve this die if it is already in the pool.

FORM DRILLS (65)


You can have any move events that are legal for the format set-aside at the start of the game and choose
any of them when you resolve the ability.

JYN ERSO’S BLASTER


If you are choosing two, you can complete the first effect before you choose and do a second effect.

KAMINO CLONING FACILITY (72)


You can only add non-elite characters with this ability. You can have any trooper characters that are
legal for the format and match your team’s affiliation set-aside at the start of the game and choose any of
them when you resolve the ability.

ROTTEN DEAL (28)


The opponent chooses which card to reveal.

SECOND SISTER (3)


For Second Sister’s after ability, choose one of an opponent’s dice and one of her dice, then turn if able.
You can choose dice that will cause the effect to fail to turn.

TIE STRIKER (19)


The “After the upkeep phase begins…” sentence part is a delayed effect of the Action ability and only
resolves if TIE Striker is played with the Action ability. It also only resolves once, in the round TIE Striker
is played.

REDEMPTION ( )
ADMIRAL ACKBAR (49)
The X-Wings that enter play with Admiral Ackbar’s ability are not played. Abilities that trigger of playing a
support do not trigger from an X-Wing being added to your play area. The X-Wings are added with their
matching die.

52
DARTH ZANNAH (1)
Darth Zannah only gains the character dice from the defeated Sith character. Those dice become Darth
Zannah’s character dice and can be affected by effects that target Darth Zannah’s character dice. Darth
Zannah is considered the matching card for those dice, however the special sides and special abilities on
the dice remain unchanged and inherent to those dice.

DOCTOR APHRA (87)


The droids you shuffle in with the ability are not restricted to 2 copies, that rule is only for deck
customization, e.g. you can shuffle in 6 copies of Coruscant Police into your deck. You can have any
number of non-character droids in your set aside area at the start of your game and choose which you
want to shuffle in when the ability resolves.

HONDO OHNAKA (88)


The Pirate Loyalist dice rolled in by Hondo Ohnaka’s ability are set aside after they are resolved or
removed.

KENDAL OZZEL (17)


If multiple players have Kendal Ozzel on their team, determine the order each player resolves their Kendal
Ozzel ability randomly. A player can chose to lose the starting character roll and get the shields even if
another effect would already have them lose the roll, e.g. Extremist Campaign.

LUMINARA UNDULI (40)


The option to discard a card from an opponent’s hand is a random card.

MAUL (3B)
The special ability on Maul can resolve an opponent’s die as if it were in your pool.

YOU WILL GO TO THE DAGOBAH SYSTEM (45)


You can have multiple plots on your team due to card effects. Plots are only limited to 1 per team during
deck customization.

HIGH STAKES ( )
AHSOKA TANO’S LIGHTSABER (49)
Attached character can have other upgrades in addition to the 2 weapon upgrades for the ability. For
example, the character could have two weapon upgrades and an ability upgrade and the ability would
increase the value of the die.

CAD BANE (25)


Cad Bane’s ability happens before the upgrade would be redeployed.

CONTENTIOUS OPPORTUNITY (78)


If an opponent discards an upgrade that had its die in the pool, that die was set aside and not removed,
so it cannot be rolled in with Contentious Opportunity.

DARKSABER (103)
The triggered “Before an opponent’s effect defeats attached character…” ability happens before redeploy.

GRAB (30)
Dice that are no longer in play count towards the number of dice that were removed and are eligible to be
rolled back into the pool. If the die’s matching card is not in play, set that dice aside after it is resolved or
removed.

GREEF KARGA (96)


You can bring any number of set-aside bounty downgrades that are legal for the format and decide which
you wish to shuffle into your deck when the ability resolves.

53
HOSTAGE SITUATION (34)
The die on Hostage Situation is not rolled into the pool when its matching character is activated. Hostage
Situation cannot be activated as it doesn’t have a matching die and if there is a way to activate the
support, the character die placed on it doesn’t count as Hostage Situation’s matching die.

IG-11 (27)
IG-11 can be included on an otherwise legal hero team that also has an engineer. You cannot include
other villain characters on that team. When IG-11 is on a hero team, you can include villain affiliation
cards in your deck that match colors with characters on your team, even if those characters are not villain
affiliation. For example, if your team is IG-11/Kuiil/Cara Dune, you could include Red villain cards in your
deck since Cara Dune is Red and IG-11 allows you to include villain affiliation cards. Villain plots can be
included with IG-11 on hero teams.

