How to Play

Star Wars: The Clone Wars

1-5 players 60-60 min 7.5 Board Game Geek Rating

Players control legendary Jedi across a besieged galaxy using Pandemic-style cooperative mechanics. Battle droids continuously spawn and threaten planets with blockades. Teams must coordinate movement between worlds, engaging enemies through dice-based combat while completing critical missions. Victory requires successfully pushing back the Separatist invasion before planets fall permanently under enemy control.

Published 2022

Star Wars: The Clone Wars

Get Ready

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

1
Place board and components
Put the board in the center of the table and place droids and blockades nearby to form a general supply
2
Set track markers
Place 1 track marker at the start of the invasion track and 1 track marker at the start of the threat track
3
Choose villain
Select 1 villain to play against (Asajj Ventress recommended for first game)
4
Create invasion discard pile
Place 2 "Mission Planet" invasion cards face up near the "Invasion Discard" indicator, then shuffle the invasion deck and place it face down near the "Invasion Deck" indicator
5
Populate planets with droids
Draw 2 invasion cards and place 3 droids on each matching planet
6
Select Jedi
Each player chooses 1 Jedi card and takes the matching Jedi miniature
7
Prepare squad deck
Shuffle the squad deck and place it face down near the "Squad Deck" indicator
8
Build mission deck
Select difficulty level and take the corresponding number of random mission cards
9
Draw starting missions
Draw the top mission card and place it face up near the orange mission indicator
10
Determine first player
The player with initiative takes the first turn and takes the die

On Your Turn

What you can do during your turn.

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

Winning

How to claim victory.

1
Win condition
Complete all missions in the deck, then complete the finale on the back of the villain sheet to win instantly
2
Finale activation
When the last mission card is completed, immediately flip the villain sheet and resolve all "FINALE SETUP" effects; only the finale side applies for the rest of the game
3
Finale completion
Each villain sheet specifies what must be done to complete the finale and win (most finales require completing 1 or more missions; you may attempt missions on a planet with a villain during the finale)
4
Lose condition - threat
If the threat marker reaches the bottom of the threat track, all players immediately lose
5
Occupation
Advance threat 1 space when a 4th droid would be placed on a planet
6
Empty supply
Advance threat 1 space for each droid or blockade you cannot place due to empty supply
7
Invasion track full
Advance threat 1 space instead if the invasion marker cannot advance further
8
Villain effects
Some villain effects advance the threat marker

watch & Learn

Let the pros teach you with these top videos.

   Star Wars: The Clone Wars | Playthrough | General Grievous | Annakin | Ahsoka | Part 1

Star Wars: The Clone Wars | Playthrough | General Grievous | Annakin | Ahsoka | Part 1

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DGA Reviews Board Games: Star Wars: The Clone Wars (Cozy Game Night)

DGA Reviews Board Games: Star Wars: The Clone Wars (Cozy Game Night)

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FULL rules

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