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SWCCG 2023 AdvancedRulebook

The document is a comprehensive guide detailing the rules and mechanics of a card game, including sections on force, actions, targeting, and game phases. It covers various aspects such as card states, actions, and deployment, as well as the intricacies of game setup and turn order. Additionally, it includes specific rules for battles, movement, and card attributes, providing a thorough framework for gameplay.

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Juan Sánchez
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
18 views186 pages

SWCCG 2023 AdvancedRulebook

The document is a comprehensive guide detailing the rules and mechanics of a card game, including sections on force, actions, targeting, and game phases. It covers various aspects such as card states, actions, and deployment, as well as the intricacies of game setup and turn order. Additionally, it includes specific rules for battles, movement, and card attributes, providing a thorough framework for gameplay.

Uploaded by

Juan Sánchez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table of Contents

Chapter 1 - Basics - Force, Actions, States, etc. ..... 9 Targeting - Destiny Draw Targeting X ................ 21
Section A. Force, Decks, Piles, & The Table ............ 9 Targeting - Retargeting ....................................... 21
Life Force .............................................................. 9 Implied Target Rule............................................. 21
Reserve Deck ........................................................ 9 Canceling And Suspending .................................... 23
Force Pile .............................................................. 9 Canceling Game Text ......................................... 23
Used Pile ............................................................... 9 Suspending Cards .............................................. 23
Lost Pile ................................................................. 9 Conditions Versus Costs ........................................ 23
Hand ...................................................................... 9 Never ...................................................................... 23
Re-circulating ........................................................ 9 Never - Location Restrictions .............................. 23
Stack...................................................................... 9 The One Rule ......................................................... 24
Counting A Deck, Pile, Or Stack ........................... 9 Once Per Game .................................................. 24
Looking At A Deck, Pile, Or Stack ......................... 9 Section D. Card States - Active, Inactive, Supporting,
Shuffle & Reshuffle................................................ 9 Unit of Force, Out of Play ....................................... 24
Empty Hand ........................................................... 9 Active ...................................................................... 24
Empty Deck Or Pile ............................................. 10 Inactive ................................................................... 25
Losing Force ........................................................ 10 Unit of Force ........................................................... 26
Losing Force - From X......................................... 10 Supporting .............................................................. 26
Peeking At Cards ................................................ 10 Out of Play .............................................................. 27
Revealing Cards From A Deck, Pile, Or Stack ... 10 Stacked Cards And Card State .............................. 27
Retrieve ............................................................... 11 Exception - Just Lost .......................................... 27
Leaves Table ....................................................... 11 Global Effects And Card State ............................... 27
On Table .............................................................. 11 Section E. Values & Numbers ................................ 28
Exchange ............................................................ 11 Modifiers ............................................................. 28
Placing Cards Into A Hand, Deck, Pile, Or Stack 11 Automatic Modifiers ............................................ 28
Removing Cards From A Hand, Deck, Pile, Or Unmodifiable Values ........................................... 28
Stack.................................................................... 11 Substituted Values .............................................. 28
Section B. Taking Cards From A Deck/Pile ............ 12 Reset ................................................................... 28
"With X in title/lore/game text" ............................. 12 Reset - Competing Resets .................................. 28
Deploying/Playing From A Deck Or Pile ............. 12 Increase .............................................................. 28
Randomly Selected ............................................. 13 Reduce ................................................................ 28
Section C. Actions ................................................... 13 Limited ................................................................ 28
Action Within An Action ........................................... 13 Cumulatively ....................................................... 29
Types of Actions ..................................................... 13 Duration (How Long a Change Lasts) ................ 29
Optional Actions .................................................. 14 Modifying/Resetting Totals ................................. 29
Just Actions ......................................................... 14 Separate Costs ................................................... 29
Automatic Actions ................................................ 14 Free ..................................................................... 29
Mandatory Actions............................................... 14 Up to ................................................................... 29
Steps Of An Action - 1: Initiation ............................. 14 Even Number And Zero ...................................... 29
Meeting Conditions.............................................. 15 Negative Numbers/Cannot Fall Below
Choosing Targets ................................................ 15 Zero/Minimum Zero............................................. 29
Paying Costs ....................................................... 15 Values & Numbers - Undefined Values .............. 29
Steps Of An Action - 2: Responses ........................ 15 No Ability, No Hyperdrive, Etc. ........................... 30
Actions - Just Targeted ....................................... 15 Card With Ability ................................................. 30
Steps Of An Action - 3: Result ................................ 15 All Your Ability Is Provided By X ......................... 30
Actions - At Any Time .......................................... 15 Rounding ............................................................. 30
Actions - Duration ................................................ 16 Section F. Drawing Destiny .................................... 30
Actions - For Each/For Every .............................. 16 How To Draw Destiny ......................................... 30
Actions - Immune ................................................ 16 Failed Destiny Draws .......................................... 31
Actions - Just Deployed, Just Played .................. 16 Unresolved Destiny Draws ................................. 31
Actions - Before ................................................... 16 Canceled And/Or Redrawn Destiny Draws ........ 32
Actions - Just Lost ............................................... 17 Draw X Choose Y ............................................... 32
The Stack ................................................................ 17 Multiple Destiny Values ...................................... 32
What Is A Response?.......................................... 17 Defined Values.................................................... 32
How The Stack Works ......................................... 17 Substituted Destinies .......................................... 32
Responding To Coming Off The Stack ............... 17 Substituted Destinies - About to Draw ................ 32
Simultaneous Actions .......................................... 17 Substituted Destinies - Modifying Totals ............ 33
Actions - Time To Respond ................................. 18 Substituted Destinies - Targeting The Card ....... 33
Targeting ................................................................. 20 Chapter 2 - Starting The Game & Turns ................. 35

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Starting The Game .................................................. 35 Persona - Converting Characters ....................... 50
Step A - Playing starting cards ............................ 35 Persona - Crossing Over .................................... 51
Step B - Shuffle and draw starting hand ............. 35 Chapter 6 - Battle Phase, Battles & Attacks .......... 53
Starting The Game - General Rules ....................... 36 Battle Phase ........................................................... 53
Cards That May Not Be Placed Into Life Force ...... 36 Battle....................................................................... 53
Starting Hand .......................................................... 36 Initiate The Battle.................................................... 53
Starting Interrupts And Objectives - Mandatory Weapons Segment ................................................. 53
Actions .................................................................... 36 Weapons Segment - Firing Weapons ................. 53
Starting Location ..................................................... 36 Weapons Segment - Battle-Specific Actions ...... 54
Turn ......................................................................... 38 Weapons Segment - Other Actions .................... 54
Start Of Turn/Beginning Of Your Turn................. 38 Power Segment ...................................................... 54
End Of Turn ......................................................... 38 Power Segment - Draw Power Destinies ........... 54
Order Of Events In A Turn ...................................... 38 Power Segment - Draw Battle Destinies ............ 54
Chapter 3 - Activation Phase & Activating ............. 39 Power Segment - Draw Attrition Destinies ......... 55
Activate Phase ........................................................ 39 Power Segment - Optional Power Segment Actions
Activating Force ...................................................... 39 ............................................................................ 55
Power Segment - Totaling Power ....................... 55
Force Icons .............................................. 40
Power Segment - Calculating Attrition ................ 55
Force Generation .................................................... 40
Power Segment - Winner And Loser .................. 55
Force Generation Bonus ..................................... 40 Damage Segment................................................... 56
Force Generation Modifier .................................. 40 Damage Segment - Forfeit ................................. 56
Force Drains vs. Force Generation ..................... 40
Damage Segment - Weapon 'Hits' ...................... 56
Start Of Turn ........................................................... 40
Damage Segment - Attrition ............................... 56
Chapter 4 - Control Phase, Presence, & Force
Damage Segment - Battle Damage .................... 56
Draining ..................................................................... 41
End Of A Battle ....................................................... 57
Control Phase ......................................................... 41 Battle Just Ended ................................................ 57
Force Drain ............................................................. 41 Battle In Brief .......................................................... 57
Instead Of Force Draining ................................... 41
Besieged Battles ................................................. 57
May Force Drain .................................................. 41
Bombing Run Battles .......................................... 58
Timing Of Responses To Force Drains ............... 41
Battle - Defender ................................................. 58
Force Drain Modifier ............................................ 41 Battle - May Be Battled ....................................... 58
Force Drain Bonus .............................................. 41 Battle - May Initiate Battle ................................... 58
Force Drains May Not Be Modified Or Canceled By
Battle - May Initiate Battle And Be Battled .......... 58
Opponent ............................................................. 41
Battle Destiny ......................................................... 59
"Opponent's Force Drain Modifiers" .................... 42
Battle Destiny - Draws X Battle Destiny If Unable
Presence ................................................................. 43
To Otherwise....................................................... 59
Present ................................................................ 43 Battle Destiny - Conditions On Drawing ............. 59
Present versus Present With ............................... 43 Battle Destiny - Modifying The Number Of
Where Present .................................................... 43
Destinies ............................................................. 59
Control Of A Location .......................................... 43
Battle Destiny - In Brief ....................................... 60
Unoccupied ......................................................... 43
Participating In Battle.............................................. 60
Occupy ................................................................ 43
Participating In Battle - May Not Participate In
Here ..................................................................... 43 Battle (Cannot Battle) ......................................... 60
System Location .................................................. 43 Participating In Battle - Excluded From Battle .... 60
Prepositions ......................................................... 43
Participating In Battle - In Battle ......................... 60
Present, Presence And Prepositions .................. 44
Participating In Battle - In A Battle Together/In
Alone/Lone .......................................................... 44
Battle With/Involved In The Same Battle ............ 61
All Cards/All Characters ...................................... 44
Participating In Battle - During Battle .................. 61
Chapter 5 - Deploy Phase, Deploying & Personas 47 Immune To Attrition ................................................ 61
Deploy Phase .......................................................... 47 Immune To Attrition - Gaining And Losing .......... 61
Deploy ..................................................................... 47
Attacks .................................................................... 62
Deploying Cards On Vehicles And Starships ...... 47
Attacks - Ferocity And Defense Value ................ 63
Deploys Like A Starfighter ................................... 47
Attacks - Attacking Outside Of Battle Phase ...... 63
Deployment Restrictions ......................................... 47 Attacks - The Steps Of An Attack ....................... 63
Location Deployment Restrictions ....................... 47 Attacks - Creatures Being Attacked .................... 63
Rules Deployment Restrictions ........................... 47
Attacks - Creatures Attacking ............................. 63
Objective Deployment Restrictions ..................... 47
Attacks - Non-Parasite Creatures Attacking ....... 63
Never Deploys Or Moves .................................... 48
Attacks - Parasites Attacking .............................. 63
React ................................................................... 48
Attacks - Creatures Attacking Each Other .......... 63
Simultaneous Deployment .................................. 48 Chapter 7 - Move Phase & Movement .................... 66
Persona ................................................................... 49 Move Phase ............................................................ 66
Persona Replacement ......................................... 49
Movement ............................................................... 66
Persona Replacement - Non-unique Persona .... 50
React ................................................................... 66

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Movement - Regular ............................................... 66 Flavor Text .......................................................... 76
Regular - Attack Runs ......................................... 66 Issues With Physical Cards .................................... 77
Regular - Bombing Runs ..................................... 66 Boldface Type ..................................................... 77
Regular - Docking Bay Transit ............................ 66 Capitalization ...................................................... 77
Regular - Follow .................................................. 66 Italics ................................................................... 77
Regular - Hyperspeed ......................................... 66 Card Backs ......................................................... 77
Regular - Landing And Taking Off ....................... 66 Foreign Languages ............................................. 77
Regular - Landspeed ........................................... 67 Alternate Image Cards ........................................ 77
Regular - Mobile System - Moving Death Stars .. 67 Spelling Errors / Typos ....................................... 77
Regular - Mobile System - Moving To Or From A
Death Star ........................................................... 67 Admiral's Orders ............................................ 77
Regular - Sector Movement ................................ 67 Characters .............................................................. 77
Regular - Shuttling............................................... 67 Characters - Deployment .................................... 77
Regular - Starship And Vehicle Sites .................. 67 Characters - Movement ...................................... 77
Regular - Using The Movement Text On A Location Characters - Card Types ........................................ 77
Card ..................................................................... 68
Movement - Unlimited ............................................. 68 Characters - Alien ...................................... 77
Unlimited - Embarking And Disembarking .......... 68 Characters - Dark Jedi Master ............................ 77
Unlimited - Escaping Death Star II ...................... 68
Characters - Droid ...................................... 77
Unlimited - Moving Between Capacity Slots ....... 68
Unlimited - Moving Between Docked Starships .. 69
Characters - First Order ............................. 78
Unlimited - Prisoner Transfers ............................ 69
Unlimited - Relocating Cards Between Locations69 Characters - Imperial ................................. 78
Movement - but may move elsewhere ................ 70
Characters - Jedi Master .................................... 78
Movement - cannot move .................................... 70
cannot be moved/may not be moved/may not move Characters - Rebel ..................................... 78
............................................................................. 70
Movement - carrying cards .................................. 70 Characters - Republic ................................ 78
Movement - costs +X to move/moves for free .... 70
Movement - if within range .................................. 70 Characters - Resistance ............................ 78
Movement - move away ...................................... 70
Movement - moves like a character .................... 71 Characters - Sith ........................................ 78
Movement - moves like a starfighter ................... 71 Characters - Dual Character Types .................... 78
Movement - moving through locations ................ 72 Characters - Force Sensitivity ................................ 78
Movement - never deploys or moves .................. 72 Force-Attuned ..................................................... 78
Movement At A Glance ........................................... 72 Force-Sensitive ................................................... 78
Chapter 8 - Draw Phase & End Of Turn .................. 73 Characters - Dark Jedi ........................................ 78
Draw Phase ............................................................ 73
Drawing Cards ..................................................... 73 Characters - Dark Jedi Master ................... 78
End Of Turn ............................................................ 73 Characters - Jedi................................................. 78
Until End Of Turn................................................. 73 Characters - Jedi Knight ..................................... 78
Chapter 9 - The Cards - Attributes, Types & Icons75
Card Attributes ........................................................ 75 Characters - Jedi Master ............................ 78
Unique, Restricted, & Non-Unique ...................... 75 Highest-Ability Character .................................... 79
Game Text ........................................................... 75 Characters - Astromech ...................................... 79
Icons .................................................................... 75 Characters - Maintenance Droid ......................... 79
Title ...................................................................... 75 Characters - Matching Pilot ................................ 79
Title - Identical Cards .......................................... 75 Characters - Warrior ..................................... 79
Lore ..................................................................... 75 Characters - Icons............................................... 79
Card Type ............................................................ 75
Subtype ............................................................... 76 Creatures ....................................................... 79
Power .................................................................. 76 Creatures - Parasites .......................................... 79
Deploy Cost ......................................................... 76 Creatures - Deployment ...................................... 79
Forfeit Value ........................................................ 76 Creatures - Movement ........................................ 79
Hyperspeed ......................................................... 76 Creatures - Relocating Defeated Cards ............. 79
Landspeed ........................................................... 76 Creatures - Selective .................................... 80
Politics ................................................................. 76
Ability ................................................................... 76 Defensive Shields .......................................... 80
Armor ................................................................... 76
Maneuver ............................................................ 76 Devices .......................................................... 80
Defense Value ..................................................... 76 Devices - Deploy, Carrying, And Transferring .... 80
Characteristics ..................................................... 76 Devices - Using Devices ..................................... 80
Owner .................................................................. 76 Devices - Tractor Beams .................................... 80

Not Endorsed or Sponsored by Lucasfilm Page 4


Double-Sided Cards ................................................ 80
Starships ........................................................ 88
Double-Sided Cards - Objectives ............... 81 Starships - capital ............................................... 88
Double-Sided Cards - Starship & Vehicle Cards 81 Starships - starfighter .......................................... 88
Starships - squadron ........................................... 88
Effects ............................................................ 81 Starships - squadron - replacement.................... 88
Effects - Effects ................................................... 82 Starships - astromech capacity ........................... 89
Effects - Starting Effects ...................................... 82 Starships - astromech icon ................................. 89
Effects - Political Effects ...................................... 82 Starships - capacity............................................. 89
Effects - Immediate Effects ................................. 82 Starships - capacity - lost capacity ..................... 89
Effects - Mobile Effects........................................ 82 Starships - cargo hold ......................................... 89
Effects - Utinni Effects ......................................... 82 Starships - Clone Army ................................ 89
'reaching' an Utinni Effect .................................... 82 Starships - deploying on or aboard ..................... 89
Starships - deployment ....................................... 89
Epic Events .................................................... 83
Starships - deploys like a starfighter ................... 90
Interrupts ........................................................ 83 Starships - Enclosed ........................................... 90
Interrupts - Lost ................................................... 83 Starships - First Order .................................. 90
Interrupts - Used.................................................. 83 Starships - Imperial ............................................. 90
Interrupts - Starting.............................................. 83 Starships - Independent ............................... 90
Starships - landed ............................................... 90
Jedi Tests ....................................................... 83 Starships - leaves table ...................................... 90
Locations ................................................................. 83 Starships - matching starships ............................ 90
Converting Locations........................................... 84 Starships - movement ......................................... 90
Deploying/Arranging Locations ........................... 84 Starships - must have pilot aboard to use... ....... 90
Locations - Sites ..................................................... 84
Starships - nav computer ............................. 90
Exterior Sites ................................................. 84 Starships - occupants ......................................... 90
Interior Sites .................................................. 84 Starships - passengers ....................................... 90
Generic Sites ....................................................... 84 Starships - permanent pilot .................... 90
Holosites .............................................................. 85 Starships - personas ........................................... 91
Marker Sites ........................................................ 85 Starships - pilot ................................................... 91
"May Not Be Separated From X" ........................ 85 Starships - piloted ............................................... 91
Starship Sites and Vehicle Sites ............ 85 Starships - Rebel ................................................ 91
Locations - Sectors ................................................. 85 Starships - Republic ..................................... 91
Asteroid Sectors .................................................. 86
Starships - Resistance ................................. 91
Cloud Sectors ...................................................... 86
Death Star II Sectors ........................................... 86 Starships - Separatist ................................... 91
Locations - Systems ................................................ 86 Starships - ship-docking capability ..................... 91
Parsec Numbers .................................................. 86 Starships - squadron designations ..................... 91
Planet ............................................................ 86 Starships - starfighters without maneuver .......... 91
Starships - starship weapons .............................. 91
Space ............................................................ 86 Starships - stealing ............................................. 91
Mobile ........................................................... 86 Starships - Trade Federation ........................ 91
Locations - Battleground ......................................... 86 Starships (or Vehicles) - unpiloted ...................... 91
Sector Cheat Sheet ............................................. 86 Starships - Icons ................................................. 92
Locations - General ................................................. 87
Adjacent .............................................................. 87 Vehicles ......................................................... 92
Characteristics ..................................................... 87 Vehicles - Combat Vehicle .................................. 92
Cloud City Locations ........................................... 87 Vehicles - Creature Vehicles .............................. 92
Jabba's Palace Sites ........................................... 87 Vehicles - Shuttle Vehicle ................................... 92
Maz's Castle Sites ............................................... 87 Vehicles - Transport Vehicle ............................... 92
Prisons ................................................................ 87 Vehicles - AT-ATs ............................................... 92
Rebel Base .......................................................... 87 Vehicles - capacity .............................................. 92
Related Locations ................................................ 87 Vehicles - capacity - lost capacity ....................... 92
Same And Related Sites ..................................... 87 Vehicles - crashed .............................................. 92
Same System ...................................................... 87 Vehicles - deployment ........................................ 93
System Location .................................................. 87 Vehicles - deploying on or aboard ...................... 93
Throne Room ...................................................... 87 Vehicles - drivers ................................................ 93
Xizor's Palace Sites ............................................. 87 Vehicles - Enclosed ............................................ 93
Locations - Icons ................................................. 88 Vehicles - Landed ............................................... 93
Vehicles - leaves table ........................................ 93
Podracers ....................................................... 88 Vehicles - matching vehicles .............................. 93

Not Endorsed or Sponsored by Lucasfilm Page 5


Vehicles - movement ........................................... 93 Appendix C - Special Rules................................... 157
Vehicles - occupants ........................................... 93 Artwork Cards ....................................................... 157
Vehicles - open vehicles ..................................... 93 Asteroid Rules ...................................................... 157
Vehicles - passengers ......................................... 93 Asteroid Rules - Asteroid Destiny ..................... 157
Vehicles - permanent pilot ................................... 93 Blown Away .......................................................... 157
Vehicles - pilot ..................................................... 93 Blown Away - Blockade Flagship ...................... 157
Vehicles - piloted ................................................. 93 Blown Away - Bunker ........................................ 157
Vehicles - squadron designations ....................... 93 Blown Away - Death Star .................................. 157
Vehicles - stealing ............................................... 93 Blown Away - Death Star II ............................... 158
Vehicles - unpiloted ............................................. 93 Blown Away - Imperial Holotable ...................... 158
Vehicles - vehicle weapons ................................. 93 Blown Away - Main Power Generators ............. 158
Vehicles - Icons ................................................... 93 Blown Away - Mobile Systems .......................... 158
Blown Away - Planet Systems .......................... 158
Weapons ........................................................ 93 Blown Away - Shield Gate ................................ 158
Weapons - Using Weapons ................................ 94 Blown Away - Timing ........................................ 158
Weapons - Firing ................................................. 94 Bluff Rules ............................................................ 159
Weapons - When Can I Fire? .............................. 94 Bombing Runs ...................................................... 159
Weapons - Just Fired .......................................... 94 Bombing Runs - Moving to the site ................... 159
Weapons - Artillery .............................................. 94 Bombing Runs - At the site ............................... 159
Weapons - Automated......................................... 95 Bombing Runs - Bombing Run battle ............... 160
Weapons - Character Weapon ............................ 95 Bombing Runs - Leaving the site ...................... 160
Weapon - Mobile System Weapons .................... 95 Capturing .............................................................. 160
Weapons - Starship And Vehicle Weapons ........ 95 Capturing Characters ........................................ 160
Weapons - Starship Weapons - Special Captives ............................................................ 160
Deployment ......................................................... 95 Captives - Imprisoned ....................................... 160
Weapons - Deploying And Carrying .................... 95 Captives - Escorting .......................................... 160
Weapons - Transferring....................................... 95 Captives - Once Per Captive ............................ 160
Weapons - Destiny .............................................. 95 Captives - Releasing ......................................... 161
Weapons - Firing For Free .................................. 96 Captives - Frozen.............................................. 161
Weapons - Firing Separately Or Combined ........ 96 Captives - Frozen - Releasing .......................... 161
Weapons - hit ...................................................... 96 Captives - Prisoner Transfers ........................... 161
Weapons - "hit targets are immediately lost" ...... 96 Captives - Prisons ............................................. 161
Weapons - Instead Of Firing ............................... 96 Captives - Seizure ("if possible") ...................... 161
Weapons - Ion Weapons ..................................... 96 Captives - Collecting A Bounty ......................... 161
Weapons - Lightsabers ....................................... 96 Capturing Starships .............................................. 162
Weapons - Long-Range Weapons ...................... 96 Capturing Starships - Besieged Battles ............ 163
Weapon - Matching Weapon ............................... 96 Cave Rules ........................................................... 163
Weapons - May Not Be Targeted By Weapons .. 96 Collapsed .............................................................. 164
Weapons - Permanent Weapons .................. 96 Combo Cards ....................................................... 164
Weapons - Repeating Weapons (Fire Repeatedly) Dagobah and Ahch-To ......................................... 164
............................................................................. 97 Death Star and Death Star II ................................ 165
Weapons - Seekers ............................................. 97 Dejarik Rules ........................................................ 165
Weapons - Stealing ............................................. 97 Dueling ................................................................. 165
Other Cards ............................................................ 98 Dueling - Epic Duel ........................................... 166
Icons........................................................................ 98 Dueling - Dueling Captives ............................... 166
Icons - Easter Eggs ............................................. 98 Hatred Cards ........................................................ 167
Hoth Energy Shield Rules .................................... 167
Icons - Era Icons ................................... 98
Insert Cards .......................................................... 167
Icons - Expansion Icons ...................................... 98 Insert Cards - Inserting ..................................... 167
Icons - Shorthand Icons ...................................... 99 Insert Cards - Revealing ................................... 167
Icons - Scomp Link Icon ............................. 99 Insert Cards - Effects On Gameplay ................. 167
Jedi Testing .......................................................... 168
Icons - Grabbers ........................................... 99 Jedi Testing - Apprentice .................................. 168
Icons - Maintenance Cards ................................. 99 Jedi Testing - Mentor ........................................ 168
Icons - Presence Icon ................................. 100 Jedi Testing - Mind What You Have Learned ... 168
Matching Pairs ...................................................... 100 Mind What You Have Learned - Deployment
Virtual Cards ......................................................... 101 Restrictions ....................................................... 168
Virtual Cards and New Card Types ................... 101 Mind What You Have Learned - Retrieval ........ 168
Errata of Non-Virtual Version ............................ 101 Lightsaber Combat ............................................... 168
Dual Icon Cards ................................................. 101 Lightsaber Combat - Combat Cards ................. 169
Not Unique/Is Doubled/etc. and Virtual Cards .. 101 Local Trouble Battle.............................................. 169
Appendix A - Errata ................................................ 102 Mining Droid Rules ............................................... 169
Appendix B - Card Rulings .................................... 136 Laying Mines ..................................................... 169

Not Endorsed or Sponsored by Lucasfilm Page 6


Burying Mines .................................................... 169 Characteristics ...................................................... 177
Timer Mines ....................................................... 169 Characteristics - The Rule Of Three ................. 178
Infantry And Vehicle Mines ............................... 169 Characteristics - Guards ................................... 178
Missing .................................................................. 169 Characteristics - Padawan ................................ 178
Missing - Search Party ...................................... 169 Characteristics - Senator .................................. 178
Podracing .............................................................. 170 Characteristics - Species .................................. 178
Podracing - Race Destiny And Race Total........ 170 Characteristics - Trade Federation ................... 178
Podracing - Damage And Repair ...................... 170 Characteristics - Troopers ................................ 178
React ..................................................................... 170 Persona Lists ........................................................ 178
React - Deploy ................................................... 170 Starship Persona Examples ............................. 179
React - Move ..................................................... 170 Weapon Persona Examples ............................. 179
Sabacc .................................................................. 171 Character Persona Examples ........................... 179
Sabacc - Playing Sabacc .................................. 172 Personas - Anakin Skywalker And Darth Vader 179
Sabacc - Perfect Sabacc ................................... 172 Personas - Palpatine, Sidious, And The Emperor
Sabacc - Timing & Mechanics ........................... 172 .......................................................................... 179
Senate ................................................................... 172 Other Aspects Of A Card .................................. 180
Agenda .............................................................. 172 Common Sense List ............................................. 180
Politics ............................................................... 172 Lore Use Per Card Type....................................... 180
Senate Majority ................................................. 172 Appendix E - Location Deployment ..................... 181
Stealing ................................................................. 172 Bespin/Cloud City ................................................. 182
Stealing Vehicles And Starships ....................... 173 Blockade Flagship ................................................ 182
Stealing Weapons And Devices ........................ 173 Coruscant ............................................................. 182
Trench Rules ......................................................... 173 Dagobah ............................................................... 182
Undercover Spy Rules .......................................... 173 Death Star ............................................................ 182
Undercover Spy Rules - Deploy as Undercover Spy Death Star II ......................................................... 182
........................................................................... 174 Endor .................................................................... 182
Undercover Spy Rules - Movement .................. 174 Executor ............................................................... 183
Undercover Spy Rules - Breaking Cover .......... 174 Home One ............................................................ 183
Undercover Spy Rules - Dueling ....................... 174 Hoth ...................................................................... 183
Appendix D - Identifying Cards ............................. 176 Invisible Hand ....................................................... 183
Game Text ......................................................... 176 Jakku .................................................................... 183
Lore ................................................................... 176 Lothal .................................................................... 183
Image ................................................................ 176 Naboo ................................................................... 183
Defined Attributes & Loaded Keywords ................ 176 Scarif..................................................................... 183
Bomber .............................................................. 176 Tatooine ................................................................ 184
Gender .............................................................. 176 Yavin 4 .................................................................. 184
Operatives ......................................................... 177 Generic Planet Layout .......................................... 184
Posed ................................................................ 177 Sector Deployment ............................................... 184
Plotting To Kill Jabba......................................... 177 Generic Sites ........................................................ 184
R-unit ................................................................. 177 Spaceport Sites................................................. 184
Snub Fighter ...................................................... 177 Deploying Locations While There Are Special
Spy .................................................................... 177 Conditions ............................................................. 184
Specific Rulings ................................................. 177 Appendix F - Current Rulings ............................... 186

Not Endorsed or Sponsored by Lucasfilm Page 7


Introduction
The Star Wars Customizable Card Game remains one of the most successful CCGs in history. First released in 1995,
the game has reached amazing levels of both critical acclaim and market success (often second only to Magic: The
Gathering itself in sales). While the game has not been published for quite some time, it remains alive and well. This is
due in no small part to the way it so accurately captures in card form the many complexities and exciting events of the
Star Wars films. From training to be a Jedi to tracking down and capturing fugitives, from launching attacks from your
hidden rebel base to blowing up traitorous worlds, from constructing a Death Star to conquering the planet Naboo - as
the game's advertisement so often put it, if it's in your head, it's in here. Star Wars CCG is equal parts a card game,
miniatures game and role-playing game, except that you need no dice, tape measures, character sheets, life counters,
or markers.

You do, however, have this great big book.

As one of the oldest CCG's still running, many things have arisen over the years to shape how the game works. This
has led to some frustration about how to even play the game, a definite negative. With this in mind, this rulebook has
been created to bring all the different ideas together in one place and try to not only offer the answers, but to help you
understand why they are the answers we're using. Many things have changed to make this even easier for new
players coming in and existing players who've never really looked at the "guts" of how the game works. But we have
made two important compromises when it came to simplicity:
No Card Left Behind - Our changes will not prevent you from using a card. It may no longer work the same, it may
work better or worse, but it will still do something.
Feel The Force - We have the unique honor of getting to play in the Star Wars universe, so we will try to represent
its events in card form as often as possible. The game is the most fun when you feel like humming John
Williams's music.

Some things have stayed the same and some things have changed. Rest assured that all those matters have been
carefully weighed, because these decisions were not made by someone looking how best to get a buck out of your
pocket, or finding the easiest way to come in and get their paycheck at the end of the day. This book was collected,
written, examined, edited, debated, and finally published by people who love this game, and love Star Wars. They are
players just like you, and what they want out of this most is to have fun playing it.

Even if they occasionally have to break out this great big book.

Charles Sonnenburg
Former SWCCG Player's Committee Rules Advocate

Advanced Rulebook 2023 Edition - Released August 2023


This Advanced Rulebook is the official rulebook for Star Wars: CCG, and replaces all previous rulebooks, glossaries,
and rulings. Newer rulings are temporarily placed online (see Appendix F) until they are eventually compiled into the
next edition of the Advanced Rulebook.

Some of the most important current rulings, errata, and updates in this revision of the Advanced Rulebook include:
• Move Away (p. 70-71) - The rules for game text that allows (or requires) cards to "move away" have received
a major rewrite to clarify how this text works in a wide range of scenarios. Several examples are included.
• Destiny Draw Targeting X (p. 21) - What does it mean when a card such as A Few Maneuvers refers to a
destiny draw targeting something? This has now been defined thoroughly with a new rulebook entry.
• All Your Ability Is Provided By X (p. 30) - This new entry clarifies that, for example, Scum And Villainy
requires at least one alien on table to be providing ability in order for the benefits to be utilized.
• "For any reason" (p. 40) - This new game term allows an All Cards / All Characters situation to be averted.
• Paying Costs (p. 15) - Taking a just drawn destiny into hand to cancel and cause a redraw is not a "cost" of
initiation, and instead occurs during the result step.
• Substituted Destinies (p. 32) - Although substituted destinies themselves are unmodifiable, it is possible that
the source value (e.g. a card on Sando Aqua Monster) might already be modified beforehand, in which case it
applies.

May the Force be with you!


Star Wars CCG Rules Team

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Chapter 1 - Basics - Force, Actions, States, etc.
Section A. Force, Decks, Piles, & The Table
The Force is an energy field generated by all living
things and represented as the basic unit of
measurement in the game (1 unit of Life Force = 1
card). Since the game revolves around players
offensively and defensively manipulating their Life
Force, understanding how the Force is represented and
used is extremely important. During play, your Force
cards will circulate through your piles as shown in the
diagram.
Life Force
Your Reserve Deck, Force Pile and Used Pile. If these
three piles are totally depleted, you lose the game! Note
that Unresolved Destiny Draws (see entry, Ch. 1) are
also considered to be a part of your Life Force, as well
as your sabacc hand (see Appendix C). Cards in your
hand, on table or in the Lost Pile are not counted as
part of your Life Force. Your Life Force is like a flow of Re-circulating
energy. How well you manage this Force is a key Act of placing your Used Pile (as a group) beneath your
strategic factor. Reserve Deck. You re-circulate at the end of each
player's turn. Re-circulated cards will work their way
Reserve Deck back to the top of the Reserve Deck during subsequent
The 60-card deck you use to play the game becomes turns to be activated again. Re-circulating both Used
your Reserve Deck and represents the total Force Piles at the end of every player's turn is mandatory. If
available to you throughout the game. After deploying you forget, your opponent can insist that you re-
your starting card(s), shuffle the remaining cards and circulate. A player who forgets (and is not reminded by
place them on table to form your Reserve Deck. the opponent before the next action has its result) may
Force Pile not re-circulate until the end of the next turn.
The first thing you do during your turn is 'activate' Force Stack
by counting cards from the top of your Reserve Deck, One or more cards placed on another card.
one at a time, and putting them face down in your Force
Pile (see Activating Force, Ch. 3). Cards are only in the Counting A Deck, Pile, Or Stack
Force Pile temporarily. They represent the amount of A player may count their deck, pile, hand, or stack (face
Force energy that is available for you to use performing down) at any time. Also, a player may request such a
various game actions. During your turn, any or all Force count from their opponent.
cards can be used, drawn into your hand (during the Looking At A Deck, Pile, Or Stack
Draw Phase, see Ch. 8) or left to accumulate for future As a general rule, you may not look through any deck,
use. pile, or stack unless permitted to by a rule or card (even
Used Pile if it's face up, such as the Lost Pile). However, if your
Deploying a card to the table often requires you to use card is stacked on (or under) another of your cards (or
Force; cards from your Force Pile are moved face any location), you may examine it at any time (unless a
down, one at a time, to your Used Pile to represent this card or rule prohibits it). Thus Dark may examine his
expenditure. As the name implies, this temporary pile Bluff cards, combat cards, and cards under his Starting
holds cards 'used' during a turn. Sometimes cards are Effect, but not cards under Insignificant Rebellion
placed here from table or in other ways. (they're not his), or I Feel The Conflict (it's not his
Effect).
Lost Pile
This is a pile where lost cards are placed face up. Shuffle & Reshuffle
Usually cards are discarded to the Lost Pile as the When directed to shuffle (or reshuffle) a deck or pile,
result of battle or at any time the opponent causes you you must shuffle it and then allow the opponent an
to lose Force. These cards are generally not available opportunity to 'cut' (take a portion of the deck or pile
for the rest of the game, but you can use certain cards from the top and place it underneath the remainder).
to retrieve them. Return the deck or pile to its appropriate place on table.
The phrase "Shuffle, cut, and replace" was used on
Hand older cards; treat this the same as "reshuffle."
All cards held in a player's hand. Each player's hand
usually starts with 8 cards; thereafter, there are no limits Empty Hand
to its size. See 1.C. Implied Target Rule

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Chapter 1 - Basics - Force, Actions, States, etc.
Empty Deck Or Pile Peeking At Cards
When a deck (Reserve Deck) or pile (Used Pile, Force A game action that allows you to peek at a card (or
Pile or Lost Pile) is empty, you may not: cards) allows you (and only you) to look at that card and
• initiate any action that deploys, takes, exchanges or then place it back where it came from (unless stated
steals a card (or cards) from that deck or pile; otherwise). If you're peeking at any cards in your
• initiate any action that searches, peeks, glances, opponent's hand, however, they are revealed to both
examines, reveals, selects or looks at a card (or cards) players. When you peek at (examine, glance at, look at
in that deck or pile; or etc.) a card, you are entitled to see the entire card, and
• initiate any action that draws a card (or cards) from the intention is that you limit yourself to a reasonable
that deck or pile (this does not apply to destiny draws). amount of time to gather information (note: older cards
For example, you may not play How Did We Get Into stated that you had [X] seconds to peek; this text is
This Mess if your Reserve Deck is empty. obsolete by this rule and should be disregarded). See
• play a card to shuffle that deck or pile; Empty Deck Or Pile, Empty Hand, Ch.1.
• use any game text that says "if you are about to draw" Revealing Cards From A Deck, Pile, Or Stack
when your Reserve Deck is empty. See Drawing A game action may instruct a player to reveal one or
Destiny - About To Draw. more cards from a deck, pile, or stack. Identify the
Any of these actions (even if they require multiple cards to be revealed, then show them to both players,
cards) may be initiated as long as there is at least one starting with the topmost card of the group. For
card in the targeted deck or pile. If there are an example, if using Panic to reveal 3 cards from top of
insufficient quantity of cards in the deck or pile to Reserve Deck, Light should show the top card of their
complete the action, simply complete what is possible deck, then the second card, and then the third, so that
and then end the action. An empty Reserve Deck does finally all three cards are visible to both players.
not stop you from drawing destiny, that destiny draw Cards being revealed in this manner are still part of
simply fails (see 1.F. Failed Destiny Draws) their deck, pile, or stack and do not change order. If
An empty Force Pile does not prevent a player from anything moves, places, replaces, loses, shuffles, takes
using "0 Force" or his "entire Force Pile." into hand, etc. a card while it was being revealed then it
An empty Lost Pile does not stop a player from initiating is moved/placed/replaced/lost/shuffled/taken/etc.
an action that retrieves Force (or retrieves card(s)). An normally and is no longer revealed.
empty Force Pile does not stop a player from moving If an action requires revealed cards to proceed but
that pile, such as placing it on an empty or non-empty there are no longer any revealed cards remaining
Used Pile, with I Did It! An empty deck or pile does not (perhaps because they were
stop a player from placing a card or cards under that moved/placed/replaced/lost/shuffled/taken/etc.), end the
deck or pile. action.
Losing Force Revealing Cards From A Deck, Pile, Or Stack -
Act of discarding cards face up to Lost Pile. Like Example 1
activation, you lose Force one at a time. You may Emergency Deployment reveals Boba Fett, Dengar,
choose cards to be lost from your hand, from the top of and Bossk (in that order) from the top of Dark's Reserve
your Reserve Deck, Force Pile, or Used Pile, as well as Deck. Dark deploys Dengar first, Light responds with
from your sabacc hand or your most recent Unresolved Rebel Barrier, which Dark decides to cancel by playing
Destiny Draw. Whenever you are required to lose Sense. Dark draws the revealed Boba Fett off the top of
Force, you must move the appropriate number of cards their Reserve Deck as the Sense destiny, which is
from your hand and/or Life Force to your Lost Pile. This successful. The Boba Fett drawn for destiny is placed in
is always written in the form of "lose [X] Force". When a the Used Pile and is no longer revealed. The card Do,
card refers generally to "losing Force," this applies to Or Do Not is on table, so Dark must now lose 2 Force. If
losing "cards as units of Force," not to losing a specific Dark chooses to lose any cards off the top of their
card because of its name or some particular Reserve Deck, the first one off the top would be the
characteristic of that card. Thus, for example, Honor Of revealed Bossk. Instead, Dark chooses to lose 2 cards
The Jedi or It Could Be Worse would not reduce the from hand. The revealed Bossk still remains, and so
number of cards you must lose to a Monnok, a loss you Dark continues with Emergency Deployment, deploying
suffer due to sabacc, or the loss of unique male Rebels Bossk. Then there are no revealed cards remaining, so
in hand from M'iiyoom Onith. the Emergency Deployment action ends.
Losing Force - From X Revealing Cards From A Deck, Pile, Or Stack -
Sometimes a card will require that lost Force come from Example 2
a specific place. This means that you must first lose Emergency Deployment reveals Darth Vader, Cold
Force from there, but if you cannot, lose the remainder Feet, and Blizzard 4. Dark deploys Blizzard 4 first and
from any appropriate place. For example, if you must uses its text to search Reserve Deck for an Imperial
lose 4 Force from Reserve Deck and have only 3 Force warrior to deploy aboard. Dark searches their entire
there, you would lose those 3 and the last one from Reserve Deck, including the revealed cards Darth
somewhere else (hand, Force Pile, or Used Pile). Vader and Cold Feet. Dark selects the Darth Vader,
deploying him aboard Blizzard 4. Per Blizzard 4's game

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Chapter 1 - Basics - Force, Actions, States, etc.
text, Dark reshuffles their Reserve Deck, thus un- action. During the result step, select the appropriate
revealing the Cold Feet. There are no revealed cards number of cards from either one of the decks, piles, or
remaining, so the Emergency Deployment action ends. stacks targeted and set them aside, then select the
appropriate number of cards from the other deck, pile,
Retrieve
or stack targeted and set them aside. Once all target
Act of taking the top card of your Lost Pile and placing it
cards have been identified, perform the exchange and
face down on your Used Pile. To retrieve multiple cards,
replace each deck, pile, or stack without shuffling,
simply retrieve multiple times (this is all one action). If
unless otherwise instructed. If you are exchanging
game text allows you to retrieve 1 Force for each of a
cards in a deck, pile, or stack, the card(s) going into the
specific card on table (or some similar condition), count
deck, pile, or stack should be placed in the same order
up all copies of that card as specified and then retrieve
of the deck, pile, or stack as the card(s) coming out.
that total number (as one action). To randomly retrieve
When exchanging cards, the cards placed into or
a card turn your Lost Pile face down, shuffle, cut and
removed from a deck, pile, or stack shall be revealed to
replace the Lost Pile face up and then retrieve normally.
player when appropriate. See Removing Cards from a
To retrieve a specific card (e.g., such as "retrieve Luke"
Hand, Deck, Pile, or Stack and Placing Cards Into A
or "retrieve an Imperial"), search the Lost Pile; if a copy
Hand, Deck, Or Pile.
of the card is there (it need not be the topmost one
unless the retrieving card says so) you then retrieve it Placing Cards Into A Hand, Deck, Pile, Or Stack
(to Used Pile, as usual); do not reshuffle or change the When a rule or game text allows or requires a card to
order of the cards in any way unless instructed to do so. be placed into (or on, on top of, on bottom of, etc.) a
Retrieving a specific card still counts as "retrieving player's deck, pile, stack or hand, (either individually or
Force." If retrieving "up to X" of a certain card, you may as part of an exchange) and that text does not specify
search your Lost Pile before choosing a number which player's hand, deck, or pile it should be placed in,
between 1 and X to initiate the retrieval. A retrieved the card is placed into (or on, on top of, on bottom of,
card is always revealed to both players, even when the etc.) the hand, deck, or pile belonging to its owner.
Lost Pile is face down (see Eyes In The Dark, Ap. B). Also, when an action places multiple cards into a
player's hand, deck, or pile, and the card's game text
Leaves Table
does not state which player may decide the order of
If a card leaves the table by being relocated to a deck
those cards, placing each card is considered a
or pile, by being placed out of play, or by being returned
competing automatic action, and the order is decided by
to hand (for example, due to cards like Master Luke,
the player whose turn it is. When a card is placed into
ASP-707, Revealed or As Good As Gone) then all
(or on, on top of, on bottom of, exchanged with a card
cards deployed on, carried by, or aboard that card's
within, etc.) a hand, deck, pile, or stack, do not reveal
bridge, cockpit, or cargo bay, as well as any inactive or
the card(s) unless instructed to do so, or in the following
supporting cards on it must be placed in their owner's
situations:
Lost Pile unless specified otherwise. All the cards
• If the card(s) is being placed into a face up condition,
(including the card leaving table) leave play
either by itself, or as part of a face up deck, pile, or
simultaneously. Any owner of cards leaving table
stack (but not a hand) it may be seen by both players.
simultaneously chooses the order to place their cards in
• If there are any criteria for what kind of card you may
their Lost Pile (or other destination if specified). When a
place into a deck, pile, stack, or hand, you must reveal
card leaves table, any game text that was canceled
that card regardless of initial face-down or face-up
(even prior to an assigned duration) is restored as an
orientation.
automatic action. (See Unit of Force).
• If a player is losing Force from hand and is to place
For complex timing interactions, consider the phrase
such a lost card into a stack or pile face down (e.g. for I
"leaving the table" to be functionally equivalent to
Feel The Conflict), the card is first revealed to both
"about to leave the table." See Actions - Before, Ch. 1.
players.
On Table However, if the action placing a card in a deck, pile,
A term with two definitions, depending on context. stack, or hand uses the word "unseen," then neither
If checking whether a card is "on table", it refers to a player may view the card(s) being placed (although the
card in play. See 1D. Card States for a detailed player of the card will likely have this knowledge if it
explanation of how cards are considered "on table" came from hand).
based upon game conditions. Note that if a card was revealed when removing it from
If checking whether a card "deploys on table" (e.g. for a stack, it need not be revealed a second time (if
Neimoidian Advisor) it refers to a card which deploys appropriate) when moving into another deck, pile, stack,
directly on the table itself, not at a location or onto or hand.
another card.
Removing Cards From A Hand, Deck, Pile, Or Stack
Exchange When a card removes (takes, plays, relocates,
An action that requires you to Exchange one or more exchanges, retrieves, replaces, draws, etc.) any card(s)
card(s) with one or more card(s) in a different location. from a hand, deck, pile, or stack, do not reveal the
When a card instructs you to exchange one or more card(s) unless instructed to do so, or in the following
cards with a card (or cards) from another location, situations:
perform that exchange during the result step of the

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Chapter 1 - Basics - Force, Actions, States, etc.
• If the card(s) being removed was face up, either by Taking Cards From A Deck Or Pile - Example 1
itself, or as part of a face up deck, pile, or stack, it Dark has Moff Jerjerrod ("Once during each of your
may be seen by both players. turns, you make take one Death Star II sector or
• If the card was face down or hidden (e.g. a card in Superlaser Mark II into hand from Reserve Deck;
hand), it may be seen by its owner if they were reshuffle.") on table. Dark uses the ability and searches
allowed to look at the card(s) normally. the Reserve Deck for such a card (he doesn't state
• If the card will be played or deployed directly, it which one). He finds Superlaser Mark II, reveals it to his
must be revealed to both players. opponent, and puts it in his hand. He then shuffles his
However, if the removing card uses the word "unseen," Reserve Deck. The next turn he decides to search
then neither player may view the card(s) being again; however, this time there is no such card. His
removed. opponent is handed the Reserve Deck and allowed to
verify; this should be done in a reasonable amount of
Section B. Taking Cards From A Deck/Pile time. After this the deck is shuffled and returned. Dark
Many cards allow you to directly access your deck, pile, cannot do another search with that portion of Jerjerrod's
or stack, usually to take a card into hand, play a card, or game text this turn.
to deploy a card from there directly. Whenever a card or
rule allows you to take, play, deploy, exchange, Deploying/Playing From A Deck Or Pile
relocate, retrieve, reveal, search for, etc. a card from a When permitted to deploy or play a card from a place
deck, pile or stack, and there are any criteria for what other than your hand, you must still obey normal timing
kind of card you may take, you must reveal that card rules of the card being played or deployed (unless
after it is obtained (reveal the entire card) regardless of specifically told otherwise, such as Nal Hutta
initial face-down or face-up orientation. In this way, your Operative). Thus you cannot deploy a site using
opponent can check that you took a card matching the Tatooine: Jabba's Palace except during your deploy
criteria specified. However, when allowed to take "any phase, nor could you deploy a starfighter 'stacked' on
card" you do not have to reveal the card chosen, unless Rebel Fleet outside of your deploy phase. You cannot
you obtained that card from a face-up condition (see deploy or play such cards as a response unless the
Removing Cards From A Hand, Deck, Pile, Or Stack). If card allowing it states you may do so "as if from
the initiating text provides more than one candidate hand." You do not reshuffle or reorder the cards there
card that may be taken from the same deck, pile or unless required to (note that the ▼ includes "reshuffle").
stack, you are permitted to declare the action specifying If the played card must be sent to a specific place (e.g.,
only the card you are using to search (if the card has Watch Your Step requires an Interrupt played from Lost
multiple search functions, the player must declare which Pile be placed out of play) the card must go there, even
function he is utilizing). You may then look through that if canceled. The only exception is if the card must be
deck, pile, or stack before choosing which of the cards stacked on a grabber (see Icons - Grabber, Ch. 9). Any
you wish to take. Once the search has been initiated, a action that searches a deck or pile to deploy a card may
player must take a card if possible. be initiated as long as the conditions of the card
If your search fails to find any card matching the criteria allowing the search are met (even when there may not
given, your opponent is permitted to look through that be a valid target to deploy, or a valid target to deploy on
deck, pile, or stack in order to prove that no candidate or to). If such an action is initiated, and upon searching
could have been taken; this is called "verifying." An the deck or pile no valid target is found, the normal
exception to this is that an opponent may not verify your rules of verification apply (see Taking Cards From A
hand; however, they may call a judge to verify your Deck/Pile). The one exception to this is when all
hand for them. In addition, when the card or card type possible targets listed for such an action are unique (•)
you searched for was not found and your opponent has or restricted (••, •••) and would violate Out of Play rules
verified this, you may not use that search function (even (Chapter 1) or uniqueness rules (Chapter 9) by being
if on a card with the same name) to search or look deployed, or are otherwise restricted from being
through the same deck, pile, or stack again this turn. deployed by name or persona due to rule or game-
After searching, you should replace the deck, pile, or state; in such cases, the search action may not be
stack without shuffling, unless otherwise instructed. initiated as conditions for search have not been met.

"With X in title/lore/game text"


Game text that searches for a specific word on a card
(usually in title, lore, or game text) cannot be matched if
that word is part of another word (though if the word is a
plural or possessive, that remains a valid target). If the
action depends upon more than one word in the card
title then all the search keywords must also be in the
same order and without any other words in between.
For example, ISB Operations looks for characters with
"Rebel" in lore; thus anyone with "Rebel," "Rebel's," or
"Rebels" is valid, but "rebellious" isn't, since it's part of
another word.

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Chapter 1 - Basics - Force, Actions, States, etc.
Taking Cards From A Deck Or Pile - Example 2 • performing one Force drain;
Light is playing Watch Your Step and has flipped to the • performing one regular move, 'react' or unlimited
back side of the objective ("Once during each turn, may move;
play one interrupt from Lost Pile as if from hand (then • conducting one battle;
place that card out of play)."). Thus, at any time (even in • firing one weapon;
response to another action) he can state that he plans • drawing one destiny;
to play an interrupt from his Lost Pile; he doesn't have • activating, using, losing, drawing or retrieving one
to state which one yet. Once he has done so he looks unit of Force (or any other act of moving a card from
for any interrupt he can play at that time and chooses to one deck, pile or hand to another);
play it; if none are found that he can play (he must play • using optional game text on a card already in play;
one if it is possible) the opponent verifies this. In either
• taking one card from a deck or pile;
case the Lost Pile would not be reshuffled because the
• re-circulating your Used Pile; and
objective doesn't say to.
In this case, Light has chosen to play Out Of • choosing to use an optional modifier (e.g., a
Commission & Transmission Terminated as a top-level lightsaber bonus to a Force drain).
action. Dark responds with Unsalvageable, canceling it. Automatic modifiers (e.g., "adds 2 to power of anything
Normally canceled cards are placed in the Lost Pile, but he pilots") and checking conditions (e.g., control of a
because the objective states the card is placed out of location) are not actions, neither is announcing the
play, Out Of Commission must be placed out of play. beginning or end of a phase or turn. Everything else
The next turn Light uses the ability in response to Dark you do in the game is an action.
attempting to deploy Visage Of The Emperor (a Every action has three steps that must occur in
hologram). Light searches his Lost Pile, but it turns out order: Initiation, Responses, Result (see Steps Of An
he only had the one copy of OOC&TT. He looks for any Action).
other responses, but there are none, and he cannot Action Within An Action
initiate a top-level action as a response, so he allows Many times, an action causes other actions to occur
Dark to verify and play continues; he cannot use the within itself. For example, a Force drain is an action
ability again this turn, even though it failed. which typically causes the opponent to lose Force -
Taking Cards From A Deck Or Pile - Example 3 another action. For a more complex example, consider
Light is playing Watch Your Step and has it flipped to playing Nabrun Leids; this action includes several other
the 7 side ("Once during each turn, may play one actions:
Interrupt from Lost Pile as if from hand (then place that • targeting (selecting) the characters you wish to
card out of play)."). He plays It Could Be Worse using transport;
his objective's text to respond to a Force drain (it is • targeting (selecting) the destination site;
legal to play It Could Be Worse as a response because • drawing destiny to determine Nabrun's asking price;
the Objective allows it to be played "as if from hand") • choosing whether to accept or decline the transport;
and his opponent responds by playing It's Worse! This • using Force to pay the asking price (a separate action
cancels It Could Be Worse but it must still go out of play for each Force used);
(instead of the Lost Pile like most canceled cards) • transporting the group of characters to the destination
because the Objective says to place it out of play. site; and
Randomly Selected • placing the Nabrun Leids card on your Used Pile or
When an action says to target a "randomly selected" Lost Pile.
card (or similar verbiage) within a stack, pile, deck, or Perhaps the ultimate example of actions within an
hand, place all cards within that stack face down, action is battle - a single action comprising many other
shuffle, and cut. If the cards are normally face up to actions, some of which contain still other actions within
both players, flip the stack over, otherwise, leave face themselves.
down. The top card of the stack is the targeted card. Types of Actions
Section C. Actions Actions are initiated either as top-level actions or
Actions are the individual building blocks of game play. responses. Top-level actions are the most common
Actions occur quite naturally during the game; in fact, action you'll perform; they're the actions that kick things
most of the time you don't even need to think about off, such as deploying a character or activating a Force.
actions (just as you rarely need to think about the Responses are actions that can only happen by
individual steps of how you get dressed in the morning). responding to something else that has just happened,
Occasionally, however, situations will arise where it is they can't be used as a top-level action. To understand
desirable to understand the intricate details of actions - the difference, think of actions as a tennis game: one
particularly in tournaments, where players want strict player serves the ball, and then the other person may
and definitive rules governing the specific timing of manage to hit it back. The person serving the ball is
game play. Almost everything you do in the game is an performing a top-level action, kicking things off, and the
action. Examples of commonly occurring actions one hitting the ball coming to him is performing a
include: response, reacting to what's just happened.
• playing or deploying one card;

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Chapter 1 - Basics - Force, Actions, States, etc.
During your turn, you perform the first top-level action in Automatic Actions
each phase; once all the responses to that action are A response that must take place. When the conditions
complete, your opponent may perform the next top-level are met for the automatic action to take place, it occurs
action. When all responses to that are completed, it's (this is called triggering). While they are triggered
your turn to perform a top-level action, and so on. automatically (not by choice), they are still actions like
Some actions you can choose to have happen, and any other that may in turn be responded to.
some actions have to happen. For example, you don't Sometimes two or more automatic actions are triggered
have to Force drain, you can choose to do it or not do it by the same event; for example:
(sometimes it's in your best interest not to), but you do • specifying multiple targets (e.g. losing a seeker and
have to have your creatures attack if they can (even its target, or affecting both players)
when it would be bad, like attacking your own • using an unordered sequence (e.g. a bulleted list)
characters!). • being mentioned on multiple cards in play and/or
So there are top level actions and responses, and there rules, (e.g. when the Dark Side initiates battle, both
are things that you can choose to happen or that must First Strike and Scum And Villainy are triggered)
happen. Thus, there are four types of actions that take Automatic actions are resolved one at a time. If it is on
place: Optional Actions, Automatic Actions, Mandatory a single card, do the events in the order listed on that
Actions, and Just Actions. card (e.g., Draw Their Fire says "Whenever a battle is
initiated, player initiating battle retrieves 1 Force and
You Choose To It Must Happen defender loses 1 Force" thus the retrieval happens first,
Have It Happen then the Force loss). In all other circumstances, they
are done in an order chosen by the player whose turn it
Optional Actions Mandatory Actions is (in the First Strike/Scum And Villainy example, the
Top-level action

Force draining Drawing asteroid destiny player whose turn it is can choose to have either one of
Initiating a battle Creatures attacking prey
those card to happen first, and then the other to happen
second).
A group of characters Losing Force to Visage of
attacking a creature the Emperor Automatic Actions and Just Actions are both responses
(see The Stack for details on responses); however, for
Firing a weapon in a battle Paying maintenance costs
timing purposes, all Automatic Actions happen first,
Playing Beru Stew Forfeiting a hit character
then Just Actions can take place.