KYBER QUEST (79)


Kyber Quest cannot be combined with other cost decreasing effects. For example, you could not use It
Binds All Things to decrease a 4 cost upgrade to 3, then play it for free with Kyber Quest.

LEARNED FROM MY MASTER (83)


The character gains all abilities in the chosen character’s text box, including specials. For the attached
character to use a special it has gained, it needs to have a special side on its die. When a card has
multiple specials, you choose which special ability to resolve when resolving the special side.

RAZOR CREST (73)


If Razor Crest has 3 or more damage on it, it effectively becomes immune to discarded from play by an
opponent’s effect.

ROLL IN THE MUD (57)


When you play this card to activate an opponent's character, since you are activating that character, all
effects on that character beginning with "after you activate this character" do not resolve, as they were
not the player who activated that character.

When an opponent's character with Guardian, Piloting, or Detect is activated by this card, those abilities
get added to the queue, as those abilities trigger regardless of who activates the character. By contrast,
Charm requires the character's controller to activate it to trigger, so it does not get added to the queue.

WEDGE ANTILES (53)


The “after you activate a pilot” ability refers to only dice rolled in by that pilot and not all dice that may
have rolled into the pool in the case of multiple simultaneous activations.

WHISTLING BIRDS (75)


If this die is modified and you use the ability, the total damage is dealt to the characters you choose. For
example, the Whistling Birds’ 2 ranged damage side resolved with a +3 ranged damage modified side, you
can remove the 1 resource from the upgrade to deal 5 damage to any number of characters.

UNLIKELY HEROES ( )
A GIFT (76)
The die rolled into an opponent’s pool is that support’s matching die – not an additional die. The support
will have no die on it until the die is resolved or removed from the opponent’s pool and is returned to its
card.

ALTERNATIVE METHODS (35)


To determine the difference in number of cards, take the number of cards in the largest hand and subtract
it by the number of cards in the smallest hand.

54
COUNT DOOKU (2)
If you are resolving an ability with multiple separate effects (usually different sentences), Count Dooku’s
ability will trigger multiple times. E.g. Beguile could turn a character die with one effect and remove a
character die with another effect.

DARK RAGE (12)


If the indirect damage cost on the die puts the character at 6 or 9 damage on it, the increase goes into
effect immediately for that die resolve.

DENY DEATH (13)


The blue ability is discarded from play, not from your hand.

DROIDEKA (34)
If the indirect damage cost on the die is dealt to Droideka and removes all of its shields, the die will lose
its increase immediately on that die resolve. A damage source dealt to Droideka that is greater than the
number of shields on Droideka will not be immediately increased – e.g. Droideka has 1 shield on it and is
dealt 3 ranged damage, the 1 shield will block one of the dealt damage and 2 damage will be taken, not 3.

IDEN VERSIO (18)


Iden Versio can be included on an otherwise legal hero team that also has an red hero leader. You cannot
include other villain characters on that team. When Iden Versio is on a hero team, you can include villain
affiliation cards in your deck that match colors with characters on your team, even if those characters are
not villain affiliation. Villain plots can be included with Iden Versio on hero teams.

NIGHTSISTER ACOLYTE (3)


Finish resolving her action ability completely by rerolling a die before you resolve any events or triggered
“after you play…” abilities from the card that you played.

REN (4)
For Ren’s ability to trigger, he must take damage. Damage dealt but blocked by shields or an effect does
not count as damage taken.

REPUBLIC SENATOR (62)


Finish resolving its action ability completely by discarding a random card before you resolve the event you
played.

REX (63)
His ability only triggers once per round, the first time you play any of the listed cards, and not for each
weapon, equipment, and vehicle.

SEPARATIST SUPPLY SHIP (27)


Two Separatist Supply Ships cannot be “stacked” to play a support from your discard pile decreasing its
cost by 2.

SWIFT (78)
You can still resolve dice through effects from events or abilities.

TRICK (38)
You cannot reveal the copy of Trick you are playing to remove a die of value 0, as this card is considered
to already be revealed when you are resolving its effects.

