Star Wars (Decipher)

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Star Wars (Decipher)

Publisher: Decipher

decipher.fanhq.com


Game Type: CCG
Game Status: Playing


Project Lead(s): 10tacle, Neva Kee

screenshot.swd.small.jpg
Screenshot of Star Wars (Decipher) on gatlingEngine

200px                100px

Decipher's Star Wars Customizable Card Game is one of the industry's most successful card games ever made!

The game allows players to totally immerse themselves in the Star Wars universe and literally take on just about any role they desire. Players customize a 60-card deck for either the Light Side or the Dark Side of the Force. Deck themes range anywhere from building Rebel bases, commanding your own legion of stormtroopers or starfleets, epic lightsaber duels between Jedi and Sith, to playing in the more dangerous world of smugglers and bounty hunters. You can even try to recreate your favorite parts of the saga by blowing up the Death Star, assaulting the bunker on Endor, training Luke in the ways of the Force, or freeing Naboo from the grasp of the Trade Federation.

The game ended production in 2001 and spans the classic trilogy, Episode I, and some expanded universe material. The volunteer Player's Committee keeps the game alive through free virtual expansions every few months. The game does have some complexities and thus requires relative patience to learn. However, the patience pays off when a player realizes that with currently 2948 cards at their disposal, a player can make and do just about anything they want within the "galaxy far, far away".

Text from the Player's Committee

Star Wars (Decipher) is TM & © 1996-2001 Decipher Inc.. All Rights Reserved.



Contents

Welcome to SW:CCG on gEngine.

The following information should provide new players with everything they need to play Star Wars:Customizable Card Game online on gEngine.

Feel free to post your questions and suggestions about these texts and the game functionality/interface at the gEngine Star Wars forums.

Whenever you meet 10tacle or Neva Kee online at the engine feel free to ask whatever you want to know.

Thanks,
10tacle
[Project Lead]
Neva Kee
[Co-Project Lead]



















Rules

The game does have some complexities and thus requires relative patience to learn. However, the patience pays off when a player realizes that, past the rules and with over 2800 cards at their disposal (including the Virtual Sets), a player can make and do just about anything they want within the "galaxy far, far away".

Official rules by Decipher:


  • Tatooine Rule Cards May 2001
    introducing the new Card Type Podracer, the Republic Character Icon and the Darth Maul icon as well as the Episode I icon
  • Coruscant Rule Cards August 2001
    introducing Political Effects, Politics and Agendas as well as the Droids with Presence Icon, the Trade Federation Icon and the Jedi Master icons



Star Wars CCG Player's Committee (the 'PC')
When Decipher's license to make Star Wars card games expired, they could easily see that thousands of players would continue to play their games for years to come, namely the original Star Wars CCG. To aid in this future, Decipher commissioned the formation of the Star Wars CCG Player's Committee. The function of the PC is to plan Championship events (both on the local level and around the world), address the rules questions that players have, to teach the game to new players, and to keep the game fresh through the creation of "virtual cards". To find out more about the PC and virtual cards, please visit the PC's official website.

  • Official website of the Player's Committee (official site for the Star Wars Customizable Card Game)


Official rules by the Player's Committee:

  • Star Wars Rules Supplement (11/03/05)
    This document is an official rules document for Decipher's SWCCG. It supplements the Glossary and Rules version 2.0 as published with the Special Edition set in November 1998, and the SWCCG Glossary Supplement update published on January 29, 2002.


At gEngine you'll find all virtual cards with a (V) after the card name followed by the number of the set. For example "Master Luke (V8)" means that this Master Luke is from Virtual Card Set #8.

Beginners

Beginners should start by reading the rulebook in the Rules section. After that find a more experienced player at gEngine and try a game. Choose the Death Star II preconstructed for your first Deck (opponent should take the corresponding Decktype).

Feel free to post your questions at the gEngine Star Wars forums.

