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Star Wars: Angriff der Klonkrieger

Star Wars: Angriff der Klonkrieger Rulebook

Table of Contents

Table of Contents

  • 1. Game Overview: Components and Setup
    • Components
    • Before the first game ...
    • Setup
  • 2. Rules
    • Object of the Game
    • Course of Play
      • Phase "New Threats"
      • Phase "Roll"
        • Place a die on a Threat card or Mega-Threat card
        • Place a die on an action space of your own Ability board
      • Phase "Refill Areas"
      • Phase "Check Threats"
      • Phase "New Onslaught"
      • "Next Round"
    • End of the Game
  • 3. Adjusting the Difficulty and R2-D2/C-3PO Expansion
    • Adjusting the Difficulty
      • Do you want it easier?
      • Do you want it harder?
    • R2-D2/C-3PO Expansion
      • Changed Setup
      • Additional Rules for the Course of Play
      • Questions

1. Game Overview: Components and Setup

This page gives an overview of the components and everything you need to know for setup. When setup is finished, take the rules (section 2) and read them. You can then lay the overview next to the rules so you always see which components the rules refer to. Rules for game variants are on the back of this overview (section 3).

Components

  • 15 Threat cards
  • 5 Mega-Threat cards
  • 1 game board (with arena, round track, Force track, spaces for the droid supplies)
  • 28 Area tiles with discard pile
  • 3 x 30 Droid tiles (Battle Droids, Super Battle Droids, Droidekas)
  • 1 Republic Gunship
  • 16 Jedi dice
  • 4 Jedi figures
  • 1 Force marker
  • 5 Ability boards
  • 4 Jedi tiles
  • 1 R2-D2 tile
  • 2 C-3PO tiles

Before the first game ...

... carefully punch all tiles out of the cardboard.

The R2-D2 tile and the two C-3PO tiles are not needed for the first game. They are only used when you later want to play the "R2-D2/C-3PO expansion". Put these three tiles back into the box now.

Setup

  • Place the game board in the middle of the table.
  • Place the 3 x 30 Droid tiles, separated by type (Battle Droids, Super Battle Droids, Droidekas), as supplies next to the game board, namely where the three droid types are depicted large.
  • Shuffle the 15 Threat cards and place them as a face-down draw pile next to the game board.
  • Take the 5 Mega-Threat cards and place them as a face-down draw pile next to the game board in the correct order: the card "Round 1" must be on top, below it "Round 2", etc.
  • Place the Republic Gunship on the first space ("Round 1") of the round track.
  • The Force marker is placed on space "1" of the Force track.
  • Each player receives a Jedi tile and the corresponding Jedi figure. With fewer than 4 players, the unneeded Jedi tiles and Jedi figures are put back into the box.
  • Depending on the number of players, you must turn the Ability boards to the correct sides (2 players, 3 players, 4 players). The unneeded Ability boards are put back into the box.
  • Each player chooses one of the Ability boards and places it to the right of their Jedi tile.
  • Each player receives a certain number of Jedi dice depending on the number of players:
    • 2 players: each player receives 8 dice.
    • 3 players: two players receive 5 dice, the third player receives 6 dice (see Ability board).
    • 4 players: each player receives 4 dice.
  • Shuffle the 28 Area tiles and form a face-down draw pile, which you place next to the game board.
  • On the game board you see in the middle the arena, which consists of 28 areas. Each area consists of 3 to 6 spaces. In the center of the arena are 4 pillar spaces: these pillar spaces cannot be entered!
  • Each player places their Jedi figure on a space of the arena that is directly adjacent to one of the pillar spaces.

Important: All Jedi figures must stand on different spaces! The order in which you place your figures is up to you.

