RulesPal
Chat
Rulebook
Star Wars: Destiny – General Grievous Starter Set thumbnail

Star Wars: Destiny – General Grievous Starter Set

Expansion for Star Wars: Destiny

Star Wars: Destiny – General Grievous Starter Set Rulebook

Table of Contents

Table of Contents

  • Setup
  • Important: Ready and Turned Cards
  • Important: Card Colours
  • Actions
    • Play a Card from Hand
  • Turn Order and Actions
  • Regroup Phase
  • Victory Conditions
  • Important: Resources and Cost
  • Activate a Character or Support Card
  • Apply the Result of Your Dice
  • Dice Symbols
  • Modifiers and Cost
  • Discard a Card to Reroll Your Dice
  • Use a Card Action
  • Powerful Action
  • Capture the Battlefield
  • Important: Pass
  • Damage, Shields and Defeated Characters
  • Game Terms
  • Keywords
  • Subtypes
  • Build Your Deck
    • Build Your Team
    • Deck Restrictions
  • Choose a Battlefield

Setup

Each player has their own deck. This starter set contains one deck for one player, so your opponent needs their own starter set to play. Both players prepare as follows:

  1. Find the character cards in your deck and place them in front of you together with their corresponding dice. This set has two character cards: Obi-Wan Kenobi with two dice, and Satine Kryze with one die. In the General Grievous starter set, your opponent finds the Grievous cards and the Commando Droid cards with their corresponding dice. Set aside the remaining dice.
  2. Set aside your battlefield card (in this starter it is "Lair of the Death Watch" / «Логово Дозора Смерти») and the reference card, face up. Shuffle the remaining 20 cards of your deck. Draw 5 cards into your hand. If you do not like your hand, you may return any number of cards to the deck, shuffle it again and draw back up to 5.
  3. Sort identical tokens (damage, shields and resources) into three separate stacks. Then take 2 resources and place them in front of you.
  4. Roll your character dice and add up the results (the white numbers). The player with the higher total chooses the battlefield on which the fight will take place. If the totals are equal, roll the dice again. The player on whose battlefield the fight takes place controls that battlefield and places its card next to their deck. Their opponent sets their battlefield card aside, and their characters receive 2 shields (the player decides how to distribute these shields among their characters). After rolling, place the dice on the corresponding cards.

Example: the player playing Obi-Wan and Satine rolled 4, and their opponent rolled 3. The first player chooses the battlefield on which the fight will take place.

Important: Ready and Turned Cards

Cards can be either ready (the standard position) or turned (activated). When you play a card, place it in the ready position. When an ability or rule requires you to turn a card, rotate it 90 degrees clockwise. A turned card cannot be turned again.

Important: Card Colours

Each card has a colour corresponding to one of four aspects:

  • Blue: Force
  • Red: Troops
  • Yellow: Adventurers and Mercenaries
  • Grey: everything else

To use some cards, you must have a card of a certain colour or subtype in play. For example, to use the ability of the card "Redirect the Force" (Направить Силу) you must have a Leader in play.

Actions

Play a Card from Hand

There are four types of cards you can play: events, upgrades, downgrades and support. The card type is shown above the ability text. To play a card, spend a number of resources equal to the card's cost.

  • Play an event: follow the card's text, then discard it face up to your discard pile (next to your deck).
  • Play an upgrade: attach the upgrade to one of your characters. To do this, place the upgrade card beneath the character card. Upgrade cards are not discarded and are used repeatedly. Most upgrades come with a die: take that die from the set-aside dice and place it on the character to which the upgrade is attached. A character can have no more than three upgrades. Once per round, when you play an upgrade, you may replace one of the upgrades already attached to the character with it. When you do, you pay the difference in cost between the two upgrades. Discard the replaced upgrade.
  • Play a downgrade: attach the downgrade to one of your opponent's characters. To do this, place the downgrade card above the character card. Downgrade cards are not discarded and are used repeatedly. A character can have no more than three downgrades.
  • Play support: place the support card next to your characters (do not attach it to them). Support cards are not discarded and are used repeatedly. Some support cards also come with a die: place the corresponding die on the support card.