Articles Here are some articles especially for beginners (recommended):






Online community

  • DeckTech
    A very good place to find everything about Star Wars:CCG including articles and decks.
  • Player's Committee Forum
    A good place to post your questions. Feel free to ask whatever you want - it's the place the community meets.


Databases



Deck Building

Some great articles dealing with deck building are listed here.

Great article about current deck types (a must read)


Great article about 'broken' decks


Top 10 Combo Strings (old but still relevant)


Top 5 battle aiding V-cards


Top 5 damage-controlling V-cards



Deck Slots

There are three GameSlots at gEngine. These three slots are a kind of three separate 'Decks'.

You split up your Deck into two or three parts.

1. ReserveDeck
Your ReserveDeck are all cards that don't belong to your StartingCards or your SideDeck (see below).

2. StartingCards
Your StartingCards are the cards you deploy at game setup (cards stored in this slot will be deployed automatically when a game starts).

Your StartingCard can be a location (system/site).

It can also be a system and two sites together with two to four starting Effects when you begin with the starting Interrupt 'Careful Planning (V)' or 'Combat Readiness (V)'.

You can start with an Objective and put it and all cards into your StartingCards 'Deck' which will be deployed following Objective's game text.

Your StartingCards will be deployed automatically, when you start a game. You don't have to look through your Reserve Deck and pull them out.

When you play with Densive Shields, you should put 'Fear Is My Ally' / 'An Ununsual Amount Of Fear' or 'Ineffective Maneuver (V)' / 'Sudden Impact (V)' into your StartingCards slot as well.

3. SideDeck
Your SideDeck contains your shields (number of shields depends on your starting Effect).

Life Force

Your Life Force will be arranged at gEngine automatically.

The Flow Of The Force



Please refer to the official Rules for details about the flow of the Force.

Reserve Deck

Rightclick on the Reserve Deck to open the Reserve Deck menu

 Draw...
        1 Card
        3 Cards
        6 Cards
        To 8 Cards (draw your starting hand)
 Draw Destiny
 ---
 Activate 1 Force
 Activate X Force
 ---
 Remove Opponent's Insert Cards
 Play Sabacc
 ---
 Lose Top Card
 Lose Top X Cards
 Top Card...
        Reveal To Play
        To Used Pile
        To Bottom
        Face Down To Play
        Flip Face Up
 ---
 Shuffle Reserve Deck
 Show Reserve Deck To Players
 Look Through Reserve Deck
 ---
 Random Deck Play
       Remove all but 60 cards randomly from Reserve Deck



Force Pile

Rightclick on the Force Pile to open the Force Pile menu

 Draw...
        1 Card
        3 Cards
        Bottom Card
 ---
 Use 1 Force
 Use X Force
 ---
 Top Card...
        Reveal To Play
        To Lost Pile
        To Reserve Deck
        To Bottom
 ---
 Shuffle Force Pile
 Show Force Pile To Players
 Look Through Force Pile



Used Pile

Rightclick on the Used Pile to open the Used Pile menu

 Top Card...
        To Bottom
        Reveal To Play
        To Lost Pile
        To Force Pile
        To Top Of Reserve Deck
        To Bottom Of Reserve Deck
 ---
 Flip Used Pile Face Up
 Recirculate Used Pile
 Shuffle Used Pile Face-Up Into Reserve Deck
 ---
 Shuffle Used Pile
 Show Used Pile To Players
 Look Through Used Pile



Lost Pile

Rightclick on the Lost Pile to open the Lost Pile menu

 Retrieve...
        Top Card
        Random Card
        X Cards
        X Cards (Randomly)
 ---
 Top Card To Play
 Top Card To Hand
 Bottom Card To Hand
 Random Card To Play
 Random Card To Hand
 Random Card Out Of Play
 ---
 Flip Lost Pile Face-Down
 ---
 Shuffle Lost Pile
 Show Lost Pile To Players
 Look Through Lost Pile



