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The Mandalorian: Adventures – Sworn to the Creed Expansion

Expansion for The Mandalorian: Adventures

The Mandalorian: Adventures – Sworn to the Creed Expansion Rulebook

Table of Contents

Table of Contents

  • Component List
  • Using This Expansion
    • Expansion Icon
    • Playing the Game
  • New Rules
    • Alternating Character Abilities
  • Character Clarifications
    • The Armorer
    • Grogu
    • Axe Woves
  • Unharmed Enemies
  • High Alert
    • High Alert Clarifications
  • Exert Planning Card
  • Equipment Cards
    • Equipment Card Clarifications
  • Gambit Threats
  • New Enemy Abilities
    • Heavy Armor
    • Immobile
    • Guardian
  • Expert Difficulty
  • Mission Clarifications
    • Mission 9 Clarifications
    • Mission 10 Clarifications
    • Mission 11 Clarifications
    • Mercenary Mission Clarifications
  • Campaign Mode
    • Campaign Setup
  • Playing the Campaign
    • Step 1 - Map Selection
    • Step 2 - Mission Selection
  • Cantina Phase
    • Spending Experience
    • Increasing Danger
    • Defeated Characters
    • Campaign Success
  • Using the Clan of Two Expansion
    • Epic Campaign
  • Sworn to the Creed Challenge Log

Component List

  • 2 Mercenary Mission Sheets (double-sided)
  • 2 Campaign Logs
  • 1 Mission Book
  • 10 High Alert Tokens
  • 6 Damage Tokens
  • 10 Normal Event Cards
  • 8 Character Cards
  • 6 Planning Cards
  • 62 Skill Cards (15 per new character, 1 The Mandalorian, 1 Bo-Katan Kryze)
  • 7 Mercenary Crisis Cards
  • 1 Privateer Token
  • 1 Starfighter Token
  • 3 Special Event Cards
  • 4 Character Standees (with plastic bases)
  • 4 Reference Cards
  • 20 Equipment Cards
  • 140 Threat Tokens (27x 9s, 27x 10s, 23x 11s, 29x 12s, 21x mercenary, 4x gambits, 9x expert)

Using This Expansion

Before your first game, add the following cards and tokens to their matching components from the base game and Clan of Two expansion: 6 new planning cards, 10 normal event cards, and 5 damage tokens. The two "Darksaber" cards go into The Mandalorian and Bo-Katan's respective decks. Leave Bo-Katan's card in the box if you do not own the Clan of Two expansion.

Some component types are brand new and are set aside before the game. These include the high alert tokens, equipment deck, special event cards, mercenary crisis cards, the privateer token, and the Starfighter token. They are used by certain cards or missions.

Expansion Icon

All cards in this expansion are marked with the Sworn to the Creed icon to help you easily identify them.

Playing the Game

There is no guide deck in this expansion. Instead, all components are available from the start (although not every mission uses every new component type).

Each game, you can play the story mission or mercenary mission of your choice. Simply follow the normal setup rules on page 4 of Rules Supplement 2 from the base game.

For your first game, we recommend you play mission 9, as this is a good introduction to many of the new rules.

New Rules

The Sworn to the Creed expansion introduces some exciting new mechanics, such as alternating character abilities, high alert tokens, and equipment! These are described on the following pages.

Alternating Character Abilities

The character cards in this expansion are double sided, with a special effect on one side and a related effect on the other. Characters start each mission on the blue side.

Unlike the character abilities in the base game, these abilities are not one-time effects. Instead, certain effects and conditions will flip these cards to their opposite side. The ability on the back (red side) provides a way to flip back to the starting side (allowing use of that ability again).

These characters are slightly more complex than the characters from the base game and require more skill and planning to use effectively.

The Starting Side of a Character Card: The Armorer's card, blue side, shows the "Forge" ability: "When you perform a plan action: Draw 1 equipment card. Keep it (instead of a drawn planning card) or discard it. Then, if you have 2 or more equipment cards, flip this card."