  • Now the first droids pour into the arena:
    • Reveal 4 Area tiles from the draw pile and place 1 Battle Droid from the supply on each space of these 4 areas. Then put the 4 Area tiles on a discard pile.
    • Now reveal 4 more Area tiles from the draw pile and place 1 Super Battle Droid on each space of these 4 areas.
    • Finally reveal 4 more Area tiles from the draw pile and place 1 Droideka on each space of these 4 areas.

Important: On each space there can only ever be 1 Jedi figure or 1 Droid tile. If a Jedi figure is already standing on one of the spaces, no Droid tile is placed on that space.

Now everything is prepared and the game can begin. Continue reading under the rules (section 2).

2. Rules

On this page you find the rules. Before you read on here, you must already have read the game overview (section 1). Rules for game variants are on the back of the game overview (section 3).

Object of the Game

Everyone plays together! The most important thing first: in this game you do not play against each other but together "against the game" - that is, you all win together or you all lose together! You should therefore agree on your actions so that you play together as well as possible. You win when the Republic Gunship reaches the last space of the round track. Until then, none of the three conditions for defeat may occur:

  • One of the 3 droid supplies (Battle Droids or Super Battle Droids or Droidekas) is empty.
  • The Force marker on the Force track reaches space "0".
  • A Mega-Threat card was not fulfilled.

These conditions are explained in detail under "Course of Play" and "End of the Game". Make sure together that none of these conditions occurs!

Course of Play

The game lasts 5 rounds. Each round consists of several phases. The Gunship on the round track shows you which phase you are currently in. After a phase has ended, you move the Gunship one space further and the next phase begins. Here is an overview of the different phases and what you have to do in each:

Phase "New Threats"

Place 3 new Threat cards and 1 new Mega-Threat card on the game board

Take the top 3 Threat cards from the draw pile and place them face up on the three grey placement spaces on the game board.

Take the top Mega-Threat card from the draw pile and place it face up on the red placement space on the game board.

Then this phase ends and the Gunship moves one space further.

Phase "Roll"

Roll dice and carry out actions

This is the most important phase in the whole game. Because now you must use your Jedi dice to defeat the droids, fulfil the Mega-Threat card, etc.!

In total you have 16 dice available. Only when all 16 dice have been used does this phase end!

You do not roll with all dice at once, however. Each of you takes one of your dice, and everyone rolls their die at the same time.

Afterwards everyone may use their die and thereby carry out an action. You can place your die either

  • on a Threat card or Mega-Threat card, or
  • on an action space of your Ability board.

Discuss who does what with their die. You can decide together in which player order you use your dice.

Here is a precise description of the action possibilities:

Place a die on a Threat card or Mega-Threat card

On the Mega-Threat card and on the Threat cards you see certain dice or dice sums depicted.

Your goal is to fulfil the Mega-Threat card by the end of this phase - that is, when all 16 dice have been used. Otherwise you have lost! But fulfilling the Threat cards is also very helpful!

To fulfil the cards, you must place the depicted dice or a certain dice sum on them. On cards that demand a sum, any number of dice can be placed. At the end of the phase, however, the sum of the pips must be exactly the number given on the card.

Examples of unfulfilled and fulfilled cards (illustrated): cards demanding specific dice are "not fulfilled" if dice are missing or wrong, "fulfilled" if all required dice are placed; for a sum card (here 18): sum < 18 is not fulfilled, sum > 18 is not fulfilled, sum = 18 is fulfilled.

Place a die on an action space of your own Ability board

The other possibility for using a die is the action spaces on the Ability boards. You may only place your die on a free action space of your own board! An occupied action space is blocked until the end of this phase.

On your board there are the actions: "Fight", "Generate Force" and "Special Abilities".

Fight (with movement!)

Whoever places their die on an action space "Fight" may move their Jedi figure on the game board and defeat Droid tiles. You may move any distance and as often as you like. However, you may neither enter nor jump over pillar spaces and spaces occupied by droids or other Jedi figures!

The value on the die gives your fighting value. Some action spaces give a bonus to the fighting value. If you place a die on one of these action spaces, your fighting value is increased by this bonus.

