Star Wars Board Games: miniatures game

Star Wars Shatterpoint: How Turns and Struggles Work

Star Wars Shatterpoint is a two-player skirmish miniatures game from Atomic Mass Games, first released in 2023. Each player leads a small strike team of famous characters and fights over objectives on a 36 by 36 inch battlefield. It’s a good fit for players who enjoy tactical choices and a compact roster.

  • 2023
  • 2 players
  • 90-120 minutes
  • Ages 14+
  • miniatures game
  • Atomic Mass Games

Designers: Will Shick

Each side has two squads, one card drives each turn, and the objectives become a tug of war. Here’s how it works.

Star Wars Shatterpoint ratings and Geek Level

Difficulty
Time to explainabout 25 min
Player experience
Geek Level7 / 10Can explain the timeline
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You can follow the duels with only a passing knowledge of the films. Army building and the struggle tracker also suit players who enjoy planning around turns and tokens.

A Shatterpoint game moves through short alternating turns, with each turn activating one of your units. The steps below explain what happens and how it shifts the struggle over objectives. For bigger armies, Star Wars: Legion plays on a larger scale.

Spend 1 Force to reserve a card, then reveal the next one.

Quick guide: one turn of Star Wars Shatterpoint

Turns follow the same quick routine, and just one of your units acts.

Units can take up to two different actions each activation.

  1. Step 1:

    Reveal the top card of your order deck to see which unit activates.

  2. Step 2:

    You can spend 1 Force to set that card aside and reveal the next one.

  3. Step 3:

    The unit can take up to two different actions: move, focus, combat, recover, take cover, or use an ability.

  4. Step 4:

    For an attack, roll attack dice against defense dice, remove a strike for each block, then choose options on a combat tree.

  5. Step 5:

    At the end of your turn, count the active objectives you control.

  6. Step 6:

    For each one, move the struggle token one space toward your momentum tokens.

  7. 7Step 7:

    When a unit is wounded, the other player gets a momentum token.

  8. 8Step 8:

    When the struggle token reaches a momentum token, that player wins the struggle. The first player to win two struggles wins the game.

The quick version skips strike team building, objective control, and attacks. The sections below follow the core rules in play order, from building squads to dealing damage. They’re based on the publisher’s core rules, not second-hand summaries.

Star Wars Shatterpoint rules, made clear

Setup

  1. Build a strike team with two squads of three units each. Every squad has a Primary Unit, a Secondary Unit, and a Supporting Unit, all from the era chosen by the Primary.

  2. Check the points: the Secondary and Supporting Units’ combined point cost can’t exceed the squad points on the Primary Unit’s card.

  3. Each player rolls five attack dice. The most criticals wins the first-player choice; ties go to the most strikes, then the most attack expertise results. The first player chooses a battlefield side.

  4. The first player chooses a mission set from either strike team. Shuffle its three struggle decks, draw one card from each, then stack them face down with phase I on top.

  5. Place the objective tokens inactive side up as shown on the mission card. Then arrange terrain on a 36 by 36 inch battlefield, mostly in the middle.

  6. Each player shuffles their unit order cards with their Shatterpoint card to make an order deck. Add tokens to your Force pool equal to the total Force stats of your units.

  7. Set the struggle token to zero. Each player places one momentum token on the eight space on their side.

  8. Players deploy squads in turn, starting with the first player. Place the Primary character within Range 2 of your edge, then the rest of the squad within Range 1 of it. Choose stances and flip the first struggle card.

Turn by turn

  • Reveal an order card

    Reveal the top card of your order deck, or take the card in reserve. A unit card activates that unit. A Shatterpoint card lets you choose any one of your units.

  • Reserve a card

    Once per turn, you may spend 1 Force to put the revealed unit card in reserve. Reveal the next card and activate that unit instead. You can keep only one card in reserve.

  • Activate the unit

    A unit can take up to two different actions: move, focus, combat, recover, take cover or use an ability. Every character in a multi-character unit takes the same action.

  • Attack

    Choose a melee or ranged attack and a target. Both sides roll dice. Blocks cancel strikes, and each success left lets the attacker choose an option on the combat tree.

  • Count objectives

    At the end of your turn, move the struggle token toward your momentum tokens by the number of active objectives you control. Skip this step on the game’s first turn.

  • Check for defeat

    After activation, a unit with injury tokens equal to its Durability is defeated, and its characters leave the battlefield. When your order deck and reserve are empty, refresh the deck and your Force pool.

End of the game and scoring

The game ends when a player wins two struggles. You win a struggle when the struggle token reaches a space with your momentum token, or when you place a momentum token on the struggle token’s space. Claim the struggle card. Then reset the tracker, deactivate the objectives and reveal the next struggle card.

Key rules

  • Controlling an objective

    A character contests an active objective if it is within Range 2 and its unit is not wounded. The player with the most characters at the objective’s height controls it. If no characters are at that height, compare the number at other heights.

  • Momentum

    Gain a momentum token when an enemy unit is wounded, when the struggle token stays on your opponent’s half after you move it, and, after the first turn, when it lands on the center space. That last one gives both players one.

  • Attack dice

    Attack dice have eight sides: one critical face, three strikes, two expertise faces and two failures. Defense dice have six sides: two blocks, two expertise faces and two failures. Blocks cancel strikes, never criticals.

