VERSION 1.4 - CHANGE LOG

VERSION 1.4 - CHANGE LOG

Updated Dice Leaving Play - 9

Updated Set-aside Zone - 10

Clarified Activate a Character or Support - 14

Updated Claim the Battlefield - 14

VERSION 1.4 - CHANGE LOG

Clarified Shields - 16

Updated Simultaneous Abilities - 18

Updated Move - 20

Added errata to Ammo Belt & Fast Hands - 23

Clarified Surgical Strike - 24

Updated One with the Force - 24

Clarified and Updated Cards from Spirit of

Rebellion - 25

Added FAQs - 28

INTRO

This document contains the complete rules for Star Wars:

Destiny

, as well as frequently asked questions and specific card clarifications. It is not meant to teach the game, but rather serve as a comprehensive reference for rules questions and card interactions. Use the guide below to navigate this document and our other online resources for this game:

I want to learn the basics of the game. Read the starter set rulesheet

here

or watch our tutorial video

here

.

I have a question about playing the game. Check the index on the last page of this document to find the relevant entries.

I have a question about a specific card. Check and see if the card is listed under Errata or Card Clarifications. Otherwise, look through the Rules section for some of the words that appear in the card’s ability.

I want to learn the finer points of the rules. Read the Rules section from beginning to end, or look for the topic in the table of contents that interests you most.

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

a tournament. Consult our tournament rules document

here

.

TABLE OF CONTENTS

RULES ............................................. 3

The complete rules for Star Wars: Destiny.

PART 1. CARD TYPES & COLORS ..................... 3

The various elements of each card, explained.

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

The various elements of each die, explained.

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

In play and out-of-play areas.

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

Building a team, building a deck, and selecting a battlefield.

PART 5. GAME STRUCTURE ........................... 13

How to set up and play the game.

PART 6. GAME CONCEPTS ............................. 16

Important rules that are used in every game.

PART 7. ABILITIES ........................................... 17

Types of abilities, timing rules, and keywords.

PART 8. TERMS ............................................... 20

Important words to know when playing the game.

PART 9. MULTIPLAYER RULES ...................... 22

Rules for playing with more than two players.

ERRATA ....................................... 23

Official card changes, sorted by set.

CARD CLARIFICATIONS ............. 24

Specific answers about cards, sorted by set.

FAQ .............................................. 26

Frequently asked questions players have about the game.

CORE GAME CREDITS ................ 29

A list of playtesters and other contributors to the game.

INDEX ........................................... 30

A list of all terms and cards that appear in this document.

STAR WARS: DESTINY

INTRO

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, title, ability, uniqueness, flavor, identification, rarity, and dice reference.

UNIQUENESS

Each card is either unique or non-unique. Unique cards are marked by a diamond ( are non-unique.

*

) before their titles. All other cards

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 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.

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

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.

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.

FLAVOR

Flavor text has no in-game application when present.

IDENTIFICATION (ID)

A card’s identification contains the set symbol (Awakenings’ set symbol is r) 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.

TYPE

Each card is one of five types: battlefield, character, event, upgrade, or support. The type is listed above a card’s abilities, except on battlefields, where it does not appear.

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

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

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.

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.

STAR WARS: DESTINY

CARD TYPES

3

CARD ANATOMY

TITLE

DICE

REFERENCE

TYPE

ABILITY

FLAVOR

STAR WARS: DESTINY

AFFILIATION COLOR RARITY AND ID

4

CARD TYPES

BATTLEFIELDS

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

One player at a time controls the battlefield, and places it next to their deck, either because they started the game with it or were the last person to claim it.

Battlefields have claim abilities on them. These abilities may be resolved 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.

SUBTITLE

STAR WARS: DESTINY

5

CARD TYPES

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 dice that is rolled when that character is activated.

HEALTH

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

POINT VALUE(S)

A character’s point value(s) is how many points it costs to include it in a team. If there are two values, then the smaller value is how many points it costs to use one of that character’s dice, and the larger value is how many points it costs to use two of that die. A character with two of its dice is called an elite character.