Out Of Play Pile

Rightclick on the Out Of Play Pile to open the Out Of Play Pile menu

 Look Through Out Of Play Cards
 Show Out Of Play Cards To Players



Hand

Rightclick on any card in your hand to open the Hand menu

 Deploy...
        This Card
        This Card Face-Down
        Random Card Face-Down
 Move...
        To Top Of Used Pile
        To Top Of Reserve Deck
        To Top Of Force Pile
        To Bottom Of Used Pile
        To Bottom Of Reserve Deck
        Random Card (Unseen) To Used Pile
        To Lost Pile
 Exchange With Top Card Of Lost Pile
 Reveal Random Card
 ---
 Show Hand To Players
 Return Hand To Bottom Of Reserve Deck
 Place Hand In Used Pile
 Place All But 8 In Used Pile (Randomly)



Card Types

15 different card types exist in SW:CCG. Each card has a separate menu, depending on how that special card type works. Some entries in the menu only appear in the appropriate Game Phase. For example 'Force Drain' at a system/site is only possible in the Control Phase.

Icon Guide
rebel icon Character - Rebel
imperial icon Character - Imperial
alien icon Character - Alien
droid icon Character- Droid
alien/imperial icon Character - Alien/Imperial
alien/rebel icon Character - Alien/Rebel
jedi master/imperial icon Character - Jedi Master/Imperial
jedi master (light) icon Character - Jedi Master (light)
jedi master (dark) icon Character - Jedi Master (dark)
republic icon Character - Republic
darth maul icon Character - Darth Maul
creature icon Creature
vehicle icon Vehicle
starship icon Starship
weapon icon Weapon
device icon Device
podracer icon Podracer
interrupt icon Interrupt
effect icon Effect
epic event icon Epic Event
objective icon Objective
jedi test icon Jedi Test
admiral's order icon Admiral's Order
defensive shield icon Defensive Shield


Location

Rightclick on a Location to open the Location menu

 Force Drain (only available during control phase)
 ---
 Use Game Text
 ---
 Select As Target
 ---
 Return To Hand
 Place In Lost Pile
 ---
 Rotate
 'Blown Away/Collapsed'

Short rules information for this card types [taken from the Glossary]:

System
Vertically oriented location where starships and other cards can deploy, battle and move. Systems use the same card template as sectors but also have a parsec number. There are planet, space and mobile systems.

Site
Horizontally oriented location where characters and other cards can deploy, battle and move. There are planet, space, mobile, vehicle and starship sites.

Character

Rightclick on a Character to open the Character menu

 Move To Another Site
 Character Movement
        Embark As Pilot/Driver
        Embark As Passenger
        Disembark
        Shuttle To/From Site
        Transfer
 ---
 Use Game Text
 Flip Card Face-Down
 ---
 Card Is Hit
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary]:

A type of Light Side or Dark Side card that represents a Rebel, Imperial, alien, droid or Jedi Master. A few characters represent more than one of these things; for example, Chewbacca (in the A New Hope expansion set) is both a Rebel and an alien.

Creature

creature icon

Rightclick on a creature to open the creature menu

 Move To Another Site
 ---
 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Type of card as indicated by the icon in the upper-left corner of the card. Creatures represent the real-life threats that wild alien environments can pose to an unwary traveler.

Starship

starship icon

Rightclick on a starship to open the starship menu

 Movement
        Take Off
        Land
        Move To Another System
        Move To A Sector
        Dock with Starship
        Undock From Starship
 ---
 Use Game Text
 Flip Card Face Down
 ---
 Card Is Hit
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Bottom Of Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Type of card as indicated by the icon in the upper-left corner of the card. Characters use starships to travel and battle throughout the galaxy.

Starships are divided into three distinct subtypes - capital starships, starfighters and squadrons.

Vehicle

vehicle icon

Rightclick on your vehicle to open the vehicle menu

 Move To Another Site
 ---
 Use Game Text
 Flip Card Face Down
 ---
 Card Is Hit
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Bottom Of Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Type of card as indicated by the icon in the upper-left corner of the card. Characters use vehicles to move faster across the ground and through the clouds.