55
SEEKING ANSWERS ( )
ANTICIPATION (103)
If this card is about to be discarded, detected, or otherwise revealed, and the card's controller chooses to
play it, this card is not considered to have been revealed or detected. The effect attempting to reveal or
discard it is considered to have been completed and does not trigger again.

BLACK KRRSANTAN (29)


You may roll a Black Krrsantan’s character die into your pool with his power action even if that die was in
an opponent’s pool due to another effect (e.g. Inhibitor Chip).

GREED CAN BE A POWERFUL ALLY (52)


Any time an effect causes the number of resource tokens in a player’s in-play resources to increase, that
player is considered to have gained resources.

KALLUS (61)
You may reveal a hand with zero cards with Kallus’s power action to reveal an opponent’s hand.

His passive indirect damage doesn't trigger if no cards are revealed from an opponent's hand.

KRAYT DRAGON BONES (109)


If this card is about to reveal Anticipation and that card is played, Anticipation is still considered to be the
target of the effect of Krayt Dragon Bones. Additionally, if Krayt Dragon Bones targets a card that is
already revealed by detect or similar abilities, that card is not considered to have been revealed, but is
still considered a valid target card for Krayt Dragon Bones’ effect.

NO ROOM FOR FAILURE (10)


Neither player can reroll your character dice.

If a player has No Room For Failure in play and uses an effect that instructs one of your character die to
be rerolled instead of being removed after resolution (such as Mother Talzin - Witch Of Dathomir's power
action), the character die that is resolved will subsequently be removed, since it cannot be rerolled.

REY (45B)
You may remove one of Rey’s character dice with her power action even if that die was in an opponent’s
pool due to another effect (e.g. Inhibitor Chip).

SITH CITADEL LABORATORY (5B)


If Sith Citadel Laboratory is elite and is flipped, Snoke returns to play with 2 parallel dice.

SNOKE (5A)
If Snoke is elite and is defeated, Sith Citadel Laboratory will enter play with 2 dice.

SY SNOOTLES (32)
A die that is already in your pool cannot be rolled back into your pool.

A die in an opponent’s dice pool can be rolled into your pool.

DISPLAY OF POWER ( )
AAYLA SECURA (56)
This character’s character dice are considered Blue as well as Red, so can be targeted by abilities that
target Blue dice and Red dice.

CHAIN OF COMMAND (97)


If a character with Chain of Command attached to it is defeated, one of that character's character dice is
moved to the upgrade before it is redeployed.

56
The die becomes the die for Chain of Command and can be affected by effects that target that upgrade’s
die. The die becomes the matching die for Chain of Command, and as such becomes a Red upgrade die,
losing its original subtypes, color if not Red, and is no longer a character die. Special sides and abilities on
the die however remain inherent to that die. Special abilities that use the wording “this card” now refer to
Chain of Command. As upgrades that have an ability referring to “this character” affect the attached
character, if a special ability uses the wording "this character", it is applied to the attached character.

EXECUTOR (23)
As this support does not have a matching die, it cannot be activated, even via effects such as the power
action on Jun Sato ( 57).

GUARDIANS OF PEACE (51)


If you take more than one action in a turn, all rerolls within those actions will count towards this card.

If you reroll the same die twice in a turn before this card's ability is resolved, it counts as two rerolls.

Example 1: You play Swift to gain 2 actions, discard to reroll two dice as your first action, and resolve a
die showing 2 reroll as you second action. You may exhaust Guardians of Peace to gain 2 shields.

Example 2: You use the power action on Tera Sinube ( 47) and resolve a 2 disrupt side as 2 reroll. This
adds Guardians of Peace to the queue. However, the power action fully resolves first, so if you choose to
reroll one of those dice again, you can gain 2 shields.

Example 3: You resolve two dice each showing 2 reroll. You can choose to resolve Guardians of Peace
after the second die is resolved to gain 2 shields.

FIFTH BROTHER (2)


If the opponent has no character dice in their pool when Fifth Brother is activated, no dice are turned as
there is no valid target when choosing an opponent's character die.

Some cases in which an opponent's character die cannot be turned to a blank include when it has no blank
sides or when it is showing a blank and has no other blank sides.