POINT

VALUES

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.

COST

When an event is played, it is considered to be in limbo (see “Limbo” on page 11) until it is fully resolved.

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 (ALSO APPEARS ON SUPPORTS AND UPGRADES)

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.

STAR WARS: DESTINY

6

HEALTH

CARD TYPES

SUPPORTS

Support cards represent various vehicles, connections, and logistical aid. When a player plays a support card, they place it faceup in their play area, next to or behind their characters.

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 die, that die is rolled when the support is activated.

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

SUBTYPES (ALSO APPEARS ON UPGRADES)

Some cards have subtypes listed after the card’s type, such as “Vehicle” or

“Weapon.” Subtypes have no inherent rules associated with them, but other cards may reference them.

SUBTYPE

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

UPGRADES

Upgrades represent weapons, gear, and abilities that characters have at their disposal. When a player plays an upgrade, they attach it faceup to one of their characters. A player may replace an upgrade already on that character by discarding it to decrease the cost of the new upgrade by the cost of the discarded one. Upgrades have repeatable or ongoing abilities and stay in play unless an effect or ability discards them, or the character they are attached to is defeated.

Each character cannot have more than 3 upgrades. If a character ever has more than 3 upgrades, the player who controls it must choose and discard upgrades from it until it only has 3.

The color of a character and its upgrades do not have to match. A character can have an upgrade that does not match its color, provided all deckbuilding and play restrictions were followed.

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

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

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

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

STAR WARS: DESTINY

7

CARD TYPES

PART 2. DICE & DICE SYMBOLS

The game uses six-sided, premium dice. All dice may have the following components: value, symbol, cost, modifier, identification, and rarity.

VALUE

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

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

SYMBOL

Each side of a die has 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).

RESOURCE COST

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

MODIFIER

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

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

so you can resolve the +2 j along with the 1 j for 3 ranged

damage dealt to any one character. If you had not rolled the

1

j, or had already spent it, you could not have resolved the

+2

j die.

A modifier cannot be resolved by itself.

IDENTIFICATION (ID)

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

RARITY

The rarity of a die matches the rarity of its card (see “Rarity” on page 4).

STAR WARS: DESTINY

8

VALUE

COST

MODIFIER

ID & RARITY

SYMBOL

DICE

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.

k

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.

j

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.

t

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.

󲃹

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.

e

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.

q

RESOURCE

Gains resources equal to the value of the symbol.

RESOLVING DICE THROUGH CARDS

Many cards allow a player to resolve one or more dice.

When a player resolves a die through a card, 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.

A player cannot resolve a modifier by itself.

A player cannot use modifiers when resolving a die through a card effect, unless the card allows them to resolve multiple dice of the same symbol.

f

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.

o

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.

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 removed 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.

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9

DICE

PART 3. AREAS OF PLAY

Each player has their own areas of play. These areas are either in play or out-of-play.

IN PLAY

CHARACTERS & PLAYED CARDS

After an upgrade or support is played, it is added to the play area and is in play. Characters also start the game in play, and remain there until defeated. Events are never in play; they are played, resolved, and discarded without entering the play area.

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.”

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.

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.

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.

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.

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 drawn yet.

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 left 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.

LIMBO

When an event is played, it is placed faceup on the table and is in limbo. It is no longer in the player’s hand. Once the event resolves, it goes to the discard pile.

The event does not enter play, but it is considered to have been played.

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 dice are set aside. These are dice that can enter play via cards.

Players can set aside any number of dice that match cards in their deck, or are referenced by cards in their deck. Players may hide these dice from their opponent using a tray or a dice bag.

Cards can also enter or leave the set-aside zone. Cards in the set-aside zone are open knowledge unless otherwise noted.

Defeated characters are placed in the set-aside zone, and some cards, like Premonitions (D131) or 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.

