"A long time ago in a galaxy far, far away... your story is just beginning."
Three fully cross-compatible core rulebooks — Edge of the Empire (2013), Age of Rebellion (2014), and Force and Destiny (2015) — cover every facet of the Star Wars universe. At the heart of the system are unique narrative dice bearing symbols instead of numbers. Every roll resolves on two axes: Success/Failure and Advantage/Threat. You can achieve your goal but land in trouble, or fail spectacularly yet discover something useful. Triumph and Despair — rare symbols on Proficiency and Challenge dice — create moments of cinematic intensity. The system encourages collaborative storytelling: players don't just roll dice, they interpret the result together with the GM, shaping the story on the fly. The books boast outstanding production quality: 450+ pages of full-color illustrations, meticulously crafted rules, and an extensive bestiary. Originally published by Fantasy Flight Games, the line has been maintained by Edge Studio (an Asmodee subsidiary) since 2020.
Edge of the Empire — the book for stories on the galaxy's fringe. Smugglers, bounty hunters, mercenaries, colonists, and technicians. Unique mechanic — Obligation: every character carries a debt, addiction, or dark secret that can catch up with them at the worst possible moment. Before each session the GM rolls d100 — and someone's past comes knocking. Tone: 'Han Solo meets Firefly.'
Age of Rebellion — the Rebel Alliance's war against the Galactic Empire. Soldiers, spies, commanders, diplomats, and pilots. Unique mechanic — Duty: the character's contribution to the Rebellion, from recon to sabotage. As Duty grows, the group gains access to Alliance resources — ships, bases, reinforcements. Tone: 'Rogue One' and 'Star Wars Rebels.'
Force and Destiny — the story of the last Force-sensitives in an era when the Jedi are destroyed and the Empire hunts anyone who can feel the Force. Guardians, mystics, warriors, seekers, and sentinels. Unique mechanic — Morality: a numeric scale from 0 to 100 determining where a character stands between Light and Dark. Every use of the Force is temptation: dark side pips are more powerful but bring you closer to falling. Tone: 'A wandering Jedi knight seeking lost knowledge.'
The Star Wars galaxy during the era of the Galactic Civil War — between Episodes IV and VI. All three books are fully compatible: a smuggler with Obligation, a rebel with Duty, and a padawan with Morality can share the same table. The galaxy spans thousands of worlds — from the ecumenopolis of Coruscant to the desert wastes of Tatooine, from the frozen plains of Hoth to the forest moons of Endor. The Outer Rim is the domain of Hutts, pirates, and free traders. The Core Worlds groan under the Empire's iron heel. And between them — endless possibilities for adventure: abandoned Jedi temples, cantinas on dusty outposts, Imperial prison barges, and asteroid fields full of war debris.
Narrative Dice
Seven types of dice with symbols. Success + Threat, Failure + Advantage — every roll creates a layered story, not just 'hit or miss.'
Destiny Points
A shared pool of light and dark tokens. Players spend light tokens to boost rolls, the GM spends dark ones. The balance constantly shifts, building tension.
Obligation / Duty / Morality
Each book adds a unique drama mechanic: a smuggler's debts, a rebel's service record, or a Force-user's struggle between the Light and Dark Side.
Talents & Specializations
Talent trees instead of levels. Each career has multiple specializations, and characters can buy into trees from other careers, creating unique combinations.
Open in Session Zero to let every player vote and see the results.
