Objective: To be the player with the last
fi gure standing!
QUICK BATTLE
Get the action started in 5 easy steps!
(Be sure to play a few quick battles before moving on
to more advanced play!)
Choose any 3 battle fi gures for
your squad
master battles).
Line up fi gures about 3 feet apart.
(save the Emperor for
MOVE
oungest player goes fi rst. On each turn
want. You can move in any direction, up to the
number of “tix” shown on top of the base.
as many of your fi gures as you
Note: Make sure you use the
missile that comes with each fi gure;
larger missiles may not fi t.
After moving,
and taken out of the game. Reload missiles at the start of your next turn.
ATTACK
with
2 different fi gures
. When a fi gure is knocked over, it’s defeated
EQUAL POINTS
Once you’ve played a few quick battles, you can start playing
the game with equal points:
Each player now starts the game with a squad that’s worth the same
total number of points; each fi gure’s
100 points is standard, but you can select any point value.
Try 200- or even 500-point games!
STOP
point value is listed on its base.
Write your name here to
keep track of your squad!
Free move and attack
for one of your
Captains.
Attackback
If White
(color changes with every tix)
MASTER BATTLE
Now you’re ready for the ultimate ATTACKTIX™* battle! Master battles are played with equal points, and
add 2 new elements to the game:
(1) Special powers
(2) Effects
SPECIAL POWERS
Whenever your battle fi gure is defeated (knocked over), turn it over to learn its special power.
Special powers take effect only when the ATTACKTIX window under the base is white. Special powers
take effect as soon as the fi gure is knocked down; if a power cannot be put into effect, your
fi gure goes into the defeated area (see next page).
Special powers can affect the defeated fi gure or any other fi gure… even those that aren’t in play!
The affected fi gure will be listed by name, ATTACKTIX class or Star Wars class. If the listed fi gure is not
available, the power does not take effect.