STAR WARS: DESTINY

10

AREAS OF PLAY

AREAS OF PLAY

DICE POOL

CHARACTERS

UPGRADE

SUPPORT

STAR WARS: DESTINY

AREAS OF PLAY

BATTLEFIELD

DECK DISCARD PILE

11

HAND

RESOURCES

SUPPLY

SET-ASIDE ZONE

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.

A player must select either hero or villain characters; hero and villain characters cannot be on the same team.

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

A player must choose at least one character.

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

Example: A player chooses the elite version of Leia Organa

(r28) for 16 points, and the non-elite version of Han Solo (r46)

for 14 points. Their two characters are a combined 30 points, which is the most points there can be on a team.

Since Leia Organa and Han Solo are hero characters, the player cannot use 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 (r171) 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.

2. BUILDING A DECK

A deck includes exactly 30 cards.

The deck cannot include more than 2 copies of the same card.

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

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

Gray cards can be included in any deck.

A deck can contain events, upgrades, and supports.

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

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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12

CUSTOMIZATION

PART 5. GAME STRUCTURE

The game is a fast-paced, back-and-forth battle where players alternate taking actions.

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.

SETUP

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

UPKEEP PHASE

During the upkeep phase, each player does the following:

1

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

1

Readies their exhausted cards.

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

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

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

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

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.

If, after discarding, a player has cards in their hand equal to or greater than their hand size, they do not draw any cards.

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

If a player does not have enough cards left to draw up to their hand size, they draw as many cards as they can.

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. 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.

ACTIONS

Actions are taken by a player whenever it is their turn. On a player’s turn, they must take an action or pass. The different actions are listed below and described in detail on the following page:

Play a card from hand

Activate a character or support

ROUNDS

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

Resolve dice

Discard a card to reroll dice

Use a card action

Claim the battlefield

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13

STRUCTURE

PLAY A CARD FROM HAND

Before a player plays a card, they should first check to see if there are any play restrictions on the card. If there are, and those conditions are not met, then the card cannot be played.

If there are no restrictions, or all restrictions to play the card are met, then the player must pay resources equal to the card’s cost. If they do not have enough resources to pay, then the card is not played. A player can attempt to play a card even if they do not currently have the resources for it, as the cost printed on the card can be altered by in-game effects.

Once a card’s cost has been paid, the card is resolved based on its type.

Playing an Event: The player follows the card’s instructions and then discards it. The card is in limbo while resolving.

Playing an Upgrade: The player chooses and attaches the upgrade to a character by placing it next to or below that character. Before paying the cost to play an upgrade, the player can choose to replace an upgrade that is already on the chosen character. The cost to play the new upgrade is decreased by the cost of the old upgrade, and the old upgrade is discarded when the new one comes into play.

If the old upgrade costs equal to or more than the one replacing it, then the new upgrade is free.

Most upgrades come with an extra die. When they are played, the player takes the matching die from their setaside dice and places it on the upgrade (or, for ease of use, they can also place it on that character instead since it is rolled along with the character’s dice).

Playing a Support: The player places the card on the table below their team. Some supports also have a die that comes with them. When they are played, the player takes the matching die from their set-aside dice and places it on the support.

ACTIVATE A CHARACTER OR SUPPORT

To activate a character or support card, a player exhausts that card and rolls all of its dice. 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. Characters always roll their character dice and their upgrade dice (from attached upgrades) when activated. Supports roll their own die into the dice pool when activated. Supports without a die cannot be activated.

All of the dice associated with a character (its character and upgrade dice) must be rolled when that character is activated. A player cannot choose which dice to roll.

An exhausted character or support cannot be activated.

RESOLVE DICE

Each die side has a symbol on it (see page 9). A player may resolve one or more dice in their pool that have 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.

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 with 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.

DISCARD TO REROLL DICE

A player can discard one card of their choice from their hand to reroll one or more dice in their pool. They must choose all the dice they want to reroll before rerolling.

