




Star Wars: The Deckbuilding Game — Rebels vs. Empire
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After the third game, you start calling the cards by name. After the fifth, that base destroyed in the first game is still an open wound. It's war, not just a game.
WHAT IT'S ABOUT
The expansion that transforms every game into a chapter of war
This expansion brings new units, capital ships, and bases to the Rebellion vs. Empire duel of the base game Star Wars: The Deckbuilding Game. Published by Fantasy Flight Games and localized by Asmodee, it introduces mission cards: reinforcements that enter play mid-battle and change the tide of the conflict. Each faction receives 10 new bases and 10 upgraded starter cards.
But the real leap is the campaign mode: five linked games where every destroyed base, every accumulated resource, every acquired card carries over. The winner is whoever, at the end of the fifth game, has managed to destroy a total of 5 enemy bases. It's no longer an isolated duel: it's a war you remember turn after turn, game after game.
What they say abroad
The best expansions don't just add cards: they add stories to tell.
— FroGames
When every choice impacts the next game, every move counts double.
— FroGames
Star Wars: The Deckbuilding Game — Rebels and Empire
Your expanded arsenal
What you'll find in the box
New Units and Capital Ships
Upgraded TIE Fighters, X-Wings with legendary pilots, cruisers that turn battles around. Each faction receives iconic reinforcements from the saga, with abilities that change the rhythm of the duel.
Mission Cards
Secret objectives that activate mid-game: sabotage, infiltration, direct assault. Draw a mission, complete the condition, get decisive reinforcements. Timing is everything.
10 New Bases per Faction
Not just hit points: each base has passive abilities that modify your engine. Some boost attack, others defense, still others deckbuilding. Defending them becomes a strategic choice.
Upgraded Starter Cards
The 10 initial cards for each faction now have improved versions. They unlock in the campaign or are used in standalone games to start stronger. Less downtime, more action right away.
After five games, you'll have a war to tell. And you'll immediately want a rematch.
📦Box Contents8 card types · 140 cards total
A Five-Moment Campaign
What Happens at the Table During a Campaign
Not the rules. The experience.
First Blood
Game one: build your decks, test the new cards, destroy the first bases. It seems like a normal game, until you mark that destroyed base on paper. It counts. It will still count in the fifth game.
Choices Have Weight
Game two or three: now you know that every resource saved, every strong card bought, carries over. You start playing with the next game in mind. Deckbuilding becomes long-term strategy, not just turn-by-turn tactics.
Advantage Accumulates
Mid-campaign: whoever won the first two games has more bases, better cards, a more finely tuned engine. Those who are behind must risk everything: aggressive missions, kamikaze attacks. Tension rises.
The Comeback (or the Massacre)
Game four: either the loser finds a stroke of genius and reopens the war, or the winner closes the loop. A single completed mission can turn the campaign around. Every turn is a narrative crossroads.
The Final Assault
Game five: only the total destroyed bases count. Whoever reaches 5 wins the campaign. The last turns are pure adrenaline: a desperate attack, a heroic defense, and then silence. You have a story to tell.
How to Play
The Flow of Each Turn (Integrated Expansion)
The expansion doesn't change the basic structure: it adds tactical layers and persistent objectives.
Play cards from your hand to gain resources (credits/force) and abilities. The new units from the expansion have more powerful combo effects than the base game.
Spend resources to buy cards from the central row (now with the new capital ships) or to attack enemy bases. Mission cards activate here: if you complete the condition, you draw reinforcements.
Every destroyed base shifts the balance. In the campaign, it's marked on paper: that base doesn't come back. The Tug of War is permanent.
End of turn: discard everything, draw 5 cards. Your deck now includes the new acquisitions. Each cycle is more powerful, every choice carries more weight.
Why It's Different from Other Expansions
Six Elements That Make a Difference
Legacy-lite Campaign Mode
Five interconnected games where destroyed bases accumulate and whoever reaches 5 wins the war. You don't write on the cards, you don't destroy components, but every game has permanent consequences for the next. It's Legacy without a lifetime commitment.
Dynamic Mission Cards
Secret objectives revealed mid-game: "Destroy an enemy base this turn" or "Control 3 capital ships." If you complete them, you draw reinforcements from the mission deck: strong cards that enter play immediately, without having to buy them.
Bases with Passive Abilities
The 10 new bases per faction are not just hit points: they have permanent effects. A Rebel base buffs fighters, an Imperial base reduces the cost of capital ships. Defending them becomes strategy, not just survival.
Iconic Saga Units
Red 5 X-Wing, TIE Defender, Mon Calamari Cruisers, Imperial II-class Star Destroyers. Each card is a piece of lore, each ability evokes scenes from the trilogy. The theme has never been so strong in a Star Wars deckbuilder.
Enhanced Starter Decks
The 10 starting cards for each faction now have enhanced versions (unlocked in the campaign). This means fewer dead turns at the start of the game, more action from the get-go. For those playing standalone, it's an option for faster games.
Full Compatibility with the Base Game
You can mix everything: play with only some new cards, use only the missions, create custom campaigns. The expansion is modular: take what you need, leave the rest. Zero forced choices.
How it Ends
Victory and Defeat (Campaign vs. Single Game)
Two ways to win, two different experiences: the quick duel or total war.
Victory
- Single game: destroy all enemy bases (as in the base game, but with the tougher new bases)
- Campaign: at the end of the fifth game, whoever has destroyed 5 total enemy bases wins the war
- Mission victory: complete three critical missions in a game for an early victory (optional rule)
Defeat
- Single game: all your bases destroyed = immediate defeat
- Campaign: you reach the fifth game with fewer than 5 bases destroyed = you lost the war
- Empty deck: if you need to draw and cannot, you lose (rare rule but possible with very thin decks)
This expansion takes an excellent dueling system and transforms it into a saga you'll remember. Every game is a chapter, every choice carries weight beyond the single turn. It's Star Wars as it should be: epic, persistent, your own.
Frequently Asked Questions
FAQ about Star Wars: The Deckbuilding Game — Rebels and Empire
Is the base game required to play?
Yes, absolutely. This is a pure expansion: it adds cards, modes, and components, but requires the Star Wars: The Deckbuilding Game base game to function. It is not standalone.
How long does a full campaign last?
Five games of 30-90 minutes each, so between 2.5 and 7.5 total hours. You can spread them out over several evenings: between games, you mark the results on paper and resume whenever you want. There is no time limit.
Are mission cards mandatory?
No, you can play without them. The expansion is modular: use missions if you want more tactical dynamics, ignore them if you prefer the classic flow. The same applies to enhanced bases and advanced starter decks.
Can I play single games without the campaign?
Certainly. All new cards (units, bases, missions) work perfectly in standalone games. The campaign is an additional mode, not the only way to use the expansion. You choose how to integrate it.
Is it available in Italian?
Yes, this edition is fully localized in Italian by Asmodee: cards, rulebook, mission cards, everything. Clear text, iconography identical to the original Fantasy Flight Games version.
Star Wars: The Deckbuilding Game - Rebels and Empire is the expansion that transforms the duel between the Rebellion and the Empire into a persistent war over five games. It includes new iconic units, capital ships, 10 bases per faction with passive abilities, dynamic mission cards, and the campaign mode: every destroyed base counts towards the final victory. For 2 players, ages 12+, duration 30-90 minutes. Published by Fantasy Flight Games and localized in Italian by Asmodee. Requires the base game. Available on FroGames.it.
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