Star Wars: The Deckbuilding Game

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Star Wars: The Deckbuilding Game

Overview

Star Wars: The Deckbuilding Game is a competitive 2-player deckbuilding game in which one player controls the Galactic Empire and the other controls the Rebel Alliance. Each player begins with a weak 10-card starter deck and uses resources to purchase more powerful cards from a shared galaxy row. Players build up attack power to assault their opponent’s bases, which are protected by capital ships. The first player to destroy three of their opponent’s bases wins the game. The Empire always takes the first turn.

A central mechanic is the Balance of the Force track, which shifts between factions as cards are played, unlocking conditional abilities and granting bonus resources when fully on your side.

Components

Component Quantity
Galaxy Cards 90
Rebel Starter Cards 10 (7 Alliance Shuttle, 2 Rebel Trooper, 1 Temple Guardian)
Empire Starter Cards 10 (7 Imperial Shuttle, 2 Stormtrooper, 1 Inquisitor)
Base Cards 20 (10 Rebel, 10 Empire)
Outer Rim Pilot Cards 10
Reference Cards 2
Balance of the Force Track 1
Force Marker (White) 1
Resource Counters (Yellow) 20
Damage Counters (Purple) 50

Icons

Icon Meaning
Attack Damage dealt to targets, capital ships, or bases
Resources Currency used to purchase cards
Force Moves the Force marker toward your side of the Balance of the Force track
Unique Indicates the card is unique and may be referenced by other cards

Key Terms

Card Types

Card Type Description
Unit Played from hand into your play area. Provides attack, resources, Force, and/or abilities. Discarded at end of turn. Can commit to attacks on bases or bounty hunt/sabotage targets in the galaxy row.
Capital Ship Stays in play across turns until destroyed (damage >= hit points). Provides resources at the start of your turn. Can commit to base attacks but cannot bounty hunt/sabotage. Destroyed capital ships go to their owner’s discard pile.
Base Each player has a base deck. Your current base is faceup. When destroyed, the attacker places it in their victory pile. You choose a new base from your remaining base cards at the start of your next turn.

Faction Affiliation

Setup

  1. Choose factions: One player takes Empire, the other takes Rebel.
  2. Prepare base decks (beginner game): Find the 5 Rebel bases and 5 Empire bases listed below. Return the remaining 10 bases to the box (used only in advanced modes).
  3. Place starting base: Place your starting base faceup in front of you. Place the remaining 4 base cards facedown underneath it (order does not matter).
  4. Build starter decks: Take your faction’s 10 starter cards, shuffle them, and place them facedown near your base deck.
  5. Create galaxy row: Shuffle all 90 galaxy cards together to form the galaxy deck. Deal the top 6 cards in a line to create the galaxy row. Orient Empire cards facing the Empire player, Rebel cards facing the Rebel player, and neutral cards sideways. Place the galaxy deck facedown at one end of the galaxy row.
  6. Outer Rim Pilots: Place the 10 Outer Rim Pilot cards in a faceup stack at the opposite end of the galaxy row.
  7. Supply: Place damage counters and resource counters near the galaxy deck within reach of both players.
  8. Balance of the Force track: Unfold the track and place it next to the Outer Rim Pilot stack with the Rebel symbol facing the Rebel player. Place the Force marker on the space all the way to the Rebel side.
  9. Draw hands: Each player draws the top 5 cards of their deck. The Empire player takes the first turn.

Beginner Base Decks

Rebel Bases Empire Bases
Dantooine (starting base) Lothal (starting base)
Hoth Corellia
Mon Cala Coruscant
Sullust Death Star
Yavin IV Endor

Turn Structure

The game alternates turns between the Empire player (first) and the Rebel player. Each turn follows this structure:

Beginning of Turn

  1. Reveal new base (if needed): If your base was destroyed on your opponent’s previous turn, look at your remaining base cards and choose one to reveal as your new base. Resolve any “When you reveal this base…” abilities.
  2. Force bonus: If the Force marker is all the way to your side of the Balance of the Force track, gain 1 resource (take a resource counter from the supply).
  3. Capital ship resources: Gain resources from each capital ship you have in play (take resource counters equal to each capital ship’s resource value). These resources plus any gained from the Force bonus form your initial resource pool.