On some "Fight" action spaces you must place a die that has exactly the value "1". These spaces, however, give a particularly high bonus of "+5" (the fighting value is then 1 + 5 = 6).

You use the fighting value to defeat Droid tiles. You can only defeat droids directly adjacent to your Jedi figure. The droids have different strength values, which are also depicted on each tile (Battle Droids = 1, Super Battle Droids = 2, Droidekas = 3). Whenever you defeat a droid, your fighting value is reduced by the strength value of the defeated droid. The sum of the strength values of the droids you defeat must not exceed your fighting value.

While fighting you may move again and again, i.e. you defeat, for example, an adjacent droid, then move to another space, defeat an adjacent droid there again, etc. You may do this until your fighting value is used up or until you wish to let the rest of your fighting value lapse. After the last "blow" you may move once more. Then your "Fight" action is over.

Defeated Droid tiles are put back into the respective droid supplies next to the game board!

Example:

  • Anakin has rolled a "4" and places the die on a free "Fight" action space on his Ability board. The action space he chose has a bonus of "+2". So Anakin has a fighting value of "6" (4 + 2 = 6) available.
  • Anakin first moves. (Careful: he may not move onto the darkened spaces!)
  • Anakin defeats two adjacent Battle Droids and then moves again. (New fighting value: 6 - 1 - 1 = 4)
  • Anakin defeats one more adjacent Battle Droid and then moves again. (New fighting value: 4 - 1 = 3)
  • Anakin defeats an adjacent Droideka. His fighting value is now used up (3 - 3 = 0). Finally he moves once more.
  • On this space Anakin ends his "Fight" action.
  • The defeated droids are put back into the corresponding supplies next to the game board.

Special Abilities (without movement!)

Each board has different special abilities, which can only be activated with a specific die value:

Generate Force: You may push the Force marker by the depicted number of Force symbols towards "10".

Force Surge (Macht-Schub): You may defeat Droid tiles on the game board and put them back into the respective supply. The number and type of these tiles is specified! Only for the ?-tiles may you freely choose which types the defeated tiles are.

Important: In contrast to the "Fight" action, you do not move here! You may defeat the tiles on any spaces in the arena (the tiles do not have to be adjacent)!

Generate Force (without movement!)

If you place a die on one of these action spaces, you increase your shared Force. Depending on the die value you may then push the Force marker 0-3 spaces towards "10" - corresponding to the number of Force symbols depicted. You cannot have more than 10 Force.

If, for example, you place a rolled "2" or "3", you may push the Force marker 1 space towards "10".

Using the Force (Force track)

The Force can be used by all of you. With the help of the Force you can change the values of your dice! For each space by which you push the Force marker towards "0", a player may raise or lower one die value by 1. A die cannot be changed higher than "6" or lower than "1", however!

Example: Anakin has rolled a "4" but absolutely needs a "2" because he wants to use a special ability. He pushes the Force marker 2 spaces towards "0" and turns the rolled "4" into a "2"!

Important: You may not use Force if doing so would move you to space "0". Then you would have lost the game!

Only when each of you has used your die do you all take the next die in hand, roll again at the same time and again carry out an action with this die. Only when you have all used your last die (that is, when all 16 dice have been used) does this phase end and the Gunship moves one space further.

Example: All players have rolled 1 die each simultaneously (Anakin, Obi-Wan, Mace, Kit). The players discuss which actions they carry out and in which order. They decide the following:

  • First, Mace places his "2" on the Mega-Threat card.
  • Then Obi-Wan generates Force - through his placed "4" he may push the Force marker 2 spaces towards "10".
  • Now Anakin can use 1 Force to make a "2" out of his "1". He also places this "2" on the Mega-Threat card.
  • Finally Kit uses his "5" to fight. He places the die on the free action space on his board that gives him a fight bonus of "+2". So he has a fighting value of 5 + 2 = 7 with which he defeats droids.

