Contents
Rules for the Star Wars: Imperial Assault Game
Welcome to the rules for the Star Wars: Imperial Assault game! I’m here to guide you through the fundamentals of this exciting adventure. Let’s dive in and have some fun!
Setup
The game begins by setting up the game board, which represents the battlefield where all the action takes place. You’ll choose a scenario from the campaign guide and follow the specific setup instructions provided there. Each player will control either the Rebel Heroes or the Imperial Player, who will face off against each other in a thrilling battle.
The Rebel Heroes
If you’re playing as the Rebel Heroes, your goal is to complete the mission objectives and emerge victorious. Each Rebel Hero has unique abilities, skills, and equipment that you can use strategically to overcome the challenges that await you. Work together with your fellow Heroes to outsmart and outmaneuver the Imperial Player.
The Imperial Player
Playing as the Imperial Player, you will control the forces of the Galactic Empire. Your mission is to do everything in your power to stop the Rebel Heroes from achieving their objectives. You’ll have a wide array of troopers, vehicles, and special abilities at your disposal. Use your cunning and tactics to outwit the Rebel Heroes and assert your control over the galaxy.
Turn Structure
The game is played in rounds, with each round consisting of several turns. During your turn, you’ll take a series of actions to move your characters, attack enemies, and interact with the environment. Be strategic in your decision-making, as every move you make can have a significant impact on the outcome of the game.
Combat
Combat is an integral part of the game. When attacking, you’ll roll dice to determine if your attack is successful and how much damage you inflict on your opponent. The outcome of each attack is influenced by various factors, such as range, cover, and special abilities. Remember to consider these factors and plan your attacks carefully.
Winning the Game
The game can end in one of two ways: either the Rebel Heroes succeed in completing their mission objectives, or the Imperial Player manages to defeat the Rebel Heroes and prevent them from achieving their goals. The outcome of each scenario is unique, so adapt your strategies accordingly and aim for victory!
Now you’re ready to embark on your Star Wars: Imperial Assault adventure! Grab your friends, choose your side, and may the Force be with you!

Hey there! I’ve got the scoop on all the stuff you’ll find in the core game. Just keep in mind, this list doesn’t include any extra goodies you might get from the Luke Skywalker and Darth Vader figure packs. Oh, and by the way, all the cards in the core game have this sweet little icon on them.

