Star Wars: Epic Duels

Player Aid

On Your Turn

  1. Roll the die and move your character(s).
  2. Take 2 actions (in any combination): Draw a Card, Play a Card, or Heal a Character.

You may look at a card you just drew before deciding your second action.

Movement

Movement is orthogonal and diagonal (forward, backward, side-to-side, diagonal).

Attack Position

A character must be in attack position to attack. Attack position means being on a space adjacent (including diagonal) to the target.

Ranged attack (blaster icon on character chart): May attack from any distance, as long as a straight unobstructed line can be drawn forward, backward, sideways, or diagonally to the target. This line cannot pass through any obstacle or other character. Exception: you can shoot over water on the Kamino Platform and blue mist in the Emperor's Throne Room.

Combat

  1. Attacker names the attacking character and the target, then plays a Combat card face down.
  2. Defender optionally plays a Combat or Power Combat card matching the character being attacked, face up. The defending player does not have to defend even if they have a valid card.
  3. Attacker reveals their card. If attack value > defense value: defender takes the difference as damage - move wound marker that many spaces toward the red circle. If defense >= attack: attack is blocked, no damage.
  4. Both players discard their played cards face up.

Healing a Character

If all of your main character's minor characters have been destroyed and you have (or draw) any of their cards, you may use an action to discard one of those cards and heal 1 point of damage on your main character. Move the main character's wound marker 1 space back toward the blue circle. Cannot be used to heal a destroyed character.

Damage and Destruction

When a character's wound marker is moved beyond the last number on the damage track onto the red circle, that character is destroyed. Remove the pawn from the board. A destroyed main character ends the game - that player loses.

Draw Pile

Maximum 10 cards in hand. If already at 10 when drawing, discard one card first, then draw. When the draw pile runs out, reshuffle the discard pile. If the draw pile runs out a second time, the game ends immediately - the player whose main character has the least damage wins. (If tied, the players tie.)

Card Types

Combat Cards: Have an attack value and a defense value. Used to attack and defend. The picture shows which character the card belongs to.

Power Combat Cards: Played exactly like Combat cards, but carry additional effects. Not all Power Combat cards have both an attack and a defense value. After damage is resolved, the additional effects come into play. The attacker's effects resolve before the defender's.

Special Cards: Allow special things - extra movement, damage, drawing cards, peeking at opponent's cards, and more. Some Special cards do not count as an action, allowing you to play more than 2 cards in a turn. Played face up and resolved immediately, then discarded. May be played anytime on your turn after your die roll and movement.

Game Modes

2-Player

Standard game. One player per side. Destroy your opponent's main character to win.

Team Play (3-4 Players)

Players on the same team may discuss strategy, but may not show cards or name which cards are in their hand. On a roll of "ALL," a player may only move their own characters. Defeated minor character cards may be traded in to heal a team member's main character, and defeated main character cards may be traded to heal minor characters.

4 and 6 Player Team Game

Divide into 2 teams of 2 or 3. Alternate team members around the table. Each player controls their own main and minor characters. The game ends when all main characters on one team are destroyed (not just one). A player whose main character is destroyed is not out of the game - they may continue fighting with their minor characters as long as a partner's main character is still in play.

Free-For-All (2-6 Players)

Players may choose any character, light or dark side. When a player's main character is destroyed, that player is eliminated - remove their main and minor characters from the board. The last main character standing wins.

Random Draw variant: Place all 12 character charts face down and pick randomly.

Master Play (2 or 4 Players)

Each player controls 2 main characters and their corresponding minors. Start with 2 cards from each main character's deck. Still only 2 actions per turn; when drawing, choose which deck to draw from. You have one combined hand - opponent can identify which deck you drew from by card backs. On "ALL," you may move both groups of characters.

4-player Master Play: Play in teams of 2, alternating seats. A team loses when both of one player's main characters are destroyed.

Special card rule: "Pick a card at random from any player" - you may choose from either of your groups since you can see the backs. "Future Foreseen" (Emperor card) - only look through the Emperor's draw pile.