If there are no dice in their pool, they cannot discard a card from their hand to reroll.

USE A CARD ACTION

Some support, upgrade, and character 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.

CLAIM THE BATTLEFIELD

When a player claims the battlefield, they may use its claim ability. If they do not control the battlefield, they take control of it and move the battlefield card next to their deck. For the rest of this round, that player automatically passes all of their future turns and declines to act if they ever have the opportunity to take actions. Their opponent continues taking turns until they also pass. Only one player can claim the battlefield each 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.

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14

STRUCTURE

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.

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 (r4),

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

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

when the card is ready and there’s no damage on it to move.

However, since the Backup Muscle exhausts, something happened and the action does not count as a pass.

WINNING THE GAME

There are two ways for a game to end:

All of a player’s characters are defeated. The game ends immediately and the other player wins the game.

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

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STRUCTURE

PART 6. GAME CONCEPTS

These are important rules that are used every game.

DAMAGE

represented by their resource tokens. Resources begin the game in the supply. When a player gains resources, they take tokens from the supply. When a player spends or loses 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.

When a character is dealt damage, place that much damage on the character. When a character has damage on it equal to 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 (r145) 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.

Damage tokens come in values of one and three. A player can swap between these tokens as necessary in order to track the amount of damage on a character. If the supply of damage tokens runs out, substitute a different token or track damage using a different method.

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.

When a player distributes damage “as they wish,” players cannot deal excess damage (damage above their health) to their characters.

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

from the special on the F-11D Rifle (r8). They must deal

each of their characters one-damage, instead of dealing one of the characters two damage.

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.)

Any excess damage dealt to a character above its health is ignored.

When all of a player’s characters are defeated, they lose.

RESOURCES

DRAW

READY

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 can have a maximum of 3 shields at one time. If an effect would give a character more than 3 shields, ignore the excess shields.

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

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.

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.

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

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CONCEPTS

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 (r45) has two different abilities.

ACTION ABILITIES

Some support, upgrade, and character cards have unique actions listed on them. These actions are preceded by the word “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 (r101) has the action

ability “Action - Exhaust this support to gain 1 resource.”

An ability becomes usable as soon as its card enters play, and remains usable as long as that card is in play. 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 (S) 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 when triggered, based on a “first in, first out” principle. Each one waits its turn in the queue until the trigger condition is complete. 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 currently resolves.

CLAIM ABILITIES

Battlefields 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.

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.

Inherent dice abilities other than specials never use the words

“before” or “after” or “while.”

Example: Diplomatic Immunity (r50) says “The shields

from this die can be given to any of your characters, distributed as you wish.” The shields from this die can be split up regardless of whether the card is in play or

not, such as when resolved through Poe Dameron’s (r29)

special ability.

Dice with a non-special inherent die ability: Diplomatic

Immunity (r50), Launch Bay (r31), Lure of Power (D16)

Example 2 (see diagram below): A player plays the event

Squad Tactics (r143) with two Tusken Raiders (r22) and

Captian Phasma (r1) on their team. Both of the Tusken

Raiders have the Guardian keyword, and since this is a before ability it interrupts the game (and does not enter the queue).

One of the Tusken Raiders is defeated by the damage it takes with Guardian, and the Redeploy keyword on the Gaffi Stick

(r25) attached to it enters the queue. However, since Squad

Tactics is currently in the queue, waiting for the Guardian abilities to resolve, the Redeploy keyword goes to the end of the line. Now that one Tusken Raider is defeated, Squad

Tactics activates the other Tusken Raider. It rolls its dice into the pool, completing the resolution of Squad Tactics, and then the Gaffi Stick is redeployed to either it or Captain Phasma.

(It cannot be rolled in by the other Tusken Raider.)

#1

Squad Tactics enters queue

SPECIAL ABILITIES

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

The special (S) 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.