Character Clarifications

If you have questions about a character or skill ability during the game, refer to these clarifications:

The Armorer

  • Paz Vizsla's "Armed to the Teeth" ability allows The Armorer to keep the equipment card drawn in addition to planning cards during their plan action.
  • Like all character abilities, drawing an equipment card during a plan action is optional.
  • Tactical (X) skill cards such as "Reclaim" do not activate the starting side of The Armorer's character card, as only the skill ability was performed (not a plan action).
  • The Armorer's "Supply" ability (red side) can be used at any point during another player's turn, even if they are moving through your space.

Grogu

  • Game effects that refer to "The Child" or "The Asset" do not affect Grogu. He is considered a separate character.
  • The same enemy can be chosen multiple times as the target of the "Force Push" skill card as long as they remain within range 1 after they are moved 1 space. (Immobile enemies within range can be chosen as the target.)
  • For the "Hidden Potential" skill card, "here" refers to the action slot where "Hidden Potential" was played.
  • In solo mode, any skill card can be played when using Grogu's "Inquisitive" ability, not just a Grogu card.
  • In solo mode, Grogu's "Sleepy" ability will limit the player to 1 action on that turn, regardless of which character's skill card is played.

Axe Woves

  • During setup, Axe Woves' character card makes him place his Privateer within range 1. This token can be moved following the instructions on his card, and many of Axe's skill cards use this token in various ways.
  • The Privateer is not considered a character for any game effects. For example, it cannot be dealt damage and cannot attack (except when specified by skill cards).
  • The Privateer's movement is not stopped by faceup enemies or facedown tokens, nor does it reveal facedown tokens when moving through their spaces.
  • As with all skill cards, skill abilities are resolved before or after the action is performed. Thus, you cannot use the "Huddle Up" skill ability to heal if moving through the Privateer's space (only use the ability if you begin or end your movement in its space).
  • When playing mission 10, Axe in the Starfighter ignores all enemy abilities, but the Privateer does not.

Unharmed Enemies

Some cards refer to "unharmed" enemies. An unharmed enemy is any enemy that has 0 damage on it nor is currently disrupted.

High Alert

High alert tokens represent special orders or training that can make an enemy extra dangerous.

Some event cards give a high alert token to an enemy. When this happens, place the high alert token on the top half of the enemy token, covering their class icon. This enemy is now all three enemy classes. This means that it will move and attack more frequently.

This enemy will keep high alert until it is dealt any amount of damage or is disrupted, at which point the high alert token is removed and the enemy goes back to having a single class.

Strategy Tip: It is sometimes smart to attack a high alert enemy even if you cannot defeat it. As soon as there is damage on the enemy, the high alert token is removed.

Image caption: A High Alert token on an Enemy.

High Alert Clarifications

  • If an event card gives high alert to an enemy and there are multiple unharmed enemies to choose from, players decide.
  • Each enemy can have a maximum of 1 high alert token at a time.
  • If a high alert enemy blocks all damage dealt to it, do not remove high alert. For example, if an enemy with heavy armor (y) is dealt 1 damage, it keeps high alert.
  • When resolving an event, each high alert enemy will only count as one enemy class for the duration of that event's resolution. When choosing which class to have it count as, remember that players must make choices so that as many enemies move and attack as possible.

Exert Planning Card

The "Exert" planning card can be discarded to add +2 strength to any action (to a maximum of 6 strength).

Image caption: An "Exert" Planning Card. Its text reads: "Before performing an action, discard this to add +2 strength (max 6) to that action (even free actions)."

  • This does not affect skill abilities that do not instruct you to perform an action (for example, "Whistling Birds").
  • Even if a skill card would allow you to perform more than one action, "Exert" applies only to one action (even when instructed to "perform this action again").
  • "Exert" may be used any time a character is performing an action, including free actions and through cards like Xi'an's "Unpredictable" skill card. In this instance, the "Exert" card is discarded after deciding which skill card to discard.

Equipment Cards

This expansion includes 20 unique pieces of equipment that provide permanent abilities to characters for the duration of their mission.

Equipment cards can be obtained through various game effects (such as The Armorer's character ability or by using cache tokens). When an equipment card is acquired, place it below your character card. Equipment cards grant an ongoing ability that you can use for the rest of the mission. The timing of when you can use an equipment card's ability is specified on the card. Like planning cards, using the abilities on equipment cards is optional.

There is no limit to the number of equipment cards a character can have.