Vehicles are divided into the following distinct subtypes - combat vehicles, creature vehicles, shuttle vehicles and transport vehicles.

Interrupt

interrupt icon

Rightclick on an interrupt to open the interrupt menu

 Flip Card Face-Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Type of card, as indicated by the icon in the upper left hand corner, played during any player's turn that generally has a temporary impact on the game and is then discarded.

An Interrupt may play at any time between other actions, or as a response to an action that the Interrupt specifically cancels or modifies. The exact conditions required are listed in the interrupt's game text. If no condition is stated, then then interrupt is a legal card play whenever a "top level" action is possible for that player (i.e. no other actions are resolving). To play one, say, "Interrupt!" and bring out the card.

Interrupt cards play, have their result and then go to the Used Pile or the Lost Pile; they are not considered to be "on table" while they are executing. Interrupts play, they do not deploy.

The following subtypes or Interrupts exist, and may even exist on the same interrupt card (this will be noted in their game text and their description box): Used, Lost and Starting. If an interrupt has multiple functions, the owner playing it chooses which function is being used at the time the interrupt is played.

Interrupt - Starting
This type of interrupt is indicated by the Interrupt icon in the upper left corneror the card, and the word "Starting" in it's description box (just below it's picture). Starting interrupts (or interrupts with a Starting function) are played after both players' starting locations (or objective and objective starting cards) have been deployed, and before Reserve Decks have been shuffled to draw opening hands, each player may play one starting Interrupt.

Both players reveal their starting interrupt simultaneously. If both players choose to use a starting interrupt, the player who goes first in the game must resolve his starting interrupt first, then the opponent must resolve her starting interrupt. The player going second thus has an opportunity to view the cards her opponent has chosen before searching for her own. For purposes of resolving starting interrupts at the start of the game, the Reserve Deck is considered to be all cards in your deck, excluding your chosen starting interrupt, and any cards already deployed or played. Where the Starting interrupt is placed after it resolves is stated on the actual interrupt card.

Interrupt - Used
This type of interrupt is indicated by the Interrupt icon in the upper left corner or the card, and the word "Used" in it's description box (just below it's picture). Used interrupts (or interrupts with a Used function) are played under standard interrupt rules. Once resolved they are placed in their owner's Used Pile, and in this way the chance often arises to play them more than once. It should be noted that if canceled, a Used interrupt is still placed in it's owner's Lost Pile, not the Used Pile.

Interrupt - Lost
This type of interrupt is indicated by the Interrupt icon in the upper left corner or the card, and the word "Lost" in it's description box (just below it's picture). Lost interrupts (or interrupts with a Lost function) are played under standard interrupt rules. Once resolved they are placed in their owner's Lost Pile.

Effect

effect icon

Rightclick on an Effect to open the Effect menu

 Insert Into Reserve Deck
 ---
 Use Game Text
 Flip Card Face-Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Type of card, as indicated by the icon in the upper left corner that generally have a lasting impact on certain cards or aspects of the game

There are six different kinds, or subtypes, of Effects: Effects, Immediate Effects, Mobile Effects, Utinni Effects, Political Effects and Starting Effects.

A card that targets 'Effects' (or an Effect) targets only the first subtype of Effect (it is not targeting the card type Effect), not the other three, unless it specifically mentions one or more of the others. Game text that targets or cancels an "Effect of any kind" can target any subtype of Effect.

Effect - Immediate Effects
Immediate Effects are identified by their Effect icon in the upper-left corner of their card, and the keywords "Immediate Effect" in their description box (just below the picture). Immediate Effects are usually deployed in response to another action, which could mean any phase. Where they deploy is specified within their game text.

Effect - Mobile Effects
Mobile Effects are identified by their Effect icon in the upper-left corner of their card, and the keywords "Mobile Effect" in their description box (just below the picture). Mobile Effects are deployed during your deploy phase like normal Effect cards, but have a built-in movement function. Where they deploy and how they move is specified within their game text.

