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Star Wars Rebellion (SWR) Email GM Last updated July 16, 2022
Class B: Beginning Players Welcome You may play if you have read the rules, played previously, or participated in a scheduled demo. Be on time for the scheduled demonstration. The GM will remain for only 15 minutes if no one is present.
Schedule GM: Chris Kizer (4th Year)
Round Day Start Time Duration Location
Demo 1/1We111Exhibit Hall Annex Table #5
Round 1MFSu134First Tracks Slopeside
Round 1/5We184Wintergreen
Round 2/5Th94Sunburst
Round 3/5Th134Sunburst
Round 4/5Th174Sunburst
Round 5/5Th214Sunburst
2022 Tournament Format  Single Elimination with Mulligan

Long ago, in a galaxy far, far away . . .

It is a period of civil war. Rebel forces, striking from a hidden base, seek to inspire other systems to resist the mighty Galactic Empire. The Empire has deployed their greatest super-weapon, the Death Star, to seek out and destroy the Rebel base before they can become a true threat.

Star Wars: Rebellion brings the excitement of the Original Trilogy to life. The Alliance must develop their reputation by completing top-secret missions against the Empire’s infrastructure. But they are massively out-gunned by the Empire, and must carefully protect the location of their hidden base. The Empire, buoyed by the industrial power of the galaxy, methodically searches for the Rebel base while quashing even the faintest hint of rebellion. It’s a race against time for both factions, pitting the Alliance’s diplomacy and ingenuity against the propaganda and might of the Empire, with the fate of the galaxy in the balance.

At its best, Star Wars is about memorable characters and Star Wars: Rebellion is no exception. Both factions have access to a wide cast of characters to support their causes, including Luke Skywalker, Darth Vader, Mon Mothma, and Grand Moff Tarkin. These icons of the Star Wars universe will lead troops into battle both in space and on land, or will recreate key moments from the movies. And, in true Star Wars fashion, an opposing leader may appear at an unexpected moment to interfere with even the best laid plans. The result is a dynamic game where a single leader’s presence could shift momentum from one faction to another. Though the movies demonstrate one possible outcome, your game may not end the same way!

Event Format

New changes: The preliminary rounds (Mulligan and Rounds 1 and 2) will be played using the base copy of Star Wars Rebellion. Subsequent rounds will use the Rise of the Empire expansion. The players may use the other version of the game by mutual agreement before setup during any round. All games using the base set will use the advanced setup on page 18 of the Learn to Play rulebook. All games using the expansion will be played using the full expansion rules: cinematic combat, Rise of the Empire starting unit list, and mission set choice as described on page 02 of the Rise of the Expansion rulebook.

This event is a Beginner event. If you do not know how to play but would like to learn, please come to the demo or read through the rulebooks in advance. The official Star Wars: Rebellion FAQ & Errata will be used in conjunction with the rulebooks if any rules questions arise.

New: Faction selection will be determined through a simultaneous blind bidding system. The players will bid probe cards as explained below:

  1. Players will decide if they will play the default version of the game for the round, or an alternate version. If desired, players may agree to use the “basic setup” on page 16 of the Learn to Play rulebook, and skip step 2.
  2. Starting worlds for both sides will be determined using the advanced setup on page 18 of the learn to Play rulebook.
  3. Each player will secretly place a number of loyalty tokens in their hand equal to their probe card bid. If both players select different factions, then they each get to play their faction as if they had bid 0. If they pick the same faction, the player who bid the higher number gets to play that faction. If they pick the same faction and bid the same number, then both players will start the process over and repeat until one side or the other wins the bid. If both players make identical bids three times in a row, the faction will be decided by a coin flip.
  4. The winning bid determines how many probe card draws the winning side “gives up.” A rebel player who wins with a bid of 1 grants the Empire player a free probe card draw during the first refresh phase. An empire player who wins with a bid of 5 skips their first 5 probe card draws during the refresh phase. Note: Mission cards that allow the empire to draw probe cards still function as printed.
  5. Once factions have been determined, set up proceeds normally for players using the basic rules. Players using the expansion must next follow the “choosing mission sets” rules outlined on P. 2 of the Rise of the Expansion rulebook to set their mission deck. From this point on, set up continues normally.

Players with a copy of the game are encouraged to arrive early to set up as much as possible before the round starts. Regardless of which setup players agree to use (basic, advanced, or Rise of the Empire), all games will use action cards as described on page 18 of the Learn to Play rulebook.

Tournament Information

The event will be single-elimination continuous with a mulligan round. Each round will last 3 hours, 45 minutes, and players will receive a 90 minute and 45-minute warning before the end of the round. Any non-semifinal or final games that reach 3 hours and 45 minutes will be adjudicated. In the event of an adjudicated game, the GM will take into account the Rebel Base location, the Rebel influence, the Rebel objective cards in hand, both players’ hands of mission cards and the overall board position to determine a winner.

The Mulligan round will be randomly paired from the players present. Typically, a player who has a copy of the game will be paired with one who does not. Family and team members will be separated as best as possible. The Single Elimination format will be randomly assigned, taking into account team and family member status and splitting them as best as possible. Those who win the Mulligan round will automatically advance to the second round of single-elimination.

During the single-elimination rounds, players will continue to play as their opponents win and become available. Mutually decided upon food breaks between the players are acceptable, but should last no more than 30-60 minutes and the GM must be notified so we do not slow down the tournament. Please be aware that your next round may start sooner than 4 hours after the previous round started due to the continuous format.

Odd number of participants (byes): In Round 1 and the Mulligan round, the GM will sit out if necessary to ensure an even number of participants. In subsequent rounds an eliminator will be used in lieu of a bye, if available. The GM will play that role if already knocked out of the single elimination. Otherwise, an assistant GM will be the eliminator if available. If none are available, then a willing player who has already lost could be designated. If no eliminator is available, a bye will be awarded. Byes will be first awarded to previous tournament winners, if applicable. Afterwards, byes will be awarded randomly. No player will receive more than one bye.