Game rules

Star Wars: Rebellion rules – how to play and how to win

Reviewed on 22 October 2026 against the publisher’s rulebook. How we check

Star Wars: Rebellion plays 2 to 4 players, in two factions: the Empire hunts for the Rebels’ secret base, while the Rebels try to rally the galaxy before they are found. There are no points: one faction wins. Here are the essential rules, setup and win conditions, based on the official rules.

Players
2 to 4, in two factions
Play time
3 to 4 hours
Winner
One faction: the Empire if it conquers the Rebel base, the Rebels when reputation meets time

Star Wars: Rebellion quick rules

The goal
The two factions do not win the same way. The powerful Galactic Empire must find the Rebels’ secret base and conquer it. The Rebel Alliance, weak but hidden, gains reputation: its reputation marker moves toward the time marker, and the Rebels win as soon as both are in the same space.
A round in three phases
Everything is done by leaders, famous characters from the saga. In the Assignment Phase, each faction secretly sends leaders on missions. In the Command Phase, factions take turns revealing missions or moving units. In the Refresh Phase, you retrieve your leaders, draw cards, and time advances. The Rebel player always goes first.
The Assignment Phase
The Rebels assign first, then the Empire. You place a mission card from your hand facedown, with one or two leaders from your leader pool on it. Their skill icons must be enough to reveal it. Keep leaders in your pool too: only they can move your units and oppose enemy missions.
Revealing a mission
On your Command Phase turn, you may reveal a mission: read it, declare the system and place its leaders there. “Resolve”: the ability happens. “Attempt”: your opponent may send a leader to oppose it, and each player rolls one die per icon of the required skill. A hit or direct hit is one success, a special is two; you need more successes than your opponent. Starting missions return to your hand, others are discarded.
Activating a system
Or place a leader from your pool in a system and move your ships there from adjacent systems. Each ship brings along as many ground units, and TIE Fighters, as its transport capacity. Your units cannot move out of a system that already contains one of your leaders. You may also pass; the phase ends when everyone has passed.
Combat
When your units move in with your opponent’s units, there is a combat. Each faction may add a leader, who draws tactic cards. The space battle comes first, then the ground battle, current player first, rolling the red and black dice of the units, five of each color at most. A hit damages a unit whose health matches the die’s color, a direct hit any unit. After each round, each player may retreat.
The Rebel base
The base is hidden under a probe card; its units wait in the Rebel Base space. They move in and out only through the base’s system or an adjacent system, which gives a clue. When Imperial ground units move into a system, the Rebel player must declare whether the base is there, and reveal it if so. Each round, the Empire draws two probe cards: systems where the base is not located.
Loyalty and subjugation
Populous systems can be loyal to a faction, mostly through diplomacy missions. Imperial ground units in a system that is not loyal to the Empire subjugate it. Loyal systems, and for the Empire subjugated systems, build new units.
The Refresh Phase
Leaders return to their pools; each faction draws two mission cards and keeps ten at most; the Empire draws two probe cards, the Rebels one objective card. The time marker advances one space: on a recruit icon, each faction gains a leader; on a build icon, each faction places units on its build queue. Units that slide off the queue are deployed, two at most per system.
Objectives and the Death Star
The Rebels gain reputation with objective cards, played when their requirement is fulfilled: only one during each combat and one during each Refresh Phase. The Death Star cannot be damaged; only a Death Star Plans card can destroy it. It can destroy an entire system.
Game end
The game ends immediately. The Empire wins when the base is revealed, Imperial units are in its system and no Rebel units are left there, or if the Death Star destroys that system. The Rebels win as soon as the reputation and time markers are in the same space.
Three or four players
You play the team game, two players at most per faction. The Admiral recruits, builds and runs space battles; the General controls the mission cards and runs ground battles. Each player uses their own leaders. With three, a single player controls the Rebels in both roles. Teammates may share anything, but only in front of their opponents.
Beginner traps
For the Rebels, every move through the base gives a clue. For the Empire, a fleet without ground units never reveals the base. For both, keep leaders in your pool to oppose your opponent, and remember that one of your leaders in a system keeps your own units there.
Rise of the Empire
With the expansion, each faction has its own tactic cards: before each round of battle, each player secretly chooses one, then both are revealed. Leaders no longer draw cards: they let you reroll as many dice as their tactic value, and a special removes one damage. Green dice show only direct hits, and a leader pool never keeps more than eight leaders.

