Chapter 2 of Learning Star Wars: Destiny
How to Play Star Wars: Destiny

Learning Destiny is a series of tutorial videos and blogs designed to teach the Star Wars: Destiny Collectible Card and Dice Game. This guide is updated continuously to provide the most current information.

The easiest way to learn how to play Star Wars: Destiny is by watching our how to play video below!

If you watch the video and are ready to dive into the game, we recommend skipping ahead to our Star Wars: Destiny Buyers Guide! Otherwise, you can continue reading to learn how to play Destiny in just a few minutes!

You win a game of Star Wars: Destiny in two ways. First, and most common, is by dealing enough damage to defeat all of your opponent’s characters. When all of your opponent’s characters are defeated, you win! The second is by running your opponent completely out of cards. At the end of a turn, if an opponent has no cards in their deck or hand, you win!

Starting A Game

To start a game, you place your characters, plots, and battlefield on the table (card types defined below). After each player shuffles their draw deck, they draw a starting hand of five cards. You have the option of taking a mulligan by choosing any number of cards in your starting hand and shuffling them back into your deck. Draw back to five cards after you mulligan.

Both players roll their starting character dice and total their values. The player that rolled the highest total chooses which player’s battlefield the game will take place on. If your battlefield is chosen, you start with control of the battlefield and are the first player in the first round. If your opponent’s battlefield is chosen, they are the starting player and you get to put two shields on your characters divided however you wish.

Each player gains two resources and the game begins!

Card Types

While you start with with your Characters, Plots, and Battlefield on the table, you will draw Upgrades, Downgrades, Supports, Mods, and Events randomly from your deck throughout a game. Each card type is defined below.

Characters, like Darth Vader above, start the game in play.

You will find the health value of each character on the top right of their card. This is the amount of damage it takes for this character to be defeated and removed from the game.

You will find the point cost on the bottom left of each character. For Darth Vader above, his point cost is 18/23. The first number represents the point cost of playing that character with a single die, referred to as regular. The second number represents the point cost to play that character with two dice, referred to as elite. Each player gets to start with 30 points of characters and a plot in play at the start of the game.

In the picture above, you will notice dice that match the art on the Darth Vader character card. Any time that character activates, you get to roll all their character and upgrade dice into your active dice pool. The third die in the picture belongs to the upgrade below.

Upgrades, like characters, are cards that provide dice. Instead of starting in play though, they have a resource cost you can see on the top left of the card. This is the number of resources you spend to attach that card onto a character.

Upgrade dice are rolled into your active pool any time the attached character is activated and get discarded from play whenever the attached character is defeated. The exception to this is if the upgrade has the Redeploy keyword, which lets you move it to another character instead of discarding it.

Downgrades are a lot like upgrades, except you play them on your opponent’s characters. From bounties to injuries, these typically hinder or slow your opponent down.

Supports, like upgrades, often include dice. Instead of attaching to a character though, they simply enter and stay in play. If a support includes a die, like the Milennium Falcon above, you roll that die into your active pool by activating the card and exhausting it.

Mods function like upgrades, except they are attached to supports instead of characters. If you attach a mod to a support, you roll the die that goes with the mod into your active pool when the support activates.

Events provide a one time effect and are immediately discarded from play once resolved.

Plots start the game in play and have a point cost on the bottom left of the card that counts towards your characters 30 point total. Players can bring one plot to the game. These generally provide bonuses like static effects or actions you can use throughout the game.

Battlefields are a required card for each player to bring to the game and represent where the conflict is happening. They usually also provide either abilities or static effects throughout a game.

Taking Actions

After setup, you and your opponent will start the first round by taking turns. During a turn, you will take one of the following actions:

  • Play a card from your hand; an event, support, upgrade, mod or downgrade.
  • Activate a character or support by exhausting it and rolling in any associated dice (including upgrades and mods).
  • Resolve your dice by choosing a single symbol and resolving any number of your dice matching that symbol.
  • Discard a card from your hand to reroll any number of dice in your active dice pool.
  • Use a card action, often on an upgrade, character, or support.
  • Claim the battlefield, taking control of it and resolving the claim ability if you wish. Once you claim, you must pass all future actions this round.
  • Pass your action. If both players pass, the round is over. If your opponent doesn’t pass or claim the battlefield, you can take an action on your next turn.

You and your opponent take actions back and forth until both players must pass. After both players pass, you end the round by readying all cards in play, discarding any number of cards from you hand, and then drawing back up to five cards. Each player also gains two resources at the end of every round.

Starting with the player that controls the battlefield, you start a new round by going back and forth until both players must pass or one player wins the game!

Resolving Dice

When you take an action to resolve dice, you choose a die symbol and then have the option to resolve any number of your dice showing that symbol. The symbols correspond to the following in-game effects:

Melee damage – deal melee damage to an opponent’s character
Ranged Damage – deal ranged damage to an opponent’s character
Indirect Damage – your opponent deals damage to their characters, divided how they wish
Shield – place one or more shields on your characters
Resource – gain one or more resources
Disrupt – discard one or more of your opponent’s resources
Discard – discard one or more of your opponent’s cards (they choose)
Focus – change one or more of your other dice to a side of your choosing
Special – reference the special text found on the corresponding card
Blank – do nothing, cry

Other Concepts

A few terms worth noting before we continue are Shields and Power Actions. Each character can have up to 3 shields. Shields are tokens that block damage before it is assigned to a character. If a character with 2 shields would take 5 damage, you remove 2 shields and put 3 damage tokens on that character. Power Actions are like a normal action, except they can only be used once per round.

If you are ready to get your hands on a few decks and start playing, we cover everything you need to know to get started in the next chapter!

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