IG-RM THUG DROID (29)


Before this character is defeated, move its die or dice to a scoundrel character or support. The die
becomes the new character or support’s die and can be affected by effects that target the new character
or support’s dice. If the die is moved to a support, the die becomes a support die.

JAWA TRADE ROUTE (116)


If you bring this battlefield to the game, you must bring a set aside Jawa Scavenger die. If an opponent
claims this battlefield, you must provide that player with it to use the claim ability, should they request it.

JEDI TEMPLE (91)


The effects of the card played enters the queue and resolve after this card’s power action has fully
resolved.

MAUL (31)
This character’s character dice are considered Blue as well as Yellow, so can be targeting by abilities that
target Blue dice and Yellow dice.

NUTE GUNRAY (17)


This character's ability only decreases a player's hand by 1 during the upkeep phase. When the upkeep
phase ends, that player's hand size returns to its previous value.

THE UPPER HAND (38)


This card counts towards your hand total when determining whether you can play it. For example, if you
have 5 cards in your hand, including Upper Hand, and the opponent has 4, you may play this card.

57
TWI’LEK RESISTANCE FIGHTER (78)
If this support has a weapon with Redeploy attached, and the support is discarded from play, you may
consider this support to be a character that has just been defeated, thereby triggering Redeploy.

If Darksaber ( 103) is attached to this support, any opponent may move that upgrade to one of their
characters if this support is discarded from play by one of that opponent’s effects.

Cad Bane ( 26) cannot move an attached weapon to him if an opponent’s copy of this support is
discarded, and Xanadu Blood ( 35) cannot move an upgrade to or from an opponent’s Twi’lek Resistance
Fighter.

After you play or move an upgrade to this card that has an ability that would trigger had the upgrade been
played or moved to a character, such as Standard Issue Blaster ( 93), that ability will trigger, as you are
treating this support as if it were a character. Other effects that refer to an attached character will not
trigger, such as Westar-35 Blaster Pistol ( 95).

TYDIRIUM (96)
Only character subtypes are available as options to character cards. An exhaustive list can be seen in the
“choosing character subtypes” section above.

KUAT DRIVE YARDS (23)


If you reveal a capital ship that you cannot afford even after removing the resources from the plot, you do
not play the card, but you keep the resources. The plot is still set aside.

RESURGENCE ()
VERGENCE (90)
Vergence is treated as a character only during the process of moving or playing upgrades. Thus, you can
play an upgrade on this support using Grow Beyond ( 89). However, you cannot use the ability on
Absorb Energy ( 88) nor can you use Jar’Kai ( 77) to increase the upgrade limit by 2, as the attached
card is not a character.

ISB CENTRAL OFFICE (25)


If you reveal a card from your own hand using a card effect, this card’s effect is triggered.

When a card enters the discard pile, it is revealed, but it is not in any player’s hand when this occurs.
Therefore, any effects that cause a card to be revealed because they are placed in the discard pile do not
count for this card’s effect.

NEMIK’S MANIFESTO (84)


This card counts itself for the ability “After you play a hero card, exhaust this upgrade to heal 1 damage
from a character”. Therefore, whenever this card is played it will always immediately be exhausted.

CROSSHAIR (14)
When you discard a card from an opponent’s hand and use this character’s ability, the die effect is
discarding the card from the opponent’s hand, and not the card ability. Therefore, it does not trigger
Crucial Intel ( 25).

PALPATINE (18)
If you reduce the cost of a card before playing it with Palpatine’s ability, the cost for the rest of the ability
is the new cost.

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You may play a card with Renew when using this character’s Power Action. If you do, the Renew is the
cost for this ability, as per the Renew rules above.

HOME ONE (65)


If you have a copy of an X-Wing attached to Home One as a mod upgrade, and 2 as a support, the value
of X on their dice will be 3.

If a Z-95 ( 113) is attached to Home One as a mod upgrade, a player may use its action to take control
of it and attach it to any support they control.

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

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

When one of my characters is about to take damage, do I have to use their shields?
• Yes, if able.

If I play an upgrade on an exhausted character, can I immediately roll its die into my pool?
• No. You must wait until the character readies again to roll the new die into your pool, along with the
rest of the character’s dice.

Can I redeploy an upgrade to a character who already has the maximum number of upgrades?
• Yes, but you would have to discard one of the character’s upgrades to make room.

