Star Wars turn based strategy board game

Hi, here are the rules (revision 1.2) for an easy 'do it yourself' Star Wars turn and dice based board game we invented. We played this over and had great fun, it is really cool to use Star Wars tokens on a designed board. We used a Stratego board for convenience and are designing our own custom boards for various planets. You could also play on a chess board or a hexagonal gaming board.

This game is a mixture of strategy and luck. It will be familiar in style to seasoned gamers. You can use any board and any suitable tokens (figures, vehicles, cards, discs or thick paper will work).

You will need:

Two equal sets (10 each) of Star Wars tokens or small toys
Two sets of six 'attack / defence' dice
One pyramid four sided 'fate' dice (OR use a standard dice)
A board with big enough squares for your tokens (8x10, 10x10 12x12 etc)
Two strips of squares with 3, 2, 1 written on for Repairs in Hangar
Two players
Print out these rules

BATTLE SCENARIO:

Our scenario is either a space battle between the Empire and Rebels or a land based battle (as per the picture). The objective is to destroy the Flag Ship of your opponent. The game ends when this is achieved. You can adapt this game, it is intended to be straightward and strategic.

FLEETS ARMIES:

We use tokens from Hasbro Micromachines because they are small and cool. Printed board (glued) or disc tokens will also work. Also figures & vehicles for ground battles (1 flag vehicle, 6 troops, 3 heavy troops, same rules).

REBELS:

1 x Millenium Falcon as Flag Ship (Transporter for land battle)
6 x X Wing Fighters as Fighters (5 Troops / 1 Jedi for land battle)
3 x Y Wing Bombers as Bombers (3 x Snowspeeders for land battle)

EMPIRE:

1 x Star Destroyer as Flag Ship (Troop lander for land battle)
6 x various Tie fighters as Fighters (5 Troops / 1 Sith for land battle)
3 x Tie Bombers as Bombers (3 x AT STs for land battle)

GAMEPLAY:

You commence with only each Flag Ship on the board in opposite corners. You agree any no-go zones on the board with your opponent. You aim to destroy your opponent's Flag Ship in any way you choose. You can deploy any number of your craft or none. The choice of strategy is yours. The game ends when one Flag Ship is destroyed.

Throw a dice each to decide who goes first, if you tie keep rolling until someone wins.

In each player's turn:

Move or Deploy up to two craft
Attack with up to two craft - indicate which targets
Repair damaged craft in your hangar by one turn

REMEMBER:

MOVE or DEPLOY; ATTACK; REPAIR on each turn.

MOVES:

To any empty square in any direction (vertical, horizontal or diagonal or a combination), up to the maximum move squares per craft. An occupied square is blocked, you can not jump over an occupied square. This means that blocking is a tactical option.

DEPLOY:

To any empty square adjoining your Flag Ship and in total up to the maximum move squares per craft. A craft can enter the board and move in the same turn. You may not deploy a damaged craft until fully repaired. You can move the same piece twice in one turn. You do not have to use all the maximum squares per move. You do not have to deploy craft unless you want to. Deployment patterns are a tactical decision as are the squares used per move.

Maximum craft squares per move (and Deploy):

Two craft per player turn in any combination
Flag Ship - one square
Fighter - up to three squares
Bomber - up to two squares

ATTACK and DEFENCE:

Attacks are announced after the move (or Deploy) stage in a player's turn. Craft can attack any adjoining squares at the range distances indicated. Players throw the number of dice indicated per craft for each attack and defence. You can only attack over two squares in an empty, straight line (horizontal, vertical or diagonal) if your craft has the range to do so. If an enemy craft is blocking a target two squares away you can only attack the blocking craft. If a barrier or obstruction is in the way

Depending on the craft you throw different numbers of dice. It is only the highest number on any one dice which matters. In the event of a tie both players roll again until there is a clear winner. If the defender wins, the attack fails. If the attacker wins, the Fate Dice is thrown by the attacker. (See examples below.)