Effect - normal Effects
"Normal" Effects are identified by their Effect icon in the upper-left corner of their card, and the single keyword "Effect" in their description box (just below the picture). These Effects are deployed during your deploy phase. Where they deploy is specified within their game text.

Effect - Political Effects
A Political Effect is deployed just like a normal Effect, and can be canceled by game text that cancels Political Effects (see the Coruscant card "Alter"). Cards placed on a Political Effect (as described in their game text) are not on table.

Effect - Starting Effects
The Starting Effects 'Fear Is My Ally' and 'An Unusual Amount Of Fear' provide players a way to start their game with a "reserve" of Defensive Shield cards. This provides valuable additional defense against an opponent's nastier strategies while only sacrificing one "card slot" of your regular 60-card deck. As stated in their game text, Starting Effects deploy before any starting location or objectives are revealed. They may not be deployed at any other time, but if they are found in a deck, hand, or pile, they may be used normally like any other card or unit of Force.

Cards placed under your Starting Effect must be of the same allegiance as the deck you are playing, and do not count against your "deck limit". That is, they are considered permissible extra cards above the normal 60 cards of a standard game deck. The Starting Effect itself does count as one card of your game deck, and therefore is calculated against your deck limit. For tournament play, when offering your shuffled deck for an opponent to count and cut, provide your opponent with two piles. One pile will be your Starting Effect (face-up) on top of the cards (face-down) that will go beneath it. The other pile is the rest of your game deck (face-down). Your opponent can then verify that you have no more than 10 cards under your Starting Effect (your opponent will see your Starting Effect, but will see only the card backs under that Starting Effect), and that your deck contains exactly 59 cards (the Starting Effect is the 60th card). Once counted, the cards under your Starting Effect may only be removed from there using the text of that Starting Effect.

Cards under your Starting Effect are not on table, and can only be manipulated as instructed by the Starting Effect. You may look through the cards under your Starting Effect at any time, replacing them in any order as long as the Starting Effect is always returned face-up to the top of that pile.

Your opponent is not permitted to look through any of the cards under your Starting Effect.

Effect - Utinni Effects
Utinni Effects are identified by their Effect icon in the upper-left corner of their card, and the keywords "Utinni Effect" in their description box (just below the picture).

Utinni Effects are deployed during your deploy phase like normal Effect cards, but deploy upon a location and usually require you to choose a specific on table card that the Utinni Effect is targeting. They have text that generally compels a targeted character, vehicle or starship to move to a specific location (usually the one where the Utinni Effect is deployed) in order to cancel a negative condition or initiate a positive one. Where they deploy and how they act is specified within their game text.

If the target of an Utinni Effect is lost, the Utinni Effect is also lost.

Inserting cards

Insert Cards into opponent's Reserve Deck

Some Effects allow to insert Cards into opponent's Reserve Deck. As a rule of thumb we always want to give the owner of a Deck complete control of that deck, even when cards are going in. It's a prolem to allow an opponent the ability to manipulate (even in the smallest way) that deck without the owner's permission. In the case of insert cards, the owner may have a response to an insert card, or may have something in play that affects inserts that the other player didn't notice. Thus, if the opponent jumps the gun and inserts the card, we have a problem. Same goes for if they accidentally insert an effect into the opponent's deck (as that menu option appears on all effects). Screwing things up on their own deck is ok, but screwing things up on their opponent's deck is a problem and should be avoided by any means.

So when you want to insert cards into opponent's Deck here's the howto:

Give Up Ownership 1. Give Up Ownership
Rightclick on your Effect and select 'Give Up Ownership'
After that the card will have the words 'now owner' at its side.
Take Ownership 2. Opponent (the one who's Deck should be inserted in) rightclicks on the Card and selects 'Take Ownership'.
Insert Into Reserve Deck 3. Insert Into Reserve Deck
Opponent rightclicks on the Card again and selects 'Insert Into Reserve Deck'.
Now (opponent's) Card is inserted into the Reserve Deck.