What is the difference between ranged, melee, and indirect damage?


• When taking the "resolve dice" action, only dice showing the same symbol can be resolved, so a player
cannot resolve dice showing different types of damage in a single "resolve dice" action. Furthermore,
indirect damage differs in that it is dealt to an opponent first, who distributes the damage among their
characters as they wish. That damage is considered to have been dealt to characters by the player
dealing the indirect damage.

Can I use the special ability on an exhausted card?


• You can use the special ability on an exhausted card, provided the ability does not require you to
exhaust the card in order to use it.

Can I have more than five cards in my hand?


• Yes. You can have more cards in your hand than your hand size. You would not draw more cards
during the upkeep phase, though, if you have more cards in hand than your hand size after discarding.

Can I discard a Gray upgrade to decrease the cost of a non- Gray upgrade, and vice versa?
• Yes. You can discard an upgrade of any color to decrease the cost of another upgrade, regardless of its
color.

Do I have to resolve all of my dice of the same symbol at once?


• No. You resolve only as many dice of one symbol as you wish while taking the Resolve Dice action.

What happens if I play a support card that has “Action” on it?


• You now have a new action that you can take. You do not resolve the action when you play the card.

What happens if I want to play a copy of a unique card but my opponent has one in play?
• Each player can have one copy of a unique card in play (though you can still have two in your deck).
So you can play your copy, but once you have a copy of it in play, you cannot play another one.

If I am using multiples of the same character, do I have to remember which dice came from which
character?
• Yes. Make sure that each character’s dice are positioned in such a way that it is obvious which
character they came from. If a character is defeated, its specific dice must be removed from the pool,
if they are there.

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What happens if I replace an upgrade with another upgrade that costs fewer resources?
• You play the new upgrade for free.

Is a character die any die that the character has?


• No. A character die is a die that corresponds to the character card. An upgrade is never a character die
and is always called out by card text as an upgrade die.

What is the difference between a turn and a round?


• A turn is one player’s action. A round consists of an action phase and an upkeep phase.

Can I use the special ability on Crime Lord ( 23) if I roll it into my pool with Ace in the Hole ( 92)?
• Yes. Because special abilities are inherent to the die, they can be used even if the card is not in play.

Can Rey ( 38) take an additional action if I claim the Imperial Armory ( 169) with her?
• No. You must pass all future actions once you claim the battlefield, including the additional action that
Rey gives you.

If I resolve Poe Dameron’s ( 29) special to use the special on Black One ( 32), can I roll Black One’s die
into the pool even though it says “reroll”?
• No. The Black One die is not actually in your pool, so you cannot reroll it.

What happens when an after ability triggers off of a before ability, and there is another after ability in the
queue?
• After abilities enter a queue and wait their turn to resolve. If an after ability triggers during the
resolution of any other ability, it will resolve after that ability and any other after ability already in the
queue.

Can I use Cunning ( 65) to trigger discard an opponent’s Thermal Detonator ( 67) or Infantry Grenades
( 17)?
• Yes. You will deal the damage to an opponent’s characters and then discard the Thermal Detonator or
Infantry Grenades.

Can I use Cunning ( 65) to switch an opponent’s Sith Holocron ( 16) with a card in my hand?
• No. You cannot have an opponent’s card in your hand or deck. The end result is that the Sith Holocron
has no effect.

Can I ignore spending 5 resources to trigger the special ability on Crime Lord ( 23) when I claim Rebel
War Room ( 171)?
• No. The Rebel War Room only ignores the resource cost printed on a die.

How does Cunning ( 65) interact with an opponent’s Black One ( 32)?
• When you use the special ability on Cunning, you resolve it as if the card with the special ability you
are using is your own. However, you do not ever remove the Black One die from your pool so you
cannot resolve the replacement effect to reroll it.

Can I use Sith Holocron ( 16) to switch an upgrade onto a Royal Guard ( 12)?
• Yes. Switching an upgrade onto a character is not the same as playing one.

Can I exhaust or play a card that has an action that I cannot fully resolve in order to stall the round? Like
a Backup Muscle ( 99) with no damage on it or playing Noble Sacrifice ( 118) when I have no Blue
characters.
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• Yes. Playing a card from your hand, even if it has no effect, removes a card from your hand and does
not count as doing nothing. The same applies to exhausting a card or rerolling a die to its same side.

