Contents
- 1 Rules for Playing Star Wars: Armada
- 1.1 1. Game Setup
- 1.2 2. Objective Cards
- 1.3 3. Ship Activation
- 1.4 4. Squadron Activation
- 1.5 5. Ship Movements
- 1.6 6. Command Dials
- 1.7 7. Damage Control
- 1.8 8. Victory Conditions
- 1.9 What’s inside the box?
- 1.10 Setting Up the Scenario
- 1.11 Let’s Play Star Wars: Armada!
- 1.12 How to Play
- 1.13 Phase 1: Command Phase
- 1.14 Phase 3: Squadron Phase
- 1.15 Squadron Strategy: Adding Depth to Space Combat
- 1.16 Phase 4: Status Phase
- 1.17 Game Over
Rules for Playing Star Wars: Armada
In an unpredictable galaxy of Jedi Knights, Sith Lords, and starship battles, navigating the rules of the Star Wars: Armada game can be both exhilarating and challenging. Here are some essential guidelines to help you embark on your galactic adventure:
1. Game Setup
Prepare for battle by assembling your fleet of starships. Choose carefully, keeping in mind each ship’s unique capabilities. Arrange your squadron and beguile your opponents with strategic formations.
2. Objective Cards
Objectives provide purpose and direction to the battle. Select an objective card that aligns with your strategic goals and plan your moves accordingly. Be flexible, ready to adapt as circumstances change.
3. Ship Activation
Activate your ships individually, choosing one ship at a time to execute its commands. Consider the order carefully, as it can significantly impact the outcome of the battle. Maneuver, attack, repair, or brace for impact – the choice is yours.
4. Squadron Activation
Engage enemy squadrons or protect your own with squadron activation. Deploy fighters, bombers, and other starfighters to unleash devastating attacks or establish a defensive screen. Coordinate with your fleet and strike at the opportune moment.
5. Ship Movements
Master the art of ship movements to outmaneuver your opponents. Use speed, yaw, pitch, and roll to position your ships advantageously and avoid enemy fire. Plan your maneuvers wisely to stay one step ahead.
6. Command Dials
Command dials are the key to controlling your fleet. Strategically assign commands to each ship, balancing offense, defense, and support actions. Anticipate the enemy’s moves and plan your dials accordingly for maximum impact.
7. Damage Control
Battles take their toll on starships. Manage damage and allocate power to shield your ships from destruction. Make critical repairs in the heat of battle to keep your fleet operational.
8. Victory Conditions
Victory goes to those who adapt and strategize. Achieve the objectives of the battle as stated on the objective card to secure victory points. Assemble a formidable fleet, outwit your adversaries, and claim victory in the face of chaos.

Welcome to the world of Star Wars: Armada! It’s a thrilling game where two players engage in epic space battles. As you play, you’ll step into the shoes of Rebel and Imperial admirals, commanding mighty fleets and unleashing a multitude of devastating weapons. Your goal? Crush your enemy and leave their fleet in ruins.
What’s inside the box?