Just Actions Mandatory Actions


Automatic Actions A top-level action that must be performed. Mandatory
Putting a just lost
character on Bacta Tank Completing (reaching) an actions are typically indicated (either on a card like It's
Utinni Effect On Automatic Pilot or in a rule such as Attacks) by
Response

Reacting to a Force Drain


Losing a seeker and target saying they occur during a time frame, and indicate that
Canceling Alter with when they are together
Sense there's no choice in the matter (such as losing Force to
Retrieving 2 Force for Search And Destroy or drawing asteroid destiny). Any
Playing Trooper Assault in Scum And Villainy
response to a battle time during that time frame (when the player is
Creatures attacking each permitted to perform a top-level action), the owner of
Deploying Tentacle on a other
just played Interrupt the card mandating the action may choose to initiate it.
Unless specified otherwise, a mandatory action may
Optional Actions only be initiated once per designated timeframe.
A top-level action you choose to initiate. Generally If both players are directed to do something by the
speaking, deploying or playing a card is optional, and same action, the player whose turn it is may choose
anything which says "may." when to initiate it, at which point those events are
Just Actions treated as competing automatic actions and resolved
A response to another action that you choose to initiate. accordingly.
To be a response, the action has to be connected to the Any mandatory actions that have not been
action that just took place. For example, playing Beru performed by the end of the required time frame
Stew to activate Force is not a valid response to become automatic actions triggered as a response
someone playing Sense; instead, you could play to the end of the time frame and must be resolved
Control (which cancels Sense) or deploy What're You before play can continue. For this reason, if the time
Trying To Push On Us? on it (it deploys on a just played frame is itself an end of something (end of battle, end of
Interrupt). Like in the tennis match example, when you turn, etc.) the mandatory actions will always happen
perform a top-level action, your opponent gets the first first before the optional actions.
optional response to it (you can't return your own serve, Steps Of An Action - 1: Initiation
your opponent gets to, even if they pass). You can
Initiation of an action (such as a character's game text
perform the next just action in response to that action,
or playing an Interrupt card) includes any or all of the
then your opponent, and so on. This will be covered in
following requirements, in this order: (1) meeting all
more detail under The Stack.
conditions; (2) choosing all targets; (3) paying all costs
The word "just" is not needed for something to qualify
If all requirements for initiating an action cannot be met,
as a just action.

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Chapter 1 - Basics - Force, Actions, States, etc.
that action may not be initiated. Once it has been hit character to be immediately lost; the cost is losing 1
successfully initiated, it doesn't matter if something Force. You cannot play this unless you choose to lose 1
affects one of those, it has still been initiated (in other Force, which means that cards such as It Could Be
words, a change doesn't back up and say the action Worse cannot be used to get around losing that 1
was invalid, the action simply continues). For example, Force. Maintenance Costs are considered costs, so you
if you target a player with Monnok while they have 14 likewise cannot use an action that modifies or
cards in hand, and during the responses they lose 3 substitutes Force loss to avoid losing Force for them.
cards from hand, Monnok will still have its result as Some cards (e.g. Daultay Dofine) state to take a just
normal. drawn destiny into hand (usually to cancel and redraw
that destiny). Although phrased like a cost, taking a
Meeting Conditions
destiny into hand is not a cost and instead is part of the
You can't initiate an action unless all of the applicable
result. This is a specific exception to the usual definition
conditions of rules and/or game text are satisfied. For
of a cost.
example, to deploy a character, location deployment
Sometimes additional separate costs may be added by
restrictions listed in that character's game text must be
other cards on table. Such costs are also paid during
satisfied. In addition, presence or a Force icon is
this step of initiation. If a player cannot pay all costs, the
required by the rules for all non-spy characters, as is
action is not initiated and none of the costs are paid.
observance of special rule-based deployment
See also Separate Costs.
restrictions such as the Hoth Energy Shield rules or
Dagobah deployment rules. Similarly, a response (such Steps Of An Action - 2: Responses
as an interrupt that plays "if a battle was just initiated") After the action has been initiated and before it has
cannot occur unless it is responding to the appropriate begun its result, responses are allowed. See The Stack
situation (in this case, it can't be played once the for details on how this works.
weapon segment of a battle has commenced). As Once all responses are complete (assuming the action
responses take place those responses may change hasn't been canceled) it has its result.
conditions so that other responses would no longer be
valid; for example, if a just lost character is stacked, Actions - Just Targeted
taken into hand, or placed out of play, they're no longer One card is considered to have 'just targeted' another
just lost, and no response that had "just lost" as a for 'response action' purposes during this second step
condition can be initiated. of action resolution. This means that a player must wait
for his opponent to completely finish the Initiation of the
Choosing Targets first action (including Meeting Conditions, Specifying
An action cannot be initiated unless all of the targets Targets, and Paying Costs) before he can play a
required by its game text are able to be specified. That response action, even if that action uses the phrase
is, they all have to be able to be targeted by the action. 'just targeted.'
The only exceptions are optional items, and those items
that cannot be known as a target (because it requires Steps Of An Action - 3: Result
knowing information about a card you cannot see or the The result of the action is then carried out. The results
results of a random action). In such cases, targeting of the action are themselves automatic actions, and
occurs once the potential targets are revealed (this is resolved as described under automatic actions. For
still considered targeting). See Implied Target Rule. example, the result of Beru Stew is that each player
An action only affects the appropriate targets (e.g., must activate 2 Force; since there are multiple targets
Lateral Damage resets the forfeit of a starship to zero, (you and your opponent) the player whose turn it is
but not any characters aboard). decides who activates first and who activates second.
Responses may take place to those actions and the
Paying Costs steps that make them up (activating each Force is a
An action cannot be initiated unless all of the stated separate action), but not to Beru Stew itself because
costs of rules and/or game text are satisfied. Examples the time for responses to that action have passed.
include using Force to deploy a character or initiate a
battle, or losing 2 Force to deploy Visage Of The Actions - At Any Time
Emperor. Nabrun Leids requires you to draw destiny to This phrase is intended to indicate that an action may
determine the cost of that transport action. Sometimes be used during any phase of either player's turn.
costs do not involve Force, but can involve another Actions that may be initiated "at any time" are not
card, or even foregoing another action. For example, exceptions to the normal timing rules; that is, they
Noble Sacrifice's cost is that you must place one of your may not respond to other unrelated actions. (To be
characters out of play. more precise, "at any time" actions may be initiated only
Some actions have Force loss as a cost of initiation, as a top-level action.) For example, if Dark plays
such as playing Blaster Proficiency. Cards which modify Limited Resources, Light cannot respond to that by
or substitute another action for Force loss cannot be placing A Vergence In The Force in Used Pile to draw 2
applied to this cost of initiation - it must be paid in full cards, because even though it says "at any time," that is
(barring anything that specifically refers to the cost of not an actual response to the current action. Light
initiating an action, such as a deployment modifier). For would have to wait until the stack was empty to perform
example, Blaster Proficiency allows you to cause a just that top-level action.

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Chapter 1 - Basics - Force, Actions, States, etc.
Actions - Duration deployed upon it (or becomes immune to an Utinni
Some actions result in an effect that will persist for a Effect already targeting it), that other card is canceled.
certain period of time (e.g., is power +2 until end of When a card in a hand, deck or pile has game text that
turn). Once such an action resolves, that effect will says it is immune to another card, that game text is
continue -regardless of what happens to the card that considered active and will function normally if that other
caused it- until that duration is complete. For example, if card is searching through that hand, deck, or pile (e.g. a
Maul's Sith Infiltrator uses its game text to "cloak," then card in Reserve Deck that says "Immune to Life Debt"
even if its game text is canceled, it will remain cloaked cannot be taken into hand by Life Debt).
until the stated duration ends. Likewise, If the Light Side The statement "Immune to Control" refers to the card
player deploys Massassi Base Operations, and later Control, not other uses of that word.
flips the Objective (or Yavin 4 is 'blown away', placing Occasionally, some portions of a card will be immune to
the Objective out of play), that player would still be another card, while other portions of the card are not.
unable to play Revolution as the Objective restricted its All of the game text of a card that precedes the phrase
deployment "for remainder of game." "Immune to X" (where X is Sense, Alter, Control, or
Most of the time when a value (or other aspect of a some other card) is protected from X. The only
card) is changed by an Interrupt or some other non- exception to this rule is an Interrupt that contains
continuous action a duration will be given (e.g., until multiple types of functions (Used, Lost, Starting, etc).
end of turn). For instances where it is not stated, follow When determining what part of one these types of
this guideline: Interrupts is "Immune to X", apply the same rule, but
• If it happens during a battle, it lasts until the end of ONLY to the function type in which the "Immune to X"
the battle OR until the affected card leaves play, phrase is listed.
which ever happens first. An Effect is considered "always immune to Alter" only if
• If it happens outside of battle, it lasts until the card it is unconditionally immune to Alter according to its own
leaves play. game text. A card that is "immune to your Alter" has the
• If it was caused by a weapon (even during battle), it condition of checking which player's Alter is targeting it,
lasts until the card leaves play. and thus is not considered "always immune to Alter. "
For example, if Dark Jedi Presence doubles the power Also, any card that checks whether a card is immune to
of Imperials, Power Pivot resets a starships power, or Alter (or conversely, non-immune to Alter) only checks
Lando Calrissian, Scoundrel increases his power by a whether or not that card is currently immune, unless it
card's destiny, those changes will last only until the end uses the word "always. " This applies similarly to text
of the battle, because no duration is specified and that checks for immunity to other cards, e.g. Sense,
they're performed during a battle. However, if someone Control, etc.
is shot with Amidala's Blaster or a starship is hit by an Actions - Just Deployed, Just Played
ion cannon, those changes will last until the card leaves For Just Deployed actions, see The Stack. A card is
play (or something restores it to normal) because "Just Played" after the action is initiated but before it
weapons always last indefinitely, even when fired has had its result (so responses to a just played card
during a battle. occur during the Responses step).
Actions - For Each/For Every Actions - Before
Any time game text permits you to use, lose, activate, In certain rare instances, an action will indicate it is a
or retrieve Force "for each" (or "every") of a certain response to an attempt to initiate an action (often by
card, characteristic, etc., that action is performed as saying it happens "before" the action takes place).
one action for the full calculated amount. For example, When such a "before" action takes place, it occurs
if you occupy 3 Tatooine battleground sites, then before the other action is even initiated. Once the
Tatooine Celebration will permit you to initiate an action "before" action is completed, the player who had been
to retrieve 3 Force during your control phase (not three attempting to initiate the original action may choose to
retrieval actions of one Force each). Whenever again initiate it, or not to (unless, of course, the action is
something happens "for each" or "for every" of X, and mandatory).
there are no X's that qualify, the value is treated as an If you are using a "before" action to preempt one of your
unmodifiable zero (this is a specific exception to the opponent's actions, it may require backing up (because
Implied Target rule). this happens outside the normal order of play). You
For instance, the Force loss from Vengeance Of The may not back up when you are preempting one of your
Dark Prince is based on "opponent loses 1 Force for own actions; you state that you are about to do
each battleground location occupied by Xizor or something, and then play the "before" action.
Emperor." If there are no battleground sites occupied by For example, Dark's first action of the Power Segment
Xizor or Emperor, then that Force loss is 0 and cannot is to draw battle destiny, but Light wants to use Zutton's
be modified. game text ("just before opponent draws battle destiny")
Actions - Immune to reduce opponent's total battle destiny by 1. Play
A card that is immune to an action is not a valid target backs up to before dark side draws their destiny (no
for that action (and thus is not a legal response). If a responses to the destiny draw have triggered). Once
card becomes immune to another card already Zutton's text has resolved, Dark Side may then draw
their battle destiny.

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Chapter 1 - Basics - Force, Actions, States, etc.
Another example: if Light targets an unpiloted Speeder can't do anything except respond to the latest action,
Bike (maneuver = 0) with a Blaster Rifle, he may play not to any other action.
Lucky Shot just as he was about to draw the weapon When responding to the current action, unless
destiny; it would resolve before the weapon does. He otherwise noted: each automatic action triggers only
still must draw the weapon destiny (even though it's not once each time the triggering action occurs, and each
needed for him to hit the target) because all destiny just action may be initiated only once per occurrence of
draws except battle destinies are mandatory. Light may the action it is responding to. This does not prevent
not draw the weapon destiny and then back up and play multiple copies of a card from responding separately to
Lucky Shot, because you do not back up from your own a single action, however any modifiers from such
actions. responses are still subject to the cumulative rule (see
cumulatively).
Actions - Just Lost
Some actions are dependent upon the condition "just What Is A Response?
lost". Unless stated otherwise, "just lost" actions are To be considered a response, the action must do
applied only to active and inactive cards. A card that something to the current action or state it can (or must)
has been "just lost" is already in the Lost Pile, and as happen if the current action takes place (their condition
such all cards aboard, deployed on, or targeting that is that current action causing those circumstances).
just lost card have already been placed in the Lost Pile Modifying or canceling a just drawn destiny is a
also. Thus when an action relocates a "just lost" response to a destiny draw (it's doing something to the
card to a place other than the Lost Pile, only that action) as is stacking it on Joh Yowza (it can happen
card is relocated (no other cards that were connected when there's a just drawn destiny on the stack).
to that card before becoming lost are relocated unless
How The Stack Works
specifically stated). For example, if Luke wearing Luke's
While the current action is taking place, automatic
Backpack and armed with Anakin's Lightsaber is lost
actions will be initiated first, and then just actions may
from table, he can be relocated from the Lost Pile to the
be done. The opponent of the player who performed the
Bacta Tank, but his weapons and devices stay lost. If a
current action gets the first just action, and then the
just lost card is returned to a site, this is not considered
other player. Any time you can't perform a just action (or
deployment or movement.
just don't want to, since just actions are optional) you
When a just lost card is removed from the Lost Pile, it is
can choose to pass. When both players pass
no longer considered just lost.
consecutively, then all the responses to that action are
The Stack over and the action has its result. Once the action has
The Stack is a conceptual tool to understand the order all its results it comes off the stack and the one below
things happen in under complex situations. We think of becomes the current action. Responses to that action
this in terms of an imaginary stack of cards (sometimes take place (first automatic actions, then just actions)
with pseudo-cards representing actions that aren't an until there are two passes and that action comes off,
actual card, like a Force drain); the current action (the making the one below that the current action. This
one on top of the stack) is always currently happening, continues until the stack is empty.
while all the ones beneath it are considered temporarily Actions are removed from the stack if:
suspended. You can only ever respond to the • They resolve (have their result).
current action, not to one of the other actions lower in • They are canceled.
the stack. Once the current action is completed, it • The conditions have changed so they are no longer a
comes off the stack and the one beneath it becomes legal target for responses.
the new current action.
Responding To Coming Off The Stack
Sometimes the act of an action coming off the stack will
itself be considered an action, and thus can be
responded to. For example, when a card is deployed,
the action that deployed it comes off the stack (it has
had its result); actions that respond to a just deployed
card will be responding to that as the current action,
before the action that was underneath can begin.
Likewise, when a card finishes moving, the movement
Let's go back to our tennis match example: Player 1 action is complete and is taken off the stack, but
serves the ball (a top-level action), after which Player 2 anything that responds to a just moved card can
hits the ball back (a response). Player 1 can't respond happen before going to the next item in the stack. This
to his original serve, because right now the only thing only applies to responses to the completion of an action
on his mind is the ball coming back at him; he can only (e.g., you cannot respond to a canceled Alter coming off
react to that (by performing a response). Also, he's got the stack).
to hit it back, he's not allowed to catch it and serve it
Simultaneous Actions
again (by performing a top-level action). That's similar
Sometimes events will happen simultaneously (this is
to the way this works: while there's an action taking
not the same as when automatic actions are triggered
place, you can't perform any top-level actions, and you

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Chapter 1 - Basics - Force, Actions, States, etc.
by the same event; those items still happen one at a Result - The first part of Set For Stun's result is its
time). Simultaneous actions are rare; nothing happens destiny draw. This destiny draw becomes the current
simultaneously unless a rule or card specifically says action. Since the destiny draw is an action, it has its
so. In these cases, all the actions are briefly considered own initiation, optional responses and result. Light does
to be on the top of the stack, and any of them may be not respond to the destiny draw, so it has its result
responded to. However, once one of them is responded (which is actually drawing the destiny card). Dark draws
to (whether by an automatic action or a just action), that a destiny of 2 and Light has Tauntaun Bones on table.
action then is stacked on top of the others, and the This immediately triggers an automatic action for Light,
response to it is placed on top of that. Once that who must activate 1 Force. This action is the current
response and the action it was responding to resolve, action until it is completed, at which time Dark's destiny
the other actions are again on the stack together and draw becomes the current action again. Dark places his
responses to any one of them may continue, moving it destiny card on his Used Pile, and Set For Stun is now
on top of its fellows, and so on. For just actions timing, the current action once again. Assuming the character
alternate who responds to the simultaneous action as if targeted had ability of 2 or more, the destiny draw is not
it were a single action. sufficient to return that character to opponent's hand, so
Set For Stun is placed on the Lost Pile, conceptually
Actions - Example 1 - Deploying A Card
removing itself from the stack, and there is once again
It's the start of Light's deploy phase, which means he
no current action -the stack is empty.
gets the first top-level action. Light Side deploys an
Effect card, Crash Site Memorial (placing it on table to Actions - Time To Respond
start a 'stack'). This is the current action. Dark responds In the spirit of sportsmanship, at any time a player is
with an Interrupt card, Alter, stacking it on top of Crash allowed to request a brief pause to consider options. In
Site Memorial (Alter specifically says it can cancel an actual play, of course, players rarely need to think about
Effect). This suspends the deployment of Crash Site timing of actions. Typically the game flows smoothly
Memorial and creates a new current action. Light from action to action, without complication. However, a
responds to Alter with Sense, stacking it on top of Alter. player may feel that he didn't have enough time to
Neither player responds to Sense (both players initiate an action or at least to request a brief pause
consecutively pass), so it has its result. It successfully (because things moved too quickly, not because
cancels Alter and both Interrupt cards are removed from something happened that he doesn't like). In these
the stack. The deployment of Crash Site Memorial cases, the player is justified in asking the opponent to
becomes the current action once again, and Light now "back up" so that he may initiate his action in the proper
has the next opportunity to respond to it, since Dark sequence.
made the previous response (Alter). Neither player has
Actions - Example 3 - Just Actions And Backing Up
another response to the Crash Site Memorial
Light plays Nabrun Leids (temporarily placing it on table
deployment (both players consecutively pass again), so
as the current action); verbally targets Luke, R2-D2 and
it has its result and is placed with Light's other Effect
a destination site (Jabba's Palace: Audience Chamber);
cards (as described in game text). The stack is now
draws destiny to determine the cost (3); and uses 3
empty, so Dark gets to perform the next top-level
Force to pay Nabrun's asking price. Nabrun Leids is
action.
now initiated. Dark responds with Tentacle, placing it on
Actions - Example 2 - Triggered Automatic Action top of Nabrun Leids and using 1 Force. Neither player
There are currently no actions on the stack and Dark responds to the use of 1 Force or to Tentacle itself, so it
plays Set For Stun. Set For Stun is now the current has its result and is placed on table. Nabrun Leids is
action and begins its three steps of initiation, responses now unique (•) and so no more may be initiated this
and result. turn. However, the current copy of Nabrun Leids is still
Initiation - First Dark must target an opponent's played out (it is now the current action again). Neither
character, so this targeting becomes the current action, player wishes to respond further to Nabrun Leids, so it
Set For Stun, is temporarily "covered up" (suspended). has its result (the Light characters are relocated). The
Once Dark has selected his target, that action comes Nabrun Leids card is placed on top of Tentacle. Nabrun
off the stack; Set For Stun is the current action again so is removed from the stack, and the stack is empty
play continues with its game text. Next Dark must use 2 (normally meaning that Dark performs the next top-level
Force; thus, Set For Stun is again suspended while action). However, Light quickly announces the play of A
using the first Force is the current action, then while Gift, which says "If you just moved a droid to Audience
using the second Force is the current action. After he Chamber..." Since this is a just action (a response, in
has finished using Force, that action comes off the this case, to an action coming off the stack), it must
stack and Set For Stun is once again the current action, come before Dark's top-level action. But Dark, not to be
and its initiation is now complete. outdone, announces his own just action: Double-
Responses - Light responds to Set For Stun by playing Crossing, No-Good Swindler ("If Nabrun Leids just
Sense. Sense is now the current action, and goes completed a transport…"). Dark's just action happens
through its own steps of initiation, optional responses first (because Dark gets the first response to any of
and result. The result is that Light fails the destiny draw; Light's actions), so Light must return A Gift to his hand.
the Sense card goes to the Used Pile and Set For Stun (Note that A Gift is not suspended or canceled; rather, it
is once again the current action. was never really initiated at all. This is an example of

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Chapter 1 - Basics - Force, Actions, States, etc.
a player having to "back up" so the opponent has stack of actions looks like this: Control (current action)-
time to initiate an action in the proper sequence.) Alter-Sense-Don't Get Cocky-battle (in its weapons
After Double-Crossing, No-Good Swindler has its result, segment). Neither player responds to Control, so it has
Light has the next opportunity to initiate a just action its result (canceling Alter). Both cards are placed in the
and thus may decide whether or not to initiate A Gift. appropriate Lost Piles (Alter is removed from the stack
with Control because canceled actions are always
Actions - Example 4 - Competing Just Actions
removed from the stack) and Sense is again the current
Dark deploys Blizzard 4, which states "When deployed,
action. Neither player responds to Sense, so it has its
you may deploy (for free) an Imperial warrior aboard
result. Dark draws destiny but fails to cancel Don't Get
from your Reserve Deck; reshuffle." The deployment of
Cocky. Light has the next opportunity to respond to
the Imperial is optional (you may deploy) so it is a just
Don't Get Cocky, but chooses not to do so. Dark
action. Light has the first just action, but passes. Dark
responds to Don't Get Cocky with another Sense.
uses Blizzard 4's text as a just action to deploy Darth
Neither player responds, so Sense has its result. Dark
Vader on board from Reserve Deck. Light is allowed the
draws destiny, this time successfully canceling Don't
first just action to Vader's deployment (and passes); it
Get Cocky. Now the battle is the current action again,
then passes to Dark, who also passes. Two passes
and Dark has the next opportunity to initiate a top-level
means that the time for just actions responding to
action in the weapons segment. After both players are
Vader's deployment is over and is removed from the
finished initiating actions in the weapons segment, the
stack, and Blizzard 4's deployment is again the current
battle proceeds to the power segment, to be followed by
action. Light is now allowed the next just action to
the damage segment. When the eventual winner is
Blizzard 4's deployment, since there have not been two
determined, the automatic action scheduled by You
consecutive passes yet for that action. Light plays It
Overestimate Their Chances will initiate itself to triple
Can Wait to send Blizzard 4 back to opponent's hand;
the loser's battle damage.
no just actions to that occur and the Interrupt resolves,
sending the walker back to the Dark hand and Vader to Actions - Example 6 - Turn Progression
the Lost Pile (per the Leaves Table rule). Had the Dark It's Dark's turn during the deploy phase, and Light has
player not deployed Vader, It Can Wait could not have 1 Force in their Force pile. Dr. Evazan is armed with a
been played, because two consecutive passes would Blaster Rifle at same site as Obi-Wan Kenobi and a
have taken place. No backing up is permitted because Talz, meaning that if a battle takes place there this turn,
Light voluntarily passed. the Dark player would get the first action of the battle
phase (and thus be able to initiate a battle) and the first
Actions - Example 5 - Battle, Just Actions And
action of the weapon phase of that battle (and thus be
"Sense vs Alter"
able to fire at Obi-Wan and remove him from the battle,
Light initiates a battle at a site, using 1 Force. (Since a
resulting in significant battle damage). Light has Depa
battle has no card associated with it, picture a "pseudo
Billaba on the table who can be used for 1 Force to help
card" symbolically placed on the stack to represent the
ensure that the destiny card that will be drawn will miss,
action.) Dark responds to the battle by playing You
but once the battle phase starts the Light will have no
Overestimate Their Chances, placing it on top of the
opportunity to do so before Dr. Evazan fires, because
stack. Neither player responds to this Interrupt, so You
Depa's ability is a top-level action. In order to use her
Overestimate Their Chances has its result (an
ability first, it must be performed during the deploy
automatic modifier is scheduled to triple battle damage)
phase. However, the Light is also worried that additional
and the Interrupt is placed on the Lost Pile. Light has
characters may be deployed to that site and join in the
the next opportunity to respond to the battle initiation,
battle, and has a Rebel Barrier they would like to play to
but chooses to pass. Dark responds to the battle
prevent that, which costs 1 Force. Ideally, the Light
initiation a second time by 'reacting' with a vehicle
player would want to have the last action of the phase
(Ubrikkian 9000 Z001) from an adjacent site (a react is
(and thus ensure no more cards would be deployed that
a special kind of just action). Neither player responds to
they would need to use the Rebel Barrier on).
the react, so the Ubrikkian is moved, along with three
Unfortunately for the Light player, that can never
Dark characters aboard, to the site of the battle. Two of
happen. One of two things will happen:
the characters then disembark as part of the 'react.'
• Dark player performs an action, the Light player
Light has another opportunity to respond to the battle
passes, and then the Dark player passes. Two
initiation, but again declines to do so. Dark has no more
consecutive passes means the deploy phase ends
responses, so the battle proceeds to its result step,
and the battle phase begins, without the opportunity to
which begins with the weapons segment. (The weapons
use Depa Billaba.
segment has the special property of allowing actions to
occur even if they do not say they play during battle.) • Light player performs an action, the Dark player
Light may initiate the first action of each segment; since passes, and then the Light player uses Depa Billaba.
the battle involves Luke and Han, Light initiates Don't Since there were not two consecutive passes, the
Get Cocky. (Don't Get Cocky is not a response to battle, deploy phase continues and the Dark player gets the
but rather plays during battle, and thus must occur in next current action, which may include deploying a
the weapons segment.) Dark responds to Don't Get character to the site.
Cocky with Sense. Light responds to Sense with Alter. Either way, the Light must choose between using Depa
Dark responds to Alter with Control. At this point, the and taking their chances on deployment, or not using

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Chapter 1 - Basics - Force, Actions, States, etc.
Depa to be ready for the Rebel Barrier. They cannot ended the battle phase (with no attack being triggered
compel the Dark player to allow them to use Depa's because all creatures had already attacked).
ability before the deploy phase ends (such as by asking
Actions - Example 9 - Simultaneous Actions
"tell me when the deploy phase ends" and then initiating
During battle at the Death Star system, Avenger (with
the action), nor can they prohibit the Dark player from
Emperor Palpatine and a Laser Cannon Battery on
deploying characters if her ability is used.
board) is hit by a Heavy Turbolaser Battery, then made
Actions - Example 7 - Automatic vs. Just Actions immediately lost by Power Pivot. As a result, Avenger
Light deploys Deneb Both to a site. Dark knows Deneb and both cards on board are simultaneously lost. All are
Both will interfere in their activities, and would like to placed in the Lost Pile. No automatic actions are
remove him; I'd Just As Soon Kiss A Wookiee can do triggered, so just actions may now take place; Dark gets
this, because it targets a just deployed character and the first just action (it was Light's action that caused
sends them back to the opponent's hand. However, them to be lost, so placing them in the Lost Pile is
Deneb Both's game text states "When deployed, draw Light's action). Dark can choose to respond to the loss
up to 2 cards from top of Reserve Deck." Because this of any of those three cards, because all are
is not optional, this is an automatic action that occurs momentarily on top of the stack. He chooses the
before any kind of responses to the deployment can Avenger, targeting to place it on Return To Base. The
take place. Light immediately draws 2 cards, one of stack is now: Return To Base-Avenger-Emperor/Laser
which is Protector. Dark now gets the first just action to Cannon Battery-hit Avenger -battle (in its weapon
the deployment, and plays their Interrupt. The light side segment). Light has no response to Return To Base, so
responds to this new current action with Protector, Avenger is stacked on that card. Avenger being just lost
which cancels it. Light has no just action to the is also removed from the stack, because it's no longer
deployment, and neither does Dark, so play continues just lost (it's left the lost pile). The loss of the two
with Deneb still in play and the Dark allowed the next remaining cards are now on the stack, and because
top-level action. Dark had taken the first action, Light may now perform
By an amazing coincidence, the scenario happens the next response to their loss. He gets to choose which
again the following turn, except this time the character he'll respond to, so he chooses to play End Of A Reign,
is Arleil Schous ("When deployed, you may take one which targets a just lost Emperor. The stack is now End
non-unique alien into hand from Reserve Deck; Of A Reign-Emperor-Laser Cannon Battery-hit
reshuffle."). Because it's optional ("you may take") this Avenger-battle. Dark responds to End Of A Reign by
isn't an automatic action, it's a just action (remember playing Sense, and Light responds with Control to
that the word "just" is not required). Because Dark gets cancel Sense. Both leave the stack and End Of A Reign
the first just action they may play I'd Just As Soon Kiss is again the current action. Light has no response, nor
A Wookiee to send him back to hand. Since the Light does Dark, so it resolves: Light draws a 4 for destiny, so
no longer has a Protector in hand, the Interrupt Dark loses 4 Force. End Of A Reign leaves the stack
resolves, Arleil leaves the table, and the just action in and Dark gets the next response to the loss of the
his game text never happens (nor can any other Emperor (he cannot respond to the loss of the Laser
responses to the deployment take place, because he's Cannon Battery yet because when Emperor Palpatine
no longer "just deployed"). was targeted it was moved above it on the stack). Dark
responds with Evader, to place the Emperor on his
Actions - Example 8 - Mandatory Actions
Used Pile. Light has no response to Evader, neither
It's the start of Dark's battle phase, so they get the first
does Dark, so it resolves and the Emperor is placed on
action. That player has a number of characters at the
the Used Pile. The loss of the Emperor is removed from
same site an opponent occupies. At another site, Bubo
the stack (he's no longer in the Lost Pile so he's no
is present with Han Solo. Dark may choose to battle,
longer just lost), leaving the loss of the Laser Cannon
attack, or perform some other top-level action (such as
Battery as the lone current action. Dark gets the next
using Ommni Box to shuffle a Reserve Deck). Dark
just action (Light had responded to the loss of both
chooses to initiate a battle. Once the battle is over Light
cards by targeting the Emperor), but passes. Light also
has the opportunity for an action; they pass. Dark can
passes. With no responses, the loss of the weapon
choose to initiate an attack with Bubo, but decides not
resolves and its removed from the stack, leaving the
to, thus ending the battle phase. However, Bubo must
hitting of Avenger as the current action. It is then
attack (because creature attacks are a mandatory
removed from the stack (because the Avenger isn't on
action during the battle phase). Thus before the phase
table, there is no legal target for any response), leaving
ends the attack is triggered as an automatic action and
the battle in its weapon segment as the current action.
takes place as normal. Once the attack is complete the
Dark may now perform a top-level action (since Light's
battle phase is over and the move phase begins.
top-level action was to shoot the Avenger).
Neither side can perform any more actions during the
battle phase because two consecutive passes had still Targeting
taken place. Had Dark instead voluntarily initiated the To target is to select and identify a particular thing such
attack rather than passing, then after the attack was as a card, pile, hand, player, icon, etc. for a purpose
finished Light would have had an opportunity to initiate specified by a card or rule. (It is also a synonym for the
an action, and so on until two consecutive passes thing that is targeted.) It's important to note that a card

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Chapter 1 - Basics - Force, Actions, States, etc.
does not have to explicitly use the word "target" to Implied Target Rule
target something. You must be able to target all listed aspects of a card in
All the items listed on a card for a given purpose, such order to target it using an action; this is referred to as
as to initiate an action or apply an automatic modifier the Implied Target Rule. If you cannot target every item,
(even the results of the action or modifier) are targeted you cannot initiate an action. Thus:
by that card. • You cannot cancel (or lose) something that doesn't
exist or that cannot be canceled.
Targeting - Destiny Draw Targeting X
Some cards reference a destiny draw that is targeting a • You cannot modify, reset, or otherwise target a value
particular value (e.g. A Few Maneuvers looks for a which does not exist (Droids are a specific exception;
destiny draw targeting a starfighter's maneuver). they may be targeted by cards that compare against
A destiny draw is said to be targeting a value if the ability; in which case their ability is treated as an
destiny draw is to be used in a comparison (greater unmodifiable 0).
than, less than, or equal to) with that value (e.g. I've Got • You cannot move a card that doesn't exist, relocate it
A Problem Here) or a calculation that includes that to a stack, pile, deck, place it out of play, or take it
value. This includes comparisons with multi-step into hand.
calculations (e.g. Tallon Roll). • You cannot move a card to a site, system, or sector
If an action causes both players to draw destiny (e.g. that doesn't exist.
Lando With Vibro-Ax, Tallon Roll, Wookiee Strangle, • You cannot deploy, take, exchange, or steal a card
Vader's Obsession), only the destiny draw(s) of the from an empty deck, pile, or stack, nor can you
player initiating the action are considered to be search it, peek at it (examine, revealing, etc.), shuffle
targeting any values. For example, when Light plays it, or draw a card from it (An empty Reserve Deck
Wookiee Strangle, Light's destiny draw targets the does not prevent a player from drawing a destiny; the
ability and power of both characters, and Dark's destiny draw simply fails. An empty Lost Pile does not stop a
draw does not. player from initiating an action that retrieves
Force/cards. Empty piles may still be moved.). Cards
Targeting - Retargeting may still be placed under an empty deck or pile.
For the purposes of cards that let you retarget (which • You cannot look at (glance, reveal, etc.) a player's
are extremely rare), you need only be able to change a hand if they have no cards in hand, nor can cards be
primary target to another valid primary target. Any removed from an empty hand.
secondary targets will change automatically as needed. There are four exceptions to this:
When a primary target is a card or group of cards, the 1) Optional targets: Some items do not have to be
new primary target must not include any of the cards of targeted; their absence will not prevent the action from
the original primary target. Primary and secondary being initiated (For example, when A Jedi's Resilience
targeting have no effect upon the implied target rule nor says "return Interrupt (if any) used to initiate duel to
targeting in general, and shall only be considered for owner's hand" the Interrupt is an optional target, and
the purposes of "retargeting" a card or action. thus you can still perform the action -canceling a duel- if
• Primary Target - A target that a player explicitly it was initiated without using an Interrupt).
chooses. Examples include the group of 2) Gaining aspects: If something is gained by the
characters to be moved by Elis Helrot, a action, you obviously are not targeting it.
character targeted with a weapon when firing, 3) Unknown targets: For some items, you cannot know
and starships LS tries to destroy with Collision!. what the target is when the action is initiated, because it
• Secondary Target - A target that is incidentally cannot be directly observed at the moment or is the
determined as a result of a player choosing a result of a random act. (For example, if you play The
primary target. Examples include the origin site Signal to take an Effect into hand from your Reserve
in Elis Helrot (it's determined by the characters Deck, you cannot know what cards are in your deck
chosen), the location where the targeted when the card is played. Once you have looked through
character is present (it's determined by the your Reserve Deck, however, you can identify any
character chosen), and the system or sector in potential targets.) Any card in a deck or pile (even if
Collision! (it's determined by the starships they are somehow face up, e.g., the cards in your Lost
chosen). Pile), that is currently face down, or that is in your
For example: When using I Have a Bad Feeling About opponent's hand is considered unobserved.
This against Elis Helrot, you should either change the 4) Members of an 'all' group: Some cards target certain
group of characters or the destination site (both primary groups of other cards. For example, Dark Jedi
targets). If you choose to change the group of Presence targets 'all other Imperials' and Stunning
characters, the origin site (a secondary target) will Leader targets 'all characters of ability > 2 and all
naturally be changed as well. You may not select any leaders.' There may be individual members of that
previously selected characters as a new primary target, group that may be immune to the card targeting the
as they were part of the original primary target. You group either due to their own game text or some other
may, however, retarget to another character at the condition. This does not prevent the targeting card from
same inital site that was not part of the original group, being played, instead, the card simply ignores the
as any secondary targets may be duplicated in the protected cards and targets as many other members of
retargeting action.

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Chapter 1 - Basics - Force, Actions, States, etc.
the group that it can. Note that this does not adversely Implied Target Rule - Examples
impact the rules on 'all cards' situations. See All Shocking Information ("Target a location. Scomp Links
Cards/All Characters. there cannot be used for remainder of turn") targets a
Remember that automatic modifiers are not actions, location and scomp links at the location. If a location
and thus do not have to be initiated. They still operate does not have scomp links, it cannot be targeted by this
even if some of their targets are not available. For card.
example, when R2-D2 is on a starship without Evader ("Cancel all Revolutions in play") targets the
hyperspeed, he is providing an automatic modifier. card Revolution. If there are no Revolutions on table,
Although he is not able to target any hyperspeed, he this card cannot be played.
would still modify the starship's power and any existing Focused Attack ("If Vader is present during a battle at a
maneuver. site, for remainder of turn, he loses his immunity to
attrition, but adds ability to power (he may not apply
ability toward drawing battle destiny).") targets Vader
and his immunity to attrition. If Vader has no immunity
to attrition, he cannot use this card (you cannot lose
something that doesn't exist).
The Bith Shuffle ("Shuffle any player's Reserve Deck or
Lost Pile or Used Pile.") targets a deck or pile. It cannot
shuffle a Used Pile if there are no cards in that player's
Used Pile (you cannot shuffle an empty pile).
Defensive Fire ("Randomly select one card from
opponent's hand and place it, unseen, in Used Pile.")
targets a card in opponent's hand. If Light has no cards
in hand, this card cannot be played (because you
cannot remove cards from an empty hand).
Armed And Dangerous ("If a battle or duel was just
initiated at a site, search your hand or Reserve Deck for
one unique weapon matching one of your participating
characters.") targets a unique weapon matching a
character in a battle or duel. If Luke was in a battle just
initiated, he would be a target; since you cannot know if
a unique matching weapon is in your Reserve Deck
unless you look, you don't target it yet. Once the action
has its results, you then look through the Reserve Deck
and attempt to find a valid target; if you cannot, the
action merely has no result (the action cannot be
undone because it has already successfully resolved)
and the Interrupt is placed wherever it normally would
be (in this case, the Lost Pile, because it's a Lost
Interrupt). If you do find such a weapon (even if you
don't want it) it is still targeted and you would have to
deploy it.
A Few Maneuvers ("Add 2 to hyperspeed and
maneuver of any starfighter for the remainder of this
turn.") Targets a starfighter, its hyperspeed, and its
maneuver. Thus, it cannot target a TIE Fighter because
a TIE Fighter has no hyperspeed (you cannot modify a
value that doesn't exist). Note, however, that if you use
S-Foils to reset an X-Wing's hyperspeed to 0 you could
target it; the Implied Target Rule prevents you from
targeting a value that doesn't exist, but you may still
target one that cannot be modified (it simply fails to
modify that value).

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Chapter 1 - Basics - Force, Actions, States, etc.
Canceling And Suspending game text is canceled. If not, the game text is canceled
When you cancel an action, you prevent that action and the retrieval will not happen (because canceled
(such as a card play or a battle) from having its result. game text cannot be initiated).
You cancel an action after the initiation of that action is Suspending Cards
complete (during the optional responses step) which Rather than canceling or suspending game text, some
means that any costs paid to initiate that action remain actions instead cause cards to become suspended. A
paid. When you cancel an action that was limited to suspended card is inactive (see 1D. Card States).
once during a particular time period (such as a turn, a
control phase or a battle), that action may not be Conditions Versus Costs
initiated again during that same time period. When a An important distinction must be made between
card is canceled, it is placed in the Lost Pile unless conditions and costs; both are part of the initiation of an
otherwise directed. However, if a destiny draw is action, but both are different parts of that initiation.
canceled, the card drawn goes to the Used Pile Some cards or rules will allow you to ignore conditions,
because only the destiny draw was canceled, not the others allow you to ignore costs (or occur for free), but
actual card itself. those are always independent of each other. For
Canceling a card will not affect any action that is stated example, Cloud City Occupation has a deployment
to occur for a specific duration (see Actions - Duration). condition (occupying two sites); even though the rules
Characters, vehicles, and starships may not be allow cards deployed at the start of game to deploy for
canceled. free, that doesn't affect the deployment condition, so the
card can't be deployed. Likewise, Encampment allows
Canceling Game Text
you to ignore the deployment conditions of Yoda, but
Actions that in any way suspend or stop the use of all
this does not affect his deploy cost.
game text on a card are considered to be "canceling the
game text" (and can be prevented by text that says Never
"game text may not be canceled"). Canceling game text The word "never" is used on cards and in rules for
effectively 'clears' the game text from the targeted card anything that cannot be circumvented. For example,
for a specific duration, while the canceling card is in since shielded sites are never battlegrounds, then
play, or until the canceled card leaves table (see Establish Control (V) cannot make a shielded Hoth:
Leaves Table). No actions or modifiers may be initiated Echo Docking Bay a battleground. Likewise since
or triggered from the canceled card's game text. inactive cards never provide presence, an undercover
Statistics, card title, icons and other card information is Probot cannot provide presence.
unaffected, unless the game text of the card defines A card with a deployment restriction using the word
those statistics (see Values & Numbers - Undefined "never" cannot be circumvented by cards such as
Values). If the game text of a starship or vehicle is Quarren and Cane Adiss.
canceled, a few other critical pieces of information A character with a movement restriction of "never"
are also unaffected: cannot use any form of movement if it would violate the
• Capacity (e.g., "May add 2 pilots or passengers, and stated restriction (though it may be carried, unless this
1 astromech") is also prohibited), and cannot be relocated from a pile,
• Identity of any unique personas listed card, etc. that would violate that restriction (as if it were
• Amount of ability provided by permanent pilots moving there).
• Game text stating "deploys and moves like a A 'never' limitation is always applied, even if the card's
starfighter" game text is canceled or the card is in a non-active
A card whose game text is canceled still remains on state.
table - it is not placed in the Lost Pile as a canceled
Never - Location Restrictions
card would be, nor is it considered suspended (see
Some cards are, by rule, restricted to certain locations:
Suspending Cards). When a card's game text "returns",
if that card is then found to be performing an illegal • Characters may exist only at sites (unless aboard a
operation (for example, Kal'Falnl C'ndros is found to be vehicle or starship). However, characters may not
aboard a starfighter), that card is immediately placed in deploy to the Death Star: Trench, and may only exist
the owner's Lost Pile (this does not count as being just there aboard a starship.
lost). • Vehicles may exist only at exterior sites (unless
If a card's game text triggers an automatic action at the aboard a starship). The only exceptions are Cloud
same time that its game text is canceled, the Cars, Patrol Craft, and Shuttle Vehicles, which may
cancellation is considered a competing automatic also exist at cloud sectors. Lift Tubes are also a
action, and is resolved accordingly (see special exception in that they can exist only at interior
Actions -Automatic Actions). For example, if Sith Probe mobile sites.
Droid is deployed to the Galactic Senate while Plead • Capital starships (except those that deploy and move
My Case To The Senate is on table, the droid's "When like a starfighter) may exist only at systems and
deployed, immediately retrieve 1 Force" text is triggered asteroid sectors.
at the same time that the objective cancels its game • Starfighters (and starships that deploy and move like
text. Thus, the active player chooses which would a starfighter) may exist at exterior sites, systems, and
resolve first; if it is the droid, Force is retrieved, then the sectors.

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Chapter 1 - Basics - Force, Actions, States, etc.
• Characters, creatures, devices, starships, vehicles The action is singular ("a card") but no time frame is
and weapons may not exist at a holosite. provided ("whenever you are about to draw" is a
A card cannot deploy or move to a location where it condition, not a time frame). The one rule does not
cannot exist. If it is ever in such a situation, it is apply, so you may substitute the destiny any number of
performing an illegal operation and must be placed in times per turn.
Lost Pile (this does not count as being "just lost").
There are three Biker Scout Troopers at the Back Door.
The One Rule Biker Scout Trooper ("Once during each of your deploy
When a card that is on table, such as a character or phases, may deploy a speeder bike to same site from
Effect, allows you to perform an action during a Reserve Deck; reshuffle.")
particular time frame (e.g., a turn, a phase, or a battle), The one rule applies; the action is singular ("Once") and
and the context indicates that the action is singular a time frame is given ("deploy phases"). Each Biker
(typically by use of the word "one," "a" or "an"), then you Scout Trooper may deploy one speeder bike (once per
may perform that action only once during that time turn per copy) for a total of three bikes per turn, though
frame. If there are multiple copies of that card on table, each is a separate action initiated by a different card (in
you may perform it once for each of those cards. other words, if Scout #1 deploys a bike, and Scout #2
For example, Baragwin says "During your control has his game text canceled, Scout #1 can't deploy it for
phase, may exchange one card in hand for one weapon him, because he's already done as much as the one
or device in your Lost Pile." Thus, the Baragwin may rule allows).
exchange only one card per control phase (though if
you had two Baragwin's on table you could do it once Captain Piett ("May use 1 Force to take one Probe
for each). Cards in play that do not specify a particular Droid into hand from Reserve Deck; reshuffle.")
time frame for an action allow you to perform that action In this case, while the action is singular ("one Probe
as many times as you like. Also, you may play multiple droid"), there is no actual time frame stated on the card.
copies of an Interrupt that allows an action during a This means the one rule does not apply and you can
particular time frame in order to perform that action take into hand any number of Probe Droids so long as
multiple times, subject to the limitations on unique and you pay the costs (though each counts as a single,
restricted cards. Note that when a card references the separate topmost action).
"top card" of a particular deck or pile, the phrase "top Droid Racks ("If your battle droid was just lost, may
card" is considered singular for the purposes of this place it here. During your control phase, may use 2
rule. Force (1 Force if your piloted MTT on table) to take any
Once Per Game battle droid from here into hand.")
Actions that are limited by their game text to "once per A phase is listed. However, because the action is not
game" may never be initiated more than once per game singular (note the use of "any battle droid" rather than
(even if it fails or is canceled). Once initiated, a card's "one battle droid" or "any one battle droid") the one rule
"once per game" function may not be initiated again by does not apply; you may take any number of battle
either player, whether with that card or any other card droids in your hand that you can pay the cost for
with the same title, regardless of card back (for (though each is a single, separate top level action).
example, if the Light Side Boonta Eve Podrace begins a Interrogation Array ("Also, during your control phase,
podrace, the Dark Side Boonta Eve may not be used to may use 1 Force to search your Reserve Deck, take
start a podrace because they have the same card title). one Torture or Aiiii! Aaa! Agggggggggg! into hand.")
Actions that allow you to deploy "once per game" are A time frame is given, and the action is singular, thus
still limited to the owner's deploy phase (unless the one rule applies. Note that "one Torture or Aiiii! Aaa!
specifically stated otherwise). Agggggggggg!" applies the singular to all cards in the
This rule applies similarly to cards and actions that are list, so you cannot take multiples of the second card into
limited to a certain number of uses in excess of once hand, nor can you take one of each.
per game. For example, if a player uses Padmé
Naberrie's deployment text twice, they cannot use it
Section D. Card States - Active, Inactive,
again that game, even if Padmé leaves table and Supporting, Unit of Force, Out of Play
another copy of her is deployed. Any card in your deck will be in one of these five states
at any time. A card can never be in more than one state
The One Rule - Examples at a time; for example, a card that is a Unit of Force
Trade Federation Landing Craft ("While at a site, once cannot be considered Active for any purpose.
during your deploy phase may take an MTT into hand
from Reserve Deck; reshuffle.") One State Only - An Example
Here the "once" and the phase (deploy phase) make Two cards are stacked beneath Cyborg Construct; they
this a clear application of the one rule. You can only are supporting. As such, they are not units of Force,
take into hand one MTT per turn. and thus are not considered a part of your Life Force.

It Is The Future You See ("Whenever you are about to Active


draw a card for destiny, you may instead use the Active generally describes a card doing what it says it
upside-down card") does, whether it's an Interrupt being played or a

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Chapter 1 - Basics - Force, Actions, States, etc.
character at a site or an Effect on the table. Once you does not refer to a card state, it only affects active
successfully initiate an action to play or deploy a card, cards; it cannot affect those that are stacked on Blaster
that card is considered active. If the result is the card Rack or deployed on a 'missing' character (inactive),
being deployed on the table (or played on table, in the stacked on a podracer (supporting), or out of play.
case of Defensive Shields), that card is now active as
Inactive Cards - Example 1
well, and will remain active until it leaves table or is
After being released from Carbonite (flipping the
made inactive. When a card's state is not referred to, it
objective You Can Either Profit By This...), getting his
applies only to active cards.
Heavy Blaster Pistol and then having a Death Mark
Inactive placed on him, the unfortunate Han Solo steps into a
An inactive card represents a card that is in some Sandwhirl and goes missing. Missing rules state that
sense on the table, but isn't actually doing anything. Han is inactive, thus:
Examples of this are a starship that has been captured, • The objective You Can Either Profit By This... / Or Be
a character that has gone missing, a weapon that has Destroyed flips back to its destiny 0 side because Han
been stolen, a battle droid on Droid Racks, or an Effect is no longer on table.
that has been suspended. Rules will state when a • Death Mark is an Utinni Effect that targeted Han
card becomes inactive. Also, some stacked cards before he went missing; it became inactive when Han
are inactive (see Stacked Cards And Card State). did, so no Force is lost from it, nor can it be targeted to
When a card is inactive, it is no longer considered to be be lost.
on the table or at its location (if any) except: • No cards can be deployed on the missing Han (he is
• Rules, actions, or conditions that specifically refer to not on table for such purposes) unless they specifically
its inactive state (e.g. Frostbite causes Force loss deploy on missing characters.
based on missing characters), target a card in that • If Leia With Blaster Rifle is in a battle at the same site
state (e.g. Take Your Father's Place allows Vader to where Han is missing, she would not get to add a
duel a captive Luke; Besieged deploys on a captured battle destiny because her destiny adding text does
starship), or checking to see if it remains inactive. not specifically refer to a missing Han. Han will not
• A unique (•) or restricted (••, •••) card still counts participate in the battle because he is not on table.
towards the restrictions specified by the uniqueness • The Dark Side cannot target Han's Heavy Blaster
and persona rules Pistol with Overload (it became inactive when Han
• If at a location, is still affected by cards that target "all did).
cards" or "all characters," etc. • The Light Side player may not: deploy another version
• If aboard a vehicle or starship, counts towards of Han, deploy another copy of Han's Heavy Blaster
capacity limits. Pistol, or persona replace the missing Han.
Inactive cards never provide presence. • Han may be captured by Corporal Oberk (he
When a card goes from active to inactive, it has not left specifically targets missing characters).
the table, thus it does not follow the Leaves Table rule. • If Exhaustion is played (which counts missing
Any active cards deployed on or carried by a card that characters on table) it will count Han since it looks for
becomes inactive (or Utinni Effect that targets it) are not cards that are missing.
lost (unless a card or rule indicates they would be in this • Han may not be targeted by This Is Even Better, which
state); instead they become inactive as well, unless targets captives (even though a captive is also
they indicate they may deploy on or otherwise still inactive, Han is not a captive, he's missing).
function while the card is in this state (e.g., Bounty
works while a character is a captive). If the card Inactive Cards - Example 2
becomes active again, those cards return to being Koensayr Manufacturing states that it is suspended
active as well. while the opponent controls the Ralltiir system. If the
If a card has an action "scheduled" and it becomes Dark Side does control Ralltiir, then it is no longer
inactive, the action still occurs. For example, Beggar considered to be on table and its game text does
would still be lost at end of turn even if suspended. nothing. You may not deploy another copy of Koensayr
Note, however, that this does not apply to continuous Manufacturing (because inactive cards still count
modifiers, resets, or similar changes on suspended towards uniqueness). The opponent cannot deploy
cards that contain scheduled actions. Those changes Sudden Impact on it (even though the "Immune to Alter"
would also be suspended. For example, if Maneuvering game text is canceled, Sudden Impact does not state
Flaps or S-Foils is triggered during a Light Side player's that it can deploy on suspended Effects, so Koensayr
control phase, its effects are scheduled to last until the Manufacturing is not a valid target). Since part of
following Light Side player turn. The game will Koensayr Manufacturing's game text is relevant to
remember that that card is in effect until that time (even seeing if the suspension continues, that text is applied
if suspended) but its modifiers and resets would not whenever appropriate (i.e. when opponent no longer
apply at locations where it is suspended. controls that system).

Active Cards - Example Inactive Cards - Example 3


Weapon Of An Ungrateful Son allows you to put Vader is carrying a stolen Obi-Wan's Lightsaber. Since
devices and character weapons on Used Pile. Since it he cannot use that weapon, it is inactive; no copy of
that unique weapon can be played. He is considered to

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Chapter 1 - Basics - Force, Actions, States, etc.
be 'carrying' a stolen weapon, but it isn't on table for any drawn for destiny; since the draw is a copy of a unique
other purpose (he is not "armed", "using" or "with" a card in play, it is lost and the destiny is reset to 0.
weapon; he may not swing it, may not gain a Force
drain bonus from it, does not get a bonus during an Supporting
Epic Duel, and may not receive a power bonus at the A supporting card is one which is not on table for game
Cloud City: Lower Corridor). The lightsaber cannot be purposes but is nevertheless having some effect on the
targeted, except as a stolen weapon (Weapon Of A game. Examples of this are a card stacked on It Is The
Fallen Mentor), or by attempts to steal that weapon Future You See, one or more Interrupts stacked on
back (Weapon Levitation), because the rules state that Allegations Of Corruption, a card placed under Hem
stolen weapons may be targeted to be stolen. Dazon, an alien stacked on My Kind Of Scum, a
senator on a Political Effect, or a stack of cards under
Unit of Force Fear Is My Ally. Any card that is face down is always
Any card that is in your hand, Life Force, or Lost Pile is supporting (except for any deck or pile). Also, some
a unit of Force. A unit of Force is never on table, even if stacked cards are supporting (see Stacked Cards And
revealed or face up (e.g. drawing a destiny; peeking at Card State).
the top card of a pile; turning the cards in a Used Pile A card that is supporting is not considered to be on the
face up with Polarized Negative Power Coupling; or any table or at its location (if any) except for rules, actions,
card in your Lost Pile). A card does not have any or conditions that specifically refer to its supporting
aspects to it while it is a unit of Force, except when a state (e.g. Our Only Hope takes a card off Insignificant
rule, action, or condition specifically looks in the Rebellion; There'll Be Hell To Pay counts the cards
appropriate place for that aspect (e.g. The Signal stacked on it; Tentacle affects the uniqueness of other
looking through Reserve Deck for an Effect; Scanning Interrupts based on the name of the card on it; An
Crew looking through hand for a Rebel; Kintan Strider Unusual Amount Of Fear will play Defensive Shields
retrieving a character from your Lost Pile; Forced from underneath it; The Ebb Of Battle states it may be
Servitude reducing Force loss by the forfeit of a droid in played when under your Dark Jedi as a combat card).
Life Force; Mantellian Savrip allowing forfeiting of cards
Supporting Cards - Example 1
from hand.).
A podrace is taking place at the Podrace Arena, and the
When a card in a hand, deck, or pile has game text that
light side draws a card for race destiny. That card is
allows itself to be targeted by another card, that game
Red Leader In Red 1, and it is stacked on the site. As a
text is considered active and will function normally if the
supporting card, it is not considered on table. While it is
targeting card is searching through that hand, deck, or
there:
pile (see Actions - Immune for a similar ruling about
cards that are immune to other cards). • Red Leader In Red 1 is neither on table nor at that
When a card is drawn for destiny, text related to the site. You may deploy copies of Red Leader or Red 1
destiny (or the condition of being "just drawn") is as normal. Red Leader In Red 1 may not be targeted
considered active (see Defined Destiny Values). by an E-Web Blaster (it is not at the site), is unaffected
by an exploding Thermal Detonator (even though it
Unit of Force - Example 1 targets all cards there), and cannot have Rectenna
EG-6 is drawn for destiny. Because its text states that deployed on it or be targeted by A Few Maneuvers.
you can compare power totals in battle when it is drawn • It may be placed in the Used Pile by A Step
for battle destiny, you may do so (the game text refers Backwards, because that Interrupt specifically targets
to its state as a unit of Force). race destinies.
Unit of Force - Example 2 Supporting Cards - Example 2
M'iiyoom Onith looks at opponent's hand to cause all Let The Wookiee Win disarms a trooper and is stacked
unique male Rebels and aliens to be lost. Each card is on him. As a supporting card (because it's stacked after
then checked to see if it is of the card type Rebel or it resolves) it no longer can be canceled by Sense.
alien, whether it is unique, and whether it has the
characteristic of male. Those cards are then selected Supporting Cards - Example 3
and put in the Lost Pile. The Light side player cannot The Political Effect I Will Not Defer is on table, and
use Bacta Tank to save any of them because they are Queen Amidala, Ruler of the Naboo has been stacked
units of Force being lost, even though the only reason on it.
they are being lost is because they had to meet the • Amidala is not considered on table, which means that
above criteria. M'iiyoom Onith specifically looks at units you can deploy copies of her persona as normal, and
of Force, Bacta Tank does not. you may neither target nor deploy anything on the
copy of her stacked on the Political Effect.
Unit of Force - Example 3 • I Will Not Defer looks at agendas of cards stacked on
Abyss and the unique Effect card Insurrection are both it; thus her peace agenda will trigger its extra abilities.
on table. Another copy of Insurrection is drawn for • I Will Not Defer looks at characters for the senator
destiny. Normally this would have no special effect characteristic; since Amidala does not have that
other than the draw (the second Insurrection is a unit of characteristic, it does not affect that aspect of the card.
Force, and thus its uniqueness is unimportant). Sanity And Compassion may move her to your Used
However, Abyss looks at the uniqueness of cards Pile, as it specifically targets cards on Political Effects.