Weapon

weapon icon

Rightclick on a Weapon to open the Weapon menu

 Fire Weapon
 ---
 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary]:

Type of card used to fire at specific characters, vehicles, starships etc. of your opponent, usually during a battle or attack. (However, weapons are not required for a battle or attack to take place.)

Device

device icon

Rightclick on a Device to open the Device menu

 Use Device
 ---
 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary]:

Type of card that represents an item that can generally be carried or used by characters, starships or vehicles. Devices are deployed, carried and transferred in much the same way as weapons. However, devices are used rather than fired.

Podracer

podracer icon

Rightclick on a Podracer to open the Podracer menu

 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

The Tatooine expansion includes a new card type, the Podracer, indicated by an icon depicting an engine of a podracer. They represent one of the renowned machines that Podracer pilots use to compete in the dangerous high-speed sport of Podracing.
The mechanics for a Podrace are contained on the Epic Event card Boonta Eve Podrace. Although you can participate in a race without a Podracer card (the Epic Event permits you to place race destiny on the Podrace Arena), you'll find your chances of winning are greatly enhanced when using cards like Sebulba's Podracer or Anakin's Podracer.
All references to Podracer target a card of type Podracer. This means that cards such as A Step Backwards cannot be played against race destiny that is stacked on the Podrace Arena.



Objective

objective icon

Rightclick on a Objective to open the Objective menu

 Use Game Text
 ---
 Select As Target
 ---
 Place...
        Out Of Play
 ---
 Flip Objective

Use of Objective Cards
Objective Cards are double-sided. When a player is allowed to flip, the objective flips to the back side (Destiny 7).

Because of technical reasons, players can choose each side of objectives as a separate card in the Card Browser. For example the Objective Card 'Hunt Down And Destroy The Jedi / Their Fire Has Gone Out Of The Universe' will be found as 'Hunt Down And Destroy The Jedi' and 'Their Fire Has Gone Out Of The Universe' and will appear as two different cards in the Card Browser.

When you use an Objective in your Deck you only need to put the front 'side' into your Deck, because you can flip and the back side will show up. So you only need to take the 'card' 'Hunt Down And Destroy The Jedi' into your Deck and flip it to the other side:

Image:swd.objective.menu_flipobjective.jpg

Result will be the back side of the objective:

objective back


Short rules information for this card type [taken from the Glossary Supplement]:

A type of card identified by the icon in the upper left hand corner, and game text on both sides of the card. Objective cards represent game long goals or tasks to complete and often influence the architecture of the entire deck that is built around them.

A player may only include one Objective card in a deck, and if you choose to include one, you must deploy it instead of a starting location. An Objective card always deploys with its front side (as indicated by the destiny value of zero) face up (and thus "on table"). See starting the game.

Your opponent may, at any time, examine both sides of your Objective card. Italicized text on the front side of an Objective (beginning with the term "Deploy") specifies actions and deployment taken at the start of the game. All such actions or deployment are free. Whenever you are prevented from (or fail to) deploy or execute any mandatory actions stated in this section, then that Objective is placed out of play leaving you with no starting location and no Objective.

The bold-faced terms For, While and Flip on Objective cards contain game actions that apply to that entire clause, until the next bold-faced term. Thus a 'For remainder of game" section condition will apply to all game text (including more than one sentence) until the While this side up or Flip keyword is found.

When an Objective card flips is stated in that section of it's game text. Unless stated as an optional action ("flips anytime after..."), Objective flip actions are automatic and mandatory actions. The face up side of an Objective is the only side that is currently ontable (and thus currently 'active'). Many objective cards can also flip back to their destiny 0 side, while some cannot be flipped back. This is shown within the actual game text on each side of the Objective.

Epic Event

epic event icon

Rightclick on an Epic Event to open the Epic Event menu

 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

A card type which represents a major story line occurrence (the destruction of a Rebel Base, the turning of Luke Skywalker etc.). Epic Events are identified by the icon in the upper left hand corner and that they have text on only one side of the card.

