rules summary
A game resource by
RULES SUMMARY
Author: Brian Casey
File Version: 1.3
Publisher: Fantasy Flight Games (2016)
Game: Star Wars Rebellion
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GOAL OF THE GAME
Rebels—gain enough support to overthrow the Empire - Time and Reputation markers meet. Reputation is most commonly gained from Objective
Cards.
Imperials—Find the Rebel base and conquer it - Imperial unit in the system
and no Rebel units.
SETUP
Choose factions and gather your faction’s components.
Place starting leaders (have no recruit
icon) into Leader Pool.
Place game board on the table.

Place all other leaders by the board to be recruited later in the game.
Place the time marker on space 1 of the time track; reputation marker on
space 14.
Prepare Objective Deck - sort based on number on card back - shuffle individual piles - starting with pile 3, place on the Objectives space of the game
board, then 2, then 1.
Rebel player draws 1 Objective Card - keep it secret.
Prepare Action Decks - Separate out starting Action cards (no recruit
icon). Draw 2 starting actions. Place the remaining starting actions in the
box. Shuffle all of your remaining faction Actions cards and put them face
down on your faction sheet.

First game - players do not start with action cards. Place all Starting
Action (no recruit
icon) cards back in the box.
Shuffle Space and Ground Tactic cards individually - place them on the table
- Place remaining markers and dice and place them nearby.
Prepare Mission Cards:


Starting Missions (

Remaining missions - each player takes their remaining missions,
shuffles, place them on side of faction sheet labeled Mission Deck.
)- place aside - will be starting hand.
Projects (
) - Imperial player shuffles - place them on Project
space of game board
Place Starting Loyalty:

First Game - from Learn to Play - page 16 - Rebel: Kashyyyk, Bothawui,
Naboo; Imperial: Saleucami, Corellia, Mustafar

Thereafter - Reveal Probe cards until you have 3 Rebel and 5 Imperial;
Rebel - place a loyalty marker in each revealed Rebel system; Imperial
- place subjugation marker on first 2 imperial cards, loyalty on other 3;
Return the 5 imperial cards to game box- shuffle rest
Place Starting Units:


First Game - use setup from Learn to Play - page 16 - Thereafter:
Imperial - 3 Star Destroyers, 3 Assault Carriers, 12 Tie Fighters, 12
Storm Troopers, 5 AT-STs, 1 AT-AT, 1 Death Star - place in any loyal or
subjected system. At least 1 ground unit must be placed in each Imperial system
Activating System Steps:
1. Place Leader from Leader Pool in system - must have tactic values.
2. Move Units from adjacent systems to the activated system.
3. Reveal Base if Imperials move ground units into the system.
Choose Rebel Base - remove all Imperial systems from probe deck - choose 4. Combat if there are Rebel and Imperial units
1 from the remaining cards and place facedown under Location space of the 5. Subjugate if there is an Imperial ground unit in a system not loyal to the
board
Empire.
Rebel - 1 Corellian Corvette, 1 Rebel Transport, 2 X-wings, 2 Y-wings, 6
Rebel Troopers, 2 Airspeeders - can be placed in the Rebel Base space
and/or any 1 Rebel or neutral system.
Shuffle remaining probe deck and put its space of the game board
Draw Starting Hand - 4 starting missions + draw 2 cards from mission deck
ROUND SUMMARY
1. Assignment Phase - Rebel assigns Leaders to Missions; then Imperial
2. Command Phase - Starting with Rebel, take turns resolving Missions or
placing Leaders on the board to move units (potentially starting combat).
3. Refresh Phase - clean up steps - retrieve Leaders; draw Missions; launch
Probe Droids; Rebel draws 1 Objective; advance time marker: recruit Leaders; build units; deploy units
ASSIGNMENT PHASE
Rebel player assigns Leaders to Missions; then Imperial player.
Assigning Leaders to Missions - choose Mission card from hand and place
face down next to faction sheet. Then put 1 or 2 Leaders from your Leader
Pool on top of the Mission card.
COMMAND PHASE
During the Command Phase, players will be moving units (potentially
starting combat), and/or revealing Missions. Choose from these 3 options:
Missions Types:
Resolve - cannot be opposed. Card’s ability automatically occurs
Attempt - can be opposed. Card’s ability will succeed if it is unopposed
Opposing a Mission - send 1 Leader from your Leader Pool to the Mission
location. Roll dice equal to Leader’s matching skill icons to determine success or fail. Each
or
is 1 SUCCESS. Each
is 2 SUCCESSES. Tie goes
to the opposing player.
Starting Missions
go back into your hand after they are used - all
others are discarded. Starting missions can never be discarded.
REFRESH PHASE
1. Return Leaders from the game board and from Mission cards back to
the Leader Pool. If from a Mission card, put that card back in your hand.
2. Draw 2 Mission Cards - hand limit: 10 cards
3. Launch Probe Droids - Imperial player draws 2 Probe cards
4. Rebel draws 1 Objective Card.
5. Advance Time marker 1 space - recruit
or build
if those icons
are on the new time space.
6. Deploy units - Starting with Rebel player - slide units down the build
queue - any that slide off the 1 space can be deployed to loyal or subjected
system - limit: max 2 per system.
Recruit - draw 2 Action cards - choose one leader represented on the Action
cards and place that Leader in your Leader Pool; keep the matching Action
card. Place other card at the bottom of the Action deck. If all leaders on
drawn cards have been recruited, continue drawing until you can recruit.
Activate a System - place a Leader from your Leader Pool on a system.
Move units from any adjacent systems to the activated system. If this movement ends with opposing forces in a system combat will occur immediately. Build - build 1 unit for each matching resource icon in loyal or subjected
systems - place units in the build queue space as indicated by the planet
Reveal a Mission - use a Leader on a Mission Card to reveal it - Leader must
producing the units. Subjected systems use only left-most resource icons.
meet the Mission’s skill requirement. Leader moves to Mission location.
Systems with opponents units or sabotage markers cannot build units or be
Pass - once a player has passed they can take no further actions during the
deployed to.
Command Phase.
COMBAT
Combat occurs immediately after a player moves units to a system that
contains their opponents units. Proceed through the following steps:
1. Add Leader - if you have no Leader in the contested system or your
Leader has no tactics values you may add a Leader from you Leader Pool to
the system.
2. Draw Tactics cards - based on the tactics values of your Leaders in the
system - If you have multiple leaders present use only the highest value of
each type (ground and space)
3. Combat round:
1. Space Battle - current player resolves 1 attack with all their
ships; then other player. See resolving an attack below.
2. Ground Battle - current player resolves 1 attack with all their
ground units; then other player. See resolving an attack below.
3. Retreat Option - current player has first option to retreat;
then other player. See retreating below
4. Next Combat Round OR End of Combat
4. End of Combat
- Imperial victory with remaining Rebel structures - structures are destroyed.
- Rebel victory with Death Star Under Construction remaining - it is destroyed.
- Discard and shuffle all tactics cards back into their decks.
- Remove damage markers from remaining units.
RESOLVING AN ATTACK
1. Roll Dice of matching color and quantity of units in the battle (max: 5 of
each color)
2.Perform any number of combat actions
- Play Tactics card - pay the dice cost if required by card
- Draw Tactics card - discard a special
dice to draw one tactics card
matching the current theater (space or ground)
3. Assign Damage - active player chooses which of their opponents units to
assign damage to.
Hit - 1 damage to a unit with health matching the die color.
Direct Hit - 1 damage to red or black health.
4. Block Damage - opponent can play tactic cards to remove damages assigned to their units.
5. Destroy/Damage Units
- Damage > or = health - Destroy unit. Units that have not attacked this