What happens to a character’s dice that are still in the dice pool when they are readied again, like with
Bala-Tik ( 19) or Leadership ( 141)? Are they removed? Are they rerolled when the character activates
again?
• If a character is readied, none of their dice are removed. If they activate again, then any dice that
have been returned to the character are rolled in like normal, but nothing happens to their dice already
in their pool.

I have a Count Dooku ( 9) with 1 remaining health, and my opponent resolves a die showing 2 ranged
damage against it. However, they also have an Admiral Ackbar ( 27) in play and before I take the
damage I discard the last card in my hand to block one of the incoming damage. Can I then assign the 2
damage from Ackbar’s ability before the 2 ranged damage resolves, killing Dooku and dodging the 2
damage from the die?
• When you resolve Count Dooku’s “Before” ability and discard the last card in your hand, Admiral
Ackbar’s “After” ability is added to the queue. However, the 2 ranged damage die has already been
added to the queue, and was just interrupted by the “Before” ability. Therefore, Ackbar’s ability enters
the queue behind the 2 ranged damage. So the die will resolve, killing Dooku, and then you will have
to take 2 damage on one of your other characters.

What happens if I use Obi-Wan Kenobi’s before ability ( 37) with a Rejuvenate ( 132) or other healing
effect? Does he remain in play since he no longer has damage on him equal to his health?
• He does not remain in play. Obi-Wan Kenobi took damage equal to his health, and without a
replacement effect there is no way to change this. Since a healing ability like Rejuvenate is not a
replacement effect, Obi-Wan is set aside after the event he plays is resolved.

If my opponent has a TIE Pilot ( 4) die and several other dice showing ranged damage, what happens if I
play Dodge ( 155)?
• Since Dodge removes all of the dice at the same time, only the TIE Pilot die is removed. Though if
there are two different TIE Pilot dice in their pool, then all of their dice are protected from Dodge.

Can I roll in a Blackmail ( 23) die and resolve it with Fast Hands ( 150) before an opponent can give
me a resource to remove it?
• Yes. The abilities are simultaneous so you can choose to resolve either one in order of your choice.

I play a Z6 Riot Control Baton ( 8) on FN-2199 ( 2) and roll it into my pool. I roll a blank and then
reroll it. Can I still resolve it per FN-2199’s ability?
• You are not able to resolve it after rerolling. While resolving FN-2199’s ability, the “after” ability on the
Z6 Riot Control Baton is added to the queue. But FN-2199’s ability must fully resolve before anything
waiting in the queue can. If you choose to resolve the Baton die, its “after” ability would do nothing
since the die is no longer in your pool. You can either resolve it or reroll it, not both.

If I use Obi-Wan Kenobi’s ( 37) ability to play a Noble Sacrifice ( 118) from my discard pile before he is
defeated, what happens? Can I play a second copy of Noble Sacrifice, and then another card off of the
second Noble Sacrifice?
• You can play a second copy of Noble Sacrifice. However, only one Noble Sacrifice has an effect. Before
Obi-Wan Kenobi is defeated, you can trigger his ability to play a Noble Sacrifice. Then, before he is
defeated from that Noble Sacrifice, you can play another copy of it since “Before” effects interrupt the
game. Repeat this to then play any other Blue card you want from your discard pile or hand. Then the
second Noble Sacrifice resolves, and Obi-Wan is defeated and you can choose and exhaust a character.

62
However, the next Noble Sacrifice that resolves does nothing, since you can no longer defeat Obi-Wan;
he is already defeated.

Can I gain the resource from Outer Rim Smuggler ( 46) when I play Smuggling ( 134) to discard the
last card from my hand?
• No. The last card was not played from your hand, but discarded.

Can I deal 2 damage from Palpatine’s ( 11) ability if I resolve one of his dice with Anger ( 71)?
• No. Palpatine’s ability only works when the controller of Palpatine resolves one of his dice, not an
opponent.

If I use my action to claim Docking Bay ( 153), and I use it to play Outmaneuver ( 149), do I get the
resource from Outmanuever?
• No. You do not get the resource. The card was not in play when you claimed the battlefield, so its
ability did not enter the queue.