After all four players have used their die, each takes a new (not yet used) die in hand and rolls. Then they again discuss who carries out which action and in which order, etc.

Game with three players: In the three-player game one player has one die more available than the others (as stated on the Ability board). When the other two players have used their last die, this player rolls their sixth (and thus last) die and carries out one more action with this die.

Phase "Refill Areas"

Fill partially filled areas with Droid tiles

Check whether there are areas that are partially filled with Droid tiles. These areas are now filled up again with Droid tiles of the same type. If a Jedi figure is already standing on one of the spaces, no Droid tile is placed on that space.

Example: This area was not completely cleared by the end of the phase "Roll". In the phase "Refill Areas" this area is filled up again. One of the spaces is occupied by a Jedi figure - this space remains unchanged.

Phase "Check Threats"

Check whether the Mega-Threat card and the 3 Threat cards were fulfilled

Now check whether the Mega-Threat card was fulfilled by the placed dice. If this is not the case, you have lost.

If the Mega-Threat card was fulfilled, nothing happens - you have successfully prevented this Mega-Threat!

Now check the 3 Threat cards one after another. If a Threat card was fulfilled, nothing happens - you have successfully prevented this threat! If a Threat card was not fulfilled, however, what is depicted on the card happens:

Loss of Force: You must push the Force marker on the Force track by the given number towards "0", i.e. you lose Force. If the Force marker reaches space "0", you have lost.

New droids storm into the arena: For each droid symbol depicted on the Threat card, a new area is filled with droids of this type. Reveal the top Area tile from the draw pile and place 1 droid of the given type on each space of this area. If a Jedi figure is already standing on a space, no droid is placed on it. Then put the Area tile on the discard pile.

Example: Here a single placed die is not enough to fulfil the Threat card. First, the Area tile with number 5 was revealed. Therefore a Droideka is now placed on each space of area 5. Second, the Area tile with number 17 was revealed. Therefore a Droideka is now also placed on each space of area 17.

Should at any time one of the 3 droid supplies (Battle Droids or Super Battle Droids or Droidekas) be empty, you have lost!

Clear areas completely! It makes sense to clear areas completely by the end of the phase "Roll". That prevents your effort from being in vain and the droid supplies from shrinking!

Fulfil the Threat cards! If one or more dice were placed on a Threat card without fully fulfilling it, these dice were useless. You should avoid that! It is advisable to fulfil as many Threat cards as possible. That is usually more effective than the action "Fight"!

Now take the dice from the Mega-Threat card and the three Threat cards back to yourselves. The dice that lay on the action spaces of your boards you put back next to the board. At the end of this phase each of you must again have the right number of dice (depending on the number of players).

Take the Mega-Threat card and the 3 Threat cards from the game board and put them in the box.

Then this phase ends and the Gunship moves one space further.

Phase "New Onslaught"

Fill a new area with Droid tiles

Reveal the top Area tile from the draw pile and place 1 Droid tile of the given type on each space of this area. If a Jedi figure is already standing on one of the spaces, no Droid tile is placed on that space.

Then put the Area tile on the discard pile. Then this phase ends and the Gunship moves one space further.

  • Is the area to be filled already full? Then put the Area tile on the discard pile and draw the next Area tile from the draw pile instead. You may have to repeat this until you draw an Area tile with an empty area.
  • Is the draw pile of Area tiles empty? Then shuffle the entire discard pile and form a new face-down draw pile.

In each of the 5 rounds there are several phases "New Onslaught".

"Next Round"

If you have successfully passed through all phases of a round, move the Gunship to the first space of the next round. You again place 1 new Mega-Threat card and 3 Threat cards on the game board, etc.

End of the Game

When have you lost?