- 3 Ships
- 10 Squadrons
- 3 Ship Tokens
- 10 Squadron Disks
- 9 Attack Dice
- 10 Activation Sliders
- 6 Command Dials
- 3 Speed Dials
- 4 Squadro Cards
- 12 Objective Cards
- 4 Reference Cards
- 6 Ship Cards
- 52 Damage Cards
- 18 Upgrade Cards
- 1 Initiative Token
- 6 Obstacle Tokens
- 4 Setup Area Markers
- 13 Defense Tokens
- 12 Shield Dials with 12 Command Tokens
- 12 Plastic Connectors
- 10 Victory Tokens (Rebel on front, Imperial on back)
- 1 Maneuver Tool
- 1 Range Ruler
- 7 Objective Tokens
- 6 Ship ID Tokens
- 6 Round Tokens
- 2 Main Flagship ID Tokens
- 4 Flagship ID Tokens
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The number of components in the Star Wars: Armada Core Set can be overwhelming, so let me break down what you’ll find inside. You’ll have 3 ships and 10 squadrons to command, each represented by their respective tokens and disks. You’ll also have all the tools and accessories you need to play, including attack dice, activation sliders, command dials, and speed dials. Plus, you’ll get cards for squadrons, objectives, references, ships, damage, and upgrades. Not to mention the various tokens and markers, such as defense tokens, shield dials, victory tokens, obstacle tokens, setup area markers, objective tokens, ship ID tokens, round tokens, and flagship ID tokens. The Core Set truly has everything you need to start playing Star Wars: Armada and dive into the epic space battles of the Star Wars universe.
One of the most exciting parts of a video game is creating your own character. You get to choose what they look like, what they wear, and even give them a cool name. But what if you could take it a step further? What if you could create your own unique ID token that represented your character in the game?
That’s where 20 Squadron ID Tokens come in. These tokens are a special type of currency that you can use to customize your character in the game. They allow you to unlock exclusive items and features that are only available to players who have these tokens.
So how do you get your hands on these tokens? Well, there are a few different ways. You can earn them by completing in-game challenges or achievements. You can also purchase them using real money. The more tokens you have, the more options you’ll have to make your character stand out from the rest.
Once you have your tokens, the fun really begins. You can use them to purchase all sorts of cool things for your character. You can buy new outfits, weapons, and accessories. You can even use them to customize your character’s appearance, like changing their hair color or giving them a unique tattoo. The possibilities are endless!
But it’s not just about looking cool. These tokens can also give you an edge in the game. Some items you can purchase with tokens can enhance your character’s abilities or give them special powers. This can give you a competitive advantage and make the game even more exciting.
So, if you’re a fan of customization and want to make your game character truly your own, 20 Squadron ID Tokens are exactly what you need. With these tokens, you can create a character that not only looks cool but also has unique abilities and features. So why wait? Get your tokens today and start customizing your character in ways you’ve never imagined before!

For my first game of Star Wars: Armada, I decided to try out the learning scenario. It’s perfect for new players like me who want to dive right into the game without getting overwhelmed. Plus, it only requires the essential components and rules, so it’s easy to set up and play.
But before you start the learning scenario, it’s important to familiarize yourself with the basic rules. Once you have a good grasp on those, you can follow the “Learning Scenario Setup” instructions to get started.
Playing the learning scenario will give you a better understanding of the gameplay concepts in Star Wars: Armada. It’s a great way to practice and get comfortable with the game mechanics. And once you’re ready, you can explore the “Expanded Rules” and start building your own fleets and incorporating additional game concepts.
In Star Wars: Armada, ships and squadrons are the stars of the show. They’re the heart of your fleet and essential to your strategy. As you learn the game, you’ll discover the unique strengths and abilities of different ships and squadrons, and how to use them to your advantage. So get ready to command your fleet and conquer the galaxy!
Hi there! Let’s talk about ships and squadrons in this game. When I say “ship,” I’m referring to a whole ship with everything it needs – a plastic ship model, pegs or fins, a base, and a ship token. And when I say “squadron,” I mean a complete fighter squadron, which includes plastic fighters, a tree and support pegs, a base, an activation slider, and a squadron disk.
Now, ships and squadrons are controlled by you, the player. So, whenever you need to move a ship or squadron, remove tokens, roll dice, and so on, it’s up to you to take care of those actions.
Setting Up the Scenario
Let’s get into how to set up for a game:
- Establish Play Area: Find a flat and steady surface, like a table, and designate a 3′ x 3′ play area. You can use the setup area markers to mark the corners of this area. You and your opponent will set up on opposite edges of this play area.
When we play Star Wars Armada, we start by choosing our factions. You can either join the Rebels or the Imperials. If we both want the same faction, we’ll assign them randomly to keep things fair.
Next, we have to place the initiative token. The Rebel player gets to have the initiative and places the token on their side of the play area. It has a blue side with an icon on it.
After that, we need to prepare our ship and squadron cards. The Rebel player gathers three cards: CR90 Corvette A, Nebulon-B Escort Frigate, and X-wing Squadron. These cards are placed on their side of the play area. The Imperial player does the same, but with different cards: Victory II-class Star Destroyer and TIE Fighter Squadron.
By following these steps, we can get the game started and enjoy an epic Star Wars Armada battle! May the Force be with you!
Prepare Your Ships: Start by placing a speed dial set to “2” near each ship’s card. Next, set all four of the shield dials to the highest values indicated on the ship card. For the CR90 Corvette A ship card, place one command dial nearby. For the Nebulon-B Escort Frigate ship card, place two command dials nearby. Lastly, for the Victory II-class ship card, place three command dials nearby. Here’s a visual aid to assist you:


Let’s Play Star Wars: Armada!
Hey there! Are you ready to dive into the exciting world of Star Wars: Armada? In this game, you get to take control of a fleet of powerful ships and squadrons. It’s all about strategy and epic battles as you command, attack, and maneuver your way to victory.
So, what’s the objective of the game? Well, it’s pretty straightforward. Your goal is to destroy as much of your opponent’s fleet as possible by the end of the sixth round. But watch out! If all of your ships are destroyed, it’s game over.
How to Play
Star Wars: Armada is played in six rounds, and each round is made up of different phases:
- Command Phase: It’s time to make your moves! Assign command dials to each of your ships, setting up their actions for the round.
- Ship Phase: Now it’s time for the main action! Take turns attacking with and moving your ships. Plan your maneuvers carefully to outsmart your opponent.
- Squadron Phase: It’s your squadron’s turn to shine! Take turns attacking with or moving your squadrons. These little fighters can make a big impact, so use them wisely.
By navigating this thrilling gameplay, you’ll damage and destroy your opponent’s fleet, inching closer to victory with every cunning move.
At the end of the Status Phase, I, as the player with the initiative token, place the next highest round token next to the play area. Then the next round begins. We continue playing the game until one fleet destroys all of the other fleet’s ships or the sixth round ends.
Phase 1: Command Phase
During this phase, I secretly and simultaneously choose commands for each of my ships using command dials. When revealed, these commands give my ships powerful bonuses.
To choose a command, I rotate the command dial so that the desired command icon is framed by the dial’s fastener. Then, I place that command dial facedown next to the ship’s ship card, making sure it goes under any other command dials already assigned to that ship.
When it comes to playing the game, keeping your strategy secret is a key element. That’s why we use command dials – they allow us to plan our moves without revealing them to our opponent. Each player can place their command dials facedown, ensuring that their intentions remain hidden.
Now, let’s talk about the different commands. In the sidebar, you’ll find a brief description of each command and its effects. This will help you make the best choices for your strategy.
When the Command Phase begins, it’s time to assign command dials to your ships. The number of command dials you assign should match the command value of each ship. For example, if you’re controlling a CR90, you’ll need to choose one command dial. If you have a Nebulon-B, you’ll need two. The Rebel player must make these choices. On the other side of the table, the Imperial player needs to choose three commands for their Victory-class Star Destroyer.
Remember, these command dials are your secret weapons, so choose wisely and watch your opponent closely. Good luck!

When I’m playing the game, there’s a phase called the Command Phase. This happens in each round of the game. In this phase, I get to choose one command for each of my ships. The twist is that each ship can only reveal one dial in the Ship Phase, so I have to carefully select my commands. I place the newly chosen commands under the existing ones, which means I have to think ahead and plan for future rounds.
After both players have finished choosing commands for their ships, we move on to the Ship Phase.
Choosing Commands

1. To choose a command for my Nebulon-B Escort Frigate, I simply take one of the ship’s unassigned command dials and rotate it so that the fastener frames the command icon.
2. Once I’ve chosen the command, I assign the command dial to the Nebulon-B Escort Frigate by placing it next to the ship card. If the Nebulon-B already has a command assigned to it, I must place the new command under the existing command dial.
Commands play an important role in assisting ships in various ways. Here’s a brief overview of each command:
– Navigate: This command allows you to change speed and increase maneuverability.
– Squadron: Use this command to order nearby squadrons to move and attack early.
– Repair: With this command, you can recover shields and repair hull damage.
– Concentrate Fire: This command increases the power of one attack.
During the first round of the learning scenario, it’s understandable if you’re not familiar enough with the game to strategically choose commands. In that case, you can use the following suggested commands and assign them in the order presented, ensuring that the last command listed for each ship is on the bottom of its stack.
In the world of Star Wars Armada, there are different types of ships that serve various purposes in battle. One of these is the CR90 Corvette, which specializes in ship repairs. It’s a small and nimble ship that can quickly mend damage on friendly vessels. Another ship, the Nebulon-B, is skilled in navigation and squadron management. It can efficiently move around the battlefield and coordinate fighter units. Lastly, the Victory II-class starship is a versatile ship that can repair damaged systems, navigate through obstacles, and concentrate firepower on enemy targets. Each ship has its unique abilities and role in the game, and understanding their strengths and weaknesses is crucial for success on the battlefield.