Main Phase (any order, any number of times)

You may perform any of the following actions in any order, as many times as you are able and wish to:

End of Turn

  1. Discard all unit cards from play (to your discard pile).
  2. Return your base and each capital ship in play to their proper orientation.
  3. Discard any remaining cards in your hand (to your discard pile).
  4. Return all resource counters from your resource pool to the supply.
  5. Draw 5 cards from your deck. If your deck is empty when you need to draw, shuffle your discard pile to reform your deck, then continue drawing.

Actions

Play a Card

Purchase a Card

Cards in the galaxy row and the Outer Rim Pilot deck are available for purchase.

Use a Card Ability

Commit to an Attack

Attacking the Enemy Base

Bounty Hunting (Empire) / Sabotage (Rebels)

Resolve an Attack

Resolving a Base Attack

  1. Total the attack value of all units and capital ships committed to the attack.
  2. Take that many damage counters from the supply.
  3. Capital ships first: Each capital ship your opponent has in play must be destroyed before any damage can be applied to their base. You choose how to distribute damage among multiple capital ships. A capital ship is destroyed when damage on it equals or exceeds its hit points; it goes to its owner’s discard pile.
  4. Remaining damage to base: After all enemy capital ships are destroyed, apply remaining damage counters to the opponent’s base. Damage counters stay on the base unless repaired.
  5. Base destroyed: When damage on a base equals or exceeds its hit points, the base is destroyed. Place it in the attacker’s victory pile (at their end of the Balance of the Force track). Return all damage counters on that base to the supply. Excess damage is lost – it does not carry over to the next base.
  6. The destroyed player chooses a new base from their remaining cards at the start of their next turn.
  7. Keep committed cards grouped as a reminder they have attacked and cannot attack again this turn.

Resolving Bounty Hunting / Sabotage

  1. Total the attack value of all units committed to the attack against a target in the galaxy row.
  2. If the total equals or exceeds the target value, the attack is successful:
    • Discard the defeated card to the galaxy discard pile.
    • Replace it with the top card of the galaxy deck.
    • You may choose to receive the reward printed on the defeated card (rewards are optional).
  3. If the total is less than the target value, nothing happens.
  4. Excess attack is lost – it does not carry over.
  5. No damage counters are placed on bounty hunt/sabotage targets.
  6. Keep committed cards grouped to the side as a reminder they cannot attack again this turn.

Scoring / Victory Conditions

Special Rules & Edge Cases

The Balance of the Force

Ability Keywords

Outer Rim Pilots

Empty Deck Rules

Galaxy Row Replacement

Discard Pile Visibility

Capital Ship Persistence

Attacking After Base Destruction

Unplayed Cards

FAQ Clarifications

Advanced Game Modes

Optional Rules

Player Reference

Key Numbers

Item Value
Starting deck size 10 cards
Hand size 5 cards
Galaxy row size 6 cards
Bases to destroy to win (beginner) 3
Bases to destroy to win (advanced, recommended) 4
Force track spaces 7 (3 dark side + 1 neutral + 3 light side)
Starting Force position All the way to Rebel side
First turn Empire

Starter Deck Composition

Rebel Empire
Alliance Shuttle x7 Imperial Shuttle x7
Rebel Trooper x2 Stormtrooper x2
Temple Guardian x1 Inquisitor x1

Turn Sequence Quick Reference

  1. Start of turn: Reveal new base if needed -> Gain 1 resource if Force is all the way to your side -> Gain resources from capital ships in play.
  2. Main phase (any order, repeat as able): Play cards -> Purchase cards -> Use abilities -> Commit to attacks -> Resolve attacks.
  3. End of turn: Discard units from play -> Straighten base/capital ships -> Discard hand -> Return resource counters to supply -> Draw 5 cards.

Attack Rules Summary

Rule Base Attack Bounty Hunt / Sabotage
Who can commit Units + Capital Ships Units only
Target Opponent’s base (capital ships must be destroyed first) Enemy faction card in galaxy row
Success condition Damage dealt = attack total Attack total >= target value
Excess damage/attack Lost (does not carry to next base) Lost
Damage counters placed? Yes (on capital ships and base) No
Reward? N/A Optional (printed on defeated card)
Defeated card goes to Attacker’s victory pile (bases) / owner’s discard (capital ships) Galaxy discard pile

Purchasing Rules

Card Type Empire Can Buy? Rebel Can Buy?
Empire cards Yes No
Rebel cards No Yes
Neutral cards Yes Yes
Outer Rim Pilots Yes Yes

Force Quick Reference