In this game, you will find numerous components to enhance your playing experience. From threat and round dials to map tiles and dice, everything you need is included. There is a wide array of cards, such as deployment cards, mission cards, and reward cards, that add depth to the gameplay. You’ll also find a variety of tokens, including door tokens, terminal tokens, strain tokens, and more. Whether you’re playing the campaign mode or the skirmish mode, this game has something for everyone. So dive in and prepare for an immersive and exciting adventure!
- 12 Ally and Villain Tokens
- 20 Mission Tokens
- 1 Entrance Token
- 4 Activation Tokens
- 20 ID Tokens with 60 ID Stickers
Campaign Mode Overview
In the Imperial Assault Campaign Mode, we embark on an epic Star Wars adventure with two to five players. I have the honor of controlling the Galactic Empire’s forces, leading Stormtroopers and iconic villains like Darth Vader.
As for you and the rest of the players, we form a united front, each assuming the role of a hero from the Rebel Alliance. Together, we travel across the galaxy, engaging in daring missions. Every mission becomes an opportunity for Rebel and Imperial forces to clash in tactical ground-based combat.
Throughout the game, our journey progresses as we play multiple missions in a sequential order. With each mission, we grow in power and experience, preparing ourselves for an ultimate showdown in a climactic final mission that will determine the fate of the entire galaxy.
The core of the Campaign Mode lies within the missions themselves. Each mission is a thrilling game of tactical combat that takes place on a modular game map. In the Campaign Guide, you will find detailed descriptions of the map setup and special rules for each mission.
In this Learn to Play booklet, we will begin with a tutorial that introduces us to the basic rules for playing a mission. We will learn how to navigate the map, engage in combat, and emerge victorious in a mission. It’s crucial for us to grasp these concepts before advancing to more complex strategies, such as playing consecutive missions within a campaign.
Apart from the campaign, you can also experience Imperial Assault in other modes. There’s Skirmish Mode, a head-to-head battle for two players, or Cooperative Mode, powered by an engaging app. Once we’ve mastered the basics of the Imperial Assault Campaign Mode through the tutorial, we can explore these alternative modes as well.
Tutorial
The easiest way for you to learn the basics of any mode in Imperial Assault is by playing a mission. Once you understand how the game works, you can then learn additional rules and start playing a campaign.
To start the tutorial, follow the steps below to set up the game. This diagram will show you how to build the map and where to place tokens, figures, and doors.
If there are any hero figures or components that have not been chosen, you don’t need them for this tutorial. If you’re playing with less than four Rebel players, the Imperial player won’t use the E-Web Engineer’s Deployment card and figure.
If you’re playing with less than three Rebel players, the Imperial player also won’t use the Probe Droid’s Deployment card and figure. Once the setup is complete, you’re ready to start playing the game by following the rules for “Playing a Mission” on the right side.
Let’s Get Started with the Tutorial
Hi there! Ready to dive into the world of tutorials? Well, you’re in the right place! This tutorial will walk you through the setup step by step, so don’t worry if you’re new to all of this – I’ve got your back.
First things first, let’s get our tutorial environment set up. To do that, we need to follow a few simple steps. Don’t worry, it’s not as complicated as it sounds. Here’s what we need to do:
1. Step one: Open up your preferred web browser. You can use any browser you like – Chrome, Firefox, Safari – whatever floats your boat. Just make sure it’s up to date so everything runs smoothly.
2. Step two: Once you have your browser open, go ahead and type in the URL for the tutorial website. You should have received the URL in an email or found it on the tutorial page. Just copy and paste it into the address bar and hit enter. Easy peasy!
3. Step three: Now that you’re on the tutorial website, take a moment to familiarize yourself with the layout. You’ll see a navigation bar at the top with different sections you can explore. Feel free to click around and see what’s there – it’s all part of the learning experience.
4. Step four: Okay, we’re almost there! Now it’s time to find the tutorial you want to follow. Look for a list of available tutorials and click on the one that catches your eye. Don’t worry, you can always come back and try a different tutorial later – there’s no pressure to stick with just one.
5. Step five: Once you’ve chosen your tutorial, scroll down to the bottom of the page. You should see a button that says “Start Tutorial” or something similar. Go ahead and give it a click, and voila! You’re officially starting the tutorial.
And that’s it! You’re all set up and ready to learn. Wasn’t that painless? Now you can sit back, relax, and enjoy the tutorial at your own pace. Remember, if you have any questions along the way, don’t hesitate to reach out – we’re here to help.
Happy learning!

Step 1: Build Your Map: Let’s start by putting together the map. Use the map tiles, doors, crate token, and terminal tokens shown on the image to my right.
![]() Door Icon |

I want to make sure I’ve got this right:
2 Assign Roles: Before starting the game, we need to decide who will be the Imperial player. It’s best if the most experienced player takes on this role. The rest of us will be the Rebel heroes.
3 Prepare Hero Components: Each of us Rebel players gets to choose one of four different heroes: Fenn Signis, Diala Passil, Gaarkhan, or Jyn Odan. If there’s only one Rebel player, they get to choose two heroes.
Once we’ve picked our heroes, we each take the Hero sheet, figure, and Class deck that matches our hero. We also find our hero’s weapon (it’s marked with a symbol) in our Class deck and put it next to our Hero sheet.
![]() This image shows the components for only two heroes. |

4 Activation Tokens:
First, I want to talk about activation tokens. Basically, each hero gets one activation token. These tokens are important because they help you keep track of what actions your hero can take. When you’re ready to use an action, you simply flip your token over to the green side. It’s like a little reminder that tells you, “Hey, you can take an action now!” So, make sure you grab your activation token and place it on your Hero sheet.
5 Prepare Deployment Cards:
Now, let’s move on to deployment cards. The Imperial player has some cards called Deployment cards. These cards are used to bring different figures into the game. There are four types of Deployment cards that the Imperial player can use: Stormtrooper (gray), E-Web Engineer (gray), Probe Droid (red), and Imperial Officer (gray). These cards are important because they determine what figures the Imperial player can bring onto the map. Keep in mind that if you’re playing with less than four heroes, you might only use some of these cards and figures. The Imperial player will take the appropriate cards and place them faceup in front of them.
6 Deploy Figures:
Now, it’s time to deploy the figures. Look at the diagram on the right side of the page. It shows you where to place all the figures on the map. Each figure has a specific space where it needs to go. So, take a moment to put all the figures in their designated spaces. Once all the figures are in place, we’re ready to start playing!

