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Guide to Legends of the Alliance (LotA) Interact – Interacting with tokens can provide valuable

SET-UP rewards, such as Supply cards and credits and may be


- Prepare supply of dice, Condition cards, and the damage, required to progress during a mission.
strain, and condition tokens. Place the Reference cards
within reach of the players. A figure can interact with a token in their space or an
- Remove the cards listed from the Supply card deck: adjacent space. A figure can interact with a door in an
Core: Valuable Goods, Troop Data, C1 Comlink. ORGOTHOGANALLY adjacent space ONLY. To interact,
Twin Shadows: Chance Cubes select the object in the app and select Interact.
Jabba’s Realm: Pit Droid
- Set aside Deployment cards, gray figures, map tiles, doors, Some missions allow the retrieval of tokens with an Interact
and the mission, terminal, and crate tokens – the app will action. Place these tokens on the figure’s base. If the figure
call for them at various times. is defeated, the token is dropped in the space and can be
- Run the app and select New Game. Choose a campaign retrieved again as normal.
(or tutorial), difficulty, and save slot.
- If not playing the tutorial, set up your party. Each player Rest – Heroes can suffer Strain to resolve abilities. By
selects a hero in the app (2 in playing solo) and collects their resting, a hero recovers Strain equal to their Endurance.
Hero sheet, figure, and Hero Class deck.
- Each player retrieves the Item cards from their Hero Class Special Action – Class cards, abilities, and mission rules may
deck that do NOT have XP values (bottom left) and places allow special actions denoted with the arrow. EACH special
them face up. The rest of the deck is not used for the first action can ONLY be performed ONCE per activation.
mission.
- For a 2 Hero game, each player also takes a Legendary Actions in the app with the arrow are NOT considered
Reward card (10 bonus Health). For a 3 Hero game, each special actions and are NOT limited to once per activation
player takes a Heroic Reward card (3 bonus Health). These unless otherwise indicated.
serve as a reminder of their bonus health. Ignore activation
text as this is handled in the app. Attack – When a figure has suffered damage equal to its
- Select Continue in the app and enter a group name. health, it is defeated. When a hero declares an attack, it
chooses an Imperial to target and then rolls their weapon’s
GAMEPLAY attack dice as well as the defense dice listed on the
Missions are played over a number of game rounds. Each Imperial’s Deployment card.
round consists of hero and Imperial group activations.
After dice are rolled, the target suffers damage equal to the
Players choose a hero to activate and that hero performs 2 number of damage icons (burst) minus the number of block
actions. Players inform the app when that hero is done and icons (triangle). For each damage suffered, place one
the app will instruct the players on activating Imperials. damage token next to the figure.

This continues until all heroes have activated and the round There are 4 other possible die results:
ends. The app may then apply end of round effects. Surge (lightning): These can be spent to trigger abilities.
Can ALSO use ONE Surge to recover 1 Strain.
Hero Activation Evade (open circle): Each Evade cancels one Surge.
1 – Start of Activation: Ready all of the hero’s exhausted Dodge (X): On the white die, the ENTIRE attack to misses.
Class and Item cards. Accuracy (numbers): These are used to determine if a
ranged attack misses.
2 – Perform Actions: Players perform ANY combo of 2
actions. After the hero resolves 2 actions, its activation Melee attacks (lightsaber) can ONLY target figures adjacent
ends and indicates it on the app. to the attacker. Ranged attacks (blaster) can target ANY
hostile figure that the figure can see.
Move – The hero gains movement points equal to their
Speed. Each space moved (including diagonals) requires 1 When performing a ranged attack, the restrictions are:
movement point and can be spent at ANY time during its
activation, including before and after activation. * Line of Sight (LOS): To determine if a figure is within LOS,
the attacking player chooses one corner and then traces
TWO straight uninterrupted lines to DIFFERENT corners of
the target’s space.
The lines CANNOT be traced through walls (solid black lines) Blocking: Indicated by a solid red line – figures CANNOT
or blocking terrain (solid red lines) or spaces with figures. enter or trace LOS through blocking terrain.
Doors: Indicated by a door token. Spaces separated by a
* Accuracy: After rolling, the amount accuracy (sum of door are NOT adjacent. Figures CANNOT move through or
numbers on dice) MUST be EQUAL OR GREATER than the trace LOS through a door.
distance in spaces the target is from the attacker, otherwise
the attack misses completely. Difficult: Indicated by a solid blue line – figures must spend
Abilities 1 ADDITIONAL movement point to enter difficult terrain.
These provide special effects that may be prefaced by icons
requiring the hero to suffer Strain, spend an action or A figure CAN move into a space occupied by a hostile figure,
spending Surge results. but MUST spend 1 ADDITIONAL movement point to do so
and CANNOT end movement in a space with another figure.
In LotA, some Imperial abilities do NOT function as they
require an Imperial player to make a choice (may/choose). Figures
Non-hero figures are deployed to the map in a group. Each
Strain & Endurance & Damage group has a corresponding Deployment card with the stats
Players can suffer Strain to trigger abilities or to move of EACH figure in the group. When deployed, place the
additional spaces (1 Strain per additional movement point – group’s Deployment card face up for all players to see.
up to 2 times per activation). A hero can only OPTIONALLY
suffer Strain equal to their Endurance. Game effects Black Deployment cards are Regular and red ones are Elite.
causing Strain above Endurance causes damage equal to The app will specify which one to put out.
the excess.
The amount of figures in the group is dictated by the
Allies and Imperials do NOT have Endurance, so they number of bars in the upper left corner.
ALWAYS suffer damage rather than Strain.
Small figures occupy one space. Large figures occupy more
When a hero suffers damage or Strain, take that many than one space. When a large figure attacks, LOS may be
tokens. These persist from round to round, but many game traced from ANY SINGLE SPACE it occupies.
effects allow the recovery of these – back to supply.
Large figures CANNOT move diagonally and must spend 1
When a figure has suffered damage equal to its Health, it is movement point to rotate its base. After doing so, it must
IMMEDIATELY defeated. A figure CANNOT suffer damage still occupy AT LEAST half of the previous spaces.
in excess of its Health. Excess is ignored.
Attribute Tests
Hero Defeat and Withdrawal The app may prompt a hero to make an attribute test,
When a hero is defeated for the first time in a mission, flip testing strength (fist), observation (eye), or tech (wrench).
their sheet over to their wounded side. Discard any excess To resolve, roll the attributes dice and score 1 success for
Strain tokens. each SURGE rolled.

