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Star Wars: Stolen Plans Card Game

Star Wars: Stolen Plans Card Game Rulebook

Table of Contents

Table of Contents

  • Objective
  • Setting Up the Game
  • How the Game Works
    • About the 'R2 D2' Carrying Stolen Plans Card
  • Main Game Card Guide
    • Attack Card
    • Defend Card
    • Steal Card
    • Rebel Hero Card
    • Jedi Card
    • Jedi Only Cards
  • Bonus and Expansion Cards Guide
    • Traitor Bonus Card
    • Advantage Bonus Card
    • Counter Bonus Card
    • Search Bonus Card
    • Discard All Bonus Card
    • Decoy Bonus Card
    • End Game Bonus Card
    • Steal Bonus Card
    • Crush The Rebellion Bonus Card
    • Movement Bonus Card
    • Capture Bonus Card
    • Attack/Defend Bonus Card
  • Optional Game Rules
    • 'R2-D2 Where Are You?' Rule
    • 'There is another!' Rule
  • Expansion: Starting Resources
  • Expansion: Additional Resources
  • New Ruling
  • Additional Bonus Cards
    • Friendly Gesture (Biggs Darklighter)
    • Evade Scout (Luke's Speeder Bike)
    • Vicious Attack (Wampa)
    • Defensive (Baze Malbus)
  • Expansion: Rogue One
    • Set Up
    • Rogue One Squad Cards
    • Locate Plans (Jyn Erso)
    • Gather Intelligence (Cassian Andor)
    • Force-Attuned (Chirrut Îmwe)
    • Defection (Bodhi Rook)
    • Reprogram (K2SO)
    • Transport Squad (U Wing)
    • Attack 8 (Orson Krennic)
    • Attack 9 (Death Trooper)
    • Attack 7 (Sand Trooper)
    • Attack 7 (Shore Trooper)

Objective

Players must acquire, and then keep possession of, the droid (R2 D2 card) which is carrying stolen plans for the Death Star. The Player with this card in their possession when the deck has gone wins the game.

If during the game you do not have the R2 D2 card it is recommended that you attack opponents to leave them with fewer cards. This will help you to establish which player has the R2 D2 card and then you could use a Steal card to take the card from your opponent.

Setting Up the Game

Shuffle all cards together and deal 5 cards (face down) to each player. Place the remaining cards face down to form the draw pile. Now decide who will go first and you are ready to begin.

How the Game Works

On their turn a player MUST either DRAW a card, OR PLAY a card (or set of cards, such as Rebel Heroes) from their hand. If a player CANNOT PLAY they MUST DRAW (they CANNOT PASS).

If a player chooses to DRAW, they take the top card from the draw pile and add it to their hand before ending their turn. There is no limit to the number of cards in a player's hand. A player can examine the cards in their hand but should keep them secret from the other players.

If a player chooses to PLAY a card, then follow the card guide below (in the Card Guide section).

Players continue to DRAW or PLAY until the last card of the draw pile has been picked up. At this point play immediately stops and the player with the R2 D2 card (see below) should reveal it and be declared the winner.

About the 'R2 D2' Carrying Stolen Plans Card

This card is the one every player wants to be in possession of when the game deck has been exhausted.

During the game the R2 D2 card can NEVER be discarded, but can be stolen (see Steal cards).

If a player must lose all the remaining cards in their hand, to the discard deck (after an attack for example), and one of them is the R2 D2 card, they MUST keep this card in their hand (perhaps declaring that the card cannot be discarded). Other players should now realise that the one remaining card in that player's hand must be the R2 D2 card.

Example of play: Player A has 2 cards in his hand; a Steal Card and an Attack card (Jawa Attack 5). On his turn he decides to play the Attack card against player C, making that player lose 5 cards (unless he is able to Defend).