combat round are placed on their owners faction sheet . They will be destroyed at the end of the combat round but still have a chance to attack.
- Damage < health - place damage markers under miniature.
RETREATING
Move 1 Leader and all ships (you can choose to leave transported units) to
adjacent system - normal movement rules apply. Adjacent system must
have friendly units or be loyal. Any other Leaders are left behind.
Imperial may not retreat if Death Star is in combat. No one can retreat if
there are no enemy units left in the system.
Rebels must retreat if only remaining ships are Transports or they are destroyed.
ADDITIONAL RULES
ATTACHMENT RINGS
A Leader can only have one attachment ring at a time. If they have one and
receive another, remove the first and attach the second.
CAPTURED LEADERS
Cannot oppose mission unless targeted by the mission; can be moved by
Imperial like ground units; only one leader can be captured at a time; captured Leaders do not prevent friendly units from moving into their system.
- Rescuing a captured Leader - if there are no Imperial units in the captured
Leader’s system they are immediately rescued; can be rescued by missions.
When rescued, place Leader in the Rebel Base space. If using a mission, the
mission leader may also move to the Rebel Base space.
DEATH STAR
To destroy a system, Imperial player must use their Research and Development mission to draw a Superlaser Online card from the Projects deck.
When a system is destroyed, place the Destroyed System marker over the
system; destroys all present Rebel ground forces; If the destroyed system is
where the hidden Rebel Base is located, Imperial player wins immediately.
Can be destroyed by Death Star Plans Objective card.
DESTROYING A DEATH STAR (UNDER CONSTRUCTION)
During space combat, once both factions have resolved their attacks, the
Rebel player can reveal a “Death Star Plans” objective card.
Must have at least 1 fighter (has black health) - roll 3 dice - if at least one is
a
the Death Star is destroyed. Discard the objective card. If a
is not
rolled the card is kept but can only be used once per combat round.
DICE REFERENCE
Combat - Deal 1 damage to unit with matching health color.
Mission - 1 Success
Combat - Deal 1 damage to unit with any health color.
Mission - 1 Success
Combat - Draw 1 tactic card or play 1
tactic card.
Mission - 2 Successes
LEADER SKILL ICONS
Diplomacy
Intel
Logistic
Spec Ops
LOYALTY AND SUBJUGATION
Diplomacy missions
can add or remove loyalty. Ex. If Imperial “adds 1
Loyalty” to a system currently loyal to the Rebels it becomes neutral.
Subjugation - If Imperial player has at least 1 Ground unit with no Imperial
loyalty it is considered subjugated. Place subjugation marker on loyalty
space - even on top of Rebel loyalty marker. Subjugated systems only produce the left-most resource for Building units. Imperial Loyalty replaces
subjugation. Subjugated systems are Imperial even with Rebel loyalty.
REBEL BASE
Moving to and from - must be from or to an adjacent system or the hidden
base’s system - this will give the Imperial player information about the
Rebel Base location. Leaders in the Base do not prevent units moving from
the system the Base is located in.
Revealing the Base - if the Imperial player has loyalty or ground units in the
Rebel Base system it is immediately revealed. Reveal before resolving combat. The Rebel player may also reveal the location any time they choose.
1. Flip over the probe card in the Rebel Base space, move all units from the
Rebel Base space to the system on the board.
2. While revealed, the Rebel Base space cannot be used.
Establishing a new Base via Rapid Mobilization mission:
- Draw top 4 Probe cards
- Choose 1 that is not loyal or subjugated by Imperial
- Reveal old base location
- Put newly chosen Probe card under Rebel Base space.
- New Base starts with 0 units.
Rebel player can use resource icons on the Rebel Base space and deploy to
the Rebel Base space as a system.
When a card refers to the “Rebel Base” it is referring to the space on the
game board, not the base’s system.
SABOTAGE MARKERS
Placed via Rebel missions - neither player can use a system’s resources and
new units cannot be deployed here. It can be removed by some Imperial
missions. Max: 1 per system.
STRUCTURES
Structures are immobile
; do not provide dice in combat; provide special
abilities in combat; remaining structures after an Imperial combat victory
are destroyed.
SYSTEM ACTIVATION AND MOVEMENT
- Leaders without Tactics values cannot activate a system.
- Ground and TIE fighter units are transport restricted
and require ships
with sufficient transport capacity to move them.
- Finding the Rebel Base - Rebel player must declare if their base is in a
system after Imperial ground units move into that system.
- Leaders in a system prevent units from moving out of that system.
TEAM GAME
When playing with more than 2 players they will split into teams with each
player on a team controlling different aspects of the game. The players on a
team are referred to as Admiral and General. Use the Team Game side of
the faction sheet with separate Leader Pools. Players on a team may share
as much information as they want to.
Admiral - responsible for recruiting, space battles, and building and deploying units.
General - responsible for the hand of Mission Cards (but both A and G can
OBJECTIVE CARDS
Rebel players gain reputation from these which moves the reputation mark- assign Leaders to Missions), ground battles, probes, Objectives (Rebel)
er down on the time track.
THEATERS
There are two theaters - space and ground. Leader tactic values correspond
Objective cards can be played if the Rebel player has fulfilled its requireto one or the other. Damage can only be assigned to units in the theater of
ments at the time specified on the card.
the current combat step.
Only 1 Objective card may be played during each phase. Once played, the
card is discarded.
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