These cards play and deploy in different ways, as described in their game text: Attack Run and Epic Duel deploy on table (like Effects) and thus may be utilized more than once, whereas Commence Primary Ignition and Target The Main Generators play (like Interrupts) and are placed in the Used Pile or Lost Pile after use, according to their result.

Admiral's Order

admiral's order icon

Rightclick on an Admiral's Order to open the Admiral's Order menu

 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

A new card type introduced in the Death Star II expansion. Your Admiral's Order cards deploy on table for free, but only during your deploy phase and only if you occupy a battleground system. There can be only one Admiral's Order on table at any time; when a new one is deployed, the previous one (no matter which player it belongs to) is placed in its owners Used Pile. Note that you may not deploy an Admiral's Order if a unique (*) one of the same name is already on table Many functions listed in the game text of Admiral's Order cards apply to both players, instead of just to you or your opponent; if a particular sentence does not specifically apply to one player, then it applies to both.

Jedi Test

jedi test icon

Rightclick a Jedi Test to open the Jedi Test menu

 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary]:

A card type that allows you to train your characters on Dagobah in the ways of the Force. The Light Side can train non-droid characters in the use of the Force using Jedi Test cards. Completing Jedi Tests gives you new capabilities that can have far-reaching consequences, and can also raise your character's ability. Attempting Jedi Tests involves bringing an apprentice to a mentor on Dagobah and drawing training destiny. Each Jedi Test card describes how to begin, attempt and complete the test. The following rules apply to Jedi Tests:

  • For every Dagobah site on table, you may add 1 to each training destiny draw.
  • Each time an apprentice completes a Jedi Test numbered higher than that character's ability, the ability number increases to match the Jedi Test number. For example, completing Test #4 raises the apprentice's ability to 4.
  • A mentor may train only one apprentice at a time.
  • An apprentice may change mentors between Jedi Tests, if necessary.
  • An apprentice may not attempt a test that is already placed on that apprentice.
  • Once a character becomes an apprentice, that character's persona remains an apprentice until becoming a Jedi (which will be possible with Jedi Test #6 - You Must Confront Vader - coming in the Death Star II expansion set).
  • A character may not be an apprentice and a mentor at the same time.

If a character is replaced by a different version of the same persona, all benefits he or she earned from Jedi training apply to the new version. This is also true if that character converts or crosses over to the other side of the Force.

Defensive Shield

defensive shield icon

Rightclick a Defensive Shield to open the Defensive Shield menu

 Use Game Text
 Flip Card Face Down
 ---
 Select As Target
 ---
 Return To Hand
 Place...
        In Lost Pile
        On Top Of Used Pile
        On Top Of Reserve Deck
        Out Of Play
        In Side Deck
 Add To Random Selection
 Give Up Ownership

Short rules information for this card type [taken from the Glossary Supplement]:

Cards with the Gungan Warrior Shield icon are Defensive Shields. These cards, combined with the new Starting Effects for each side, provide the player with a suite of defensive options to assist their deck.

You may play one Defensive Shield card at any time that you are permitted to take an action, as long as no other action is currently resolving (and as limited by the Starting Effect game text). For example, a Defensive Shield could be played during your deploy phase, during the opponent's turn, or even during the weapons segment of a battle (following the above rules). You could not play 'Do, Or Do Not' in response to an opponent initiating a Sense card though, because playing a Defensive Shield is not a valid response to any other action.

Many Defensive Shield cards replicate the name of a previously printed card. For example, 'Your Insight Serves You Well' is an Effect from the Death Star II expansion, and is replicated as a Defensive Shield. Despite this similarity, these cards are in no way interchangeable. They are different card types, and often have an altered or reduced game function compared to the original card. The only rule that ties two such cards together is the "unique and restricted cards" rule, since many Defensive Shield cards often share the same card title as an existing Effect card.

Card List

Click here for the Star Wars:CCG card list.


10tacle 09:34, 28 October 2005 (CDT)

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