Player C has 4 cards in his hand, which are the R2 D2 card, and 3 Steal cards. He has no Defend cards therefore he must discard 5 cards. He discards the 3 Steal cards (placing them on the discard deck, along with the Attack card played by Player A) but he cannot discard the R2 D2 card. He simply says to his opponents that he cannot discard the card he still holds. Player A's turn is now over.

Continuation of the example: Player B now takes her turn and uses her one and only card, a Steal, to randomly take a card from a player of her choice. She knows that Player C had one card which could not be discarded; therefore she takes that card from Player C and adds it to her hand of cards (as she suspected it was the R2 D2 card). Player C has no cards remaining so must draw on his turn. It is Player A's turn again and he only has one card (a Steal). He could draw a new card or play the Steal; he decides to play the Steal card, randomly taking a card from Player B. Player B has just one card, the R2 D2 card, which she just stole from Player C…

Main Game Card Guide

Attack Card

You can play this card, on your turn, against any other player who must then discard a number of cards (from their hand) equal to the Attack value on the card. The player who is being attacked can defend using any 2 Defend cards (see below) from their hand. The Attack card is discarded after use.

Defend Card

When another player (on their turn) plays an Attack card against you, you can immediately use 1 or 2 of your Defend cards from your hand. Add up the Defend scores of the cards you have played and compare the total to the Attack score on the Attack card.

If the Attack total is higher, then the difference between the Attack score and Defend score is the number of cards the Defender loses (they choose which cards to discard). The attackers turn now ends and play continues with the player on their left. The Attack card and any Defend cards used are discarded.

If the Defend total is higher, then the difference between the Defend score and Attack score is the number of cards the Attacker loses (they choose which cards to discard). The attacker's turn now ends and play continues with the player on their left. The Attack card and any Defend cards used are discarded.

If the scores are tied, then the Attack and Defend cards are discarded. The attacker's turn now ends and play continues with the player on their left.

Rebel Hero cards are dual purpose and but can be used individually as Defend cards.

Standard Defend cards can never be played on your own turn; they can only be used to defend against another player's attack.

Steal Card

There are 2 types of Steal card. The standard Steal card (showing an image of Boba Fett) allows a player to randomly take a card from another player's hand and place it in their own hand. The Steal card is then discarded and the player's turn ends. We find asking the target player to fan their cards out face down works best.

The other type of Steal card (showing an image of Jabba the Hutt) works in exactly the same way except you can randomly take 2 cards from one other player. This card is discarded after use.

Rebel Hero Card

On a player's turn they can play ANY 2 of these cards together to enable them to randomly take (in the same way as Stealing, described above) 2 cards from any combination of other players; they could take 1 card each from 2 different players, or 2 cards from a single player. Both Rebel Hero cards are discarded after use.

Alternately one Rebel Hero card can also be used on its own as a Defend card (see above). It is discarded after use.

Jedi Card

When a player decides to play this card on their turn, it is placed on the table in front of them where it will remain (face up) until the end of the game. From that point onwards that player is a Jedi and can now play any cards marked JEDI ONLY. In the deck there is also a Lightsaber Defend card, which is marked JEDI ONLY and can only be used by the Jedi player.

Jedi Only Cards

These cards (showing Jedi Master Yoda) can only be used by a Jedi player (see above). Each of these cards has varying effects, explained in the card text, and are self-explanatory. These cards are discarded after use.

Bonus and Expansion Cards Guide

The bonus cards, and the other cards listed below, are new to the second edition and subsequent expansions, and are optional. You can choose to use any combination of these cards in your game, or even all of them if you so desire. Certain cards may not be played with some other cards and should be removed at set up, but this is all explained below.

Below is a summary of how these cards work.

Traitor Bonus Card

This card can be played as an alternative way to end the game and win, but involves you becoming a traitor to the rebellion. On your turn play the Traitor Bonus card by revealing that you also have the R2 D2 card and the Darth Vader Attack card; the game immediately ends and you win.

Advantage Bonus Card

Play this card on your turn by placing it face up in front of you. On subsequent turns when you choose to draw a card; you draw 2 cards instead of the usual 1.