Turn Order and Actions

Participants take turns, starting with the player who controls the battlefield. On your turn you may perform one action. The available actions are:

  • play a card from hand;
  • activate a character or support card;
  • apply the result of your dice;
  • discard a card to reroll your dice;
  • use a card's action;
  • capture the battlefield.

Each action is described in detail later in this leaflet.

If you do not want to perform an action, you may pass. When both players have passed in a row, the regroup phase occurs, during which the players prepare for the next round of the game.

Regroup Phase

During the regroup phase both players perform the following steps:

  1. Return turned cards to the ready position. Return all dice still remaining in the pool to their corresponding cards.
  2. Receive 2 resources.
  3. Discard any number of cards from your hand, then draw up to 5 cards.

After the regroup phase, the players take turns again, starting with the player who controls the battlefield. Continue taking turns and going through the regroup phase until one of the players wins!

Victory Conditions

You win if:

  • all of your opponent's characters are defeated; or
  • at the end of a round (after the regroup phase), your opponent has no cards left in their hand and deck.

If both players have run out of cards, the player who controls the battlefield wins.

Important: Resources and Cost

To play a card, you must spend a number of resources equal to its cost. The cost is shown in the top left corner of the card. You receive 2 resources during each regroup phase, and you may also receive additional resources if a rolled die shows a face with a resource symbol.

Activate a Character or Support Card

You may activate only a ready character or support card. To do so, turn the card sideways and roll all dice corresponding to that card. Place them in front of your character cards; this is your dice pool. Results of rolled dice can be applied in one of your later turns (see below). When you activate a character, roll all dice on that character and attached upgrades. When you activate a support card, roll only the corresponding die.

Apply the Result of Your Dice

In one action you may apply, in turn, the results of any number of dice in your pool that are lying with the same symbol face up. Each die face shows a symbol with a value, which determines the strength of the effect. The effect of each symbol is described below. For example, 2 X means you may deal 2 melee damage to a character, and 2 ⛨ means you may give a character 2 shields.

Example: your dice show melee (X) and ranged (⚡) damage. On your next action you may apply the results of any number of your dice that show either melee damage or ranged damage, but not both at once. Each type of symbol takes its own action.

Dice Symbols

  • Ranged damage (deal damage): deal ranged damage to any character.
  • Melee damage (deal damage): deal melee damage to any character.
  • Indirect damage (opponent's choice): deal this damage to the opponent's characters. The opponent decides how to distribute this damage among their own characters.
  • Shield: the chosen character gains shields (place shield tokens on its card). A character cannot have more than 3 shields.
  • Concentration (turn the die to a new face): turn the other dice in your pool that show the selected faces up.
  • Sabotage (opponent loses resources): your opponent loses resources.
  • Discard (discard random cards from the opponent's hand): discard random cards from your opponent's hand.
  • Resource (gain resources): gain resources.
  • Ability (activate the ability): activate the ability marked on the card with this symbol. Faces with an ability are worth 0.
  • Empty face (nothing happens): nothing happens. Values of empty faces are 0.

Modifiers and Cost

On the blue faces of some dice, a plus sign (+) appears before the value. Such a die's result can only be applied together with the result of another die showing the same symbol without a plus. In this case, the value of the face with a plus is added to the value of the face of the other die.

Example: you rolled +2 ⚡ and 1 ⚡. Therefore you may apply the results +2 ⚡ and 1 ⚡ together to deal 3 ranged damage to any character. If you had not rolled 1 ⚡, you would not be able to apply the result +2 ⚡.

On some faces, a resource symbol (Q) on a yellow background is shown with the value. To apply the result of such a die, you must spend the indicated amount of resources.

Example: a die shows 2 X, but the face also shows a cost of 1 Q. To deal 2 damage, you must spend 1 resource.

Discard a Card to Reroll Your Dice

Discard any card from your hand to reroll one or more dice from your pool. Before the roll, you must choose all the dice you want to reroll.

Use a Card Action

The abilities of some support, upgrade and character cards are marked with the word Action. To perform the indicated action, follow the card's text.

Powerful Action

Some cards show a special type of action: a powerful action. Each card's powerful action can be used only once per round.