Step 7: Gather Your Game Materials
Let’s Play a Mission!
When you play a mission in Imperial Assault, you’ll go through a series of game rounds. Each round is made up of two phases that you’ll follow in this order:

- I’ll take you through the steps of playing the game. First, there’s the Activation Phase. This is where we take turns activating our figures. The Rebel players go first and they get to choose one of their figures to activate. They can then perform two actions, like moving or attacking. Once the Rebels are done, it’s the Imperial player’s turn. They activate all their figures that correspond to one Deployment card. We keep taking turns until all the figures have been activated.
- Next, we have the Status Phase. After all the activations are done, we do some cleanup. This includes resolving any ongoing effects or conditions. Once that’s taken care of, we move on to the next round and start the Activation Phase again. We keep going through these phases until the mission is over.
I. Getting Started
When I activate a figure, I go through the following steps:
- Start of Activation: When I activate a hero, I ready all of their exhausted Class and Item cards. I’ll explain how to ready cards later.
- Take Actions: I can choose two actions to perform with my figure. These actions can be:
- Move: I can use movement points to navigate the map.
- Attack: I can target and attack a hostile figure. Only heroes can use more than one action to attack.
- Interact: I can open a nearby door or crate, or interact with other tokens as allowed by the mission’s rules.
Okay, so here’s the scoop: when it’s my turn to take a breather, I get to chill out and maybe heal up a bit. I can shake off some of the strain I’ve been feeling and maybe even recover from any damage I’ve taken. It’s a little rest and relaxation time, you know? Pretty special stuff.
But here’s the kicker: when I do take that well-deserved break, I also get to use one of my special abilities. I can trigger an action ability listed on one of my components. It’s like I’m tapping into a hidden power, ready to unleash it whenever I need a boost.
After I’ve done all that restful and special stuff, it’s time for the nitty-gritty. The Imperial player gets to choose which group of their figures they want to activate. They get their turn to make some moves. Once they’re done, it’s back to us rebels. We choose another one of our figures to activate. And so it goes, back and forth, until every figure on the board has had their turn.
It’s all part of the game, you know? The ebb and flow, the give and take. We take our chances, we strategize, and we react to what the Imperials throw at us. It’s a battle of wits, strength, and teamwork. But I know we can come out on top. We just have to play it smart and stay one step ahead. Let’s do this!
Oh, by the way, before I forget, there’s something called deployment groups. Basically, the Imperials have different groups of figures that they can activate. It’s like they have different squads or teams at their disposal. They can choose which group they want to use each time it’s their turn. It adds an extra layer of strategy to the game. So yeah, it’s important to keep that in mind as we plan our next move. Let’s take ’em down!

Hey there! Did you know that each Deployment card has these bars below its cost? Those bars tell you how many figures are in the group that this card deploys.
So, let’s say you activate a Deployment card. As the player controlling it, you get to take 2 actions with each figure in the group. You can choose the order in which you perform these actions. Just remember, you need to finish both actions for one figure before moving on to the next.
Now, let’s talk about movement.
When a figure moves, it gets movement points equal to its Speed. You can find the Speed printed on the figure’s Deployment card or Hero sheet.
When I’m playing a game, it’s really important for me to understand how my figure can move. Are you the same way? Let me break it down for you.
So, here’s the deal: a figure can move to a space that’s right next to it. You can go up, down, left, right, or even diagonal! The best part? You can use as many of your movement points as you want, whenever you want. It’s totally up to you. You can move before or after you take an action. Flexibility, right?
But wait, there’s more. Sometimes, the terrain or other figures can get in the way of your movement. They can put restrictions on where you can go. So, keep that in mind.
Let’s Put It Into Action