The Advantage card, and its effects, remain in play until either the game ends, or until another player uses the Counter Bonus card; If the Counter card is played, then your Advantage Bonus card is discarded and from then on you will take just 1 card again when drawing.

Counter Bonus Card

Play this card on your turn to remove the Advantage card if it is in play on the table. The Advantage card and the Counter card are both discarded.

If the Advantage card is not in play, then this card has no use.

Search Bonus Card

Play this card on your turn to search through the discard deck. You can choose any 2 cards that you find and add them to your hand. Discard your Search Bonus card after use.

Discard All Bonus Card

Play this card on your turn to force another player to immediately discard all of their cards. If they had the R2 D2 card and/or the Decoy Bonus card in their hand, they must pass those cards to you (add them to your hand). The Discard All Bonus card is discarded after use.

Decoy Bonus Card

This card cannot be played or discarded at any time. Once you have it in your hand, it will remain in your hand until either the game ends, or until it is stolen (or taken) by another player.

If you must lose all the remaining cards in your hand to the discard deck (after an attack for example), and one of them is the Decoy Bonus card, you MUST keep this card in your hand (perhaps declaring that the card cannot be discarded).

This card's main use is to fool other players into thinking it is the R2 D2 card.

End Game Bonus Card

Play this card on your turn, along with The Emperor Attack Card and the Luke Skywalker Rebel Hero, to immediately end the game. You do not need to have the R2 D2 card to win this way; the stolen plans are now irrelevant as Darth Vader has turned on the Emperor to help Luke defeat the evil Empire.

Steal Bonus Card

Play this card on your turn, along with the Bounty Hunter (Boba Fett) Steal card, to steal all cards from the player of your choice. This card, and the Steal card, are both then discarded.

Crush The Rebellion Bonus Card

When playing any Attack card on your turn, play this card along with it, to block your opponent from playing any defend cards. This card, and the Attack card, are both then discarded.

Movement Bonus Card

Play this card on your turn to force all players (including yourself) to simultaneously pass their hand of cards to the player on their left. You then draw an additional card from the top of the draw pile. Any Jedi cards in play remain where they are and do not move with a players hand of cards.

The best time to play this card would be when the player to your right has the R2 D2 card.

Capture Bonus Card

As another player plays one or more Rebel Hero Cards (either to defend or steal), you can play this card out of turn to steal one of the Rebel Hero cards and add it to your hand. The Rebel Hero Card is used in the usual way by the other player, but then you take it instead of it being discarded. The Capture card is then discarded.

Attack/Defend Bonus Card

You can use this card either on your turn, to attack, with an Attack score of 9, or you can use the card out of turn to defend with a Defend score of 9. This card is discarded after use.

Evade Bonus Card

Play this card out of turn, as you are being attacked by another player. The Attack card has no effect, and you should then take that card adding it to your own hand. The Evade Bonus Card is then discarded.

Burn Cards Bonus Card

Play this card on your turn to force each other player to immediately discard 2 cards from their hand; they can choose which cards they wish to discard. The Burn Cards Bonus Card is then discarded.

Support Bonus Card

Play this card on your turn to immediately draw the top 5 cards from the main draw pile, adding them to your hand. This card is then discarded.

Scavenger Bonus Card

Play this card on your turn and you can choose to either randomly steal 1 card from each other player, or you can search the discard deck and take any 3 cards you choose, adding them to your hand. This card is discarded after use.

Continue Play Bonus Card

When the last card is picked up, and the game should end, you can reveal this card along with the Darth Vader Attack Card to continue the game.

All players keep any cards in their hand without revealing them to the other players. Shuffle the discard deck (including the Darth Vader Attack Card) and make a new draw pile of 20 cards; any additional cards are removed from play along with the Continue Play Bonus Card. The player to the left of the person who drew the last card, now takes their turn and play continues.

Miss a Turn Bonus Card

Play this card at the start of another players turn, just before they play or draw a card, to cancel their turn; they do nothing and play passes to the next player.