When playing the game, it’s your turn to control your ships during this phase. Let’s go through the steps of activating a ship:
- First, I reveal the Command Dial of the ship I choose.
- Next, I can choose to attack with my ship if there are any targets in range.
- Then, I execute a maneuver with my ship, moving it on the board.
Once my ship finishes its activation, I place the revealed Command Dial faceup on its ship card. This shows that the ship has been activated this round. The opposing player then gets to activate one of their own unactivated ships.
If a player doesn’t have any unactivated ships left, they have to pass their turn. This continues until both players have activated all of their ships.
A. Reveal Command Dial
When I play the game, the first thing I do is reveal the top command dial on the ship I chose. I put the dial faceup next to the ship.
If I want to use the command right away, I spend the dial at the right time. But if I want to save it for later, I still have to spend it immediately, and I put the dial faceup on the ship’s card. Then I put the matching command token next to the ship.
Command tokens give me flexibility. I can save commands for later rounds. But using a token has a weaker effect than using a command dial.
B. Attack
During this step, my ship can attack up to two times. I can only attack targets that are within the firing arc of one of the hull zones.
When I’m attacking, there are two possible targets: a hull zone of an enemy ship or one or more enemy squadrons. First, I roll my attack dice to try and damage the target. After my first attack, I can make a second one, but it has to come from a different hull zone.
In the first round of the learning scenario, we can skip the “Attack” step because our ships and squadrons won’t be in range to attack.
Now let’s move on to the “Execute Maneuver” step. During this step, I need to execute a maneuver with my ship. To do this, I use the maneuver tool to determine where my ship will move. The distance my ship moves depends on its speed, which I can see on its speed dial.
To execute a maneuver, I follow these substeps:
1. Determine the course of my ship – decide which way it will go.
2. Set the dial on the maneuver tool to the chosen course.
3. Move the ship to a new position based on the chosen course.
That’s it for the “Execute Maneuver” step. Now I’m ready to move on to the next part of the game.
So here’s what you need to do. Start by resetting the maneuver tool, making sure all the joints are in a straight position. Now, you have the power to click the joints of the tool either to the left or to the right, which will determine the final position and direction of your ship.
Now, let’s talk about the speed chart on your ship’s card. This chart tells you how far each joint can be clicked away from the center position. Each column on the chart represents a different speed, indicated at the bottom of the column.
Each column also shows you how many times you can click each joint while going at that speed. It’s like a limit on how much you can adjust them.
Now, let’s move on to the rows. Each row corresponds to one of the joints on the maneuver tool. The row right above the speed number is for the first joint. The row below that is for the second joint, and so on.
Now, there are three possible symbols you might see on the chart. “I” means the joint can be clicked once in either direction. “II” means it can be clicked twice. And “-” means it has to stay straight, no clicking allowed.
When you’re playing the game, you can put the tool on the table to see where your ship can go before you decide on your move.
Taking Aim and Ship Sides


When it comes to ship combat in this game, there are a few key things to understand. First, each ship has four firing arcs. These arcs are the areas between the firing arc lines that are printed on the ship token.
In addition to the firing arcs, each ship also has four hull zones. These zones are the areas on the ship token that are located between two firing arc lines.
Now let’s talk about moving the ship.
When it’s time to move your ship, here’s what you need to do. Start by placing the maneuver tool on one side of your ship. Make sure the plastic guides on the flat end of the tool slide into the notches on the side of the ship’s base. If everything is in place, the front of your ship should be parallel to the raised line above the guides.
Next, press the maneuver tool against the table. Without moving the tool, pick up the ship and place it at the joint below the punchboard number that matches your ship’s current speed. The notches on the ship’s base should slide over the plastic guides on that joint.