When I’m playing as a Stormtrooper, my first action is always to move. I can move up to my Speed, which gives me four movement points. So, I spend one point to move myself one space.
After I’ve finished moving, I have one more action left. I choose to use it to interact with the door, opening it up.
Now, I still have three movement points left. I decide to use all of them to move three more spaces before my turn ends.
Interact
When I’m on a mission, I can search, examine, or do other things with the objects I find on the map. If there’s a token in my space or next to me, I can interact with it in the following ways:
-
Crates: If there’s a crate nearby, I can interact with it. When I do, I get to draw one Supply card. I put the card in front of me, face-up, and I can use its ability whenever it’s helpful.
When you’re playing Star Wars: Imperial Assault, there are a few important things you should know. First off, let’s talk about crate tokens. They look like this:

Crate tokens can be found on the map during your campaign missions. They can contain useful items or other surprises that can help you on your mission.
Next up, we have doors. Doors are a common feature in the game and can be found in various locations. Here’s what a door token looks like:

Doors can be opened by heroes or by the Imperial player. They can lead to new areas or reveal hidden surprises, so always keep an eye out for them.
Now let’s talk about resting. During campaign missions, heroes may suffer strain, which represents the physical and mental toll of their actions. By resting, a hero can recover strain equal to their Endurance. If a hero recovers more strain than they have, that excess strain is converted into damage. So resting is a good way to heal up and get back into the fight.
It’s important to note that only heroes can rest. So make sure you plan your actions wisely to ensure your heroes stay in top shape.
Finally, let’s discuss special actions. Special actions are powerful abilities that heroes can perform during their turn. These actions can give you an advantage in combat or help you achieve your objectives. Be sure to read your hero’s ability cards to see what special actions they have available to them.
That’s it for the basics of Star Wars: Imperial Assault. Remember to always stay aware of your surroundings, plan your actions carefully, and make the most of your hero’s abilities. May the Force be with you!

When diving into the world of class cards, abilities, and mission rules, you’ll come across an array of unique actions that figures can perform. These special actions are marked with a neat little symbol. It’s important to note that each special action can only be done once per activation, so you’ll need to choose wisely.
The Power of Attack

Attacking is the main way I can harm an enemy in a game. If I can cause enough damage to their health, I win!
When I decide to attack, I have to pick an enemy to target. Then I roll the dice that are listed on my card or weapon. The person I’m attacking also rolls dice from their card or sheet to defend themselves.

When I roll dice to attack, you will take damage equal to the number of attack icons rolled, minus the number of block icons rolled by you. It’s important to remember that there are different icons on the dice that can have different effects. Along with attack and block icons, there are four other icons you might see:
– Surge Icon: These results can be used by the attacker to activate special abilities.
– [Continue the rest of the list…]
I’d like to introduce you to some important concepts in the game of Star Wars: Imperial Assault. These concepts will help you understand the game better and make strategic decisions. Let’s dive in!
First, let’s talk about the (evade) ability. When you see the evade icon, it means you can cancel one damage icon. This can be really useful in avoiding harm.
Next up, we have the (dodge) ability. You’ll find this icon on the white die. If you roll it and get a dodge result, congratulations! The entire attack misses you, and you take no damage. It’s like a lucky escape.
Now, let’s talk about accuracy. You’ll notice numbers on the dice, and these numbers determine whether a ranged attack hits or misses. When you see the “Accuracy” section on the right, refer to it to see if your attack is successful.
These concepts are crucial in Star Wars: Imperial Assault, and understanding them will make you a better player. Keep them in mind and may the Force be with you!

Important: I’m going to tell you something really important about heroes in a game. They’re the only characters who can use both of their moves to attack in one turn. Let me explain. Sometimes, there are special moves in the game that involve attacking. When a hero does one of these special moves, it counts as using a move to attack.
About Attacks
Here’s something you need to know about attacks in the game. There are two kinds of attacks: melee attacks and ranged attacks. You can tell which kind of attack it is by looking at the picture before the dice. When it’s a picture of someone up close, it’s a melee attack (
). When it’s a picture of someone shooting from far away, it’s a ranged attack (
).
Melee attacks can only be done to someone who is right next to you. But ranged attacks can be done to any enemy you can see. And let me tell you how you know if you can see them. It’s called “Line of Sight,” and I’ll explain it to you next. Oh, and don’t forget, sometimes ranged attacks can miss the target, so there’s a bit of luck involved. But that makes it more exciting, right?
When you want to make a ranged attack, there are some rules you need to follow:
- Line of Sight: To attack, you need to be able to see your target. To check if you have line of sight, choose one corner of your space and draw two straight lines to two different corners of the target’s space. These lines cannot go through walls, blocked terrain, or spaces with other figures.
- Accuracy: When I roll the dice, I need to add up the numbers on them to get the accuracy. This accuracy needs to be equal to or more than the number of spaces that the target is away from me. The target is usually called the distance. If my accuracy is less than the distance, then my attack misses and the target doesn’t get hurt. The farther away the target is, the harder it is for me to roll enough accuracy to hit them. So, the chances of success decrease as the distance increases.
How an Attack Works