Capture the Battlefield

In each round, only one player may capture the battlefield. When you capture a battlefield, you may immediately use its Capture ability. If you did not already control this battlefield, take it under your control and place it next to your deck. Until the end of the round you automatically pass. Your opponent continues to take actions until they pass, but they cannot capture the battlefield in this round.

Important: Pass

If you do not want to perform an action, you may pass. You do nothing, but you keep the option to perform an action after your opponent's turn. If both players have passed in a row, the regroup phase begins.

Damage, Shields and Defeated Characters

Only one character receives ranged damage (⚡) or melee damage (X) from a single die or from a die with modifiers. Indirect damage (⊘) from a die or card may be distributed among several characters. Use the damage tokens (values 1 and 3) to track damage. If a character has shields, each shield blocks 1 damage and the shield token is discarded.

A character is defeated if it has received an amount of damage equal to its health value. Remove the character card from the game, together with its dice (the character's dice and the dice of the upgrades attached to it). Discard the upgrade and downgrade cards attached to it. This character can no longer be activated, chosen as a target or used to play cards.

Game Terms

Read this section before your first game! Additional terms and frequently asked questions are in the reference on the publisher's website.

  • After...: use these abilities after the event stated in the text occurs.
  • Before...: use these abilities immediately before the event stated in the text occurs.
  • Cannot be blocked: when damage "cannot be blocked", it is not blocked by shields.
  • Unique: next to the names of unique cards there is a star (♦). You may not have more than one copy of a unique card in play.
  • Remove: when you remove a die, return it to its corresponding card without applying its result. You may only remove dice from the pool.

Keywords

These are the names of abilities that appear on cards. When using such cards, follow these rules:

  • Guard. After you activate a character with the keyword Guard, you may deal it damage equal to the value of a die from your opponent's pool that is lying face up with a damage face (X, ⚡ or ⊘). Then remove that die.
  • Redistribution. Found on upgrade cards. When the character to which this upgrade is attached is defeated, before that happens you may move this upgrade card to any other of your characters. If its die was in the pool, return it to the corresponding card.
  • Ambush. After you play a card with the keyword Ambush, you may gain 1 action.

Subtypes

Some cards show a subtype (for example, "Weapon" or "Transport"). Subtypes have no rules of their own, but other cards may refer to them.

Build Your Deck

You can choose your favourite characters, upgrades, events, support cards and battlefield, and then try this deck against any opponent! To build a deck you will need a team of characters, 30 game cards, 1 battlefield and all dice corresponding to the chosen cards. Additional cards and dice are sold separately.

Build Your Team

In the bottom left corner of a character card are its points value and its affiliation: hero or villain. You may recruit characters for a maximum of 30 points. A team cannot contain both heroes and villains at the same time. Neutral characters may be added to any team.

Characters in your team may be of one or more colours. You may include only one copy of each unique (♦) character, and as many non-unique characters as you like. Non-unique characters always have one die. Unique characters have two point values. You may choose the lower value and use only one of the character's dice, or choose the higher value and use both of its dice.

When building your team you may also add exactly one plot card (замысел). Each plot card has a point cost, which must fit within the same 30-point limit as the characters. Plot cards are not shuffled into the deck; at the start of the game they are placed next to your characters. If a plot card has an affiliation or colour, you may choose it only if your team contains a character with the matching affiliation or colour.

Deck Restrictions

The starter set contains 20 cards, but a standard deck contains exactly 30 cards. You may build a deck from any cards, with the following restrictions:

  • A deck may not contain more than two copies of the same card.
  • Each card is labelled "hero", "villain" or "neutral". If you chose hero characters, your deck must not contain cards labelled "villain", and vice versa. Neutral cards may be in any deck.
  • You may put blue, red and yellow cards in your deck only if your team contains characters of those colours. Grey cards may be in any deck.
  • Your deck may contain event, upgrade, downgrade and support cards. Characters, plot cards and battlefields must not be in the deck; they are not counted when counting the cards in the deck.

Choose a Battlefield

Besides your characters and deck cards, you must choose 1 battlefield card. Each player has their own battlefield, but only one of them will be used during the game.