RuleSage cited table rulings
← Star Wars: Rebellion

You asked

How do I play?

Answered counted as answered

Asked with: Star Wars: Rebellionbg-187645-en-1e

To play Star Wars: Rebellion, follow these procedures:
**Setup**
1. Choose Factions and Gather Components: Players choose to control the Imperials or Rebels.[1] Players take their faction's plastic miniatures, leaders, loyalty markers, faction sheet, mission cards, and action cards.[1] (Team Game: Players must choose who will be the Admiral or the General for their faction [1]).
2. Place Starting Leaders: Each player takes four leaders without a recruit icon and places them in the 'Leader Pool' space of their faction sheet; leaders with recruit icons are placed near the game board.[1] (Team Game: The Admiral and General take their two starting leaders and place them in their leader pool [1]).
3. Prepare Game Board and Time Track: Place both halves of the game board next to each other in the center of the play area, then place the time marker on the first space of the time track and the reputation marker on space '14'.[1]
4. Prepare Objective Deck: Sort objective cards into three piles (I, II, or III) based on the number on the card back, shuffle each pile individually, and stack them with pile III on the 'Objectives' space, followed by pile II, then pile and I on top.[1] The Rebel player draws one objective card (Team Game: The Rebel General draws this card).[1]
5. Prepare Action Decks: Each player shuffles all action cards with a recruit icon to create an action deck and places it facedown next to their faction sheet.[1]
**Combat Resolution**
When a player moves units to a system containing an opponent's units, combat is resolved if both players have units in the same theater.[2]
1. Add Leader: A player without a leader with tactic values in the system may take one from their leader pool and place it in the system; the current player must decide this before the opponent.[2] (Team Game: A player cannot add a leader if a teammate already has one in the system, and each team can add a maximum of one leader [2]).
2. Draw Tactic Cards: After adding leaders, starting with the current player, players may use 'Start of Combat' action cards.[2] Each player draws space tactic cards based on their leader's space tactic value and ground tactic cards based on their leader's ground tactic value (only if both factions have ships or ground units in the system, respectively).[2] The current player draws first.[2] (Team Game: Each team uses the highest ground and space tactic values of their leaders in the system; the Admiral draws space cards and the General draws ground cards).[2]
3. Combat Round: Players resolve a combat round where each unit performs one attack through these steps:
* I. Space Battle: The current player resolves one attack with all ships, then the opponent resolves one attack with all ships (only if both factions have ships in the system).[2] (Team Game: The Admiral rolls dice, plays space tactic cards, and makes all decisions for the team during this step).[2]
* II. Ground Battle: The current player resolves one attack with all ground units, then the opponent resolves one attack with all ground units (only if both factions have ground units in the system).[2]
**Resolving an Attack**
To resolve an attack with space or ground units:
1. Roll Dice: The player rolls dice matching the color and quantity of the attack values of all participating units (maximum of five black and five red dice per attack).[3]
2. Combat Actions: A player can perform any number of combat actions in any order to draw or play tactic cards.[4]
* Draw a Tactic Card: Spend a die with a special icon to draw one tactic card matching the theater being resolved.[3]
* Play a Tactic Card: Resolve the ability on the card and discard it (cards must match the theater being resolved).[4]
3. Assign Damage: The player chooses which units to assign damage to by placing <0xF3><0xB2><0x85><0x90> or <0xF3><0xB2><0x85><0x92> dice next to them; <0xF3><0xB2><0x85><0x90> results on red dice apply only to red health, while <0xF3><0xB2><0x85><0x92> results apply to any color health (damage can only be assigned to units in the same theater).[4]
4. Block Damage: The opponent may play tactic cards to block damage to their units (cards must match the theater being resolved).[4]
5. Destroy Units: Any unit with damage equal to or exceeding its health is placed on the faction sheet and destroyed at the end of that combat step.[4]
**Combat End**
Combat ends if both factions do not have units in the same theater after the last step of a combat round.[3] At the end of combat, players discard all tactic cards (then shuffle them back into
[1] RULEBOOK Star Wars: Rebellion — Rulebook · p.15 · APPENDIX: COMPLETE SETUP
[2] RULEBOOK Star Wars: Rebellion — Rulebook · p.4 · COMBAT
[3] RULEBOOK Star Wars: Rebellion — Rulebook · p.4 · ENDING COMBAT · RESOLVING AN ATTACK
[4] RULEBOOK Star Wars: Rebellion — Rulebook · p.5 · RESOLVING AN ATTACK
🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 100 ms · ask 9968 ms · total 10070 ms
single-flight (PR-5)
queued 0 ms · generation 10070 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 2, "score": 0.047938, "snippet": "This document is intended as a reference for all rules queries. It is recommended that players begin playing Star Wars: Rebellion by reading the Learn to Play booklet in its entirety fi rst . Then, as questions arise during gameplay, players refer to this reference. The majority of this reference is", "headingPath": "USING THIS REFERENCE · GLOSSARY", "sharpsignalDocId": 256}, {"page": 5, "score": 0.047875, "snippet": "Play a Tactic Card: The player resolves the ability on a card in his hand and then discards the card. -A player can play only tactic cards that match the theater being resolved (i.e., space tactic cards during space battle; ground tactic cards during ground battle). -If the card has the special icon", "headingPath": "RESOLVING AN ATTACK", "sharpsignalDocId": 256}, {"page": 15, "score": 0.047123, "snippet": "This section of the Rules Reference contains the complete rules for setting up a game of Star Wars: Rebellion . These rules include the advanced rules found in the back of the Learn to Play booklet. After players have played their first game, they should follow the setup rules on this page for all f", "headingPath": "APPENDIX: COMPLETE SETUP", "sharpsignalDocId": 256}, {"page": 4, "score": 0.046544, "snippet": "When a player moves units to a system that contains his opponent's units, a combat is resolved. Combat is only resolved if both players have units in the same theater. 1 . Add Leader: If a player does not have a leader with tactic values in the system, he may take one leader from his leader pool and", "headingPath": "COMBAT", "sharpsignalDocId": 256}, {"page": 2, "score": 0.030769, "snippet": "Activating a system using a leader is how players move their units and initiate combat during the Command Phase. T o activate a system, follow these steps: 1 . Place Leader: The player takes a leader from his leader pool and places it in any system. A leader that does not have tactic values cannot a", "headingPath": "ACTIVATING SYSTEMS", "sharpsignalDocId": 256}, {"page": 5, "score": 0.030303, "snippet": "Some cards require a player to 'win a battle.' A player wins a battle if his opponent does not have any units from the same theater in the system where the battle occurred. For example, a player wins a space battle if his opponent's last ship is destroyed. b If a player retreats all of his units in ", "headingPath": "WINNING A BATTLE", "sharpsignalDocId": 256}, {"page": 10, "score": 0.030282, "snippet": "Any system that does not have a Rebel loyalty marker, Imperial loyalty marker, or subjugation marker is a neutral system. Related Topics: Imperial Systems, Loyalty, Rebel Systems, Remote Systems, Subjugation, Systems The Rebel player gains reputation by fulfilling objective cards. He starts the game", "headingPath": "NEUTRAL SYSTEMS · OBJECTIVE CARDS", "sharpsignalDocId": 256}, {"page": 8, "score": 0.029851, "snippet": "To reveal a mission, perform the following steps: 1 . Flip Card Faceup: The player flips one of his mission cards faceup and reads the card aloud. Team Game: A player can only reveal a mission card that one of his leaders is assigned to. The player who reveals the card rolls dice and makes all decis", "headingPath": "REVEALING A MISSION", "sharpsignalDocId": 256}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 15, "quote": null, "headingPath": "APPENDIX: COMPLETE SETUP", "sharpsignalDocId": 256}, {"page": 4, "quote": null, "headingPath": "COMBAT", "sharpsignalDocId": 256}, {"page": 4, "quote": null, "headingPath": "ENDING COMBAT · RESOLVING AN ATTACK", "sharpsignalDocId": 256}, {"page": 5, "quote": null, "headingPath": "RESOLVING AN ATTACK", "sharpsignalDocId": 256}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 256 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 256 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.91401 of 3791 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row retained until
Nov 13, 2026 13:18