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Chapter 1 - Basics - Force, Actions, States, etc.
Out of Play Stacked Cards And Card State - Example
Cards which are taken out of the game entirely are Light side has Senator Palpatine at Cloud City: Chasm
placed out of play. To place a card out of play, the Walkway. During a battle he is about to be hit; by that
card's current owner places it in an "out of play" area site's game text, he is placed on the Weather Vane.
next to their Lost Pile. Each player has their own "out of Since he went there from being on the table (active) he
play" area. is now in an inactive state (meaning among other things
An out of play card is not on table and has no effect on that you could not deploy another copy of Senator
game play except: Palpatine). The Light side uses Desperate Reach to
• Rules, actions, or conditions that specifically refer to place him at the Cloud City: Platform 327 (Docking Bay)
its out of play state (e.g. Dannik Jerriko gaining a and he later transits to Coruscant and moves to the
power bonus from cards he has placed out of play) Galactic Senate, then is taken into hand with I've
• Any unique character, vehicle, or starship that is out of Decided To Go Back. Now that he's in hand, the Light
play prevents any additional copies of that card (or side places him on I Will Not Defer. Because this time
other versions of its persona) from being played by he came from hand (unit of Force), he will be in a
that same player (this does not affect the other player). supporting state while on that Political Effect.
Unless stated otherwise, 'just placed out of play' actions Global Effects And Card State
are applied only to active and inactive cards. The only When a card is being affected "globally" (i.e., it is not
exception to this is when a card is placed out of play targeting a specific card on table), it affects all versions
while it is just lost; in that case, treat it as having been of that card everywhere, regardless of its state. When a
active (or inactive) for purposes of its state when placed rule, action, or condition affects a card directly (such as
out of play. when Uncontrollable Fury is deployed on Vader, giving
Players may inspect the cards in the "out of play" areas. him +2 power), it only affects that single copy of that
Out of Play - Example 1 card, and no others, regardless of their state.
Noble Sacrifice places Light's Dutch out of play, or Global Effects And Card State - Example 1
Dannik Jerriko "eats Dutch's soup." Light may not Bad Feeling Have I is on table, making Leia deploy +2.
deploy any version of the Dutch persona for the This means that Boushh (a persona of Leia) is deploy=8
remainder of the game, including Gold Leader In Gold 1 (printed 6 + 2) in all states.
(because it includes the Dutch persona as a permanent
• Active: If you attempt to deploy her, it will cost 8 Force.
pilot).
Likewise if opponent wants to break her cover with
Out of Play - Example 2 Take Them Away, it will cost them 8 Force.
Dark's Death Star Assault Squadron is randomly placed • Inactive: If on your Bacta Tank, it will cost 8 Force to
out of play by Out Of Commission. Dark may not deploy take her into hand.
any versions of the following personas for the • Unit of Force: If opponent targets her with Frustration
remainder of the game: Vader, DS-61-2, DS-61-3, while she is in your hand, he must identify 8 Force
Vader's Custom TIE, Black 2 and Black 3. If Light has a icons.
stolen Black 3 card, they may still deploy it.
Global Effects And Card State - Example 2
Stacked Cards And Card State Raithal makes your troopers destiny +2 if you control it.
When a card is stacked or placed on another card This means that Stormtrooper is destiny 3 (printed 1 +
outside the normal rules of deployment, movement, 2) in all states.
etc., it is either Inactive or Supporting. • Unit of Force: If drawn for battle destiny, it is a destiny
• If the card is being placed there from an active or of 3.
inactive state, it is inactive. • Supporting: If stacked on a podracer, it is a destiny of
• If the card is being placed there from a supporting or 3.
unit of Force state, it is supporting. • Active: If targeted by Thermal Detonator to be lost, it
• However, if the card is stacked on a grabber, the card would require a destiny of 3.
is always supporting (see Icons - Grabbers, Ch. 9). Global Effects And Card State - Example 3
• Face down cards are always supporting. The Dark Side deploys Baniss Keeg on Elite Squadron
Exception - Just Lost Stromtrooper to make him a pilot. This only affects that
A card that is "just lost" (or "just forfeited") goes to the single card; other copies of Elite Squadron
Lost Pile before being placed wherever it ends up (for Stormtrooper will not be able to pilot, and will still get
example, if Luke is lost he is placed in the Lost Pile deploy, defense value, and forfeit modifiers from
briefly before being stacked on the Bacta Tank; see Intensify The Forward Batteries.
1.C. Just Lost). Even though the card is briefly entering Global Effects And Card State - Example 4
the Lost Pile (and thus becoming a unit of Force), treat Owen Lars & Beru Lars cause all versions of the Luke
it as having been active (or inactive) for purposes of character persona to be power +6 until the end of the
determining its state when it is actually stacked (in this next LS player turn.
example, Luke would be inactive on Bacta Tank rather • Active: Any such version of Luke on table would be
than supporting). power +6 even if he was not previously on table when
Owen Lars & Beru Lars were lost.

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Chapter 1 - Basics - Force, Actions, States, etc.
• Unit of Force: Camie can try to deploy a Luke of power examples of how a "source" value could be modified
< 4 from Reserve, but would be unable to deploy the and then substituted in as an unmodifiable value.
Premiere version of Luke Skywalker (printed power 3)
Substituted Values
because he is power 9 for remainder of turn.
A value that you use instead of another value (either on
Section E. Values & Numbers a card, or some previously existing total). In some rare
Most game actions will depend on values and numbers, cases, these can be used even if the total was
and so the manipulation of both will eventually canceled. For example, Ng'ok War Beast tells a Dark
determine the winner. Cards have some values printed player to forfeit a card for 0. This is not a reset (see
on them, such as deploy, ability and destiny, but these Reset), just a required use of a substituted value. Note
numbers are not absolute; they can be changed. There that this new value may not be further modified or reset.
are two ways to change value: modifying and resetting. Reset
Modifiers The changing of a value to a specific new value (such
Anything that adds to, subtracts from, multiplies, or as power=0), even if the new value is numerically
divides a 'base value'. For example, Anakin's Lightsaber equivalent to the original. When a value is reset (e.g.,
modifies a Force drain ("May add 1 to your Force drain ion cannons, crashed vehicles, weapons that set forfeit
where present") while Jedi Presence modifies a Rebel's = 0, Lateral Damage), that value is unmodifiable until
power ("battle at double power"). Multiple copies of the restored to normal (or until the affected card leaves
same card cannot cumulatively modify the same 'base play). Some cards define their values in their own game
value' (e.g. deploying two copies of Tatooine Utility Belt text, (e.g. Kal'Falnl C'ndros, Jawa or Brainiac). This is
on Luke will still only give him +2, not +4) unless they not resetting and may be modified. If a card defines a
specifically state that they are cumulative. previously non-existent value on another card (e.g.
When any card value is checked by a game action or Mercenary Armor providing armor), it is only defining a
rule, that targeted value is modified by any game text base value to the card (this is not a reset, and may be
that is in effect. For example: to take Yoda into hand modified). Note that this means that one card could be
from the Bacta Tank when Bad Feeling Have I is on the either resetting or defining a value depending on the
table will require the Light Side player to use 7 Force. If order of other cards played.
the Dark Side occupies Fondor, then a Corellian Resets - Examples
Corvette forfeited from hand with Mantellian Savrip will Tarkin is on table. Mandalorian Armor is deployed on
have a forfeit value of 4 etc. (See Global Effects And Tarkin, defining an armor value of 5 for him. This is not
Card State) a reset - the amount of armor may be modified.
All modifiers are applied in the order that they occur.
For example, if a character has his power of 6 reduced Trooper Davin Felth and Corporal Drazin (both
by 2 and then doubled, the result will be 8 (6-2=4, Stormtroopers) are on table. An Entire Legion Of My
4x2=8) not 10 (6x2=12, 12-2=10) because the Best Troops is also on table, defining an armor value of
subtraction came before the multiplication. Likewise, if a 4 for each of them. Their armor value may be modified.
modifier is removed from play, the affected value should Mandalorian Armor is then deployed on Drazin.
be completely recalculated, using any remaining Because Drazin already had an armor value, his armor
modifiers in the order that they originally occurred. is reset (rather than defined) to a new value of 5, and
this new reset value is unmodifiable.
Automatic Modifiers
Any modifier which simply states that it occurs (without Reset - Competing Resets
a word such as "may" to indicate that it is optional). For If a card has its value reset, and another action will
example, "if you control, Force drain +1 here" reset that value, whichever value is lower is the one that
(Alderaan) is an automatic modifier when the condition is applied. For example, Taym Dren-garen resets a
(controlling that location) is met. "May add 1 to a Force Tusken Raider's power to 3, but Speeder Bike resets its
drain at a related site" (Clouds) is optional. As a rule of pilot's power to 0. A Tusken Raider (under the tutelage
thumb, any time you choose to apply a modifier, it's not of Baniss Keeg) piloting a Speeder Bike (while Taym
automatic. In addition, interrupts are always played by was at the Audience Chamber), would be power 0,
choice, and as such they usually constitute optional because that is the lower value.
modifiers (dependent upon context). Automatic Increase
modifiers are considered to be instantaneous, and are Any time a value is modified or reset to a higher
included before any actions or comparisons can be number, that value has been increased.
made.
Reduce
Unmodifiable Values Any time a value is modified or reset to a lower number,
A value that cannot be changed by modifying. See that value has been reduced.
Reset. This value is not prevented from being targeted
to be modified (it simply fails to modify that value). See Limited
Implied Target Rule. Things are "limited" if you are not permitted all of what
If a value cannot be modified, this even prevents global you are otherwise entitled to. For instance, if you can
modifiers. However, see Substituted Destinies for normally generate 3 Force for your Force icons at the
Death Star, and This Place Can Be A Little Rough only

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Chapter 1 - Basics - Force, Actions, States, etc.
allows you to generate 1 there, your Force generation Free - Example
has been limited to 1. However, if you generate 1 Force Battle Plan (which allows Light to initiate battle for free)
at the Death Star: Detention Block Corridor under the is on table. This means that Wars Not Make One Great
same conditions, your Force generation has not been (which modifies the cost of battles) and Feltipern
limited, because you are generating what would be the Trevagg (which resets the cost of battles) are ignored.
'normal' amount. Likewise, if you can draw two battle Stormtroopers deploy free to the same site as
destinies, and Imperial Command says you may only Lieutenant Suba; however, if Yavin Sentry (V) on table
draw one, your battle destiny has been limited to one. (which requires you to first pay an additional cost for
However, if you were only entitled to draw one battle non-unique cards) you must still pay for its cost (if
destiny, your battle destiny has not been limited, there's a stormtrooper there) because its cost is
because you are drawing what you are otherwise separate from the deploy cost of the stormtrooper.
allowed to. Anything which cancels modifiers is NOT
Separate Costs - A Complex Example
limiting. Never apply a modifier directly to a value that's
Light has the effect Draw Their Fire on table ("during a
been limited. Instead, recalculate the entire value with
battle you initiate, each time opponent plays an
all modifiers (in their original order) and then apply the
Interrupt, opponent must first use 1 Force"). Light has
limit at the end.
also stacked a copy of a Dark Interrupt titled We Have a
Cumulatively Prisoner on A Tragedy Has Occurred ("To play any new
Term used in game text to indicate that multiple copies Interrupt of the same name, player must first stack it
of a card (or multiple applications of the same game here and use +1 Force for each Interrupt in stack"). All
text, as for political effects) can increasingly modify the Wrapped Up (which states that We Have A Prisoner
same thing. For example, Rebel Tech says, plays for free) is on table.
'Cumulatively adds 1 to the total of Attack Run.' Three Light initiates battle and towards the end of that battle,
Rebel Techs would therefore add 3 to Attack Run. Dark wishes to play another copy of We Have A
Conversely, the Sandcrawler in the Premiere set says, Prisoner. We Have A Prisoner normally costs 2 Force,
'Each Jawa at same exterior site is forfeit +1.' The but this base cost is free due to All Wrapped Up. As a
Sandcrawler is not cumulative, and thus a Jawa present separate cost, Dark must use 1 Force for Draw Their
with three Sandcrawlers is only forfeit +1, not forfeit +3. Fire. As another separate cost, Dark must stack the We
(No modifiers are cumulative unless they specifically Have A Prisoner on A Tragedy Has Occurred and then
say they are.) Similarly, you may not place multiple use 2 Force (for the 2 copies stacked). If Dark does not
copies of Queen Amidala, Ruler Of Naboo on I Will Not have at least 3 Force saved to pay for both Draw Their
Defer to add more than 2 to a Force drain (you may Fire and A Tragedy Has Occurred, Dark may not initiate
place them, but they will have no effect). the We Have A Prisoner action in the first place (and
therefore, would not stack their Interrupt).
Duration (How Long a Change Lasts)
See Actions - Duration. Up to
Treat the phrase 'up to X' as '1 to X'. Thus zero is not a
Modifying/Resetting Totals
valid choice (unless, obviously, X is 0). Also, in the
Anything that modifies or resets the total of something
phrase 'up to X', X cannot exceed the number of cards
does not affect the individuals that made up that total.
available in the deck or pile that will be used to
For example, Affect Mind will modify the total ability at a
complete the action.
site, and Leia, Rebel Princess will reset it, but neither
will change the ability of any of the individual cards. Even Number And Zero
For game play purposes, zero is defined as an even
Separate Costs
number.
Separate Costs occur when a card imposes some new
cost rather than modifying or resetting an existing cost. Negative Numbers/Cannot Fall Below Zero/Minimum
Separate costs are often indicated by stating that a Zero
player "must first use" Force, or similar language. Some cards instruct you to subtract numbers, in which
Separate costs are paid during the Paying Costs step of case the final result may not fall below zero. If a
initiation of an action, before the base cost. Unless situation arises and you further modify a value that fell
specified otherwise, modifiers, resets, and the word below zero, reapply all the modifiers (in order) to
"Free" only apply to the original base cost; separate determine the final result (e.g., if a power 2 character
costs are unaffected. See also Free. has his power reduced by 3, he would be power 0. If he
then has his power increased by 2, he would be power
Free
1, not power 2).
Any action that is "free" ignores its base cost, even if
that cost is being modified or reset. Keep in mind that Values & Numbers - Undefined Values
this only affects the base cost; separate costs related to Treat any undefined numerical value as zero. The only
the action still apply. If a condition states that a card exceptions are those values which literally do not exist.
must be able to deploy for free (such as Prepared For example,
Defenses) it means the card must have no deploy cost • "No hyperdrive" is not hyperspeed of zero and so it
listed in its game text. cannot be increased through the addition of an
astromech droid.

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Chapter 1 - Basics - Force, Actions, States, etc.
• When a destiny draw is required but the player does 4) Just actions
not have any cards in the Reserve Deck, the destiny 5) Complete draw
does not exist and thus fails (see Failed Destiny 6) Return to step one if more draws must be made
Draws). 7) Add up destiny values and modifiers to total destiny
Undefined values are not modifiable. 8) Complete all draws
Step 1: Drawing the destiny
No Ability, No Hyperdrive, Etc. Reveal the top card of your Reserve Deck and move it
See Values & Numbers - Undefined Values . to the table. It is now an unresolved destiny draw (see
Card With Ability Unresolved Destiny Draws, Ch. 1). The destiny number
A card with ability is any card that has an ability of in the top right corner of that card is the value of the
greater than zero. See droid, Ch. 9. destiny draw (location cards have destiny of zero). This
is called the destiny value.
All Your Ability Is Provided By X Sometimes you are permitted to use another action in
Some cards state that they provide some benefit or place of drawing a card for destiny value, such as
outcome when all of a player's ability (on table, or at a Darklighter Spin using a starfighter's maneuver or It Is
particular battle, location, etc.) is provided by specific The Future You See using a card stacked upon it (these
types of cards. Examples include Scum And Villainy are a substituted destiny). This destiny value cannot be
and Sergeant Bruckman. modified, canceled, or reset. See Substituted Destinies.
To utilize this game text, the player must have at least An important distinction must be made between the
one card with ability that meets the specified conditions, destiny value and the card itself. If something happens
and of course must not have any cards with ability that to the card, the destiny value remains unless the action
violate the specified conditions (only active cards are specifically refers to it. Likewise, if a destiny is
checked to see if they meet or violate conditions). For canceled, only the destiny value is being canceled; the
example, Scum And Villainy does not provide any card itself is not affected (again, unless it's specifically
benefits while Dark has no active cards with ability on referred to by the canceling action). Substituted
table. destinies are perhaps the ultimate example of this, as
Such game text is only concerned with checking you have a destiny value without a physical card at all.
individual cards with ability. Modifying or resetting a Step 2: Apply automatic draw modifiers
player's total ability at a location does not affect these These are modifiers to the destiny value, not to be
requirements in any way (e.g. using Affect Mind, Darth confused with modifiers to the total destiny.
Maul, or Leia, Rebel Princess). Step 3: Automatic actions
A card is still considered to be a "card with ability" even Automatic actions triggered by the draw now take place
if it may not apply ability toward drawing battle destiny (per the normal rules of automatic actions). These
(e.g. because it is a passenger in a starship or affected include actions such as Krayt Dragon Bones, Program
by Wounded Warrior), even when the outcome of the Trap, and Abyss. Some cards state an action which
game text would be to draw or add a battle destiny (e.g. takes place whenever they are drawn for destiny
Ewok Celebration). (remember that automatic modifiers are not actions,
Rounding thus the game text on Sith Probe Droid (V) or Grand
You do not round unless specifically told to. If you are Moff Tarkin (V) was applied in step 2). If that card is an
told to round, but not told to round up or round down, Interrupt, it is considered to have been played (and thus
you round as normal (to the nearest whole number). may be canceled, grabbed, etc, as usual). If it is not an
Interrupt (such as EG-4) this is simply triggered game
Section F. Drawing Destiny text.
Drawing destiny represents the element of fate or Step 4) Just actions
chance involved in actions. Although destiny draws Any just actions that respond to the draw take place,
sometimes have special labels such as battle destiny, following the normal rules of just actions (your opponent
weapon destiny, asteroid destiny and training destiny, having the first response and the two players
all destiny draws are accomplished in the same alternating). When both players consecutively pass, the
manner, as described below (For information on the draw is completed.
various types of destinies see their appropriate section). Step 5) Complete draw
Drawing destiny is mandatory, except for battle destiny If the destiny value is currently below zero, it is now
and draws that indicate they are optional (usually by immediately reset to zero before anything else can
saying "may draw destiny"). You never draw destiny happen. Any responses to a completed destiny draw
when your Reserve Deck is empty (even when you (e.g., We'll Need A New One's retrieval) now take place.
don't plan to physically draw the destiny). Automatic After they are done, place the card face down on your
modifiers to the number of destinies are checked Used Pile.
immediately before you draw the first destiny. Step 6) Return to step one if more draws must be made
How To Draw Destiny Unless additional draws are optional, you must make
1) Draw the destiny the additional draws if at all possible. If you cannot,
2) Apply automatic draw modifiers move on to the next step. Draws that you cannot make
3) Automatic actions do not exist, thus they cannot be modified, etc.

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Chapter 1 - Basics - Force, Actions, States, etc.
Step 7) Add up destiny values and modifiers to total destiny draw for a "match" action fails, the action is not
destiny resolved in favor of the opponent, but continues without
Modifiers to total destiny are different than modifiers to the failed draw if possible; otherwise, the action ends
each destiny draw. Anything which stops destinies from with no result.
being modified does not affect modifiers to your total
Failed Destiny Draws - Example 1
destiny (for example, if your only destiny was a
Dark plays Tallon Roll ("Target two starfighters (your
substituted destiny -which cannot be modified- you are
TIE/ln and any Rebel starfighter) present at same
not prevented from modifying your total now). Note that
system or sector. Each player draws destiny. Opponent
unless otherwise specified, modifiers to weapon destiny
totals destiny and starship's power. You total destiny,
are applied during this step, to the total weapon destiny,
TIE's power and TIE's maneuver. Lowest total loses
and NOT to individual destiny draws during previous
starfighter."). Dark chooses a TIE with such high power
steps.
and maneuver that they could win even if they draw a
After all destiny values and modifiers are applied, if the
destiny of 0. However, Dark has an empty Reserve
value is below zero, it is now reset to zero. If all your
Deck, so they fail the Tallon Roll automatically and lose
draws failed and/or were canceled, you have no total.
the TIE.
Sometimes you may have been told to draw a certain
Light is unhappy about this - they were planning to win
number of destinies, but then to choose among them.
a big battle against that TIE in the near future, so they
Make your choices before the values are added up and
actually would have preferred the TIE to win the Tallon
the total is modified. You cannot choose a value which
Roll and stay on the table so that they could battle it.
doesn't exist.
However, Light is not entitled to choose the result of the
Step 8) Complete all draws
Tallon Roll. Dark must fail the Tallon Roll due to their
If you have no destiny total, the draw now immediately
Failed Destiny Draw situation.
fails (see Failed Destiny Draws).
If you have a destiny total, continue with the action that Failed Destiny Draws - Example 2
required it (usually meaning a comparison and During an exciting battle, Darth Vader swings his
resolution of the action, though sometimes it might lightsaber at Han Solo ("Draw two destiny. Target hit,
mean your opponent drawing destiny first). and its forfeit = 0, if total destiny > defense value."). The
first destiny draw is a 4. The second destiny draw
Failed Destiny Draws
cannot be completed because Dark has no cards
Some actions instruct a player to perform one or
remaining in their Reserve Deck. Dark did complete one
multiple destiny draws (the draws are not optional
draw, however, so they have a destiny total of 4. This is
unless specified as such). There are a few reasons why
greater than Han Solo's defense value of 3, so Han is
a player might not be able to complete the destiny
hit by the lightsaber.
draw(s) successfully:
In another battle, a Stormtrooper fires a Blaster Rifle at
• The player cannot draw destiny because their
C-3PO ("Draw destiny. Target hit if destiny +1 >
Reserve Deck is empty.
defense value."). Dark draws a 0, which is still enough
• The player cannot draw destiny because some card to hit C-3PO who has a defense of 0. However, Light
or game condition prohibits it, or requires a cost that responds by using Obi-Wan's Journal ("once per battle
the player is unable (or unwilling) to pay. may cancel a weapon destiny just drawn") to cancel the
• The player draws the destiny but some card or action destiny draw of 0. Now Dark has a Failed Destiny Draw
cancels the destiny draw. situation, so C-3PO is not hit. Dark could have hit C-
A player needs to successfully complete a destiny draw 3PO with a 0, but not with no destiny total at all.
in order to have a destiny total for an action (even if the
player was instructed to perform multiple destiny draws, Failed Destiny Draws - Example 3
only one draw needs to be successfully completed to Light has an empty Reserve Deck, and Dark initiates a
have a destiny total). If a player has no destiny total duel using Take Your Father's Place. Light fails their
because they did not successfully complete any draws, duel destiny draws and thus loses the duel
it is called a Failed Destiny Draw situation. The player automatically. In some cases Dark might prefer to lose
with no destiny total fails the action, meaning the action this duel, because it would present them with an
resolves in favor of their opponent. This does not mean opportunity to cross Luke, but it is not up to either
that the opponent may decide how to resolve it; rather, player to choose the outcome.
it means that the result is whatever is in the opponent's Unresolved Destiny Draws
immediate favor for that action. These are destiny draws that have been drawn from the
In rare cases, both players may experience a Failed Reserve Deck but are not yet 'completed' (see Step 5 of
Destiny Draw situation for the same action (neither How To Draw Destiny, Ch. 1). They are still subject to
player successfully completed a single destiny draw). In modifiers and may be targeted by automatic or
such cases, the action has no result. For example, "Response" actions. They are still Units of Force and
Tallon Roll would not cause either starship to be lost, a are not considered to be 'on table' for any purposes.
duel would have no winner and no loser, etc. Your unresolved destiny draws are considered part of
An action that depends on "matching" a destiny draw your Life Force. As such, cards you have drawn for
(e.g. Cantina Brawl) cannot match with a failed destiny destiny but not yet resolved may be lost to satisfy
draw. Unlike normal failed destiny draws, when a required Force losses that might occur during that time

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Chapter 1 - Basics - Force, Actions, States, etc.
frame (such as from an 'insert' card). Remember that value immediately and it may not change as long as
the destiny value and the card itself are separate it is stacked there until after it leaves.
entities, so if you lose an unresolved destiny draw card • If R2-D2 is stacked from hand, table, or Life Force
to satisfy force loss, the destiny value still exists. Note, when a destiny draw is not required (Colo Claw
however, that if an unresolved destiny draw card is sent Fish, Crash Site Memorial, or It Is The Future You
to a player's hand (such as via Orn Free Taa) or to See, etc) the value is NOT "locked in." Instead R2's
some other deck, pile, or stack (In Complete Control) destiny value is selected whenever it is required by
that destiny card itself may no longer be targeted by another action (it then will stay locked in for the
any further actions. The destiny value may still of remainder of that action). Once the action is fully
course be modified, canceled, or reset, etc as normal. resolved, the destiny value becomes ambiguous
again until another action requires a definitive
Canceled And/Or Redrawn Destiny Draws
value.
A canceled destiny draw counts towards the number of
destinies able to be drawn, counts against limits, and • If R2-D2 is on table as an active character, likewise
counts for any other cards or rules that check the his destiny number is ambiguous until an action
number of draws made during a particular time frame, starts that targets his destiny number. It is then
unless it is redrawn. In such cases, the redrawn destiny locked in for the remainder of that action. For
is counted instead of the canceled destiny. example, assume Dark fires a Thermal Detonator at
R2's site, and he draws 3 destinies: 2, 5, 4. Light
Draw X Choose Y could choose R2's destiny value to be a 5 to get
When a card instructs you to draw X destiny and around the first destiny, but he could not change it
choose Y, perform the following steps: again back to 2 to dodge the second destiny.
Step 1) Draw a destiny. This draw can be modified,
canceled, reset, or otherwise responded to normally just Defined Values
after it is drawn; however, after being drawn, unless When a card has a value that is defined in its game text
canceled, it remains an Unresolved Destiny Draw and is (e.g. it has an asterisk (*) instead of a numerical value
not yet placed in Used Pile. The draw is considered a where one would be expected) its actual value is
weapon destiny, battle destiny, etc. where appropriate, determined whenever that value is being checked by an
and counts against any applicable limits. If a limit action (even if the card is inactive, supporting, or a unit
prevents a player from drawing more than X destinies, of Force). A value represented by an asterisk may
they instead draw a number of destinies equal to the never be considered to be a 'printed value' or 'printed
limit. Repeat this step until X destinies have been number.'
drawn. Substituted Destinies
Step 2) Once X destines have been drawn, choose a A destiny you have not physically drawn. A substituted
destiny from among the Unresolved Destiny Draws and destiny value cannot be modified, canceled, or reset
resolve it normally. Repeat this step until an appropriate and does not count towards limits on the number of
number of destinies have been chosen as specified by destinies that may be drawn. With those restrictions in
Y. mind, a substituted destiny value is considered a
Step 3) Place any remaining unresolved draws in used "destiny draw," has been "just drawn," etc. However,
pile (unless otherwise instructed) in the order they were the physical card (if any) used to provide that
drawn (if possible). substituted value is NOT considered a "destiny draw",
No Infinite Loops. For example, the card Mind What "just drawn", etc. For example, a substituted destiny
You Have Learned says "Whenever you draw training value may trigger Tauntaun Bones or R2-D2, but the
destiny, draw two and choose one." Both of those two physical card providing that value cannot be 'jammed'
destinies are also training destinies and might appear to by Joh Yowza.
trigger this same text again, replacing each one of If you are using a value from a different card (such as a
those destinies with two more new ones, and so on. starfighter's maneuver with Darklighter Spin, or the
Such "Draw X Choose Y" text should not be interpreted destiny number of a card on Sando Aqua Monster), the
to respond to itself in a loop. destiny value is determined the moment the substituted
Multiple Destiny Values action takes place (using all existing modifiers). Note,
When a card has multiple printed destiny values (such however, that all you are using is the destiny value, no
as R2-D2) its actual destiny is chosen by the owner. other aspects.
Typically, once chosen, that destiny value will be Substituted Destinies - About to Draw
'locked in' until the action or destiny draw fully resolves. Some cards such as Smoke Screen, Artoo I Have A
Here are some common examples: Bad Feeling About This, Count Me In and Watch Your
• If R2-D2 is drawn for destiny, Light must Back! allow a player to 'sacrifice' a destiny about to be
immediately choose if it is a 2 or a 5. If a 5 is drawn in order to substitute it with another value. Such
chosen then the card is considered a printed 5 for game text can only be initiated if:
all purposes. • the player is capable of making the draw (for example,
• If R2-D2 is drawn for destiny to be 'stacked' on you cannot use Smoke Screen if you are not capable of
another card on table (for podrace destiny, Sando drawing battle destiny); and
Aqua Monster, etc) Light must likewise select the

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Chapter 1 - Basics - Force, Actions, States, etc.
• the Reserve Deck has at least one card in it (see Examples of substituted destinies
empty deck or pile). Jedi Levitation (V) is stacked on It Is The Future You
If such a card is canceled before resolving, then the See. When a destiny draw is required, instead of
player is still entitled to draw the destiny normally. physically drawing a destiny, Light chooses to substitute
this for a destiny draw, giving him a destiny value of 4.
Substituted Destinies - Modifying Totals
That 4 cannot be modified, canceled, or reset, because
Certain cards instruct you to draw destiny, apply
it's a substituted destiny. However, for most other
modifiers, and examine a total. In these instances, all
purposes it is considered a just drawn destiny: it can
those modifiers are considered to modify the destiny
trigger Krayt Dragon Bones, but note that it does not
total, not the individual destiny draws (unless it states
count against battle destiny limits. Jedi Levitation (V)
that it is modifying each destiny, in which case the
itself was not drawn, so it cannot be placed in Lost Pile
normal rules of no modifying apply).
by Rachalt Hyst, or stacked on Tentacle.
Substituted Destinies - Targeting The Card Grand Moff Tarkin (V) is stacked on Sando Aqua
In unusual circumstances, some actions occur as a Monster. When used for a destiny, dark gets a destiny
response to a just drawn destiny by targeting the card value of 1, but he has not drawn Grand Moff Tarkin (V)
that was drawn. Since you have substituted a destiny, for destiny - thus Dark doesn't get the destiny modifier
you do not have a physical card, so none of this will from Tarkin's game text, nor could he take him into
apply: it cannot be taken into hand, lost, stacked, or hand to cancel and redraw the destiny with Imperial
placed in life Force, it will not trigger Abyss/Chasm, it Enforcement.
does not have a card type, it does not have game text
(meaning that cards such as EG-4 would not have any During a battle, the card Coarse And Rough And
effect), etc. Irritating limits Light to only one battle destiny. Light
plays Out Of Nowhere at the start of the battle to add a
Examples of destinies "about to be drawn"
battle destiny. He uses Darklighter Spin, targeting
Dark has Zuckuss piloting the Mist Hunter at the Artoo-Detoo In Red 5, which is piloted by Luke
Kashyyyk (Light Side) system. Kashyyyk's Dark Side Skywalker and affected by A Few Manuvers (total
text says "Total ability of 6 or more required for you to
maneuver of 10). Light's destiny value is 10 (the destiny
draw battle destiny here." Light initiates battle against
value has not been modified because that was the
them with Luke Skywalker (V) piloting Red 5. Dark has
value when it was substituted). This counts as Light's
the card Short Range Fighters & Watch Your Back! in first battle destiny, and he may draw his second
hand, and knows that there is a good chance he has a normally because substituted draws do not count
location card on top. He is unable to play it however to
against battle destiny limits. If Light had drawn his first
substitute the maneuver of the Mist Hunter for his battle
destiny normally however, he would not be entitled to
destiny, because of the text on the system. He is not
play Darklighter Spin to substitute the second draw.
'about to draw' battle destiny, because Kashyyyk
prevents him from drawing any kind of battle destiny Examples of substituted destinies and modifying
whatsoever unless he has 6 ability piloting at the totals
system. Even if Zuckuss was piloting said ship with 4- Chewbacca fires a Bowcaster at Vader ("May target a
LOM With Concussion Rifle (adds a battle destiny with character or creature using X Force. Draw destiny. Add
Zuckuss) as a passenger, he would still not even get a 1 if targeting a character, 2 if targeting a creature.
single battle destiny draw (because he cannot meet the Target hit if total destiny > defense value."). He uses a
condition required to draw battle destiny, which is 6 destiny 6 card stacked on Sando Aqua Monster and
ability piloting). It is important to note that a pilot that adds 1, for a total of 7 that hits Vader (the +1 is to the
"draws battle destiny if unable to otherwise" would be destiny total, so it may be applied).
able to get around the condition in Kashyyyk's text and
in that case Dark could substitute his draw if desired. Under Attack ("During your control phase, target a
vehicle with armor present with your warrior. Draw
Dark has Zuckuss piloting the Mist Hunter at the Bespin destiny. If warrior has a Concussion Grenade or a
system with 4-LOM With Concussion Rifle aboard as a lightsaber, add 3 to destiny draw (7 if both). Vehicle
passenger. Light initiates battle with Dash Rendar (and grenade) lost if total destiny > armor.") is used with
aboard the Outrider (immune to attrition < 4). Dark has a destiny 4 stacked on Jedi Test 5. That draw cannot be
only one card in his Reserve Deck, and he wants to modified; however, Luke has a lightsaber, so the +3
play Short Range Fighters & Watch Your Back! to modifier is applied (it applies to total destiny even
substitute the maneuver of the Mist Hunter (3), but he though it says "destiny draw").
wants to take advantage of his extra battle destiny draw
from 4-LOM as well. This is possible only if he Epic Duel ("If Vader is present with specified target,
substitutes the maneuver for the first destiny, and then each player draws two destiny (add 1 to each destiny
draws the second normally. If he draws the first destiny, draw if using a lightsaber") is used to initiate a duel
then he has no cards left in Reserve, and then cannot between Vader With Lightsaber and Luke. Dark uses a
substitute a destiny since he would no longer be able to combat card (destiny 6) for his duel destiny. This value
draw any destinies in the first place. cannot be modified by the +1 because that is modifying
each draw rather than the total.

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Chapter 1 - Basics - Force, Actions, States, etc.
Draw X Choose Y - Example 1
Dash in Rogue 12 (applicable text: During battle, if with
another T-47 and about to draw a battle destiny, may
draw two and choose one.) is in a battle with another T-
47, and the Light Side player is limited to ONE battle
destiny. In this situation Dash in Rogue 12's "draw 2
and choose 1" text cannot be used because both
destinies drawn with Dash count as battle destiny
draws.
Draw X Choose Y - Example 2
If a similar situation played out, but the Light Side player
was limited 2 battle destinies instead of 1, the Light
Side player using Dash in Rogue 12's text on 1 destiny
would reach the limit of two battle destinies on its own,
because even though only one such destiny would be
chosen, two destinies were still drawn. If the light side
player had a way to add a battle destiny in this
example, they would be better off NOT using Dash in
Rogue 12's text and simply drawing 2 normal destinies,
because using Dash in Rogue 12's text on the first
destiny would cause them to reach the limit of 2,
preventing them from drawing the added battle destiny
after.
Draw X Choose Y - Example 3
Dash in Rogue 12 is in a battle with Commander Luke
Skywalker (V) piloting Rogue 1 (so that Luke draws 2
battle destiny if unable to otherwise). Luke's text will be
usable because when it checks how many destinies
Light Side is scheduled to draw at the beginning of the
power segment, it will only see 1. (Luke's text only
counts one destiny able to be drawn because Dash in
Rogue 12's text has not triggered yet - it is only usable
when the Light Side is about to draw a battle destiny).
While the Light Side may theoretically use Dash in
Rogue 12's text to draw 2 and choose 1 on the first
destiny drawn, they would no longer be able to draw the
2nd destiny with Luke's text, because players may
never combine multiple destiny drawing to draw more
than the "if unable to otherwise" text allows (see "Battle
Destiny - Draws X Battle Destiny If Unable To
Otherwise", Ch. 6). In this case, drawing 2 and
choosing 1 on the first destiny and attempting to draw
the second would mean the Light Side would be
drawing 3 battle destinies, which would be prevented by
"if unable to otherwise" rules. If the first destiny with
Luke's text is drawn normally, the Light Side player may
not use Dash in Rogue 12's text on the second destiny
from Luke's text, because again, that would result in the
Light Side player drawing 3 destinies and would be
prevented. In short, like example 2, the Light Side
player would be better off simply drawing 2 normal
battle destinies rather than using Dash in Rogue 12's
text in this situation.

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Chapter 2 - Starting The Game & Turns
Starting The Game • If both players select a different starting location,
Starting the game consists of two steps: deploy them simultaneously.
• If both players select the same starting location, the
Step A - Playing starting cards dark side player has the option of allowing his location
There are five types of starting cards: to be converted. If he declines, the light side player
• Starting Effects: Each player may choose one Starting has the option of allowing his own location to be
Effect from his deck. converted. If both decline, each player sets his choice
• Starting location: A single location a player chooses to aside and selects a new one: both players reveal their
start the game. You may choose any location so long second choice simultaneously, and repeat this process
as it can meet any deployment conditions (see until both locations are deployed or they select
Starting Location). different locations (deploy both locations). Reshuffle
• Objective: Type of card that represents long-term any failed choices back into the Reserve deck.
planning by providing specific starting cards, game In the event that one player's starting location may not
play conditions, and short and long term rewards for be converted (either due to its own text or some other
completing tasks. (See Ch. 9 for detailed information rule) that player is still permitted to allow his opponent
on Objectives). A player who has an Objective card in to attempt to convert his location. In this event his
his deck must start with it (on the 0 side) and may not opponent's location is placed out of play and the
have more than one. A player has either a starting remaining "start of game" actions then continue as if the
location or an Objective, never both. conversion took place.
• Starting Interrupt: Each player may choose one 3. If you have any cards in your deck that "may never
Starting Interrupt from his deck. be placed into your Reserve Deck," and their
• Cards that may not be placed into your Life Force. deployment requirements have not been met before
These are cards other than Objectives which are revealing your Starting Interrupt, they shall be placed
deployed at the start of game either by an Objective or out of play.
via their own game text which include the stated 4. Both players simultaneously reveal their Starting
restriction clause. Interrupt, if any. The player who will go first in the game
While these cards (along with any or all of the cards resolves his Starting Interrupt (if any) followed by his
they permit or require) may legally be revealed in any opponent.
order, either player may insist that both players adhere If you intend to insist on this order, it is recommended
to the following sequence: that you advise your opponent before he begins laying
1. Both players simultaneously reveal their Starting out cards. If, however, your opponent has already
Effect, if any, then resolves his Starting Effect now. begun laying out starting cards, he should simply pick
After resolving your starting effect, unless otherwise them up and proceed again according to this sequence.
instructed, any cards that that state "reveal to opponent He may not voluntarily change any of his selections,
at start of game," or are cards which may not be placed however. Also, regardless of the order in which the
into Life Force which state "reveal to opponent," are starting cards are revealed, resolve them as described.
revealed at this time unless other timing is listed. Any
text related to the "reveal" clause becomes active at this Step B - Shuffle and draw starting hand
time Remaining cards must be shuffled, and your opponent
2. Both players simultaneously reveal their starting may briefly shuffle or cut. The remaining cards are
location/Objective. Resolve the starting placed face down in front of each player to form that
locations/Objectives as follows: player's Reserve Deck. Each player then draws 8 cards
simultaneously. By default, the Dark Side player takes
• If one player selects an Objective and his opponent
the first turn of the game, although certain cards may
selects a starting location, deploy the starting location
allow the Light Side player to go first.
first, followed by the Objective and other cards it
allows or requires (for free). If an Objective requires or For detailed information on Starting Effects, Objectives,
allows the player to deploy a location that is already on Starting Interrupts and Locations, see Ch. 9.
the table, that player simply converts the copy on the
table (converting means to place a copy of a location
on top of the opponent's version of that identical
location; the one on top is the one considered on table
and the only version that applies). If a card or rule
states that the location cannot be converted, take the
location you would have deployed and place it out of
play and continue as if you had deployed it.
• If both players select an Objective, the player who will
go first in the game (usually the Dark Side player)
deploys card(s) first, followed by his opponent.

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Chapter 2 - Starting The Game & Turns
Starting The Game - General Rules However, as stated in Step A.2, if your objective
Any cards deployed at the start of the game deploy for requires you to deploy a location, and it would require
free (so you may deploy Visage Of The Emperor converting a location that cannot be converted, place
without losing Force or the Emperor using According To your copy of the location out of play and continue as if
My Design without using Force). However, they must you had deployed the location. This is a specific
still obey all deployment conditions and rules. For exception to the rules.
example, you cannot deploy Tatooine Occupation if you
do not occupy two Tatooine sites (since it has a
Starting Location
Location revealed by a player during Step A.2 of
deployment condition), you cannot deploy Princess Leia
starting the game. A player with an Objective does not
to the Detention Block Corridor (since Leia has a
have a starting location (locations deployed by
deployment restriction), and you cannot start with Han,
Objectives are not starting locations).
Chewie, And The Falcon at the Audience Chamber
Locations that cannot be used as a starting location
(since starships may not deploy to interior sites by rule).
includes any location that could not be deployed to an
During the start of game, any card that is not on table or
"empty table." That is, any location that requires another
in your hand is considered part of your Reserve Deck.
card or location to be on table before it can be
Any optional or mandatory actions that are responses to
deployed. Thus any non-unique vehicle (or starship)
a card being deployed are valid (e.g., If Chall Bekan is
site or a location with one or more  in title cannot be
deployed using You Can Either Profit By This..., then
chosen as a player's starting location, nor can Death
Dark may ▲a non-unique alien into hand from his
Star: Trench. Likewise, a player cannot use a starting
Reserve Deck).
location with a deployment condition they cannot meet.
During the start of game, no player can activate, use, or
If a player selects an illegal starting location, return it to
lose Force. That part of any action is ignored.
Reserve Deck; that player begins the game without a
Cards That May Not Be Placed Into Life starting location.
Force Starting The Game - Example 1
A card which by rule or game text contains the clause It's the start of the game, so Light and Dark both
"May not be placed in Reserve Deck" or "May not be simultaneously reveal their Starting Effects: Anger,
placed into Life Force," may NEVER be placed into the Fear, Aggression (V) for Light and Fear Is My Ally for
owner's Life Force, Lost Pile, or hand. If they are the Dark. The cards are deployed on the table and resolved
target of an 'all cards' situation that would send them to according to their instructions (Dark places up to 10
one of those places, or is otherwise canceled or unable cards from outside their deck under Fear Is My Ally,
to deploy, treat the card as you normally would when it Light places any number of Defensive Shield cards from
leaves the table. outside their deck under Anger, Fear, Aggression (V)).
Next, the players reveal their starting location/Objective:
Starting Hand Agents Of Black Sun for Dark, Plead My Case To The
All the cards placed in your hand by start of game Senate for Light. Since both are Objectives and the
actions, and all cards you draw before the start of dark player will go first, he deploys the Objective and all
game. By default you draw 8 cards, but some cards the cards it states: the Coruscant system, Coruscant:
may change that amount. The number of cards you Imperial City and Prince Xizor there. Because the
draw is not affected by the number of cards in hand. Objective deploys cards by title, Dark may choose any
For example: The Dark Side uses the Starting Interrupt appropriate card, and so deploys the Coruscant system
Operational As Planned to take Death Star II, Jerjerrod from the Coruscant expansion, and Prince Xizor. Xizor
and an Effect into hand; the Interrupt states that you deploys for 4 normally, but since this is the start of the
draw only 6 more cards. Thus the starting hand is 9 game, he instead deploys for free.
cards, the 6 drawn plus the 3 taken into hand. Now that Dark is finished deploying the Objective, Light
Starting Interrupts And Objectives - deploys his. Light deploys Coruscant: Galactic Senate
and a location with an Episode I icon. In this case, he
Mandatory Actions has also chosen Coruscant. Since Coruscant is already
Starting Interrupts and Objectives will list mandatory
on the table, it converts the dark Coruscant.
actions, optional actions, or both, for when they are
Both players now choose and reveal their Starting
played/deployed. Mandatory actions must be
Interrupts: Light chooses Heading For The Medical
performed: if something prevents you from performing
Frigate, Dark chooses Surface Defense. Surface
any of them, then the Objective or Starting Interrupt is
Defense states: "If you have deployed a battleground,
illegal. If you have an illegal Objective, place it out of
deploy Resistance, Secret Plans and/or There Is No Try
play and undo whatever that Objective did (usually
from Reserve Deck. Place Interrupt in Reserve Deck."
putting cards back into the Reserve deck); you get no
Even though the dark side no longer has a battleground
starting location or Objective this game. If you have an
location on table, he did actually deploy one (the
illegal Starting Interrupt, place it back into the Reserve
Coruscant system that was converted), so he is
deck and undo whatever that Starting Interrupt did; you
permitted to play this card. Dark chooses not to deploy
get no Starting Interrupt this game (even if you have a
Resistance (in this case, all three are optional choices),
different Starting Interrupt in your deck).
but does deploy Imperial Arrest Order & Secret Plans
and There Is No Try & Oppressive Enforcement (like

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Chapter 2 - Starting The Game & Turns
virtual and non-virtual cards, any reference to one of the to deploy a Podracer), and Rebel Fleet (the Effect only
titles in a combo card is a reference to that card too, so needs to deploy for free, it doesn't need to be immune
the dark side can play these combo versions). The to Alter). Podrace Prep is shuffled into the Reserve
Interrupt states that it is placed in Reserve deck, so it is Deck.
shuffled in with the remaining cards in the deck (all Starting hands are drawn simultaneously. Dark draws 8,
cards remaining are part of the Reserve Deck). as usual. Light draws 8 as well.
Now Light's Interrupt resolves. "Deploy up to three
Starting The Game - Example 3
Effects if each of them deploys for free, is always
Both players simultaneously reveal their Starting
immune to Alter and has 'deploy on table' (or 'deploy on
Effects, then deploy them and place cards underneath.
your side of table') in its game text. Place Interrupt in
Objectives/starting locations are now revealed: Light
Lost Pile." The first condition means that any Effect with
has Agents In The Court, Dark has Carbon Chamber
a deploy cost listed cannot be chosen, so Light cannot
Testing. Since Dark will go first, his Objective is the first
choose I Feel The Conflict, which deploys for 2. Light
to resolve: Dark deploys Cloud City: Carbonite
also cannot deploy S-Foils (it's only immune to Alter
Chamber, Carbonite Chamber Console there, and
sometimes), or Civil Disorder (it doesn't have the
Cloud City: Security Tower. Also, the light side is
required text in its game text). Light chooses Aim High,
required to give a Rebel to Dark to imprison at the
Chasm and K'lor'slug (V), then places the Interrupt in
Security Tower if there is one in his deck, and there is:
the Lost Pile as instructed.
Chewbacca. Chewbacca is imprisoned there.
Both players now draw 8 cards simultaneously. When
Now Agents In The Court resolves, and Light deploys
this is done, the game begins, with the start of the dark
Tatooine: Hutt Trade Route, Tatooine: Jabba's Palace
side player's first turn.
and Yarna d'al' Gargan. However, there's a problem:
Starting The Game - Example 2 Light is required to reveal a copy of their Rep (unique
Both players simultaneously reveal their Starting alien with defined species). Unfortunately, Chewie was
Effects, then deploy them and place cards underneath. the Rep, and the only copy included in the deck.
Objectives/starting locations are now revealed: Light Because Light cannot reveal his Rep from his deck
has Agents In The Court, Dark has the Tatooine (Chewie's on table), and he has no other aliens that can
system. Since Dark has a starting location, that is work as a Rep, Light cannot satisfy all the conditions of
deployed first, then Light deploys and resolves his the Objective. As a result, the Objective is placed out of
Objective. The Objective then deploys Tatooine: Hutt play, and the three cards deployed get put back into the
Trade Route and a Jabba's Palace site; Light chooses Reserve Deck. The light side player is stuck with neither
Tatooine: Jabba's Palace, which says (for the dark an Objective nor a starting location.
side): "When deployed, lose 1 Force for each of your Starting Interrupts are now revealed, The Signal for
Jabba's Palace sites that you do not occupy." Since the Light, Any Methods Necessary for Dark. Dark's resolves
dark side doesn't occupy any Jabba's Palace sites, that first: "Take into hand from Reserve Deck one prison
sounds bad, but since this is the start of the game, and one bounty hunter (may also take a matching
nothing happens, because no Force can be lost during weapon and/or starship). When you draw your starting
the start of game. Light chooses not to deploy Yarna hand, draw six more cards instead of eight. Place
d'al' Gargan (it's optional), but must reveal a Rep (a Interrupt in Reserve Deck." He takes into hand IG-88
unique alien with a defined species), which is Jar Jar and Jabba's Palace: Dungeon. He has no use for the
Binks. prison, but it's mandatory so he must take one; if he
Starting Interrupts are now revealed: Light has Podrace didn't he would lose his Starting Interrupt and the cards
Prep, Dark has Combat Readiness (V). Since Dark is it would take, just like the light side player had. He also
going first, Combat Readiness (V) plays out: "If your takes IG-88's Pulse Cannon, but doesn't take the
starting location was a system, ▼ a related site (must matching ship (that's optional, and he also has no use
be a battleground if the system is a non-battleground or for it). The Interrupt is put in Reserve Deck.
Endor) with < 3 and up to three Effects that are Light's The Signal now resolves: "Deploy from your
always [Immune to Alter]. Place this Interrupt in Lost Reserve Deck one Effect which has no deploy cost;
Pile." Dark deploys Tatooine: Bluffs (since the system reshuffle. Place Interrupt in Lost Pile." He deploys Goo
was a battleground (and not Endor), the site need not Nee Tay. It isn't immune to Alter, and it doesn't deploy
be one). Dark deploys Imperial Arrest Order, Blaster on his side of table, but The Signal doesn't require any
Rack (V) and Insignificant Rebellion (which deploys for of that, just that it deploys for free. The Interrupt is
free; unlike Heading For The Medical Frigate, Combat placed in the Lost Pile.
Readiness (V) only requires that an Effect be immune Starting hands are now drawn simultaneously: 8 for
to Alter, not that it deploy for free). The Interrupt then Light, 6 for Dark (giving Dark a starting hand total of 9).
goes to the Lost Pile.
The Light Interrupt, Podrace Prep, resolves: "Deploy
Podrace Arena (with a Podracer, opponent may also
deploy a Podracer there), Boonta Eve Podrace, and
any Effect that deploys for free. Place Interrupt in
Reserve Deck." Light deploys the Podrace Arena,
Boonta Eve Podrace, Anakin's Podracer (Dark declines

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Chapter 2 - Starting The Game & Turns
Starting The Game - Example 4
Both players simultaneously reveal their Starting
Effects, then deploy them and place cards underneath. Order Of Events In A Turn
Objectives/starting locations are now revealed: both
players reveal the (Special Edition) Coruscant system. Mandatory Start of Turn Events
Dark is given the choice to have his location converted
but declines. Light is now given the choice;
Optional Start of Turn Events
unfortunately for him, he needs that as his starting Activate Phase
location, so he deploys Coruscant and Dark converts it Control Phase
with his own. Starting Interrupts are now revealed; Dark Deploy Phase
uses Twi'lek Advisor to deploy Bad Feeling Have I. Battle Phase
Light uses Careful Planning (V) (the same as Combat
Readiness (V)); even though his location was
Move Phase
converted, it was a system so he may still play it; he Draw Phase
deploys a related site and three Effects. He need not Mandatory End of Turn Events
deploy a battleground site because even though his Optional End of Turn Events
system was converted, it was a battleground. After that
is done, starting hands are drawn.
Starting The Game - Example 5
Both players simultaneously reveal their Starting
Effects, then deploy them and place cards underneath.
Objectives/starting locations are now revealed: both
players reveal Tatooine: Cantina. Dark is given the
choice to have his location converted, but declines.
Light also declines. The two Cantinas are set aside and
they both select a second location; Dark chooses
Kessel and light chooses Tatooine: Cantina (he had two
in his deck). Since the locations are both different, they
are both deployed and the two Cantinas are returned to
their owners' decks. Starting interrupts are then
revealed and resolve, then starting hands are drawn.
Turn
Six consecutive phases of play (activate, control,
deploy, battle, move and draw) executed by one player.
Information on what those phases are and common
events that occur during them are listed in
Chapters 3-8.
Anything that states that it happens during a turn never
happens before the first turn begins or after the last turn
ends. In addition, top-level actions such as playing a
Used Interrupt cannot be initiated before the first turn
begins, or after the last turn ends.
Start Of Turn/Beginning Of Your Turn
See Start of Turn, Ch. 3.
End Of Turn
See End Of Turn, Ch. 8.

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Chapter 3 - Activation Phase & Activating
Activate Phase Activating Force - Example
The first phase of each of your turns, in which you The light side is playing Watch Your Step/This Place
activate Force for subsequent use. Can Be A Little Rough against the dark side's Bring Him
Before Me/Take Your Father's Place. At the moment,
• Count the Force icons on your side of each location on Light has Tatooine: Cantina, Tatooine: Docking Bay 94,
table. Tatooine and Kessel on table. Dark has Death Star II:
• Add 1 to represent the personal Force you generate Throne Room (with Emperor Palpatine there), Death
yourself. Star II: Docking Bay (with Admiral Ozzel there) and
• Add 1 for each of your Jedi Masters (for the Light Endor: Landing Platform (with Blizzard 2 there), and the
Side) or Dark Jedi Masters (for the Dark Side). Effect card Establish Control (V). Both objectives are on
their 0 side.
This total (along with any modifiers to your "total Force It's the start of the light side player's turn, so they begin
generation") represents the full amount of Force you are their activate phase. Light counts the number of light
entitled to activate during your Activate Phase for that Force icons, and gets 7, then adds 1 for the personal
turn. This total may not be altered after the count is Force, for a total of 8. Thus Light may activate up to 8
completed. The only actions that may affect your total Force during the activate phase (though he doesn't
activation count are those that occur at the 'beginning of need to activate any if he doesn't want to). Each
a turn.' For example, say that the DS player's total count activation is a separate action, so the light activates 3
for activation at the start of his turn is 12. After he Force by placing the top card of Reserve Deck on his
activates 2, the LS player plays Clash of Sabers to Force Pile one at a time, then uses all three to play The
cancel a Presence Of The Force on table. Because this Signal to take an Effect into hand from Reserve Deck.
was not a 'beginning of turn' action, the DS player's total After that, Light activates an additional 5 Force one at a
remains unaffected, and his available activation time. Over the course of Light's turn, they flip their
remains at 12 for this turn. You may activate up to that objective. At the start of the dark player's turn, they
total number of cards by transferring them, one at a begin their activate phase. This is slightly complicated
time and face down, from the top of your Reserve Deck because of Light's objective. Watch Your Step says:
to the top of your Force Pile (see Ch. 1). Do not look at "For remainder of game, opponent activates no Force at
the cards or put them into your hand. your Cantina." Thus the two dark Force icons are not
Note that as your deck gets drained of Force by the counted when calculating what Dark can activate. Also,
opponent, your options diminish. When you have fewer This Place Can Be A Little Rough says: "Opponent's
than 10 or so cards remaining, you must be especially Force generation at non-battlegrounds is limited to 1."
careful how you handle your Force. For example, if you Tatooine, Kessel, and Docking Bay 94 are
activate all the cards in your Reserve Deck, you will not battlegrounds, so Dark gets 1, 2 and 1, respectively, at
be able to draw destiny if a battle occurs. When you those locations. Throne Room is not a battleground, so
reach this point in the game, consider leaving some even though it has 2 icons, Dark can only activate 1
cards in your Reserve Deck so you can draw destiny, if there. Establish Control (V) says: "Your Force
necessary. In a close game, when both players have generation is +1 at docking bays you occupy." The
only a few cards left, the way you manage your Death Star II: Docking Bay is occupied, so it should
remaining Life Force will be critical to your success! allow total generation of 2, but because it's not a
battleground, the total there is only 1. However, the
Activating Force Landing Platform is a battleground and is occupied, so
Moving any number of cards, one at a time, from your it is permitted to generate 2. So all these total up to 8.
Reserve Deck to your Force Pile. The Dark adds 1 for personal Force, for a total of 9. The
Activating each unit of Force is a separate action. Dark also adds 1 for having a Dark Jedi Master (even
During your activate phase, presence is not required to though the Emperor is at a non-battleground, the 1 he
generate Force at locations where you have Force generates is not in any way connected to his location so
icons, and you are not required to activate all the Force the light objective cannot stop it). Thus Dark can
to which you are entitled. However, when other cards or activate a total of 10. However, since he has only 10
rules (e.g., Blue Milk) instruct you to activate Force, you cards in Reserve, Dark chooses to activate only 9 (in
must activate all of it (or as much as possible). case he needs to draw a destiny). Light realizes this,
Whenever Force activation is allowed by cards or rules, and so plays Beru Stew ("Each player must immediately
it is taken from the top of the Reserve Deck and placed activate 2 Force."). Light activates 2 Force. Since it's
on top of the Force Pile, one card at a time. not optional, Dark must activate 1 Force, since that's all
he has.