So, here we are in the thick of it! Let’s break it down and see what’s happening:
First, we’ve got this Stormtrooper fella. And he’s got a clear view of Diala, you know? He can draw two straight lines from one corner of his space to two different corners of Diala’s space.
But things aren’t so simple for the second Stormtrooper. Nope, he’s got some obstacles in the way. See that red line on the map? That’s blocking terrain, and it’s blocking the second line drawn from his corner to Diala’s space. So, no line of sight for him.
Now, the Imperial player decides to attack with that first Stormtrooper who’s got line of sight. They both roll their respective dice, the attacker using the ones listed for his figure’s Attack, and Diala using the ones listed for her Defense. A little dice action going on, you know?
The attacker ends up with a total of 4 Accuracy. Not too shabby. And since Diala is only two spaces away, the attack doesn’t miss. Gotta give ’em props for that.
Here’s where things get interesting. The defender takes the number of
(damage) rolled and subtracts the number of
(block) icons rolled. And what do we get? A grand total of three. So, Diala takes 3
, and we gotta mark that down on her Hero sheet with three damage tokens. Ouch!
Keeping Track of Activations and Using Up Cards
When I activate something, it comes to life and starts working. Activations are important because they allow certain things to function as they should. Cards contain information that is activated when a certain action is taken. It’s crucial to keep track of these activations and make sure that cards are used up properly.
Have you ever tried to activate something but couldn’t because you didn’t have the right card? That can be frustrating. And if you’re not careful, you might end up with a stack of unused cards that are just taking up space.
So, how can you keep track of activations and make sure you use up your cards? Well, one way is to create a system. This could be as simple as keeping a list or using a calendar to mark off when you activate something. By doing this, you’ll always know what has been activated and what cards you have left.
Another strategy is to organize your cards in a way that makes sense to you. You could sort them by color, by size, or by type. This will make it easier to find the right card when you need it and ensure that you use up all your cards.
Lastly, it’s important to be mindful of your cards and not let them pile up. If you have a tendency to accumulate cards without using them, try to break that habit. Challenge yourself to use each card before you get a new one. This way, you’ll always be on top of your activations and won’t have a pile of unused cards.
In conclusion, keeping track of activations and using up cards is crucial to ensuring things work properly and avoiding a clutter of unused cards. By creating a system, organizing your cards, and being mindful of your card usage, you can stay on top of your activations and keep things running smoothly.

Hey there! Let’s talk about what happens when a hero gets activated. When it’s their turn to go, the hero will flip their activation token over to the red side. This shows that they have finished their turn and resolved everything they needed to do. It’s a way to keep track of who has already taken their turn.

When a Deployment card’s last figure is activated, the card gets exhausted (rotated 90 degrees). Figures that correspond to an exhausted Deployment card cannot be activated again during the current round of the game.
The Activation Phase comes to an end when all activation tokens and Deployment cards are exhausted.
II. Status Phase
After all figures have completed their activations, players go through a number of steps to prepare for the next round.
For the tutorial, all players need to do is make all exhausted Deployment cards ready again (by rotating them back upright) and flip activation tokens to their green side faceup.
Once this phase is resolved, players can begin the next game round, starting with a new Activation Phase.
Ending a Mission
The mission’s rules will outline the conditions for when the mission comes to an end.
Hey there! In this tutorial, my goal is to beat all the Imperial figures. As for you, your mission as the Imperial player is to either have your figures interact with both terminals or take down a hero.
Once one of us achieves our objective, the mission comes to an end. Exciting, right?
Let’s Level Up
Time for a Challenge
Ready for a Campaign
Once you’ve got the hang of the basic rules in the tutorial, it’s time to embark on a full-blown campaign.
We start things off with the action-packed introductory scenario called “Aftermath.” This mission sets the stage for the main story and helps you become comfortable with all the mission rules.

