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Walkthrough for New Players

Written by CaptAntilles

So you've gone out and purchased a few packs of Star Wars Pocketmodels and managed to put together a fleet. If you're fortunate, your first few games will be played with an experienced player who can help you sort out the rules and get used to the flow of the game. Since the game is relatively new however, it may be that you have to work your way through the first few games with someone else who is equally unfamiliar with the rules.

This walk-through attempts to describe a couple of turns of play step by step to help new players better understand the rules. While there are many situations in the game not covered here, this should help new players gain a better understanding of the basic flow of the game.

In this example, your deck consists of 32 cards and your fleet has 29 * worth of ships. Your opponent's name is Darth. He has a deck of exactly 30 cards and 30 * worth of ships in his fleet. Neither of you is using more than 3 copies of any ship or card, so both are legal fleets and decks, and you can begin the game.

You shuffle your deck and place the top three cards face down into your home zone without looking at the cards, while Darth does the same. These are your starting objectives. Deciding to use a dice roll to determine the play order, you roll and Darth ends up winning so he will go first.

You see that Darth has selected 20 * worth of ships and placed them in front of his objectives in his home zone. He places his remaining 10 * of ships in his reserves. You select your Vigilance (*****), Razor (****), Millennium Falcon (***), Tydirium (***), Rogue Squadron (**) and Screamer Squadron (**) and place them in front of your objectives in your home zone. While you could still put one more * ship in play, you don't have any units smaller than ** so your remaining 10 * of ships go into your reserves.

Each of you then draws a hand of three cards from your decks. Once both of you have taken a moment to look over the cards in your hands, Darth begins his turn.

Darth begins his turn by replacing a face down card with Death Star Trench, and putting the face down card into his hand. He then chooses to take a move action and moves five fighters into the Contested Zone - Saber Leader (*), Saber Squadron (*), Elite Squadron (*), Ebon Squadron (*) and Spear Squadron (*). There is nothing more he can do for now, so his turn ends.

Your starting hand includes Jedi Academy, Council Chambers, and Jedi Reflexes. You decide to put Jedi Academy into play, and choose to replace the middle face-down objective card. You lay down the Academy and pick up the face-down card and put it into your hand - it turns out to be Jedi Meditation. While you would love to play Council Chambers as well, you can only play one objective per turn, so will have to wait until your next turn.

Since none of your ships are in a zone where they can do combat or strikes, you also choose to do a move action. You decide to move Millennium Falcon (***) and Rogue Squadron (**) into the Contested Zone and end your turn.

On Darth's next turn he decides to use a Combat Action to attack your ships in the Contested Zone. He announces that he is attacking your Rogue Squadron with Ebon and Spear Squadrons. His remaining ships will attack the Millennium Falcon.

Darth chooses to resolve the battle between Ebon Squadron and Rogue Squadron first, and plays a combat card - Swarm Tactics. You choose to play Jedi Reflexes.

Next, Darth rolls two six-sided dice and gets a 7 as his base roll. He then adds the result to Ebon Squadron's attack value of +2, and modifies this result by +1 from the Combat Bonus on Swarm Tactics, and another +3 from the Trooper ability on Swarm Tactics. He also adds +1 for the ability on Death Star Trench. The total of 14 is his attack result.

Meanwhile, you roll and get a 6 as your base roll. You add this to Rogue Squadron's attack value of +1, but don't receive any other bonuses from combat cards or revealed objectives this time, so your attack result is 7.

Darth now looks at Ebon Squadron's defense value of 7 and determines that since no combat cards or revealed objectives currently modify this value, his defense result is 7.

Looking at Rogue Squadron you note that its defense value is 10. You modify this by +1 from the Combat Bonus on Jedi Reflexes, and since it is a ** ship, get another +1 from the Force ability on Jedi Reflexes as well. This gives Rogue Squadron a total defense result of 12.

Ebon Squadron's attack result of 14 beats Rogue Squadron's defense result of 12, so a hit is scored. Rogue Squadron's attack result of 7 ties Ebon Squadron's defense result of 7, so a hit is scored there as well.