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Chapter 3 - Activation Phase & Activating
battleground, because it is the only location with Force
Force Icons icons on both sides.
Symbols (lightsabers) that identify the amount of Force The Dark Side deploys Presence Of The Force on
generated by a location. Force icons also indicate
Bluffs ("Deploy on any location to add one Icon and
locations where you may deploy characters, vehicles
one Icon."). Because it now has icons on both sides,
and starships. The existence of Force icons on both
sides of a location is the primary requirement for a Bluffs is now a battleground, and both side's Force
location to be a battleground (see Locations - generation and Force drains there are increased by 1.
Battlegrounds, Ch. 9). Light deploys B'omarr Monk ("While at a site, adds
The icons on Jedi (or Dark Jedi) Masters are not Force Force icons to equalize them for both sides.") to Obi-
icons. Wan's Hut, which means there are now 2 light and 2
dark Force icons there. That site is now a battleground,
Force Generation both players activate 2 there, and Light threatens to
The amount of Force you may activate each turn during Force drain there for 2.
your activate phase. Your Force is generated by three Dark deploys a Swamp next to Endor: Bunker. Swamp
primary sources: has 1 icon on both sides, so it is a battleground.
• The Force icons on your side of the locations However, Dark then deploys Sleen there ("Cumulatively
deployed on table. absorbs (temporarily cancels) one icon present.).
• The personal Force you generate yourself. Thus, Swamp stops being a battleground, because
• The icon on your Jedi (or Dark Jedi) Master. there are no light Force icons there; Light activates 0
A location without Force icons is considered to have Force there and Dark drains for 0.
'zero' Force icons; thus, it can be modified to allow Yoda is transported to the Bunker using Nabrun Leids.
Force generation (see Force drains vs. Force Although he's a Jedi Master, his icon is not a Force
generation). icon. Thus Bunker is still not a battleground, there are
no light Force icons here. Light's Force generation here
Force Generation Bonus is 0 (but Light will receive 1 from Yoda to his total Force
This refers to any positive Force generation modifier. generation by virtue of the fact he's on the table, but
Force Generation Modifier that's unrelated to the Bunker).
This term refers to any game text that adds to or Dark moves the Sleen over to the Bunker the next turn.
subtracts from Force generated from Force icons. This brings the icon back at the Swamp, so it is restored
to normal. At Bunker it has no effect; it cannot cancel
Force Drains vs. Force Generation Yoda's Jedi Master icon because it only affects Force
The Force drains and Force generation allowed at a icons.
particular location may be modified independently or
together. Cards that modify "Force drain" Start Of Turn
(e.g., Obi-Wan's Lightsaber) or "Force generation" Once both players have no end of turn actions to play
(e.g., Dagobah: Bog Clearing) affect one and not the or resolve, that turn ends. Any mandatory start of turn
other, whereas cards that modify Force icons actions are now initiated, and they resolve normally as
(e.g., Sleen, Presence Of The Force) affect both. automatic actions. Any optional start of turn actions may
now be initiated (the player whose turn it is gets the first
Force Drains vs. Force Generation - Example chance to initiate an optional 'start of turn' action, and
As the game continues Light deploys Theron Nett to the players then take turns). Only start of turn actions (or
Cantina. The following turn, he Force drains for 2 at the valid responses) may be played at this time - no other
Cantina. Even though the generation at that site is actions are legal. Once all start of turn actions are
canceled for the dark side, there are nevertheless 2 resolved and both players have passed on their right to
dark icons there, which means he can be drained, and initiate any other start of turn actions, the player who's
that it's a battleground. Thus there is nothing to prevent turn it is now begins their activate phase.
Dark deploying Vader With Lightsaber there the next
turn and pummeling Nett mercilessly. Start of Turn - Simple Example
Light then deploys Spaceport Docking Bay to Tatooine, It's the start of the dark side player's turn, and he has
and Dark deploys No Escape ("At each opponent's  Your Destiny on table, with Vader at Endor: Back Door
site, your characters and vehicles are each deploy -3 and Vote Of No Confidence. Luke is not on table. Your
and your Force generation is +1."). From now on, Dark Destiny states: When Vader is present at a battleground
is activating 2 Force at that site, the 1 from the icon plus site, at start of your turn opponent loses 3 Force unless
the bonus from No Escape. Light deploys Yotts Orren Luke is captured, out of play, or present at a
there to Force drain, but can only drain for 1, because battleground site. Vote Of No Confidence states: Once
the bonus is solely to generation, not to Force drains. per turn (even at start of turn), may target a Political
The number of icons there is unaffected. Effect; it is suspended for the remainder of the turn.
Since Your Destiny is mandatory and Vote Of No
Force Icons - Example
Confidence is optional, opponent first loses 3 Force,
On Tatooine, the following sites are on table: Obi-Wan's
and then Dark may choose to trigger the Defensive
Hut, Anchorhead, Desert Landing Site and Bluffs. Also,
Shield. Both happen before the activate phase even
Endor: Bunker is on table. Only Anchorhead is a
begins.

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Chapter 4 - Control Phase, Presence, & Force Draining
Control Phase May Force Drain
Second phase of each turn, in which you may initiate A droid with this phrase in its game text (e.g., EV-9D9,
Force drains. There are also many other actions Probe Droid) can control its location only for the
permitted by cards that occur during the control phase; purpose of initiating and enhancing Force drains
you may perform them before, after, or in-between (unless that droid is undercover).
Force drains as any other top level action.
Timing Of Responses To Force Drains
Force Drain Cards use somewhat different phrasing when stating
Causing opponent to lose Force based on their icons at when they can be played in response to a force drain.
locations you control. (See Control Of A Location). To standardize the timing of such actions, use the
Conceptually, if the Dark Side dominates a portion of a timing indicated below for the following phrases.
planet or an area of space, the Light Side Force in that • When a card uses the wording "whenever
area is diminished, and vice versa. Accordingly, at each you/opponent force drain(s)" OR "if you/opponent just
location you control during your control phase, once initiated a force drain", perform that action during the
during your control phase, you may choose to cause Response step to the force drain action, after the force
your opponent to lose Life Force. drain is initiated but before it resolves.
During your control phase, initiate each Force drain one • When a card uses the wording "if you/opponent just
at a time (Force draining costs 0 Force, meaning this force drained", perform that action just after the force
value can be modified or reset). You may Force drain drain action has resolved, as the force drain action is
an amount equal to the number of Force icons on your coming off the stack (see Responding To Coming Off
opponent's side of the location where you initiated the The Stack).
Force drain. (Some cards require or allow a modifier to
be added to or subtracted from a Force drain.) Your Force Drain Modifier
opponent must lose that much Force, taking the lost Any game text that directly adds to, subtracts from,
cards from hand, Life Force or both. A location without multiplies, or divides the amount of a Force drain. For
Force icons is considered to have 'zero' Force icons. example, Projection Of A Skywalker and Ralltiir
Thus, you can actually drain there for zero Force, and Operations / In The Hands Of The Empire have game
you can use modifiers to increase that Force drain (see text that is considered a Force drain modifier. Harc Seff
Force Drains vs. Force Generation, Ch. 3). and It Could Be Worse do not provide Force drain
• All of your characters, vehicles, starships, weapons, modifiers as they affect the way the Force loss is
and devices at the location of the Force drain are satisfied, but not the amount itself. Similarly, Resistance
considered to participate in that Force drain. and We're Doomed also do not provide Force drain
modifiers, as they simply limit the maximum loss to a
• Unless stated otherwise (e.g. Organa's Ceremonial
Force drain, but do not modify the amount of the Force
Necklace), each of your characters, vehicles,
drain. See Force Drains May Not Be Modified Or
starships, weapons, and devices may participate in
Canceled By Opponent.
only one Force drain per turn.
Thus, if you have a card that has already Force Drain Bonus
participated in a Force drain this turn, you cannot Any positive Force drain modifier.
Force drain at that card's location even if you
haven't yet drained at that specific location (for Force Drains May Not Be Modified Or Canceled By
example, if Luke is at Tatooine: Mos Eisley and Force Opponent
drains there, then uses that site's movement game text "May not be modified by opponent" prevents your
opponent's game text from modifying (adding,
to move to the Cantina where he has BoShek, Light
cannot Force drain there because Luke has already subtracting, multiplying, or dividing) your Force drain.
done so this turn, even though BoShek has not). See Force Drain Modifier for examples. This text does
not prevent them from attempting to modify your force
Instead Of Force Draining drain (it simply fails to do so), nor does it prevent your
Some cards permit you to perform a certain action opponent from resetting your Force Drain (as this is not
"instead of Force draining". For example, Corporal modifying).
Prescott or Cloud City: Security Tower (Light Side). "May not be canceled by opponent" prevents your
These texts cannot be used unless you are capable of opponent from initiating any action (in response to your
Force draining. That is, you control the location and initiated Force drain) that would directly cancel that
Force draining there would be a legal action in that drain without also providing presence. For example
phase (remember that it is legal to Force drain for 0, so playing Control, placing a non-unique alien on the Den
the absence of icons does not make drains at such Of Thieves, or using the 'canceling' text on Hidden
sites illegal). Using such text means you may not Force Base/Systems Will Slip Through Your Fingers. This
drain at that location this turn. text does not stop a player from canceling a Force
drain using a 'react'.
This text does not prevent your opponent from
canceling or modifying your Force drain modifiers. Thus

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Chapter 4 - Control Phase, Presence, & Force Draining
it will not prevent Great Warrior, Imperial Decree, The opponent's Force drain modifiers are canceled."). Thus
Planet It's Farthest From or A Bright Center To The all the light side's modifiers to his Force drains are
Universe from working normally. canceled. This means that the drains will be:
In addition, it has no effect on game text that "limits" the • 1 at Endor (the system's -1 modifier is not canceled
amount of a Force drain. Thus Ultimatum and because the system is not related to itself)
Resistance would also work normally. It should also be • 1 at Bunker (the site's +1 modifier is canceled)
noted that 'preventing a drain' from being initiated (for • 1 at Landing Platform (the lightsaber's +1 modifier is
example, location text that says "You may not Force canceled)
drain here") is not the same as 'canceling a drain.' Thus • 3 at Dark Forest (the +1 modifier comes from a dark
an undercover spy, or the game text on You Can Either side card and is thus applied)
Profit By This... (which prevents the Dark Side from • 2 at Ewok Village (the +1 modifier comes from a dark
Force draining at the Audience Chamber) is unaffected. side card and is thus applied)
"Opponent's Force Drain Modifiers" Force Drains And Canceling Example
Any text that refers to "opponent's Force drain Darth Vader is at the Hoth: Echo Med Lab, which has a
modifiers" or "opponent's Force drain bonuses" is +1 Force drain modifier. When the dark side Force
referring only to the opponent's modifiers (or bonuses) drains there, and there is no response, the light side
(coming from their cards) to the opponent's Force loses 2 Force (one for the icon, one for the bonus). The
drains. following turn, when Dark drains again, Light responds
Force Drains And Modifiers Example 1 with Control, which cancels the Force drain, thus no
The dark side has deployed Naboo: Swamp, whose Force will be lost. For good measure, Light plays the
light text states "If your Gungan present, Force drain +1 defensive shield Simple Tricks And Nonsense ("While
here." Light deploys Jar Jar Binks (a Gungan) to that you occupy a battleground and opponent occupies less
site, and the next turn initiates a Force drain at the than two battlegrounds, cancel opponent's Force drains
swamp (which is free). The dark side gets the first at non-battleground locations and opponent's Force
response, and does nothing; Light also does nothing. retrieval."). Because the light side has a Snowspeeder
The drain resolves, and the dark side loses a total of 2 at Hoth: Defensive Perimeter (thus occupying a
Force, one from the single dark icon and +1 from the battleground), and the dark side occupies no
game text. battlegrounds (the Echo Med Lab has icons on only one
That same turn, Light deploys an Ithorian to the swamp side, so it is not a battleground), Dark cannot
("While at any jungle, swamp, forest or exterior Endor successfully drain the following turn (as soon as it is
site, adds one icon and one icon."). The following successfully initiated, it will be canceled).
turn, the light side initiates a Force drain there; there Dark deploys Prepare For A Surface Attack ("Your
are no responses, so the drain is for 3, 2 from the two Force drains at Hoth sites may not be canceled.")
Dark icons and +1 from the site. The following turn Light
initiates a drain there again, but this time Dark has a Thus, when Dark initiates the drain at the Echo Med
response with Control, which cancels a Force drain. Lab, Simple Tricks And Nonsense cannot cancel it, nor
Thus the dark side loses no Force that turn. can the light side use any other means of canceling it,
During the dark side's turn they deploy and satisfy like another Control. Thus, they must lose 2 Force.
Imperial Decree ("Whenever you control any two Rebel Dark then initiates a drain at the Hoth: North Ridge,
Base locations, or any one planet site and two systems, where Dark has some other characters. Light cannot
the effects of Revolution and all opponent's Force drain cancel that drain, at least not normally. However, the
bonuses are canceled."). For good measure, they Snowspeeder may move as a react, and things which
deploy Dark Waters on the swamp as well ("Opponent's prevent a drain from being canceled cannot stop reacts,
Force drains are -1 here."). The following turn the light so the light side pays 1 Force to use the Snowspeeder's
side Force drains there, and there are no responses. landspeed to move to the North Ridge and cancel the
Thus the dark side is drained of 2 Force: drain.
• the +1 from the site is not canceled by Imperial Decree During the light side's turn he deploys Boushh, an
(it is on a Dark side card) undercover spy, to the Echo Med Lab. The dark side
• the icon added by the Ithorian is still added, because it now cannot initiate a Force drain at either site. At the
does not modify Force drains, but instead modifies the North Ridge, both players have presence, meaning both
number of Force icons there occupy the site, and you may only initiate Force drains
at locations you control. The Echo Med Lab is slightly
• 1 is then subtracted from the total by Dark Waters
different, as Boushh the undercover spy has no
Thus, 2 icons, -1, +1, for a total drain of 2.
presence, meaning Dark controls the site. However,
Force Drains And Modifiers Example 2 undercover spies prevent drains from being initiated
Light controls the Endor system and the Light Endor wherever they are; Boushh isn't canceling the drain,
sites Bunker and Landing Platform (where Luke is she's preventing it from being done in the first place.
armed with a lightsaber), as well as the Dark Endor
sites Dark Forest and Ewok Village (both with Ewoks).
Dark targets that system using A Bright Center To The
Universe ("At locations related to target system,

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Chapter 4 - Control Phase, Presence, & Force Draining
Presence Where Present
Think of presence in the spiritual or mystical sense, as When a card uses the phrase "where present", that
the Force emanating from an individual. Remember means that card must be present at its location. For
Vader saying, "I sense something. A presence I've not example, "Where present, cancels game text of C-3PO
felt since..." In game terms, each of your characters or R2-D2" on Commander Praji means that if Praji is
with ability creates a 'presence' at one location that your present at a location, he cancels the game text of C-
opponent's characters can sense (even when they are 3PO or R2-D2 at that location (they don't need to be
at the bridge, cockpit or cargo bay of an enclosed present there, only Praji).
vehicle or starship). Control Of A Location
Having presence at a location is defined as You control a location if you have presence there and
(1) having total ability of 1 or higher at that location, your opponent does not. Control of a location is
or (2) having a card with the Presence icon at that checked whenever required, not just during the control
location. Note that this means even cards that are phase. The condition is continuous, not an action.
inside of starships and enclosed vehicles
contribute their ability or Presence icon towards Unoccupied
creating presence at that location. See Icons - A location where no player has presence. However, an
Presence Icon. undercover spy at a location prevents that location from
No card may create presence at more than one being unoccupied.
location. For example, if the Executor is at Dantooine Occupy
with Ozzel on the bridge and Vader at the Executor: A location where you have presence (regardless of
Main Corridor site, then Ozzel (and the permanent whether the opponent has presence there).
pilots) create presence only at the Dantooine system,
whereas Vader creates presence only at the corridor Here
site. The word 'here' in game text means "at this location,"
See Prepositions. unless context indicates otherwise. (For example, Bacta
Tank, Commence Recharging and Cyborg Construct
Present use the word 'here' to mean "on this card.")
Think of the term present as applying to something that
is physically at a certain place (e.g., a starship can be in System Location
physical contact with the 'space' at a system location, When a card or rule refers to a "system location" it
but a character cannot). No card is considered to be means the location itself. For example, Great Shot, Kid!
present at more than one place at the same time. There ("Whenever you deploy a unique (•) starship to a
are four places where a card can be present in the system location, retrieve 3 Force") will not allow you to
game: retrieve if you deploy a starship aboard a capital
• at a site location; starship, because it has not been deployed to the
• at a sector location; system location.
• at a system location; or Prepositions
• on an enclosed vehicle or starship card (at the bridge, Prepositions (at, on, aboard, to, with, from, in etc.) are
cockpit or cargo bay) or enclosed in a prison. used to express simple relationships between cards,
For example, if Red 5 is at the Hoth system with Luke and have their normal English language connotations.
aboard, then Red 5 is present at the Hoth system and A character, starship, vehicle, weapon, or device is "on"
Luke is present aboard Red 5 (although Luke is at the a system if it is: (1) Present at any site, cloud or Death
Hoth system, he is not present at the system). Star II sector related to that system name. (2) At the
An inactive card is not considered present, except for bridge, cockpit or cargo bay of a starship or vehicle that
situations where it is considered "on table" (e.g., a is present at any site, cloud or Death Star II sector
captive is present when targeted by Ice Storm). related to that system name. Thus, for example, Luke is
Permanent pilots, passengers, and astromechs are "on Hoth" if he is present at the Echo Command Center,
present aboard their respective starship or vehicle (and inside the Wampa Cave, or piloting Rogue 1 at the Ice
are therefore "present with" any other cards that are Plains.
also present at the bridge, cockpit, or cargo bay of that For "on Cloud City, " see Cloud City Locations in
same starship or vehicle). Chapter 9.
Present versus Present With A character, starship, vehicle, weapon, or device is "at"
When a card refers to another card being "present," that a system if (1) it is on that planet or mobile system, (2)
applies only to the card being present at a location orbiting that system, or (3) At the bridge, cockpit or
(even if the other card is not actually present itself). cargo bay of a starship that is present at (orbiting) that
"Present with" is used to describe two (or more) cards system. For example, Luke is "at Hoth" if he is piloting
that are present together (e.g., two characters on the Red 5 and Red 5 is present at the Hoth system. A card
same enclosed vehicle are present with each other, but that deploys so that it is "at" a location has deployed
one on and one off are not present with each other). "to" said location.
A card is "with" another card if they are both at the
same location. A card can be "at same location" as

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Chapter 4 - Control Phase, Presence, & Force Draining
itself, but a card cannot be "with" itself (see Combo Note that this applies solely to the effect, you may still
Cards in Appendix C for an exception). cancel weapon destinies as normal.
A character, starship, vehicle, weapon or device is
Present, Presence And Prepositions - A Simple
"aboard" (or "on") a starship or vehicle if it is: (1) At any
Example
site related to that starship or vehicle. (2) At the bridge,
If Bossk is aboard the Bespin Motors Void Spider at
cockpit or cargo bay of that starship or vehicle. This
Tatooine: Lars' Moisture Farm, the following are true:
means that Luke would not be at Hoth if he was at the
Home One: Docking Bay while the Star Cruiser Home Prepositions
One was present at the Hoth system. In this case, Luke • Bossk is at the farm, at Tatooine, on Tatooine and on
is at the Home One: Docking Bay, and aboard Home (or aboard) the Void Spider.
One. Similarly, Tarkin at the Death Star: War Room • The Void Spider is at the farm, at (and on) Tatooine.
while the Death Star orbits Alderaan is not "at
Alderaan", but the Death Star is. Presence
See Presence and Present. • Bossk creates presence at the farm.
• The Void Spider does not create presence at the farm,
Present, Presence And Prepositions
but its permanent pilot does.
These three concepts, though closely related, have very
important differences in the game. As explained under Present
the corresponding entries, think of prepositions as • Bossk is present aboard the Void Spider.
relational, presence as spiritual and present as • The Void Spider is present at the farm.
physical. These terms overlap somewhat, and are often An important distinction in this example is that Bossk is
used together to make a card operate in a specific at the farm but, because the Void Spider is enclosed,
manner. The three concepts are easy to understand if he is not present at the farm.
you take them one at a time, as seen in the examples
on the following page. Present, Presence And Prepositions - A More
Detailed Example
Alone/Lone This example describes a complex game situation, and
Your character or permanent pilot is alone at a location is provided primarily for reference. It is not necessary
if it is active and you have no other cards at that for most players to concern themselves with this level of
location that have ability or are characters. Combo detail. Assume that the Death Star is orbiting Yavin 4
Cards (such as Artoo & Threepio or Tonnika Sisters), and the following starships are at the Death Star
and a permanent pilot of a starship or vehicle that has system: Millennium Falcon (with Han and C-3PO in the
multiple permanent pilots (such as Executor or a TIE cockpit), Red 6 (with Jek Porkins piloting) and the
Squadron), are not considered to be alone. Executor (with Piett on the bridge; also, Vader and Luke
Your starship or vehicle is alone at a location if the only are at the Comm Station site, Tarkin is aboard a Lift
active characters, vehicles and starships you have at Tube at the Comm Station and Leia is at the Main
that location are aboard that starship or vehicle. Corridor site). This example results in the following:
All Cards/All Characters Prepositions
Any game text or rule that causes "all cards" (or "all • The characters are all on (also aboard) their
characters", etc.) to be lost, missing, captured, or respective starships.
otherwise leave the table will affect cards on both sides • The Death Star is at Yavin 4, and the starships are all
(even inactive cards), unless specifically told otherwise. at the Death Star.
Cards with such game text includes Cantina Brawl, • Han, C-3PO, Jek and Piett are all at the Death Star.
Thermal Detonator, Proton Bombs, Program Trap and
• Han is at same location as C-3PO, Jek and Piett.
Debris Zone. Rules include those for "blown away" as
• Vader, Tarkin, the Lift Tube and Luke are at the Comm
well as "collapsed." It should be noted that an
Station site, at same location and at same site.
imprisoned character and a frozen captive are treated a
little differently. See captives - imprisoned, Ap. C; • Tarkin is on (also aboard) the Lift Tube, and Leia is at
captives - frozen, Ap. C. the Main Corridor site.
Any weapon or interrupt that causes "all cards" to be Battle: A battle is initiated at the Death Star system,
lost (or missing, captured, or otherwise leave the table) which means that Han, C-3PO and Jek (aboard Falcon
at a location only affects characters, vehicles, starships, and Red 6) are in a battle together, against Piett and
weapons and devices. Also, the effect on any target of the Executor. If a battle is occurring at the Comm
an "all cards" situation cannot be prevented (such as Station site, Vader and Tarkin are in a battle together
Force Field trying to stop Concussion Grenade, Jerus (this may also be expressed as "Tarkin is with Vader in
Jannick trying to protect a leader from a Thermal a battle").
Detonator, or Droid Shutdown to protect a droid from a
seeker; none of the above can be used) unless it is Presence
specifically permitted (such as I Thought They Smelled • Han, Jek, Piett and the Executor's permanent pilots
Bad On The Outside protecting a character from Ice each create presence at the Death Star system. (The
Storm), or if a card states that it can prevent such other characters do not.)
effects "for any reason".

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Chapter 4 - Control Phase, Presence, & Force Draining
• Vader, Tarkin and Luke each create presence at the the -2 in his game text because he is not present with
Comm Station site. Vader; Vader is present on the walker while Luke is
• Leia creates presence at the Main Corridor site. present at the site).
• C-3PO, the starships and the Lift Tube do not create Dark now uses Molator ("For each unit of ability you
presence anywhere. have present during a battle, you may use 1 Force to
• None of these cards create presence at Yavin 4. raise your total power by 1. Ability used in this way
cannot also be used to draw destiny."). Dark uses 3
Present Force to raise his power by 3; he can't do any more
• Han is present with C-3PO and both are present than that, because he only has 3 ability present
aboard the Falcon. (Tarkin); the rest of his ability is on board the walker.
• Piett is present aboard the Executor. During the next turn, Dark wonders if his deploy costs
• Vader is present with Luke and both are present at the are affected by Corporal Kensaric ("When present at an
Comm Station site. exterior battleground site with your other scout, adds 2
• The Lift Tube is present at the Comm Station site. (or 1 if Goo Nee Tay on table) to deploy cost of
• Tarkin is present aboard the Lift Tube. Leia is present opponent's characters, vehicles, and starships to same
at the Main Corridor site. site."). Kensaric's text may not be applied, because
Kensaric is not present at a battleground site, even
Present versus Present With - Example though he is with another scout.
Master Luke, Chewie With Blaster Rifle, Sandcrawler
(with Endor Scout Trooper and Corporal Kensaric both Force Draining And Presence - A Set Of Complex
aboard), Grand Moff Tarkin and Blizzard 4 (with Darth Examples
Vader, Dark Lord Of The Sith and Emperor Palpatine Tatooine: Watto's Junkyard (with a Sandspeeder),
both aboard) are at the same site, and Molator is on the Tatooine: Jabba's Palace (with a dark side Skiff and Sy
table. Light initiates battle, and targets Tarkin with Snootles), Jabba's Palace: Droid Workshop (with
Chewie's Blaster Rifle. The draw succeeds, so Dark EV-9D9 and R2-Q2), Jabba's Palace: Dungeon (with
chooses to cancel it using Tarkin's game text ("When Bossk), and Jabba's Palace: Audience Chamber (with
with Vader in a battle, once per battle may cancel one Jabba The Hutt) are on table in that order. Also, Credits
opponent's destiny just drawn."). This works because Will Do Fine ("If you just initiated a Force drain (or won
Tarkin needs to be with Vader, but he doesn't have to a battle) at Watto's Junkyard, opponent loses 1 Force
be present with Vader. (cannot be reduced) and stacks lost card here face
Dark gets the next action. He'd like to play the Force down."). It's the light side player's turn, so he initiates a
Lightning ("Target any character (even a captive) Force drain at Watto's Junkyard. As an automatic
present with Emperor.") in his hand, but the Emperor action, the opponent must now immediately stack a
isn't present with anyone but Vader, so he can't do card on Credits Will Do Fine, before anything else can
anything useful with it. Also, he'd like to play his Dark happen. Once this is completed the opponent gets the
Jedi Presence ("If one of your Dark Jedi is present first response, and plays Control to cancel the Force
during any battle, use 1 Force to cause all other drain. Even though they canceled the drain, the
Imperials there to battle at double power."). card stacked on Credits is still left there, though they do
Unfortunately, none of his Dark Jedi are present at the not have to lose any Force to the drain itself.
site, so he can't play that either. However, Vader's During the dark side's turn, he Force drains at the
game text ("When in battle, may target one opponent's Audience Chamber for one Force because Jabba
character present. Draw destiny. Target 'choked' (lost) if controls the site. At the Droid Workshop, the dark side
destiny > ability.") can be used, because it targets a player has no presence. However, EV-9D9 states that
character present, even when Vader himself is not she may Force drain there, thus she can control the
present (recall that in Episode V Vader choked Admiral location for the purpose of draining there, and does so;
Ozzel even when the two weren't in the same room there are no icons on the light side, but EV-9D9
together). Vader targets Chewie, draws successfully, provides a bonus of 1, for a total drain of 1. Dark now
and Chewie is lost. initiates a drain at the Dungeon with Bossk, who
(Could Chewie have targeted someone on the walker controls that site. There are no light icons or drain
with his weapon; "may target a character or creature for bonuses here, so the total drain is 0. However, because
free; draw destiny; target hit, and its forfeit = 0, if destiny Jabba The Hutt says "While at Audience
> defense value"? It doesn't state the target has to be Chamber... allows you to activate 1 Force whenever
present; however, that's because it doesn't need to. The you Force drain with an alien," Dark may now activate 1
rules of weapons state that all weapons can only target Force, as he did Force drain with an alien (even though
a card they are present with, so Chewie's weapon could no Force was lost). Dark chooses not to Force drain at
only target someone present with him.) Jabba's Palace (Force draining is always optional).
Light plays Courage Of A Skywalker ("One of your During Light's turn, he initiates a Force drain at Watto's
Skywalkers present during a battle at a site, for Junkyard, and Dark must immediately stack a card on
remainder of turn, loses immunity to attrition but adds Credits. Dark now responds by having Sy Snootles and
ability to power (he or she may not apply ability toward the Skiff move over as a react (for 1 Force) to cancel
drawing battle destiny).") Luke is present, thus he can the drain, but again, the card on Credits remains
be targeted, and he is now Power 11 (he does not use stacked. During Light's turn, he deploys Leia Organa (a

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Chapter 4 - Control Phase, Presence, & Force Draining
spy, but not an undercover spy) to the Droid Workshop. drain when she's not otherwise allowed to). Arica is now
Light also battles at Watto's Junkyard and Sy Snootles all alone over at Watto's Junkyard, but because
is lost. undercover spies have no presence, she cannot control
During Dark's control phase, he drains for 1 at the the site, and thus cannot Force drain either. Dark
Audience Chamber with Jabba, and activates 1 Force decides to move Bossk back to the Dungeon.
(Jabba is an alien, after all). Dark also drains at the Light is rather annoyed at this sudden move; he had a
Dungeon, but Light plays Control to cancel it; the dark Motti Seeker in hand ("Deploys for 1 Force to an
side doesn't get to activate a Force because a Force unoccupied site. Deploys and moves like an undercover
drain didn't actually take place (unlike Credits, which is spy. When present with Motti (or pilot) of ability < 3,
triggered by initiating a drain, Jabba's ability is triggered choose one to be immediately lost (treat as an "all
by actually draining). Because Leia has presence at the cards" situation). Seeker is also lost.") which could be
Workshop, EV-9D9 cannot drain there. Dark then plays used to kill Bossk. However, there is no place to deploy
the defensive shield Battle Order ("...for either player to it, because there are no unoccupied sites; even though
initiate a Force drain, that player must first use 3 Force Arica and Leia provide no presence, their sites are still
unless that player occupies a battleground site and a not considered unoccupied.
battleground system.").
Neither player occupies a battleground system, so
Battle Order will affect both players from now on until
they occupy a battleground site and system. Dark also
deploys Desilijic Tattoo ("While at Audience Chamber,
no battles or Force drains may take place here unless a
Rebel present.") on Jabba.
Light wants to drain at Watto's Junkyard, and he can do
so because while the dark side has cards there, there's
no actual ability, thus Dark has no presence there and
Light controls the site. In order to drain, however, Light
must use 3 Force for Battle Order; if he didn't, then the
drain wouldn't be initiated and Dark wouldn't have to
stack a card on Credits. So Light uses 3 Force, initiating
the drain; Dark places a card on Credits, then loses 1 to
the drain itself. Over at the Droid Workshop, Leia also
controls the site, because although Dark has two
characters there, neither of them have ability, and thus
provide no presence. Light uses 3 Force and drains for
1 there.

It's now Dark's control phase. Desilijic Tattoo stops


Jabba from draining; he cannot even initiate it. EV-9D9
still cannot drain because Leia has presence there; it
too cannot even be initiated. Bossk could drain if he
wished, but it would cost 3 Force to do so, and since it
would only allow him to activate 1 Force with Jabba's
ability it's not worth the bother. So Dark performs no
Force drains this turn. He deploys Arica (an undercover
spy) to Watto's Junkyard. He also moves Bossk over to
Leia's site.
It's the light side's turn, and he finds himself in the same
boat. Leia and Bossk both occupy the Droid Workshop,
so neither may Force drain there. At Watto's Junkyard,
the Sandspeeder controls it, but Arica as an undercover
spy prevents the drain from being initiated; thus, the
dark side need not stack a card on Credits. Instead
Light deploys Undercover on Leia, causing her to also
become an undercover spy, and moves the
Sandspeeder over to Jabba's Palace.
It's the dark side's turn, and he still cannot drain at the
Audience Chamber. Also, he may not drain at the Droid
Workshop because even though Leia has no presence,
she's an undercover spy, and that prevents drains from
being initiated (EV-9D9's game text only allows her to
drain as if she has presence, it does not allow her to

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Chapter 5 - Deploy Phase, Deploying & Personas
Deploy Phase Location Deployment Restrictions
Third phase of each turn, in which you may deploy Presence or Force Icons: Characters, vehicles and
cards from your hand to the table. starships cannot deploy to a location unless they
In addition to deployment, this is also when you are have presence there or at least one Force icon.
permitted to persona replace characters. However, see spy, Ap. D, and Undercover Spy
Deploy Rules, Ap. C.
To bring a card into play by placing it on table. Cards Ahch-To: Characters, vehicles, starships, Utinni Effects
are usually deployed during your deploy phase. You and some weapons and devices may not deploy to
can deploy characters, vehicles and starships where Ahch-To locations. See Dagobah and Ahch-To, Ap.
you have presence or a Force icon on your side of a C.
location. Weapons, devices, Effects, creatures and Dagobah: Characters, vehicles, starships, Utinni Effects
similar cards may be deployed wherever appropriate, and some weapons and devices may not deploy to
with or without presence or Force icons. The specific Dagobah locations. See Dagobah and Ahch-To, Ap.
rules of how each card type deploys is covered in Ch. 9. C.
Card deployment usually requires the expenditure of Shielded Sites: Dark Side characters, vehicles and
Force; if it doesn't the card may deploy for free. Paying starships may not deploy to a site where Hoth
the deploy cost is part of the initiation, so if the deploy is Energy Shield rules are in effect. See Hoth Energy
canceled the Force has still been used. If the deploy is Shield Rules, Ap. C.
successful, place the card on the location, table, etc. Game Text: Some cards state in their game text they
where it is supposed to go. must deploy (or cannot deploy) to certain locations.
See Never - Location Restrictions, Ch. 1 for restrictions Rules Deployment Restrictions
on where cards can deploy. General Rules: Certain card types and subtypes are
Actions that allow a card (or cards) to be deployed may restricted to certain locations (e.g., the Executor
only be initiated in the owner's deploy phase, unless the cannot deploy to a site, Rogue 1 cannot deploy to the
action lists a specific phase during which it can be Kessel system location, Blizzard 2 cannot deploy to
deployed, or specifies an action that the deployment Cantina, Red 1 cannot deploy to Bluffs).
can be made as a valid response to. Cards that contain Special Rules: Trench Rules (Ap. C), Dejarik Rules (Ap.
deployment conditions or modifiers may not necessarily C) and Death Star II Sector rules (Ch. 9) restrict
specify when the card may be deployed. For example, deployment to Death Star: Trench, holosites and
"Deploys -1 to same site as...." adds a condition ("same Death Star II sectors, respectively.
site as") and a modifier ("-1") to deployment but does
not add a specific timing and as such is limited to the Objective Deployment Restrictions
owner's deploy phase. Similarly, "once per game" Restricted by Objective: Anything listed on an objective
details how often the action may be performed, but that you cannot deploy (or that limits where you may
specifies no timing for that action, and may therefore deploy it).
only be initiated within the owner's deploy phase. Thus, Restricted to Objective: Anything on a card that states it
for example, Mara Jade may only deploy a weapon on can only deploy if a certain objective (or side of an
her from Reserve Deck during her owner's deploy objective) is on table.
phase. Similarly, We'll Find Han and Jabba's Palace: Thus a card that ignores location deployment
Audience Chamber (DS) may only be used during the restrictions can deploy to Dagobah, to a shielded site,
owner's deploy phase. However, Bargaining Table says to a site where you have neither presence nor Force
"If Effect canceled ... may immediately deploy" which icons, and may ignore location requirements in their
has a specific timing (when the Effect is canceled) and game text. However, that would only apply to that
as such can be performed outside of the deploy phase. category; you could not, for instance, deploy Home One
Interrupts, Defensive Shields and some Epic Events to the Endor: Back Door because as a rule capital
play rather than deploy, and thus are unaffected by starships cannot deploy to sites. Likewise you cannot
cards which deploy or affect deployment (e.g. This Deal deploy Prisoner 2187 without Rescue The Princess on
Is Getting Worse All The Time may deploy an Effect the table or deploy Darth Vader if Invasion is on table,
named Secret Plans but not a Defensive Shield). because those are objective deployment restrictions.
See Jedi Testing - Mind What You Have Learned, Ap. C
Deploying Cards On Vehicles And Starships for a specific exception to this rule.
See Starships - deploying on or aboard, Ch. 9 As always, there may be cards that overrule these rules
Deploys Like A Starfighter (e.g., a card that lets you deploy without presence or
See Starships - deploys like a starfighter, Ch. 9. Force icons, a card that specifically permits you to
deploy to Dagobah, etc.). Deployment modifiers are not
Deployment Restrictions deployment restrictions (e.g., if deploying Ki-Adi-Mundi
Some cards may deploy only to certain places or under to a place besides the Jedi Council Chamber, the extra
specific circumstances.

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Chapter 5 - Deploy Phase, Deploying & Personas
cost is not a deployment restriction; the same applies to Dark now deploys the Effect card Undercover on the
non-smugglers modified by Watch Your Step). Probe Droid (no cost, so it's free). Dark can now deploy
there because you may deploy to locations where you
Never Deploys Or Moves
have no presence or Force icons if you have an
See Never, Ch. 1.
undercover spy there. Dark deploys Blizzard 1 there
React (6 Force), then General Veers (3 Force). They were not
See React, Ap. C deployed simultaneously, so Veers can deploy to the
site or to the AT-AT; Dark chooses the AT-AT. Dark
Simultaneous Deployment then deploys the creature Bubo to Massassi Throne
If two cards are deployed simultaneously, one must
Room for 3 Force (Dark has no presence or Force icons
deploy on the other. If this cannot occur (due to
there, but it doesn't matter because Bubo's a creature).
capacity restrictions etc.) the deployment action fails.
Over on Hoth, the Hoth: Main Power Generator,
For example, if deploying Luke and Red 5 Defensive Perimeter and Ice Plains, are all on table.
simultaneously, Luke must deploy on board Red 5. Because Hoth Energy Shield Rules are in effect, all
If two cards are deployed simultaneously, and one is
those but the Ice Plains are shielded; this means that
"bounced" (placed somewhere else as a response,
even though there are dark Force icons at the
such as It Can Wait returning a card to hand) or
Defensive Perimeter, Dark still cannot deploy
targeted by Imperial Barrier/Rebel Barrier, (and both
characters, vehicles and starships there, nor can they
cards are valid targets for Barrier) apply the deploy a spy to the Main Power Generator (spies only
results to both (e.g., if Aratech Corporation (V) deploys ignore the presence/icon restriction). Dark had moved
a Biker Scout Trooper and Speeder Bike
Blizzard 2 to the Defensive Perimeter, and now deploys
simultaneously, and the trooper is targeted by Rebel
AT-AT Cannon and Electro-Rangefinder on it and
Barrier, only the trooper is affected by the Barrier
deploys a Wampa there; even though the site is
since that card may not target vehicles).
shielded, it doesn't stop other card types from deploying
Deployment - Examples there.
Light has Yavin 4: Jungle in hand; locations do not have On Endor, the Rebel Landing Site, Spaceport Docking
a deploy cost, thus deploy for free. Light places it on the Bay and Bunker are all on table. Light deploys Daughter
table between the Yavin 4 system and Massassi Throne Of Skywalker to the Rebel Landing Site for 3 Force (she
Room. Light wants to deploy a Rebel Trooper there; his has a deploy cost of 7, but deploys -3 to Endor by her
deploy cost (found in the white box on the left) is 1, so game text, and -1 to that site by its game text). Light
Light uses 1 Force (taking the top card of Force Pile can't deploy characters to the Bunker (it has no light
and placing it on the Used Pile) and deploys the trooper Force icons), but Light can deploy the Epic Event card
there. Light also has the Effect card Encampment; it Deactivate The Shield Generator, the device Remote,
doesn't have a deploy cost box, but it does state that it the Effect card Wars Not Make One Great and the
costs 2 Force to deploy it, so 2 Force is used and it's weapon Medium Repeating Blaster Cannon.
played on the Jungle. Son Of Skywalker is now played Dark plays Surface Defense (V), which allows him to
there (5 Force); his game text states that he can only use 1 Force to ▼ Aratech Corporation (V). However,
deploy to Dagobah or Cloud City, so normally he Dark has to wait until his deploy phase, because that's
couldn't do this (it is a location deployment restriction). when deployment actions happen. He does so,
However, Encampment allows Light's cards to deploy deploying it onto the table (no cost is listed so it's free).
despite location deployment restrictions, so this is legal. It works similar to Squadron Assignments, getting an
Light has Squadron Assignments on table ("...may Imperial pilot with a Speeder Bike or AT-ST, then
reveal one unpiloted starfighter from hand to take its saying to "deploy both simultaneously." Dark then uses
matching pilot character from Reserve Deck (or vice this to deploy a Lieutenant Arnet and Blizzard Scout 1
versa) and deploy both simultaneously...") and so to Spaceport Docking Bay; because they're deployed
reveals Tycho Celchu to get Green Squadron 3; simultaneously, he must deploy on the AT-ST (normally
because they are deployed simultaneously, Tycho must vehicles and pilots do not deploy simultaneously, but
deploy on the A-Wing. The A-Wing deploys for 2 Force; Aratech Corporation specifically requires it). The AT-ST
Tycho deploys for 1 (his deploy cost says 3, but his deploys for 3 Force, Arnet deploys for free (even though
game text states that he deploys -2 to Green Squadron the site's text says that pilots deploys +1 there, Arnet's
3). The two cards are deployed to the Yavin 4 system. text states he deploys for free; free cannot be modified).
On the dark side player's turn, he would like to deploy to
the Jungle also, but there are no dark icons there.
However, he does have a Probe Droid which is a spy;
thus it can deploy to the Jungle (2 Force is used). Dark
still does not have presence there, however, so he still
can't deploy much else. However, he can deploy the
weapon Probe Droid Laser and device Probe Antennae
on the Probe Droid because only characters, vehicles
and starships are restricted from deploying under these
circumstances. Neither of those cards has a deploy cost
listed anywhere, and so deploy for free.

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Chapter 5 - Deploy Phase, Deploying & Personas
Persona Even though different versions of a single persona
Different versions of a unique character, device, conceptually represent the same person or thing, they
starship, vehicle, or weapon are all considered to be are still different cards. For example, the Interrupt card
part of the same 'persona' (even if they are on different Monnok affects "all cards opponent has two or more of"
sides of the Force). in hand. If you play Monnok on an opponent who is
A player may not have more than one version of holding one Luke Skywalker and one Commander Luke
a unique persona on table at a time. Note that both Skywalker, those characters are unaffected by the
players may each have the same unique persona on Interrupt because it targets duplicate card titles.
table at the same time (e.g., each player may have their If two unique characters (or unique permanent pilots),
own Lando persona card on table at same time). unique starships, or unique weapons have the exact
There are two exceptions: same title, they are the same persona. Thus Lobot and
• Whenever a captive is on table, regardless of who Lobot (V) are the same persona; the Reflections III Obi-
owns the captive card, Light is prevented from Wan's Lightsaber, Premiere Obi-Wan's Lightsaber, and
deploying that persona (and Dark is prevented from the permanent weapon on Obi-Wan With Lightsaber are
deploying a captive of that persona). all the same weapon; and the character Dutch and the
• Whenever a player has a stolen starship, vehicle, permanent pilot of Gold Leader In Gold 1 are the same
weapon, or device on table, the other player is persona. If a unique persona that is part of another card
prevented from deploying that persona. is suspended or removed (or the game text of that card
In both of the above exceptions, a player could be is canceled or suspended), that persona's uniqueness
prevented from deploying a persona card, but if they still applies, unless the card that persona is part of is a
already had such a persona card legally on table, it starship or vehicle that was stolen, or a permanent
would not be removed. weapon card that has been disarmed.
Additionally, note that Uniqueness rules are still Persona Replacement
applicable (see Chapter 9 - Unique, Restricted, & Non- During your deploy phase, you may replace any of your
Unique). For example, if Light has a Lando persona unique character cards on table with a different version
card on table, Dark may also deploy their own Lando of that persona. Two cards are "different versions" if:
persona card, but not one with the exact same card • Their titles are different, or
title. • One has an expansion icon the other does not have
In very rare cases, a player may be able to legally Thus you could persona replace Commander Luke
obtain control of two of the same persona (e.g., by Skywalker with Son Of Skywalker (different title) or
taking control of one from the opponent while also Commander Luke Skywalker (V) (has an expansion
having their own copy already). In such cases, the icon the other doesn't have).
owner of the two cards with the same persona must You may only persona replace your own characters
immediately place one in their Lost Pile (it is not (some cards, such as Lobot, allow the opponent to
considered "just lost"). This rule does not affect the "replace" them; this is actually converting; see
jurisdiction of Tournament Directors in the handling of Converting Characters).
illegal misplays. To persona replace, during your deploy phase take a
For a complete list of personas, see Ap. D. character card version of that persona from your hand
Any card or action that targets or manipulates a and place it where your current version of that character
persona may target or manipulate any card that on table is present, within the same passenger or pilot
contains that persona. For example: Lando In slot if applicable. If this is not possible (for example,
Millennium Falcon is considered a wild card for Cloud because the character on table occupies a pilot slot,
City Sabacc because it contains the persona of Lando. and the new version is not a pilot), then you may not
The Dark Side may deploy Boba Fett In Slave I for free perform the persona replacement. The new version:
to a Docking Bay where Lyn Me is present, because it 1) must have both power and ability at least equal
contains the persona of Boba Fett. The exceptions to to those of the replaced character,
this rule are: 2) must not contain a unique permanent weapon
• Cards that deploy upon a specific persona may only persona already on table,
deploy upon a card of that type (i.e. character 3) must obey all deployment restrictions listed on
weapons must deploy on a character persona, its own card,
Effects deploying on weapon personas must deploy 4) must obey all other types of deployment
on weapons cards, etc.). For example, neither restrictions as well, except for location
Vader's Lightsaber nor Uncontrollable Fury may deployment restrictions. (Deployment
deploy upon the Death Star Assault Squadron restrictions are found in the rules, and on other
because even though it contains the persona of cards such as Master Kenobi. See Deployment
Vader, that card is nevertheless a starship, and not a Restrictions, Chapter 5.)
legal target. See Ap. D for persona types. For example, Luke Skywalker (power 3, ability 4) may
• The persona replacement rule applies only to be replaced by Commander Luke Skywalker (power 4,
character cards. That is, only a character card can be ability 4), but only when Luke is on Hoth (because
replaced, and only by another applicable character Commander Luke Skywalker says so on his own card).
card of that persona. For another example, the card Artoo, Brave Little

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Chapter 5 - Deploy Phase, Deploying & Personas
Droid may replace the card R2-D2, even without not the same unique persona (e.g. Son Of Skywalker
presence or Force icons, and even on Dagobah. The may not persona replace Princess Leia).
Dagobah rules and presence/Force icon requirements
Persona - Converting Characters
are examples of location deployment restrictions, which
Conceptually, some characters have no real loyalty to a
may be ignored.
side of the Force they are on and can be brought to
Any cards deployed on or targeting the character
work on the opposing side, such as when Lando ended
transfer to the new version of that character, if
his alliance with Vader and freed Leia and Chewie. This
applicable. To determine if a card is applicable, look for
is called converting characters, and can be achieved in
any game text that examines attributes of the character
two ways. The card Double Agent will cause Tonnika
card itself, not anything else on table. For example,
Sisters to convert via its "crosses over to your side" text.
Disarmed will transfer without needing to check again
In this case, the card (and all cards on it) moves to your
for weapons at the location. Field Promotion will check
side of the location and becomes yours; it fights on your
if the new character is still an Imperial of ability < 5, but
side, obeys your orders, goes to your Lost Pile, etc.
does not require that Imperial to be present with Vader,
The other way to convert is with a character's game
Emperor, or an admiral/general/moff.
text; cards like Dark Side Lando Calrissian and Lobot
Any cards which are not applicable are placed in the
that reference being 'replaced' or preventing
owner's Lost Pile, followed by the replaced version of
'replacement' are referencing conversion, NOT persona
the character (at which point the new version of the
replacement in any way. To do this, the opposing side
character is now on table). Note that the replaced
puts their version of that character at the location during
persona going lost is not considered "about to be lost"
their deploy phase, transfers over any legal cards to
or "just lost" for any purposes (e.g. Bacta Tank). Any
deploy on them, and places the original version in
'residual' game play effects (such as being the target of
opponent's Lost Pile (along with any cards not
Imperial Barrier) will likewise apply to the new version
transferred). Note that the original version is not
on table. For example, if Darth Maul was targeted by
considered to be a 'just lost' character....the persona
Clash Of Sabers and then persona replaced by Lord
was converted.
Maul, the Lord Maul would still be under the effect of
No matter how it happens, a converted character
Clash Of Sabers (even though Lord Maul is immune to
operates the same. The new character card is still the
that card).
same persona, and cards deployed on or targeting the
When replacing a persona, remember that any direct
character continue to function normally. The opponent
modifiers affect only the card they are deployed upon,
is not prevented from re-deploying that character,
not all versions. Thus when Darth Vader, Dark Lord Of
barring the uniqueness rules (e.g. each player can have
The Sith has Uncontrollable Fury (which provides power
their own Lando on table at the same time, but because
+2) deployed upon him (making him power 8), he
they are unique they must not have identical card titles).
cannot be replaced by Lord Vader (power 7).
Converting is not deployment, persona
Persona replacement is not deployment, and as such
replacement, or crossing over.
has no cost. Uniqueness rules do not inhibit persona
replacement, meaning you may persona replace a Persona Replacement - Examples
character during the same turn in which that character Tedn Dahai (with another musician) is on table and
was deployed, and you may persona replace the same targets Cloud City Boba Fett (who is carrying Binders)
character multiple times per turn. at Mos Eisley (which adds 1 to the power of bounty
You may not replace a persona because a card allows hunters there), canceling Fett's game text for remainder
you to deploy (including deploying from a deck or pile), of turn. Dark has Special Edition Boba Fett, Boba Fett
persona replacement is unaffected by the out of play With Blaster Rifle, Boba Fett In Slave I and Boba Fett,
rule, and replacing a persona does not allow any "just Bounty Hunter in hand. Of those, only the last can
deployed" actions to be initiated. persona replace the one on table. The first lacks
You may persona replace an undercover spy with a sufficient power (3 versus 5). The second also lacks
non-spy character or vice versa, as long as you follow sufficient power (the bonus from the site only affects the
the replacement rules given above. For example, version there, not the one in hand). The third is a
TK-422 may replace Han Solo as long as TK-422's starship, and only character cards may persona
deployment restrictions are observed (that there is an replace. So, during Dark's deploy phase he places
Imperial there, that it's a site, and he must go Boba Fett, Bounty Hunter at Mos Eisley and transfers
undercover). Similarly, an undercover Leia Organa may Binders to him. The Cloud City Boba Fett card is placed
be replaced by Princess Leia, although the Undercover in the Lost Pile. Starting at that moment, the new Fett's
card would not be applicable to Princess Leia (she is game text is canceled by 'residual' effect of Tedn
not a spy) and would be lost (and she would cease Dahai's earlier cancellation and it will continue until end
being undercover). of turn.
Persona Replacement - Non-unique Persona Lobot (a power 0 Light character) is at the Cloud City:
"Skywalker" and "Fett" are examples of non-unique Casino. Dark has their own Lobot (a power 2 Dark
persona names. Because persona replacement only character) in hand.
applies to unique personas, you may not persona The Lobots have identical card titles, so uniqueness
replace a Skywalker or a Fett with another one who is rules prevent Dark from deploying his Lobot. Also, Dark

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Chapter 5 - Deploy Phase, Deploying & Personas
may not persona replace the version that is on the he is neither an alien nor an Imperial. The armor and
table; even though all the other persona requirements Lando Calrissian are both placed in Dark's Lost Pile.
are satisfied, it's not the dark side's card, and thus
Persona - Crossing Over
cannot be persona replaced by Dark.
Crossing over occurs when a character conceptually
Persona - Example "gives in" to the opposite side of the Force (this is not
Qui-Gon Jinn With Lightsaber and Obi-Wan Kenobi, the same as converting, which represents a change of
Padawan Learner are both at the Back Door. Light has loyalties, but rather a change between good and evil, a
Qui-Gon's Lightsaber, Ben Kenobi and Master Qui-Gon change of self). A character who crosses over
in hand. None of those cards may be deployed: Both conceptually takes on a new identity, just as Anakin
Qui-Gons are the same persona. Likewise, both Skywalker became Darth Vader.
Kenobis are the same (even though they are from When game text causes a character card to cross over,
different eras). Qui-Gon also contains a version of the that card is placed on the opposite side of the location
weapon Qui-Gon's Lightsaber, so no additional versions and several aspects of that card change for the
of that weapon persona may be deployed. remainder of the game (even if it leaves table):
• It changes owners (from Dark to Light or vice versa)
Multiple Personas Example
Light has Wookiee Roar, which may take Chewie into • Certain icons belonging to the character change:
hand from Reserve Deck. Han, Chewie, And The -Rebel becomes Imperial (or vice versa)
Falcon is found, which contains Chewie as a permanent -Clone Army becomes Separatist (or vice versa)
pilot; it is taken and deployed. Quad Laser Cannon -Resistance becomes First Order (or vice versa)
(which deploys on Falcon) is deployed on the ship, but -Jedi Master becomes Dark Jedi Master (or vice
not Chewie's Bowcaster or That's One (they have to versa)
deploy on a character version of Chewie). When Dark -Republic becomes Sith (or vice versa)
attacks, Light plays Punch It! to add 2 destiny (Han is • It changes persona name (see Table 5-1)
piloting Falcon) and Life Debt to add 2 more (Han and • It takes on a new card title matching the new persona
Chewie are in battle together). Dengar may make Han, name (the card remains unique (•))
Chewie, And The Falcon forfeit = 0 if it is landed at a • If the original persona name is mentioned anywhere
docking bay if he is present at the site. in the card's game text, it changes to the new
persona name
Persona And Simultaneous Deployment - Example • If crossing to the Light Side, the card becomes a
Squadron Assignments, which permits Light to reveal a Skywalker. If crossing to the Dark Side, the card
unique starfighter to find the matching pilot and deploy ceases to be a Skywalker.
both simultaneously, is on table. Light reveals Red 5, • Force sensitivity box changes (e.g. Jedi to Dark Jedi)
whose matching pilot is Luke. Thus any version of the Only the one card that crosses over experiences the
Luke persona may be found in Reserve: Luke changes listed above. Any other copies of that
Skywalker, Son Of Skywalker, Master Luke, etc. Luke character or persona are unaffected. However, the
Skywalker is selected, and both he and Red 5 are original persona may not be deployed again for the
deployed. Because they must be deployed remainder of the game.
simultaneously, Luke must deploy on board Red 5, The character's own allegiance icons change according
regardless of where they are deployed. to the list above. Icons and words in the character's
Converting Characters - Examples game text which refer to allegiances do not switch.
Tonnika Sisters with Mandalorian Armor and a Scout Thus, the rarely used card Vader, whose game text
Pistol are present at the Cantina. Light plays Double chokes Imperials, will continue to choke Imperials after
Agent, converting them to his side. The Tonnika Sisters crossing over to the Light Side.
are placed on the light side of the Cantina. They keep Any cards which affect that character by their former
the armor and the pistol. Nothing has changed about name, former title, former card type, etc. do not apply
them except the side they're on; they can still fire the (lose any such cards deployed on or targeting the
pistol for free (as a spy), are still aliens, thieves, female, character at the moment of crossing over; place them in
etc. When lost, they - along with the armor and pistol - the original player's lost pile), except Jedi Tests. When
go to the light side's Lost Pile. a character crosses over to the Dark Side, the benefits
Dark Side Lando Calrissian ("If present at a site, can be of any Jedi Tests that character has completed apply to
replaced by opponent with any Light Side Lando.") is at the Dark Side player (and are not lost).
the Security Tower. He too has Mandalorian Armor and
a Scout Pistol. During Light's deploy phase, Light Table 5-1
chooses to replace him with General Calrissian (that he Light Dark
couldn't normally deploy there doesn't matter; it's not Anakin Skywalker Vader
deployment). General Calrissian has only 4 power Leia Lady Vader
compared to the 5 (3+2) of the one on the table, but that Luke Son Of Vader
doesn't matter because converting is not the same as Ben Solo Kylo
persona replacement. The pistol is placed on General
Calrissian (he is a warrior) but not the armor because For example, if Commander Luke Skywalker crossed
over, he would become Son Of Vader (he would remain

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Chapter 5 - Deploy Phase, Deploying & Personas
a commander only because he still has the word
"commander" in his lore).
If Leia (V) were crossed over, she would take on the
new persona name and new card title of Lady Vader
and her text which states "may lose 1 Force to place
Leia " now states "may lose 1 Force to place Lady
Vader". Likewise if Luke With Lightsaber crosses over,
his permanent weapon changes from "Luke's
Lightsaber" to "Son Of Vader's Lightsaber." Note that
these changes are only for the crossed over character
card, not for any other cards, so Uncontrollable Fury
could not deploy on Anakin because that card deploys
only on Vader.
A card that intends to reference one of the "crossable"
personas listed above on both sides of the Force will
use both persona names, such as "Vader or Anakin;"
otherwise it is always a reference to only one side (so
that "any Luke" would never refer to Son Of Vader).
Crossing Over Example
Light has used the objective Mind What You Have
Learned to have Son of Skywalker complete all six Jedi
Tests, and he is currently armed with Luke's Blaster
Pistol and Luke's Lightsaber (which Light deployed
using Son of Skywalker's "once per game" text).
Dark then defeats Luke using Epic Duel and Luke
crosses over. At this moment:
• This copy of the Luke character card ceases being
Luke and becomes Son Of Vader (both in persona
name and in card title)
• Luke ceases being a Skywalker
• Luke ceases being a Rebel and becomes an Imperial
• Luke ceases being a Jedi and becomes a Dark Jedi
• Any cards on him that target him as being Luke (such
as Luke's Lightsaber) are lost, except for You Must
Confront Vader, since it's a Jedi Test. Luke's Blaster
Pistol remains because it deploys on a warrior, which
he is (but it does not gain any of the benefits of being
"targeted by Luke" because he is no longer Luke).
• The dark side gets the benefits of all Luke's Jedi tests.
• Son of Skywalker's game text now states "a lightsaber
may deploy on Son Of Vader (for free)" and
furthermore, because the card is now actually titled
Son Of Vader, this new "once per game" text is
considered to have never been used for this card title,
so the Dark player may use it.
Save You It Can does not affect the Jedi Tests,
because it affects Luke's tests, not Son Of Vader's (they
are not suspended now that Luke is no longer on table,
but if Son Of Vader leaves table they'll be lost).
Likewise it no longer allows the character to ignore
location deployment restrictions.