Be quick, as once the target player has taken a card from the draw pile, or revealed a card from their hand, it is too late to play this card. The Miss a Turn Bonus Card is discarded.

Protection Bonus Card

Either play this card out of turn to cancel and discard one Defend Card as it is being played by any other player, or play on your turn when your attack fails, to avoid having to lose any cards (the difference between Attack and Defend scores). Whichever way it is used, this card is discarded after use.

Scout Bonus Card

Play this card on your turn. Stand up and move around the table looking at each other players hand, which they will have fanned out for you to see easily. Then walk back around the table and take any one card, adding it to your hand. The Scout Bonus Card is discarded after use.

Remove Jedi Bonus Card

Play this card on your turn; any Jedi cards face up on the table are removed from play (and not simply discarded). The Remove Jedi Bonus Card is discarded.

All Jedi Only cards are now rendered ineffective until the end of the game, therefore if another player had a Jedi Card from in their hand, or if a player later took a discarded Jedi card from the discard deck (using the 'Search' card), it would be pointless to put that card in play (face up on the table).

From then on, any Jedi Only, or a now useless second Jedi Card, held in players hands should merely be discarded when attacked as they hold no value.

Pass a Card Bonus Card

The Pass A Card cards should only be used when playing with the Lose the Game 'Lured To The Dark Side' card.

Play this card during your turn to pass any one card from your hand to any other player. They must keep that card and add it to their hand.

Lose the Game Card

This card significantly changes the way the game plays, so check if all players are happy to use it before you shuffle it into the main draw pile. If you use this card, you should also use the Pass a Card Bonus Card.

The Lose the Game Card cannot be discarded, in the same way as the R2 D2 or Decoy cards. It can however be stolen from you, or if you play the Pass a Card Bonus Card, you can give the Lose the Game card away to another player.

If you have the Lose the Game Card in your hand at the end of the game (when the deck is gone) you lose the game, even if you also have the R2 D2 card.

Imperial Strike Card

Play this card on your turn to force another player to discard two cards, or three cards depending on which Imperial Strike Card is used. The target player chooses which cards to discard. Also the target player can also choose to play any Rebel Strike card from their hand to cancel this card (both Imperial and Rebel Strike cards are then discarded).

Rebel Strike Card

Play this card on your turn to force another player to discard two cards, or three cards depending on which Rebel Strike Card is used. The target player chooses which cards to discard. Also the target player can also choose to play any Imperial Strike card from their hand to cancel this card (both Imperial and Rebel Strike cards are then discarded).

Cancel

Use this card out of turn to cancel a Steal Card, Attack Card, or Rebel / Imperial Strike Card as it is being played against you. The cancelled card, and the Cancel Card are both discarded.

Attack 9 (Captain Phasma) Card

Use this card on your turn as a regular Attack Card (Attack 9) or combine it with an Imperial Stormtrooper to give you an Attack value of 16. This card is discarded after use.

Imperial Assault Card

Play this card on your turn to force another player to discard two cards, or three cards depending on which Imperial Assault Card is used. The target player chooses which cards to discard. Then you can force the player sitting beside them, to discard the same number of cards. Either player can choose to discard any Rebel Assault Card to stop them from having to lose cards. Both Imperial and Rebel Assault Cards are then discarded.

Rebel Assault Card

Play this card on your turn to force another player to discard two cards (they choose which cards). Then you can force the player sitting beside them, to also discard two card from their hand. Either player can choose to discard any Imperial Assault Card to stop them from having to lose cards. Both Imperial and Rebel Assault Cards are then discarded.

Jedi Card (Student of the Force)

At game set up you should remove the Luke Skywalker Rebel Hero card from the deck and replace it the deck the 'Student of the Force' Jedi Card.

This card works in the same way as the Jedi Card, described above, and enables you to have up to TWO Jedi players in the game at the same time. Please note that a single player cannot have more than one Jedi Cards in front of them on the table.