Note: The XP cost at the bottom of each equipment card is only used in campaign mode (explained later).

Equipment Card Clarifications

  • Holdout Blaster: Enemies moved by tactical (X) skill cards are not dealt damage from Holdout Blaster.
  • Pauldron: This ability only blocks damage if a 4-strength card is drawn. Skill cards that may have a conditional strength of 4 (such as The Armorer's "Way of the Mandalore") and tactical (X) skill cards will not block damage. You keep the skill card drawn (regardless of strength).
  • Scope: If performing an attack action on another player's turn (and you did not first perform a move action on that player's turn), the +1 range is applied.

Gambit Threats

Some event cards spawn gambit threats on the map. When this happens, place a random gambit threat facedown in the specified space. Gambit threats will have either an enemy or a cache on the other side.

Image caption: Gambit Threat Token Back.

A character in a space with a cache token can discard it during their Action Step to draw 2 equipment cards and keep 1 (discard the other). This does not count as an action.

Image caption: Cache Feature.

If a Gambit token spawns in your space, flip it faceup immediately.

New Enemy Abilities

Three new challenging abilities appear on enemies in this expansion.

Heavy Armor

This enemy blocks 1 damage when being dealt damage from any source.

  • Abilities that "ignore enemy abilities" will ignore Heavy Armor and deal damage as normal.
  • "Find the Weak Points" in Mission 11 provides the possibility to ignore Heavy Armor.

Immobile

This enemy cannot move or be moved by any game effects, not even when enemy abilities can be ignored.

  • If all enemies on the map are Immobile and an event card only moves enemies (no other effects), then no change occurred to the game state and you spawn a reinforcement as normal.

Guardian

This enemy must be defeated before other threats within range 1 of it can be dealt damage.

  • This includes damage from skill abilities, the "Retaliate" planning card, and abilities that "move" damage.
  • Guardians do not prevent other Guardian enemies from being dealt damage.
  • For skills like "Whistling Birds", you can assign damage to the Guardian first, defeat it, and then assign any remaining damage freely.
  • You cannot attack facedown threats if they are within range 1 of a Guardian.

These enemies have a red border around the art to help identify them.

Image caption: In this example, The Mandalorian wishes to attack the B enemy, but he cannot because there is a Guardian enemy within range 1 of it.

Expert Difficulty

When playing expert difficulty on maps 9–12, use the expert reinforcement tokens instead of the map's reinforcement tokens. Unlike the base game, these tokens all have the same back, and all 9 tokens are used on each Sworn to the Creed map.

Image caption: Expert Threat Back and Expert Threat Face.

Mission Clarifications

This section lists clarifications for the new missions.

Mission 9 Clarifications

  • When a character enters a space containing Debris, they stop their movement and go back to the space they entered from. Any remaining movement is lost.
  • After a character is captured, if Axe Woves is chosen as the new character, perform his setup instructions by placing the Privateer within 1 range of him.
  • Skill cards belonging to the captured character that are discarded from action slots during the Event Step are returned to the game box (with the rest of that character's components).
  • If playing solo, remove all skill cards of the captured character from your hand, deck and discard pile. Then, shuffle the new character's skill cards together with your deck and discard pile to create your new deck and draw back up to your hand size if necessary.

Mission 10 Clarifications

  • If Axe Woves is in the N-1 Starfighter, his Privateer is not in this Starfighter (and functions as normal).

Mission 11 Clarifications

  • If there are not enough cards in a skill deck to reveal for "Take Aim", shuffle your discard pile into a new skill deck and draw the remaining cards.

Mercenary Mission Clarifications

  • Mission J: On map 9, if The Foundling is in a space with Debris, a character can enter that space and rescue The Foundling as a free action before being moved back to the space they entered from.

Source note: page 4 of the source PDF contains map-rule and mission-rule text in an under-layer that is covered by the page's artwork and overlaps visible text. It is not legible on the printed page, so it is not transcribed here. The story-mission rules for maps 9–12 (for example "Find the Weak Points" and "Take Aim") are not printed in this source; the expansion's Mission Book component carries them.

Campaign Mode

Campaign mode allows you to experience personalized character progression over the course of 8 (or 12) randomized missions. You will play a mix of story and mercenary missions, and can even integrate missions from the Clan of Two expansion.

