How to Play

Star Wars: Rebellion

2-4 players 180-240 min 8.4 Board Game Geek Rating

Star Wars: Rebellion pits the Galactic Empire against the Rebel Alliance in epic galactic warfare. Players command starships, troops, and iconic heroes like Luke Skywalker and Darth Vader on secret missions. The Empire wins by locating and destroying the hidden Rebel base, while Rebels must survive long enough to inspire galaxy-wide revolt through successful operations.

Published 2016

Star Wars: Rebellion

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select starting leaders
Start with the 4 leaders that have no 'recruit' icon; recruit 4 more leaders at the end of rounds 1-4
2
Observe leader pool limit
Maximum of 8 leaders allowed at any time, even with mission/action card recruitment
3
Draw action cards
Draw 2 random 'starting' action cards (those with no 'recruit' icon)
4
Apply immediate effects
"Immediate" effects on action cards occur now during setup
5
Remove unused starting cards
Remove remaining starting action cards from the game; all remaining action cards have 'recruit' icons
6
Build rebel objectives deck
Include 5 cards from each stage
7
Create imperial projects deck
Include all mission cards with a star at the bottom-right
8
Determine starting loyalty
Shuffle and draw cards from the probe deck
9
Place Death Star in queue
Put a Death Star on space 3 of the build queue
10
Set up remote system
In any remote system, place 4 TIE fighters, 1 stormtrooper, and a Death Star Under Construction, then remove the matching probe card from the game
11
Distribute imperial units
Place units among the 6 Imperial systems (including Coruscant) and the remote system; all must have at least 1 ground unit
12
Place rebel base
The rebel player places their base in any system containing no imperial units
13
Mark base location
Slide the matching probe card under the "location" slot next to the rebel base space
14
Distribute rebel units
Place units between the rebel base space and 1 other system containing no imperial units (doesn't need rebel loyalty)
15
Create starting mission hand
Draw 4 starting missions and 2 random missions
16
Note hand limit
Maximum 10 mission cards, including imperial projects but not rebel objectives

On Your Turn

What you can do during your turn.

1
Determine turn order
The rebel player always goes first (except during setup) for assigning leaders, taking actions, recruiting leaders, and deploying units
2
Assign leaders to missions
1 or 2 leaders may be assigned whose total skill icons meet the mission card's skill requirement
3
Use minor skills
Small skill icons fully count toward meeting skill requirements but only allow green dice to be rolled
4
Counter opponent's missions
The opposing player may counter with 1 leader only, who may or may not have matching skills
5
Roll against opposition
The active player must still roll greater than 0 even if the opposing player rolls no dice
6
Play action cards
Action cards may only be used if one of the pictured leaders is involved
7
Activate systems
Leaders with no tactic values cannot activate a system and move units
8
Remove target markers
Either player may remove triangle markers when they have unopposed ground units in the system; also removed if system is destroyed
9
Check build restrictions
A system won't build any units if it's sabotaged or contains any enemy units
10
Handle structures in combat
All structures are destroyed if they are the only units remaining and the opposing player has ground units present
11
Use special combat rolls
The double-lightsaber die face may immediately remove 1 damage from a matching-colored unit with existing damage
12
Interpret draw tactic card abilities
Special rolls cannot draw tactic cards with the expansion; abilities that say "draw a tactic card" mean return a discarded tactic card to its deck before choosing this round
13
Reveal rebel base
The secret location is revealed when any Imperial ground units move into that system
14
Perform cleanup phase
Retrieve leaders, draw 2 mission cards, draw 2 probe cards, draw 1 objective card, advance time marker (possibly recruiting/building), and deploy units
15
Deploy new units
Deploy maximum 2 units to any subjugated/loyal systems without sabotage markers or enemy units

Winning

How to claim victory.

1
Win as Rebels
Survive until the time marker reaches the reputation marker
2
Lose as Rebels (occupation)
The Rebel Base's system has Imperial units and no Rebel units (space or ground)
3
Lose as Rebels (destruction)
The Rebel Base's system is destroyed by a Death Star

watch & Learn

Let the pros teach you with these top videos.

Star Wars Rebellion & Fan Expansions - Tabletop Simulator 10/26/25

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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