OVERVIEW
Galactic Heroes is a
friendly
game for 2-6 players, ages 6 and up. Each turn, players move
their
action figures around the table, exploring by flipping over Tokens that
could be an enemy, a trap, or even something valuable. When
a player successfully deals with an encounter, they collect the
token.
When all the tokens are collected, the game ends and the player with
the
most tokens wins!
COMPONENTS
To play Galactic Heroes,
you will need:
TAKING TURNS
When you're ready to
start,
have each player roll two dice- whoever has the highest roll goes
first,
and turns continue around the table in a clockwise order.
When it's your turn, you may do TWO things with each of your HEROES. These things are called ACTIONS. Finish both actions with one Hero before you start with the next. Continue until ALL of your Heroes have done two actions (or chosen to do nothing). Then it's the next player's turn!
After the last player's turn is the ENEMY TURN. If there are any Enemies on the table during the enemy turn, they will attack the nearest Hero (see Combat for how attacks work). If no Heroes are in range, they will move 1 stick towards the nearest Hero, and then Attack. Once all the Enemies have attacked, it's back to the FIRST player's turn.
Continue taking turns
around
the table until all of the Tokens have been collected. Then the
game
ends. Add up your collected tokens- whoever collected the most is
the winner! A game usually takes about 20 minutes. You
might
have time to play another game- just shuffle the tokens, put them out
and
start again!
TYPE | POINTS | DICE | SPECIAL ABILITIES |
JEDI / SITH | 3 | 3 | Reroll Melee attacks and Escapes. |
HEAVY | 3 | 3 | Reroll Ranged. |
TROOPER | 2 | 2 | |
DROID | 1 | 1 | Can't Attack. Reroll Rescues. |
SMALL | 1 | 1 | Takes 2 actions to recover from Stun. |
SPEEDER | 1 | -- | Move two sticks per action. |
COMBAT
Heroes can attack Enemies
with a RANGED attack or a MELEE attack. An attack takes 1
action.
To make a Ranged attack, a Hero must be within 1 stick's distance, as
they
are shooting a blaster, using the force, etc. If the Enemy is
farther
than that, the Hero will have to MOVE until they are in range. To
make a MELEE attack, a Hero must be right next to an Enemy, as they are
using a lightsaber or other melee weapon.
HERO
ATTACK
When Attacking, the Hero
must roll their DICE. The Enemy being attacked also rolls dice
(usually
2 dice)- one of the other players should volunteer to roll dice for the
enemy. To see who won, compare the dice rolls. Don't add
your
rolls together- instead, notice what number was rolled on EACH of your
dice. Whoever has a die with the HIGHEST number on it wins.
In the case of a tie, compare the NEXT HIGHEST dice, and so on until
the
winner is determined (or it is a tie). For example, a Hero that
rolls
6
and 1 will beat an enemy that rolls 5 and 5, because the 6
is
the highest roll. A Hero with three dice that rolls 3, 2, 1
will beat an enemy that rolls 3, 2 because the Heroe's die that
rolled 1 is still more than nothing (so having more dice is a big
help).
Remember that some Heroes may REROLL ONE of their dice during combat
(usually
during a MELEE combat). They must stick with the second roll even
if it is worse than the first roll. You can read more about how
contested die rolls work by reading this page.
If the Hero won the Attack, they CAPTURE the enemy- the player takes the Enemy's token, and the enemy figure is returned to the enemy pile. If the Hero tied or lost the Attack, nothing happens- leave the Enemy where they are.
ENEMY
ATTACK
When Enemies attack
Heroes,
roll dice as normal. If the Enemy won the Attack, the Hero they
were
attacking is STUNNED. Place the figure on it's side to show that
it is stunned. Enemies may NOT attack heroes that are already
Stunned.
The Hero cannot do anything until they recover from being Stunned by
spending
an action.
If the Enemy tied or lost the attack, nothing happens. Enemies can only be captured during the Heroes' turn, and Heroes can only be stunned during the Enemies turn!