If a wounded hero is defeated, they withdraw – remove it On a physical component, only 1 success is required. In the
from the map. It CANNOT activate for the remainder of the app, enter the number of successes.
mission and its card effects and hero sheet effects do not
impact the game for the remainder of the mission. Allies and Imperials do NOT have attributes. Instead of
rolling, elite figures AUTOMATICALLY get 1 success and
Movement Restrictions regular figures AUTOMATICALLY fail.
Terrain and hostile figures can impede movement.
Readying & Exhausting Cards
Walls: Indicated by a black line – figures CANNOT move When instructed to exhaust a card, rotate it 90 degrees.
through or trace LOS through walls. Exhausted cards cannot be exhausted again until readied.

Impassable: Indicated by a dotter red line – figures Item Restrictions


CANNOT move through dotted red lines. Two spaces Each hero is limited in what they can bring on an individual
separated by impassable terrain are adjacent and LOS CAN
be traced through it.
mission to 1 Armor card, 2 Weapon cards (cards with attack ALL Supply cards are returned to the deck at the end of the
types and dice), and 3 Equipment cards. mission.

Before deploying to a mission, heroes may freely give ANY Medpacs are a SHARED resource that ANY hero can use.
Item cards (EXCEPT for cards from a Class or Reward deck) The number of medpacs the heroes have is displayed at the
to other heroes. Items CANNOT be traded during missions. bottom of the screen. A hero can use a medpac when they
perform a Rest action and an ally can use one as an action.
Some items are modifications, which are placed below a
weapon and provide the listed ability to the weapon. Each To use a medpac, select it, confirm its use and recover 5
weapon has a mod limit equal to the bars in lower right. damage.

Conditions Peril Effects


When a hero gains a condition, take the condition card. These are mounting effects that require tests.
When any other figure gains a condition, place the
condition token near its figure. Mission End
All rewards are added to player inventory. For each item,
Conditions are sometimes used as keywords on retrieve the corresponding card. Heroes also recover all
Deployment, Item, etc. cards will apply that condition as Strain and damage.
long as the target suffers at least 1 damage in the attack.
Allies
Controlling Tokens & Spaces Players will gain allies throughout the campaign. Each
Some missions require controlling tokens/spaces. To mission, players can deploy ONE all group. Allies can
control a token/space, there must be a friendly figure on OR USUALLY only be deployed ONCE. If a regular ally survives a
adjacent to the token or space and NO hostile figure on OR mission, it is promoted to its elite version and can be
adjacent to the token/space. deployed again.

