


Star Wars: The Deckbuilding Game
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Every card you draw is a resource to spend or an attack to deflect. In the end, it's not the best player who wins. It's the one who survived.
WHAT IT'S ABOUT
The Galactic Civil War on your table, card by card
Designed by Caleb Grace and illustrated by a team of over 30 artists who brought the saga to life, Star Wars: The Deckbuilding Game puts you in command of one of two iconic factions: the Galactic Empire or the Rebel Alliance. Each faction starts with an asymmetrical ten-card deck and a vulnerable base to defend. The war is total, resources are limited, and every turn is a race against time to strengthen your arsenal and strike the enemy.
On your turn, you draw five cards, play them to generate resources or launch attacks, then buy new cards from the galactic row: capital ships, starfighters, iconic characters. Each card acquired goes into your deck, making it more powerful. But your opponent does the same. The tension grows turn by turn: who will manage to destroy three enemy bases before losing their own? And who will control the Force, the most coveted resource in the game?
What they say abroad
"Streamlined, tense, and full of iconic Star Wars moments"
Streamlined, tense, and full of iconic Star Wars moments
— Gameosity
"The back and forth of destroying bases creates a real sense of urgency"
The back and forth of destroying bases creates a real sense of urgency
— The Dice Tower
Star Wars: The Deckbuilding Game
Your weapons in the Civil War
Four pillars of galactic deck-building
Capital Ships
The giants of the fleet: they absorb direct hits to your base and bring devastating firepower. Each faction has its own: Star Destroyers for the Empire, Mon Calamari Cruisers for the Rebels. When you acquire one, everything changes.
Attack Cards
They don't generate resources. They strike: removing enemy cards from the galactic row, dealing damage to bases, eliminating defenses. Some have bonus rewards if you hit. Timing is everything.
The Force
A shared track that oscillates between the Empire and the Rebels. Whoever controls it gets extra resources or activates special abilities written on the cards. Often, it's the difference between winning and losing the decisive turn.
Bases
Each faction starts with a generic base (Dantooine for the Rebels, Lothal for the Empire), but when it's destroyed, you choose a replacement from the base deck. Each has a unique ability. Choose the one that counters the enemy's plan.
Recommended sleeves 142 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 142 |
| Total cards | 142 |
In half an hour you'll have played an entire galactic war. And you'll already be thinking about a rematch.
Video a scopo dimostrativo, per mostrare il gameplay.
A game in five moments
What happens at the table
Not the rules. The experience.
Early turns: building your arsenal
At the start, your deck is weak: seven cards give only resources, three give basic attacks. You draw five cards, play some to buy something from the galactic row. Early purchases are crucial: small ships, fighters, some cheap characters. No one is seriously attacking yet. This is the investment phase.
Mid-game: the first blows
Decks have thickened. Now you draw strong hands: enough resources to buy powerful cards, or enough attacks to damage an enemy base. Someone strikes first. The first base to fall is always a shock: suddenly the game has a rhythm. Tension rises.
High tension: controlling the Force
The Force swings back and forth. Whoever controls it activates powerful abilities on their cards. Each turn you must decide: do I spend resources to move the Force marker, or do I buy a better card? The wrong choice costs you dearly. Bases fall faster now. Both of you have lost two bases. Every turn counts.
The legendary moment: the perfect hand
You draw five cards. They are all the right ones. Resources perfectly match attacks. Your opponent has left a weak base exposed. You go all-in: strike, destroy, buy a capital ship from the row. End of turn. Your opponent looks at their three remaining bases and realizes it's a matter of one or two turns.
End game: the last base falls
One of you has destroyed the third enemy base. Game over. It's often a plot twist: a card drawn at the right moment, a miscalculated attack, a capital ship absorbing the fatal damage. The loser looks at the table and thinks: "If only I had bought that card two turns ago...". Immediate rematch.
How to play
The flow of each turn
Each turn is a fast sequence: draw, play, attack, buy. There are no complicated phases. Everything flows.
From your personal deck. If the deck runs out, you shuffle the discards. The cards in hand represent your options for this turn: resources to spend, attacks to launch, abilities to activate.
Place all the cards you want to use on the table. Some generate resources (to buy), others generate attacks (to hit). Some do both. Sum the values. Activate any special abilities if you control the Force.
With the accumulated resources, buy cards from the galactic row (neutral or from your faction). With attacks, hit enemy cards in the row or directly damage opposing bases. You can do both in the same turn.