#2

Guardian abilities interrupt, resolve

#3

Redeploy enters queue

QUEUE

#4

Squad Tactics resolves

#5

Redeploy resolves

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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 immediately take another action.

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

GUARDIAN

Before a character with Guardian activates, its owner may remove one die showing damage (k or j) from their opponent’s dice pool to deal damage equal to the value showing on the die removed to the activating

Guardian character.

REDEPLOY

This keyword only appears on upgrades. After the attached character is defeated, its controller may move this upgrade to any of their 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.

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 (r37) 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 (r42) 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 (r61) 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 (r22) with Fast Hands (D150) is

activated when there is also a Jango Fett (r21) 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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ABILITIES

EFFECTS

REPLACEMENT 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 (r23) says “You may pay 5 resources

to choose a character. That character is defeated after this round ends.” 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 is discarded. It does not remain in limbo until the effect resolves.

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 (r137) 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 (r137) resolves before the before

ability on General Grievous (r3). Since the character affected

by Second Chance is no longer defeated, General Grievous’ ability cannot be triggered.

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

SELF-REFERENTIAL EFFECTS

When a card’s ability text refers to its own card type, such as

“this upgrade” or “this character,” it refers to itself only, and not to other copies (by title) of the card.

NEGATIVE EFFECTS

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

“THEN” EFFECTS

In order to resolve an effect that is preceded by the word

“then,” the previous effects on the card must have fully resolved (i.e., the game state changes to reflect the intent of the effect in its entirety). If the part of an ability that precedes the word “then” does not successfully resolve in full, the part of the ability that follows the word

“then” does not attempt to resolve.

Example: Scavenge (r132) says “Discard the

top 3 cards of your deck. Then you may add an upgrade or a support from your discard pile to your hand.” If less than 3 cards remain in your deck, you cannot add a card to your hand because the previous effect did not fully resolve.

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ABILITIES

PART 8. TERMS

Below are definitions and explanations of important terms that players should know. These are 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, e.g., they cannot deal damage to a defeated character. 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 dice being referenced.

Example: The combined value of two dice showing ranged damage, with values of 2 and 1 respectively, would be 3.

CONTROLLER

The controller of a card or die is the player who has it in their in play area. By default, players control all of the cards and dice they own.

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.

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.

FREE

When something is played or resolved for free, a player does not pay any cost for the card or die.

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.

Example: Emperor’s Favor (r88) says “Your hand size is

increased by 1.” Because this effect does not have a duration assigned to it, the increase is constantly applied.

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.

MOVE

Some effects allow players to move cards or tokens.

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 a new character, its die returns to the matching card.

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

When damage is moved to a new character, it ignores shields and the character is not considered to have taken damage.

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TERMS

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).

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.

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.

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).

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.

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 have 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 card 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 (r164) 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.

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.

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.

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TERMS

PART 9. MULTIPLAYER RULES

In addition to playing against one opponent, players can choose to play against more than one opponent in a multiplayer game. There is one official format: free-for-all.

FREE-FOR-ALL

More than two players can participate in a free-for-all game, though 3-4 is the recommended number. Players should follow all of 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 all of a player’s characters are defeated, 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.

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MULTIPLAYER

ERRATA

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

AWAKENINGS (r)

HYPERSPACE JUMP (129)

Should read: “End the action phase. You may switch the battlefield with the battlefield that is not being used. Set

aside this card instead of discarding it.”

Context: This card could be played many times per game with the Millennium Falcon, so now it goes to your set-aside zone after resolving.

SPIRIT OF REBELLION (D)

OUTER RIM SMUGGLER (46)

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

Context: Two of this card could generate countless resources with Return of the Jedi.

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.”

Context: This change makes the card more thematic, and prevents it from being used with Second Chance.

FAST HANDS (150)

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

Context: This card created a poor play experience when paired with non-Yellow characters.

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ERRATA

CARD CLARIFICATIONS

This section provides you answers about specific cards, sorted by set.

AWAKENINGS (r)

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.

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.