  • Expertise charts and combat trees

    Add up expertise results and check the unit’s expertise chart. Each success lets the attacker choose a combat tree option, starting with the orange options on the far left.

  • Wounded and injured

    A unit becomes wounded when its damage equals its Stamina, and the opponent gains momentum. At its next activation, it flips to injured and clears its damage. Each wounded or injured token adds 1 Force to an ability’s cost.

  • Conditions

    Strained deals 3 damage after the next movement, action or attack. Disarmed removes attack expertise dice, Exposed removes defense expertise dice, and Pinned stops the next movement. Each condition lasts once.

  • Will of the Force

    Each player’s Force pool starts with tokens equal to the Force stats of their units. Spend Force to reserve cards or use abilities. The whole pool refreshes when you refresh your order deck.

Tips for your first game

  • Check height first. Objective control goes to characters at the token’s elevation, so one character on a gantry can beat a crowd on the floor.
  • Save your Force. Reserving a card costs 1 Force, and wounded or injured units pay extra to use abilities.
  • You move the struggle token based on how many active objectives you control. Holding two can beat winning one fight.
  • A wounded unit can’t contest objectives and gives your opponent momentum. Pulling it back to recover may be worth the action.
  • Choose a mission set with struggles that fit your squads. The first player picks it from either strike team.

Height beats numbers when controlling an objective.

Shatterpoint starts with a simple idea from the rulebook: a few characters can change the galaxy’s fate at a decisive moment. Next up: who makes the game, when it came out, and how its eras determine which characters can fight together. The Star Wars board games page compares it with the rest of the line.

Background: the game and its Star Wars eras

Blocks cancel strikes, but never criticals.

The game

  • Design and release

    Atomic Mass Games publishes Shatterpoint, and the Core Set rules credit Will Shick as lead game designer. The Core Set came out in June 2023. Lucasfilm Limited licensed the game, and the rulebook includes copyright lines for both companies.

  • Strike teams, not armies

    Atomic Mass Games’ other Star Wars lines field large forces. Shatterpoint keeps each side to two squads of three units. The rulebook frames the game around key battles between small teams of the galaxy’s greatest heroes and villains.

The film or series it covers

Characters come from Star Wars screen stories across different eras, rather than from one film. The Core Set rules use Clone Wars era characters in their examples.

Squads must share an era, such as Fall of the Jedi or Age of Rebellion, though the game also includes cross-era units. Some characters have multiple forms. Ahsoka Tano, Jedi No More and Padawan Ahsoka Tano share a Unique Name, so they can’t join the same strike team.

Scenes and story beats in the game

A miniatures game depends a lot on what comes in the first box, and the Core Set is ready to play straight away. The list below follows the core rules’ contents page. Terrain can matter more than you’d think, since height affects who controls an objective.

Spend 1 Force to reserve a card, then reveal the next one.

What’s in the Star Wars Shatterpoint core set

  • 16 miniatures
  • 12 unit stat cards
  • 12 stance cards
  • 14 order cards
  • 1 mission card and 9 struggle cards
  • 1 struggle tracker
  • 23 terrain pieces
  • 14 dice
  • 2 movement tools and 5 range tools
  • 16 momentum tokens
  • Core rules

Shatterpoint core set, squad packs and later modes

  • Core Set 2023

    The first box, released in June 2023, is the only box you need to play. It holds 16 miniatures, terrain, dice and the tools for a full two-player game.

  • Appetite for Destruction squad pack 2023

    A squad pack released in July 2023 that adds more units to build strike teams from.

  • Legendary Encounters and Key Operations Advantage Packs 2025

    Announced for November 2025. Legendary Encounters is an asymmetric three-player mode where one Galactic Legend faces two allied cadres, and the Advantage Packs expand the Key Operation campaigns for Rebel and Imperial forces.

Star Wars Shatterpoint: your questions answered

How do you play Star Wars Shatterpoint?

Each turn, reveal an order card and activate that unit for up to two actions. Move the struggle token for each active objective you control. The first player to win two struggles wins.

How do you win Star Wars Shatterpoint?

Win two struggles. You win a struggle when the token reaches one of your momentum tokens, or when you place a momentum token on the struggle token’s space.

How do you build a strike team in Star Wars Shatterpoint?

A strike team has two squads, each with three units: a Primary, a Secondary, and a Supporting Unit from one era. The Secondary and Supporting units’ point costs can’t exceed the Primary’s squad points.

What’s in the Star Wars Shatterpoint core set?

The core rules list 16 miniatures, 12 unit stat cards, 12 stance cards, 14 order cards, 23 terrain pieces, 14 dice, movement and range tools, momentum tokens, and a struggle tracker.

How big is a Star Wars Shatterpoint battlefield?

The rules call for a 36 by 36 inch surface, with terrain at varying heights and mostly near the middle. Height matters because elevation affects objective control.

How do the dice work in Star Wars Shatterpoint?

Attack dice have eight sides, and defense dice have six. Strikes and criticals count as successes, blocks cancel strikes, and you check the unit’s expertise chart for expertise results.

What does the Force do in Star Wars Shatterpoint?

Force tokens pay for putting an order card in reserve and using many abilities. Your pool refreshes whenever you refresh your order deck.

Units can take up to two different actions each activation.

Height beats numbers when controlling an objective.