Contents
- 1 Jedi and Sith: The Building Blocks of Star Wars: Destiny
Jedi and Sith: The Building Blocks of Star Wars: Destiny
Hey there! Have you ever wondered what makes Star Wars: Destiny such an exciting game? Well, let’s dive into the game’s core elements and find out!
Characters
First things first, when playing Star Wars: Destiny, I get to choose characters from the beloved Star Wars universe. I can create my team using iconic heroes and villains like Luke Skywalker and Darth Vader. These characters have their own special abilities and come with a unique set of dice. These dice are crucial because they help me perform actions and decide the outcome of my moves.
Events and Support Cards
In addition to characters, Star Wars: Destiny offers event and support cards. These cards provide me with powerful effects or abilities that I can use strategically during the game. Events are temporary cards that grant me advantages in specific situations, while support cards are more permanent and can be used multiple times in a match. These cards greatly impact my gameplay and help me gain an upper hand against my opponents.
Upgrades
Now, let’s talk about upgrades. Upgrades are cards that enhance my characters and give them unique advantages. By attaching upgrades to my characters, I can modify their stats, improve their abilities, or grant them additional powers. These upgrades become an integral part of my strategy as I strive to outmatch my opponent.
Battlefields and the Force
Every game of Star Wars: Destiny takes place on a unique battlefield. Battlefields have their own special rules and effects that can greatly impact the gameplay. These battlegrounds add an extra layer of strategy, as I have to adapt my tactics to take advantage of the environment.
Finally, we have the Force. The Force is a resource that can be used to trigger abilities or generate powerful effects. It’s a fundamental aspect of the game that allows me to make strategic choices and turn the tide of battle in my favor.
Conclusion
So, that’s the essence of Star Wars: Destiny! From the diverse cast of characters to the thrilling battles on unique battlegrounds, this game offers a rich and immersive experience. By harnessing the power of the Force and carefully selecting my cards, I can create my own epic Star Wars adventures. May the Force be with you, and may your destiny be legendary!
When a character gets hurt, I put that much hurt on the character. If a character has as much hurt on them as their health, they get beat.
Here are a couple of things to know about hurt:
- Unblockable hurt can’t be blocked by shields or special card powers. If a character who has shields gets hit with unblockable hurt, the shields stay on the character, but they don’t block the unblockable hurt.
- Most hurt isn’t considered ranged or melee. When we say “that hurt,” we mean “that amount of hurt.”
Example: Let’s say I’m playing a game and I use a special move called Deflect (145). When I use Deflect, I can remove a die that shows ranged damage and deal 2 damage to one of my opponent’s characters. However, the damage I just dealt is not considered to be ranged damage.
- First, I have to decide how much damage I want to deal to my opponent’s characters. But there’s a catch – I can’t choose an amount of damage that is greater than the remaining health of the character, plus any shields they have. Unless, of course, I have more damage to assign and there are still characters who haven’t been dealt damage yet. In that case, I have to assign the remaining damage to my opponent’s characters as I see fit.
- Once I’ve assigned all the damage, it’s time to deal it. In this game, all the damage is dealt at the same time, which means that my opponent’s characters will take the damage in one go.
Example: Let’s say I have two characters, and each of them only has 1 health left. I have to distribute 2 damage from the special on the F-11D Rifle (8). Instead of dealing 2 damage to one of the characters, I must deal 1 damage to each of them. However, if one of those characters had a shield, I could have dealt both points of damage to that character.
Characters in Defeat
When a character takes damage equal to its health, it is instantly defeated. I have to put its character card and all its dice aside, including upgrade dice, and remove all upgrades from it. While it’s set aside, the character and its dice are no longer in play and can’t be used.
If all my characters are defeated, I lose.
#image.jpgCurrency in the Game
Resources in this game are like money. I use them to pay for cards, card abilities, and to resolve dice. The number of resources I have at any time is shown by the resource tokens I have. The resources start in a supply pile at the beginning of the game.
When I get resources, I take tokens from the supply. When I use or lose resources, I give the tokens back to the supply.
During the upkeep phase, each player receives 2 resources. If the resource tokens run out, you can use a different token or track your resources in a different way.
Now, let’s talk about shields. Shields are used to block damage. Each shield can prevent 1 damage from being dealt to a character. Once a shield blocks damage, it is removed.
It’s important to note that shields block damage before it is taken. If you have shields available, you must use them to block damage. Other effects that can block damage can be used before or after shields, just like any other simultaneous abilities.
A character can have a maximum of 3 shields at a time. If an effect would give a character more than 3 shields, any excess shields are ignored.
Shield Tokens
Whenever the supply of shield tokens is depleted, you can simply use a different token or come up with an alternative way to keep track of shields.
- For example, you can use coins or any other small objects to represent shields.
- Another option is to create a tracking system, like marking off shields on a piece of paper or a scorecard.
Draw
When you draw a card, you simply take the top card from your deck and add it to your hand.