Players lose from having no cards in their hand and deck before Crime Lord resolves at the end of the round.

COUNT DOOKU (9)

If a die is spent with a modified die, that is one source of damage and Count Dooku can only gain 1 shield.

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.

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.

The claim ability of the battlefield 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)

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 still use his ability and remove one of them before gaining the new shield.

RETREAT (110)

Control of the battlefield does not change.

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.

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CLARIFICATIONS

24

SURGICAL STRIKE (112)

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

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.

SPIRIT OF REBELLION (D)

ASAJJ VENTRESS (9)

You force your opponent to discard an additional card with her ability, not choose a different card entirely.

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.

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.

FORCE LIGHTNING (14)

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

BLACKMAIL (23)

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

MOMENTUM SHIFT (129)

If all of your characters already have their maximum number of shields, then you cannot move a shield.

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.

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.

DIRECTOR KRENNIC (3)

The Deathtrooper die comes from your set-aside zone. If there is no Deathrooper die in your set-aside zone, then his ability does nothing.

If you are using Deathtroopers in your team then you must have additional Deathtrooper dice to use with Krennic.

SALVO (121)

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

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.

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.

STAR WARS: DESTINY

25

CLARIFICATIONS

FAQ

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

Can I play with my friend if we are both using villain (or hero) decks?

Yes. You can play against anyone, regardless of what affiliation their deck is. You could even use the same characters they are using!

When one of my characters is about to take damage, do I have to use their shields?

Yes, if able.

If I play an upgrade on an exhausted character, can I immediately roll its die into my pool?

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

Can I redeploy an upgrade to a character who already has the maximum number of upgrades?

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

What is the difference between ranged and melee damage?

There is no functional difference. The only difference between the two is the cards that interact with them and that you cannot resolve them as part of the same action.

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.

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.

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.

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.

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 replace an upgrade with another upgrade that costs fewer resources?

You play the new upgrade for free.

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

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

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.

STAR WARS: DESTINY

FAQ

26

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 (r23) if I roll it

into my pool with Ace in the Hole (r92)?

Yes. Because special abilities are inherent to the die, they can be used even if the card is not in play.

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

(r99) with no damage on it or playing Noble Sacrifice (r118)

when I have no Blue characters.

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.

Can Rey (r38) take an additional action if I claim the

Imperial Armory (r169) with her?

No. You must pass all future actions once you claim the battlefield, including the additional action that Rey gives you.

Can I use Cunning (r65) to trigger discard an opponent’s

Thermal Detonator (r67) or Infantry Grenades (r17)?

Yes. You will deal the damage to an opponent’s characters and then discard the Thermal Detonator or

Infantry Grenades.

What happens to a character’s dice that are still in the dice

pool when they are readied again, like with Bala-Tik (r19)

or Leadership (r141)? Are they removed? Are they rerolled

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.

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

Black One (r32), 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.

I have a Count Dooku (r9) with 1 remaining health, and my

opponent resolves a die showing 2 ranged damage against it.

However, they also have an Admiral Ackbar (r27) 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.

Can I use Cunning (r65) to switch an opponent’s Sith

Holocron (r16) 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 (r23) when I claim Rebel War Room

(r171)?

No. The Rebel War Room only ignores the resource cost printed on a die.

What happens if I use Obi-Wan Kenobi’s before ability (D37)

with a Rejuvenate (D132) 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.

How does Cunning (r65) interact with an opponent’s Black

One (r32)?

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 (r16) to switch an upgrade onto a

Royal Guard (D12)?

Yes. Switching an upgrade onto a character is not the same as playing one.

If my opponent has a TIE Pilot (D4) die and several other

dice showing ranged damage, what happens if I play Dodge

(r155)?

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 (D23) die and resolve it with Fast

Hands (D150) 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.

STAR WARS: DESTINY

27

FAQ

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 (D37) ability to play a Noble

Sacrifice (r118) 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. 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 (D46)

when I play Smuggling (r134) 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 (D11) ability if I resolve

one of his dice with Anger (D71)?