Block Steal

This card should be played out of turn to block a Bounty Hunter (Boba Fett) Steal card from being played against you. The Steal card is discarded without effect and the Block Steal card is also discarded.

This card is not effective against the Jabba The Hutt Steal Two card.

Optional Game Rules

'R2-D2 Where Are You?' Rule

This is a new optional rule, which means that the R2 D2 'Holding Stolen Plans' card is in a player's hand from the very beginning of the game.

When setting up the game start by removing the R2 D2 card from the deck and setting it aside for a moment. The remainder of the deck should be shuffled.

Decide how many players you will have in the game, then count out a number of cards equal to the number of players x 5; so for a 3 player game, count out 15 cards, for a 4 player game count out 20 cards, and so on. Make sure you keep these cards face down.

You then randomly take away one of those cards, returning it to the main deck. The card you just removed is replaced with the R2 D2 card.

Shuffle these cards together and deal them evenly (face down) so that each player has 5 cards. Players can now look at their hand of 5 cards, one player will have the R2 D2 card.

The main deck is re-shuffled and placed in each reach of all players, and the game begins.

'There is another!' Rule

Using this rule the game does not end when the last card is drawn, instead play until all players have used their remaining cards, or until every player in sequence has chosen to pass. A player may pass, even if they had cards that they could play.

Expansion: Starting Resources

This expansion includes new sets of cards which can be used, as described below, to add new elements of gameplay.

Using the Starting Resource cards gives players special abilities they can use throughout the game, and allows them to refresh these abilities, once used, by discarding cards from their hand.

During game set up give each player a set of 5 Starting Resource cards (marked with a Star symbol):

  • 1 Food (Bonus Play)
  • 1 Water (Bonus Draw)
  • 1 Binocs (Observation)
  • 1 Tracking Beacon (Track Card)
  • 1 Data Pad (Transfer)

A player should place their 5 Starting Resource cards, 'Active' side facing up, in a row in front of them.

During play, 'Active' Starting Resource cards can be used as described below:

Food (Bonus Play). As soon as you have played a card (or sequence of cards) on your turn, you can play this card to immediately play another card (or sequence of cards). This card is then flipped over so that the 'Inactive' side is face up.

Water (Bonus Draw). As soon as you have drawn a card on your turn, you can play this card to immediately draw another card. This card is then flipped over so that the 'Inactive' side is face up.

Binocs (Observation). You can use this card on your turn to look at another player's hand (for up to 10 seconds). This takes a whole turn to do. This card is then flipped over so that the 'Inactive' side is face up.

Tracking Beacon (Track Card). This card is played out of turn. When one opponent steals one or more cards from another opponent, you can play the Tracking Beacon card to peek at the card(s) being stolen. This card is then flipped over so that the 'Inactive' side is face up.

Data Pad (Transfer). You can use this card on your turn to randomly select a card from another player's hand and then transfer that card to your own hand. This takes a whole turn to do. The Data Pad card is then flipped over so that the 'Inactive' side is face up.

Only one Resource card can be played during a player's turn. Once a Starting Resource card has been used it is flipped over so that the 'Inactive' side is face up. The cards effects can only be used whilst the card is 'Active'.

To flip a card back to 'Active', you must discard from your hand the number of cards stated (this varies between Starting Resource cards). This takes a whole turn to do and you can only flip one card per turn.

These cards were designed to help make the game less random and to introduce a new strategy element. Players can use the Binocs to search for the R2 D2 card, so that their steals can be more targeted. The Tracking Beacon also helps to reduce the random nature of the game by making it easier for players to track the stolen plans. The Data Pad gives players the chance to steal, even when they do not have a steal card. This card is best saved for the last few rounds of play.

Players need to decide the optimum time to utilize these cards, and once they have used them, when is best to make them Active again. Also, having to discard cards to re-activate Starting Resource cards allow players to make better use of any surplus cards in their hand, or cards they cannot otherwise play (such as 'Jedi Only' cards if someone else is the Jedi).