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Chapter 6 - Battle Phase, Battles & Attacks
Battle Phase The following overview on the steps of a battle is
Fourth phase of each turn, in which you may initiate one comprehensive; for a more concise overview, see Battle
or more battles against your opponent's characters, In Brief.
vehicles and starships. Also the phase when your
characters may attack creatures and when your
Initiate The Battle
Because a battle is an action, it follows the normal rules
creatures attack.
of actions: meeting conditions, choosing targets, paying
Battle costs. The condition is both you and your opponent
A conflict you initiate during your battle phase in an having presence at a location, and the target is that
effort to deplete your opponent's Life Force. Battles can location. The cost of initiating battle is 1 Force, though
occur at a location only if both players occupy that this may be modified (e.g. Wars Not Make One Great),
location - i.e., they both have presence there. If all reset (e.g. Feltipern Trevagg), or allowed to occur for
presence is completely removed from either side before free (e.g. Battle Plan).
the battle's damage segment, the battle ends. This Once the initiation steps are completed, then a battle
happens instantly, not as an action, so there is no time has been initiated at that location for all purposes.
between the exclusion and the end of the battle for • At this time, any automatic actions triggered by the
anything to take place. Events that occur at the end of initiation will occur (e.g. Scum And Villainy).
battle -or last until end of battle- happen at this point, so After all automatic actions are complete, optional
long as they do not depend on the battle successfully responses ("just actions") occur. Players may play the
completing. following types of actions at this time:
Although weapon cards are useful during battle, • Actions that play as a response to a battle being
weapons are not required for a battle to take place. initiated, typically indicated by the phrasing "if a
Weapons simply allow you to target specific characters, battle was just initiated", "at the start of a battle", or
vehicles, starships, etc. You may battle more than once similar (e.g. Rapid Fire).
during a turn, but not at the same location. Each of your • The opponent of the player who initiated battle may
characters, vehicles and starships may battle only once use 'react' game text on their cards to deploy a card
per turn, and those cards are considered to have as a 'react' (e.g. Comlink or Spiral) or move a card
participated in a battle from the moment it is initiated; as a 'react' (e.g. Arcona or Blizzard Scout 1). See
even if they are somehow moved away from the battle React, Ap. C.
or the battle is canceled, those cards may not These optional responses alternate between players,
participate in another battle that turn. Also, game text beginning with the opponent of the player who initiated
that prevents a character, vehicle, or starship from the battle. The optional responses continue until both
being excluded from battle may not be used to allow players pass consecutively, then the Weapons
that card to participate in more than one battle per turn. Segment begins.
Other cards such as devices, weapons, and Effects
could potentially be used during more than one battle Weapons Segment
per turn, if applicable (e.g. A280 Sharpshooter Rifle or During the weapons segment, players fire weapons and
Wrist Comlink). perform other top level actions as outlined below.
Battle is an action, and follows the normal timing rules Players alternate taking weapons segment actions,
for actions. A battle is divided into three segments beginning with the player who initiated the battle.
which occur in a set order, similar to the phases of a When both players 'pass' their top-level weapons
turn. They are the Weapons segment, Power segment, segment actions consecutively, the weapons segment
and Damage segment. ends.
The following sections explain what types of actions Also note:
may be played in each segment. However, if a card • Characters, vehicles, and starships introduced to
provides specific instructions on when to play it (e.g. the battle location during the weapons segment
You Do Have Your Moments or Zutton), follow the WILL participate in the battle (unless prohibited,
instructions on that card instead. such as due to having already battled that turn).
• If all presence is removed from either side during
the weapons segment, the battle WILL end
Steps of a Battle immediately.
Initiate The Battle
Weapons Segment Weapons Segment - Firing Weapons
It is a special rule of battle that any weapons in the
Power Segment battle (and any long-range weapons capable of firing
Damage Segment into the battle) may be fired once (and only once,
End of Battle unless specifically permitted otherwise - this applies
even if the weapon is somehow on a different card
during the battle than the one who fired). Weapons fired
this way must target a card participating in the battle.

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Chapter 6 - Battle Phase, Battles & Attacks
Any weapons involved in the battle may be fired one at The steps of the Power Segment are always carried
a time; each use of a weapon is one top-level action out in the following order:
within the battle. Each weapon describes how it works, 1. Draw Power Destinies
including the kinds of cards it may target, the Force 2. Draw Battle Destinies
required to fire it, the destiny draw required for success 3. Draw Attrition Destinies
and, if successful, the consequences for the target. 4. Optional Power Segment Actions
Most weapons specify that they 'hit' their target when 5. Totaling Power
successful. (Some weapons, instead of causing a 'hit,' 6. Calculating Attrition
specify some other kind of outcome.) Any 'hit' cards are 7. Determining Winner and Loser
turned sideways, but they still continue to participate in Also note:
the battle. For example, a card that is 'hit' can still fire its • Cards introduced to the battle location during the
own weapon, if it has one. power segment WILL NOT participate in the battle.
Later on in the battle, 'hit' cards will be lost. If the battle • If all presence is removed from either side during
ends prematurely, any 'hit' cards are immediately lost. the power segment, the battle WILL end
For detailed information on weapons, their use, being immediately.
'hit,' etc., see Weapons, Ch. 9.
Power Segment - Draw Power Destinies
Weapons Segment - Battle-Specific Actions Power destinies are often referred to on cards as a
Most top-level actions that are specific to battling can "destiny to power" or "destiny to total power".
only be played during the weapons segment. Examples The player who initiated the battle is first to calculate
of top-level weapons segment actions include: how many power destinies they must draw:
• Actions which modify or reset power without also • Cards that automatically add power destinies (e.g.
affecting attrition (e.g. Black 11, Skull). Theron Nett) are counted at this time if their
• Actions which optionally modify or reset the number conditions are currently met. Characters, vehicles,
of battle destinies, power destinies, or attrition and starships only add power destinies when
destinies (e.g. Haven, Skywalkers). Such actions participating in battle (unless specified otherwise).
are played now, but the destinies are not actually • Actions that optionally add power destinies were
drawn until the power segment. played during the weapons segment. They were
• Actions which set conditions on destinies in general "locked in" at that time and are counted now.
(not targeting specific destinies) (e.g. I Don't Like The player must draw all of their power destinies (there
Sand, Jabba's Haven). is no option to decline). Each power destiny increases
• Actions which modify or reset total battle destiny the player's total power in the battle.
are played now. Such actions schedule a change Next, the other player repeats this process, calculating
upon the total battle destiny to occur later (e.g. I'm how many power destinies they must draw and then
With You Too, Insertion Planning, Lando's Not A drawing them, increasing their total power.
System He's A Man).
Power Segment - Draw Battle Destinies
• By default, actions which take place during battle
The player who initiated the battle is first to calculate
that do not fall under any other specific timeframe
how many battle destinies they are entitled to.
(e.g. Combined Attack, Losing Track).
As a general rule, a player who has a combined ability
See Power Segment and Damage Segment for
of 4 or more participating in the battle may make one
information about actions that play during those
battle destiny draw. (Having 8 ability present does not
segments instead.
entitle you to draw two battle destiny.) To meet the 4
Weapons Segment - Other Actions ability requirement, you count the ability of:
Top-level actions unrelated to the battle may also be • Your cards that are present during the battle
initiated during the weapons segment (e.g. Beru Stew, • Your characters/permanent pilots that are piloting or
Gravel Storm, or peeking at your Reserve Deck with driving during the battle
Electrobinoculars). A player who fails to meet the 4 ability requirement is
Note that this is unique to the weapons segment. Very entitled to draw 0 battle destinies, but even this 0 can
few types of top-level actions are eligible to be played still be modified by other cards.
during the power and damage segments. • Cards that automatically add battle destinies (e.g.
During battle, you may not initiate another battle, nor an Captain Han Solo) are counted at this time if their
attack. conditions are currently met. Characters, vehicles,
and starships only add battle destinies when
Power Segment participating in battle (unless specified otherwise).
During the power segment, players will calculate their
• Actions that optionally add battle destinies (e.g.
total power to determine who wins the battle, and by
Skywalkers) were played during the weapons
how much. But first, players may have the opportunity
segment. They were "locked in" at that time and are
to draw power destinies, battle destinies, and attrition
counted now.
destinies to improve their outcome. A few other types of
• Other actions or game text, such as "Draws X battle
actions can also be played during this segment, as
destiny if unable to otherwise", may also impact the
detailed below.
number of battle destinies a player is entitled to. For

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Chapter 6 - Battle Phase, Battles & Attacks
a more detailed explanation, see the Battle Destiny Power Segment - Optional Power Segment Actions
section later in this chapter. Players now alternate playing other optional power
Once the player has calculated the number of battle segment actions, beginning with the player who initiated
destinies they are entitled to draw, they must choose to the battle.
either draw all of them, or decline and draw none of Only the following types of top-level actions are
them. permitted at this point in time:
A player who chooses to draw their battle destinies • Top-level actions which specify they are played
might be prevented from drawing all of them (due to during the power segment.
insufficient cards in Reserve Deck, for example). In that The following actions may also be played only if attrition
situation the player simply draws as many as they can. exists (even if the attrition = 0):
After a player finishes drawing battle destinies, their • Top-level actions which modify or reset attrition (not
total battle destiny is calculated: "satisfy" or "cancel" attrition) (e.g. Balanced Attack,
• Any automatic modifiers (e.g. Jeroen Webb) or Blown Clear, Ric Olie).
resets (e.g. Zuckuss In Mist Hunter) are applied at • Top-level actions which modify or reset both
this time if their conditions are currently met. attrition AND total power together (e.g. Sergeant
• Any optional actions to affect total battle destiny Barich, Furry Fury).
(e.g. Insertion Planning) were played during the This portion of the power segment ends when both
weapons segment. They were "locked in" at that players consecutively pass their top-level action.
time and are applied now.
Next, the other player repeats this process, calculating Power Segment - Totaling Power
how many battle destinies they may draw and then Each player calculates their total power by adding up
choosing to either draw them all, or decline, and the power of the cards they have present at the battle
determines their total battle destiny. location. Be sure to include any applicable modifiers,
such as found on participating cards (e.g. Myo),
• Some actions may play now as a response to both
locations (e.g. Cantina), piloting text (e.g. Han Solo),
players completing all of their battle destiny draws
and even on cards elsewhere on the table (e.g. Echo
(e.g. Kal'Falnl C'ndros, Takeel).
Base Operations).
At this time, each player's total battle destiny creates an
Each player then increases their total power by the
attrition value against their opponent, for the same
amount of their power destinies, if they drew any.
amount. For example, if your total battle destiny is 5,
Each player also increases their total power by the
then the attrition against your opponent is 5.
amount of their total battle destiny, if it exists.
If a player does not successfully complete any
The power totals of the two players will soon be used to
battle destiny draws, their total battle destiny does
calculate battle damage for the loser.
not exist and thus attrition against their opponent
does not exist! This is distinct from having a total Power Segment - Calculating Attrition
battle destiny of 0 (and thus an attrition of 0). Each player calculates the total attrition against their
opponent by starting with their total battle destiny, if it
Power Segment - Draw Attrition Destinies
exists. If the total battle destiny does not exist, then the
Players may be entitled to draw attrition destinies, also
attrition does not exist, and cannot be modified or reset.
written on cards as "destiny to attrition".
Next, the players add any attrition destinies drawn,
The player who initiated the battle is first to calculate
followed by other modifiers or resets:
how many attrition destinies they must draw:
• Any automatic modifiers (e.g. Bossk) or resets are
• Cards that automatically add attrition destinies (e.g.
applied at this time if their conditions are currently
Officer Ellberger) are counted at this time if their
met.
conditions are currently met. Characters, vehicles,
and starships only add attrition destinies when • Any optional actions to affect attrition (e.g.
participating in battle (unless specified otherwise). Balanced Attack) were played slightly earlier in the
segment. They were "locked in" at that time and are
• Actions that optionally add attrition destinies were
applied now.
played during the weapons segment. They were
For more information on attrition, see Damage Segment
"locked in" at that time and are counted now.
- Attrition.
• If a player's total battle destiny does not exist, the
number of attrition destinies the player will draw is Power Segment - Winner And Loser
reduced to an unmodifiable zero. The player with the higher overall total power (including
The player must draw all of their attrition destinies all modifiers, power destinies, and total battle destiny)
(there is no option to decline). Each attrition destiny wins the battle (the other player loses). If there is a tie,
increases the attrition against the opponent this battle. there is no winner and no loser of the battle.
Next, the other player repeats this process, calculating • Perform any automatic responses to a player
how many attrition destinies they must draw and then winning or losing a battle (e.g. Insignificant
drawing them, increasing the attrition against their Rebellion, Tawss Khaa).
opponent. • Players then alternate playing optional responses to
a player winning or losing a battle (e.g. Explosive
Charge), beginning with the opponent of the player

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Chapter 6 - Battle Phase, Battles & Attacks
who initiated the battle. Players alternate until they only if it has a forfeit value, is currently participating in
both pass consecutively. battle during the damage segment, and only if it is
either 'hit' or is being forfeited to satisfy attrition and/or
Damage Segment battle damage affecting you. Any card which is still
In this segment, players typically lose and/or forfeit participating in battle during the damage segment is
cards because of three factors: weapon 'hits,' attrition eligible to be forfeited, and is subject to attrition, even
and battle damage. cards which have had their forfeit reset to zero.
Players alternate taking damage segment actions, Since a forfeited card leaves the table, it causes
beginning with the player who initiated the battle. everything on that card to be lost as well. It's usually
Only the following types of top-level actions are best to forfeit the cards aboard a vehicle or starship
permitted during the damage segment: before forfeiting the vehicle or starship itself.
• Top-level actions which specify they are played
during the damage segment (e.g. Houjix). Damage Segment - Weapon 'Hits'
• Forfeiting a card participating in battle (only if the Cards hit during the weapons segment must be
card is 'hit' or if the player has pending battle forfeited (lost) during the damage segment. However,
damage or pending attrition). this only means that their forfeiture is mandatory, not
• Losing 1 Force to satisfy 1 unit of battle damage that they must be forfeited first. For example, if Luke
(only if the player has pending battle damage). Skywalker is piloting Red 5 and Red 5 is hit, you may
forfeit Luke first and then Red 5 second.
• Top-level actions which modify, satisfy, or cancel
battle damage (only if the player has pending battle Damage Segment - Attrition
damage) (e.g. The Professor). Attrition represents inevitable losses in battle that occur
• Top-level actions which "satisfy" or "cancel" attrition regardless of who wins the battle. (For example, in
(only if the player has pending attrition) (e.g. Self- Episode V, the Dark Side clearly won the Battle of Hoth,
Destruct Mechanism). yet they still lost some Imperial walkers to attrition.)
• Top-level actions which "satisfy" or "cancel" both Attrition against each player is calculated during the
battle damage AND attrition together (only if the "Power Segment - Calculating Attrition" step. In short, it
player has either pending battle damage, pending equals the opponent's total battle destiny, plus any
attrition, or both. This is a specific exception to the modifiers to attrition.
Implied Target Rule) (e.g. Protector). If your opponent does not successfully complete any
This special exception also applies to response battle destiny draws, then there is no attrition against
actions that satisfy or cancel battle damage and you (meaning that this amount cannot be modified,
attrition together (e.g. Ephant Mon). such as by cards that "add 1 to attrition"). This is distinct
• Players may NOT pass during the damage segment from an opponent with a total battle destiny of 0,
if they have any 'hit' cards in battle, or if they have creating 0 attrition (which can then be modified).
pending battle damage, or if they have pending The attrition against you requires a mandatory forfeiture
attrition that exceeds the immunity of any of their of your cards from that battle location. For example, if
participants. your opponent's total battle destiny is 5 (with no
A player has "pending battle damage" (or "pending modifiers to attrition), the attrition against you is 5 and
attrition") if the battle damage (or attrition, respectively) you will be required to forfeit (if possible) one or more
remaining against them is greater than zero. A player cards whose forfeit values total at least 5. When hit
whose cards are immune to the attrition may still cards are forfeited, you still apply their forfeit values
voluntarily satisfy pending attrition. toward satisfying attrition (and battle damage). If
Also note: forfeiting all your hit cards does not satisfy all of the
• Cards introduced to the battle location during the attrition against you, then you must forfeit additional
damage segment WILL NOT participate in the cards until your attrition has been satisfied (unless all of
battle. your remaining cards are immune to the attrition, in
• If all presence is removed from either side during which case the remainder may be ignored - see
the damage segment, the battle WILL NOT end Immune To Attrition, Ch. 6). If you have no cards left to
immediately. forfeit, any remaining attrition against you may be
Players may forfeit cards, lose Force, and perform other ignored. Sometimes you have to forfeit cards with a
actions in any sequence as long as the above total forfeit value in excess of your attrition; for example,
guidelines are followed. After both players pass if attrition against you is 5 and your cards that
consecutively during the damage segment, the battle participated in the battle each have a forfeit value of 3,
ends (see End Of A Battle). to satisfy your attrition you will have to forfeit two of
those cards for a total of 6 forfeit.
Damage Segment - Forfeit
Act of losing cards from a battle to satisfy attrition, battle Damage Segment - Battle Damage
damage and weapon hits. You may forfeit cards only Unlike weapon 'hits' and attrition, battle damage applies
during the damage segment of a battle. Other actions only to the player who lost the battle. The loser's battle
might cause a card to be lost, but this is not the same damage is equal to the difference between the winner's
as forfeiting. (A forfeited card is always 'lost,' but a lost total power and the loser's total power (see Power
card is not always 'forfeited.') You may forfeit a card Segment - Totaling Power). For example, if your

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Chapter 6 - Battle Phase, Battles & Attacks
opponent's total was 11 and yours was 7, you suffer Even actions not specifically related to battle may be
battle damage of 4. You may satisfy battle damage by initiated during the weapons segment.
forfeiting cards from the battle. Each card you forfeit, • 'Hit' cards are turned sideways but continue to
including those forfeited because of weapon 'hits' or participate in the battle. If all presence is removed
attrition, satisfies battle damage up to its forfeit value. from either side of the battle (e.g., because of
Unlike weapon 'hits' and attrition, battle damage may Tauntauns 'reacting' away from the battle, or a card
also be satisfied by losing Force from your hand and/or play such as Hit And Run) prior to the damage
Life Force. Each card lost satisfies 1 unit of battle segment, the battle ends. (Any hit cards must still be
damage. You may select which cards to lose from your lost.)
hand, but if you wish to lose cards from your Life Force Power segment
they must come from the top of your Force Pile, Used 1. Draw your power destinies (if any), then your
Pile and/or Reserve Deck. To satisfy your battle opponent does the same.
damage, you may use any combination of forfeiture and 2. Draw your battle destinies (if any), then your
losing Force. As with attrition, sometimes you will forfeit opponent does the same.
cards with a total forfeit value in excess of your battle Each player with total ability of 4 or more present or
damage. For example, if your battle damage is 4 but piloting/driving in the battle may draw one battle
your only card that participated in the battle has a forfeit destiny - assuming no other factors change that
value of 6, to satisfy your battle damage you could number.
forfeit that card or lose 4 Force. 3. Draw your attrition destinies (if any), then your
Remember that all cards that you forfeit - including opponent does the same.
your cards that were 'hit' - automatically count 4. Perform optional power segment actions (e.g.
toward both your attrition and your battle damage. Sergeant Barich) alternating between players.
For example, if you forfeit a 'hit' card whose forfeit value 5. Each player adds up the total power of their cards
is 5, this simultaneously satisfies attrition of up to 5 and present in the battle (plus any power destinies, total
battle damage of up to 5. battle destiny, and other modifiers to power).
6. Each player calculates the attrition against their
End Of A Battle opponent, which is equal to their total battle destiny
Any action that occurs at the "end of a battle" (e.g. plus attrition destinies and other modifiers.
Tractor Beam) happens after both players pass A player who has not successfully completed any
consecutively in the damage segment. The cards are battle destiny draws does not create attrition (it
still considered to be "in a battle", and any modifiers etc. does not exist and cannot be modified).
that last for "remainder of battle" are still in effect. 7. The player with the higher overall total power
Remember that values that were changed during battle (including power destinies, total battle destiny, and
(except those caused by weapons or with a specific other modifiers) wins the battle.
time frame stated) return to normal after the battle. Damage segment
Battle Just Ended • Damage segment actions alternate between
Any action that refers to a battle "just ended" takes players, beginning with you. Such actions typically
place immediately after a battle ends, as the battle include forfeiting cards, losing force, and other
action is leaving the stack (See Responding To Coming actions to satisfy attrition and battle damage.
Off The Stack). Thus such actions are no longer Although players may take such actions in any
considered to be during battle and any modifiers or order, it is recommended that new players follow
effects that last until the end of battle have already the sequence below.
expired. This is distinct from actions that take place at • All cards hit by weapons must be forfeited.
the "end of a battle" or at the "end of battle". • Each player's total battle destiny causes attrition for
their opponent. Each player who is affected by
Battle In Brief attrition must forfeit enough cards to satisfy attrition.
What follows is a checklist of the steps to follow when If you have no cards left to forfeit, or if all your cards
you battle during your own turn. remaining are immune to the attrition, any
Initiate the battle remaining attrition may be ignored.
• Use 1 Force. Both players must have presence at the • The loser of the battle suffers battle damage equal
location; each character, vehicle, starship and location to the difference between the overall power totals
is limited to one battle per turn. that were calculated in the power segment. The
• Responses such as 'reacts' and "start of battle" loser must forfeit cards and/or lose Force to satisfy
actions may occur now. First all automatic actions take battle damage. Each card forfeited satisfies battle
place (you choose the order). Optional responses then damage up to its forfeit value; each card lost (from
take place (opponent takes the first response). hand or Life Force) satisfies 1 unit of battle
Weapons segment damage.
• You initiate the first action, then alternate actions with Every card that you forfeit, even if hit, satisfies
your opponent. both attrition and battle damage.
• Fire weapons and/or initiate other actions (e.g.
Electrobinoculars and Beru Stew) during this segment. Besieged Battles
See Capturing Starships, Besieged Battles, Ap. C

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Chapter 6 - Battle Phase, Battles & Attacks
Bombing Run Battles Battles - A More Complex Example
See Bombing Runs, Ap. C Insignificant Rebellion is on table. At Kessel, Baron
Soontir Fel is piloting Saber 1 armed with SFS L-s9.3
Battle - Defender
Laser Cannons, and Light has Red Leader piloting Red
The defender of a battle is the player who did not
1. Dark uses 1 Force to initiate battle. Light gets the first
initiate the battle and any of his or her cards
response and chooses to deploy Spiral as a react to the
participating in that battle.
battle (Dark can't react because you cannot react to
Battle - May Be Battled your own battles). Dark does have a response to the
A card without ability that has this phrase in its game battle and plays All Power To Weapons, which among
text (such as Artoo & Threepio) occupies its location other things makes his TIE power +2. Neither player
(unless inactive) only for the purposes of: has any further responses and so the weapon segment
• the opponent of the player controlling the card begins. Dark gets the first action since it's his battle and
initiating a battle at that card's location he chooses to fire his cannon at Red 1. His draw
• participating in battles that are initiated by the succeeds, so Red 1 is hit and thus turned sideways to
opponent of the player controlling the card. indicate it. Light gets the next action; he chooses to play
Thus, canceling that card's game text, excluding it from The Signal to search his Reserve Deck and take an
battle, or removing it from the location could cause the Effect into hand (even though it has nothing to do with
battle to end immediately. the battle, you may perform top level actions during a
battle that may occur at any time). Dark gets the next
Battle - May Initiate Battle action and plays Relentless Pursuit targeting the Spiral,
A card without ability with this phrase in its game text
resetting its power to 0. Light has no action, Dark has
(IG-88 With Riot Gun, IG-88 in IG-2000) occupies its
no action, so the power segment begins. Both players
location (unless inactive) only for the purposes of:
may draw battle destiny (Light has 4 ability, Dark has
• the player controlling the card initiating a battle
Fel's text) so both do: 2 for Dark (including the +1 from
• participating in battles that are initiated by the player Fel's game text), 0 for Light. Dark's total power
controlling the card (including battle destiny) is 10 (Saber 1's 3 + 3 from Fel
Thus, canceling that card's game text, excluding it from
+ 2 from All Power To Weapons + 2 from the battle
battle, or removing it from the location could cause the
destiny). Light's total power is 5 (Red 1's 3 + 2 from Red
battle to end immediately.
Leader + 0 from Spiral + 0 from the battle destiny). Dark
Battle - May Initiate Battle And Be Battled has won the battle; Light must now lose 1 Force to
A droid with this phrase in its game text (e.g., K-3PO, Insignificant Rebellion. The damage segment begins,
4-LOM, IG-88, Probe Droid) occupies its location and Light must forfeit Red 1 at some point because it is
(unless inactive) only for the purpose of initiating battle hit. However, he first chooses to forfeit Red Leader
and participating in battle. (Forfeit of 5) reducing battle damage and attrition to 0.
Thus, canceling that card's game text, excluding it from Dark has 0 attrition against him and thus forfeits
battle, or removing it from the location could cause the nothing. Light also has 0 for both, but Red 1 must still
battle to end immediately. be forfeited because it was hit. The battle then ends.
Battles - A Complex Example
Battles - A Simple Example Battle Plan, Draw Their Fire and I Can't Believe He's
Princess Leia is piloting Rogue 1 at same site as Gone are on table. Han With Heavy Blaster Pistol, Leia
Snoova. During his battle phase, Light uses 1 Force to Organa, Darth Vader With Lightsaber and Commander
initiate battle there. There are no responses or reacts, Igar are at the Forest. At the next site over is Luke
so the weapon segment begins. Neither player has an Skywalker, Jedi Knight armed with a lightsaber. The
action, so after both have passed the power segment next site over has a Biker Scout Trooper with a Comlink
begins. Light has 4 ability there and so gets a battle riding a Speeder Bike.
destiny, which is 1. Light totals up his power, which is 4 Light initiates battle for free (because of Battle Plan). As
(the speeder is power 3 plus the 1 Leia adds; Leia's an automatic action, he retrieves 1 Force (because of
personal power isn't applied because she's inside the Draw Their Fire) and Dark loses 1 Force. Dark then
speeder), and with the battle destiny gets a total of 5. gets the first response to the initiation and moves the
Dark gets no battle destiny, so only Snoova's power is Speeder Bike to the Forest as a react. Light uses 1
applied, which is 6. Thus Dark wins the battle. The Force to increase Light's total power by 5 using I Can't
damage segment now begins. The difference between Believe He's Gone. Dark has a Comlink at the site of
the two totals is 1, so Light must satisfy 1 battle the battle now and chooses to deploy Blizzard 1 as a
damage; this can be done by forfeiting or losing cards react (this is still the time when responses -including
from hand or Life Force. Light chooses to lose a card reacts- take place, so even though the Comlink didn't
from hand. Now Dark must satisfy the 1 attrition from show up until later it still can be used). Light plays Run
the battle destiny (even though Dark won he must still Luke, Run! to move Luke over (Light cannot react to his
satisfy attrition). Attrition requires forfeiting cards, so own battles, but this interrupt isn't a react so that's
Snoova must be forfeited. With all attrition and battle legal). Dark deploys Grand Moff Tarkin as a react
damage satisfied, the battle ends. aboard Bizzard 1. Light passes, Dark passes, and so
the weapon segment begins.

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Chapter 6 - Battle Phase, Battles & Attacks
Light initiated the battle and so gets the first action. Han applicable, even if the original draw was already made
fires his blaster at Igar and hits; Igar is turned sideways. using that same text.
Dark's action is for Vader to swing at Han, and misses.
Battle Destiny - Conditions On Drawing
Light gets the next action and plays You'll Find I'm Full
If game text imposes conditions for drawing battle
Of Surprises to initiate a duel between Luke and Vader
destiny (for example, "Ability of 6 or more required to
(an action that can occur at any time may occur even
draw battle destiny here"), then those conditions affect
during battle, so the duel takes place). During the duel,
all battle destiny draws except those granted by the
Tarkin cancels one of Luke's duel destiny draws (he
game text "if not able to otherwise." Ability used to
may cancel any destiny during battle, and this is still
satisfy such a requirement must itself be eligible to
occurring during a battle) and Luke loses and is placed
be used to draw battle destiny.
out of play. Dark gets the next action and plays
Trample, targeting Han. He succeeds, and Han is Battle Destiny - Modifying The Number Of Destinies
immediately lost. Light has no action. Dark plays Like all modifiers, any modifiers to the number of battle
Focused Attack (the Forest gives Vader immunity to destinies you draw will be either automatic or optional.
attrition), adding Vader's ability to his power. Both They are handled in different ways.
players then pass and the power segment begins. Automatic destiny modifiers do not use the word "may,"
Light has power of 8 (3 from Leia plus 5 from I Can't thus they are constantly applied while their conditions
Believe He's Gone) and cannot draw battle destiny. are met. For example, Leia With Blaster Rifle says
Dark has total power of 24 plus a battle destiny draw of "Adds one battle destiny if with Han." This is an
3 for a total of 27, clearly winning. Dark plays Physical automatic modifier, because there's no option to use it.
Choke as a response to having won and attempts to Automatic modifiers to the number of destinies are
choke Leia, succeeding and causing Leia to be lost. checked immediately before you draw the first battle
With no more responses the damage segment begins. destiny in the power segment. In this case, Leia and
Han must still be participating in the battle to use this
Light goes first and must satisfy 19 battle damage. Light modifier.
chooses to play Houjix to cancel all the remaining battle Other actions add destinies as an option. All interrupts,
damage since he lost the battle and has no cards left to for example, apply optional modifiers. Also, text such as
forfeit. Since Light didn't draw a battle destiny there is "May add one battle destiny" is optional, because the
no attrition so dark doesn't have to forfeit for battle choice to initiate this is up to the player. Any optional
damage or attrition. However, Igar was still hit, and thus actions that are "top level" actions, that is, they are not
is required to be forfeited, so he is. With no further responses to another action, which means they can
actions the battle ends. only be initiated during the weapons segment of battle.
The required initiation conditions for any optional
Battle Destiny actions are checked when that action is initiated. For
Under most circumstances, battle destiny is fairly example, if playing Skywalkers, the condition of Luke
straightforward. However, sometimes there will be and Leia being in a battle together is checked at the
actions or conditions that can complicate this normally time the interrupt is played. If the action successfully
simple process. This section will address all issues resolves, the additional draw(s) is scheduled as an
related to the drawing of battle destiny. By default, the automatic modifier that will occur when battle destiny is
number of battle destinies you draw is 0; thus the drawn. At that time, the conditions for initiating that
number of draws may be modified. Drawing battle action are not checked again. Using the Skywalkers
destiny is always optional. example, if Leia was lost or captured after playing
Battle Destiny - Draws X Battle Destiny If Unable To Skywalkers, the two additional destinies from
Otherwise Skywalkers would still be drawn.
This game text is only applicable during the power The cumulative rule applies to any modifiers to the
segment of the battle, and only when fewer than X number of destinies you draw, whether automatic or
battle destinies are eligible to be drawn by any other optional. Thus two Armored Attack Tanks will add 2
means. Thus, this text may never be used in battle destiny, not 4.
combination with any other destiny drawing text to gain For a character, starship, vehicle, weapon, or device to
more than X destiny draws. However, if other destiny add battle destiny (or destiny to power or attrition), that
drawing text provides fewer than X destiny draws, this card must be participating in battle (unless specified
text may be used to provide X destiny draws. The use otherwise). For other card types, simply follow the
of this text is always optional, because drawing battle conditions on the cards themselves.
destiny is always optional. This game text will override
any battle destiny conditions such as "Ability of 6 or
more required to draw battle destiny" or "opponent
draws no more than Y battle destiny" (where Y is less
than X). Any of these draws may still be cancelled or
reduced normally. Note that if a battle destiny draw is
canceled and redrawn, the new destiny draw may be
performed utilizing 'if unable to otherwise' text, if

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Chapter 6 - Battle Phase, Battles & Attacks
Battle Destiny - In Brief battle again during the same turn, with the following
Follow this for a simplified breakdown for how many exception: a captive who has just been released will
battle destiny draws you are allowed. rejoin a battle they were previously participating in. See
Step 1: Counting Captives - Releasing.
Start with 0. A card that fires a long-range weapon into a battle from
Add 1 if you have 4 or more ability in the battle (except another location is not participating in that battle for
passengers of starships or enclosed vehicles) game purposes.
Add any optional modifiers that you played during the Any card which leaves the location of a battle
weapon segment (such as Skywalkers) immediately ceases participating in that battle.
Add any automatic modifiers that are currently satisfied
Participating In Battle - May Not Participate In Battle
(such as Leia With Blaster Rifle)
(Cannot Battle)
That number is your total: X
Some game actions may restrict a card from
Step 2: Prohibiting Conditions
participating in battle. A card that may not participate
Check for any conditions such as "ability of 6 or more
cannot contribute presence towards the initiation of a
required to draw battle destiny" or "draws no more than
battle (nor can any cards on board it), nor can its game
1 battle destiny" that prevent or limit your draws. If there
text be applied in order to initiate a battle. The game
are none, or if you meet those conditions, go to the next
text of other cards (such as Artoo & Threepio) may not
step. If there is at least one, and you do not meet those
be used to initiate a battle at that location either unless
conditions, then X is reduced to whatever the condition
there are other applicable cards there that may
states.
participate in battle. If a battle is initiated at that card's
Step 3: Unable To Otherwise Conditions
location (because there are other cards that allow battle
Check to see if you have any cards participating that
to be initiated), or a card is subject to a may not
say "Draws Y Battle Destiny If Unable To Otherwise."
participate effect while participating in a battle, then that
Step 4: Total Destinies
card is immediately excluded from that battle. See
You may draw X or Y destinies, whichever is larger.
Excluded From Battle. A card that may not participate in
Battle Destiny - Example battle can still attack and be attacked by creatures.
For example: Light Side has Han With Heavy Blaster
Participating In Battle - Excluded From Battle
Pistol and Commander Luke Skywalker (V) (who is
Excluding a card from battle removes a card from
piloting Rogue 1) at Jundland Wastes. The Dark Side
participating in the current battle in progress. Cards that
initiates a battle there; during the weapons segment
are excluded from battle are considered inactive for the
Light Side plays Don't Get Cocky to add 2 battle
duration of the battle (remember that when a card is
destinies (Han and Luke are together). The Dark Side
inactive, then all cards deployed on and aboard it are
shoots Han with a Disruptor Pistol, a weapon which
inactive as well); however, being excluded will not
makes its target immediately lost, so Han goes to the
cause objectives to flip or other cards to be canceled or
Lost Pile. During the power segment, the Light Side
otherwise removed from table (these are specific
starts with 0, adds 1 for four ability (Luke), adds 0 for
exceptions to the rules). When a battle ends, all cards
automatic modifiers (Han's game text would have
that were excluded from that battle are simultaneously
added a destiny with Luke if he were here now, but
reactivated as an automatic response to that "battle just
because he left the table he can't), adds 2 for Don't Get
ended" event. See Battle Just Ended, Ch. 6. Inactive
Cocky (because conditions were met when it was
pilots and passengers will still occupy pilot/passenger
played, and are not rechecked) for a total of 3.
capacity slots.
However, the location states "Total ability of 6 or more
Only a card currently participating in a battle is a
required for you to draw battle destiny here." Luke does
suitable target for an exclusion action (except for cards
not have enough ability alone, so the 3 is reduced to 0.
subjected to a "may not participate" condition).
Now, Luke states that when he's piloting Rogue 1 he
Inactive cards do not participate in battle (since they are
draws 2 battle destiny if not able to otherwise. Two is
not on table for such purposes); however, simply
the larger number, thus you may draw 2 battle destiny.
making a card inactive does not count as excluding it
Participating In Battle for the purposes of actions that prevent or are triggered
All characters, starships, vehicles, weapons, or by exclusion. Likewise, leaving table does not count as
devices at the location where a battle takes place exclusion. Thus, while Coruscant: Night Club prevents
(whether present or not) are participating in that Han from being excluded, he can still be captured,
battle (unless they are excluded). A card is considered missing, lost, taken into hand, or sent to the Used Pile.
to be participating in a battle as soon as the battle has However, game text that prevents a card from being
been initiated, or as soon as that card is introduced to excluded from battle may not be used to allow that card
the battle location as long as that card is introduced to participate in more than one battle per turn.
before the power segment begins. Any card introduced Participating In Battle - In Battle
after the power segment has begun may never This phrase is equivalent to participating in battle.
participate in that battle.
Even if the battle ends prematurely (or is canceled) the
cards have still participated in a battle. Cards which
participate in one battle may not normally participate in

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Chapter 6 - Battle Phase, Battles & Attacks
Participating In Battle - In A Battle Together/In Participating In Battle - Excluded - Example 2
Battle With/Involved In The Same Battle Dark plays Imperial Barrier on Luke, and Light battles
Two or more characters are "in a battle together" if they (Light has another character present that may
are participating in the same battle. participate in battles). Luke will be excluded as an
automatic action when the battle begins. Although Light
Participating In Battle - During Battle
initiated the battle, if a card were to check which player
All characters, starships, vehicles, weapons, or devices
excluded Luke, the answer would be Dark (his Imperial
that can perform an action "during battle" (or provide an
Barrier card excluded Luke).
automatic modifier or otherwise alter the game state in
some way "during battle") only can be used if that card Participating In Battle - Excluded - Example 3
is participating in battle. Dark has Maul piloting Maul's Sith Infiltrator at Kessel,
Interrupts that indicate that they are played only during and 'cloaks' (it doesn't participate in battles). A battle
battle (by use of language such as "during battle" or "if occurs there (Dark has other ships present). Maul's Sith
a battle was just initiated", etc) require their appropriate Infiltrator is immediately excluded, becoming inactive.
targets to be participating in that battle unless indicated Maul also becomes inactive (because cards on an
otherwise. inactive card are also inactive). If a card were to check
whether Maul is "excluded from battle", the answer
Participating In Battle - Examples
would be no. Maul is not excluded, just inactive.
Sergeant Wallen deploys as a react to a battle; he is
participating in battle. Participating In Battle - During Battle Example
Panic deploys a starship to the system where a battle is 4-LOM ("Once during each battle, if present with
taking place; the starship is participating in battle. Zuckuss, may use 1 Force to search any Used Pile and
A battle destiny draw triggers Tauntaun Bones, allowing relocate one character there to the lost pile.") is present
Light to deploy a character immediately for free. Since with Zuckuss at the Cantina. A battle occurs at Kessel.
the power segment has begun, the character is not Dark cannot use 4-LOM's ability because he isn't
participating in the battle. participating in the battle at Kessel.
A captive is released during the damage segment of a
battle after his escort is forfeited, moving to the Light Immune To Attrition
side of the location. He is not participating in battle. Some characters, vehicles and starships are protected
Luke is forfeited during battle; he immediately ceases from varying levels of attrition (written as "immune to
participating in that battle. Old Ben is used to return him attrition < 5"). When forfeiting cards to satisfy attrition,
to the site; he is still not participating in the battle you are not required to forfeit any card that has this
(because he returned after the power segment began). immunity (unless the total attrition is greater than the
card's immunity level).
Participating In Battle - Excluded - Example 1 At the start of the damage segment, check all cards that
Leia With Blaster Rifle ("Adds one battle destiny if with list immunity to attrition, and compare that to the current
Han.") and Han (V) are at the Battle Plains. Dark attrition against you. Any cards with an immunity
deploys Blizzard 1, and then General Veers aboard it. number greater than that are unaffected by attrition this
Light responds to the playing of Veers with Rebel battle (you do not have to forfeit them); all others are
Barrier ("Use 1 Force to prevent any character or affected. After this is done it cannot be changed for this
starship just deployed by the opponent from battling or battle (i.e., you can't recheck it again later to see if
moving for the remainder of this turn."). Dark now immunity had changed, such as Luke Skywalker, Jedi
deploys Snoova and a Vibro-ax on him ("Target Knight having his immunity increased when he's alone).
immediately excluded from battle if..."). An enclosed vehicle or starship with immunity to
Dark initiates battle; Veers is excluded as an automatic attrition protects itself and all cards aboard the bridge,
action (he is now inactive). Because there are no other cockpit, or cargo bay (it does not protect cards at
pilots aboard, Blizzard 1 is unpiloted for this battle. Dark related starship or vehicle sites).
takes the first action and targets Han with the ax, and Immunity is not cumulative; thus, if a card is granted
wins the draw. Han is now excluded and thus inactive. immunity to attrition from more than one source, it
Leia fires at Snoova and misses. With no further actions benefits only from the highest such immunity. Any
the power segment begins. Light gets 1 battle destiny card which is immune to attrition may still be voluntarily
for having four ability there, but does not add 1 for Leia forfeited to satisfy attrition or battle damage.
being with Han (because Han is inactive and thus not
there); his draw is 2 and total power is 5. Dark gets no Immune To Attrition - Gaining And Losing
destiny (Veers' ability is not applied because he's Whenever an action or game text that grants immunity
inactive) so his total is 7. Light loses 2 Force from hand to attrition is in conflict with an action or game text that
to cover the battle damage. Dark loses Snoova to cover removes immunity to attrition, the removing action
the attrition (he could have chosen Blizzard 1, which overrides the gaining action. For example, the Light
even unpiloted was still participating, which would have Side player has Sometimes I Amaze Even Myself on
caused Veers to be lost as well. Veers couldn't be table, causing all Imperials to lose their immunity to
forfeited because he was inactive). With the damage attrition. Thus a Stormtrooper alone at the (Dark Side)
segment completed the battle ends and Han and Veers Yavin 4: Jungle still has no immunity. In a battle there, if
are no longer inactive. the dark side plays Trooper Assault it will provide a

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Chapter 6 - Battle Phase, Battles & Attacks
power bonus to the Stormtrooper, but will not provide Attacks
that trooper with any attrition immunity. Creatures do not participate in battles (and thus
Remember that you cannot lose something that does weapons cannot normally target a creature during a
not exist (see Implied Target Rule, Ch. 1), so you may battle); instead, they participate in attacks. Attacks are
not initiate an action that results in losing immunity to like battles in some ways:
attrition if you do not have immunity. • You attack only during your battle phase
Immune To Attrition - Example 1 • You follow the steps of a battle (weapon segment,
Your Lord Vader and one Stormtrooper (forfeit = 2) are power segment, damage segment)
in a battle and the attrition against you is 4. You do not • Participating cards may fire weapons at the
have to forfeit Vader because of his immunity to participating creature as if the attack were a battle
attrition < 6, but you must still satisfy as much attrition • Hit cards are lost during the damage segment
as possible; thus you must forfeit the Stormtrooper. • No action that is forbidden during a battle may occur
(Because you forfeited all cards which were vulnerable during an attack (e.g., no Elis Helrot, initiating battle,
to attrition, you may ignore the remaining attrition.) or initiating a secondary attack)
On the other hand, if the attrition against you is 6 or • During the power segment, if a character, vehicle, or
more, your Vader is no longer protected. In this starship is participating in an attack, that player may
instance, he would have to be forfeited, even if you choose to draw a destiny if they have 4 or more
forfeit the Stormtrooper first, because you do not have ability present at a site and/or piloting a vehicle or
enough other cards available to satisfy all attrition starship present with the creature. This destiny draw
against you. (You cannot forfeit the Stormtrooper and will later be added to the total power, similar to a
then compare Vader's immunity to the remaining battle destiny.
unsatisfied attrition, because immunity is only There are some important differences:
applicable against total attrition as compared at the start • It is not a battle, so any action or condition related to
of the damage segment.) battles does not apply
Immune To Attrition - Example 2 • It is not a battle, so any modifiers, costs, resets, or
Daughter of Skywalker is Jedi Testing. She completes restrictions to battle destinies do not apply.
Size Matters Not, which grants her immunity to attrition • Attacks do not create battle damage or attrition, and
< 3. However, her game text already provides her with there is no forfeiting
immunity to attrition < 4, so it does nothing; the 4 is the • Actions that add destinies to power cannot be used
value used. She completes It Is The Future You See, unless allowed during an attack
which provides immunity to attrition < 4; that too does • Attacks are free and do not require presence
nothing. She completes You Must Confront Vader, • You may attack your own cards (in fact, you might be
which provides immunity to attrition < 5. This is higher required to)
than the 4 of her game text, so she is now immune to • Creatures may attack inactive cards (inactive cards
attrition < 5. may not initiate an attack on creatures). During an
attack, inactive cards remain inactive (missing,
Immune To Attrition - Example 3 captured, etc.) but may be targeted, use weapons or
Emperor Palpatine is involved in a battle at the Galactic devices (even if inactive), and their own game text as
Senate. My Lord, Is That Legal? is on table, which if active but will never trigger objectives to flip, etc.
states "game text of non-Republic characters is They return to their normal state after the attack has
canceled" there. Dark would like to play Force Lightning ended.
("Emperor loses immunity to attrition and is defense If during an attack all cards on one side of the attack
value -2 for remainder of turn. Draw destiny. Target lost are removed, the attack immediately ends.
if destiny +1 > defense value.") but can't because, due Attacks are mandatory actions, optional actions, or
to having canceled game text, the Emperor currently automatic actions, depending on the type of attack.
has no immunity to attrition; losing immunity is part of
• Whenever a creature is present (even outside of the
the cost of this Interrupt. However, the next turn Dark
Battle phase) with another creature (and they are not
deploys Vader's Cape on him ("Immune to attrition < 5.
selective creatures that are members of the same
When in battle, adds 1 to each of your battle destiny
species) they immediately attack each other as an
draws."). Now he may use Force Lightning, because he
automatic action.
has immunity that can be lost.
• During your battle phase, your creature present with
A few turns later, Light flips his objective to Sometimes I
a potential target (these vary depending on the type
Amaze Even Myself. Since all Imperials now lose their
of creature) must attack a potential target as a
immunity to attrition, the Emperor can no longer use
mandatory action - even if it's your own card that
Force Lightning; the canceling action supersedes the
would be attacked. Each creature may participate in
adding action.
only one such attack per turn.
• During your battle phase, your characters, vehicles,
and starships present with a creature (even your
own) may attack that creature; this is an optional
action (meaning you don't have to do it if you don't

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Chapter 6 - Battle Phase, Battles & Attacks
want to). You may initiate only one such attack per Attacks - Creatures Being Attacked
location during your battle phase. Attackers: All your characters, vehicles and starships
there.
Attacks - Ferocity And Defense Value
Potential Targets: Any creature.
Creatures do not have power, they have ferocity. If a
Your cards with long-range weapons may fire into this
creature has a variable ferocity, such as "3 + destiny,"
type of attack (this is a specific exception to the rules).
draw such destiny each time the creature participates in
Attacker Total: Total of all your power participating +
an attack, or when its ferocity is required by a card
all modifiers + a destiny draw (if they have four or
(e.g., Yaggle Gakkle). Each creature also has its own
more ability total)
defense value, such as "SLITHER 5" or "VICIOUS
Defender Total: Creature's Ferocity + Defense Value +
HOWL 3."
all modifiers
Attacks - Attacking Outside Of Battle Phase If the creature was defeated, it will be lost unless
Occasionally, a card will permit a creature to initiate an another action intervenes.
attack (or be attacked) outside of the battle phase.
Attacks - Creatures Attacking
When this happens, it still is treated as a normal attack,
There are two types of creatures: Parasites and Non-
but it does not count towards the number of attacks that
Parasites (See Creatures, Ch. 9 for details on these
are performed by the attacker that turn (e.g., a Sarlacc
types). While they attack differently, they are both still
attacking a captive using Great Pit Of Carkoon's text
attacks for all purposes. Each creature attacks
must still make its mandatory attack that turn).
separately.
Attacks - The Steps Of An Attack
Attacks - Non-Parasite Creatures Attacking
An Attack is an action, so it follows the normal rules of
Attackers: Your non-parasite creature
actions: meeting conditions, choosing targets, paying
Potential Targets: Creature Vehicles, Non-Droid
costs. Conditions are something that can attack being
characters (even if inactive) who aren't on starships
with something that can be attacked (obviously).
or vehicles (even open ones, such as Skiffs).
Choosing target means first selecting a side of the
Attacker Total: Creature's Ferocity + all modifiers
Force (you or your opponent) that has a potential target,
Defender Total: Defender's Power + a destiny draw (if
then randomly selecting one of their potential targets to
they have four or more ability) + all modifiers.
attack; any other cards are excluded from the attack.
Defeated targets are normally 'eaten' (lost), but they
The cost is free.
may have other things happen instead, depending on
Once this is complete any automatic actions triggered
the attacker or other factors.
by the attack occur, then any just actions may be
initiated (with the opponent getting the first response, Attacks - Parasites Attacking
even if they're not actually participating in the attack). Attackers: Your parasite creature (except those
When there are no more responses, the weapon already attached to a host)
segment begins. This is handled just like the weapon Potential Targets: Stated on the creatures card, in the
segment of a battle, with the important differences kept form of Parasite: X. However, parasites will not
in mind from the list on the left. A creature may be attack targets that are aboard a starship or vehicle
targeted by weapons during an attack (the normal rule (even if that vehicle is not enclosed) unless the
that you cannot target your own cards with weapons creature is also aboard that starship or vehicle.
does not apply in this instance; you may fire your If a parasite's potential target is already a host, (or a
weapon at your own creature). You may only fire a creature attached to a host), it is still a valid target.
weapon at a creature if it states it targets creatures If the attack reaches the power segment, the parasite
(many weapons have been errata'ed to reflect this; see. automatically wins. At the beginning of the damage
Ap. A). Only cards participating in an attack may fire segment, it attaches to the target (now called the "host")
weapons (no one else may use weapons, even long- with whatever result is listed in its game text. If the
range weapons, unless specifically permitted to) and creature was hit, it will be lost after it has attached.
they may only fire at participating creatures. Even if the While a parasite is attached to an inactive host, the
creature is hit by a weapon, the attack still continues. parasite remains active. This is a specific exception to
When both players consecutively pass, the weapon the Inactive rules.
segment ends, and the power segment occurs:
Attacks - Creatures Attacking Each Other
compare the attackers total against the defenders total
This is a special kind of attack that does not follow
(including all applicable modifiers). If the attacker's total
these rules. If at any time at least two creatures are
is greater, the attacker wins and the defender is
present together (and not the same kind of selective
defeated.
creature), they immediately attack each other; this is an
The damage segment then begins. If the defender is
automatic action.
defeated, the appropriate action takes place (eaten,
Randomly select two creatures that can attack each
lost, relocated, etc.). Hit creatures are then lost. After
other. Compare the total ferocity between the two
that, the attack then ends.
creatures. The creature with the lower ferocity is 'eaten'
The details of how attacks work will vary depending on
(lost). If there is a tie, both creatures are lost. If after the
who does the attacking; see the following entries for
attack, there are still more than two creatures present
specific points.
that can attack each other, repeat the process of

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Chapter 6 - Battle Phase, Battles & Attacks
creatures attacking each other until there are no longer too). Thus the Light Side also has nothing they can do
creatures present that will attack each other. and must pass. Two consecutive passes means the
weapon segment ends and the power segment begins.
Attacks - Example 1
Bubo has ferocity of 4. Leia has power of 3, but she
Commander Narra (with a Blaster Rifle), Stormtrooper
also has ability of 4, which means she may add a
and One-Arm are together at the Echo Docking Bay. It
destiny (note that her game text allows her to add a
is the dark side player's battle phase, so he is required
battle destiny with Han or Vader, but since this is an
to have One-Arm attack. This can occur any time during
attack, this does nothing, because there is no battle
his battle phase (he can also choose not to initiate it, in
destiny). The Light Side draws a 3, giving Leia a total
which case when the battle phase ends it will happen
power of 6. She is not defeated, so the damage
as an automatic action; either way, One-Arm's attacking
segment begins and then immediately ends; both she
someone). Given this, he decides not to battle there,
and Bubo stay where they are.
but let the Wampa try to eat Commander Narra. To do
The next turn the Light Side chooses to battle Vader
this he declares that he's going to attack, which is free.
there (note that Vader gets the benefit of the Jungle's
He then chooses a side, light or dark (if he chose dark
text because Bubo is a creature and thus doesn't stop
One-Arm would attack the Stormtrooper). He chooses
Vader from being alone). After the battle ends (no one
light, so the target is randomly chosen from one of the
has been lost), the Light Side chooses to initiate an
potential targets light has (since there's only
attack against Bubo (characters, vehicles and starships
Commander Narra, he's chosen).
may make one battle and one attack during their turn).
After the attack begins and enters the weapon segment,
Both Leia and Han are there, so both must participate.
Dark gets first action; he has nothing. Light gets the
This is free. No automatic actions or just actions take
next action; he fires at One-Arm with the Blaster Rifle
place, so the weapon segment begins. The Light Side
(he cannot fire at the Stormtrooper, because he is not
gets the first action, and Han fires at Bubo. Han draws a
participating in the attack). His total weapon destiny of 5
3 and Bubo has a defense value of 5, so Bubo is not hit
exceeds One-Arm's defense value (Roar 4). One-Arm is
(though even if he had been, Bubo would remain until
hit, and thus turned sideways (as hit cards always are
the damage segment). The Dark Side gets the next
during battle). Dark has no action, nor does Light, so
action and passes. The Light Side passes (Han cannot
the weapon segment ends and the power segment
fire again because -like a battle- you can only fire
begins.
weapons once during an attack unless specifically told
Dark's attack total is 3 (One-Arm's ferocity). Light's total
otherwise). Thus the weapon segment ends and the
is 2 (Commander Narra's power). He doesn't add a
power segment begins. The results are now checked:
destiny to this because he doesn't have 4 ability in the
Han and Leia have a power of 7 between them, and get
attack. Commander Narra's game text ("Draws one
a destiny because of their 4 or more ability, so they
battle destiny if unable to otherwise.") doesn't apply
draw a destiny of 3, for a total of 10. Bubo's ferocity and
because this is not a battle. The totals are thus
defense value total 9, so Bubo is defeated. The damage
compared, and Dark exceeds Light, so One-Arm wins
segment begins and Bubo is then lost.
and Commander Narra is defeated.
The damage segment now begins. Because Attacks - Example 3
Commander Narra was defeated, he is now "eaten" The Light Side has Uutkik riding a Rogue Bantha at
(placed in the Lost Pile). One-Arm is then lost because Tatooine: Docking Bay 327, and Senator Palpatine is
he was hit. With no further actions necessary, the present with them. The Dark Side has a Rancor there.
damage segment (and the attack) ends. The Dark Side must attack, so he chooses a side (Light,
since it is the only one with legal targets available) and
Attacks - Example 2
the targets are randomly chosen. The legal targets are
Han With Heavy Blaster Pistol, Princess Leia (V), Darth
Palpatine and the Bantha (Uutkik is on a vehicle and
Vader and Bubo are all at the Yavin 4: Jungle. It is the
thus is safe from creature attacks). The result is
Dark Side player's turn, so he is required to have Bubo
Palpatine, and the attack is initiated for free. No
perform an attack. He chooses to initiate an attack at
automatic actions or just actions occur, and the weapon
the Jungle; he cannot choose for Bubo to attack the
segment begins. The Dark Side passes. The Light Side
dark side because Bubo says he won't attack his
plays Stay Here, Where It's Safe (it adds a destiny to
characters, and without any creature vehicles he has no
power, which turns out to be a 4), leaving Palpatine with
legal targets. Thus Dark selects the light side. The
a power of 5. The Dark Side passes, as does the Light,
target is randomly selected between Leia and Han, with
and the weapon segment ends, beginning the power
Leia being the result. The attack is free so no Force is
segment. The Rancor text indicates it has ferocity of
used. The attack triggers no automatic actions, and
8+a destiny, which unfortunately is a 0, leaving Rancor
neither player has a just action to perform, so the
with a total of 8. Palpatine has 4 ability, and so draws a
weapon segment begins. The Dark Side goes first, and
destiny, getting a 3, leaving him also with a total of 8.
passes. Han is there with a weapon, but because he is
Because the ferocity wasn't greater than the power (ties
not participating in the attack he can't fire it. The Light
aren't good enough), Palpatine is safe for the moment.
Side has Nabrun Leids in hand, but can't use it to
During his own battle phase, Light has the option of
transport Leia away because Nabrun cannot be played
attacking the Rancor and chooses to do so (unlike a
during a battle (even though this is not a battle, cards
battle, there are no negative consequences if they fail,
forbidden during battles are forbidden during attacks

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Chapter 6 - Battle Phase, Battles & Attacks
even though the odds are against them). The attack is
initiated for free, and all the Light Side cards there are
participating. There are no automatic actions or just
actions, so the weapon segment begins. The Light Side
gets the first action and plays another Stay Here,
Where It's Safe on Palpatine (this time it's a 5) giving
him a power of 6. The Dark Side player plays Yaggle
Gakkle. The Bantha's landspeed + maneuver =3, and
the Rancor's destiny added to 8 is more than that, so
the Bantha is eaten (Uutkik 'jumps off' because he was
aboard a creature vehicle) and the Rancor's ferocity is
increased by 2 (this is a separate act from the attack
itself; it's caused by the Interrupt only). Neither side has
another action; the weapon segment ends, beginning
the power segment. Ferocity is again calculated
(ferocity is always rechecked when it is needed). The
destiny draw is a 4, so 8+4=12, plus the permanent +2
from Yaggle Gakkle makes a 14. The Light Side draws
destiny and gets a 2, giving them a total of 9, not
enough, the Rancor lives.
The Light Side draws during their draw phase, and
during the Dark Side player's turn he uses Scanning
Crew to look at Light's hand and sees Fallen Portal,
which could spell trouble for his Rancor. Nevertheless,
the Rancor must attack, so during the battle phase it
does so; again Palpatine is chosen (Uutkik is no longer
on a vehicle and thus was a potential target). It is
initiated for free. There are no automatic actions, but
there is a just action: Fallen Portal. The total destinies
exceed the Rancor's defense value and it is lost, ending
the attack before the weapon segment even starts.