You can play the campaign with 1–4 players, but the same group of players should play all missions together.

Campaign Setup

To set up your campaign, perform the following steps:

  1. Create Tactical Shop Deck: Remove all tactical (X) skill cards from all skill decks (except The Child's deck) and shuffle them together. These cards will be available for purchase after completing missions.
  2. Choose Characters: Each player chooses a character and takes all of their matching components (except for their tactical skill cards). They will control that character for all missions unless they are defeated. If playing solo, choose two characters and combine their decks as normal.
  3. Set Up Campaign Log: Write the names of all chosen characters on the campaign log.

Image caption: Writing character names on the campaign log.

Playing the Campaign

Before each game of the campaign choose any difficulty to play on, then randomly select a map and mission using the following rules.

Step 1 - Map Selection

Take 1 square token from all maps (excluding previously played maps) and mix them together. Then, draw one at random and open the mission book to the matching map.

Step 2 - Mission Selection

Take one token from each mercenary mission (excluding C and D* and all previously played missions) and mix them with the chosen square token. Then, draw one token at random; if the square token is drawn, set up and play the story mission. Otherwise, set up and play the matching mercenary mission on your chosen map.

Example: If these tokens are drawn, you would play mercenary mission K on map 9.

Important: Record the map and mission on the campaign log; they will not be used again during this campaign.

* Mercenary missions C and D use hidden motives and cannot be used in the campaign unless you print the cooperative versions from our website: UnexpectedGames.com/themandalorian-mercmissions

Cantina Phase

After each mission, players can upgrade their characters and the campaign becomes more dangerous. Perform the following steps:

  1. Reset Characters: Heal all damage and discard all planning and equipment cards (except those that have been purchased; see below). Character abilities are also reset after each mission.

  2. Gain Experience: Each character earns experience points (XP) as follows:

    • 2 XP is earned for playing the mission, win or lose.
    • +1 XP is earned if the mission was successful.

    Add your XP to any saved XP on the campaign log. Also, record whether you won or lost the mission on the campaign log.

  3. Spend Experience: Players spend XP to permanently improve their characters (see below).

  4. Increase Danger: The event deck is modified to make enemies more dangerous (see next page).

Spending Experience

Draw four random equipment cards, four random planning cards, and four random tactical skill cards (from the tactical shop deck made during campaign setup). Place these 12 cards faceup on the table (available for all players).

Each character may purchase one (and only one) of these cards at the following costs:

  • Equipment Cards: Spend XP equal to number of lights in the lower right corner of a faceup equipment card (2, 3, or 4). You start all future missions with this card.

    Example: This equipment card has 3 yellow lights, so it costs 3 XP.

  • Planning Cards: Spend 1 XP to choose one faceup planning card. You start all future missions with this card (even if you used it in a previous mission).

  • Tactical Skill Cards: Choose one faceup tactical skill card. It costs 2 XP if it matches your character, otherwise it costs 4 XP. Add it to your skill deck.

    • If a tactical skill card refers to a character's name, you are considered to be that character.

Each time a card is purchased, draw a new card of that type before the next player purchases a card. There is no set order in which players purchase cards. Simply decide as a group.

Each character is limited to 4 purchased equipment cards and 4 tactical cards (as shown on the campaign log). They can sell previously purchased cards for 1 XP each, ignoring the card's original cost.

Players are not required to spend all their XP points between missions and can save them for future Cantina Phases.

Important: Record each character's remaining XP and purchased cards on the campaign log (in pencil so you can erase XP when spent).

Purchased cards are kept by those characters until the end of the campaign (unless that character is defeated). Cards acquired during a mission, such as planning and equipment cards, are returned to their respective decks upon mission completion.

If playing solo, each character gains and spends XP separately.

Increasing Danger

After spending XP (or choosing not to), find the following card and permanently remove it from your event deck. If you own the Clan of Two expansion, also add the matching dangerous event card to your event deck:

  • End of Mission 1: Close Quarter Combat
  • End of Mission 2: Draw Attention
  • End of Mission 3: Engage
  • End of Mission 4: Exploit Weakness
  • End of Mission 5: Panic
  • End of Mission 6: Point Blank (and start damaged in future missions - see below)
  • End of Mission 7: Swarm

Important: Near the end of the campaign, characters will have grown far more powerful. To balance this, after the 6th mission (or 9th in the epic campaign), all characters start each mission with 1 damage. This damage cannot be blocked.

