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U 1I ! 1I ! 1I 1I !

U
Gain Shuttle Gain Temple Guardian

Gain Leader
PROGRESS TRACK

U LEADER
AFTER THE NEXT BASE IS
RESERVES

DESTROYED: MOVE BASE HERE.

MUSTER
AFTER THE STARTING BASE IS
DESTROYED: MOVE BASES HERE.

BASES
Base Ability Table (based on Hit Point value) The enemy no longer Sabotages.

Prevent the first 2


SHUTTLES

Move the highest Player discards a card


cost Rebel or neutral damage dealt to at random. Deal 2
card from the galaxy the enemy base damage to the player
base.
row to the Muster each turn.
area, face up.

PLAY
Gain Shuttle. Move Gain Shuttle. If force Gain Shuttle. Player
highest cost Rebel is all the way to the discards a card from
or neutral card from enemy, player discards their hand. If force
the galaxy row to the a card from their hand. is with the enemy,
Muster area, face up. Otherwise, enemy discard at random.
gains 4I.
10 or 12 14 16

RESOURCE POOL 0 1 2 3 4 5 6 7 8 9 10
Ver.
I. Begin Turn II. Gain Resources III. Gain Force IV. Purchase V. Attack VI. End of Turn 1.0
i 1I 1I ! ! 1I ! i
Gain Inquisitor Gain Shuttle

Gain Leader
PROGRESS TRACK

i LEADER
AFTER THE NEXT BASE IS
RESERVES

DESTROYED: MOVE BASE HERE.

MUSTER
AFTER THE STARTING BASE IS
DESTROYED: MOVE BASES HERE.

BASES
Base Ability Table (based on Hit Point value) The enemy no longer Bounty Hunts.
At the beginning of each
SHUTTLES

Move the highest Discard all Rebel


cost Empire or cards from the galaxy Purchase step: enemy
row. Deal 1 damage spends 4 E to destroy
neutral card from the the highest Hit Point
galaxy row to the to Rebel base for
each card discarded opposing capital ship in
Muster area, face up. this way. play (if there’s any).

PLAY
Gain Shuttle. Move the Gain Shuttle. If force Gain Shuttle. Enemy
highest cost Empire is all the way to the Stormtroopers gain
or neutral card from enemy, Discard all +1B.
the galaxy row to the Rebel cards from the
Muster area, face up. galaxy row. Otherwise,
enemy gains 4I.
10 or 12 14 16

RESOURCE POOL 0 1 2 3 4 5 6 7 8 9 10
Ver.
I. Begin Turn II. Gain Resources III. Gain Force IV. Purchase V. Attack VI. End of Turn 1.0

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