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Chapter 7 - Move Phase & Movement
Move Phase If a docking bay has no cost listed, docking bay transit
Fifth phase of each turn, in which you may move your is still possible, and the cost is considered zero
characters, vehicles, starships, and other cards that are (although the docking bay at the other end may modify
permitted to move. this cost).

Movement Regular - Follow


There are three distinct types of movement defined for Some cards, such as Air-2 Racing Swoop and Aratech
characters, creatures, starships, vehicles and mobile Corporation, allow one card to "follow" another card.
Death Star systems. They are regular moves; unlimited Unless specified otherwise, these conditions apply
moves; and 'reacts'. Any form of relocation of cards when "Card A" moves and "Card B" follows:
during the game that is not a react, a regular move or • Card A can move by any means (even via docking bay
an unlimited move is not considered movement, and transit, Nabrun Leids, etc).
therefore is not restricted by game conditions that • Card B may only follow by using landspeed,
restrict, modify, cancel or suspend movement. hyperspeed, sector movement, landing/taking off,
Remember that a vehicle or starship that is unpiloted moving between a mobile system and its orbited
cannot move (see Starships - Unpiloted, Ch. 9). Also system, or entering/exiting a starship or vehicle site.
remember that an astromech/nav computer is only • Card B may only follow if Card A moved from (or
required for a starship to use hyperspeed; all other through) Card B's location.
forms of movement may be performed without one. • Card B must target to move to Card A's new location
See Never - Location Restrictions, Ch. 1 for restrictions (if Card A is out of range, Card B may not "follow
on where cards can move. partway").
• Card B's movement requires the normal expenditure
React of Force for the movement utilized.
See React, Ap. C. • Card B's movement is a regular move.
Movement - Regular The above conditions can be overridden by a card's
The following moves are regular moves for the card text. For example, Aratech Corporation allows a
making the move action as long as the movement is not speeder bike to follow for free.
part of a 'react': using landspeed, using hyperspeed, Regular - Hyperspeed
moving between sectors (or sectors and the related A starship with an astromech or nav computer aboard
system), using the movement text on a location, may utilize its hyperspeed; additionally, Death Stars
Docking Bay Transit, landing, taking off, shuttling, have (or may gain) hyperspeed. Using hyperspeed
moving between a starship/vehicle card and the related costs 1 Force and involves moving from the orbit of one
starship/vehicle site, a Light side starfighter moving into system card to the orbit of another system card (you are
the Death Star: Trench to start an Attack Run, moving a not permitted to end your hyperspeed movement
Death Star, moving starships to or from an orbiting anywhere but at a system card). The limit is equal to the
Death Star, moving to start (or finish) a TIE Bombing hyperspeed value for that card (so that a card with
Run. A card is only permitted one regular move per hyperspeed of 2 may move 0, 1, or 2 parsecs in either
turn. All regular moves occur during your move direction). Moving 0 parsecs requires a hyperspeed
phase unless a card or rule says otherwise. Some > 0 and still requires an astromech or nav computer
regular moves are permitted by rules, while others are (the exception is when moving between a Death Star
allowed due to game text. and the system it is orbiting; see Regular - Mobile
Regular - Attack Runs Systems - moving to or from a Death Star). See
See Blown Away - Death Star, Ap. C. Regular - Mobile Systems - Moving Death Stars

Regular - Bombing Runs Regular - Landing And Taking Off


See Bombing Runs, Ap. C. Your starfighter or squadron may "land" or "take off" by
• moving between a system location and a related
Regular - Docking Bay Transit exterior site
Docking Bay Transit allows you to relocate any or all of • moving between a sector and a related site (see
your characters, vehicles, and any weapons that deploy Regular - Sector Movement)
on a site and can be moved using their own game text • moving between a starship docking bay site and the
(such as Medium Repeating Blaster Cannon) as a system that starship is present at.
group from one docking bay to any other docking bay Landing and taking off costs 1 Force, unless landing or
on table (by the symbolic use of starships for hire) for taking off at a Docking Bay, which is free. TIEs require
an expenditure of Force as listed on the docking bay docking bay facilities and may land only at docking bay
card(s). If a vehicle that has characters aboard moves sites. Landed starships are considered unpiloted (see
using Docking Bay Transit, this is not considered a Starship - Landed, Ch. 9). If cloud sectors are
move for those characters aboard. See movement - deployed at that system, applicable starships may
carrying cards. not land or take off directly between the system and

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Chapter 7 - Move Phase & Movement
its related sites - they must "fly through" the cloud He chooses to orbit Hoth. Even though the TIE fighter
sectors first and may only land from or take off to the has no hyperspeed, it may move to the Death Star
lowest-altitude cloud sector to/from a related exterior because the Death Star is in orbit around the same
site. See Regular - Sector Movement. system. The next turn the dark side player uses the
hyperspeed to move the Death Star 0 parsecs and
Regular - Landspeed
chooses deep space (the Death Star is no longer
A character, creature or vehicle may use its landspeed
orbiting Hoth but is still at parsec 5); the TIE must go
to traverse adjacent site locations (vehicles may only
with it. The TIE may no longer move back to Hoth
traverse exterior sites) as a regular move for an
because they're no longer in orbit there and it has no
expenditure of 1 Force. While vehicles have their
hyperspeed. However, the X-Wing may move to the
landspeed indicated on their card, characters and
Death Star because even though it's in deep space, it is
creatures have a landspeed of 1, unless stated
within the X-Wing's hyperspeed of 5. On a later turn, the
otherwise. A card's landspeed indicates how many
X-Wing may move from the Death Star to Hoth using its
adjacent sites that card may move (at most as a single
hyperspeed as normal.
move). Thus a vehicle with a landspeed of two may
move up to two exterior sites in one move. Regular - Sector Movement
It should be noted that some locations require extra Starships may move to and from asteroid sectors.
landspeed to move to or from (for example, the Starfighters and certain vehicles (patrol craft, shuttle
Tatooine: Desert) and this will reduce the landspeed vehicles, and cloud cars) with landspeed > 0 may move
"range" of cards moving from/to/through it by that to cloud sectors. Such movement costs 1 Force. You
amount. When using landspeed, a character, creature may perform any of the following moves:
or vehicle may not reverse direction, and once stopped, • from the system to the nearest related sector or vice
that regular move is considered completed. See also versa.
Movement - moving through locations. • from a sector to any adjacent sector (starfighters -and
Regular - Mobile System - Moving Death Stars cards that move like starfighters - may move up to two
Death Stars (Death Star and Death Star II) are sectors away per move).
permitted only one form of movement: using • Take off or land (either by moving between the Big
hyperspeed. The hyperspeed of the original Death Star One site and Big One sector or the lowest-altitude
is defined in its game text (or by other cards), while that cloud sector and a related exterior site). (see Regular -
of Death Star II is defined by That Thing's Operational. Landing And Taking Off)
Death Stars follow the normal rules of hyperspeed (see It should be noted that Death Star II sectors work
Regular - Hyperspeed), except they do not need a nav differently. For movement at those sectors, see
computer or astromech. In addition, Death Stars are Blown Away - Death Star II, Ap. C.
also permitted to move into "deep space;" that is, they Regular - Shuttling
do not have to finish in orbit around a system. Your character or vehicle may shuttle from an exterior
Whenever a Death Star moves, state at what parsec it site to your capital starship at the related system (or
will be and whether it is in deep space or in orbit around vice versa) for 1 Force. Characters may also be carried
one of the system locations at that parsec. aboard a vehicle as it shuttles (see Movement - carrying
When a Death Star moves, it carries with it all cards cards). The cost of shuttling is cumulatively increased
that are at the Death Star's location. Death Stars are by 1 for each cloud sector between the planet system
not starships, they're mobile systems, and thus are and its related sites.
unaffected by cards that cancel, modify, or otherwise A shuttle vehicle like the Bespin Motors Void Spider or
affect hyperspeed (unless they specifically indicate the T-16 Skyhopper can shuttle characters to or from
otherwise). any starship (even a starfighter, as they are specially
Regular - Mobile System - Moving To Or From A equipped to deal with smaller starships) at the related
Death Star system. In this case, this is considered to be a regular
Because the Death Stars are systems, a starship may move for the character (who is aboard the shuttle
move to or from a Death Star using the normal vehicle as a passenger) and the shuttle vehicle itself.
hyperspeed rules (even when the Death Star is in deep This movement is free (and unaffected by intervening
space). In addition, a starship may move from a Death cloud sectors). The vehicle conceptually makes a round
Star to a planet the Death Star is orbiting (or vice versa) trip, and thus remains at the site. The passenger(s), as
for 1 Force without using hyperspeed (meaning that if it a simultaneous action when shuttling using a shuttle
in some way is prevented from using its hyperspeed, or vehicle from a site, will disembark the shuttle vehicle,
has no hyperspeed at all, it may still make this move). and embark upon the targeted starship. In reverse, the
characters will disembark the starship and embark upon
Death Star Movement - Examples the shuttle vehicle as part of the shuttle movement.
The Death Star is in deep space at parsec 4 and has (This is a specific exception to the Embarking and
hyperspeed=1. There is an X-Wing at Yavin 4 (parsec Disembarking Rules). See Vehicles - shuttle vehicle,
4) and a TIE fighter at Hoth (parsec 5). The dark side Ch. 9.
uses hyperspeed to move the Death Star to parsec 5
(which costs 1 Force, per the hyperspeed rules); the Regular - Starship And Vehicle Sites
player may choose deep space again or to orbit Hoth. You may move your cards to or from your starship or

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Chapter 7 - Move Phase & Movement
vehicle card (or its location) and a related (for free), and because he was carried, he hasn't
starship/vehicle site for free. You may perform any of actually moved as far as the rules are concerned. He
the following moves: can still make a regular move, but the Lift Tube can't.
• Moving between the starship/vehicle site and the Black 2 lands at the Executor: Docking Bay. This is free
related starship/vehicle card (capacity permitting) (because it's a docking bay, otherwise it would cost 1
• Moving between a vehicle site and the starship card Force), though Black 2 cannot perform another regular
that vehicle is aboard. move. However, DS-61-2 was carried like Piett had
• While the starship/vehicle at a site, moving between a been, so he hasn't performed a move. He disembarks
starship/vehicle site and the location the related from his ship and performs his own regular move,
starship/vehicle is present at (This is the only one of moving to the bridge of the Executor as Ozzel had done
these moves your opponent may use. Follow the cost (for free, as a regular move).
listed on the starship/vehicle site; if no cost listed, it is
free).
Movement - Unlimited
The following moves are unlimited moves: embarking,
Regular - Using The Movement Text On A Location disembarking, moving between docked starships,
Card moving between pilot/passenger capacity slots,
Many locations allow one or more cards to utilize relocating cards between locations, prisoner transfers.
special movement between specific sites. For example: Cards may perform any number of unlimited moves.
Light Side Tatooine: Mos Eisley, the Cloud City: Upper If a card or rule specifically states that what is normally
Walkway or the Endor: Back Door. These are all an unlimited move is a regular move, it is conducted as
considered regular moves (unless they are listed as a normal, except that it counts towards the number of
'react'), and the cost, timing and conditions of these regular moves a card may make per turn.
moves are specified on the location cards in question
Unlimited - Embarking And Disembarking
(for example, Mos Eisley allows the movement to occur
Certain cards may embark (move onto) or disembark
for free and during your control phase). Unless
(move off of) other non-location cards. This movement
otherwise noted, each move is a separate action for
is free. A card that has embarked on another card is
each card using such text, and if no cost is
being carried (see carrying). The following forms of
specified, each move costs 1 force.
embarking and disembarking are allowed (capacity
Regular Moves - Examples permitting):
The Executor is on table (at Hoth), along with the • moving your character or vehicle between your vehicle
Executor sites Comm Station, Main Corridor, Control (or landed starship) and the site it is present at.
Room, Holotheatre, Meditation Chamber, and Docking • moving your starship between a carrying starship's
Bay (in that order). Stormtrooper, Chief Bast, TIE cargo hold and the system that carrying starship is
Fighter, Corporal Drazin, Admiral Ozzel, and a Lift Tube present at.
(with Captain Piett on board) are all at the Docking Bay. • moving a character between Luke's Backpack and the
Black 2 (with DS-61-2 as pilot) is at Hoth. It is the dark site Luke's Backpack is present at.
side player's move phase, and he does the following: • moving a character between a starship or vehicle in
• The Stormtrooper moves to the Meditation Chamber the cargo hold of a carrying starship to the "bridge" of
using his landspeed of 1, which costs 1 Force. the carrying starship.
• Chief Bast moves to Yavin 4: Docking Bay using A card may not embark or disembark another card
Docking Bay transit, which is free (by the docking (using movement) unless using one of the types of
bay's game text), though he still cannot make another movement listed above, and this movement always
regular move this turn (the free means there's no cost occurs as a separate action from any other type of
for the movement, not that it doesn't count as a regular movement. For example: Nabrun Leids, the text on
move). Tatooine: Mos Eisley (Light), and shuttling (without a
• The TIE Fighter takes off from the Docking Bay to shuttle vehicle) do not permit a character to embark or
Hoth. This is free (normally it would be 1 Force, but disembark a vehicle as part of that movement.
taking off from a docking bay is always free). Like However, certain non-movement actions (such as a
Bast, it cannot make another regular move this turn. character going missing) will cause a card to
• Admiral Ozzel moves to the "bridge" of the Executor disembark, and other appropriate non-movement
(meaning that he moves to the Executor starship actions (such as seizing a captive) could cause a card
card). This is moving from a starship site, so it's free to embark.
(but still counts as a regular move for Ozzel). See React, Ap. C.
• Corporal Drazin uses the movement text of Main
Unlimited - Escaping Death Star II
Corridor ("During your move phase, you may move
See Blown Away - Death Star II, Ap. C.
free between here and Executor or any Executor
site."). It's free (by the site's text) but again still counts Unlimited - Moving Between Capacity Slots
as a regular move for Drazin. During your deploy phase and your move phase, you
• The Lift Tube uses its landspeed to move; it can move may 'move' any character aboard your starship, combat
1, 2, or 3 sites away, so it moves to the Control Room. vehicle or shuttle vehicle from a pilot capacity slot to a
This costs 1 Force. Piett is automatically moved with it passenger capacity slot or vice versa (capacity

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Chapter 7 - Move Phase & Movement
permitting). See Starships - pilot, Ch. 9. Similarly, be moving, thus a card which cannot move is not
anytime during your deploy or move phase you may permitted to perform this type of relocation. If a card is
designate any character aboard your transport vehicle relocated but does not change actual locations, then it
as the driver or as a passenger. Also, any starfighter or is not considered to have performed any move. For
vehicle that is capable of taking up either a starfighter example, sending your spy undercover relocates your
slot OR a vehicle slot may change slots at this time. If a card from your side of the table to the opponent's side
slot may be used for multiple purposes, you may also of the table, but this is not changing locations so is not
change it at this time (such as designating a filled considered to be movement. Similarly, forfeiting a
pilot/passenger slot in a Y-Wing as a pilot or a character from a battle to the Lost Pile does not move
passenger). This movement is free. that card from one location to another, nor does putting
a character on Bacta Tank or Weather Vane; none of
Unlimited - Moving Between Docked Starships
these are considered to be any type of movement. It
During your move phase, you may "dock" two of your
should be noted that a card being carried aboard
starships present at the same system or sector with the
another card is not considered to be moving. See
intention of moving cargo or personnel back and forth
movement - carrying cards.
between the two. This movement can only be
The timing of relocation is stated on the card allowing
performed if at least one of the starships has "ship-
the movement (such as the control phase for Lando
docking capability" and at least one of the starships is
System?). If no timing is given, it can be performed at
being piloted. It is important to note, however, that all
any time as a top level action (Elis Helrot). If the
capital starships are considered to have 'ship-docking
relocation does not specify the destination (or what kind
capability by rule. For 1 Force your two starships dock,
of destination it must be) it may be to any location
relocate any number of characters, vehicles or starships
(barring restrictions on movement or relocation, such as
between the two docked starships (capacity permitting),
the Trench or Dagobah). If a card gives no cost for the
and then undock. Characters moved must be pilots or
movement, that movement is considered free.
passengers moving from (or to) the 'bridge'. Starships
or vehicles moved can only move between the starships Regular Moves And Unlimited Moves - Examples
"cargo" capacity. No characters, vehicles or starships Home One (with Luke Skywalker, Jedi Knight, Red 5,
can be moved to or from starship sites in this way. and Millennium Falcon on board) and a Red Squadron
This is considered movement for the starships only, not X-Wing are at Yavin 4, Red Leader In Red 1 is at the
the cards that are transferred. uppermost cloud sector at Yavin, the Death Star is at
Parsec 4 (in deep space) with Bright Hope piloted by
Unlimited - Prisoner Transfers
Pops, and the Trench is there with Attack Run. Han
During the Dark Side's move phase, that player may
Solo is at the Death Star: Docking Bay 327. Gold 1 and
perform any of the following "prisoner transfers." These
Gold 5 are both at the Home One: Docking Bay, and
are unlimited moves for both the escort and the captive
Dutch is at Home One: War Room. During Light's
(See Capturing Characters, Ap. C) and are free:
control phase he uses S-Foils ("...until beginning of your
• An escort present at a prison may transfer (deliver) its next turn, each of your X-wings and B-wings is power
captive to that prison. Place that captive face-up below +2 and hyperspeed = 0...").
the prison. That captive is 'delivered' and 'imprisoned.' Light performs the following moves:
• A bounty hunter, battle droid, or warrior present at a • Red Leader In Red 1 uses cloud sector movement to
prison may take a captive imprisoned there into move from the upper cloud sector to Yavin 4 (for 1
custody. Force). Having performed a regular move, he cannot
• An escort present at any site may leave a frozen perform any more, though he can still perform any
captive he is escorting at that site. That frozen number of unlimited moves. He embarks (for free)
character is now "unattended" and is no longer onto Home One (to the cargo bay).
considered to be escorted. • Red Squadron X-Wing needs to get to the Death Star
• An unattended frozen captive may be taken into for the Attack Run, but it has hyperspeed=0 from S-
custody by any Dark Side bounty hunter, battle droid, Foils. Because of this it cannot use its hyperspeed to
or warrior present. move to the Death Star, because even though the
Remember that since prisoner transfers are movement, difference between Yavin 4 and the Death Star's
a captive that cannot move may not undergo any type parsec is 0, you need hyperspeed greater than 0 to
of prisoner transfer use hyperspeed. Instead the X-Wing embarks on
Unlimited - Relocating Cards Between Locations Home One as well.
Some cards initiate actions that will allow (or force) a • Home One uses its hyperspeed to move to the Death
character to relocate from one location to another Star (it has a nav computer and sufficient hyperspeed)
location. For example, Nabrun Leids moves a group of for 1 Force. All the cards on it are carried with it.
characters from one location to another, Trap Door will • Luke embarks on Red 5 by moving from the bridge to
relocate a character from the Audience Chamber to the the cargo hold (this is free). Red 5 then disembarks
Rancor Pit, and Path Of Least Resistance allows a (for free) to the system (the Death Star).
character to move between interior mobile sites when • Han shuttles from his docking bay to Home One (for 1
played. All of these relocations are considered to be Force), which is a regular move. He's now at the
unlimited moves, meaning that the card is considered to bridge. Han then embarks on the Falcon (moving to

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Chapter 7 - Move Phase & Movement
the cargo bay), and the Falcon disembarks (both Luke's Backpack) cannot move aboard a vehicle or
moves are unlimited and free). starship unless there is sufficient capacity for the
• Dutch uses his landspeed (1 Force) to move from the carrying character and the carried character. Whenever
War Room to the docking bay (regular move). He one card is carrying another, indicate this by placing the
embarks on Gold 1 (unlimited move). Gold 1 then carried card underneath the carrying card.
takes off to the Death Star (a regular move for the See Starships - Capacity, Ch. 9.
fighter; Dutch is carried by it) for free.
Movement - costs +X to move/moves for free
• For 1 Force, Bright Hope and Home One dock and Anything that modifies the cost of movement or allows
Pops moves over to Home One (unlimited move for movement for free (and does not specify what type of
the ships and Pops). Pops then moves to the Home movement it is modifying) affects all forms of
One: Docking Bay for 1 Force (regular move). He movement. Modifiers that apply to movement to or
embarks on Gold 5, and the ship then takes off to the away does not count movement where the location
Death Star for free. doesn't change, such as moving cargo between docked
• Red Leader In Red 1 and Red Squadron X-Wing both starships. Any change to movement cost applies only to
disembark from Home One (unlimited moves). the applicable cards; all other cards travel normally.
• Light makes an Attack Run (Red 5 has Proton Keep in mind that "free" cannot be modified, thus
Torpedoes) which is a regular move. Red 5, Red movement that is free is always free. When moving
Squadron X-Wing, and Millennium Falcon move into cards as a group (such as with Nabrun Leids) with
the Trench (for free). No other ships may do so; Gold differing movement costs, apply the highest movement
1, Gold 5, and Red 1 have all made regular moves cost of that group.
already, Home One is not a starfighter, nor is Bright For example, Lirin Car'n adds to the cost of characters
Hope (even though it may move like a starfighter, it to move to his location, thus using landspeed, shuttling,
still cannot be targeted as if one, even by Attack Run). docking bay transit, and using the movement text of a
• The three starfighters return to the Death Star system location. However, if the docking bay transit were free,
after the destiny draws (this is free and unlimited). The or if a shuttle vehicle was performing the shuttling, the
destiny draws failed so the Death Star is still there. movement would remain free; likewise, anyone who is
• Red 5 embarks on Home One. Luke disembarks from moving away moves as normal, and a character being
Red 5 and heads to the bridge (both unlimited moves). carried to the site has nothing to worry about (carrying
• Luke moves to the War Room for 1 Force (he himself isn't movement).
had not made a regular move yet).
Light plays Nabrun Leids targeting Luke at the War Movement - if within range
Room; the cost listed on the card is paid and Luke is When a card uses landspeed or hyperspeed, it must
relocated to Endor: Back Door. This is an unlimited always move within its own range unless specifically
move (relocating a card between locations). stated otherwise; thus this redundant phrase is no
longer used on cards and can be ignored.
Movement - but may move elsewhere
Cards with deployment restrictions such as "deploys Movement - move away
only on Hoth" are generally allowed to move elsewhere Some actions cause a card to "move away." Unless
unless otherwise specified; thus, this redundant phrase specified otherwise, this is a regular move at normal
is no longer used on cards and can be ignored. use of the Force. "Move away" actions are carried out
as follows:
Movement - cannot move •Initiation - Meet Conditions: In addition to meeting any
The phrase "cannot move" means that a card cannot requirements listed on the action itself, the player must
make any regular move, unlimited move, or 'react'. See verify that there exists at least one location on table that
Movement. This does not stop a card from being would be a valid destination location for the card to
"carried." See Movement - carrying cards. When an arrive at. This does not entail checking if the destination
action attempts to move a group of cards, and one or location is within range, or if costs can be paid. You are
some of those cards cannot move, the action is not not choosing a destination, just checking that at least
canceled; simply move all cards in the group that are one valid option exists. See below for details on valid
able to move. destinations for different card types.
cannot be moved/may not be moved/may not move •Initiation - Choose Targets: Target the card(s) to
These phrases are all synonymous with "cannot move." attempt to move away, along with any other targets
listed on the action itself. A card that cannot move (e.g.
Movement - carrying cards Rebel Guard or an unpiloted vehicle) may be targeted,
Many cards can "carry" other cards, such as starships but will ultimately fail to move during the Result step. A
and vehicles, characters carrying weapons or devices, destination location is not targeted at this time unless
or even Luke carrying Yoda in Luke's Backpack. When specified (e.g. Fall Back!).
the carrying card performs a permitted move, all carried •Initiation - Pay Costs: Pay only the costs listed on the
cards are relocated with it. This is not considered to be "move away" action itself. Do not pay movement costs
movement for the carried card. Thus a card that cannot at this time.
move is not restricted from being carried. Note that a
character "carrying" another character (such as Yoda in

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Chapter 7 - Move Phase & Movement
•Response Step: Response actions are played as per actually able to move. The battle Dark had initiated
usual (e.g. playing Sense to try to cancel Hyper against the Y-wing proceeds.
Escape).
Move away - Example 2
•Result Step: The owner of the card to be moved
Now Light has three starships at Kessel (parsec 8).
attempts to initiate a movement action to move it away.
Light has a Y-wing (hyperspeed 4), an X-wing
If multiple cards are moving away, the owner attempts
(hyperspeed 5), and Millennium Falcon (hyperspeed 6)
to initiate a separate movement action for each, one at
there. Once again Dark initiates battle at Kessel and
a time, in an order chosen by their owner.
Light wishes to play Hyper Escape to try to move all
These attempts to initiate movement could fail, for
three starships away. There are multiple other systems
example if the card cannot move, or the movement cost
on table: Coruscant (parsec 0), Kiffex (parsec 2), and
cannot be paid, or if trying to move a starship but all
Raithal (parsec 3).
possible destinations are out of hyperspeed range. If
Light chooses the order to move their starships. First,
attempting to move multiple cards and one fails, simply
they attempt to move the X-wing. The only system the
continue on with the next card.
X-wing can reach from Kessel is Raithal, so Light uses
Unless specified otherwise, if moving multiple cards,
1 Force to move it there. Dark responds with Gravity
they do not need to move to the same destination.
Shadow which stops the X-wing from moving. Next,
Light uses 1 Force to move the Falcon to Kiffex
For a character to "move away" (by cards such as Obi-
successfully. Lastly, Light wants to move the Y-wing,
Wan Kenobi, Move Along..., Neb Dulo, Dodge), the
but there is no system in range, so it fails to move and
character must use its landspeed to move from one site
the Hyper Escape action is now completed.
to a related site. Thus a "move away" action for a
The battle Dark had initiated at Kessel proceeds, but
character can only be initiated if at a site (and a related
only against the X-wing and the Y-wing (the Falcon
site is on table). If on a vehicle or landed starship, the
does not participate because it has moved away to
character automatically disembarks, but only if
Kiffex).
successfully moving away. If a character is on a vehicle
and both are to move away, moving the vehicle first will Move away - Example 3
naturally carry the character away as well, at which Luke Skywalker and a landed X-wing (which has a
point the character may no longer make a "move away" permanent pilot) are at Tatooine: Docking Bay 94. Dark
move. initiates battle there and Light wishes to play Narrow
For a vehicle to "move away" (Keep Your Eyes Open, Escape which says "move all of your cards with ability
Hyper Escape), the vehicle must use its landspeed to there away (using their landspeed)."
move from one site to a related site, or use regular There are two problems for Light. First, Narrow Escape
sector movement to move from one sector to a related specifically targets Lights cards with ability to ensure
sector. Thus a "move away" action for a vehicle can that they have landspeed when initiating this Interrupt.
only be initiated if at a site (and a related site is on X-wing has ability but does not have landspeed, so
table) OR if at a sector (and a related sector is on Narrow Escape may not be initiated.
table). Second, it's noteworthy that even if Light had been able
For a starship to "move away" (Keep Your Eyes Open, to initiate the Interrupt, it is not possible for a landed
Hit And Run, Hyper Escape), that starship must use its starship to "move away", since taking off / landing is not
hyperspeed to move from one system to another a valid option for a starship making a "move away"
system, or use regular sector movement to move from move. So even if Light had been able to play Narrow
one sector to a related sector (or between a sector and Escape, the landed X-wing would have failed to move.
a related system), or move between a Death Star and
Movement - moves like a character
the system it is orbiting. Thus a "move away" action for
Cards which move like a character are not characters,
a starship can only be initiated if at a system (and
but may move like characters utilizing a landspeed of 1,
another system or a related sector on table) OR if at a
docking bay transit, embarking, disembarking, moving
sector (and a related sector or related system is on
table). between docked starships and shuttling where
appropriate. These cards do not take up passenger
Move away - Example 1 capacity. These cards may not be moved or affected by
Light has a Y-wing (hyperspeed 4) at Kessel (parsec 8). other cards which work on characters (e.g., they cannot
Dark initiates battle there and Light wishes to play be transported with Nabrun Leids).
Hyper Escape. To initiate Hyper Escape, there must be
at least one valid destination location on table, and Movement - moves like a starfighter
there is one, Coruscant (parsec 0). Light is permitted to Cards that move like a starfighter, whether by rule
(squadrons) or game text (Hound's Tooth, Mynock)
initiate Hyper Escape.
obey all movement rules for a starfighter. Nevertheless,
During the Result step, Light must actually attempt to
they are not starfighters and may not be targeted as
move the Y-wing away. Unfortunately, it does not have
such (e.g., Mynock may move at cloud sectors like a
sufficient hyperspeed to move from Kessel to
Coruscant, so the movement attempt fails. Light does starfighter, but may not embark on Home One because
not pay 1 Force to move the Y-wing since it was not it does not have capacity for creatures).

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Chapter 7 - Move Phase & Movement
Movement - moving through locations Movement At A Glance
Some types of movement allow a card to make a move Attack Run (Dk Starships) Unlimited Free
'through' (or across) a location to get to another final Attack Run (Lt Starships) Regular Free
destination, such as a character, vehicle, etc. moving Between Capacity Slots Unlimited Free
using landspeed (> 1), or starfighter sector movement. Bombing Run (from site) Regular Free
To initiate a long-range movement from location A to C Bombing Run (to site) Regular 1 Force*
(through location B), the full "path" is considered in Dock Starships Unlimited 1 Force
order to confirm if it is within range (see Regular - Docking Bay Transit Regular See Card
Landspeed), and that nothing is at the final location DS II Sectors (Entering) Regular 1 Force
preventing you from moving there based upon the initial DS II Sectors (Escaping) Unlimited Free
location (such as the game text of Endor: Bunker). The Embarking/Disembarking Unlimited Free
final condition which must be met is the ability to move Hyperspeed Regular 1 Force
from location A to Location B. If anything prevents a Landing/Taking Off Regular 1 Force†
card at A from moving to B (such as Ephant Mon Landspeed Regular 1 Force
preventing opponent's spies, gamblers, or thieves from Location Text Regular See Card
moving to his site) the movement cannot be initiated. Moving to Death Star Regular 1 Force
Prisoner Transfer Unlimited Free
Movement costs are paid based upon moving from the Relocation Unlimited See Card
initial location to the final location. Any movement costs Sector Movement Regular 1 Force
for locations passed "through" to get to that final Shuttling Regular 1 Force* ‡
destination are considered to be "free" and, thus, may Starship/Vehicle Sites Regular Free (for you)
not be modified or reset. * +1 for each cloud sector
† free to a docking bay
‡ free with a shuttle vehicle
Once all conditions and costs for long-range movement
are met, the movement can be initiated. At each point
along the path, the movement from one location to the
next in the series is reviewed to verify movement can
continue. A character, vehicle, etc. moving 'through' (or
across) a location is considered to be at that location as
it passes through it. This can trigger automatic actions
(for example, an Utinni Effect) and can satisfy
conditions (for example, control of a location). If any of
these triggered actions or conditions force the vehicle to
stop at an intermediate location (for example, a
Sandwhirl makes the skiff driver go missing), or game
text prevents moving to the next location in the series
(such as if Captain Bewil is in the midst of a series of
mobile sites), the movement ends at that location. It
should be noted that new (non-automatic) actions may
not be initiated until the movement action is finished.
For example, a Dark Side player can only play The
Circle Is Now Complete if Vader ends his movement at
Obi-Wan's location, not if Vader simply "passes" Obi-
Wan.
Movement - never deploys or moves
See Never, Ch. 1.

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Chapter 8 - Draw Phase & End Of Turn
Draw Phase they must occur before any optional actions take place.
Sixth and final phase of your turn, in which you may Remember that these actions may cause changes
draw cards off your Force Pile and then complete your relevant to this end of turn period. For example, if a
turn. maintenance card has its game text canceled until end
You may draw cards and perform other draw phase of turn, then its game text will be restored during this
actions at this time. When you have finished drawing, time. Since its maintenance cost hasn't been paid yet, it
re-circulate your Used Pile under your Reserve Deck must still be paid before any optional end of turn actions
(your opponent must do the same). Then inform your occur (see Icons - Maintenance Costs, Ch. 9).
opponent that your turn is over (such as by saying "The Drawing, Draw Phase, And End of Turn - Examples
Force is with you!"). It's the dark side's draw phase and he has six cards in
Drawing Cards his Force Pile. He draws the first -Darth Vader- into
Taking any number of cards, one at a time, from your hand. He then draws the second -Imperial Command-
Force Pile into your hand. into hand. He draws the third, which is another Imperial
Drawing each card during your draw phase is a Command. Because Imperial Command is a unique
separate action, which means that you may draw, card he can only play one per turn, so he stops drawing
perform another action, and then continue drawing if for the moment to play one of them to take an admiral
you wish. There is no limit to the size of your hand. into hand from his Reserve Deck; this way he can take
(You also may want to leave some cards in your Force a second admiral into hand during his opponent's turn.
Pile; these can be expended to do such things as Having done this, he chooses to draw the fourth
reacting and playing Interrupts during your opponent's card -Avenger- into hand. He decides to stop at this
turn.) Drawing is optional, unless required by a card, in point, saving those two Force in case he needs to use it
which case you must draw that amount (or as much as during his opponent's turn. He re-circulates his Used
possible). By default you draw from your Force Pile, Pile by placing it under his Reserve Deck; Light does
though you may be instructed to draw from another the same. He then announces it's the end of his turn.
deck or pile. It's now the light side player's turn, and he activates,
goes through his control phase, and reaches his deploy
End Of Turn phase. He deploys Deneb Both ("When deployed, draw
The "end of the turn" occurs after the final part of the up to 2 cards from top of Reserve Deck."). By its
draw phase, which is both players re-circulating their phrasing, this draw is mandatory, so Light must draw up
Used Piles. For issues of timing, assume that it is still to 2 cards (remember that "up to X" means at least 1,
the turn of the player's whose turn just ended (so if it is so he cannot say he will draw 0 cards). It also comes
the end of the light side player's turn, treat it as if it were from the Reserve Deck rather than the Force Pile; he
the light side player's turn for any relevant point). draws 2 cards. One is an Ishi Tib, the other is Chewie,
Any mandatory and automatic actions are now initiated Enraged; both are deployed to Deneb's site.
and resolve normally as automatic actions. Any optional When Light's draw phase arrives he has five cards in
end of turn actions may then be initiated (the player his Force Pile. He draws the first, another Deneb, which
whose turn it just was gets the first chance to initiate an he has no use for. However, Ishi Tib ("During your draw
optional "end of turn" action, and players then take phase, may place one card from your hand on bottom
turns). For example, losing Force to Frostbite must of Used Pile to draw a card from Reserve Deck.") lets
occur before a player can perform an optional action him use it to draw another card, although from Reserve
like using 2 Force to remove cards from their Political Deck rather than Force Pile. It's a card he doesn't need,
Effects, as shown on My Lord, Is That Legal? / I Will but he can't use Ishi Tib again because of the One Rule
Make It Legal. See also Start Of Turn, Ch. 3. Only end (the action was singular and a timeframe was
of turn actions (or valid responses) may be played at mentioned). Grudgingly he goes back to drawing off his
this time - no other actions are legal. Once players Force Pile and takes one more card. After this he
have no end of turn actions to play or resolve, that re-circulates by placing his Used Pile under his Reserve
turn ends. The next player's turn immediately begins Deck; Dark does the same. Light announces it's the end
with their start of turn; there is no time between turns for of his turn, and now the end of turn events happen,
things to happen. which includes Chewie's maintenance cost. Paying
maintenance costs is mandatory and thus is resolved
Until End Of Turn
as an automatic action; Light chooses to use 2 Force to
Actions which last "until end of turn" cease during the
keep Chewie in play. Dark had forgotten to use his
end of turn. This is treated as automatic actions and
Imperial Command until now, and unfortunately he still
thus are resolved accordingly. For example, if Trooper
can't play it; only end of turn actions or responses may
Assault has made Stormtrooper power +2 until end of
take place at this time, so he'll have to use it during his
turn, then one of the automatic actions taking place at
own turn. With no more end of turn actions it proceeds
the end of that turn is his power restoring to normal. As
immediately to the dark side player's turn - note that
they are automatic actions, they can happen in any
there are two cards on Light's Used Pile; he does not
order the player whose turn just ended chooses, but

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Chapter 8 - Draw Phase & End Of Turn
re-circulate again even though there are cards there;
they will be re-circulated at the end of the dark side
player's turn.
End of Turn - Examples
Dark is playing Hunt Down And Destroy The Jedi
versus Light's Plead My Case To The Senate. Both
have flipped their objectives. Light has placed Senator
Palpatine on the Political Effect card I Will Not Defer,
and both Darth Vader and Blizzard 4 are at the Yavin 4:
Docking Bay. It's the dark side player's turn, during
which he had played Sense, which Light had grabbed
using Grappling Hook (making Sense unique). Dark still
has Visage Of The Emperor ("At the end of each
player's turn, each player must lose 1 Force.") on table.
It is now the end of Dark's turn, and both players re-
circulate. There are two mandatory end of turn actions:
the Force loss from Visage Of The Emperor, and the
maintenance cost of Blizzard 4, which are then treated
as competing automatic actions. Since it's the end of
the dark side player's turn it is treated as if it were his
turn for all purposes, so he may choose which order for
these events to occur in. He chooses to pay for Blizzard
4 first, using 1 Force and placing it on his empty Used
Pile. Now the Force loss from Visage happens; Dark
loses nothing because his objective protects him, so
only Light loses Force.
Light has three cards in hand: It's A Hit!, It Could Be
Worse, and Transmission Terminated. Transmission
Terminated can cancel holograms, but that cannot
occur at this time because it's not a valid end of turn
action. However, Light is about to lose Force, and thus
can play It Could Be Worse now, because responses
may still be played. He does so, using 1 Force (which
goes on his empty Used Pile. Dark plays It's Worse to
cancel it; responses don't have to be to end of turn
actions, they may play out normally. Light plays It's A
Hit! to cancel It's Worse. Dark has a Sense in hand, but
unfortunately he can't play it because Sense is now
unique and he played a copy during his turn (it is still
treated as if it were his turn for all purposes, including
card uniqueness). Dark has no more responses, so It's
Worse is canceled, It Could Be Worse goes through,
and the loss from Visage Of The Emperor is thus
canceled.
With no more mandatory actions, optional end of turn
actions may now be initiated. Since it was the dark side
player's turn, he may take the first action; he passes (he
has no legal end of turn actions he can perform). Light
uses 2 Force to take Senator Palpatine off his Political
Effect and place him on the Used Pile. Dark passes,
Light passes, so now that start of the light side player's
turn begins. Dark has 1 card in his Used Pile, Light has
5 (the 1 used to pay for It Could Be Worse, It Could Be
Worse, the 2 used to pay for moving Palpatine, and
Palpatine himself). Those cards will continue to remain
there until they are re-circulated at the end of Light's
turn.

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Chapter 9 - The Cards - Attributes, Types & Icons
Card Attributes Any card with no dots, two or more dots (••), or any
number of diamonds () is non-unique.
Unique, Restricted, & Non-Unique
A card may have dots (•) or diamond symbols () next Game Text
to its title. This is a reflection of a card's uniqueness. Game play information in the large text block located at
the bottom of each card (or on each side of a location
If a card is has one dot (•) it is considered 'unique' and if card).
it has two or more dots (e.g. ••) it is considered Icons
'restricted'. The number of dots restricts: (a) the number See the section titled Icons later in this chapter.
of cards of that title that are allowed on table at any
given time, and (b) the number of cards of that title and Title
persona that may be played or deployed each turn Name identifying a card.
(even if one is canceled, returned to hand, if it has Title - Identical Cards
already resolved and been placed in the Used Pile or Some cards look for identical cards, such as Monnok
Lost Pile, etc). Some unique or restricted cards are ("All cards opponent has two or more of in hand are
available to both sides of the Force (such as •Ice lost.") or Abyss ("If a unique (•) card is drawn for destiny
Storm), but this restriction is still applicable, regardless and a duplicate is on table, destiny card is lost (destiny
of the fact that it is being played by a different player. = 0). If duplicated card is a character, it loses immunity
to attrition for rest of turn and player must lose 2 Force
Note that while each player is allowed to have the same or lose that character."). Any such card looks solely at
persona on table, the uniqueness rules still require that the titles of cards; anything else is ignored. Thus Boba
they must have different card titles (e.g. if Dark has a Fett from Cloud City and Boba Fett from Special Edition
Lando card on table, Light may also deploy a Lando are the same, even though they have different pictures,
card, provided that the card title is different). expansion icons, game text, etc. They do not even have
to be on the same side (Dark Side Ice Storm is
Some cards have one or more diamond () symbols in considered the same as Light Side Ice Storm).
the card title. These are diamond restricted () cards. However, if two cards do not have identical titles, then
The number of diamonds indicates the number of they are not considered the same card.
copies that both players together can have on table at For example, if Abyss is on the table and you draw
any given system (whether on the system itself or at a Lando Calrissian as destiny and your opponent has
related location). There is no limitation on the number of Lando Calrissian on table, your destiny is zero and your
systems where such a card may be used. For example, Lando is lost. Your opponent's Lando has no immunity
the Asteroid Field card has three diamonds. to attrition for the remainder of the turn, and your
Therefore, both players together are limited to a total of opponent must either lose 2 Force or lose his own
three such Asteroid Field locations at each planet Lando. However, if General Calrissian is drawn in the
system. Likewise, a starship with  uniqueness may not same situation, the Lando Calrissian on table is fine
be deployed to a location where another copy of that  because they are two different cards (even though
starship already exists, either at the same location or a they're both personas of Lando). When checking if two
location related to the same system, and may not move cards have the same card title, you must also check for
to the same or related location as another copy of that matching uniqueness/restricted symbols. If the cards
 starship. have different types of symbols (or if one card has
If a condition that allows a unique or restricted card to symbols and the other card does not), then they are not
legally be on table in excess of its normal on table limit considered to have identical card titles (thus Tatooine:
is later removed, then all extra copies of that card are Desert and ***Tatooine: Desert do not interact in any
placed in the owner's Used Pile (owner's choice as to special way and are considered to have different titles).
which copies are removed). For example, the character
card Kalit allows multiple copies of Jawa Siesta to be on Lore
table at once. If Kalit is lost (or has his game text This text, appearing on many card types, presents
canceled, or is missing, etc.), with three Jawa Siestas background information about the characters, starships,
on table, they are returned to being unique (as Kalit's weapons etc. in the Star Wars universe. Lore
game text is continuous only while he is on table). The sometimes contains terms that are relevant to game
owner of the Jawa Siestas then decides which two play.
copies of Jawa Siesta to place in the owner's Used Pile. Card Type
It should be noted that this rule does not affect the Except for locations, (which are defined as the same
jurisdiction of Tournament Directors in the handling of card type) card type is always defined by the icon in the
illegal misplays. upper left hand corner of a card. See the following
If a card has no dots (•) or diamonds () next to it's title, pages for detailed information on the various card
there are no restrictions on the number of copies that types.
can be played or deployed each turn.

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Chapter 9 - The Cards - Attributes, Types & Icons
Subtype "maneuver" does not also affect armor; however, game
In addition to a card type, many cards have a subtype, text which targets "maneuver or armor" refers to
whether it is a common game type (Mobile Effect, Used whichever of those attributes occurs on the affected
Interrupt) or one specific or even unique to a particular card.
model of some object (TIE, protocol droid, cruiser).
Defense Value
Subtypes are located under the image on vehicles,
A collective term which refers to the various attributes
starships, weapons, Effects, and Interrupts and is
often used when cards are targeted by weapons. A
located in the right box under the picture on droids.
character's defense value is its ability, armor,
Some subtypes contain more than one item (e.g.,
maneuver, or flavorful defense value term - whichever
Blizzard 2 has the subtype Combat Vehicle and AT-AT).
is highest. (Unarmored droids without maneuver have a
If a reference is made to any part of the subtype, then it
defense value of zero.) A vehicle or starship's defense
is applying to that card (e.g., Hound's Tooth [Modified
value is its armor or maneuver. A creature's defense
Corellian Freighter] and Millennium Falcon [Modified
value is indicated by a term that is unique to that
Light Freighter] can both be targeted by cards that
creature, such as scales, slither, vicious howl etc.
target freighters).
Occasionally, a weapon will be able to target some
Power other kind of card (such as a seeker or artillery
An attribute of characters, vehicles and starships that weapon). In that case, the card itself will provide a
represents their overall 'strength' (conceptually defense value to be used.
representing experience, training, tactical skill, built-in Defense value is always dependent upon the armor,
weaponry etc.). maneuver, or ability of the card it is based on, but the
reverse is not true. For example, if a card increases the
Deploy Cost
maneuver of Red 5, the defense value will reflect that
The amount of Force required to be used in order to
change. However, if a card increased Red 5's defense
deploy a card. If a card that deploys does not have a
value, it does not increase Red 5's maneuver.
deploy cost box, does not list a deploy cost in its game
Sometimes a card may have a flavorful defense value
text and has not been given a cost by some other game
term, such as "TERÄS KÄSI 5" to indicate a defense
function, that card is 'free' to deploy. (It may have other
value of 5. Other flavorful defense values include
requirements, however.).
ROAR, RHYTHM, etc. Note that POLITICS is not a
Forfeit Value defense value.
Number on a card representing the amount of attrition The term "printed defense value" refers to the printed
and/or battle damage that may be satisfied by losing ability, printed armor, printed maneuver, or other printed
that card during a battle. defense attribute (whichever is highest) on a card. For
example Jodo Kast (Ability 3, Armor 5) has a printed
Hyperspeed
defense value of 5. Many droids, such as C-3PO, do
Maximum number of parsecs a piloted starship with
not have a printed defense value.
hyperdrive and a nav computer can move each turn.
Characteristics
Landspeed See Ap. D
Maximum number of adjacent sites a character,
creature or vehicle can travel each turn. Characters and Owner
creatures by default have a landspeed of 1. The owner of a card, when referenced in game text, is
the player who played the card. Stolen cards, sold
Politics
cards (by Treva Horme) or cards won in sabacc change
See Senate, Ap. C ownership until the end of the game, or until they
Ability change owners again. (See Stealing, Ap. C)
An attribute of characters, creature vehicles and cards
Flavor Text
with permanent pilots that represents their capability to
In some instances, game text will refer to a term or
use the Force.
phrase in quotes that is not a game term, but is used as
Armor if it were a game term (not to be confused with "hit,"
An attribute generally used on capital starships, large "react," "blown away," etc. which are game terms). This
vehicles and a few special characters as an indicator of is termed flavor text, because unlike other game terms
resistance to weapon fire and other potential threats. they're not in the rules, because they have no effect on
Game text which specifically targets "armor" does not overall play besides what is listed for their explanation.
also affect maneuver; however, game text which targets Examples are: "nighttime conditions," "fly," "choke,"
"armor or maneuver" refers to whichever of those "salt," "jump off," "defuse," "cloak," "throw," "rider," and
attributes occurs on the affected card. "eat the soup." While these are not rules of the game,
these terms may be referenced by other cards or rules;
Maneuver for example, "purchase" on Wioslea is mentioned in
An attribute generally used on starfighters, small Guri's game text and in the rules for Presence Droids.
vehicles and a few special characters as an indicator of
how well it can evade weapon fire and other potential
threats. Game text which specifically targets

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Chapter 9 - The Cards - Attributes, Types & Icons
Issues With Physical Cards you may not deploy an Admiral's Order if a unique (•)
one of the same name is already on table.
Boldface Type
Type style used on some cards to emphasize important Characters
terms. However, boldface type has no effect on game A type of card that represents the individuals who
play (e.g. Momaw Nadon is a leader even though the participated in the events of Star Wars (Rebel, Imperial,
characteristic is not in boldface in his lore, because alien, droid, etc.). A few characters represent more than
boldface type is not relevant). one of these things; for example, Chewbacca (in the A
New Hope expansion set) is both a Rebel and an alien.
Capitalization
Characters have landspeed of 1 unless otherwise
The specific capitalization of card names,
specified. 'Character' is a game term that refers only to
characteristics and other game terms is not relevant for
cards of the character category. Although cards of other
game play purposes. For example, the words
types (e.g., starships, creature vehicles) sometimes
"Stormtrooper" and "stormtrooper" are interchangeable;
provide ability, these are not characters. (See
both refer to any character with the characteristic of
permanent pilot.)
stormtrooper. (See Ap. D.)
Characters - Deployment
Italics
During your deploy phase, you may deploy a character
Type style used on cards for text such as the names of
card from your hand to a location if there are Force
unique capital starships. Italics are not relevant for
icons on your side of that location, or if you already
game play purposes.
have presence at that location. A character can deploy
Card Backs to a site, or aboard a vehicle or starship (with sufficient
When playing with clear sleeves (or no sleeves), all capacity) at a site following these rules. A character
cards in any deck or pile must be oriented in the same may only deploy to a system (or cloud or asteroid
direction (i.e. the logos facing all the same way). sector) if it deploys aboard a starship or vehicle at that
location (see starship - deploying on or aboard).
Foreign Languages
Some card texts or characteristics (e.g., a spy) allow
To ensure consistent tournament play worldwide, one you to deploy characters to a place where you do not
language (English) is used as the standard for all game have presence and do not have Force icons on your
play. Cards and rules printed in other languages are
side of the location.
played and interpreted exactly the same as their
English-language counterparts (and according to all Characters - Movement
current rulings, errata and clarifications). For example, See Movement, Ch. 7.
an English copy of Vader's Lightsaber (from Premiere)
and a Japanese foil copy (from Reflections III) are Characters - Card Types
considered to have the same card title for all game play Character is actually a card category, and can be
purposes (e.g. uniqueness rules, Grimtaash, etc.). divided into different card types of its own (in addition to
sub-types, etc.). Card type is always indicated by the
Alternate Image Cards icon shown in the upper left hand corner of the card.
An alternate image card set is two or more cards with
identical title, game text, lore, statistics etc., but with
Characters - Alien
differing pictures. Since card identity is determined by
A type of Light Side or Dark Side character,
title, they are considered the same.
representing individuals not directly aligned to any side.
Also, these cards may be marked by a gold ring around
the expansion icon. This does not change the Characters - Dark Jedi Master
expansion icon in any way (thus you may not persona See the entry on the following page.
replace Queen Amidala, Ruler Of Naboo with an
alternate image Queen Amidala, Ruler Of Naboo). Characters - Droid
Spelling Errors / Typos A type of Light Side or Dark Side character,
On rare occasions a card or rule may contain a spelling representing mechanical beings. Droids have no ability,
or typographical error, such as C-3PO being spelled as thus they do not create presence (with some
C-3P0. Such errors have no gameplay impact; the card exceptions, see Presence Icon). Droids without armor
or rule should be played as though the word was or maneuver have a defense value of zero.
spelled correctly. Droids may, however, be targeted by cards that
compare against ability; in this case treat the droid's
Admiral's Orders ability as an unmodifiable zero. Note that since droids
have no ability they may never be treated as your
Type of card which represents tactical and strategic
"highest-ability character" or as a "card with ability."
planning. Admiral's Orders deploy on table for free, but
See highest-ability character, defense value, Ability,
only during your deploy phase and only if you occupy a
Ability, Ability.
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 owner's Used Pile. Note that

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Chapter 9 - The Cards - Attributes, Types & Icons
the character's picture, it is not a requirement to have a
Characters - First Order degree of Force sensitivity. Force sensitivity is defined
A type of Dark Side character, representing individuals by a character's ability and overrides any printed
that are loyal to the First Order. sensitivity.
Force-Attuned
Characters - Imperial A level of Force sensitivity that indicates minimal
A type of Dark Side character, representing individuals awareness of and strength in the Force, but no training
that directly support the Empire. (represented in the game by an ability level of 3).
Characters - Jedi Master Force-Sensitive
See the entry on the following page. Level of Force sensitivity that indicates an awareness of
and some training in the use of the Force (represented
Characters - Rebel in the game by an ability level of 4 or 5).
A type of Light Side character, representing individuals Characters - Dark Jedi
that directly support the Rebellion. A subtype used to represent Dark Side characters of
ability 6 or greater. This collective term thus includes all
Characters - Republic cards of type "Dark Jedi" as well as all "Dark Jedi
A type of Light Side or Dark Side character, Masters". It should be noted that a Dark Jedi is not a
representing individuals that are directly involved with "Jedi", and cannot be targeted by text that targets only
the Republic. Jedi. (such as a revolved Tatooine: City Outskirts). If
your Dark Jedi is crossed to the Light Side (such as
Characters - Resistance with Anakin Skywalker), it will then be a Jedi.
A type of Light Side character, representing individuals
that directly support the Resistance. Characters - Dark Jedi Master
A type of Dark Side character, as indicated by the icon
Characters - Sith in the top left hand corner of the character card
(meaning it is a card type in addition to a level of Force
A type of Dark Side character, representing individuals
sensitivity), representing those who have mastered the
loyal to the Sith order who may not possess any other
dark side of the Force. Such individuals are represented
political affiliations or ambitions.
in the game by an ability level of 7. The distinctive
Characters - Dual Character Types round icon indicates that a Dark Jedi Master can
Some characters have more than one character type channel the flow of the Force, and is a valuable ally for
icon. For example, Chewbacca from the A New Hope the Dark Side. Such an icon means that when you
expansion set is both an alien and a Rebel. Also, Mara activate Force during the Activation Phase, each Dark
Jade, The Emperor's Hand from the Enhanced Jabba's Jedi Master you have in play cumulatively adds 1 to
Palace product is both an alien and an Imperial. When the Force you normally generate for yourself. This icon
any action checks for the specific character type of such is not connected to any location in any way, and as
cards, simply check the necessary card for the required such is not affected by a Nudj's ability to cancel Force
character icon only. For example, the Dark Side Effect icons, cannot be 'equaled' by B'omarr Monks, and does
Scum And Villainy says "While all your ability on table is not affect a locations "battleground" status.
provided by aliens." If Mara Jade is on table she is a
Characters - Jedi
card with ability. The check then simply becomes "is
A subtype used to represent Light Side characters of
Mara an alien?" She is, so Scum and Villainy can work
ability 6 or greater. This collective term thus includes all
normally while Mara is on the table. None Shall Pass,
cards of type "Jedi Knight" as well as all "Jedi Masters".
on the other hand, says "and you have no Imperials at a
If your Jedi is crossed to the Dark Side (such as with
Jabba's Palace site." With Mara Jade at a Jabba's
Join Me!), it will then be a Dark Jedi. It should be noted
Palace site in this case, the check would be "is Mara
that a Jedi is not a "Dark Jedi" and cannot be targeted
Jade an Imperial?" She is, so None Shall Pass cannot
by text that targets only Dark Jedi.
be played. Note that a dual-icon character does not
count as two characters. Thus, for example, the Dark Characters - Jedi Knight
Side player cannot play Main Course (which says "If A subtype used to represent Light Side characters of
opponent's alien and Rebel are in battle together") ability 6. It should be noted that a Jedi Knight is not a
against a lone Chewbacca. "Dark Jedi", and cannot be targeted by text that targets
A character can only be considered a non-<character only Dark Jedi. If your Jedi Knight is crossed to the
type> if they lack that character type icon. Thus Arica, Dark Side (such as with Epic Duel, or Join Me!), they
who has both an Imperial icon and an Alien icon cannot are now a Dark Jedi.
be targeted as either a non-Alien or a non-Imperial.
Characters - Force Sensitivity Characters - Jedi Master
Describes a character's level of ability to use the Force. A type of Light Side character, as indicated by the icon
Although it is sometimes written in the third box below in the top left hand corner of the character card