Defeated Characters

If a character is defeated, that character is removed from the campaign and that player must select an unused character. All of the defeated character's purchases are returned to their respective decks.

The new character participates in the next Cantina Phase, with a total amount of XP equal to what had been accumulated by the previous character up to that point (including for the mission they were defeated in). The new character can purchase a number of cards equal to the number of missions that have been completed (win or lose) thus far in the campaign.

If multiple characters would be defeated during the same Event Step, the mission ends as soon as the first character is defeated (the other characters are not defeated).

In the unlikely event there are no unused characters to choose from when your character is defeated, the campaign ends in defeat.

IG-11 becoming disabled does not count as being defeated.

Campaign Success

If you complete the objective for the final mission in your campaign, all players win the campaign!

Normally, when you fail a mission, the campaign continues to the next mission (after a Cantina Phase). However, if you fail the final mission, you may replay it. (Do not perform a Cantina Phase, and defeated characters are not removed.)

If you fail the final mission three times in a row, the campaign ends in defeat. Otherwise, score your campaign as follows:

  • Win 1st Attempt: 3 Stars
  • Win 2nd Attempt: 2 Stars
  • Win 3rd (Final) Attempt: 1 Star

Using the Clan of Two Expansion

If you have the Clan of Two expansion for The Mandalorian: Adventures, you can increase the length and scope of your campaign.

  • You may play as any character in Clan of Two, and their tactical skill cards are added to the shop deck you create at the beginning of the campaign.
  • The "Mobilize" planning cards are shuffled into the planning deck.
  • All four Clan of Two maps and mercenary missions are included during map and mission selection.
  • Use all other Clan of Two gameplay additions as appropriate (for example, use the duel deck for "Tough" enemies.)
  • Set aside all dangerous event cards. They are used when increasing danger (explained on the left).

Epic Campaign

If you own the Clan of Two expansion, you may embark on a 12-mission campaign. You must decide this before starting the campaign. Play the campaign as normal with the following changes:

  • Each character gains 1 XP after each mission (instead of two), plus 1 additional XP if they won the mission (as normal).
  • Each character starts with 1 damage after the 9th mission (instead of after the 6th – see "Increasing Danger" on the left).

Sworn to the Creed Challenge Log

Replay missions with a unique twist by attempting the following challenges. You choose the difficulty unless specified.

  • Diligent Hunter: Win mercenary mission I with the following changes:
    • During setup, set The Butcher aside and place the remaining I tokens on spaces 5, 6, 7, and 8.
    • Discard the first 2 informants you collect. (Only place the 3rd and 4th tokens collected on the informants track).
  • Tenacious Rescuer: Win mercenary mission J with the following changes:
    • During setup, place the Shriek-Hawk in any space exactly 4 movement away from space #8.
    • The Shriek-Hawk cannot gain High Alert.
  • Deadlier Rival: Win mercenary mission K with the following changes:
    • During setup, take the Decoy token and 4 other random "K" threat tokens (instead of 3). Randomize these tokens, then place them facedown in spaces #3, 4, 6, 7, and 8.
    • You must defeat all 4 Rivals to win.
  • Thorough Investigator: Win mercenary mission L with the following changes:
    • All six droids must be defeated before revealing The Clue token (you must still have the correct Suspect on the sheet).
  • Mission 9 Remix: Win story mission 9 without revealing any Debris tokens.
  • Mission 10 Remix: Win story mission 10 without using the Starfighter (all characters use their standees).
  • Mission 11 Remix: Win story mission 11 without the "Find the Weak Points" mission rule (Heavy Armor still applies as normal).
  • Mission 12 Remix: Win story mission 12 with the following setup change:
    • Start with 1 damage on the Battle for Mandalore track.
  • Campaign Champion: Win the campaign with all missions on the same difficulty level: Novice Difficulty, Standard Difficulty, Veteran Difficulty, or Expert Difficulty.