First Action

You decide your first action this turn will be to Draw cards. Your Draw Deck only contains one card, so you draw the last card, gather up all the cards from your Discard Area and shuffle them to create a new Draw Deck.

You then place the newly-shuffled Draw Deck face down beside your Discard Area and draw your second card.



Second Action

You decide your second action will be to Drill. You play three Pilot Cards to your discard area: one shows 1 Wild Drill Icon, another shows 2 Red Drill Icons and the last one shows 1 Red Drill Icon. …


The year is 2048. A new economic war is raging. Rare earth has become a key element in the construction of advanced new machinery, and a major economic force around the world.

Private companies are arming the latest prototype submarines to dive into the world's depths in search of rare earth. Under the peaceful surface of the sea, a silent war is being fought with new and unstable technology.

You are part of a team of elite officers in command of a state-of-the-art submarine. …


Action Pawns (AP's)

The set of wooden cylinders that players will use each turn to mark the actions they wish to perform.

Animal

Mammal, reptile, bird, amphibian, arachnid or insect. One of the six animal classes that each player will be representing throughout the game. Each animal class is rep- resented on earth by a set of like-colored species cubes. Each animal has an animal display and an initiative marker.

Bonus VP's

Some actions and card effects call for a player to earn "bonus VP's". To earn bonus VP's, refer to the Bonus Points Track located in the bottom left of the game board. …


In a three- or four-player game, each player represents one of the major powers in The Lord of the Rings and controls some of the Nations and certain Characters.


Four-player Game

In a four-player game, the player responsibilities are broken down as follows:

Free Peoples:

  • Player 1: Gondor (also controls the Elves)
  • Player 2: Rohan (also controls the North and Dwarves)

Shadow:

  • Player 1: The Witch-king (the Sauron Nation)
  • Player 2: Saruman and Sauron Allies (Isengard and Southron & Easterling Nations)

All the rules in the standard game apply, with the following exceptions. …


Some creatures have abilities that aren't fully explained on the cards. Most of these have reminder text that gives you a brief description of the ability's effect. Here are full explanations of the most common creature abilities:

Defender

Creatures with defender can't attack. They make excellent blockers and usually have high toughness.

Fear

A creature with fear can't be blocked except by artifact creatures and/or black creatures. Fear only matters when the creature with the ability is attacking.

First strike

Creatures with first strike deal their combat damage before creatures without it. When you reach the combat damage step, check to see if one or more creatures that are attacking or blocking have first strike. If so, an extra combat damage step is created just for them. The extra combat damage step works just like a normal one, except that creatures without first strike don't get to deal their combat damage. …


The Raid Order

Raid Orders represent aggressive incursions and pillaging of enemy lands. They aim to disrupt enemy plans and drain him of precious resources.

A Raid Order is resolved during the first step of the Action Phase by expending itself to remove one adjacent enemy Support, Consolidate Power, or Raid Order.

Each player has two normal Raid Orders and one Special Raid Order.

The March Order

March Orders represent the movement of troops and ships across the lands and seas of Westeros. Only by assigning March Orders to units on the game board, can players take control of new areas and engage opponents in combat. …


Combat

When a player moves units to a system that contains his opponent's units, a combat is resolved. Players resolve a combat by following these steps:

  1. Add Leader: If a player does not have a leader with tactic values in the system, he may take one leader from his leader pool and place it in the system.

  2. Draw Tactic Cards: Each player draws tactic cards based on his leader in the system (if any). The player draws space tactic cards equal to his leader's space tactic value (blue), and ground tactic cards equal to his leader's ground tactic value (orange). …


On your first turn, you will skip step 1 and go straight to choosing an action. Your available actions and potential income will be limited by the actions of those who played ahead of you.

Note: Your figure is used to indicate your chosen action. Th ere are 3 such figures in each color, but only 1 of these figures is used in a three- or four-player game. Return the other 2 to the box.

The starting player simply chooses an action (step 2) by placing his or her figure on the chosen Action Card. The starting player gets no income (step 3). He or she performs the chosen action immediately (step 4), possibly buying a bonus action as well. This will probably …


Star Wars: Rebellion can be even more fun with three or four players. Up to two players can play on each team, collectively controlling either the Galactic Empire or the Rebel Alliance. Each player has certain responsibilities and controls half of his faction's leaders.

All rules in this booklet broadly apply to the team game with the following exceptions:

Choose Roles

When choosing factions during setup, each player chooses to play as either the Admiral or General for his team.

The Admiral and General each control different leaders and have some slightly different responsibilities as explained later. A player makes all decisions for his leaders and rolls dice for them when resolving a mission. …


The action board features a variety of action spaces.



General Rule:

Some actions require you to have a specific type of ship. You may use the same ship multiple times per round for different actions.

Example: You have a single longship in your bay. With this ship, you can

  • head out on a raid first
  • then explore "Newfoundland",
  • and emigrate that same round.

All the actions mentioned in the example above are explained on the following pages. Most action spaces (like the production spaces) have a rather simple effect, so we will explain those first. …