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Star Wars: Super Teams

Star Wars: Super Teams Rulebook

Table of Contents

Table of Contents

  • Components
  • Goal
  • Setup
  • End of Game
  • How to Play
  • Teams
  • End of Round and New Round
  • Bonus Cards
  • Bonus Card Reference

Components

  • 1 game board
  • 72 cards
    • 48 movement cards (12 cards of each color, with values from "1" to "6")
    • 20 bonus cards
    • 4 team cards
  • 8 ship figures (2 of each color)

Goal

The goal of each team is to be the first to cross the finish line with all of its ships.

Setup

  1. Place the game board on the center of the table, within reach of all players.
  2. Each player chooses a color, takes the corresponding team card, and 2 ships.
    • Playing with two, each player chooses 2 colors.
    • Playing with three, each player chooses 1 color. Return the team card, 2 ships, and movement cards of the unchosen color to the box.
    • Playing with four, players split into 2 teams of 2 players each and sit around the table so the teams alternate.
  3. Place the chosen ships on the starting planet.
  4. Shuffle the 20 bonus cards and place 2 cards face down per player on the final planet (4 cards for 2 players, 6 cards for 3 players, or 8 cards for 4 players). Place the rest of the bonus cards face down as a deck in the corresponding space on the game board.
  5. Shuffle the movement cards and deal each player 6 cards. Place the rest of the cards as a face-down deck next to the game board.

End of Game

The game ends when all ships of one team reach the final planet (4 ships if you're playing with 2 or 4 players; 2 ships if you're playing with 3 players). That team wins!

How to Play

The first player is whoever last watched "Star Wars." After that, players take turns clockwise. On your turn, play a card with a value from "1" to "6", choose the ship of the matching color, and move it forward the number of spaces shown on the card played.

Depending on the color of the card played, players may move not only their own ships, but also the ships of their teammates, or even their opponents' ships.

Example: You play a red card with a value of "2". You must now move any red ship 2 spaces.

There are 5 types of spaces on the game board:

  • Normal spaces
  • Bonus spaces
  • Hyperspace spaces
  • Asteroid field spaces
  • May's black hole spaces

If a ship is on the starting planet, a normal space, or a bonus space, it moves as usual.

If a ship is on a hyperspace space, the value of the card played is doubled (for example, having played a card with a value of "4", move the ship 8 spaces).

If a ship is on an asteroid field space, the value of any card played equals "1" (for example, having played a card with a value of "5", move the ship only 1 space).

If a ship stops on a bonus space, the player of that color takes a bonus card. If the bonus card deck runs out, shuffle the discard pile to form a new deck.

If a ship stops on a double space (hyperspace + asteroid field, hyperspace + normal space, or asteroid field + normal space), the player moving that ship may choose either half of the space.

May's black hole spaces are especially dangerous — try to avoid them. When a ship stops on a May's black hole space, it must move back to the nearest normal space. All May's black hole spaces must be crossed within a single turn!

When the first ship reaches the final planet, each player takes 2 random bonus cards from the deck placed on the final planet's space.

Important:

  • Any number of ships may occupy the same space.
  • Players do not move ships that have already reached the final planet.

Teams

Red team: X-wing and Millennium Falcon

Green team: Star Destroyer and Death Star

Black team: TIE Fighter and Upgraded TIE

Yellow team: Jedi Starfighter and Tantive IV

End of Round and New Round

When all players have played their 6 movement cards, deal each player 6 more cards and start a new round (if the movement card deck runs out, shuffle all the cards to form a new deck).

Playing with 2 or 4 players, once both ships of one color have reached the final planet, cards of that color are considered wild. When you play one, you may choose which color it replaces.

Example: Both green ships have reached the final planet. The red player plays a green card with a value of "3" and decides to move one of their (red) ships 3 spaces.

Bonus Cards

While moving a ship, the ship's owner or their teammate may play a bonus card from their hand (even if the ship moved was an opponent's ship). The player moving the ship must use this bonus card.

Only one bonus card may be played per ship per turn. You cannot play a bonus card for an opponent's ship.

Bonus Card Reference

Evasive Maneuver If the ship stops on a May's black hole space, move it to the next normal space.

Experienced Pilot If the ship is on an asteroid field space, ignore the space's effect and keep moving as usual.

Light Speed The value of the card played is doubled (as if the ship were on a hyperspace space). Can be played even if the ship is only on a normal space, a bonus space, or the starting planet!

Speed Boost Add "1" to the value of the card played. Has no effect if the ship is on an asteroid field space.

Tractor Beam If an opponent's ship passes by one of your team's ships (yours or your teammate's — even if the ships started on the same space), move your ship to the space where the opponent's ship stopped.

Important:

  • You may play "Tractor Beam" regardless of who moved the opponent's ship (you, your teammate, or the opponent).
  • You always move to the same space where the opponent's ship stopped, whether or not they played a bonus card.
  • If an opponent's ship passes several of your team's ships, you may play multiple "Tractor Beam" cards.
  • In the rare case where the last ships of 2 opposing teams reach the final planet simultaneously, by playing one or more "Tractor Beam" cards, the 2 teams share the victory.