The broken Jedi Order symbol shows you where in the game a defeat threatens! Should one of the following conditions occur during the game, you have lost immediately:

  • One of the 3 droid supplies (Battle Droids or Super Battle Droids or Droidekas) is empty. Should at any time during the game one of the 3 droid supplies be empty, you have lost! It does not matter how many tiles of the other two types are still in the supplies! Example (illustrated): the supply of one droid type is empty - lost.
  • The Force marker on the Force track reaches space "0". Should at any time during the game the Force marker reach space "0" of the Force track, you have lost!
  • A Mega-Threat card was not fulfilled. If, in the phase "Check Threats", you find that the current Mega-Threat card was not fulfilled, you have lost!

When have you won?

If you have survived all 5 rounds and the Gunship moves to the last space of the round track, you have won the game!

How good were you?

Now you can find out how good your victory was. Count how many droids of each type are still in the supplies next to the game board. The droid type with the smallest number is now decisive!

Then you can read here which Jedi rank you have reached with it:

Smallest numberJedi rank
1 - 4Jedi Youngling
5 - 8Jedi Padawan
9 - 12Jedi Knight
13 +Jedi Master

Example: The supplies hold 11 Battle Droids, 3 Super Battle Droids, 8 Droidekas. Smallest number = 3.

Still much to learn you have! (Yoda) If you play the game more often and agree even more optimally, you will improve and maybe someday even win as a Jedi Master!

Game variants (various difficulty levels and the rules for the R2-D2/C-3PO expansion) are found on the back of the game overview, section 3.

3. Adjusting the Difficulty and R2-D2/C-3PO Expansion

This page contains rules for adjusting the difficulty of the game to your taste. It also contains the rules for the "R2-D2/C-3PO expansion".

Adjusting the Difficulty

Do you want it easier?

If you want the game to be somewhat easier, you can change one or two rules during setup:

More Force. At the start of the game, do not place the Force marker on space "1" but on any other space of the Force track. That way you can modify your dice suitably from the start.

Fewer droids pour into the arena at the start. Only 3 areas per droid type are filled with Droid tiles at the start of the game (instead of 4 areas). So only 3 x 3 Area tiles are revealed (instead of 3 x 4 Area tiles).

Since the game is easier to win this way, the table in which you read your Jedi rank on a victory changes. You can now win at most as a Jedi Padawan:

  • 1 - 8: Jedi Youngling
  • 9+: Jedi Padawan

Do you want it harder?

If you want the game to be somewhat harder, you can change the following during setup:

Reduced droid supplies. At the start of the game remove 1 - 6 Droid tiles per type from the supplies and put them back into the box. The consequence is that one of the three droid supplies can become empty faster!

If you win the game, you may add the number of Droid tiles you removed per type before the game to the "smallest number" to calculate your Jedi rank:

  • 1 - 4: Jedi Youngling
  • 5 - 8: Jedi Padawan
  • 9 - 12: Jedi Knight
  • 13+: Jedi Master

Example: Before the game you put 2 Droid tiles of each type back into the box. At the end of the game you have won and have the following amounts of tiles in the droid supplies: 13 Battle Droids, 8 Super Battle Droids, 7 Droidekas -> smallest number = 7. To this smallest number you may now add "2" and then look in the table -> 7 + 2 = 9. So you won the game as a Jedi Knight.

R2-D2/C-3PO Expansion

Whoever wants it even harder can try the R2-D2/C-3PO expansion. As you know, R2-D2 and C-3PO have ended up in the Battle Droid factory on Geonosis. There C-3PO's head was welded onto a Battle Droid body and a Battle Droid head was mounted on his body. R2-D2 and the two parts of C-3PO then find themselves in the middle of the battle between Jedi Knights and the droid army.

R2-D2 of course does not want to abandon his droid friend and wants to put him back together. You must help R2-D2 so that C-3PO is repaired again by the end of the game - otherwise you have lost (even if you managed to prevent the other three conditions for defeat).

For this expansion you need the R2-D2 tile and the two C-3PO tiles.

