Star Wars: Destroy Death Star Game
Star Wars: Destroy Death Star Game Rulebook
Table of Contents
Table of Contents
Object
Be the first player to "Destroy DEATH STAR" by landing on the DEATH STAR exhaust port by exact count.
Equipment
Gameboard with rotating DEATH STAR, Spinner, 4 X-WING Squadron Bases and 12 X-WING Fighter Game Tokens (3 each in 4 colors).
Assemble spinner as shown.
Place tape on back of spinner as shown.
Get Ready
- Each player selects 3 X-WINGS of one color and mounts them on a Squadron Base.
- Players place their Squadrons on the REBEL BASE "START" position.
- Line up the "Enter" space on the rotating DEATH STAR with the DEATH STAR "START" space on the gameboard.
Let's Play
- All players spin. Highest number on the inner ring of the spinner starts. If the arrow lands on a line at this time or any other time, spin again.
- Each player must rotate DEATH STAR one space after his turn. Rotate DEATH STAR as shown by the arrows on the board. If any player forgets to do this and another player mentions it, the player who forgot loses an X-WING Fighter from his Squadron.
- First player spins again, moves his Squadron the number of spaces shown on the spinner, and rotates DEATH STAR. Squadron is moved along the route to the DEATH STAR Orbit as one piece.
- Other players follow in turn. Play moves clockwise.
Rules
- Along the route to the DEATH STAR Orbit, there are TIE FIGHTERS on several spaces. If you land on a TIE FIGHTER, you must have a DOGFIGHT. To do this, use the outer ring of the spinner. If the arrow lands on "You shoot down the TIE FIGHTER", you win! Take a free spin. If the arrow lands on "TIE FIGHTER shot down one of your X-WING Fighters", you lose. You can either remove one X-WING from your Squadron or return to the REBEL BASE.
- If you choose to return to the REBEL BASE, you may put back any X-WINGS you have lost. Any player may return to the REBEL BASE any time it is his turn. If you lose all 3 X-WINGS, you must return to the REBEL BASE.
- If you land on a space that is already occupied by an X-WING Squadron, take the first empty space behind it unless it is a double space like the "Enter DEATH STAR Orbit" space. Two Squadrons may occupy these spaces.
- Players move along the outer route until they enter the DEATH STAR Orbit. Enter the DEATH STAR Orbit by landing on an "Enter DEATH STAR Orbit" space or by reaching the end of the outer orbit. Once in orbit, players continue to circle DEATH STAR in a clockwise direction.
- Enemy TIE FIGHTERS appear and disappear around the edge of DEATH STAR as it is rotated. If you are next to a TIE FIGHTER either before or after your rotation during your turn, you must have a DOGFIGHT as in rule number 5 unless the MILLENIUM FALCON is visible. (See rule #11.)
- If you are next to DARTH VADER and the MILLENIUM FALCON is not present (see rule #11), you must return to the REBEL BASE — even if it isn't your turn. You do not lose or gain any X-WING Fighters in your Squadron.
- The MILLENIUM FALCON of HAN SOLO appears and disappears around the edge of DEATH STAR. When it is visible, all players in the inner orbit are safe from TIE FIGHTERS and DARTH VADER. You don't have a DOGFIGHT if your Squadron is next to a TIE FIGHTER and you do not have to return to the REBEL BASE if you land next to DARTH VADER.
- If you land on the space that says: "Go to DEATH STAR Entry" and the Entry is blocked, you may wait on that space until the Entry is clear. This is the only time you may skip turns.
- A player who lands by exact count on the space next to the DEATH STAR Entryway may begin the attempt to "Destroy DEATH STAR". If you land on a TIE FIGHTER in the trench, you must have a DOGFIGHT as in rule #5. If you do not land on the Cross-hairs by exact count, you leave the trench and return to the DEATH STAR Orbit. (Do not skip turns.)