The Rebellion Enthusiast
Command Phase
During the Command Phase, players may either reveal a mission as planned during the Assignment phase or activate a system. The player activates a system by placing a leader from his leader pool and placing it in any system. Units may move into an activated system from an adjacent system, but a player cannot move his units out of a system that contains one of his faction's leaders. The rebel player always goes first in the Command phase.
To reveal a mission, perform the following steps:
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Flip Card Faceup
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Choose Appropriate System
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Attempt or Resolve: If the card reads "attempt," the mission can be opposed. If it reads "resolve," the mission cannot be opposed
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Send Leader to Oppose: The player's opponent may choose one leader in his own leader pool to place in this system (even if he already has leaders in the system)
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Opposition
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​If the player's opponent does not have any leaders in the system, then the mission automatically succeeds​
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If there is at least one Imperial and one Rebel leader in the system, the mission is opposed, and players must roll dice to determine whether the mission succeeds. Each player rolls a number of dice equal to the combined number of skill icons on all of his leaders in the system whose skill icons match the mission card's skill. The currently player rolls dice first. The player attempting the mission must obtain more successes than his opponent (see Dice Reference above)
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If the mission card has a leader portrait on the top-left corner of the card, its owner gains two additional successes if one of the leaders assigned to this mission matches the portrait
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If the opponent has a leader in the system but no matching skill icons, the player attempting the mission must still roll dice and needs at least one success to succeed at the mission
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When resolving a mission, each player can roll a maximum of 10 dice total
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Mission Success or Failure
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Discard or Return to Hand: After using a starting mission card, it returns to the player's hand. All other mission cards (including projects) are discarded after use.
Reveal a Mission
Cinematic Combat (Rise of the Empire Expansion)
The Rise of Empire Expansion has replaced the combat system from the original game which has added it's own combat mechanic called cinematic combat. This adds new rules to the existing combat system centered around advanced tactic cards. Rules on the use of these cards and modifications to the existing combat system are detailed below:​
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Advanced Tactic Cards
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During the "Draw Tactic Cards" step of combat, each player picks up his tactic deck and looks through them. A player has access to all of his cards, except for those in his discard pile. Before the first step of each round of space battle and each round of ground battle, perform the following steps:
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Each player simultaneously chooses one card that matches the current theater and reveals it to the other player​.
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Starting with the attacking player, each player chooses and resolves the top or bottom ability of his tactic card.
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Players can only be played at the start of each round of battle.
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After a player resolves an advanced tactic card, he places it in his discard pile. Once a player has used all tactic cards, he returns all cards from that discard pile to his deck (except for the card just resolved)
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Each player must play one advanced tactic card each round of battle.
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Some cards change the order in which players attack. This effect lasts until the end of the combat or until an effect changes the order again.
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Leader Reroll Action
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A player can choose to reroll a number of his dice up to his leader's tactic value in that theater. A player can use this action once during each of his attacks.
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Preventing Damage
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These abilities take effect at the start of the "Assign Damage" step
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Destroying and Damaging Units
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When a unit is destroyed by a tactic card it will not roll dice during this round. The unit is removed after both players have resolved their tactic cards.
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Removing Damage
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A player may spend dice with a special icon to remove one damage from one of his units (see Dice Reference above)
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Canceling Cards
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When a player's tactic card is canceled, he cannot resolve any of the abilities on it. If a player has the ability to play an additional card, the additional card cannot be cancelled and cannot be used to cancel another card.
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Combat (Star Wars Rebellion)
The original combat system in Star Wars Rebellion has been modified with the cinematic combat game mechanic in the Rise of the Empire expansion. The information here is for players who are not using expansion rules. A combat is initiated when a player moves units to a system that contains his opponent's units. To resolve a combat, perform the following steps:​
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Add Leader: If a faction does not have a leader in the system, that player may take a leader from his leader pool and place it in the system.
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Draw Tactic Cards: Each player draws tactic cards based on his leader's tactic values. If the player has multiple leaders in the system, he uses the highest value from each theater.
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Combat Round: The attacking player goes first in each round
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Space Battle: Each player performs one attack with all of his space units by rolling dice and using tactic cards
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Ground Battle: Each player performs one attack with all of his ground units by rolling dice and using tactic cards
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Retreat: Each player has the option to retreat. The player must take one leader from the system and place it in an adjacent system. He must choose to retreat to a system that contains his units or one of his loyalty markers, if able, before he can choose to retreat to a neutral system.
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Next Round: If both players still have units in the same theater (space or ground), they resolve another combat round. Otherwise, the combat ends.
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Modified Dice Reference Table
from Learn to Play Guide