When you’re moving your ship in the game, there are a few rules you need to remember. First off, your starting position and final position have to be on the same side of the maneuver tool. That means you can’t start on the left side and end up on the right side, or vice versa. And speaking of the maneuver tool, you can’t place it in a way that would make your ship overlap it when it’s in its final position. If that’s the case, you’ll need to put the tool on the other side of your ship’s base before you move it.
But it’s not just the maneuver tool you need to watch out for. Sometimes, when your ship moves, it might end up overlapping other squadrons or ships. So you’ll have to plan your movements carefully to avoid any collisions.
An Example of Ship Movement

In this example, I’m going to use the “Determine Course Example” to show you how the Rebel player moves his Nebulon-B Escort Frigate.
- I’m going to place the flat end of the maneuver tool on the right side of the ship.
- Oops! I just realized that if I move the ship to the position below the “3” speed number, it will overlap with the maneuver tool. I need to place the maneuver tool on the other side of the ship instead.
- Now, I’m going to place the flat end of the maneuver tool on the left side of the ship.
- I’m going to press down on the maneuver tool and move the ship to the position below the “3” speed number. Then, I’ll move the ship to its final position where it doesn’t overlap with the maneuver tool.
Phase 3: Squadron Phase
When all the ships are ready, it’s time to resolve the Squadron Phase. This is when I activate any squadrons that haven’t been activated during the previous phase. In this phase, I can choose to either move or attack with each activated squadron, but not both at the same time.
The Squadron Phase begins with the player who has initiative. That player gets to select one of their unactivated squadrons and activate it. Once that squadron finishes its activation, the player must then activate a second unactivated squadron, if they have one remaining. Then it’s their opponent’s turn to activate two of their own squadrons in the same way. This back-and-forth continues until all the squadrons have been activated.
Squadron Movement
If I want to move a squadron, I need to place the range ruler on the table so that the distance side is face up. Then, I align the ruler with any part of the squadron’s base by placing the 1 end of the ruler in contact with it.
So here’s what happens: first, I grab the squadron and put it wherever I want along the range ruler. But there’s a catch – I can’t place the squadron with any part of its base going past the distance that matches its speed. Got it? Good.

You know, when it comes to squadrons and ships in battle, there’s a really important rule that we have to follow. I’m talking about the fact that a squadron can’t be placed if any part of its base is overlapping with another squadron or ship. It’s like a game of chess, where you have to strategize and make sure all your pieces are in the right place.

Hey there! So, when I’m playing as the Rebel, I want to do something cool. I activate an X-wing squadron and put the range ruler faceup, you know, the side that shows the distance. Why? Well, let me explain.

1 The X-wing squadron is a fast ship with a speed of “3”. It can move in any direction within a range of 1-3.
2 To move the X-wing squadron, I decide where I want it to go and place the 1 end of the ruler against its base.
3 Then I pick up the X-wing squadron and place it at the end of the 3 distance band. I remove the range ruler from the play area.
Squadron Attacks
A squadron can attack either an enemy squadron or a hull zone of an enemy ship. The squadron has a 360� firing arc, which means it can attack any target within distance 1.
Engagement
When my squadron is within distance 1 of an enemy squadron, we are engaged. Being engaged means we have to follow these rules:
- I can’t move my engaged squadron.
Squadron Strategy: Adding Depth to Space Combat
- During an engagement, I have to keep in mind that my squadron should target other squadrons instead of attacking individual ships.
When it comes to space combat strategy, engagement plays a crucial role. I find that by using a squadron as a shield, I am able to protect my ships effectively. Alternatively, I can take a more aggressive approach by skillfully maneuvering my squadron to restrict the movements of the enemy squadron groups.
Keeping Track of Squadron Activation

When I activate a squad ron, I push its activation slider to the other side, showing a different color and icon. This helps me keep track of which squadrons have been activated.
I can easily see if a squadron has been activated by comparing the color and icon on its slider to the color and icon on the initiative token. If they match, that means the squadron has not been activated yet.
Phase 4: Status Phase
During this phase, I get my defense tokens ready by flipping them over to their readied side. These tokens are described in more detail later. Then, the player with initiative flips the initiative token over. The color and icon shown on the initiative token will determine the color and icon of unactivated squadrons in the next round.
Once this phase is over, I get to make a move. I put the round token with the next highest number aside, so we know what round we’re on next. That number tells us what round it is. Then we start a new round, beginning with the Command Phase. We keep playing rounds until the game is finished.
Game Over
If all of your ships get destroyed, then the game is over right away. You’re out, and I win!
If neither one of us loses all our ships after six rounds, then the game ends. Whoever has the most points wins!
Your points are based on how much it costs to destroy each of my ships. The cost is shown in the lower-right corner of each ship’s card.