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Chapter 9 - The Cards - Attributes, Types & Icons
(meaning it is a card type in addition to a level of Force Characters - Icons
sensitivity) representing those who have mastered the Pilot
light side of the Force.. Such individuals are
represented in the game by an ability level of 7. The Warrior
distinctive icon indicates that a Jedi Master can channel Astromech
the flow of the Force, and is a valuable ally for your
side. Such an icon means that when you activate Force Permanent Weapon
during the Activation Phase, each Jedi Master you have
Presence Icon
in play cumulatively adds 1 to the Force you normally
generate for yourself. This icon is not connected to any
location in any way, and as such is not affected by a Creatures
Sleen's ability to cancel Force icons, cannot be Type of card that represent the threats that wild animals
'equaled' by B'omarr Monks, and does not affect a can pose to an unwary traveler. Instead of participating
locations "battleground" status. in battles, creatures participate in attacks (see Attacks,
Highest-Ability Character Ch. 6). All creatures are considered excluded from
Your "highest-ability character" must be a character battle by rule (and thus are inactive). However,
card with an ability of greater than zero. Thus, droids creatures which affect a card participating in the battle
(who do not have ability) and permanent pilots (who are still provide whatever effect is stated, whether on the
not character cards) can never be your highest-ability creature or another card. For instance, if an attached
character. If two or more of your characters are tied for creature reduced a character's power by 2, the
highest ability, you may choose which one to target. character would remain power -2 during battle, and if a
See Droid. character's game text stated they add one battle destiny
if with a creature, they would add one battle destiny.
Characters - Astromech This is a special exception to the inactive rules that
Astromech is a subtype of droid, as shown next to the applies only to creatures.
power box. Astromechs are programmed to function as
nav computers and allow your ships to travel through Creatures - Parasites
hyperspace. Astromech droids count as passengers A creature with the parasite attribute. Parasites do not
(and thus take up passenger capacity) unless function the way normal creatures do - they will often
astromech capacity is available. attach to prey rather than trying to devour it. While
attached, a creature will not attempt to attach to another
Characters - Maintenance Droid target, and it may not voluntarily detach. An attached
Maintenance droid is a subtype of droid, as shown next creature moves with its host (as a carried card)
to the power box. It is not a characteristic, and as such wherever they go and does not take up any capacity.
droids such as 2X-7KPR that refer to "maintenance" in Attached creatures are lost if they are defeated or
their lore are not maintenance droids. detach outside of their habitat. If the host is lost, the
Characters - Matching Pilot attaching creature is lost (unless the host is eaten, in
See Matching Pairs. which case all attaching creatures simply detach first).
All normal rules still apply to parasites, thus a Mynock
Characters - Warrior cannot board a starship, multiple Vine Snakes are not
A warrior icon is not required to carry or use a weapon, cumulative (you apply only the largest value for X), a
but some cards (such as Blaster Rifle) only work with Bog-Wing that relocates a character can still perform a
warrior characters. Additionally, Dark Side warriors may regular move, and they will attack creatures of a
escort captives (see Captives - Escorting). different species.
One important note, however, is that if a character has
Creatures - Deployment
two (or more) printed warrior icons, that character is
Creatures deploy only within their 'habitat' (habitat is
permitted to use that number of different weapons per
defined on each creature's card). Neither presence nor
turn; this supersedes all other weapon use rules.
Force icons are required for deployment, and they may
However, this only applies to using multiple different
deploy to Ahch-To, Dagobah, or shielded sites.
weapons; you may not use the same weapon twice.
Also, this rule applies only to printed warrior icons, not Creatures - Movement
icons added in other ways. A character with multiple Creatures move only within their 'habitat'. Creatures
warrior icons is not considered to be multiple warriors. (even Mynocks) have a landspeed of 1 (unless they say
otherwise), and may move once during each of their
owner's move phases (for 1 Force).
Creatures - Relocating Defeated Cards
Some creatures are able to relocate a defeated card to
another location (e.g. Wampa, Bog-Wing,
WHAAAAAAAAAOOOOW!). If such movement is not
possible, the defeated card is eaten instead. For

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Chapter 9 - The Cards - Attributes, Types & Icons
example, if Dragonsnake defeats R2-D2, and there are
no adjacent sites to relocate him, R2-D2 is eaten. Devices
Type of card that represents useful tools and other
Relocation of defeated cards ignores any conditions equipment.
that specifically prevent relocation (e.g. Dagobah Devices - Deploy, Carrying, And Transferring
Rules). This relocation does not ignore conditions that See Weapons - Deploying And Carrying; Weapons -
prevent movement in general (e.g. "Cannot move" on Transferring.
Rebel Guard).
Devices - Using Devices
Example - Relocating Defeated Cards Unless specified otherwise, each character, vehicle or
Tarkin is escorting a captive Leia on Hoth. If Leia is starfighter may use only one device per turn. Squadron-
defeated by a Wampa, she cannot be relocated to the class starships may use three different devices per turn.
Wampa Cave (captives cannot move, except when Capital starships may use any number of devices per
moving with their escort automatically) so she is eaten turn. Using a device means to initiate an optional action,
instead. On the other hand, if Tarkin is defeated by the mandatory action, or just action using its game text.
Wampa instead, he can be relocated to the Wampa Employing any other game text of the device (for
Cave (escorts can move, and although they are example, a continuous modifier like the power and
specifically prohibited from relocating, that condition is immunity bonus of Luke's Bionic Hand) is NOT
ignored). The captive Leia would automatically move to considered using the device. A device may be used any
the Wampa Cave with Tarkin. number of times per turn (subject to the One Rule).
Creatures - Selective However, see Portable Fusion Generator, Ap. B for
Many creatures in the Star Wars universe refuse to explanations on this device.
consume each other. Selective creatures of the same Devices - Tractor Beams
species never attack each other (being the same Tractor beams may be used any number of times per
species is determined by card title or, in the case of turn, though only once per battle using their own game
One-Arm, a defined attribute). text (other uses allowed during battle (such as with In
Range) do not use up the once per battle use from
Defensive Shields Tractor Beam's game text). It may only be used when a
Type of card that represents strong counter-measures card allows it (e.g., Captain Lennox or its own game
against some of an opponent's strategies. These cards, text).
combined with the Starting Effects for each side, Double-Sided Cards
provide the player with a suite of defensive options to Double-sided cards are simply cards that have text on
assist their deck. You may play one Defensive Shield both sides. They themselves are not a "type" of card.
card at any time that you are permitted to take an They have a destiny "0" side and a destiny "7" side and
action, as long as no other action is currently resolving always first deploy to table with the 0-side facing up.
(and as limited by the Starting Effect game text). For Once deployed (or revealed), either player may, at any
example, a Defensive Shield could be played during time, examine both sides of any double-sided card.
your deploy phase, during the opponent's turn, or even These cards may never be placed in either player's life
during the weapons segment of a battle (following the force (See Cards That May Not Be Placed Into Life
above rules). You could not play Do, Or Do Not in Force, Ch. 2).
response to an opponent initiating a Sense card though, The title, game text, stats, and type (based upon the
because playing a Defensive Shield is not a valid icon in the top left corner) of these cards may vary
response to any other action. depending on which side of the card is face up. Only
Many Defensive Shield cards replicate the name of a the face up side is considered "on table" (and thus
previously printed card. For example, Your Insight currently 'active'). All information related to that face up
Serves You Well is an Effect from the Death Star II type applies in addition to the information within this
expansion, and is replicated as a Defensive Shield. section.
Despite this similarity, these cards are in no way A player may only include one double-sided card of the
interchangeable. They are different card types, and same title or persona in a deck. Some double-sided
often have an altered or reduced game function cards instead state that they are revealed at the start of
compared to the original card. The only rule that ties the game from outside of the player's deck (e.g. The
two such cards together is the "unique and restricted Mythrol and Luke Skywalker, The Emperor's Prize). If a
cards" rule, since many Defensive Shield cards often player has multiple copies of such a double-sided card
share the same card title as an existing Effect card. outside of their deck, only one copy is revealed and
Defensive Shields play rather than deploy, and acted upon at the start of the game; any other copies
therefore are not a valid target for actions that deploy remain outside of the deck and have no bearing on
cards, even if the card is mentioned by name. For this gameplay.
reason, you cannot use This Deal Is Getting Worse All Double-sided cards may contain any of the following
The Time to deploy the Secret Plans shield, nor can phrases: Deploy, For, While, Flip, and Place in either
you use Don't Tread On Me to deploy Ultimatum and/or bold or italicized font (this is a specific exception to the
Do, Or Do Not shields. typical rule that bold/italics have no bearing on

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Chapter 9 - The Cards - Attributes, Types & Icons
gameplay). The bold-faced terms "For", "While", "Flip", will cancel Dark's generation at Endor if Endor
and "Place" on double-sided cards contain game text Operations flips to Imperial Outpost). However, there
actions that apply to that entire clause, until the next are 2 exceptions to this: If a card is deployed on (or
bold-faced term is reached. Thus a "For remainder of stacked upon) an Objective, and the Objective flips,
game" section condition will apply to all game text those cards simply transfer to the new side of the
(including more than one sentence) until the "While this Objective; and if text refers to "that card" or "that
side up" or "Flip" keyword clause is found. If none of the Objective" it is referring to the entire card (both sides).
print is bold faced or italicized, treat all text as standard For example, after flipping Bring Him Before Me, the
game text as you would any other card. Italicized text card Your Destiny would now be deployed upon Take
on the front side of a double-sided card (beginning with Your Father's Place and remain active. Likewise,
the term "Deploy") specifies actions and deployment Mosep stacked on Fearless And Inventive would remain
taken at the start of the game. If a two-sided card does supporting if the Objective flipped back to My Kind Of
not contain an italicized deploy clause, it may not Scum, and may deploy from it to the table.
deploy unless allowed by another card rather than it's Likewise, when Daughter Of Skywalker states she is
own game text. Whenever you are prevented from (or targeted by "that card" for remainder of game, it means
fail to) deploy or execute any mandatory actions stated that both Mind What You Have Learned and Save You
in the deploy section, then that double-sided card is It Can will target her.
placed out of play
Double-Sided Cards - Starship & Vehicle Cards
Flipping is an action which occurs when one side of a
A type of double-sided card that typically represents a
two-sided card is "flipped" to the opposite side. The
ship that is capable of both ground and space combat.
conditions in which a two-sided card flips is stated
For all intents and purposes, when the "starship" type
within the "Flip" clause of its game text. Unless stated
side is face up, the card is considered to be a starship
as an optional action ("Flip any time after...", or "May
and must be targeted as such, and a similar rule applies
flip..."), flip actions are automatic actions. Flipping is not
for the "vehicle" type side.
a form of movement nor does it count as that card
This means:
"leaving table".
These cards (except Objectives), will typically tell you • All starship weapons deployed on the card will be
what to do with them if they are about to leave table. immediately lost if it flips and is no longer a
This portion of text must always be enforced, and may starship.
never be canceled, even if the double-sided card is • All vehicle weapons deployed on the card will be
unpiloted, suspended, inactive, etc. If a double-sided immediately lost if it flips and is no longer a vehicle.
card doesn't tell you what to do in this situation, it • Creatures that attach to starships will immediately
should be placed out of play. detach when it becomes a vehicle, and vice versa.
• Devices and Effects (of any kind) which use a
clause of their deployment text to deploy on and/or
Double-Sided Cards - Objectives target a double-sided card as a starship, are lost
Type of card that represents long-term planning by when it becomes a vehicle (unless that same
providing specific starting cards, game play conditions, deployment clause can also target vehicles) and
and short and long term rewards for completing tasks. A vice versa. Ignore any other deployment
player may only include one Objective card in a deck, requirements of the Device or Effect when flipping.
and if you choose to include one, you must deploy it In addition, the owner of the card may only utilize an
instead of a starting location. See Starting the game, optional 'flipping' mechanic a total of one time per turn,
Ch. 1. Italicized text on the front side of an Objective regardless of which side of the card it was initiated
(beginning with the term "Deploy") specifies actions and from. Note that even if the card is on table as a landed
deployment taken at the start of the game. All such starfighter (and therefore unpiloted) or as an unpiloted
actions or deployment ignore deployment costs (but vehicle, any text related to flipping the card is still
must obey deployment conditions). Whenever you are considered active. Also, in rare cases, after flipping this
prevented from (or fail to) deploy or execute any card it may be possible for it to be aboard a starship
mandatory actions stated in this section, then that without appropriate capacity for it (no available
Objective is placed out of play, leaving you with no starfighter or vehicle slots). In these situations the card
starting location and no Objective (any cards or would be lost (which will typically result in it being
locations deployed by the incomplete Objective are relocated somewhere else, such as out of play).
returned to your reserve deck). The deployment occurs
before anything else on the Objective is applied. For
example, if an Objective instructed you to deploy an Effects
alien, and the "For remainder of game" or "While this Type of card that represents long-term alterations to
side up" text prohibited deploying Rebels, you could still other cards or aspects of the game. There are six
deploy Chewbacca (having both an Alien and Rebel different kinds, or subtypes, of Effects: Effects,
character type) because that game text is not applied Immediate Effects, Mobile Effects, Utinni Effects,
until the deployment is complete. Political Effects and Starting Effects. A card that targets
References to an Objective's title solely affect that side 'Effects' (or an Effect) targets only the first subtype of
of the Objective, not both sides (e.g., Strike Planning Effect (it is not targeting the card type Effect), not the
other five, unless it specifically mentions one or more of

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Chapter 9 - The Cards - Attributes, Types & Icons
the others. Game text that targets an "Effect of any specific time (or any time, if no time is stated) as
kind" can target any subtype of Effect. indicated by their game text.
Effects - Effects Effects - Mobile Effects
Effects (sometimes called "normal Effects" for Mobile Effects are identified by their Effect icon in the
clarification) are identified by their Effect icon in the upper-left corner of their card, and "Mobile Effect" in
upper-left corner of their card, and the single keyword their subtype box. Mobile Effects are deployed during
"Effect" in their subtype box (just below the picture). your deploy phase like normal Effect cards, but have a
These Effects are deployed during your deploy phase. built-in movement function. Where they deploy and how
Where they deploy is specified within their game text. they move is specified within their game text.
Effects - Starting Effects Effects - Utinni Effects
Starting Effects are identified by their Effect icon in the Utinni Effects are identified by their Effect icon in the
upper-left corner of their card, and "Starting Effect" in upper-left corner of their card, and "Utinni Effect" in their
their subtype box. Starting Effects provide players a subtype box. Utinni Effects are deployed during your
way to start their game with a "reserve" of cards, deploy phase (unless indicated otherwise) like normal
typically Defensive Shields. This provides valuable Effect cards, and usually require you to choose a
additional defense against an opponent's nastier specific card on table that the Utinni Effect is targeting.
strategies while only sacrificing one "card slot" of your They have text that generally compels a targeted
regular 60-card deck. Starting Effects deploy before any character, vehicle, or starship to move to a specific
starting location or objectives are revealed. They never location (usually the one where the Utinni Effect is
deploy at any other time, but if they are found in a deck, deployed) in order to cancel a negative condition or
hand, or pile, they may be used normally like any other initiate a positive one. Where they deploy and how they
card or unit of Force. Cards placed under your Starting act is specified within their game text. If the target of an
Effect must be of the same allegiance as the deck you Utinni Effect leaves the table (or becomes inactive), the
are playing, and do not count against your "deck limit". Utinni Effect is lost (or inactive). See inactive, Ch. 1
That is, they are considered permissible extra cards
'reaching' an Utinni Effect
above the normal 60 cards of a standard game deck.
A target "reaches" an Utinni Effect that is deployed on a
The Starting Effect itself does count as one card of your
location when:
game deck, and therefore is calculated against your
deck limit. • the target is present at the location; or
For tournament play, when offering your shuffled deck • the target is in a pilot, passenger or astromech slot of
for an opponent to count and cut, provide your a starship that is present at that location or
opponent with two piles. One pile will be your Starting • the target is in a pilot, driver or passenger slot of a
Effect (face-up) on top of the cards (face-down) that will vehicle that is present at that location.
go beneath it. The other pile is the rest of your game For example: Our Most Desperate Hour is deployed on
deck (face-down). Your opponent can then verify that the Alderaan system targeting Leia on Tatooine. Leia
you have the correct number of cards under your moves from Docking Bay 94 to the Home One: Docking
Starting Effect (your opponent will see your Starting Bay (the starship Home One is present at the Alderaan
Effect, but will see only the card backs under that system). Leia has not yet "reached" the Utinni Effect, as
Starting Effect), and that your deck contains exactly 59 she is not in a pilot or passenger slot. To trigger the
cards (the Starting Effect is the 60th card). Once Utinni Effect, she would need to use her regular move
counted, the cards under your Starting Effect may only next turn to move from the Docking Bay to the "bridge"
be removed from there or manipulated using texts that of Home One. (see movement - regular - starship and
specifically allow it, such as the text on the Starting vehicle sites).
Effect itself. Effects - Examples
Cards under your Starting Effect are supporting (see Dark plays Start Your Engines! at the start of the game,
Card States, Ch. 1). which instructs Dark to deploy some podracer-related
Effects - Political Effects cards "...and any Effect that deploys for free." Dark
Political Effects are identified by their Effect icon in the must deploy a card with exactly "Effect" in the subtype
upper-left corner of their card, and "Political Effect" in box - not a Starting Effect, Political Effect, or Immediate
their subtype box. A Political Effect is deployed just like Effect.
a normal Effect, and can be canceled by game text that Later in the game, Dark plays Twi'lek Advisor ("Use 3
cancels Political Effects (see the Coruscant card Force to search your Reserve Deck and take one Effect
"Alter"). of any kind into hand; reshuffle"). Dark may take any
Effect, including those mentioned above, because it
Effects - Immediate Effects says "of any kind." He could take into hand a Starting
Immediate Effects are identified by their Effect icon in Effect (though he couldn't deploy it because Starting
the upper-left corner of their card, and "Immediate Effects only deploy at the start of game). He takes into
Effect" in their subtype box. Unlike other types of hand Frozen Dinner, an Immediate Effect. Because of
Effects, Immediate Effects are not limited to the deploy this -and because its game text does not indicate it
phase. They will deploy as a response, or during a

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Chapter 9 - The Cards - Attributes, Types & Icons
must respond to another action- it can be deployed at Once resolved they are placed in their owner's Lost
any time. Pile.
Interrupts - Used
Epic Events Used Interrupts are identified by their interrupt icon in
A card type which represents a major storyline the upper-left corner of their card, and "Used Interrupt"
occurrence (the destruction of the Death Star, the in their subtype box. Used interrupts (or interrupts with
turning of Luke Skywalker etc.). Epic Events are unique a Used function) are played under standard interrupt
in that they are the only card type which can either play rules. Once resolved they are placed in their owner's
or deploy, depending on their game text: Attack Run Used Pile, and in this way the chance often arises to
and Epic Duel deploy on table (like Effects) and thus play them more than once. It should be noted that if
may be utilized more than once, whereas Commence canceled, a Used interrupt is still placed in its owner's
Primary Ignition and Target The Main Generators play Lost Pile, not the Used pile.
(like Interrupts) and are placed in the Used Pile or Lost
Pile after use, according to their result. Interrupts - Starting
Starting Interrupts are identified by their interrupt icon in
the upper-left corner of their card, and "Starting
Interrupts Interrupt" in their subtype box. Starting interrupts (or
Type of card representing a sudden short term change interrupts with a Starting function) are played after both
(such as the surprise attack by the Ewok army or Luke players' starting locations (or objective and objective
blinding Vader with carbonite gas). Interrupts may be starting cards) have been deployed, and before
played during any player's turn, and once it has its Reserve Decks have been shuffled to draw opening
effect is then discarded. An Interrupt may play at any hands. Each player may play one starting Interrupt. See
time between other actions, or as a response to an Starting the game, Ch. 2. Both players reveal their
action that the Interrupt specifically cancels or modifies. starting interrupt simultaneously. If both players choose
The exact conditions required are listed in the interrupt's to use a starting interrupt, the player who goes first in
game text. If no condition is stated, then the interrupt is the game must resolve his starting interrupt first, then
a legal card play whenever a "top level" action is the opponent must resolve his starting interrupt. The
possible for that player (i.e. no other actions are player going second thus has an opportunity to view the
resolving). To play one, say, "Interrupt!" and bring out cards his opponent has chosen before searching for her
the card. Interrupt cards play, have their result and then own. Where the Starting interrupt is placed after it
go to the Used Pile or the Lost Pile; they are not resolves is stated on the actual interrupt card. A
considered to be "on table" while they are executing. 'Starting' function on an Interrupt may never be altered
Interrupts play, they do not deploy. If an Interrupt in a way so that it might play as any other subtype of
instructs you to place it somewhere other than where Interrupt (Used, Lost, etc). In addition, an Interrupt
that subtype of interrupt would normally be placed after performing a 'Starting' function may not be targeted to
resolving (for example, a Used Interrupt that tells you to be 'grabbed.'
place it back in your hand), follow the instruction on the
interrupt (unless canceled).
The following subtypes or Interrupts exist, and may Jedi Tests
even exist on the same interrupt card (this will be noted A card type that represents the ability to learn the ways
in their game text and their description box): Used, Lost, of the Force. Completing Jedi Tests gives you new
and Starting. If an interrupt has multiple functions, the capabilities that can have far-reaching consequences,
owner playing it chooses which function is being used and can also raise your character's ability.
at the time the interrupt is played. To learn how to use Jedi Tests, see Jedi Testing, Ap. C.
Some cards cause Interrupts to change subtype (e.g. Locations
Wookiee causes the Lost Interrupt Wookiee Strangle to Types of cards that represent the many exotic places
be a Used Interrupt instead). If there is a conflict where shown in the Star Wars universe. Locations are where
an Interrupt is being changed to a Used Interrupt and Force is generated and where characters, starships,
also being changed to a Lost Interrupt, then it is a Lost vehicles etc., are deployed. All location cards have a
Interrupt. destiny value of zero. Location cards are placed on
An Interrupt's subtype is determined during initiation table in a horizontal line between the two players.
and will not change after that, unless specifically noted Related locations are played next to each other to form
otherwise (e.g. Voyeur). For example, in the unlikely a group. Locations belonging to different systems are
event that Wookiee leaves table after the initiation of separated by a gap. The cards are oriented so that,
Wookiee Strangle, it remains a Used Interrupt. when deployed, the Light Side player is facing the side
Interrupts - Lost with the blue lightsaber icons and the Dark Side player
Lost Interrupts are identified by their interrupt icon in the is facing the side with the red lightsaber icons. Game
upper-left corner of their card, and "Lost Interrupt" in text on one side of a location should be considered a
their subtype box. Lost interrupts (or interrupts with a 'global effect' (it affects both players) unless context
Lost function) are played under standard interrupt rules. clearly specifies otherwise (usually by use of words like
'you,' 'your,' or 'opponent's') or if the text is somehow
canceled. Note that some locations may contain

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Chapter 9 - The Cards - Attributes, Types & Icons
duplicate text on both sides of the Force, in such cases converted multiple times, any of the previous versions
the redundant text should be ignored (for example, can be raised to the top (again, provided they meet the
modifiers may not be double-counted). There are two specified requirements, if any were listed).
notable exceptions to this rule:
Deploying/Arranging Locations
• Text that provides a Force drain modifier only affects
Locations should be arranged and deployed as laid out
the player on the corresponding side of the Force.
in Appendix E.
• Text that allows a player to initiate an optional action
(or causes him to initiate a mandatory action) only Locations - Sites
affects the player on the corresponding side of the Horizontally oriented location where characters and
Force, unless context specifies otherwise. other cards can deploy, battle and move. There are
planet, mobile, vehicle, and starship sites (as indicated
Locations have no deploy cost. You may deploy any by their icons).
number of location cards from your hand, for free,
during any of your deploy phases. There are three kinds Exterior Sites
of location: site, system and sector. A site location which is conceptually 'outside' (or
Site locations represent different areas on a planet (or partially outside); identified by an exterior icon.
within the Death Star or Cloud City) where characters
and vehicles may deploy, battle and move. Site Interior Sites
locations related to a system may be deployed A site location which is conceptually 'inside' (or partially
regardless of whether that system card is already on inside), identified by an interior icon. At sites that are
table (and vice versa). interior-only (i.e., those without an exterior icon),
System locations represent different planets (or Death • characters and vehicles may not shuttle; and
Stars) in the galaxy. They are deployed on the end of a • vehicles may not deploy or move unless specifically
row of 'related' site locations (if already in play). allowed to on the card.
Otherwise a system may be deployed alone. A system For example, a vehicle may move to Docking Bay 94
card is related to all sites in the same system (e.g., the but may not enter the Cantina. If the vehicle's
Tatooine system is related to all Tatooine sites). occupants want to go into the Cantina they must
Sector locations represent different altitudes of airspace disembark and move inside, leaving their vehicle at a
over a planet (for cloud sectors) or areas within an nearby exterior site.
asteroid belt (for asteroid sectors). They are deployed Generic Sites
on either side of a system location, and thus the system Generic sites are a special type of site location
location card must already be on table or you to deploy having one or more  symbols next to its title.
sectors in that system. Bespin: Cloud City, is the only (See Unique, Restricted, & Non-Unique, Ch. 9)
sector that may deploy without the system on table.
Converting Locations These locations represent environments found on a
Many locations have both a Light Side and a Dark Side variety of different planets. They may be deployed only
version. (Be aware that the game text and Force icons as part of a planet system that is already represented
will vary!) Only one of each unique (•) location may be on table by a system location or a non-generic site.
in play at a time. A location in play can be converted by However, note the following restrictions:
deploying the opposing side's version on top (you may •Unless specifically stated otherwise, generic sites may
not convert your own locations). It is possible for a not deploy to Ahch-To, Bespin, or Hoth due to the
location to change back and forth (Light to Dark, Dark to special circumstances of these planets' environments
Light) several times during a game. Any action that and layouts.
permits you to deploy a location may be used to convert •Many generic sites have additional restrictions listed in
an opponent's location; in fact, if you attempt to deploy their game text.
a location from a deck or pile, and the only legal Once deployed to a planet system, a generic site takes
location would convert your opponent's location, you on the name of that system and is thus related to the
must deploy it. system, its other sites and its cloud sectors. (This
After a location has been converted, only the previous relationship begins after the site is deployed; thus, for
version(s) (found underneath the newest version) are example, the game text of the Dagobah system does
referred to as "converted locations". These converted not allow you to take a generic Swamp from your
locations are in a supporting state and may be targeted Reserve Deck.) Your opponent may convert your
only by actions that explicitly target converted locations. generic site on table with another generic site of the
Some actions, such as on Underworld Contacts, state same name (excluding the name of the planet it has
that they raise a converted location to the top. Raising a taken on). Most generic sites are exterior-only, and thus
converted location to the top is considered to be a are grouped with the other exterior sites on the planet.
special act of converting locations: unless specified Interior/exterior generic sites should be placed at the
otherwise, you may raise either side's location to the end of a system's exterior locations, separating them
top, you may do so at any time (not only in the from any interior sites (including other interior/exterior
deploy phase), and you may do so regardless of whose locations).
version was previously on top. If a location has been

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Chapter 9 - The Cards - Attributes, Types & Icons
See Blown Away, Ap. C and Jedi Testing, Ap. C for the Destroyer: Launch Bay related to Flagship Executor, he
interaction of generic sites with those events. is aboard a capital starship, the Executor, and a Super-
Class Star Destroyer. A Rebel Trooper at Home One:
Holosites
War Room is aboard a starship and Home One.
The Dejarik Hologameboard and Imperial Holotable are
However, if the Rebel Trooper is at the Home One: War
both holosites, with their own special rules. See Dejarik
Room while Home One is not on table, then that is all
Rules, Ap. C.
he is aboard (he is aboard Home One and aboard a
Marker Sites starship, but not aboard a capital starship or a cruiser,
Any exterior Hoth site (except Echo Docking Bay) and because that information is not on the starship site, so
the Wampa Cave. The lowest numbered site is the only exists when Home One is on table). Cards at
"innermost" and the highest is the "outermost." starship/vehicle sites are considered to be "below
decks" rather than on the "bridge"/"cockpit" of the
"May Not Be Separated From X" starship/vehicle, and thus are not considered in any
Sometimes a site's game text will state that it "may not way to be at the location of the vehicle or starship. For
be separated" from another specific named site. When
instance, if Home One and Flagship Executor from our
such a site is on table, the specific named site can only
above examples were both at Endor, neither the
be deployed adjacent to it. Likewise, if the specific
Stormtrooper nor the Rebel Trooper would be
named site is on table, the site with the "May not be
considered at Endor or have any effect on any battle
separated" text can only be deployed adjacent to it. that might take place there.
When two sites that "may not be separated" from each
other are both on table, no sites may be deployed
Starship/vehicle sites are related to any other
between them (even if the two sites that "may not be
starship/vehicle sites related to the same
separated" are somehow not adjacent to each other).
starship/vehicle. While the starship/vehicle is at a site,
Actions that rearrange sites (e.g. Retract The Bridge)
its sites are considered adjacent (and related) to that
may be played, but the final result must ensure that any site, and are considered related to locations related to
sites that "may not be separated" from each other are that adjacent site. If not at a site, they are not adjacent
adjacent to each other.
and are not related to any other location (except other
As a special rule, "May not be separated" text is
related vehicle/starship sites).
unaffected by Expand The Empire, and can never be
canceled (even if the site is collapsed or blown away). However, while such sites may be related, they are not
Starship Sites and Vehicle Sites considered sites on that planet or deploying to that
Starship and vehicle sites obey location deployment planet. For instance, Jabba's Sail Barge: Passenger
rules (e.g., interior/exterior sequence and insertion) and Deck is not a Tatooine site for the purposes of My Kind
create locations aboard a starship/vehicle where cards Of Scum, and controlling the Sandcrawler: Loading Bay
may deploy, battle and move. For convenience, each (on a Sandcrawler assuming it is present at a
group of starship sites is placed on table separately Dantooine site) cannot count towards flipping Dantooine
from other sites. However, the group is related to one Base Operations.
particular starship. For movement related to starship/vehicle sites, see
There are two types of starship/vehicle sites: unique, Regular - Starship And Vehicle Sites, Ch. 7 and
and non- unique. Non-unique sites can be related to Regular - Landing And Taking Off, Ch. 7).
any card that has an aspect mentioned in its title (for Locations - Sectors
instance, Star Destroyer: Launch Bay may be related to Vertically oriented location where starfighters and other
anything considered a star destroyer). Non-unique sites cards can deploy, battle and move. All sectors share
deploy only to a starship/vehicle on table, and are lost if the following features:
that starship/vehicle leaves table. • Sectors are oriented vertically, like systems;
Unique starship/vehicle sites are instead related to one however, they have no parsec number and thus
specific starship/vehicle in their name (such as cannot be used for hyperspeed movement.
Executor: Control Room, it is related only to the
• Characters may not deploy or move to a sector
Executor). They operate independently of their related
unless aboard a vehicle or starship which is allowed
starship/vehicle, which means they can deploy whether
at that sector.
or not the starship/vehicle is on table, and do not leave
• Vehicles may deploy aboard a starship (capacity
play even if the related starship/vehicle does (however,
permitting) that is allowed at a sector.
see Blown Away, Ap. C for dealing with blown away
starships). • Certain vehicles are permitted to deploy and move to
cloud sectors (see Cloud Sectors), however any
Cards at a starship/vehicle site are considered to be on vehicle may be carried to any sector if the carrying
(and aboard) a starship or vehicle, and they are card is permitted to move to the sector.
considered on or aboard a starship/vehicle mentioned
Cards which affect a starship at a system may not
in the site's title. Also, they are considered to be on
necessarily affect a starship at a sector. Refer to the
(and aboard) the related vehicle and starship (if it is on
latest game text of the card in question and check if it
table). For instance, if Stormtrooper is at Star
mentions sectors.

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Chapter 9 - The Cards - Attributes, Types & Icons
Asteroid sectors and cloud sectors deploy only to planet Parsec Numbers
systems. Most are typically diamond restricted () Number on system locations symbolizing the relative
locations (See Unique, Restricted, & Non-Unique, Ch. hyper-route distance between systems. (See Movement
9). - regular - using hyperspeed, Ch. 7.)
Non-unique sectors (e.g. <><><>Clouds,
<><><>Asteroid Field, <>Big One) deploy only to a Planet
planet system card that is already on table, by The term 'planet' includes a planet system location and
deploying directly next to that planet system or next to all of its sites and cloud sectors. Phrases such as "at
another sector of the same type that is already on the that planet" and "on that planet" have their normal
table. English meanings (see Prepositions, Ch. 4). Asteroid
Unique sectors (e.g. •Bespin: Cloud City) deploy sectors grouped next to a planet are 'related' to the
regardless of whether the related system card is on planet, but are not part of it (e.g., a starship in the
table. However, some sectors also have deployment asteroids is not 'at' the planet).
restrictions in their game text (e.g. •Death Star II:
Coolant Shaft). Space
Sectors may be inserted in any order, as long as you Sites and sectors cannot be deployed to space
maintain the legal pattern (see Location Deployment, systems.
Ap. E). Mobile
At sector locations, you may make any applicable
Cloud and asteroid sectors (and generic sites) cannot
'reacts' and any applicable unlimited moves. In addition,
be deployed to mobile systems. Mobile systems can
certain regular moves are allowed at sectors,
move; see Movement - Regular - Mobile Systems,
depending on the kind of sector (see asteroid sectors
Ch. 7.
and cloud sectors).
Asteroid Sectors Locations - Battleground
Asteroid sectors are related to a system location, but Any system, sector or site location where both players
not to the planet's sites. They are not part of the planet have Force icons. It does not matter if these Force
and thus do not take on its name (e.g., asteroid sectors icons are provided by other cards such as Daughter Of
at Dagobah are not "Dagobah locations" and thus are Skywalker or Presence Of The Force, as long as they
not affected by Dagobah's deployment restrictions). If are active at that location (not canceled by a Sleen, for
the planet is "blown away," asteroid sectors there are example). Remember that the icon on Jedi Masters and
not destroyed. Dark Jedi Masters are not Force icons, and therefore do
Starships may deploy, battle and move at asteroid not affect battleground status.
sectors. However, the following locations are never
battlegrounds:
Cloud Sectors • holosites,
Cloud sectors are placed between a system location • Dagobah locations,
and its related sites, and represent various "altitudes" of • Ahch-To locations,
airspace above the planet's surface. Cloud sectors are • Coruscant: Galactic Senate,
related to the planet system where they are deployed
• shielded Hoth sites,
and to that planet's sites. They are part of the planet
• Death Star II system and Death Star II sites when
and thus take on its name (i.e., cloud sectors at
non-virtual Endor Shield's conditions are met,
Tatooine are Tatooine locations, effectively becoming
"Tatooine: Clouds"). If the planet is "blown away," cloud • Jabba's Palace: Audience Chamber when Bo Shuda
sectors there are destroyed (lost). is deployed there,
Shuttle vehicles, cloud cars, patrol craft, squadrons, • Tatooine: Podrace Arena while either player has a
and starfighters (or any starship that moves like a race total > 0. While Expand The Empire is deployed
starfighter) may deploy, battle and move at cloud on the Tatooine: Podrace Arena, the adjacent sites
sectors. are also prohibited from being battlegrounds while
Any planet sector with "cloud" in its title is considered a either player has a race total > 0.
cloud sector. • Desert where a Sandwhirl is present.

Death Star II Sectors Sector Cheat Sheet


Neither player may deploy, battle or initiate Force drains Asteroid Sector - All starships can deploy, move, and
at a Death Star II sector. battle there as if it was a system.
Locations - Systems Cloud Sector - Only shuttle vehicles, cloud cars, patrol
Vertically oriented location where starships and other craft, squadrons, and starfighters may deploy there. Of
course starships that may 'deploy like a starfighter' or
cards can deploy, battle and move. Systems use the
'move like a starfighter' are also eligible.
same card template as sectors but also have a parsec
Death Star II Sector - No cards may deploy here! They
number. There are planet, space and mobile systems.
must move in from the Death Star II system itself.

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Chapter 9 - The Cards - Attributes, Types & Icons
Locations - General Related Locations
Sites, cloud sectors, and Death Star II sectors that are
Adjacent deployed to the same system are
Some cards refer to adjacent sites or sectors (systems • related to that system;
cannot be adjacent). These are related sites or sectors • related to other sites and cloud sectors deployed to
that have been played next to each other. Cards may that system; and
move from location to adjacent location like a sequence
• part of that system.
of connected spaces on a game board. Two location
Asteroid sectors that are deployed to the same system
cards are adjacent only if they are
are
(1) the same kind of location (site or sector),
• related to that system;
(2) physically next to each other and
(3) part of the same system, starship etc. • related to each other; but
(Vehicle sites are also adjacent to the planet site where • not part of that system (e.g., an asteroid sector at the
the vehicle is located.) Locations can be physically next Dagobah system is not a Dagobah location) and not
to each other on table without being adjacent (e.g., a related to normal sites or cloud sectors in that
system next to a sector). system.
The Big One Cave is related only to the Big One. A
Characteristics location is not related to itself.
Locations do not have characteristics; instead they will The exception to these rules is that a starship site or a
be referred to by an element of their title or a defined Death Star or Death Star II site is not a related site to
attribute about them (e.g., prison, subjugated planet, the system that the starship (or Death Star) is orbiting,
etc.). Thus, for example, any card with "desert" in title or and similarly the system is not a related system to that
is provided that attribute somehow is considered a starship (or Death Star) site.
desert. However, see Throne Room. When a starship or vehicle has its own sites, and that
Cloud City Locations starship or vehicle card is at a site (not at a system or
All Cloud City locations (including Bespin: Cloud City) sector), the starship or vehicle sites are related to that
are Bespin locations as well as Cloud City locations. site and its related locations.
Thus they are related to any Bespin site, sector, or A starship, Death Star, Death Star II or vehicle site is
system location. A card is "on Cloud City" if it is at a related to its other starship, Death Star, Death Star II or
Cloud City site (not at a sector). vehicle sites.

Jabba's Palace Sites Same And Related Sites


All Jabba's Palace (including Tatooine: Jabba's Palace) Cards using this phrase must be at a site to utilize the
locations are considered to be Tatooine locations as associated game text. See Related locations.
well as Jabba's Palace locations. Thus they are related Same System
to any Tatooine site, sector, or system location. Unless specifically noted otherwise, "same system"
Maz's Castle Sites refers directly to the system location and does not
All Maz's Castle locations (including Takodana: Maz's extend to the related sites or sectors of that system.
Castle) are considered to be Takodana locations as System Location
well as Maz's Castle locations. Thus they are related to See Ch. 4, System location.
any Takodana site, sector, or system location.
Throne Room
Prisons Death Star II: Throne Room, Naboo: Theed Palace
Prisons will state "Prison" in their title. Also, three sites Throne Room, and Yavin 4: Massassi Throne Room are
are defined as prisons: all throne rooms. However, to avoid confusion, a
•Death Star: Detention Block Corridor reference to "Throne Room" is to Death Star II: Throne
•Cloud City: Security Tower Room, and the other two sites will be referred to by their
•Jabba's Palace: Dungeon title. For a card targeting all three, it will state "any
Rebel Base throne room."
Any Yavin 4 or Hoth location is a Rebel Base location. Xizor's Palace Sites
This includes related cloud sectors but not asteroid All Xizor's Palace (including Coruscant: Xizor's Palace)
sectors in the same system. For the purpose of locations are considered to be Coruscant locations as
Commence Primary Ignition, cloud sectors increase the well as Xizor's Palace locations. Thus they are related
potential damage but do not decrease the chance for to any Coruscant site, sector, or system location.
success. The planet indicated by the Hidden Base card
is conceptually unknown to the Empire and thus is not
considered a Rebel Base for game play purposes
(unless the Light player were to choose Yavin 4 or Hoth
to be his 'hidden base').

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Chapter 9 - The Cards - Attributes, Types & Icons
Locations - Icons card. Squadron class starships are identified by their
Mobile Starship site starship icon in the upper-left corner of their card, and
the keyword "Squadron" in their description box (just
Space Vehicle site below the picture). It should be noted that not all
Planet Creature site starships with Squadron in their title are squadron class
starships. Some titles, such as Gold Squadron 1, simply
Exterior site Scomp Link represents their flight squadron designations, and does
not make them a squadron class starship (see
Interior site Underwater
squadron designations). A squadron is treated as:
Underground • one card
• one starship
• multiples of its starship class(es).
Podracers For example, a B-Wing Squadron is considered to be 3
Type of card that represents one of the renowned B-Wings, while the Death Star Assault Squadron counts
machines that Podracer pilots use to compete in the as three TIEs (one TIE Advanced x1, 2 TIE/lns). A
dangerous high-speed sport of Podracing. The squadron is NOT targeted or treated as a starfighter in
mechanics for a Podrace are contained on the Epic any way, with ONE exception. The components of
Event card Boonta Eve Podrace. Although you can squadrons may be treated as starfighters ONLY for
participate in a race without a Podracer card (the Epic capacity purposes aboard starships that can carry
Event permits you to place race destiny on the Podrace starfighters. Any game action that takes or places a
Arena), you'll find your chances of winning are greatly squadron component (X-wings, Y-wings, TIEs etc.) to or
enhanced when using cards like Sebulba's Podracer or from a deck or pile (retrieve, deploy from Reserve,
Anakin's Podracer. All references to Podracer target a place in Used Pile etc.) can only work with a squadron if
card of type Podracer. This means that cards such as A it affects all three of the starfighters depicted on the
Step Backwards cannot be played against race destiny squadron card. Similarly, an action that moves a
that is stacked on the Podrace Arena. component of a squadron (such as You're All Clear Kid,
Podracer cards deploy during your Deploy Phase (for which moves a TIE) can only move the squadron if it
free unless specified otherwise) to your side of the race can move all of its components. The only exception to
location indicated in their game text. You do not need this rule is that any game action that causes one of the
presence or Force icons to deploy your Podracer. Your squadron's components to be lost, captured, or placed
podracer is considered to be present, and "at" that out of play affects the entire card.
location. If a squadron does not have at least as many pilots as it
For the rules of podracing, see Podracing, Ap. C. does starships, it is considered unpiloted (see
Unpiloted).
Starships Starships - squadron - replacement
Type of card representing the many machines used to Some squadrons do not have a deploy cost, but instead
travel and battle throughout the galaxy in space. replace three starfighters of a certain class (or classes)
Starships are divided into three distinct subtypes - present at the same location (thus you may not replace
capital starships, starfighters and squadrons. at a "cargo hold"). These squadrons may not be
Starships also come in different types based on the targeted by other cards for deployment unless those
presence (or absence) or certain icons. cards explicitly allow for the deployment of squadrons
Starships - capital (e.g., Atmospheric Assault). A squadron cannot replace
Capital starships represent the larger fleet style another squadron. The three 'replaced' starfighters and
starships of the Star Wars galaxy, such as Imperial Star all cards deployed on them go to their owner's Used
Destroyers or Mon Calamari Cruisers. Capital starships Pile. However, the owner may choose to transfer any
are identified by their starship icon in the upper-left characters, weapons and devices to the squadron if
corner of their card, and the keyword "Capital" in their there is capacity (and the card may legally deploy on
description box (just below the picture). squadrons); this transfer is free. Any cards targeting a
replaced starship transfer that targeting to the
Starships - starfighter squadron, unless they are not applicable (for example,
Starfighters represent the smaller class of starships, they only target starfighters) in which case they are lost.
often manned by only a single pilot, or a small number Replacement is not deployment, and may be performed
of crew. Examples include the TIE Fighter and the irrespective of deployment rules or restrictions. See
Alliance's X-wing Fighter. Starfighters are identified by squadron.
their starship icon in the upper-left corner of their card,
and the keyword "Starfighter" in their description box Squadron Examples
(just below the picture). The following examples illustrate the squadron class
starship rules, often demonstrating the difference
Starships - squadron between a squadron class starship and a starfighter.
A squadron is a class of starship card, separate from
• An X-wing Squadron can board a Mon Calamari
starfighter and capital starship, that represents more
Cruiser (which takes up the capacity for 3
than one starship (usually of the same class) on one

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Chapter 9 - The Cards - Attributes, Types & Icons
starfighters) and a Star Destroyer may carry a TIE Characters which remain aboard something in the
Squadron (which takes up the capacity of 3 TIEs). cargo hold (such as a character aboard an AT-AT which
• Imperial Reinforcements may retrieve a TIE is aboard a Star Destroyer), occupy capacity only on
Squadron if the destiny draw is 3 or more (or 2 TIE the "inner" starship or vehicle (in our example, the
squadrons if it is a 6 or more), while Sienar Fleet AT-AT) and are considered only to be passengers - that
Systems cannot place a just-lost TIE Squadron in is they are not piloting or driving that "inner" starship or
the Used Pile (it can only relocate one TIE). vehicle. Vehicles or starships that use the phrase "May
• Don't Get Cocky can destroy an entire TIE add X pilots or passengers" may have any combination
squadron. of pilots or passengers at the bridge or cockpit as long
• A squadron at Clouds is power and maneuver -2, as the total number of pilots and passengers aboard
because it modifies starships. does not exceed X.
• Proton Torpedoes and SW-4 Ion Cannon may Starships - capacity - lost capacity
deploy on a Y-wing; thus a Y-wing squadron may Occasionally capacity will be altered while cards are
fire up to three of these weapon cards per turn. occupying the slots (such as an astromech when I've
• The Death Star Assault Squadron, each turn, may Lost Artoo has been canceled or a non-pilot character
fire one weapon that is applicable to a TIE with Ellorrs Madak who has the Effect canceled while
advanced x1 as well as up to two weapons that are piloting). In those instances, the character automatically
applicable to TIE/lns. moves into a passenger capacity slot. If there is no
• All Power To Weapons adds 2 to the power of each passenger capacity slot available, that character is
TIE, so a TIE Assault Squadron is power +6. placed on top of the Used Pile.
• Surface Defense Cannon, Landing Claw and
Astromech Translator work only on a starfighter and Starships - cargo hold
thus are not usable by squadrons. Some starships may carry vehicles or starships on
• Fusion Generator Supply Tanks and Targeting board. This area is conceptually considered the "cargo
Computer deploy on a starship and thus enhance hold" of that starship. All vehicles and starships in the
the squadron by 1 (not by 3). cargo hold are considered landed. (see Landed)
• Commander Brandei can take only one TIE, not a Starships - Clone Army
squadron, from Reserve Deck. A starship with the Clone Army icon.
• Attack Run specifies "up to 3 TIEs" and thus allows
a single TIE squadron to Enter Trench; however, X- Starships - deploying on or aboard
wing and Y-wing squadrons may not make an You may deploy characters, vehicles and starfighters
Attack Run because the Epic Event requires directly aboard your starships at any location where you
'starfighters'. have presence or at least one Force icon, and the
• Dark Maneuvers & Tallon Roll may be played on a starship has sufficient capacity. Weapons, devices,
TIE squadron, but the power and maneuver bonus Effects, and similar cards may be deployed wherever
only applies once (not 3 times) because the appropriate, with or without presence or Force icons.
Interrupt only affects a single TIE. Starships - deployment
Starships - astromech capacity Starships deploy only to locations where you have
Some starfighters have passenger capacity specifically presence or Force icons.
reserved for an "astromech." Astromech capacity on a Capital starships that have permanent pilots may
starship is a type of passenger capacity that can only deploy to system locations and asteroid sectors. A
be filled by an astromech droid (not Brainiac!). Of capital starship that does not have a permanent pilot
course, any character that provides nav computer may deploy to either of the above places if deployed
capabilities can still work normally from any regular simultaneously with a pilot (which counts as a single
passenger capacity slot. action), at normal use of the Force. Capital starships
may not deploy 'empty.' The exception is capital
Starships - astromech icon starships that "deploy like a starfighter". These more
This obsolete term has been superseded by the term maneuverable starships follow all the deployment rules
nav computer icon. for starfighters instead.
Starships - capacity Starfighters and squadrons that have permanent pilots
The limit that a vehicle or starship can carry, as defined aboard may deploy to (1) docking bays, (2) "cargo hold"
on the vehicle or starship card. When a vehicle or of your capital starship with sufficient capacity and
starfighter's capacity includes pilots, drivers and/or (3) system and sector locations. A starfighter that does
passengers, this capacity conceptually represents the not have a permanent pilot aboard may deploy
bridge or cockpit. When its capacity includes vehicles • to any of the three places listed above if it is
and starfighters, this capacity conceptually represents deployed simultaneously with a pilot (which counts
the cargo hold. Only characters which are conceptually as a single action), at normal use of the Force; or
"on the bridge" (or cockpit) take up capacity; those at a • 'empty' to a docking bay or "cargo hold" of a starship
related starship or vehicle site do not occupy capacity - not to a system location.
on the "outer" starship or vehicle, and may not pilot, When deploying an unpiloted starship from anywhere
drive or otherwise enhance that vehicle or starship. (including a deck or pile) you may deploy it to a system

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Chapter 9 - The Cards - Attributes, Types & Icons
or sector with a pilot from hand. Any action that deploys meaning they do not apply ability towards drawing
a starship "with pilot" or "with a pilot," and does not battle destiny, they cannot utilize game text that only
indicate that the pilot is optional for that particular works "while piloting," etc. However, they are still pilots,
starship, must be deployed simultaneously with a pilot are targeted as pilots (e.g. by Scramble), and they still
or the starship cannot deploy. occupy the pilot capacity rather than passenger
capacity. They return to functioning as pilots once they
Starships - deploys like a starfighter
are no longer landed.
Cards that "deploy like a starfighter" must follow all
rules and game text that apply to the deployment of Starships - leaves table
starfighters; this is never optional. For example, Bright If a starship is lost or otherwise leaves the table, any
Hope can deploy to the clouds, but will only be able to cards aboard it are lost (All Cards situation). See
deploy -1 to Light Side Dantooine (it does not get the Leaves Table, Ch. 1.
choice to use the capital starship deployment reduction
Starships - matching starships
at that location). Also, non-starfighter cards that 'deploy
See Matching Pairs.
like a starfighter' may not deploy to starfighter slots
aboard a starship. See also Movement - moves like a Starships - movement
starfighter, Ch. 7. See Movement, Ch. 7.
Starships - Enclosed Starships - must have pilot aboard to use...
All starships are defined as being enclosed. Any vehicle This and similar game text on some early cards is
with "enclosed" in its lore is also enclosed. Characters incorporated into the Unpiloted rule, and thus does not
aboard an enclosed vehicle or starship are sheltered appear on new cards. This text is considered stricken.
from the environment and thus are not present at the
location, preventing them from adding their personal Starships - nav computer
power to a player's total power at that location, firing This icon indicates the navigation computer necessary
character weapons or being targeted by weapons. On for a starship to move through hyperspace (remember
an enclosed vehicle or starship, all characters may use that all other forms of movement can be done without a
ability, forfeit and game text (when appropriate), but nav computer). Most capital starships and some
only pilots and drivers -not passengers- may apply their starfighters have a permanent nav computer, and nav
ability toward drawing battle destiny there. See Landed; computers are also provided by astromech droids. A
Vehicles - open vehicles. permanent nav computer is not a character ('character'
is a game term referring to a card type) and does not
Starships - First Order incorporate any features of characters (such as droid,
A Dark Side starship with the First Order icon. A First astromech, game text etc.).
Order starship that has been stolen is considered a
Starships - occupants
Resistance starship.
Characters aboard a vehicle or starship (but not when
Starships - Imperial at a related vehicle site or starship site). Occupants fall
A Dark Side starship with no other allegiance icons into two categories: pilots/drivers, and passengers. See
such as Independent, Republic, Trade Federation, etc. astromech capacity, capacity, passenger, pilot, Vehicles
- Drivers.
Starships - Independent
A Light or Dark Side starship with the Independent icon. Starships - passengers
Any characters aboard a starship or vehicle who are not
Starships - landed acting as a pilot or driver of that starship or vehicle.
A starship at a site location (or a starship or vehicle in a Passengers aboard an enclosed vehicle or starship
capital starship's "cargo hold") is "landed." Landed (except characters "below decks" at vehicle or starship
starships and vehicles are considered unpiloted, thus all sites or in a vehicle or starship in the cargo hold)
rules applying to unpiloted starships also apply here participate in battles at the location of that vehicle or
(see Unpiloted). There are a few additions and starship normally, except that they may not apply their
exceptions to this; for one, the game text of the starship ability toward drawing battle destiny there. Astromech is
(unless suspended/canceled) also includes identity and a specific type of passenger. See astromech capacity.
ability of any permanent pilots. Also, while a pilot (or
permanent pilot) is aboard: Starships - permanent pilot
• Landed starships may take off from a site or A "built-in" pilot aboard a starship, indicated by a pilot
disembark from a starship. icon on the starship card. Permanent pilots are not
• Landed starships and vehicles may use any weapons characters ('character' is a game term referring to a
and devices that indicate they may be used while card type) and do not incorporate any features of
landed (such as Surface Defense Cannon). characters (such as Rebel, spy, ability, game text etc.)
• Game text also includes any text that indicates it other than those specified. For example, the unique
functions when the starship or vehicle is landed (such permanent pilot •Red Leader In Red 1 starship card
as Bravo Fighter or Trade Federation Landing Craft). does not incorporate features of the Red Leader
Pilot characters and permanent pilots function as character card (and is not a leader), nor can Vader on
passengers aboard landed starships and vehicles,

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Chapter 9 - The Cards - Attributes, Types & Icons
Death Star Assault Squadron be targeted by Sense or I Starships - Separatist
Have You Now. See Personas, Ch. 5. A starship with the Separatist icon.
A permanent pilot sometimes may provide ability; if so
this is stated in the game text of the card. If unstated, Starships - ship-docking capability
the pilot provides no ability. If a starship or vehicle has Also indicated by "[Ship-docking]" in game text.
multiple non-unique permanent pilots, and a value is Feature of some starships that allows two starships to
required for one specific permanent pilot, take the total dock in order to move pilots, passengers and cargo
ability of the permanent pilots divided by the number of between them, capacity permitting. See movement -
permanent pilots aboard (rounded up if necessary). unlimited - moving between docked starships, Ch 7. All
Thus, one of the permanent pilots of Executor is ability capital starships have ship-docking capability.
1. If there are unique permanent pilots, see the card's Starships - squadron designations
entry in Appendix B to find the value for each Squadron designations (for example, Red, Rogue or
permanent pilot. Black) are contained in title, lore or game text. As
Starships - personas always, common sense and context should be used to
See Personas - Starships And Weapons, Ap. D. determine if the text is referring to the card in question
(ie General Crix Madine is not a member of Rogue
Starships - pilot Squadron) or if the text is referring to an actual
Aspect of characters that allows them to control and squadron (ie if Keder The Black were to become a pilot
move a starship, combat vehicle or shuttle vehicle he would not be a Black Squadron pilot by virtue of his
(indicated by a pilot icon on the character card). In title). Game text conditions based upon a squadron
addition, many starships, combat vehicles and shuttle designation require a particular squadron designation
vehicles have built-in permanent pilots as indicated by as well as some secondary requirement (such as being
the pilot icon on their card. See permanent pilot. a pilot, gunner or TIE). For example, Black 4 is a Black
When a pilot character is deployed or moved aboard a Squadron TIE and Red Leader is a Red Squadron pilot
vehicle or starship, that character is considered to be (both due to title). Commander Luke Skywalker is a
acting as a pilot if sufficient pilot capacity is available, Rogue Squadron pilot due to his game text. Darth
unless the deploying player specifies otherwise. Vader is a Black Squadron pilot because his game text
However, pilots deploying simultaneously with an references Vader's Custom TIE, which is a Black
unpiloted starship, combat vehicle, or shuttle vehicle Squadron TIE via its Appendix B entry. In addition, a
must act as a pilot, since that is a condition of deploying character piloting a starship that belongs to a squadron
them simultaneously with such a starship or vehicle. is a pilot for that squadron (a permanent pilot never
You may designate which characters are acting as counts as a squadron designation pilot). For example,
pilots (that is, you may relocate them between pilot and Officer Evax is a Black Squadron pilot while piloting
passenger capacity) at any time during your deploy or Black 2. A similar definition exists for a gunner and a
your move phase (if the capacity offers a choice, you starship that belongs to a squadron.
may also change it between pilot and passenger as
well). Any pilots aboard a starship or vehicle in excess Starships - starfighters without maneuver
of its pilot capacity are passengers and thus may not A starfighter without maneuver may not be targeted by
enhance the starship or vehicle. Any modifiers to a a card that examines maneuver due to the Implied
pilot's personal power do not increase the bonus that Target Rule. Thus Radiant VII cannot be targeted by A
pilot grants to a starship or vehicle. While all characters Few Maneuvers or I'm On The Leader. Note that this
aboard a starship or vehicle apply ability normally, on applies to cards that look only at maneuver, not those
enclosed vehicles and starships only the pilot (or driver) that look at maneuver or armor or those that look at
applies their ability towards drawing battle destiny. defense value. A card with maneuver of an
unmodifiable zero may still be targeted as a card with
Starships - piloted maneuver.
Any starship or vehicle with a permanent pilot (or driver)
or a character who is currently performing that function. Starships - starship weapons
A starship must have a pilot aboard to perform most of See Weapons.
its game related functions; any starship without a pilot is Starships - stealing
considered unpiloted (see Unpiloted). See Stealing - vehicles and starships, Ap. C.
Starships - Rebel
A Light Side starship with no other allegiance icons Starships - Trade Federation
such as Independent, Republic, Trade Federation etc. A starship with the Trade Federation icon.
Starships (or Vehicles) - unpiloted
Starships - Republic A starship or vehicle that is not piloted.
A Light or Dark Side starship with the Republic icon. Conceptually, any starship or vehicle that isn't actively
Starships - Resistance being piloted (or driven) has been "powered down," and
is useful for little more than something to hide in or
A Light Side starship with the Resistance icon. If a
behind. An unpiloted starship or vehicle:
Resistance starship is stolen by the Dark player, it is
then considered a First Order starship.