Expansion: Additional Resources

These cards are to be used in conjunction with the Starting Resources, but are shuffled into the main draw deck at set up. Unlike Starting Resource cards, Additional Resource cards are discarded after use.

Deactivate (Explosives). Play this card on your turn to flip all 'Active' Starting Resource cards belonging to all of the other players, over to the 'Inactive' side. This card is then discarded.

Deactivate (Detonator). Play this card on your turn to flip all 'Active' Starting Resource cards belonging to another player (you choose which player), over to the 'Inactive' side. This card is then discarded.

New Ruling

The New Ruling card, makes Attack cards more effective by limiting players to using just 1 card to Defend. If you choose to use this optional new card, place it beside the discard deck whilst setting up the game. It will remain in play until the end of the game.

This card was devised to address feedback that being able to play 2 Defend cards renders Attack cards less effective.

Additional Bonus Cards

You can choose which of the following new Bonus Cards to add to your game deck.

Friendly Gesture (Biggs Darklighter)

Play this card on your turn to do one of the following actions; either all players must choose one of their cards to give to you (add these cards to your hand), or you can give away one of your cards.

The Friendly Gesture card is intended to be used in a game in which the 'Lose the Game' (Lured to the Dark Side) card is also in play; Friendly Gesture is a way of giving the unwanted 'Lose the Game' card to another player. This card is discarded after use.

Evade Scout (Luke's Speeder Bike)

Play this card out of turn to cancel the Scout card as it is being played. You must play this card before the player using the Scout card gets up from their seat to start looking at player's card; if they have already looked at a player's hand, it is too late to play this card. This card is discarded after use.

Vicious Attack (Wampa)

Play this card on your turn to force the player of your choice to discard their entire hand. Any cards they hold which state that they 'cannot be discarded' should be placed face down on top of the main draw pile. If they have more than 1, they choose the order.

The person who goes next may want to draw a card so that they take one of the 'cannot be discarded' cards placed on top of the draw pile, but they should be mindful that they could be picking up the dreaded 'Lose the Game' card. This card is then discarded.

Defensive (Baze Malbus)

On your turn place this card face up in front of you and then end your turn. This card is then in play.

Once in play, you can add 2 to all defend scores whenever you are attacked. This card remains in play until the end of the game or until eliminated.

Expansion: Rogue One

This expansion includes cards relating to Rogue One, A Star Wars Story.

Set Up

Set up is easy, simple shuffle all of the new Rogue One cards in this expansion, into your main Star Wars Stolen Plans (2nd Edition) game deck.

We recommend that you keep things simple for your first play, and just use the Rogue One expansion cards and the standard 2nd Edition deck without any of the other expansions.

Rogue One Squad Cards

Six of the cards in this expansion have 'Rogue One Squad' printed in yellow text at the top of the card. These cards represent the squadron that went under the name 'Rogue One' in the movie. Special rules, as detailed below, apply to these cards.

On your turn you can play one of the Rogue One Squad cards by placing it face up on the table in front of you – the card is now 'in play'. Your turn then ends.

From that point onwards you can, when appropriate, use the effects of the card as described in the card text (more details below), but the card is never discarded after use, it remains in play.

You can have multiple Rogue One Squad cards in play at the same time.

Should any of your Rogue One Squad cards be moved (when the U Wing card is played for example) and repositioned in front of a different player, you can no longer use that card's abilities. Only the player who has the cards in front of them will benefit from the effects of those cards.

Rogue One Squad cards that are in play are never discarded. They can however be eliminated by certain Imperial Attack cards such as Shore Trooper, Death Trooper etc.

If a Rogue One Squad card is eliminated, it is removed from play and will not be used for the duration of the game.

If a player attempts to eliminate one of your Rogue One Squad cards, you can cancel the attempt by playing any Rebel Hero card. The Rebel Hero card is then discarded, and your Rogue One Squad card remains in play.