REPAIR:

A craft damaged in battle goes directly back to their hangar for repairs (lift from board to 3 or 2 position in your hangar). They are out of the game until fully repaired. Use your strip to count down the turns from 3, 2, 1 to ready for deployment. A craft can be repaired multiple times. If you forget to move your repair craft down a level in your turn that's your loss! Remember Move / Deploy; Attack; Repair.

CRAFT RULES : Attack and Defence Dice, Range, Lives:

For Space battle:

Flag ship - 6 dice, two square attack range, 2 lives
Fighter - 1 dice, one square attack range, 1 life
Bomber - 2 dice, two square attack range, 1 life

For Land battle:

Landing ship - 4 dice, two square attack range, 2 lives
Troops - 1 dice, one square attack range, 1 life
Jedi / Sith - 2 dice, one square attack range, 1 life
Snowspeeder / AT AT - 3 dice, two square attack range, 1 life

FATE DICE:

1 - near miss, play on, defender escaped
2 - damaged, return defender directly to hangar for 2 player turns
3 - badly damaged, return defender directly to hangar for 3 player turns
4 - destruction, remove immediately from the board, no repair, EXCEPT for first the hit on a Flag Ship - remove 4 defender's dice from play

Note: if you don't have a pyramid dice use the following with a 6 sided dice:

1 - near miss - play on
2 - damaged, return defender to hangar for 2 turns
3 - badly damaged, return defender to hangar for 3 turns
4 - destroyed - remove from board, EXCEPT for first hit on a Flag Ship - remove 4 defender's dice from play
5 - destroyed - remove from board, EXCEPT for first hit on a Flag Ship - remove 5 defender's dice from play
6 - Attacker weapon jammed - roll again

Attack / Defence examples:

Fighter vs Fighter at range of adjoining squares
Attack 2 on dice, Defence 4 on dice - result - defender escapes
Attack 6 on dice, Defence 6 on dice - result - re-roll all dice
Attack 6 on dice, Defence 3 on dice - result - roll fate dice

Bomber vs Fighter at range of two squares
Attack 2, 3 on dice, Defence 4 on dice - result - defender escapes
Attack 6, 6 on dice, Defence 6 on dice - result - re-roll all dice
Attack 4, 5 on dice, Defence 6 on dice - result - defender escapes
Attack 1, 4 on dice, Defence 3 on dice - result - roll fate dice
Attack 1, 5 on dice, Defence 5 on dice - result - re-roll all dice

Flag Ship vs Bomber at range of two squares
Attack 1, 3, 3, 5, 6, 2, Defence 1, 6 on dice - result re-roll all dice
Attack 1,2,4, 3, 4, 2, Defence 1, 5 on dice - result defender escapes
Attack 1, 2, 3, 3, 2, 1 - Defence 1, 2 on dice - result roll fate dice

Flag Ship two lives example:

First attack - Flag ship loses
Fighter vs Flag Ship at range of adjoining squares
Attack 6, Defence 1, 3, 4, 2, 5, 3 - result roll fate dice
Fate dice = 4 - destruction - remove 4 dice of Flag Ship defence
Second Attack - Flag ship wins
Flag Ship vs Bomber at range of two squares
Attack 1, 6, Defence 4, 5 - result roll fate dice
Fate dice = 4 - Bomber destroyed, remove Bomber from board
Third Attack - Flag Ship loses and destroyed
Flag Ship vs Flag Ship (already damaged) at range of two squares
Attack 2, 5, 6, 6, 1, 1, Defence 2, 5 - result roll fate dice
Fate dice = 4 - Defence Flag Ship destroyed and GAME WON

In Summary:

Games can be quick if Flag ships attack each other or longer if all craft are deployed. Fighters and bombers can skirmish or block. Bomber runs are an option. A lowly fighter could win the game, but the risks are high. Try out a mixture of tactics. How brave are your Fighters and Bombers? Perhaps you'll play counter attack and blockade your Flag ship to begin with?

I hope you enjoy the game, drop me a line when you play. Send pictures and I'll post the best.

Happy gaming

D.M. Jarrett