Ebon Squadron has a damage value of 1, and there are no combat cards or revealed objectives that modify this, so Rogue Squadron gets 1 damage counter. Since it has 2 shields, this is not enough to destroy it.

Rogue Squadron has a damage value of 2, and there are no modifiers to this damage either. Ebon Squadron gets 2 damage counters, which not only meets but exceeds its 1 shield, so it is destroyed and moved into Darth's reserve zone.

Since you played a Force card during the battle and Rogue Squadron was not destroyed, you use the ability on Jedi Academy to move Rogue Squadron into your opponent's home zone.

Swarm Tactics and Jedi Reflexes are both discarded and you each draw a card so that your hands are now back up to 3 cards each , which is your current maximum hand size. You draw Vader's Call.

Darth now decides to resolve the battle between Saber Leader and the Millennium Falcon, but passes instead of playing a combat card. You decide to play Vader's Call. Since you played a combat card, but Darth passed during the first step, he now chooses to play Inspired.

Darth rolls a 5 and adds Saber Leader's +2 attack value. He then modifies this by +1 from the combat bonus on Inspired, but can't use the Trooper ability on Inspired, as Saber Leader only has a Leader icon. He does get to use the +3 from the ability on your own Vader's Call however, for a total attack result of 11.

You roll a 12, automatically scoring a hit!

You now find the Millennium Falcon's defense value of 10. Since there are no cards played that modify this value, that is your defense result.

Saber Leader's attack result of 11 beats the Falcon's defense result of 10, so a hit is scored here as well. Saber Leader has a damage value of 2, and there are no modifiers this turn. So the Falcon gets 2 damage counters, which is less than its 3 shields, so it is not destroyed.

The Millennium Falcon has a damage value of 2, and there are no modifiers. So Saber Leader gets 2 damage counters, which is enough to destroy it. Darth moves it to his reserves.

Since you played a Force card during the battle and the Millennium Falcon was not destroyed, you use the ability on Jedi Academy to move the Millennium Falcon into your opponent's home zone.

Inspired and Vader's Call are both discarded and you each draw a card. You draw Rebel Base.

Since neither the Millennium Falcon and Rogue Squadron are in the same zone as the remaining attackers, no more battles take place, and Darth's turn ends.

At the beginning of your turn, you choose to play Rebel Base. You decide to replace the left face-down objective card. You lay down the Base and pick up the face-down card and put it into your hand - it turns out to be Jedi Precision.

Next, you decide to use a Strike action against your opponent's right face-down objective. The Millennium Falcon and Rogue Squadron will be the attacking units during this strike.

You decide to begin with the strike from Rogue Squadron. Darth turns the objective card face up, revealing Veteran Pilot. You now roll two six-sided dice, and roll a 4. You add this to Rogue Squadron's attack value of +1, and modify the result by +2 for your Rebel Base to get a total of 7 as your strike result. Looking at the Veteran Pilot's defense value of 9, you see that your strike failed. Since Veteran Pilot is a combat card, Darth discards it and replaces it with top card of his deck, played face down.

You now strike with the Millennium Falcon. Once again, Darth turns the objective card face up, revealing a Death Star Hangar. The ability on Death Star Hangar allows Darth to put ** of units into his home zone from his reserves, so he brings the Ebon Squadron and Saber Leader that were destroyed earlier back into play.

You roll for the Falcon and get a 5. Adding this to the Millennium Falcon's attack value of +4 and modifying it further by +2 for your Rebel Base you get a total of 11 as your strike result. Since this result ties the Death Star Hangar's defense value of 11, the objective is destroyed. Darth discards the objective. Since it is not his last objective in play, he now moves units from his reserves into his home zone equal to the build stars of the destroyed objective, in this case choosing to put two copies of Obsidian Squadron (*) into play.

I hope this walk-through has proved helpful to you. I have tried to demonstrate the most basic facets of the game. You will find many of the more unusual situations that can occur during play described elsewhere in the forums.