Example: If 2 of your Rogue One Squad cards were about to be eliminated, you could save one of them by discarding a single Rebel Hero card, or you could save both by discarding 2 Rebel Hero cards.

Locate Plans (Jyn Erso)

On your turn place this card face up in front of you and then end your turn. This card is then in play.

From now on, instead of playing or drawing a card on your turn, you can choose to peek at the cards in any other player's hand. Your turn then ends.

This card remains in play until the end of the game or until eliminated.

Gather Intelligence (Cassian Andor)

On your turn place this card face up in front of you and nominate one of the other players (say their name aloud), your turn then ends.

From now on, whenever the nominated player draws a card on their turn, you can take a peek at that card. If the player draws more than one card (if they had the 'Advantage' card in play for example), you can look at all the cards drawn.

Make sure you are on the ball as should you forget and play moves onto the next player, it is then too late and you can no longer request to peek at the card(s).

This card remains in play until the end of the game or until eliminated.

Force-Attuned (Chirrut Îmwe)

On your turn place this card face up in front of you and then end your turn. This card is then in play.

From now on you can play any Jedi Only cards on your turn. You cannot play any Jedi Only cards out of turn (such as the Lightsaber card). If you also had the Jedi Card, you could then play any Jedi Only cards as per the normal rules.

This card remains in play until the end of the game or until eliminated.

Defection (Bodhi Rook)

On your turn place this card face up in front of you and nominate one of the other players (say their name aloud), your turn then ends.

From now on, whenever any Imperial card* is played by another player, you can immediately take the top card from the draw pile and add it to your hand.

This card remains in play until the end of the game or until eliminated.

* Imperial cards include the following: Emperor Palpatine, Darth Vader, Orson Krennic, Imperial Officer, Imperial Stormtrooper, Death Trooper, Sand Trooper, Shore Trooper, AT-ACT, Imperial Strike, Imperial Guard, Imperial Assault.

Reprogram (K2SO)

On your turn place this card face up in front of you and then end your turn. This card is then in play.

From now on, instead of playing or drawing a card on your turn, you can choose to take any 1 card of your choice from the discard deck.

This card remains in play until the end of the game or until eliminated.

Transport Squad (U Wing)

Play this card on your turn to move any Rogue One Squad cards currently in play in front of another player, so that those cards are then in front of you. You now control those cards and their abilities as if you had originally placed the card.

You can only choose a single target player. The U Wing card is discarded after use.

Attack 8 (Orson Krennic)

You can play this card on your turn to force another player to discard 8 cards from their hand. That player can play 1 or 2 Defend cards to reduce the number of cards lost. See the 2nd Edition rules for more information on Attack cards.

Alternately you can play this card on your turn, along with the Death Trooper card, to eliminate (remove from play) all Rogue One Squad cards face up on the table. This includes your own in play Rogue One Squads.

Players can discard Rebel Hero cards to save their Rogue One Squad cards.

The Orson Krennic card is discarded after use. Also discard the Death Trooper card if you played it in conjunction with Orson Krennic.

Attack 9 (Death Trooper)

You can play this card on your turn to force another player to discard 9 cards from their hand. That player can play 1 or 2 Defend cards to reduce the number of cards lost. See the 2nd Edition rules for more information on Attack cards.

Alternately you can play this card on your turn, to eliminate (remove from play) all Rogue One Squad cards face up in front of the player of your choice. The affected player can discard Rebel Hero cards to save their Rogue One Squad cards.

The Death Trooper card is discarded after use.

Attack 7 (Sand Trooper)

You can play this card on your turn to force another player to discard 7 cards from their hand. That player can play 1 or 2 Defend cards to reduce the number of cards lost. See the 2nd Edition rules for more information on Attack cards.

Alternately you can play this card on your turn, to eliminate (remove from play) one Rogue One Squad card face up in front of the player of your choice. You choose which of their Rogue One Squad cards to target. The affected player can discard a Rebel Hero card to save their Rogue One Squad card.