- If you need to draw multiple cards, you can draw them all at once.
- If you don’t have enough cards left in your deck to draw the required number, just draw as many cards as you have left. If you can’t draw any cards, then there is no effect.
Ready
When a card is ready, it means that it is in an upright position and ready for use. You can exhaust a ready card by turning it sideways. If you’re told to ready a card, simply turn it back to an upright position.
- You cannot ready a card that is already ready.
- Ready supports and characters can be exhausted to activate their abilities. On the other hand, ready upgrades can only be exhausted due to card effects.
Exhausted
When I use a card, I turn it sideways. This is what we call exhausting a card. But don’t worry, you can always ready it again by turning it upright. If someone tells you to exhaust a card, just remember to turn it sideways.
Now here’s something important – a card that is already exhausted can’t be exhausted again. It’s like taking a break – once you’ve rested, you can’t get any more rest until you use up your energy again.
The Different Places Where We Play
When I play the game, I have different areas that I need to keep track of. Some are called “in-play” and some are “out-of-play.”
A. In-play
Characters, Plots, & Played Cards
When I play an upgrade or support card, it goes into my in-play area. That means it is now in play. Characters and plots are already in play when the game starts. Events, on the other hand, are never in play. They are played, resolved, and then discarded without going into the in-play area.
- I can use the abilities on cards that are in play.
- A card enters play when it goes from being out-of-play to being in-play.
- When people say “from play,” they mean “from the in-play area.”
Dice Pool
This is where I roll my dice. I have my own dice pool, just like every other player. When I’m not using a die, I put it on the card that matches its type.
- I can only use the dice in my own dice pool.
- Dice in my dice pool can be manipulated (removed, turned, rerolled, or resolved) or used as a reference for card effects that need a specific side.
My Resources
I keep my resources next to my cards. I can see how many resources I have.
My Battlefield (if I control it)
If I control the battlefield, I keep it in my play area.
B. Out-of-play
The cards in my hand, deck, discard pile, and set-aside zone are out of play. I can’t use their abilities until I play them or they come back into play, unless a card says otherwise.
- A card leaves play when it goes from the play area to an out-of-play area. I remove all tokens from that card.
- I can’t have a card that my opponent owns in my out-of-play area.
The Hand
When I play a card in the game, I do it by using a card from my hand. So, what exactly is a hand? Well, it’s quite simple. Each player, that includes you and me, has a hand of cards.
- I’m sure you’re wondering, how many cards can I have in my hand? That’s where hand size comes in. Your hand size determines how many cards you can draw during the upkeep phase. The default size is 5 cards, but you don’t have to get rid of any cards if you have more than that. So, don’t worry!
- Here’s something interesting – the number of cards in a player’s hand is public knowledge, but what’s really cool is that the actual cards in my hand are hidden from you. It keeps things mysterious and adds a bit of excitement to the game, don’t you think?
The Deck
Now, let’s talk about the deck. Before the game starts, both players bring a deck of 30 cards. During the game, the deck refers to the pile of facedown cards that we haven’t drawn yet. It’s like a treasure chest waiting to be opened!
After the cards are shuffled, they are kept face-down and cannot be looked at or changed except during gameplay. The number of cards in a player’s deck is known to all.
The discard pile is a pile of face-up cards next to a player’s deck where they put their discarded cards.
All players can look through any player’s discard pile whenever they want. The order of the discard pile doesn’t matter, and a player can change the order of the cards whenever they want.
When an event is played, it is put face-up on the table and is in limbo. It is no longer in the player’s hand. After the event is resolved, it goes to the discard pile.
When I step into a game, it feels like I’m right there, even if I’m not physically participating. The event may not be happening in front of me, but it’s still significant. I can still make decisions that impact the outcome, so it’s like I’m there, even if I’m not.
What Happens to Dice?
When dice aren’t actively in play, they’re put on their matching card. These dice aren’t doing anything, and I can’t do anything to change that. None of their sides are visible, so they’re kind of just waiting in the wings, ready to be brought back in.
A Special Zone
Every player has a designated zone where they can stash some dice at the start of the game. These dice have potential, and they can come into play later on through cards. It’s like a secret stash that only you know about, and it adds another layer of strategy to the game.
You can stash dice in your zone if they match cards in your deck or if they’re referenced by cards in your deck. To keep things interesting, you can choose to keep these dice hidden from your opponent using a tray or a dice bag.
When it comes to cards, they can either join or leave the set-aside zone. Any cards in the set-aside zone are considered public knowledge, unless stated otherwise. Characters who are defeated are placed in the set-aside zone, and certain cards, such as Premonitions (131), or battlefields that aren’t chosen during setup, also utilize this zone.
Supply
The supply is where all the different game tokens are held. Tokens are taken from the supply when they are gained (resources), dealt (damage), or given (shields). Conversely, tokens are returned to the supply when they are spent (resources), lost (resources), healed (damage), or removed (shields).
If players find themselves running out of tokens, they can use a suitable proxy instead.