No. Palpatine’s ability only works when the controller of

Palpatine resolves one of his dice, not an opponent.

STAR WARS: DESTINY

28

RULES

CORE GAME CREDITS

Playtesters: John “Og the Beautiful” Adkins, Melissa “Oggina the Terrible” Adkins, Michael Bernabo, Kathy Bishop, Donald

Bubbins, Charles Campbell, Arthur Campbell, Carl Coffey,

Michelle Coffey, Caterina D’Agostini, Anthony “LibrariaNPC”

DeMinico, Paul ver der Westhuizen, Wes Divin, Emeric

Dwyer, Richard A. Edwards, William Edwards, Joey Eringman,

Andrea Dell’Agnese & Julia Faeta, Jacob Freedman, Josh

Gebhart, Alyssa Woodworth-Gloade, Mark Greening,

Jeff Greening, Josh Hall, Tim Huckelbery, Petey

Jensen, Brian Johnson, Richard Jones, Nick

Koenig, Kalar Komarec, H.K. LiebeGott, Cody

Lightfuss, Markus Mason, Charlie McCarron,

Patrick McGregor, Lewis McKinnell, Susan

McKinnell, Luke Myall, Josh Nalezny, Matt

Nott, Eleanor O’Neil, Luke Palmer, Jake Palombo,

Brandon Perdue, Rick Reinhart, Zach Reyburn,

Michael Richards, Zap Riecken, Seth Roberts,

Carl Rosa II, Jimmie Sharp, Dominic Shelton, Joel

Stevenson, Daniel Strabala, Michael Strunk, Darrell

Ulm and Emily Ulm, Sean Vayda, Michael Walsh,

Brandon Walz, Ben Wilson, David Withington, Keyyly

Yuhas, and Jeremy Zwirn

Game Design: Lukas Litzsinger and Corey Konieczka

Game Development: Lukas Litzsinger

Graphic Design: Monica Helland with Christopher Hosch

Managing Graphic Designer:

Brian Schomburg

Art Direction: Zoë Robinson

Managing Art Director:

Andy Christensen

Quality Assurance Coordinator:

Zach Tewalthomas

Rulesheet Proofreading: Adam Baker and Molly Glover

Rules Reference Tech Editing:

Andrea Dell’Agnese & Julia Faeta

Rules Reference Proofreading: David Hansen

FFG Licensing: Simone Elliott and Amanda Greenhart

Production Management:

Megan Duehn and Jason Beaudoin

Production Coordination:

John Britton, Marcia Colby, Jason Glawe, and

Johanna Whiting

Executive Producer: Michael Hurley

Creative Director: Andrew Navaro

Publisher: Christian T. Petersen

Lucasfilm Approvals: Chris Gollaher and Brian Merten

Special thanks to Catherine Shen, Jacob Freedman, Charlie

McCarron, and Brandon Perdue.

© & ™ Lucasfilm Ltd. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight

Games, Inc. Fantasy Flight Supply is a TM of Fantasy Flight Games, Inc. Fantasy

Flight Games is located at 1995 West County Road B2, Roseville, MN 55113,

USA, 651-639-1905. Actual components may vary from those shown. Made in

China. NOT INTENDED FOR USE BY PERSONS AGES 9 YEARS OR YOUNGER.

