SWD Rules Reference 13
SWD Rules Reference 13
3 - CHANGE LOG
•• Updated Specials and Blanks - 9 •• Renamed “Remove from game” as “Set-aside •• Defined Replace & Rolling - 21
zone” - 9, 10, 18
•• Clarified distributing damage - 15 •• Added Errata to Hyperspace Jump and Outer
•• Updated Queue & Inherent Dice Abilities - 17 Rim Smuggler - 23
•• Updated Passing - 15
•• Updated Replacement Effects - 19 •• Clarified cards from Spirit of Rebellion - 25
•• Added Extra Actions - 15
•• Updated Move - 20 •• Added FAQs - 27
TABLE OF CONTENTS
RULES .............................................. 3
The complete rules for Star Wars: Destiny.
This document contains the complete rules for Star Wars: PART 4. CUSTOMIZATION ................................ 12
Destiny, as well as frequently asked questions and specific
card clarifications. It is not meant to teach the game, but Building a team, building a deck, and selecting a battlefield.
rather serve as a comprehensive reference for rules questions
and card interactions. Use the guide below to navigate this PART 5. GAME STRUCTURE ............................ 13
document and our other online resources for this game:
How to set up and play the game.
I want to learn the basics of the game. Read the starter set
rulesheet here or watch our tutorial video here. PART 6. GAME CONCEPTS .............................. 16
Important rules that are used in every game.
I have a question about playing the game. Check the index
on the last page of this document to find the relevant entries.
PART 7. ABILITIES ............................................ 17
I have a question about a specific card. Check and see if the Types of abilities, timing rules, and keywords.
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. PART 8. TERMS ................................................ 20
Important words to know when playing the game.
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. PART 9. MULTIPLAYER RULES ...................... 22
Rules for playing with more than two players.
I want to know what to expect when playing in or running
a tournament. Consult our tournament rules document here.
ERRATA ........................................ 23
Official card changes, sorted by set.
FAQ ............................................... 26
Frequently asked questions players have about the game.
INDEX ............................................ 29
A list of all terms and cards that appear in this document.
PART 1. CARD TYPES & COLORS •• The unique restriction does not apply to dice. A player can
have multiples of the same die in play at the same time.
All cards may have the following components: affiliation,
color, type, title, ability, uniqueness, flavor, identification, •• Characters with the same title but a different subtitle
rarity, and dice reference. are still considered to be the same character for
determining uniqueness.
AFFILIATION Example: A player cannot use Darth Vader, Sith Lord and
Darth Vader, Dark Apprentice on the same team.
There are three different affiliations: hero, villain, and neutral.
The affiliation of each card is written on the bottom of
the card. FLAVOR
Flavor text has no in-game application when present.
COLORS
Each card is associated with a specific color and is written on
the bottom of the card.
IDENTIFICATION (ID)
A card’s identification contains the set symbol (Awakenings’
•• Red is Command and represents military and logistical set symbol is r) followed by a number. These help identify the
endeavors and characters. cards and match them to dice.
TITLE
Rare (Green): There is one rare card and its matching
A card’s title is used to identify and describe what it die per booster pack.
represents in the Star Wars universe.
Legendary (Purple): One in six booster packs has its rare
ABILITIES card and die replaced by a legendary card and its die.
Most cards have one or more abilities listed on them.
DICE REFERENCE
A card that comes with a die has reference boxes that show
all six sides of that die.
TITLE
10
DICE
REFERENCE
1j
2j
TYPE 1k
1q ABILITY
+1q
FLAVOR
-
SUBTITLE
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 1j
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 2j
character’s dice, and the larger value is how many points it 1k
costs to use two of that die. A character with two of its dice is
called an elite character. 1q
+1q
-
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.
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.
+3k
•• There is no limit to the number of weapons, equipment, or
abilities a character can have as part of its 3 upgrades. 2e
VALUE
The value is a number that is listed above the symbol.
•• Blanks and specials have no value printed on the die, and VALUE
thus have a value of 0.
SYMBOL
Each side of a die has a symbol on it. When a die is resolved, COST
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
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.
IDENTIFICATION (ID)
The identification contains the set symbol followed by a
number. Each ID matches a corresponding card.
ID & RARITY
RARITY SYMBOL
The rarity of a die matches the rarity of its card (see “Rarity”
on page 4).
Each player has their own areas of play. These areas are
either in play or out-of-play.
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
IN PLAY has not drawn yet.
CHARACTERS & PLAYED CARDS •• After being shuffled, the deck is kept with the cards
facedown, and players cannot look through it or change its
After an upgrade or support is played, it is added to the play order except through game abilities.
area and is in play. Characters also start the game in play,
and remain there until defeated. Events are never in play; •• The number of cards left in a player’s deck is
they are played, resolved, and discarded without entering the open information.
play area.