How to win Star Wars: Rebellion

No points
There are no points: one faction wins, along with all its players. The game ends as soon as a condition is met, with no fixed number of rounds.
The Rebels
They win as soon as the reputation marker and the time marker are in the same space of the time track. Time advances one space each round, reputation through objective cards.
The Empire, by conquest
It wins when the Rebel base is revealed, Imperial units are in its system and no Rebel units are left there.
The Empire, by the Death Star
It also wins if the Death Star destroys the base’s system, even while the base is still hidden.
What the sheet records
The winning faction, once for the whole table, then each player’s faction; the winners are the players of the winning faction. Optionally, how the game was won.

Example ending

With 3 players, Emma controls the Rebels alone against Jake, the Imperial Admiral, and Alex, the General. In round 7, the time marker is on space 7 and reputation on space 9. During a combat, Emma plays an objective worth 1: reputation moves to 8. At the start of the Refresh Phase, she plays a second one worth 1: reputation reaches space 7, the time marker’s space. The Rebels win immediately: Emma wins, Jake and Alex lose.

Common mistakes

  • Playing two objectives during the same combat: only one per combat, and one per Refresh Phase.
  • Thinking the Empire wins by finding the base: it still has to conquer it, or destroy it with the Death Star.
  • Recording a single winner in the team game: both players of the winning faction win.

How to set up Star Wars: Rebellion

Setup takes a while: choose factions, prepare the board and decks, then the starting forces and the secret base. For your very first game, the Learn to Play booklet gives fixed starting units from a diagram.

Factions

  1. Choose who controls the Imperials and who controls the Rebels.If you cannot decide, choose randomly.
  2. With 3 or 4 players, each team chooses its Admiral and General, and uses the Team Game side of the faction sheets.The Admiral handles space, recruiting and building; the General, missions and ground battles.
  3. With 3 players, two players split the Imperials; the single Rebel player takes both roles.They take two turns each time around the table: one with their blue leaders, one with their orange leaders.
  4. Each faction takes its miniatures, leaders, loyalty markers, faction sheet, mission cards and action cards.
  5. Each faction places its four leaders without a recruit icon in its leader pool.The others wait near the board.

Board and decks

  1. Put the board together; the time marker goes on space 1, the reputation marker on space 14.
  2. Sort the objective cards by stage I, II and III, shuffle each pile and stack them on the Objectives space, pile I on top.With Rise of the Empire: 4 stage III cards and 1 Death Star Plans at the bottom, then 4 stage II cards and 1 Death Star Plans, then 5 stage I cards.
  3. The Rebel player draws one objective card and keeps it secret.
  4. Each faction shuffles its action cards with a recruit icon: this is its action deck.
  5. Shuffle the space and ground tactic decks separately.With Rise of the Empire, each faction uses its own tactic decks instead.

Missions

  1. Each faction sets aside its four starting missions, marked with an arrow.
  2. The Imperial player shuffles the project cards and places them on the Projects space.
  3. Each faction shuffles its remaining mission cards into its mission deck.With Rise of the Empire, each faction chooses its mission set: base game or expansion.

Starting forces

  1. Shuffle the probe deck and reveal cards until three Rebel systems and five Imperial systems have been revealed.
  2. Place a Rebel loyalty marker in the three Rebel systems, a subjugation marker in the first two Imperial systems, and an Imperial loyalty marker in the other three.The five Imperial probe cards return to the box.
  3. The Empire places its starting units in Imperial systems, with at least one ground unit in each.3 Star Destroyers, 3 Assault Carriers, 12 TIE Fighters, 12 Stormtroopers, 5 AT-STs, 1 AT-AT and 1 Death Star.
  4. The Rebels place their units in the Rebel Base space and in any one system without Imperial units.1 Corellian Corvette, 1 Rebel Transport, 2 X-wings, 2 Y-wings, 6 Rebel Troopers and 2 Airspeeders.
  5. Each faction draws two random starting action cards and keeps them facedown.For your very first game, the booklet suggests playing without them.

Base and hands

  1. The Rebel player secretly chooses a card from the probe deck, their base, and places it facedown under the Location space.First game: a system not adjacent to any Imperial units.
  2. Shuffle the probe deck and place it on its space.
  3. Each faction takes its four starting missions and draws two mission cards.

Frequently asked questions

Who goes first in Star Wars: Rebellion?

The Rebel player always goes first, in the Assignment Phase and in the Command Phase. Factions are chosen at the start, randomly if nobody agrees.

How does the Empire win in Star Wars: Rebellion?

By having units in the revealed Rebel base’s system with no Rebel units left there, or by destroying that system with the Death Star.

Can you play Star Wars: Rebellion with 3 players?

Yes: two players split the Empire, the Admiral and the General, and a single player controls the Rebels in both roles.

Ludingo’s Star Wars: Rebellion sheet was last reviewed on 22 October 2026, based on: asmodee.net 1, asmodee.net 2, asmodee.net 3, asmodee.net 4, BoardGameGeek.