THE APP Players can activate ally groups like heroes. When
The players lose a mission if each hero is WOUNDED. When activated, EACH figure activates, one at a time, and
a hero is wounded, players inform the app by selection the performs 2 actions as chosen by the players.
icon to the left of the hero portrait.
 Allies are NOT heroes and ignore hero-targeted
Heroes are deployed to the highlighted space on the map or effects.
as close as possible – ONE FIGURE PER SPACE.  Allies CANNOT perform the Rest action and
CANNOT Interact with hero-specific objects.
If the app instructs to “clear the map”, remove all tiles and  Allies CANNOT use more than ONE action per
EVERYTHING from the map and prepare to place new tiles. activation to attack.
 When defeated, ally figures are NOT wounded and
Activations are removed from the map. They cannot be
Players collectively decide one hero to take its turn. When activated or deployed again during the mission.
done, select its portrait and select the checkmark.
IMPERIALS
Bonus Activations: With less than 4 heroes, heroes gain Selecting an Imperial group’s portrait allows you to defeat it
bonus activations indicated by a copy of the hero’s portrait. once the last figure in the group is defeated. You can also
With 2 heroes, each hero has two activations per round. check its info and activate the group if you forgot a figure.
With 3 heroes, one hero gets a bonus activation, cycling in
portrait order. The app will instruct how to deploy Imperials, either
individually or as a group as close as possible to a particular
Bonus activations CANNOT be spent until ALL heroes have space.
activated during the round.
The app may ask you to select an ID color to differentiate
As heroes explore, they may discover Supply cards and groups and may also grant bonus Health shown on the
medpacs. When a hero gains a Supply card, they place it portrait.
near their sheet and can now use its ability.
Imperial Activations Imperials attack just like heroes, using their attack dice and
When Imperials activate, their window will open with a the defender uses their defense dice.
bonus effect and instructions list.
Imperial figures CANNOT use more than 1 attack action
Each figure in the group resolves the instructions top to during its activation unless stated otherwise. An instruction
bottom. Any that the figure cannot resolve are skipped. is an attack if it has the burst-arrow icon.
Instructions are skipped if they would cause no change to
the game state, there are no targets for an attack, or would Imperials use Surges according to their Surge Priority on the
cause the figure to be defeated before effecting a Rebel. app and they are used in order. The figure skips a Surge
ability if it has already used that ability in this attack, they
Imperials CANNOT perform more than 2 actions and each don’t have enough Surges remaining, or the ability would
instruction costs an action if indicated. have no effect.

Once all Imperials in a group have activated, select Finish. CAMPAIGN MAP
Missions have the yellow star and Encounters have the
Target Priority exclamation point. Players may indicate an ally by selecting.
Targets will either be specifically named or by criteria. If Players recover all damage and Strain after Encounters.
two or more satisfy the criteria, the Imperial chooses the
closer one. Heroes can buy and sell (NOT Starting equipment)
equipment according to the credit values in the app. Ignore
Move X Toward – The figure gains movement points equal the values on the cards. The Armory ONLY sells weapons
to the number and spends them to move as close to the and mods and stock changes after each mission.
target as possible. If the figure cannot move closer to the
target, the instructions is NOT SKIPPED and costs an action Training – After each mission, heroes gain a Class card from
if indicated. their Class decks, selecting it in the app. Heroes can select
lower XP value cards.
Move X to Engage – The figure gains movement points
equal to the number and spends them to move adjacent to Fame – This represents the heroes’ score and improves the
the target. If it cannot reach its target, it selects the next quality of items throughout the campaign.
best target. If it cannot move adjacent, the instruction is
SKIPPED. If the figure is ALREADY adjacent, the instruction LotA CHANGES
is NOT SKIPPED and costs an action if indicated. Bleeding – After an Imperial with Bleeding performs an
action instruction, it suffers 1 damage. If it has only 1
Move X to Reposition Y – The figure is trying to get to a Health left, it discards the Bleeding condition.
specific distance from the Rebel figures. The reposition
value is the EXACT distance away from the Rebels the Stunned – When a Stunned Imperial gains movement
Imperial moves to, stopping when the distance equals it. points, it gains none. After a Stunned Imperial resolves a
Move instruction, it discards the Stunned condition.
The figure resolves the instruction as best as it can. If it Stunned Imperials CANNOT attack or VOLUNTARILY exit
cannot move far enough, the instruction is NOT SKIPPED. It their space outside their own activation.
moves as far as it can and costs an action if indicated.
Blast – Figures do NOT suffer damage from friendly Blasts.
Move X to Attack – The figure tries to move to and attack
the target from the closest space possible. The figure gains Massive – Massive figures CAN enter interior spaces.
movement points equal to the number and moves as close
as it can to the target while maintaining LOS. Power Tokens – Imperials spend ALL damage or Surge
tokens it has when attacking and ALL shield or evade tokens
If the figure cannot move to a space where it can attack the when defending. Imperial figures CANNOT have more than
target, it selects the next best target, following target two power tokens at a time.
priority. If it cannot move to attack ANY target, the
instruction is SKIPPED. Reinforce – When a group is reinforced, defeated figures
are placed back on the map in the indicated spaces. If no
If a hero interrupts an Imperial’s movement, reassess the space is indicated, place the figures as close as possible to
instruction to see if the target has changed. their group.

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