•• A player cannot have a card their opponent owns in
•• The abilities on cards in play can be used. their deck.
DICE POOL •• The cards in a discard pile are open information. All
players can look through any player’s discard pile whenever
This is where dice are rolled. Each player has their own dice they wish.
pool. Dice are always placed on their matching cards when
not in a dice pool. •• The order of the discard pile is irrelevant. A player can
adjust the order of the cards in their discard pile whenever
•• A player can only resolve dice in their own dice pool. they wish.
•• Dice in a player’s dice pool can be manipulated (removed,
turned, etc.) or used as a reference for card effects that LIMBO
require a specific side to be showing. 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
RESOURCES resolves, it goes to the discard pile.
A player’s resources are kept next to their cards. •• The event does not enter play, but it is considered to have
been played.
•• The number of resources a player has is open information.
OUT-OF-PLAY •• These dice are not active, cannot be manipulated, and none
of their sides are considered to be showing.
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.
SET-ASIDE ZONE
Each player has a set-aside zone. At the beginning of the
•• A card leaves play when it transitions from the play area to game, some dice are set aside. These are dice that can
an out-of-play area. enter play via cards. Players may hide these dice from their
opponent using a tray or a dice bag.
HAND Cards can also enter or leave the set-aside zone. Cards in the
Each player has a hand of cards. As an action, they are set-aside zone are open knowledge unless otherwise noted.
able to play a card from their hand by paying the card’s Defeated characters are placed in the set-aside zone, and
resource cost. some cards, like Premonitions (D131) or battlefields that are
not chosen during setup, also use this zone.
•• 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
SUPPLY
default hand size is 5 cards. A player does not have to This is where the various game tokens are placed. All tokens
discard cards when they have more than their hand size. are taken from the supply when gained (resources), dealt
(damage), or given (shields). All tokens are returned to the
•• The number of cards in a player’s hand is open supply when spent (resources), lost (resources), healed
information, but the actual cards in it are hidden from a (damage) or removed (shields). If players run out of tokens,
player’s opponent. they should find a proper proxy.
DICE POOL
CHARACTERS
UPGRADE
SUPPLY
RESOURCES
HAND
2. BUILDING A DECK
A deck includes exactly 30 cards.
3. SELECTING A BATTLEFIELD
In addition to characters and a deck, a player selects one
battlefield to bring with them to the game.
Each game is played over a series of rounds. Each round has •• Discard a card to reroll dice
two different phases: an action phase and an upkeep phase.
•• Use a card action
ACTIVATE A CHARACTER OR SUPPORT •• A player does not have to use the claim ability.
To activate a character or support card, a player exhausts
•• A player can claim the battlefield even if they already control
that card and rolls all of its dice. These dice are now in that
it in order to keep control of it and use its claim ability.
player’s dice pool, and that player can take an action on a
future turn to resolve their symbols. Characters always roll
•• The player who controls the battlefield takes the first turn
their character dice and their upgrade dice (from attached
each round.
upgrades) when activated. Supports roll their own die into
the dice pool when activated. Supports without a die 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.
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.
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.
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.
•• Before abilities do not enter the queue, but interrupt it. Example: Diplomatic Immunity (r50) says “The shields
from this die can be given to any of your characters,
•• Additional actions that are gained do not enter the queue, distributed as you wish.” The shields from this die can
but instead wait their turn since a player can only resolve be split up regardless of whether the card is in play or
one action at a time. not, such as when resolved through Poe Dameron’s (r29)
special ability.
Example: A player resolves one of their dice to deal 2
damage to a character. The 2 damage enters the queue, and •• Dice with a non-special inherent die ability: Diplomatic
since nothing else is in the queue it currently resolves. Immunity (r50), Launch Bay (r31), Lure of Power (D16)
QUEUE #4
Squad Tactics resolves
#5
Redeploy resolves
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.
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.
DECREASES
CHARACTER DIE Effects which decrease something only last for the duration of
A character die is a die that matches a character. the effect. Some effects have an ongoing duration.
•• Upgrade dice are not character dice, even though Example: It Binds All Things (r150) says “Before you play
characters also use them when they activate. 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
CHEAPEST value since you have now played a Blue upgrade.
Something that is cheapest has the lowest cost.
•• Any effect modifying the cost should be taken into account. FREE
When something is played or resolved for free, a player does
not pay any cost for the card or die.
CHOOSE- EITHER
If an ability uses “choose” and “either,” the player using the
ability may choose either option, even if the chosen one will HEAL
have no effect. Once the player has made their choice, they When damage is healed from a character, remove that
have to resolve as much of it as possible. amount of damage from it.
•• Some cards force an opponent to make a choice. The •• Heal as much damage as possible. Excess healing
opponent can also choose either option. is ignored.