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) USING THIS REFERENCE · GLOSSARY p.2 0.047938 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) RESOLVING AN ATTACK p.5 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) APPENDIX: COMPLETE SETUP p.15 0.047123 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) COMBAT p.4 0.046544 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) ACTIVATING SYSTEMS p.2 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) WINNING A BATTLE p.5 0.030303 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) NEUTRAL SYSTEMS · OBJECTIVE CARDS p.10 0.030282 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) REVEALING A MISSION p.8 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 43 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) COMBAT p.4 #4 0.046544 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) APPENDIX: COMPLETE SETUP p.15 #3 0.047123 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) RETREATING p.5 #25 0.012195 (below 0.016, the low end of the measured band — a weak fuse (that band was taken on two-arm asks; only its low end, one arm's #1 vote, carries over to a 3-arm one)) vector the re-ranker chose it
#4 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) REFRESH PHASE p.12 #13 0.028083 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#5 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) ENDING COMBAT · RESOLVING AN ATTACK p.4 #14 0.027418 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#6 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) USING THIS REFERENCE · GLOSSARY p.2 #1 0.047938 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) REVEALING A MISSION p.8 #8 0.029851 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) RESOLVING AN ATTACK p.5 #2 0.047875 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) APPENDIX: COMPLETE SETUP p.15 no quote on the wire
[2] RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) COMBAT p.4 no quote on the wire
[3] RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) ENDING COMBAT · RESOLVING AN ATTACK p.4 no quote on the wire
[4] RULEBOOK Star Wars: Rebellion — Rulebook (corpus doc 256) RESOLVING AN ATTACK p.5 no quote on the wire
timing split
retrieval 100 ms · first delta 2536 ms · total 10070 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 0 ms · retrieval 100 ms · ask 9968 ms · gateway work 10070 ms · total 10070 ms
tokens in (the prompt the answerer read)
3316
tokens out (what the answerer generated)
1024
tok/sec
136.9 tok/sec — 1024 output tokens in 7.481 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 12s ago)
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 181), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.