You must have successfully completed the following steps by the end of the game:

  1. Defeat the two C-3PO tiles
  2. R2-D2 travels to C-3PO's head
  3. R2-D2 brings C-3PO's head to C-3PO's body

Changed Setup

  • After you have placed your Jedi figures on spaces (adjacent to the pillar spaces), you must also place the R2-D2 tile on one of the remaining free spaces (adjacent to the pillar spaces). The youngest player may do this. The R2-D2 tile is placed with the side up that shows only R2-D2 (without C-3PO).
  • As usual, droids pour into the arena - in 4 areas per droid type. The R2-D2 tile blocks a space just like Jedi figures.
  • After the 3 x 4 areas have been filled, you must replace two of the Battle Droid tiles lying in the arena with the two C-3PO tiles.
    • The tile with C-3PO's head goes into the area occupied by Battle Droids with the smallest number. There you may choose a Battle Droid tile that you replace with C-3PO's head - the side of the tile showing the number "1" must face up.
    • The tile with C-3PO's body goes into the area occupied by Battle Droids with the largest number. There you may choose a Battle Droid tile that you replace with C-3PO's body - the side of the tile showing the number "1" must face up.
    • The replaced Battle Droid tiles are put back into the supply.

Example (illustrated): Areas occupied by Battle Droids: 2, 7, 10, 17. Smallest number (2) receives the head; largest number (17) receives the body.

Additional Rules for the Course of Play

1. Defeating the two C-3PO tiles

As long as a C-3PO tile has not been defeated, it is treated like a perfectly normal Battle Droid tile. It can therefore lead to an area being filled again with Battle Droids in the phase "Refill Areas".

If one of you defeats one of the two C-3PO tiles through a "Fight" or "Force Surge" action, it is not removed from the game board as usual! Instead it is turned to the other side (without number). From now on this tile is no longer treated like a Battle Droid tile.

Example: You defeat C-3PO's head and turn the tile over.

2. R2-D2 travels to C-3PO's head

Only after both C-3PO tiles have been defeated can R2-D2 become active! From now on each of you can move the R2-D2 tile. To do so, in the phase "Roll" you must place a rolled die on the "Star Wars" logo on the game board. Afterwards you may move the R2-D2 tile as many spaces as there are pips on the placed die. R2-D2 may only enter empty spaces - Droid tiles, Jedi figures and pillar spaces block R2-D2's way. R2-D2 can, however, enter the two C-3PO tiles! Of course you must use several dice to move R2-D2 again and again.

Example: You have placed a "4" and move R2-D2 4 spaces.

Your goal is to move R2-D2 first onto the space with C-3PO's head. At that moment R2-D2 collects C-3PO's head.

3. R2-D2 brings C-3PO's head to C-3PO's body

Now you must move R2-D2 to C-3PO's body. The tile with C-3PO's head is always moved along under the R2-D2 tile! When R2-D2 (together with C-3PO's head) moves onto the space with C-3PO's body, you have successfully completed this additional task. You may turn the R2-D2 tile over and see how R2-D2 repairs C-3PO. From now on these 3 tiles stay on top of each other and are not moved any more.

If you do not manage by the end of the game that R2-D2 has repaired C-3PO, you have lost.

Questions

Do R2-D2 and C-3PO block the movement of the Jedi figures? Yes, the Jedi figures can neither enter the spaces of these 3 tiles nor walk through them - no matter which way up these tiles lie (undefeated C-3PO or defeated C-3PO).

What happens to R2-D2 and C-3PO when the area they are in is filled with new Droid tiles? R2-D2 and C-3PO each block the space they stand on - just like Jedi figures. So only the empty spaces of the area are covered with Droid tiles.

What happens to the dice that were used for R2-D2's movement and placed on the "Star Wars" logo? The players get these dice back in the phase "Check Threats".

  • When have you lost?
  • When have you won?
  • How good were you?