The Sand Trooper card is discarded after use.

Attack 7 (Shore Trooper)

You can play this card on your turn to force another player to discard 7 cards from their hand. That player can play 1 or 2 Defend cards to reduce the number of cards lost. See the 2nd Edition rules for more information on Attack cards.

Alternately you can play this card on your turn, to eliminate (remove from play) one Rogue One Squad card face up in front of the player sat either to your left or your right. If the chosen player has more than one Rogue One Squad card, you choose which one to target. The affected player can discard a Rebel Hero card to save their Rogue One Squad card.

The Shore Trooper card is discarded after use.

Carry Cards (Cargo Ship SW-0608)

On your turn, place this card face up beside the discard pile. From now on, whenever any other player is discarding cards, you can look through those cards and choose to place any of them face down on top of your Cargo Ship card. You do not have to show the other players which cards you choose.

At any time during the game, even if it's not your turn, you can choose to move all the cards (cargo) from your Cargo Ship to your hand. At this point you must discard the Cargo Ship card.

As soon as a sixth card is placed on the Cargo Ship card, you must immediately add all 6 cards to your hand and discard the Cargo Ship card.

If the Cargo Ship is destroyed (by the AT-ACT card) then the Cargo Ship card and all of the cards on top of it are removed from play (not just discarded).

Moving Attack (AT-ACT)

This card can be played in two ways. Firstly you can play this card on your turn to destroy the Cargo Ship card if it is in play (face up beside the discard deck). The Cargo Ship card and any cards on top of it (cargo) are removed from the game (not just discarded).

Alternately play this card on your turn to force the player of your choice to discard 7 cards from their hand. If that player has less than 7 cards in their hand, then the player to their left must lose the remainder. If that player has no cards or after they discard cards there is still a remainder, then the player to their left loses cards (and so on).

As you go around the table with players discarding cards, if you come back to yourself, you skip yourself and go to the player to your left.

Whichever way you play this card, it is discarded after use.

Example: Player A plays the AT-ACT card against Player B forcing them to discard 7 cards. Player B only has 3 cards, which they discard. There is a remainder of 4, so now Player C (sat to the left of Player B) must discard 4 cards. Player C only has 1 card, which they discard. Now there is still a remainder of 3 cards, meaning that Player D (sat to the left of Player C) must discard 3 cards. Player D (sat to the left of Player C) has 4 cards. They discard the 3 cards leaving them with just 1 card left in their hand. The Moving Attack is now over.

Extremist Action (Saw Gerrera)

Play this card on your turn to force each other player to discard a card (they choose which card to discard). Or you can play this card out of turn, along with any one Rebel Hero card, to cancel (and discard) any card played against you.

Whichever way you use this card, it is discarded after use. If you use a Rebel Hero card in conjunction with Saw Gerrera, that card is also discarded.

Rebel Hero Cards (Bistan, Pao, C1-10P)

These cards are played in exactly the same way as Rebel Hero cards in the main 2nd Edition game deck. These and other Rebel Hero cards can be played to save Rogue One Squad cards from being eliminated.

  • Evade Bonus Card
  • Burn Cards Bonus Card
  • Support Bonus Card
  • Scavenger Bonus Card
  • Continue Play Bonus Card
  • Miss a Turn Bonus Card
  • Protection Bonus Card
  • Scout Bonus Card
  • Remove Jedi Bonus Card
  • Pass a Card Bonus Card
  • Lose the Game Card
  • Imperial Strike Card
  • Rebel Strike Card
  • Cancel
  • Attack 9 (Captain Phasma) Card
  • Imperial Assault Card
  • Rebel Assault Card
  • Jedi Card (Student of the Force)
  • Block Steal
  • Carry Cards (Cargo Ship SW-0608)
  • Moving Attack (AT-ACT)
  • Extremist Action (Saw Gerrera)
  • Rebel Hero Cards (Bistan, Pao, C1-10P)