Can I discard a unique upgrade in play to play and lower the cost of another copy?
• No. You cannot play a unique upgrade if you have another copy of it in play.

Can I play Endurance ( 147) if my opponent removed one of my dice with Prized Possession ( 102)
during their last turn?
• No. You cannot play Endurance. The die is placed on Prized Possession and is therefore under your
opponent’s control.

If I resolve the special ability on Ascension Gun ( 59) to use the claim ability on Main Plaza ( 157), can
I move damage from it or onto it?
• Yes. Ascension Gun allows you to move damage from it or onto it.

If a player plays Lure ( 154) and chooses Sabine Wren ( 40) and her “Before” ability plays a weapon
with Ambush, who takes the first additional action?
• The player that played Lure would take the first additional action. When Lure resolves, that additional
action is created first, followed by Sabine Wren’s activation, and additional actions are taken in the
order that they were created.

For game effects, is zero considered an odd or even number?


• Zero is an even number.

Can a power action be used to no effect? If so, does it count as a pass?


• Yes. A power action can be used to no effect. No. This does not count as a pass since using a power
action is considered to have changed the game state (that power action can no longer be used for the
round). For example, a player can use the power action on Slave I ( 25) even if they have no Yellow
dice in their pool. This does not count as a pass since using it is a change in game state.

I activate a Clone Trooper ( 38) with a Training ( 125) on it. Can I reroll both of its dice?
• No. You can only reroll one of its dice of your choice. “This die” always refers to a single die, not
multiple dice.

Can I play Ataru Strike ( 101) or Finishing Strike ( 60) and resolve one of Luke Skywalker’s ( 56)
dice showing a shield with it?
• Yes. Ataru Strike and Finishing Strike resolve a die, so you can use Luke’s ongoing ability to resolve his
die showing a shield as melee damage. Luke’s die is considered to be showing melee damage as you
resolve it. Luke’s ability only works when his die would be resolved, not when it would be removed.
63
Can I play Circle of Shelter ( 107) and resolve one of Luke Skywalker’s ( 56) dice for melee damage?
• Yes. You can resolve his character die with Circle of Shelter to change the symbol to a shield, then
Luke Skywalker’s ability can change it to a melee symbol.

If I have Profiteering ( 151) and activate a scoundrel with Grand Entrance ( 122), can I resolve one of
its dice that first rolled a resource and then rerolled into another non-blank symbol?
• Yes. Profiteering’s “after” ability triggers each time one of your scoundrel dice rolls a resource. That
ability is added to the queue and will not resolve until Grand Entrance has completely resolved. Then
you can resolve each die that triggered Profiteering on whichever side it is now showing.

If I use Mace Windu’s ( 56) power action to play Knighthood on a non-Jedi character, will that character
get 1 shield?
• No. When you play Knighthood, it is added to the queue, and that character isn’t yet a Jedi when the
power action resolves.

If I include Rule of Two ( 12) with my deck without a Sith character, can I draw a card with Doctor Aphra
( 20)?
• No. Rule of Two will be set aside during step 1 of setup and you’ll deal 1 indirect damage to yourself.
Doctor Aphra’s ability will trigger and resolve, but since you don’t put your deck into play until step 3,
you’ll have no deck to draw from.

Can I play Pacify ( 61) to remove a Tusken Raider die rolled in by Tusken Camp ( 99)? What about a
character die gained by Darth Zannah ( 1)? What about a die on Chain of Command ( 97)?
• You can remove a Tusken Raider die. As the matching card for that die is not in play, no character
gains shields. In the case of Darth Zannah, any dice she gains through her ability become her dice, so
she does gain shields. Dice moved from a character to Chain of Command however are matching dice
for Chain of Command, so they cannot be removed by Pacify.

What happens if I play Chain of Command ( 97) on The Armorer ( 76), that character is defeated,
and I resolve the special side of The Armorer’s die while it’s on Chain of Command?
• The die on Chain of Command is now a red upgrade die, but the special ability remains inherent to the
die. Therefore, you need to refer to The Armorer when resolving a special side on that die. The special
ability says “Give this character 1 shield…”. While this die is not the character die of the attached
character, the wording “this character” on upgrades refers to the attached character, as it does for
cards like Imperial Discipline ( 6). Therefore, the attached character gains 1 shield.

64

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