You are on page 1of 3

Star Wars: Epic Duels rules summary

Object: Maneuver your characters to attack and defeat your opponent’s main character.

Setup: Give each player a Quick Guide card for reference.


Each player chooses a main character from the good side or the dark side and takes the
character’s chart, main and minor character figures, and shuffles his corresponding
deck.
For generic minor characters, choose the numbered figures (notched into their bases)
that match those on your chart.
Place a wound marker on the blue circle for each character in your chart.
Choose one of the four game boards and place the main characters on the named spaces.
Randomly determine the first player by rolling the die.
The first player places his minor character(s) adjacent (orthogonal and/or diagonal) next
to his main character. The second player does the same.
Each player draws 4 cards from his deck.
The first player takes the first turn in the game.

Player Turns: During your turn, roll the die, move your characters, and then take 2
actions.

Movement: You can move your figures in any orthogonal direction (not diagonal).
Roll the die to determine what you can move on your turn:
If you rolled a number (only), you can move one character up to that number of
spaces.
If you rolled a number and ALL, you can move all of your characters up to that
number of spaces, in any order you choose.
You can’t enter the fallen pillars, starship, water, or mist (i.e., squares without grid
lines).
You can’t move through enemy characters.
You can move through friendly characters but can’t end your move in the same square
as another character.

Attacking: Characters that are adjacent (including diagonally) can attack each other.
Characters with the image of a blaster next to their picture on the character chart can
attack from any range provided you can trace a line directly along a column/row of
spaces or directly along the diagonal. This line can’t pass through any space with an
obstacle (the fallen pillars or starship) or another character on it. You can shoot through
the water and mist spaces. You can shoot along the diagonal between two characters.
Actions: There are 3 types of actions: Drawing a Card, Playing a Card, and Healing a
Character. You must choose 2 actions on your turn.
You can choose two of same action or any other combination.
You can announce and complete your first action before deciding on the second action.

Drawing a Card: You can’t have more than 10 cards in your hand. If you already have
10 cards, you must discard one before drawing a card as an action.
If you go through your draw pile, reshuffle your discard pile.
If either player goes through his draw pile a second time, the game is over and the
player whose main character has the least damage wins – otherwise it is a tie.

Playing a Card: There are 3 types of cards: Combat, Power Combat, and Special.

Combat Cards: Combat cards have an attack and a defense value.


To attack with a Combat card, name the attacking character and its target. Then play a
Combat card that matches the attacking character face down.
Your opponent has the option to defend by playing a Combat or Power Combat card
that matches the target character face up.
The attacker flips his attack card. If the attack is higher than the defense, the target
takes damage equal to the difference between the two values.

Power Combat Cards: Power Combat cards are played like Combat cards although
they don’t all have both an attack and a defense value.
After damage is resolved, the additional effects of these cards come into play, starting
with the attacker’s card.
Power Combat cards that state “Playing this card does not count as an action” (e.g.,
Darth Maul’s Sith Speed and Super Sith Speed cards) are played face down as an attack
but when revealed they do not count as an action. Such cards must be played before
you complete your second action.

Special Cards: Special cards are played face up and are resolved immediately. There is
no opportunity to defend against them.
Some don’t even count as an action (e.g., Jango Fett’s Fire Up the Jet Pack card).
Special cards are played “anytime on your turn” after you have handled any movement
and before you complete your second action.

Healing a Character: If all of your minor characters have been destroyed, you can
discard a minor character card to heal 1 damage to your main character as an action.

Winning the Game: Characters are destroyed when their wound marker is moved to
the red circle. Remove the destroyed character’s figure from the board.
You win the game when you destroy your opponent’s main character.
4 or 6 Player Team Play: Alternate team members around the table.
Each player controls his own main and minor characters.
Players may continue to fight with their minor character(s) if their main character is
destroyed and may then use main character cards to heal minor characters.
Team members can discuss strategy but not look at each other’s cards or tell each other
what cards are in their hands.
The game ends when all main characters on one team are destroyed.

2 or 4 Player Master Play: Each player controls 2 main characters and their minor
characters.
Each player starts with 2 cards from each main character’s deck. When you draw a card
as an action, you choose which deck to draw from.
If you roll an ALL, you move both groups of your characters.
With 4 players, alternate team members around the table.
The game is over when both main characters of one player are destroyed.
Team members can discuss strategy but not look at each other’s cards or tell each other
what cards are in their hands.
The player of a card that says, “Pick a card at random from any player” will be able to
choose which card deck to choose from because he can see the backs of the chosen
opponent’s hand.
When playing the Emperor’s “Future Foreseen” card, you may only look through the
Emperor’s draw pile.

FAQ: Any blocking card makes the Darth Vader’s All Too Easy card only do 3
damage.

Variants: Discarding a card heals 2 damage.


Discard 3 destroyed minor character cards to draw 3 cards at a cost of 2 actions.

You might also like