•• When making a choice, a player cannot choose invalid Example: Emperor’s Favor (r88) says “Your hand size is
targets, e.g., they cannot deal damage to a defeated increased by 1.” Because this effect does not have a duration
character. If there are no valid targets, then the card assigned to it, the increase is constantly applied.
does nothing.
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.
AWAKENINGS (r) Context: Two of this card could generate countless resources
with Return of the Jedi.
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.
FORCE TRAINING (58) •• When healing with Second Chance, any excess damage
that would be dealt to the character is ignored. Thus if
•• You must pick two different options when resolving its
the character is defeated by damage you always heal the
special ability; you cannot pick the same ability twice.
character down to 5 damage less than its health.
HUNKER DOWN (164) •• You do not pay any resources for switching to a new card.
•• 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.
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.
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!
Can I use the special ability on Crime Lord (r23) if I roll it •• Yes. Playing a card from your hand, even if it has no effect,
into my pool with Ace in the Hole (r92)? removes a card from your hand and does not count as
doing nothing. The same applies to exhausting a card or
•• Yes. Because special abilities are inherent to the die, they rerolling a die to its same side.
can be used even if the card is not in play.
What happens to a character’s dice that are still in the dice
Can Rey (r38) take an additional action if I claim the pool when they are readied again, like with Bala-Tik (r19)
Imperial Armory (r169) with her? or Leadership (r141)? Are they removed? Are they rerolled
•• No. You must pass all future actions once you claim when the character activates again?
the battlefield, including the additional action that Rey •• If a character is readied, none of their dice are removed. If
gives you. they activate again, then any dice that have been returned
to the character are rolled in like normal, but nothing
If I resolve Poe Dameron’s (r29) special to use the special on happens to their dice already in their pool.
Black One (r32), can I roll Black One’s die into the pool even
though it says “reroll”? I have a Count Dooku (r9) with 1 remaining health, and my
•• No. The Black One die is not actually in your pool, so you opponent resolves a die showing 2 ranged damage against it.
cannot reroll 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
What happens when an after ability triggers off of a before 2 damage from Ackbar’s ability before the 2 ranged damage
ability, and there is another after ability in the queue? resolves, killing Dooku and dodging the 2 damage from
•• After abilities enter a queue and wait their turn to resolve. the die?
If an after ability triggers during the resolution of any other •• When you resolve Count Dooku’s “Before” ability and
ability, it will resolve after that ability and any other after discard the last card in your hand, Admiral Ackbar’s “After”
ability already in the queue. ability is added to the queue. However, the 2 ranged
damage die has already been added to the queue, and was
Can I use Cunning (r65) to trigger discard an opponent’s just interrupted by the “Before” ability. Therefore, Ackbar’s
Thermal Detonator (r67) or Infantry Grenades (r17)? ability enters the queue behind the 2 ranged damage. So
the die will resolve, killing Dooku, and then you will have to
•• Yes. You will deal the damage to an opponent’s take 2 damage on one of your other characters.
characters and then discard the Thermal Detonator or
Infantry Grenades.
What happens if I use Obi-Wan Kenobi’s before ability (D37)
with a Rejuvenate (D132) or other healing effect? Does he
Can I use Cunning (r65) to switch an opponent’s Sith remain in play since he no longer has damage on him equal
Holocron (r16) with a card in my hand? to his health?
•• No. You cannot have an opponent’s card in your hand or •• He does not remain in play. Obi-Wan Kenobi took damage
deck. The end result is that the Sith Holocron has no effect. equal to his health, and without a replacement effect
there is no way to change this. Since a healing ability like
Can I ignore spending 5 resources to trigger the special Rejuvenate is not a replacement effect, Obi-Wan is set
ability on Crime Lord (r23) when I claim Rebel War Room aside after the event he plays is resolved.
(r171)?
•• No. The Rebel War Room only ignores the resource cost If my opponent has a TIE Pilot (D4) die and several other
printed on a die. dice showing ranged damage, what happens if I play Dodge
(r155)?
How does Cunning (r65) interact with an opponent’s Black •• Since Dodge removes all of the dice at the same time,
One (r32)? only the TIE Pilot die is removed. Though if there are two
different TIE Pilot dice in their pool, then all of their dice
•• When you use the special ability on Cunning, you resolve
are protected from Dodge.
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 Can I roll in a Blackmail (D23) die and resolve it with Fast
effect to reroll it. Hands (D150) before an opponent can give me a resource to
remove it?
Can I use Sith Holocron (r16) to switch an upgrade onto a •• Yes. The abilities are simultaneous so you can choose to
Royal Guard (D12)? resolve either one in order of your choice.
•• Yes. Switching an upgrade onto a character is not the same
as playing one.
© & ™ 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 FantasyFlightGames.com/SWDestiny
China. NOT INTENDED FOR USE BY PERSONS AGES 9 YEARS OR YOUNGER.