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Star Wars: Angriff der Rebellen

Star Wars: Angriff der Rebellen Rulebook

Table of Contents

Table of Contents

  • Components
  • Before the First Game
  • Setup
  • Game Flow
    • Turn Sequence
  • End of the Game

Components

30 Space tiles:

  • 3 Asteroid fields
  • 4 Astromechs (R2-D2, R2-A3, R2-C4, R5-D7)
  • 5 Allies (Yoda, Luke Skywalker, Han Solo, Chewbacca, Leia Organa)
  • 18 Imperial starships (2x Imperial Shuttle, 3x TIE Fighter, 4x TIE Interceptor, 4x TIE Bomber, 3x Star Destroyer, 1x Super Star Destroyer, 1x Death Star)

4 Rebel ships (Millennium Falcon, X-Wing, B-Wing, Y-Wing) 4 stands 20 Power chips 1 ten-sided die

For 2 to 4 players, ages 8 and up.

Before the First Game

Carefully punch all parts out of the box. Then insert the four Rebel ships into the four stands.

Setup

  • Each player takes one Rebel ship. With fewer than four players, return the unused Rebel ships to the box.
  • Shuffle the 30 Space tiles face down (that is, with the blank space side facing up).
  • Randomly draw 16 tiles from the 30 Space tiles, keep them face down, and lay them out as Space in a 4 x 4 grid in the middle of the table. Place the remaining 14 Space tiles as a face-down draw pile next to it.
  • Place the 20 Power chips next to the table as a supply.
  • Place the die beside them.
  • Each player places their Rebel ship on any corner space of the Space grid. However, each player must occupy a different corner space.

Game Flow

The youngest player begins. Play then passes clockwise.

Turn Sequence

A turn consists of the following steps:

  1. Move your own Rebel ship one space.
  2. Reveal one adjacent Space tile.
  3. If necessary, fill a gap in space with a new Space tile.

1. Move your own Rebel ship one space.

On your turn, first move your Rebel ship onto an adjacent, unoccupied tile. "Adjacent" means directly next to it, but not diagonally. "Unoccupied" means that no other Rebel ship is standing on it.

If no adjacent tile is free: If no adjacent tile is free, you may move your Rebel ship onto the next free tile behind an occupied tile.

2. Reveal an adjacent Space tile.

Next, reveal one face-down tile that is adjacent to your Rebel ship and unoccupied.

Depending on the type of tile revealed, the following happens:

Astromech (R2-D2, R2-A3, R2-C4, R5-D7):

If you reveal an Astromech and you do not yet have an Astromech tile, you may take the tile and place it in front of you. You now have a bonus of "+1" in all future dice duels. You never have to give this tile up, and you may use this advantage again and again!

Note: If you reveal an Astromech and you already have an Astromech tile, you may not take the tile! Turn the tile face up again. You are then immediately on your turn again: move your Rebel ship one more space and reveal a new tile.

Ally (Yoda, Luke Skywalker, Han Solo, Chewbacca, Leia Organa):

If you reveal an Ally and you do not yet have an Ally tile, you may take the tile and place it in front of you. You now have a bonus of "+2" in one future dice duel. You may use this advantage only once; then you must give this tile up after use and place it face down under the draw pile. You decide for yourself when to use the tile.

Note: If you reveal an Ally and you already have an Ally tile, you may not take the tile! Turn the tile face up again. You are then immediately on your turn again: move your Rebel ship one more space and reveal a new tile.

Important: If you still have an Ally tile in front of you at the end of the game, it is worth 1 victory point!

Imperial starship (TIE Fighter etc.):

If you reveal an Imperial starship, you must decide:

  • Either you do not fight, but gather your strength and receive one Power chip from the supply.
  • Or you decide to fight the starship.

Note: Each player may hold a maximum of 5 Power chips!

(Tile labels: bonus "+2" for the dice duel; "2 Siegpunkte" (2 victory points) at the bottom right.)

If you choose to fight, the fight proceeds as follows:

First, your right-hand neighbour rolls the die and determines the strength of the Imperial starship: they add to their die roll the red number shown at the top left of the starship tile, and call out the total aloud.

(Only the die roll and the bonus value on the starship tile count. The collected tiles of your neighbour have no influence on the strength of the Imperial starship!)

To defeat the starship, you must reach at least the same value. You also roll the die, and then you may use any tiles you have collected (Astromech, Ally and/or Power chips) to raise your value.

If you manage to defeat the Imperial starship, you may take this tile and place it in front of you. At the end of the game it is worth as many victory points as printed at the bottom right of the tile.

If you fail to reach at least the same value as your opponent, you lose the fight. The starship tile stays in its place and is turned face up again. The Imperial starship can later be revealed by any player, and its strength is then rolled anew.

Important: If you lose a fight, you must give up neither Ally tiles nor Power chips!

Transcriber's note: The printed German here reads "weder ... noch" (neither ... nor), which is transcribed literally above. The printed sentence is ambiguous in context: the sentence is marked "Wichtig" and the worked example separately requires giving up the tiles used in a won fight. Please check this line against the physical leaflet.

Example:

You reveal a TIE Interceptor and decide to fight it. Your right-hand neighbour rolls a 4. They add the red number on the tile to the die roll (4 + 3 = 7) and call out the sum (7). This is the strength of this TIE Interceptor.

Now you determine your strength. You roll a 3, and you have one Astromech tile, one Ally tile and two Power chips. You decide to use, in addition to the Astromech tile ("+1"), which can always be used, also your Ally tile ("+2") and one Power chip ("+1").

Your total is therefore: 3 + 1 + 2 + 1 = 7. You have reached exactly the same value as the TIE Interceptor and win the fight.

You may therefore take the TIE Interceptor tile and place it in front of you. Because you used the Ally tile and one Power chip, you must give them up: the Ally tile goes under the draw pile, and the Power chip goes back to the supply. The Astromech tile is used permanently and does not have to be given up. In addition, you keep one Power chip that you did not have to use, and you may keep it.

Asteroid field:

If you reveal an asteroid field, you have bad luck. Turn the asteroid field tile face down again, and your turn ends immediately.

3. If necessary, fill a gap in space with a new Space tile.

At the end of your turn, check whether there is a gap in space. If so, take the top Space tile from the draw pile and place it into the gap, without turning it over!

Then the next player clockwise is on turn.

End of the Game

The game ends when, at the end of a turn, a gap in space has arisen and cannot be filled because the draw pile of Space tiles is empty.

Then the final scoring follows:

Each player counts the victory points on the tiles they have collected (Imperial starships and Ally tiles).

The player with the most victory points wins.

In case of a tie, the player who also has more Power chips wins. If there is still a tie, there are several winners.