ENCOUNTER TOKENS
GALACTIC HEROES is an
explorative
game, where your heroes must face the unknown- represented by Tokens of
course! Tokens start face down. To FLIP a token, a hero
must
TOUCH it as part of their MOVE. A token cannot be flipped unless
the Hero revealing it is MOVING! It does not take an action to
flip
a token (but it takes an action to Move, of course). Flipping a
Token
ends
the Heroes' move. They may take another move afterward if
they
have another action to do so.
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![]() You found an ENEMY. Place an enemy action figure on top of the token. You may attack the enemy if you wish, and have an action to do so. Enemies roll TWO DICE in combat. Remember that on the enemy turn, an enemy will attack the nearest hero and if they beat the Hero, the hero will be stunned. If you attack and defeat the Enemy, take their token. |
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![]() You found an enemy BOSS. Place an enemy BOSS figure on top of the token.* You may attack the boss if you wish. Bosses roll THREE DICE in combat. On the Enemy turn, the Boss will attack the nearest Hero and if they beat the Hero, the hero will be stunned, AND the BOSS will ESCAPE! Remove the boss model and it's token(s) and place them on the side of the board. The NEXT time a BOSS token is flipped, place the Boss AND any of the TOKENS it has escaped with previously. Whoever defeats the Boss will earn ALL the tokens it has accumulated so far! |
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![]() You found some valuable Credits! Spend an action to PICK UP the credits, before someone else does! You must be next to the Credits token to pick it up. Spend an action to take the Credits token. |
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![]() You are trapped! Place the Hero on top of the Trap token. While trapped, the Hero cannot do anything except attempt to ESCAPE. Attempting to Escape is an action. Roll your dice- if you roll a 6, you have Escaped- take the Token! Other Heroes (even another players Hero) can attempt to RESCUE a trapped Hero by moving next to them and spending an action. Roll your dice- if any of your dice roll a 5 or 6, you have Rescued them- take the Token! |
SUMMARY SHEET This sheet has information that comes in handy while playing games. Give one to each player.
ADVANCED
RULES
Once you've played the
basic
game and are ready for a new challenge, try out these advanced rules,
or
the special scenarios below!
VEHICLES
Vehicles must be piloted
by a character, but have better speed, range, and firepower than most
characters
on foot.
ACTIONS: A Vehicle can only move or attack. It cannot perform any other action. (Note that Speederbikes do NOT count as vehicles in this way). Movement and Attacks performed by the vehicle count as the pilot's actions. Vehicles can perform the same type of action twice, just like characters. For example, a Walker could fire twice, using up the pilot's two actions. Note that droids cannot attack when driving a vehicle, just like they can't attack when on foot.
BOARDING / EXITING: A pilot can get into a vehicle by moving onto it. A pilot can get out of a vehicle by moving off of it. These movements count as a normal move for the pilot. A pilot cannot be riding a speeder when boarding a Vehicle- they must get off the speeder as part of a move, just like exiting a vehicle. A character cannot board a vehicle that is already occupied- the vehicle must be empty.
DEFENDING: If the pilot
of
a vehicle is attacked, use the pilot's Dice value to defend. If
the
pilot is Stunned, they must spend an action to recover, just like
normal.
Vehicles themselves cannot be attacked- only the pilot of a vehicle can
be attacked.
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There are two ways to
include
vehicles in your games.
PURCHASED-- If you wish
to purchase a vehicle for use on your team, pay the points cost
listed.
You may start one of your characters inside the vehicle.
RESIDENT-- To add interest
to a game, you can place vehicles on the table. Anyone can use
them
just by getting in! Try to place them fairly (evenly spread out,
or in the middle of the table).
OFFICERS
Officers know how to get
the most out of their troops. Any character type can be upgraded
to an Officer.
