1
Ready cards
At the start of your turn, ready all exhausted squad cards in your hand by turning them upright so they can be used for their effects
2
Fly
Move your Jedi to a connected planet; enemies do not affect Jedi movement
3
Reinforce
Draw 1 squad card (you may draw even at the 7-card hand limit; if over 7 cards, you must play or discard ally cards until you have only 7)
4
Attack
Roll the die to deal damage to enemies on your planet
5
Attempt mission
On a mission planet without a blockade or villain, roll the die and contribute cards for successes
6
Assault and stealth cards
Exhaust to add successes to an attack on your planet (only one type per attack)
7
Armor cards
Exhaust to prevent 1 damage per card to a Jedi on your planet
8
Transport cards
Exhaust to double a flight, allowing a Jedi to move twice during that flight (limit 1 per flight)
9
Ally cards
Discard to use the effect; can be played at any time unless otherwise specified
10
Free action
Use your Jedi card's special ability once during your "Do 4 Actions" step without counting toward your 4 actions
11
Check reminder token
If the reminder token is on the villain deck, resolve the effect on the villain sheet before drawing a villain card
12
Draw villain card
Draw 1 card from the villain deck, resolve its effect from top to bottom (skip effects that cannot be resolved), and place it face up in the villain discard pile
13
Planet Under Siege card
When drawn, advance the invasion marker 1 space right (or advance threat if at the end), draw the bottom card of the invasion deck and fill the matching planet to 3 droids, then shuffle the invasion discard pile and place it face down on top of the invasion deck
14
Flip invasion cards
Flip cards equal to the current invasion rate shown on the invasion track
15
Trigger occupation
When a 4th droid would be placed on a planet, do not place it
16
Blockade restrictions
While a planet has a blockade, Jedi cannot affect missions, droids, or villains on that planet; blockades are removed after taking 2 damage
17
Maintain hand limit
The hand limit of 7 cards applies at all times; if you have more than 7 cards, you must play or discard ally cards until you have only 7
18
Suffer damage
When you take damage, discard that many squad cards from your hand to the squad discard pile; if you have no cards, additional damage has no effect