All played cards and those remaining in hand go to the discard pile. Purchased or acquired cards go to the discard pile (they will enter the deck when reshuffled). Replenish the galactic row by drawing new cards from the galaxy deck. End of turn.
Why it's different from other deck-builders
Six mechanics that make a difference
Asymmetry Empire vs. Rebels
It's not a mirror match. The Empire starts with control and removal cards, the Rebels with speed and agility. Each faction has access to exclusive cards in the galactic row: ships, characters, events. Deck-building strategies change completely. Two games in one.
Direct attack on enemy cards
You can spend your attacks to remove opponent's cards from the galactic row before they buy them. Each eliminated card gives you a reward (attack points, resources, extra cards). It's a brutal denial system: if you see a strong card appear for the enemy, you destroy it before they get it.
Bases with unique abilities
When you lose a base, you choose a new one from your personal deck. Each has an ability active for the rest of the game: draw extra cards, discounts on purchases, bonus attacks. Choosing the right base at the right time can turn a losing game around. Losing a base isn't just defeat: it's also a new strategy.
Tug of war over the Force
A shared marker moves between the two sides of the track. Whoever controls it activates "If the Force is with you..." abilities on their cards. Some cards move the marker as a side effect. Control constantly oscillates. Sometimes the Force is worth more than a capital ship.
Capital Ships as shields
Capital ships are not just firepower: they absorb direct damage to your base. When an attack hits you, you can sacrifice a capital ship to nullify the blow. It's an extra tactical layer: keep a ship in play or use it to attack? Timing is crucial.
Dynamic galactic row
Six cards always visible: two for the Empire, two for the Rebels, two neutral. Every time one is taken or destroyed, a new one appears. The composition constantly changes. You cannot plan long-term: you must adapt to what appears. The game rewards flexibility.
How it ends
How to win and how to lose
There are no victory points to accumulate. There is only one objective: destroy enemy bases before they destroy yours.
Victory
- Destroy three enemy bases in total (each requires damage equal to its resistance)
- Build a deck fast enough to generate consistent attacks every turn
- Control the Force at key moments to activate decisive abilities
Defeat
- Lose all three of your bases (each base has a resistance that must be reduced to zero)
- Fail to buy cards strong enough to keep up with your opponent
- Your deck fills with weak cards and you can no longer make significant moves
An asymmetrical duel that plays fast, is learned in 10 minutes, and offers immediate rematches. Star Wars without frills, just pure galactic war.
Frequently asked questions
FAQ about Star Wars: The Deckbuilding Game
Can I play with the same faction twice in a row?
Yes, but the beauty of the game is alternating. Each faction has a learning curve: the Empire is more direct and aggressive, the Rebels require better timing. After a few games, you'll understand which suits your style, but the advice is to try both to understand the opponent's weaknesses.
How long does a game really last?
First game: 60-90 minutes with open rules. From the second game on: 30-45 minutes. Turns are very fast, zero downtime. The pace accelerates in the second half of the game when decks are strong and hits hurt. It's rare to get bored.
Can it only be played by two or are there variants?
Only two players, no official variants. It's designed as a pure duel. If you're looking for a deck-building game for more players, this isn't the right title. But as a head-to-head experience, it's surgical.
Are expansions necessary or is the base game enough?
The base game is complete and balanced. Expansions add new factions (Clone Wars introduces Separatists and Republic) and more cards for Empire/Rebels, but they are not necessary to enjoy it. If you like the system, expansions double replayability. Otherwise, the base game will keep you busy for dozens of games.
Is it available in Italian?
Yes, this Asmodee edition is completely in Italian: cards, rulebook, bases, everything. The text on the cards is essential and clear. No continuous references to the manual are needed after the first game.
Star Wars: The Deckbuilding Game is a competitive card game for 2 players, designed by Caleb Grace and published by Asmodee. Each game lasts between 30 and 90 minutes (recommended age 12+) and puts players in command of the Galactic Empire or the Rebel Alliance in an asymmetrical deck-building duel. The objective is to destroy three enemy bases before losing your own, building your deck turn by turn with capital ships, starfighters, and iconic characters from the saga. The game system is fast and direct: each turn you draw cards, generate resources or attacks, buy new cards from the galactic row, or hit enemy ones. Control of the Force adds a tactical layer that can turn the tide of the conflict. Available on FroGames.it.

Star Wars: The Deckbuilding Game
Frequently Asked Questions
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