You may upgrade one of
your
Heroes to an Officer if you wish, by paying 1 point. Be
sure
to announce which Hero has an Officer upgrade at the start of the
game.
Choose Heroes appropriate to be made an Officer. For example,
Grand
Moff Tarkin, General Veers, and Captain Solo are good examples of Troop
Officers. Princess Leia and the Ewok Chieftain are good examples
of Small Officers.
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SQUAD
LEADERS
Squads of troops
invariably
have a veteran to lead them. Any time you take two or more
TROOPER
heroes, one of them may be declared a SQUAD LEADER for free!
A Squad Leader may reroll
one die for ANY type of action. Commander Cody and Sgt. Davin
Felth
are good examples of Squad Leaders.
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SCOUTS
/ PROBES
Some droids and troops are
specialized for scouting. Any 1 point hero (small or droid) may
be
upgraded to a Scout by paying 1 point. Be sure to announce
which Hero has a Scout upgrade at the start of the game. Use an
appropriate
model, for example a Biker Scout or an Imperial Probe Droid.
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PLAYER
RIVALRY
If you and your friends
enjoy a bit of friendly rivalry during your games, feel free to try out
these optional rules! This is most enjoyable when players are
playing
different teams (for example, Rebels vs. Imperials). Be sure
the
other players agree to use Rivalry rules before using them.
Avoid
using these rules with younger players, as it can encourage irrational
retaliation. You have been warned...
ATTACKING OTHER HEROES: You may attack other heroes. If you win, they become Stunned. You may not attack a hero that is already Stunned.
DROP IT: If you stun another player's hero, you may ask them to drop one of their collected CREDIT tokens- place the token next to the stunned hero. Anyone can pick the Credit token up (including the hero that dropped it, when it is their turn). If the hero's player doesn't have any Credit tokens to drop, they don't have to drop anything.
GET OUT: If you stun
another
player's hero while they are in a vehicle, you may ask them to get OUT
of the vehicle. Place the stunned hero outside the vehicle.
Anyone can get into the vehicle (see rules for vehicles above).
You
cannot ask for both Drop It and Get Out- choose which effect you want
to
apply.
SPECIAL
SCENARIOS
try one of these special
scenarios to add a new twist to your game! More special scenarios
will be added soon, so check back periodically.
PRISON
BREAK
Your comrades have been
captured by the enemy. Find them and rescue them before its too
late!
SPECIAL SETUP: Place two EXIT points on opposite sides of the table. These could be indicated with escape pods, arrows, etc. Place five blank Tokens next to the exit- these are BONUS tokens. These can be earned by rescuing prisoners! Everyone should start with four points of Heroes.
SPECIAL RULES: TRAP tokens are not Traps- they are Prisoners! Place a friendly TROOPER model on the token. Treat them as Trapped- they may not Escape on their own. If anyone Rescues them, they earn the token as normal, AND they may now play the RESCUED Hero as if they were one of their own Heroes! You may only have one Rescued Prisoner in play at a time. If you want to rescue more prisoners, you must first get your rescued prisoner to an Exit point. If you can get a rescued prisoner to an EXIT point, you earn one of the BONUS tokens! The game ends when all tokens have been collected, including the Bonus tokens.
SABOTAGE
Enemies have placed
detonators
throughout your ship or base. Disarm them before they explode!
SPECIAL RULES: TRAP tokens are not Traps- they are Detonators! You may spend an ACTION to attempt to DISARM a detonator. Roll your dice.
BREAKOUT
Your base is under attack
from all sides- spread out and fight back!
SPECIAL RULES: If you
are
playing on a rectangular table, this is a great way to start games with
5 OR MORE PLAYERS. Mark the center of the table. Place
tokens
as normal (you can place tokens out on the table edges), but
avoid
placing tokens within 1 stick of the center. All players start from the
center, and should place their heroes there at the start of their
turn.
Everyone has a chance to spread out as they pursue tokens. A
BREAKOUT
setup can be used in combination with other scenarios.