STAR WARS: DESTINY

29

FantasyFlightGames.com/SWDestiny

CREDITS

INDEX

A

“Abandon All Hope” ...........24

Abilities .............................3

,

17

“ace in the hole” ................24

Action phase ........................13

Actions ..................................13

activating cards ................14

‘Admiral Ackbar’ ................27

affiliation .............................. 3

After abilities.....................18

ambush keyword ................18

“ammo belt” .........................23

B

“Backup Muscle” .................27

battlefield............................. 5

selecting ...........................12

before abilities ..................18

“blackmail” ..........................25

“black one” ..........................27

Blank ........................................ 9

Blue .........................................12

C

“C-3PO” ...................................25

card

copy of ...............................20

card action..........................14

Card Clarifications ..........23

card types ..........................3

,

4

cargo hold ...........................25

character die .....................20

characters ............................. 6

cheapest ................................20

choose ...................................20

claim abilities ....................17

claim the battlefield ......14

colors ...................................... 3

combined value ...................20

controller ...........................20

cost ........................................... 6

“count dooku” ..............24

,

27

“crime lord” ..................24

,

27

“cunning” ..............................27

customization .....................12

D

damage...................................16

distribute .........................16

unblockable ....................21

“daring escape” ...................24

decline to act ...............14

,

15

decreasing ............................20

defeated characters ........16

delayed effects ..................19

dice ........................................... 8 cost ....................................... 8

leaving play ....................... 9

on cards ............................10

rerolling ..........................14

STAR WARS: DESTINY

resolving ..........................14

resolving through cards 9

rolling...............................21

set aside ............................10

turning ..............................21

dice pool ...............................10

dice references ..................... 3

Dice Symbols .......................... 8

“Diplomatic Immunity” .....17

“director krennic” ............25

Discard pile ..........................10

Discard (symbol) .................. 9

Disrupt ..................................... 9

drawing cards ....................16

E

elite character .................... 6

errata ....................................23

events ................................6

,

14

exhausted .............................16

F

“fast hands” .........................23

“FN-2199” ...............................25

Focus ........................................ 9

“force illusion” ..................25

“Force Lightning” ..............25

“force training”.................24

free .........................................20

Free-For-All .........................22

Frequently Asked Questions

23

G

game STRUCTURE ..................13

“general grievous” ............24

Guardian keyword .............18

H

hand .......................................10

hand size ...............................10

healing ..................................20

Health ..................................... 6

“hunker down” ...................24

“hyperspace jump” ........23

,

24

I

identification (ID) ...........3

,

8

“imperial armory” ..............27

increasing ............................20

“infantry grenades”..........27

K

keywords ..............................17

L

“Let the WOokie Win” ........24

limbo ......................................10

look at ..................................20

M

Melee Damage ........................ 9

modifiers ................................ 8

“momentum shift” ..............25

moving ...................................20

Multiplayer rules ..............22

N

negative effects ................19

Neutral .................................12

“Nightsister” .......................24

O

“One with the force” ........24

ongoing abilities ...............17

“outer rim smuggler” .......23

out of play area .................10

owner .....................................21

P

playing cards ......................14

play restrictions ...............21

“poe dameron” .........17

, 24

,

27

point value ............................. 6

“premonitions” ....................25

Q

queue ......................................17

R

Ranged Damage ..................... 9

rarity

cards .................................... 3

dice ....................................... 8

ready ......................................16

“Rebel War Room” ...............27

Red ...........................................12

redeploy keyword .............18

removing dice .....................21

replace ............................14

,

21

replacement effects .........19

rerolls...................................14

resources ..............................16

Resource (symbol) ................ 9

“retreat” ...............................24

“rey” .......................................24

rounds ...................................13

S

“salvo” ...................................25

“second chance” .................24

self-referential effects .19

set-aside zone .....................10

Setup .......................................13

Shield (symbol) ..................... 9

“sith holocron” .................24

Special (symbol).................... 9

spotting ................................21

subtitles ................................. 5

subtypes ................................... 7

supply .....................................10

supports ................................14

T

team .......................................... 6

building .............................12

the golden rule ................... 3

“then” effects .....................19

“thermal detonator” .......27

title .......................................... 3

“training” .............................25

turns ......................................13

U

unblockable damage ........21

unique ................................3

,

12

upgrades ...........................7

,

14

Upkeep Phase ........................13

V

value ........................................ 8

W

Winning the Game ..............15

X

X as a variable .....................21

Y

Yellow ...................................12

30

INDEX

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