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Chapter 9 - The Cards - Attributes, Types & Icons
• has power, maneuver (if applicable), and hyperspeed considered unpiloted, except Lift Tube and creature
(if a starship) or landspeed (if a vehicle) equal to an vehicles (see Starships - Unpiloted).
unmodifiable zero (if it has armor, armor = 2)
Vehicles - Combat Vehicle
• may not move (other than the exceptions listed Class of vehicle which is specialized for battle. Combat
below) vehicles are identified by their vehicle icon in the upper-
• may not utilize weapons or devices left corner of their card, and the keyword "Combat" in
• may not utilize any card that would logically require their description box (just below the picture).
the vehicle or starship to be powered or operational
(e.g., Dark Maneuvers, All Power To Weapons, Vehicles - Creature Vehicles
Attack Pattern Delta, Trample). Class of vehicles which are actually domesticated
Also, the starship or vehicle's game text is considered animals used as transport of people and goods.
suspended, except game text related to: Creature vehicles are identified by their vehicle icon in
• deployment (either relating to its own deployment or the upper-left corner of their card, and the keyword
to the deployment of other cards [even if from a deck "Creature" in their description box (just below the
or pile]); picture). Creature vehicles have ability, and thus do not
• game text stating that the starship "deploys and require drivers or pilots. For this reason, a creature
moves like a starfighter"; vehicle is never considered "unpiloted". If a creature
• capacity (e.g., "May add 2 pilots or passengers, and vehicle is about to be lost, any characters aboard it may
1 astromech"); "jump off" (disembark) at the same site and survive.
• identity of permanent astromech; Vehicles - Shuttle Vehicle
• ship-docking capability; Class of vehicles specialized for short hops from a
• maintenance costs. planet site to an orbiting capital starship. Shuttle
An unpiloted starship or vehicle may still be forfeited, vehicles are identified by their vehicle icon in the upper-
targeted by weapons, targeted to be stolen or left corner of their card, and the keyword "Shuttle" in
destroyed, etc. Passengers still function normally their description box (just below the picture). A piloted
aboard unpiloted starships and vehicles (see shuttle vehicle may use its regular move to either make
passengers). An unpiloted starship at the same system any normal vehicle move (including being shuttled) or to
as a capital starship may embark on board that starship shuttle characters to or from any starship. See
if possible, or may have cards move between it and a movement - regular - shuttling.
docked starship (these are specific exceptions to the
Vehicles - Transport Vehicle
"may not move" rule). Conceptually starships have
Class of vehicles used for ground transportation, such
tractor beams to manipulate unpiloted starships. An
as the landspeeder. Transport vehicles are identified by
unpiloted vehicle at a site may still use docking bay
their vehicle icon in the upper-left corner of their card,
transit, and may be shuttled to a starship at the related
and the keyword "Transport" in their description box
system. Likewise an unpiloted vehicle in the "cargo
(just below the picture). Transport vehicles have drivers
hold" of a starship may be shuttled to a related site and
rather than pilots (see Drivers).
may be transferred between docked starships (these
are specific exception to the "may not move" rule). Lift Vehicles - AT-ATs
Tube and creature vehicles are never unpiloted. Because of its bulk and mechanical limitations, an
AT-AT may not increase its landspeed above 1.
Starships - Icons
Nav Computer Separatist Vehicles - capacity
See Starships - capacity.
Permanent Pilot Clone Army
Vehicles - capacity - lost capacity
Independent First Order See Starships - capacity - lost capacity.
Republic Resistance Vehicles - crashed
Some cards can cause a vehicle to crash. A crashed
Trade Federation vehicle is considered unpiloted (see Starships -
Presence Icon Unpiloted); thus any permanent pilots (or drivers)
aboard function as passengers that provide presence
Scomp Link but may not use their ability towards drawing battle
destiny. Note that they still occupy pilot/driver capacity
Vehicles on the vehicle however. Pilot characters are treated as
Type of card that represents the machines that allow passengers (though they still occupy the pilot capacity),
movement across the ground or through the clouds. thus any text that only works while piloting would be
Vehicles are divided into the following distinct subtypes useless. If the 'crashed' vehicle is enclosed:
- combat vehicles, creature vehicles, shuttle vehicles • characters aboard (even pilots) may not apply their
and transport vehicles. A vehicle must have a pilot (or ability towards drawing battle destiny (although they
driver) aboard to perform most of its game related still provide presence normally)
functions; any vehicle without a pilot or driver is

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Chapter 9 - The Cards - Attributes, Types & Icons
• embarking or disembarking from the vehicle requires Vehicles - open vehicles
1 Force per character. Any vehicle without the Enclosed attribute is considered
'open.' Characters aboard an open vehicle are exposed
Vehicles - deployment to the surrounding environment; they are present at the
Vehicles deploy only to locations where you have site (and thus are vulnerable to cards which affect
presence or at least one Force icon on your side of that characters at the site). All characters aboard an open
location. Vehicles may deploy to exterior sites, or to the vehicle may use personal power, ability, forfeit and
"cargo hold" of a starship if sufficient capacity exists. game text (when appropriate). They may also fire
In addition, shuttle vehicles and vehicles with the character weapons, and may be targeted by weapons.
subtype "Cloud Car" or Patrol Craft may also deploy to
a cloud sector where you have presence or at least one Vehicles - passengers
Force icon on your side of the location. If the vehicle See Starships - passengers
does not have a permanent pilot (or driver), it must be
Vehicles - permanent pilot
deployed simultaneously with a pilot/driver character
See Starships - permanent pilot
(as one action) or it may not deploy to the sector. This
follows the same rules as deploying an unpiloted Vehicles - pilot
starship. See Starships - pilot
Vehicles - deploying on or aboard Vehicles - piloted
You may deploy characters directly aboard vehicles See Starships - Piloted
with sufficient character capacity at any location where
Vehicles - squadron designations
you have presence or Force icons. Weapons, devices,
See Starships - squadron designations.
Effects and similar cards may be deployed wherever
appropriate, with or without presence or Force icons. Vehicles - stealing
See Stealing - vehicles and starships, Ap. C.
Vehicles - drivers
Unlike most vehicles, transport vehicles require drivers Vehicles - unpiloted
rather than pilots. Non-droid characters (and droids of See Starships - Unpiloted
the subtypes Vehicle Droid, Battle Droid, Protocol
Vehicles - vehicle weapons
Droid, or any droid with a or icon) may drive a See Weapons - Starship And Vehicle Weapons.
transport vehicle, even if not a pilot. If more than one
character is aboard a transport vehicle with driver Vehicles - Icons
capacity, you must designate which one is driving (you Permanent Pilot/Driver
may do so at any time during your deploy or move
phase). A pilot who is serving as a driver is not 'piloting' Clone Army
and thus does not add a power bonus to the vehicle.
Any transport vehicle (except Lift Tube) without a driver Separatist
is considered unpiloted (see Starships - Unpiloted).
Scomp Link
Vehicles - Enclosed
See Starships - Enclosed. Presence Icon
Vehicles - Landed
Vehicles in the "cargo hold" of a starship are considered
Weapons
landed (See Starships - Landed).
Type of card that represents the hardware utilized by
Vehicles - leaves table characters, starships, vehicles or even Death Stars
If a vehicle is lost or otherwise leaves the table, any during battle in order to inflict damage against opposing
cards aboard it are lost (All Cards situation). The rule forces. You do not need a weapon to initiate a battle,
exception to this is creature vehicles, whereby any but they can provide advantages. (Conceptually, most
passengers may immediately disembark before the participants have weapons, but are using them with less
creature vehicle is lost. Likewise some vehicles may precision, such as the stormtrooper-Rebel fight on the
allow characters on board to disembark when it is about Tantive IV at the beginning of Episode IV). A weapon
to be lost (such as Speeder Bike) via their game text. card conceptually represents skill with a weapon (such
See Leaves Table, Ch. 1. as Han specifically blasting the trooper that shot Leia on
Endor.)
Vehicles - matching vehicles
Weapons are divided into distinct subtypes that
See Matching Pairs.
describe where they deploy and in some cases, how
Vehicles - movement they operate. Subtypes include - artillery weapons,
See Movement, Ch. 7. automated weapons, character weapons, Death Star
weapon, Death Star II weapon, starship weapons and
Vehicles - occupants vehicle weapons.
See Starships - occupants.

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Chapter 9 - The Cards - Attributes, Types & Icons
Weapons - Using Weapons Weapons - Just Fired
Unless specified otherwise, each character, vehicle or A weapon is considered to have been 'just fired' after
starfighter may use (as in using its game text) only one the firing action has completed all 3 steps successfully
weapon per turn (but see Characters - Warrior for a (Initiation, Responses, and Result) and the firing action
specific exception). Also, a player may not use or fire an is coming off the stack. If a weapon firing action is
opponent's weapon unless specifically directed canceled or prevented from resolving throughout this
otherwise. Squadron-class starships may use three process, then that weapon cannot be considered to
different weapons per turn. Capital starships may use have been 'just fired.'
any number of weapons per turn. A weapon providing a
Using Weapons - Examples
continuous modifier (such as the power bonus on Vibro-
Firing During Battle:
ax) is not considered using the weapon; all other uses
Dutch piloting Rogue 1 and Luke are in a battle with
of its game text is (so if you choose to use the Force
Boba Fett With Blaster Rifle, who has captured Leia
drain modifier of Vader's Lightsaber or the power
With Blaster Rifle. Han With Heavy Blaster Pistol has
resetting text of Aurra Sing's Blaster Rifle, your
been excluded from battle, Chewie With Blaster Rifle is
character can only use that weapon that turn).
missing, and Lando With Vibro-Ax is undercover.
A weapon may be used any number of times per
During the battle Boba Fett wants to fire his weapon; he
turn, but weapons may be fired only when permitted
meets conditions (he's in a battle). He chooses his
by a rule or action (See When Can I Fire?).
target, which must be Luke (because Han, Leia,
If a character, vehicle, or starship has game text that
Chewie, and Lando are not participating in the battle,
refers to using or firing a weapon, that text applies only
and Dutch is not present with the weapon). He pays his
to that character, vehicle, or starship card unless
cost (free). He draws and gets a 5, which is more than
otherwise specified. For example, the game text of
enough to hit. Luke is turned sideways (he'll be lost
Weequay Marksman ("May fire one weapon during your
during the damage segment). None of Light's cards
control phase (at double use of Force).") applies only to
may fire because all the cards with weapons are
a weapon deployed on that Weequay Marksman, and
inactive.
not to any weapon on table.
Firing Using A Card:
Weapons - Firing Han armed with Han's Heavy Blaster Pistol (V) uses its
The act of using a weapon against an opponent's target text to fire during Light's control phase. He meets
(even an unknown target), including swinging a conditions (the weapon's game text). He targets an
lightsaber, ax or Gaderffii Stick. The exception to this is undercover spy there (he is present with the target). He
automated weapons (see Automated); Laser Projector pays the cost (1 Force). He draws destiny, and hits; the
is the only automated weapon which fires, all others are spy is immediately lost (resolve weapon fire).
performing whatever act is stated in their game text Using Weapons Several Times Per Turn:
(such as when Timer Mine "explodes"). A weapon may Obi-Wan armed with his lightsaber ("Deploy on Obi-
only fire at targets mentioned in its text (some weapons Wan. May add 1 to Force drain where present. May
have received errata for this reason; see Ap. A). A target a character or creature for free. Draw two
weapon has been fired once the firing action resolves; if destiny. Target hit, and its forfeit = 0, if total destiny >
it is canceled before then, it is not considered to have defense value.") is present at the Cantina with Vader.
fired (though it has still been used, see Using Light plays Sorry About The Mess and Obi-Wan targets
Weapons). See Weapons - Just Fired. Vader. He has met conditions (the interrupt permits
Weapons fire is an action, and thus follows the rules of firing), has chosen his target (who is present with the
actions. Choose your weapon to fire: weapon) and he pays the cost (it's free): thus he draws
(1) Meet Conditions - you must be permitted to fire by 2 destiny, which totals 8. Vader is hit, and thus
rule or card. immediately lost. Obi-Wan now controls the site, so
(2) Choosing Target - you may only target an Light Force drains there. Obi-Wan may use that
opponent's card that is present with the weapon. lightsaber to modify the Force drain (because it isn't a
(3) Paying Costs - pay the cost of firing the weapon (if continuous modifier, but an optional one, it counts as
no cost listed, it is free). using the weapon, so had Obi-Wan fired a different
Once all responses are completed, if the firing hasn't weapon, he couldn't modify the Force drain with his
been canceled, resolve the weapon fire, usually by lightsaber). Light then uses the movement text of Mos
drawing destiny and then apply any appropriate effects. Eisley to move Obi-Wan there where Dengar is present.
During his battle phase Light starts a battle there. Obi-
Weapons - When Can I Fire?
Wan may swing his lightsaber at Dengar as well, but
You may fire a weapon only when a card or rule permits
may do so only once (because weapons can only be
you to fire. Simply follow the rules of firing listed under
fired once per battle).
Firing (and anything the card or rule might add).
For example, you are permitted by rule to use a weapon Weapons - Artillery
during battle. When you do this, you must obey the A kind of weapon which is deployed on a site. Unlike
normal rules of firing; in addition, there are two special most other weapons, artillery weapons usually have
rules for firing during battle: you must also only target deploy and forfeit boxes. To fire your artillery
a card that is participating in the battle and you may weapon, you must have your own power source (a
attempt to fire each weapon only once per battle. power droid or any fusion generator) present. The Hoth:

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Chapter 9 - The Cards - Attributes, Types & Icons
Main Power Generators site and the virtual card type of starfighter, but not Laser Cannon Batteries
Captain Yutani With Blaster Cannon also say that they because that weapon only deploys on capital starships.
can power Light Side artillery weapons. An artillery Note that if a card is mentioned by name as being
weapon may not be moved unless specified otherwise. permitted to deploy, the card may deploy regardless of
When an artillery weapon is fired by a character (even if its game text (e.g., Ion Cannon on IG-2000).
using an Artillery Remote) it counts towards the number
Weapons - Deploying And Carrying
of weapons that character may use in a turn. Thus a
Each weapon (and device) specifies who or what it may
character using an E-web Blaster may not use a Blaster
be deployed on and what the deploy cost is (if any).
Rifle in the same turn.
Although many character weapons specify that they
Weapons - Automated deploy only on warriors, other character weapons
A kind of weapon which activate themselves. Since they deploy on bounty hunters, Jawas, Han, etc. and thus do
are automatic, you do not need a character, vehicle, not require a warrior. You may not deploy weapons or
etc. to fire them. Most automated weapons specify devices on your opponent's character, vehicle, or
when they are used within their game text. Automated starship (unless specifically allowed to by the card
weapons can only target cards present with them, and itself).
that includes when checking for triggering conditions Although you are restricted in the number of weapons
such as those on Vehicle Mine. Unlike other weapons, and devices you may use in a turn, you may still deploy
automated weapons are not fired. The lone exception to as many on an appropriate card as you like. If a
this is Laser Projector, which may be fired during battle weapon can deploy on a card, then that card may use
like any other weapon. Cards that allow you to fire a that weapon. However, the reverse is not true - just
weapon outside of the battle phase (for example Sniper, because a character may use a particular weapon does
Sorry About The Mess, Blasted Droid or Suppressive not mean that that weapon can be deployed on them
Fire) may only be used to fire a Laser Projector. (see Aurra Sing). Some characters, such as Kabe and
The destiny draw for automated weapons is still RA-7, have game text that allows them to carry
considered a weapon destiny, except for Timer Mine. weapons that they cannot use. While a card is carrying
Seekers are a special type of automated weapon (see a weapon or device they cannot use, that weapon or
Seekers). device is inactive (this does not apply to 'extra' weapons
For information on mines, see Mining Droid Rules, a character might be armed with after he uses a
Ap. C. particular weapon on a turn, only to weapons that a
character can never normally use).
Weapons - Character Weapon
A kind of weapon that deploys on a character (it may Weapons - Transferring
only be used by that character). During your deploy phase, you may transfer your
weapon (or device) from one of your characters,
Weapon - Mobile System Weapons
vehicles, or starships to another such card present with
A weapon deployed on a mobile system (or Trench) is
the targeted character, vehicle, or starship on which the
considered present at its location, and may fire
weapon is currently deployed by using Force equal to
according to the normal rules of firing.
the deploy cost of the weapon (or device) and obeying
Weapons - Starship And Vehicle Weapons all relevant deployment restrictions. (e.g. you cannot
A kind of weapon that deploys on a starship or vehicle transfer Vader's Lightsaber to Obi-Wan, or a Cloud City
(it may only be used by that starship or vehicle). Blaster to a character not on Cloud City).
Your starships and vehicles may fire weapons so long
Weapons - Destiny
as they are piloted (or driven). This counts as the
Any destiny drawn when firing a weapon (different from
starship or vehicle firing, not the characters or
battle destiny). Drawing weapon destiny is mandatory
permanent pilots on board, even if the weapon's game
once you fire the weapon (meaning you may not fire the
text mentions that a character is required in order to
weapon if you do not have at least one card in your
target with it (thus, a Nikto alone on a Skiff may use his
Reserve Deck). If the weapon specifies more than one
Mos Eisley Blaster the same turn the Skiff fires an
destiny draw, you must draw the required number. See
Antipersonnel Laser Cannon).
1.F. Destiny, Ch. 1.
Weapons - Starship Weapons - Special Deployment A weapon destiny draw is considered to be "at" the
Some starships have game text allowing weapons with location of the weapon. Thus for any location text that
certain attributes to deploy on them. Such weapons can says "Your weapon destinies here are +1", it refers to
only be deployed if they can deploy (by the weapon's any weapons at that site (even if the target is at another
own game text) on another starship of the same type location).
(capital or starfighter). For example, you may deploy Unless otherwise specified, any modifier applied to
Quad Laser Cannons on Nebulon-B Frigate because destiny when firing a weapon is applied to the TOTAL
the cannon may deploy on Corellian Corvettes; but not weapon destiny, and NOT to any individual weapon
X-Wing Laser Cannons because those only deploy on destiny draw. Note that this is AFTER each individual
starfighters. Likewise you may deploy Boosted TIE draw has been completed (and thus after any individual
Cannon on a TIE Defender because it deploys on a weapon destinies that were negative are reset to 0).
(see Section F. Drawing Destiny)

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Chapter 9 - The Cards - Attributes, Types & Icons
Weapons - Firing For Free counts towards the number of weapons the character,
Sometimes a weapon is permitted to fire for free, such vehicle, or starship may use per turn (X-Wing Assault
as with the card Stay Sharp. In those cases, if any Squadron may fire only 2 more, IG-88 may fire only one
variables depend on the cost of firing, the value for that more, and A-Wing may not fire any).
variable is 0. For example, if Stay Sharp! was used to
Weapons - Ion Weapons
fire X-Wing Laser Cannons, X would be 0 and thus
An ion weapon conceptually disables electronic circuitry
provide no bonus to hitting the target.
and mechanical systems of starships and droids, but
See Repeating Weapons.
does not cause a target to be 'hit.' The results of an ion
Weapons - Firing Separately Or Combined weapon are immediate. Most ion weapons are ion
Sometimes you are permitted to fire a weapon more cannons, which can reset power, armor, maneuver
than once and do so either separately or combined. In and/or hyperspeed to zero (see unmodifiable values).
these instances (not in instances where you can fire This reset lasts until the target is repaired by a card
more than once, such as Maul's Double-bladed specifically able to do so (e.g., R5-D4, R5-A2, Fire
Lightsaber, but only when you may do so "separately or Extinguisher), or the target leaves play. The phrase "all
combined" such as Targeting Computer), do the weapons aboard target are lost" refers only to weapons
following: declare that you are firing twice, and then the targeted starship can use (i.e., starship weapons
declare whether you are firing separately or combined. deployed on the starship, not weapons deployed on
Both shots fired will be considered part of the same other cards inside the starship).
overall action, so no top-level actions may take place
Weapons - Lightsabers
between shots. If firing separately, choose the first
Because a lightsaber is not present at a system or
target, and resolve, then choose a target again (it may
sector location, it cannot enhance Force drains at such
be the same target) and resolve.
locations.
If firing combined, treat each firing as a single weapon
destiny (not a weapon destiny total, even if multiple Weapons - Long-Range Weapons
draws are made), then add them together to form the A weapon capable of targeting at locations other than
total weapon destiny, apply further modifiers to total where the weapon is present. Such weapons are
weapon destiny, and then resolve. indicated by game text that permits them to fire at
targets at different locations, such as the Superlaser.
Weapons - hit
When firing a long-range weapon, the normal rule of the
The act or state of having been successfully shot by
target being present with the weapon doesn't apply;
any weapon that specifies "target hit" in its game text.
instead, the weapon and the target must both be
Hit cards are marked by turning the card sideways until
present at their location. Otherwise the normal rules of
the damage segment of the battle, at which time the
firing weapons apply: you fire according to the rules
target must be forfeited. If the battle ends before the
stated under When Can I Fire?.
damage segment, then "hit" cards are immediately lost.
See Weapons - Destiny.
Any card "hit" but not participating in a battle or an
attack (e.g., a weapon is fired using an Interrupt such Weapon - Matching Weapon
as Sniper, or the character is excluded) is immediately See Matching Pairs.
lost. It should be noted that any other weapon effect
Weapons - May Not Be Targeted By Weapons
besides "hit" (e.g., captured, forfeit = 0, lost) is applied
This phrase does not prevent a player from deploying
immediately upon resolution of the weapon destiny
weapons. Furthermore, a card that "may not be
draw.
If a successful weapon firing has multiple results (such targeted by weapons" may still carry, use, fire, etc
as "target hit and opponent loses 2 force" or "target hit weapons normally. These are exceptions to normal
targeting rules.
and is forfeit=0"), and one of those results is for the
This also applies to cards that may not be targeted by
target to be hit, then anything that prevents the target
specific types of weapons (e.g. if a card "may not be
from being hit also prevents all of the other results.
targeted by blasters" then blasters may still be deployed
Weapons - "hit targets are immediately lost" on and used by that card).
The phrase "Any 'hit' targets are immediately lost"
applies only to weapons which actually 'hit' targets. Weapons - Permanent Weapons
Other weapons have their normal result. A weapon "built-into" a character, vehicle, or starship
card.
Weapons - Instead Of Firing A permanent weapon on a character, vehicle, or
Some cards permit you to use a certain modifier or starship is considered to be a "character weapon",
action "instead of firing" a weapon (such as End This "vehicle weapon", or "starship weapon", respectively.
Destructive Conflict or Precise Hit). To perform such Permanent weapons may not be separated from a
actions, you must target your weapon that would be vehicle or starship, and may not be separated from a
capable of being fired during that timeframe and has an character (lost, stolen, transferred, retrieved etc.)
applicable target (you do not have to have the Force to except by cards that disarm. If a character is no longer
fire it, merely the ability). That weapon is now treated as disarmed, the weapon is restored. Game text that
having been used (not fired), so that it counts towards relocates weapons (e.g., to or from a pile) may not be
the number of times that weapon may be fired, and

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Chapter 9 - The Cards - Attributes, Types & Icons
used to relocate a card with a permanent weapon player controlling the seeker may choose which
unless that action also relocates the character, vehicle, character to target.
or starship. All seekers have received errata; check Ap. A for the
If the game text of a card with a permanent weapon is correct text.
canceled or suspended, that card is still considered to
Weapons - Stealing
be in possession of the weapon that is specified within
See Stealing - weapons and devices, Ap. C.
its game text; the uniqueness of that weapon still
applies, but that character, vehicle, or starship is Firing Separately Or Combined - Example 1
incapable of utilizing the weapon's text. 'Scanning' or Karie Neth is piloting Red 7 with Enhanced Proton
copying the game text of a card with a permanent Torpedoes and Targeting Computer. During battle, light
weapon does not enable the scanning card to use that declares he's using Targeting Computer to fire twice,
weapon, and the scanning card is not considered to combined, at Stalker. The weapon destiny drawn first is
possess that weapon. 4, with Karie's +1 becoming 5 and -1 from the computer
'Scanning' or copying the game text of a card with a becoming 4 again, and the second destiny (2) adding
permanent weapon does not enable the scanning card and then losing 1 to become 2, for a total of 7. The
to use that weapon, and the scanning card is not weapon adds 1 to the total, for 8 against Stalker's
considered to possess that weapon. defense value of 7, so the star destroyer is hit.
Cards that modify, reset, or otherwise change the
destiny number, deploy cost, or forfeit value of a Firing Separately Or Combined - Example 2
specific type of weapon (e.g., a blaster, bowcaster or Home One has Heavy Turbolaser Battery and Targeting
Computer. During battle, light declares he's using
lightsaber) have no impact on cards with permanent
Targeting Computer to fire twice, combined, at Zuckuss
weapons.
In Mist Hunter. Light's first firing is 2 and 4 for a total of
Weapons - Repeating Weapons (Fire Repeatedly) 4 (Targeting Computer subtracts 1 from each draw),
A weapon that states it may "fire repeatedly" (e.g., and second is 3 and 6 for a total of 7. Together they
Antipersonnel Laser Cannon, Boba Fett's Blaster Rifle, make 11, minus 6 from the weapon because it is
etc.). A weapon that does not state this is not a targeting a starfighter, for a total of 5, defeating Mist
repeating weapon (e.g., Maul's Double-Bladed Hunter's defense value of 3 and causing it to be hit.
Lightsaber is not a repeating weapon). After each firing
Weapons - Instead Of Firing Example
of your repeating weapon, you may choose to fire it
again. If so, you fire it again immediately (before any Dark has a TIE Interceptor with SFS L-s9.3 Laser
other top level actions occur). You may keep doing this Cannons at same system as Home One. He would like
to play Coordinated Attack, but can't since the weapon
so long as you like (and can pay for it); once you are
only targets starfighters. The TIE embarks on the
finished state that you are not firing again. Once that is
Avenger, and an X-Wing is moved to the same system.
done you cannot choose to begin firing again (In other
The card still can't be played because the weapon isn't
words, you may not fire that weapon, then fire a
different weapon, then come back to the first weapon present with the target. Once the TIE disembarks and
again). Each individual firing is a separate action within there's a battle, the card can be played, because all the
conditions for firing the weapon are met. After the card
the main action of firing repeatedly.
has its result, and Light takes his action, the TIE may
Repeating weapons may fire repeatedly whenever they
fire the Laser Cannon if they like, but just once
are permitted to fire, whether during a battle or outside
(because the TIE specifically is permitted to fire twice,
of it.
If a weapon that fires repeatedly has its firing cost so this counted towards its firing limit. If it had no
modified, reset, or just permitted to fire for free (for special permission, it couldn't fire at all.)
example, a character wearing Mercenary Armor may Weapons - Long-Range Weapons Examples
fire blasters for free), that will only apply to the first shot TK-422, Bo Shek, and Lieutenant Cecius are at the
fired; all subsequent shots fired by the repeating Forest. A Stormtrooper with Assault Rifle is at an
weapon are at normal cost. adjacent site, and Luke is at the next site over. A battle
Weapons - Seekers takes place at the Forest. The Stormtrooper can fire at
A special type of automated weapon -indicated by Bo Shek, but not at Luke or TK-422 (neither are
participating in battle) and may fire only once. The
"Seeker" in the title- that seeks out and eliminates
following turn he plays Blasted Droid, which allows him
targets. Seekers follow the rules of deployment and
to fire the Assault Rifle during his control phase. Now
movement of undercover spies, though they are not
characters and do not function in any other way like he may target any of the three light side characters
undercover spies. (See Undercover, Ap. C). "Treat as (participating in battle limitations only apply if the
weapon is fired during a battle).
an all cards situation" means that the targeting of this
weapon is handled using the "all cards" rules (see All Weapons - Fire Repeatedly Example
Cards, Ch. 4). Targeting a character with one of these Jodo Kast (who may fire blasters for free) is armed with
automated weapons is an automatic action which will Boba Fett's Blaster Rifle ("Use 1 Force to deploy on
affect any one applicable character regardless of which Boba Fett, or 3 on your other bounty hunter. May
side it is on. If multiple potential targets are present, the deploy as a 'react.' May target a character, creature or
vehicle using 2 Force. Draw destiny. Add 1 if targeting a

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Chapter 9 - The Cards - Attributes, Types & Icons
vehicle. Target hit if total destiny > defense value. May Separatist
fire repeatedly for 1 Force each time.") is at the Cantina
along with IG-88 With Riot Gun. Light has Han, Chewie, First Order Starships
Luke, and Leia there as well. A battle takes place, and
Jodo fires at Han. The first shot is free and hits. He fires Resistance Starships
again at Leia; this one is fired for 1 Force because only Presence Icon Ch. 9
the first shot is free. Jodo misses. He fires for 1 Force at
Chewie and hit. Pleased, he fires again at Leia and hits. Grabber Ch. 9
Now he stops; Light gets the next action and passes.
Now IG-88 shoots at Luke, but misses. Jodo would like Scomp Link Ch. 9
to fire at Luke to finish him off, but because he stopped
Mobile Systems
firing he can't start again.
Space Systems
Other Cards
No other cards besides those types listed here are legal Planet Systems
in your deck (e.g., Hyperoute Navigation Chart, Rules
Cards, Checklists, etc.). Exterior site Sites

Icons Interior site Sites


Icons are small symbols used on a card to indicate
Underground
attributes a card has that are referenced by other cards
or rules. Except for shorthand icons and the icons of Underwater
maintenance cards, all icons must be found outside the
game text of a card to be valid. For example, Nute Starship site Sites
Gunray, Neimoidian Viceroy has the Presence Icon in
his game text, but that does not mean he has that icon Vehicle site Sites
for any purpose (except if it specifically looks in the Creature site
game text for the icon). An icon in a card's game text
does not give that card any characteristics or attributes Icons - Easter Eggs
associated with the icon when the icon is used in the Over the years, Decipher placed the occasional "Easter
context of referring to other cards. egg" on their cards for players to spot, such as the
When an icon symbol is used in game text, it is simply a snowflake appearance of the Imperial icon on
picture, not shorthand for the word or words that make it Snowtrooper or the Vader picture in the piloting icon on
up. For example, this is the Hoth expansion icon: Death Star Assault Squadron. These icons were meant
This icon is found in the game text of some cards, such to be fun, not serious game play changes. Treat any
as Echo Base Garrison. Any card that specifically tried Easter eggs as if they were the normal icon (e.g.
to deploy a card with "Hoth" in its game text from Tzizvvt is an alien).
Reserve Deck would not be able to target Echo Base
Garrison since it doesn't have the word "Hoth" in its Icons - Era Icons
game text. Cards may include an Icon indicating an "Era" of the
Star Wars films. Cards associated with the prequel era
Listed below are the non-shorthand icons, what they likely have an icon. Likewise, cards associated with
stand for, and where the rules regarding them may be the sequel era likely have an icon. Those cards
found. If there are no special rules, this is blank. without an era icon likely represent the original trilogy
Force Icons Ch. 3 era. There are no specific rules associated with these
icons, but like all icons they may be referenced by other
Pilot/Permanent Pilot Starships cards.

Warrior Ch. 9 Icons - Expansion Icons


Not listed here are another type of icon called an
Nav Computer Starships expansion icon. These icons were put on cards as a
way to indicate what set the card came from. Generally
Permanent Weapon Weapons these will not have an impact on play, but there are
Selective Creature Creatures occasionally references to an expansion icon version of
a card (for example, Echo Base Garrison refers to the
Independent Starship Starships Special Edition version of Wedge and the Hoth version
of Luke). These icons will not be listed here because of
Trade Federation St. Starships the infrequency of reference, the sheer number of them,
Republic Starship Starships and that they are always referred to by the icon symbol
regardless - when in doubt, look outside the game text
Clone Army box and see if you can find the round expansion symbol
being referenced; if you can, it applies to that card.

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Chapter 9 - The Cards - Attributes, Types & Icons
Icons - Shorthand Icons Grabbers - An Example
These icons are found in the game text of cards and are The Light Side plays Desperate Reach, the Dark Side
used to present a great deal of information while only responds with the Immediate Effect Tentacle
taking up a small amount of space. While the symbols (remember your opponent always gets the first just
represent these phrases, the phrases themselves are action to your actions), which stacks the Interrupt on
not in the game text (e.g. a card with ▼ in game text that card. Once Tentacle resolves and the card is
does not have the word "reshuffle" in its text). stacked on it, the Light Side cannot target that
Adds X to the power of anything they pilot Desperate Reach with their own grabber because it's
Take X into hand from Reserve Deck, already been stacked. Later on, however, if Desperate
▲ Reach is played again, it may be grabbed because that
reshuffle
▼ Deploy X from Reserve Deck, reshuffle version isn't stacked. The following turn, when the Light
Side plays Desperate Reach, the Dark Side uses the
A card with a maintenance cost
Defensive Shield Allegations Of Corruption to grab it, so
Immune to Alter the card is stacked on it. Again, the Light Side cannot
Immune to Control grab the card because it's already stacked on a
Immune to Sense grabber. The next turn when Desperate Reach is
played, the card must be stacked on Allegations Of
or Virtual Corruption as part of the initiation; since it's already
stacked the card cannot be grabbed again.
Icons - Scomp Link Icon The following cards have errata (entries in
Represents a computer connection on a vehicle,
starship, or site; referenced by various Interrupts and
Appendix A) to add the grabber icon:
A Tragedy Has Occurred
other cards.
Allegations Of Corruption
In order for a character to target a scomp link, the
character must be present with the scomp link. A scomp Do They Have A Code Clearance?
link on a site location card is present at that site. A Grappling Hook
scomp link on an enclosed vehicle or starship card is Tentacle
There'll Be Hell To Pay
present inside that vehicle or starship. A scomp link on
What're You Tryin' To Push On Us?
an open vehicle is present where the vehicle is present.
While canceled, a scomp link cannot be the subject of Icons - Maintenance Cards
any other action or condition. Some cards use symbols in their game text to indicate a
"maintenance" cost that must be satisfied at the end of
Icons - Grabbers their owner's turn (remember that end of turn actions
A card with the grabber icon is so named because it happen after Used Piles are re-circulated). Not all cards
"grabs" cards and places them on itself (a card must with maintenance costs will show all symbols, but the
have the grabber icon to be considered a grabber). A "sacrifice" () option will always be offered. If a card
card stacked on a grabber is always supporting, even if does not have the sacrifice icon, it is not a
it comes from on table. Once a card has been stacked maintenance card. Next to the symbol will be "Use X"
on a grabber, that exact card may not be targeted by or "Lose X" which indicates that a player must use X
another grabber (though other copies of that card can Force or lose X Force to pay the cost of this option.
be if they are not being stacked). A card cannot be There is no cost associated with sacrificing the card,
removed from a grabber unless a card specifically says and as such it is the default option if no costs can be
it can (e.g. A Jedi's Resilience cannot return a grabbed paid. The player may choose any provided option, but
Interrupt that initiated a duel into hand). Also, if an must choose one of them.
Interrupt has already been placed elsewhere, and a
grabber is a valid response to the action, the grabber
may still be used to stack that Interrupt (e.g. Watch Pay this cost and the card remains
Your Step placing an Interrupt out of play when played,  Maintain on table until the next maintenance
is due.
or The Ebb Of Battle being placed in the Lost Pile when
played as a combat card - both are stacked instead). Pay this cost to place that card
In certain extremely rare instances, a card will require
that it be stacked on two different grabbers when it is  Recycle (and any cards on it) in their
owner's Used Pile.
played (e.g. Sense is already stacked on Allegations of
Corruption and Uncertain Is The Future is already
stacked on What're You Trying To Push On Us? and  Sacrifice
Place the card out of play. Any
cards on that card are lost.
the dark side plays the combo card Sense & Uncertain
Is The Future). In this case, resolve this as competing If a maintenance card that leaves the table was
automatic actions, meaning that the player whose turn it escorting a captive, the captive is released.
is may decide which one to stack it on. Maintenance costs are part of a card's game text; thus if
the game text is canceled, it need not be paid (for
vehicles and starships, however, see Starships -

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Chapter 9 - The Cards - Attributes, Types & Icons
Unpiloted). If a card's game text is canceled until end of Some characters may state that Blaster Rifle is a
turn, the cost will need to be paid once the end of the matching weapon. This is referring only to the Premiere
turn arrives (you cannot "skip" the maintenance cost card Blaster Rifle, and not any weapon with the blaster
while its text is still canceled, it is a mandatory part of rifle attribute.
the end of your turn). A maintenance card with its game A unique permanent pilot is considered a matching pilot
text canceled is still a maintenance card. However, a for that starship or vehicle, and a unique permanent
maintenance card whose maintenance cost is weapon is considered a matching weapon for that
canceled is no longer considered to be a maintenance character.
card for any reason for the duration of the cancellation. For matching agendas, see Senate, Ap. C.
Thus the owner of the card would not be required to pay For matching operatives, see operatives rules Ap D.
any maintenance cost, and the card would be immune
Matching Pair Examples:
to cards such as Turn It Off! Turn It Off! (V) and would
Han Solo is a matching pilot for Gold Squadron 1, as
be eligible to be targeted as a non-maintenance card,
his game text mentions the Falcon (its persona name).
such as by Jabba The Hutt (V).
Han with Heavy Blaster Pistol is a matching pilot for
Because of the high standard of sportsmanship
Millennium Falcon, as its game text mentions Han (his
associated with SW:CCG, it is assumed that both
persona name).
players will make every effort to remember to choose a
Han with Heavy Blaster Pistol is not a matching pilot for
maintenance cost option. As such, if a player fails to
Gold Squadron 1, because neither card's title or game
declare a choice and is not reminded by his opponent in
text mentions the other.
a timely manner (that is, prior to the opponent's first
Han Solo is not a matching pilot for Lando In Millennium
action in his Activate phase), there is no default option.
Falcon, because he cannot pilot it (unless he wins a
In this case, his opponent is advised to be more vigilant
game of Sabacc, in which case he would become a
during the next turn.
matching pilot).
Icons - Presence Icon TK-422 is not a matching pilot for Millennium Falcon,
because undercover spies cannot deploy or move
This icon is used to indicate a unit (such as a battle
aboard starships, and thus can't pilot it (though if he
droid or droid starfighter) that is optimized for terrain
breaks cover he would become a matching pilot).
acquisition and control. A card with this icon has
Luke Skywalker is a matching pilot for the starship Red
presence at its location for all purposes, even though it
does not have ability. Thus, a Destroyer Droid may 5, the combat vehicle Rogue 1, and the shuttle vehicle
Luke's T-16 Skyhopper. He is not a matching pilot for
occupy and control a location, Force drain, block an
Luke's X-34 Landspeeder, because transport vehicles
opponent's Force drain, battle, be battled, etc.
are driven, not piloted.
Additionally, a card with this icon may not be the target
URoRRuR'R'R is not a matching pilot for
of a Restraining Bolt, and may not be 'purchased' by
Wioslea. URoRRuR'R'R's Bantha, because creature vehicles
are not piloted.
Matching Pairs Luke (from the 2-Player game) is not a matching pilot
Three types of matching pairs can be formed: matching for Rogue 1 because he's not a pilot, and thus cannot
pilot/starship, matching pilot/vehicle, and matching pilot it.
weapon/character (only character weapons may be a Princess Leia with a Rebel Flight Suit is a matching pilot
matching weapon). A matching pair can never be for any starfighter, combat vehicle, or shuttle vehicle
formed between two cards that cannot interact in this she can pilot, even if it's non-unique.
way (e.g., if a character cannot pilot the vehicle or Queen's Royal Starship is not a matching starship for
starship, or cannot use the weapon). There are no Queen Amidala with Ellorrs Madak deployed on her,
special rules related to the interaction of a matching because neither mentions the other in title or game
pair, but it may be referenced by cards. Being part of a text ("Queen" is not her card title or persona name).
matching pair does not change who someone is; for Luke's Lightsaber is a matching weapon for Luke, as its
example, while Luke Skywalker with a Rebel Flight Suit game text mentions Luke (his persona name).
is a matching pilot while piloting any starfighter, he does Anakin's Lightsaber is a matching weapon for Luke, as
not provide Han's immunity to attrition on Falcon (he's its game text mentions Skywalkers (Luke is part of the
not Han). Skywalker persona).
Matching pairs are formed in two ways, by rule, and by If Luke crosses over, neither is a matching weapon for
game text. him (because he is no longer a persona of Luke or
Matching By Rule Skywalker).
A matching pair is formed if: Anakin's Lightsaber is not a matching weapon for Leia
• Both cards are unique, and Organa (because even though she is a Skywalker, it
• One refers to the other in its title or game text (by card cannot deploy on her, so she cannot use it).
title or persona). Obi-Wan's Lightsaber (Episode I) is not a matching
Matching By Game Text weapon for Obi-Wan Kenobi (because it cannot deploy
Also, a matching pair can be formed if a card on him).
specifically states it is part of such a pair (even if one or Mara Jade's Lightsaber is a matching weapon for Mara
both of the cards are non-unique). Jade (it mentions her in its game text); however, if she

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Chapter 9 - The Cards - Attributes, Types & Icons
is disarmed, it will not be her matching weapon Dual Icon Cards
(because disarmed characters cannot use weapons). See Characters - Dual Character Types.
A280 Sharpshooter Rifle is not a matching weapon for
Not Unique/Is Doubled/etc. and Virtual Cards
Lieutenant Greeve because the rifle is not unique.
There are a number of characters with game text that
Virtual Cards were intended to make less useful Premiere Effects
A virtual card (often indicated by adding "(V)" after the (and Utinni Effects) more playable. These cards have
card title of the altered card) is a card that is created by been virtualized, and so there is some question of how
placing a print off of a modified card over the they interact. This works as follows:
corresponding area of the original physical card it is "Is not unique:" you may have multiple copies of the
changing. When this happens, the print off replaces card on the table (see unique and restricted). Each
whatever was printed on the physical card; anything copy may be used (subject to the cumulative rule).
that is changed is no longer applicable for any purposes "Is doubled:" double all values listed in its game text,
and only the overriding information is considered. For even if that value is a variable such as X (this does not
example, Mara Jade With Lightsaber has the slip double the number of times the ability may be used
covering up the pilot icon; thus, even though the original per card).
Mara was a pilot, the virtual card is not a pilot for any Altered deploy cost: The deploy cost listed on the
purpose. character overrides that of the virtual card.
You cannot use a virtual card if you do not have a "Immune to Alter:" the card is now immune to Alter for
physical version of that card to use with it (and a all purposes.
physical card for each copy of the virtual card in your All other interactions are disregarded.
deck). Note, a virtual card need not precisely match the Not Unique/Is Doubled/etc. and Virtual Cards -
entire title of the card it is used with (only the card Example
named in its lower left-hand corner, which is not used While Grondorn Muse is on table, you may have any
for any other purposes). number of Yavin Sentry (V) on table. It's doubled, so the
Also note that if you are using a 'double-sided card' Dark Side player must use double X force to deploy a
virtual card, both sides of the card must be covered up non-unique card (except a Jawa or Tusken Raider) to a
by the virtual card slip. It is illegal to 'mix' the 0 side of a location. Because Defensive Shields cannot be targeted
Decipher objective with the virtual side of that objective by Alter, the text "and is immune to Alter" is ignored.
with the same card title for example.
You may use both virtual and non-virtual cards in the
same deck. Some virtual cards (those with "(V)" in title),
regardless of version, are considered to have the same
title as the original card (thus meaning they are identical
cards for game purposes). Thus, if your opponent plays
Monnok and you have a copy of Luke Skywalker and
Luke Skywalker (V) in your hand, both cards will be lost.
The virtual sets released by the Player's Committee
added several icons; see Icons for a list of what they
are and how they work. In addition, the pilot icon is also
found in the game text of some characters, followed by
a number. This means that the indicated character adds
that amount to the power of anything he/she pilots. In
some cases, the piloting bonus is not applied to all
cards equally; in such cases the types of cards to which
the bonus applies will be indicated as well.
Virtual Cards and New Card Types
When a virtual card has a different card type than the
physical card (as indicated by the box above the card's
game text), the card's icon is considered to be changed
appropriately. Thus a virtual Defensive Shield might
replace with . This means that card cannot be
targeted as if it were the original card type (e.g., Affect
Mind (V) cannot be targeted by Alter).
Errata of Non-Virtual Version
Any errata to title, lore, destiny, or uniqueness of a card
will carry over to its virtual counterpart with the same
name, as well as any rulings regarding characteristics.
Thus, a virtual Captain Han Solo would be Corellian, a
virtual Ghhhk would not be a hologram, and a virtual
Legendary Starfighter would be unique.

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Appendix A - Errata
2-1B (Too-Onebee) phase, if they did not deploy a card
A Disturbance In The Force
Once per turn, one of your non-droid with ability, opponent loses 2 Force.
Once per game, during your deploy
characters just lost from same site Effect lost if opponent has more
phase, 'insert' (face down) into
may be placed in your Used Pile. cards with ability on table than you.
opponent's Reserve Deck; reshuffle.
Subtracts 2 from X on your Bacta (Immune to Alter.)
When Effect reaches top it is
Tank.
immediately lost, but opponent may Access Denied
4-LOM's Concussion Rifle not activate any more Force that Insert face up in your Reserve Deck.
Use 4 Force to deploy on your turn. (Immune to Alter.) When Effect reaches top it is lost,
warrior, free on 4-LOM. May target a along with all opponent's 'insert'
A Great Tactician Creates Plans /
character or creature for free at cards there. Reshuffle. (Immune to
The Result Is Often Resentment
same site or exterior site up to 2 Alter.) OR Deploy between two
(front) Deploy Lothal system,
sites away. Draw destiny. Add 1 if mobile sites. Opponent's characters
Advanced Projects Laboratory,
Blaster Scope attached. If total may pass only if aboard a Lift Tube
Imperial Complex, and Thrawn's Art
destiny - distance to target > or opponent uses +1 Force each.
Collection.
defense value, target hit.
For remainder of game, you may not Acclamator-Class Assault Ship
5D6-RA-7 (Fivedesix) deploy Chiraneau or [Episode I] (or May add 4 pilots, 4 passengers, and
Power +1 if at same site as Motti or [Episode VII]) cards with ability or 4 vehicles. Adds 1 to attrition against
Yularen. Adds 1 to deploy cost of [Presence]. Once per turn, may ▼ a opponent here for each piloted
each opponent's droid (and your battleground system (or a site to [Republic] starship here. Permanent
'mouse' droids) when deploying to Lothal). pilot provides ability of 2.
same location. Immune to attrition While this side up, Imperial Star Concussion Missiles may deploy
during "nighttime conditions." Destroyers deploy -1 (-3 if aboard.
Chimaera).
8D8 Admiral Motti
Flip this card during any deploy
May cancel Torture, Aiiii! Aaa! Deploys -2 if at least two Imperial
phase if Thrawn at a battleground
Agggggggggg! or Sonic starships on table. Adds 2 to power
and two artwork cards on table.
Bombardment targeting a character of anything he pilots. Subtracts 1
at same site. Once during each of A Jedi's Resilience from forfeit of Rebel pilots at same
your turns, if with any imprisoned If you just lost a duel opponent system.
captive, may draw destiny: if destiny initiated (before duel has any result)
Admiral Ozzel
> 3, randomly select one captive lose 1 Force to cancel the duel and
Adds 2 to the power of anything he
there to be released. return Interrupt (if any) used to
pilots. Subtracts 1 from deploy cost
initiate duel to owner's hand. OR If
A Dark Time For The Rebellion (V) of each of your capital starships at
you just lost a character armed with
If opponent's starting location was same system. Lost if Vader on table
a lightsaber, take that character into
Massassi Throne Room, opponent and opponent 'reacts' to same
hand.
loses 1 Force when you play this location as Ozzel.
Interrupt. Add or subtract 1 from A Tragedy Has Occurred
Admiral Piett (V)
opponent's just drawn destiny. OR (Coruscant)
While piloting Executor, adds 3 to
Activate 1 Force. OR Until end of This card has the grabber icon. power. Deploys -1 for each of your
turn, battle destiny draws may not
A Tragedy Has Occurred starship sites on table. Starfighters
be canceled (unless being redrawn)
(Reflections III) here may not 'attach.' Once per
or modified.
game, if piloting Executor, may ▲
This card has the grabber icon.
A Dark Time For The Rebellion & Emperor's Orders.
Tarkin's Orders A Tremor In The Force Advantage
For remainder of turn, opponent may Once per game, during your deploy If an opponent's character of ability
not cancel your battle destiny draws phase, 'insert' (face down) into > 3 was just lost in a battle or duel
or character weapon destiny draws. opponent's Reserve Deck; reshuffle. you won, deploy on one of your
OR If you have two battlegrounds on When Effect reaches top it is warriors involved. Warrior is power
table (and opponent does not), for immediately lost, but opponent may +2. During each of opponent's move
remainder of turn, your total power not activate any more Force that phases, opponent loses 1 Force (2 if
in battles is +1 for each opponent's turn. (Immune to Alter.) character was a Dark Jedi).
non-battleground location on table.
Aayla Secura (Immune to Control.)
OR Cancel It Could Be Worse or
Nabrun Leids. OR If opponent does This card has the era icon. Advosze
not occupy a battleground site (or if Ability, Ability, Ability Adds 2 to power of anything he
Menace Fades on table), cancel Deploy on opponent's side of table. pilots. Whenever you deploy a
Projection Of A Skywalker. At the end of opponent's deploy

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Appendix A - Errata
weapon or device from hand at is +1 for each First Order character "break cover" to fire one weapon (for
same location, activate 1 Force as a here (limit +3). free). Immune to attrition < 4.
'kickback.' Limit of one Advosze per
Alternatives To Fighting Arleil Schous
location.
Use 3 Force to cancel a battle just When deployed, you may take one
Affect Mind initiated at a system or sector. OR non-unique alien into hand from
Use 1 Force to deploy on one of Cancel Besieged. OR Release Reserve Deck; reshuffle. Adds 2 to
your Jedi. While present at a site, (move for free) all your characters power of anything he pilots. Your
unless a Dark Jedi is also present, from a captured starship to your side aliens deploy -1 to same or adjacent
opponent's total ability at same of any docking bay site. Tatooine site.
location is reduced by 2.
Ambush (V) Armed And Dangerous
Agents In The Court / No Love For This card has the era icon. If a battle or duel was just initiated at
The Empire a site, deploy (for free) a unique
(front) Deploy Hutt Trade Route and An Effective Demonstration matching weapon on one of your
a Jabba's Palace site. May deploy Deploy on table. Attempts to "blow participating characters from hand or
Yarna d'al' Gargan. Reveal one away" Alderaan are +5. If Alderaan Reserve Deck; reshuffle (if from
unique (•) alien with a defined has been "blown away," adds one Reserve Deck).
species from your deck. This card is [Light Side] icon at Death Star
your Rep. system. Once per game, may ▲ Artoo
Superlaser. [Immune to Alter.] During each of your control phases,
For remainder of game, your Rep is
may take one Hero Of A Thousand
a leader. Yarna d'al' Gargan is Anakin Skywalker (V) Devices or A Gift into hand from
immune to Alter. You may not LOST INTERRUPT Reserve Deck; reshuffle. If at a
deploy 'insert' cards or operatives. During any move phase, if I Feel battleground site with C-3PO, may
While a rancor is at Rancor Pit, Trap The Conflict on table, ▲ [Endor] subtract 1 from each opponent's
Door is immune to Bo Shuda. Leia or [Dagobah] Luke. OR During battle destiny at same and related
Flip this card if you occupy two a battle at a site involving [Death sites.
battleground sites (must occupy a Star II] Luke, choose: Add one
third with a non-unique alien of your destiny to attrition. OR Cancel the Assault Rifle
Rep's species if a non-Tatooine game text of a character of ability < Use 3 Force to deploy on your
location is on table). 4. warrior. May target a character,
creature, or vehicle at same or
All Too Easy Anakin's Lightsaber adjacent site using 2 Force. Draw
If an opponent's character at the Deploy on your Skywalker of ability destiny. Target hit if destiny +1 >
Carbonite Chamber is about to be > 3. May add 1 to Force drain where defense value.
'hit' by a lightsaber, deploy on that present. May target a character or
character. Character is instead creature for free. Draw two destiny. Asteroid Sanctuary
immediately captured and 'frozen.' If Target hit, and its forfeit = 0, if total Deploy on any asteroid sector you
captive released, lose Immediate destiny > defense value. control. During each of your control
Effect. (Immune to Control.) phases, opponent loses X Force,
Anger, Fear, Aggression (V) where X = total number of asteroid
All Wrapped Up Deploy on table with any number of sectors at same system that are not
Deploy on your side of table. We Defensive Shields from outside your occupied by opponent. Effect
Have A Prisoner and Oo-ta Goo-ta, deck face-down here. Four times per canceled if opponent controls this
Solo? play for free and are immune game, may play a card from here location.
to Sense. If opponent's character is (as if from hand). Unless canceling
about to be forfeited, your bounty your Interrupt, opponent may not Astromech Shortage
hunter present may capture that play Uncertain Is The Future until Use 3 Force to deploy on opponent's
character (character is first restored the end of your first turn. side of table. All opponent's
to normal). (Immune to Alter.) starships with a icon are deploy
Antipersonnel Laser Cannon
Allegations Of Corruption +1.
Use 3 Force to deploy on your
(Coruscant) transport vehicle. If your warrior AT-AT Cannon
This card has the grabber icon. aboard here, may target a character Use 2 Force to deploy on your
or creature using 3 Force. Draw AT-AT. May target a starfighter (use
Allegations Of Corruption destiny. Target hit if destiny +2 > 3 as defense value), character,
(Reflections III) defense value. May fire repeatedly creature, or vehicle at same or
This card has the grabber icon. for 2 Force each time. adjacent site using 2 Force. Draw
destiny. Add 1 if targeting a
Allegiant General Pryde Arica
character or creature, 2 if a vehicle.
Adds 2 to power of anything he Deploys only to a site as an
Target hit if total destiny > defense
pilots. Hux is forfeit -3. While with a Undercover spy. While present,
value.
Resistance character, adds one reduces Luke's forfeit and immunity
battle destiny. While Emperor on to attrition by 2 here. During
table, attrition against opponent here opponent's control phase, Arica may

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Appendix A - Errata
At Peace remainder of turn. Draw destiny. BB-9E
Deploy on an apprentice at the Target hit if destiny +1 > defense (DESTINY 4½)
beginning of your turn. Apprentice value. Jedi hit by Aurra Sing are If with a First Order leader at a
may not attempt Jedi Tests until end power = 0 for remainder of battle. battleground site, Force drain +1
of your next turn. At any time, may here. During your move phase, may
Bacta Tank
relocate Immediate Effect from place in Used Pile; "break cover" of
Use 4 Force to deploy on your side
apprentice to a Jedi Test. Apprentice all Undercover spies here (if any).
of table. A non-droid character you
adds 3 to training destiny of this test. Nabrun Leids may not transport
just lost may be placed here. Holds
(Immune to Control.) cards to or from here. Immune to
1 'patient' at a time. During your
Restraining Bolt.
Atgar Laser Cannon deploy phase, may use X Force to
Deploy on an exterior planet site. bring 'patient' to hand, where X = Beaumont Kin
Your warrior present may target a deploy cost of 'patient.' At same and related locations,
vehicle at same or adjacent site deploy cost of opponent's characters
Baniss Keeg
using 2 Force. Draw destiny. Target may not be modified. If you have ten
Deploy on your non-pilot character
crashes if destiny +2 > armor. or more cards in Lost Pile, Force
(except droids) to give that character
Target hit if destiny +1 > maneuver. drain +1 here. Once during battle,
pilot skill. Adds 2 to power of
may add Beaumont's power to
Atmospheric Assault anything that character pilots. OR
another character present;
If you just initiated a battle at a Deploy on your pilot. Adds 1 to
Beaumont is 'hit.'
Cloud City sector, add one battle power of anything that character
destiny. OR During your deploy pilots. (Immune to Alter.) Beedo
phase, deploy one TIE Assault * Replaces any other male Rodian
Baniss Keeg, Pilot Instructor
Squadron for free (no replacement is for free (Rodian goes to the Used
Lore: Female Duros information
necessary). Pile) or deploys for 3 Force. While at
broker, scout, and smuggler.
Audience Chamber, all your Rodians
Attack Run
Bantha Herd are power +2, and whenever Greedo
Deploy on Death Star: Trench.
Deploy on an exterior Tatooine site. 'threatens' a smuggler, may add 2 to
During your move phase, you may
Specify starting direction. During destiny draw.
make an Attack Run as follows:
your control phase, moves to next
Enter Trench: Move up to 3 of your Beldon's Eye
adjacent exterior site (reversing
starfighters into trench (for free). Deploy on Bespin: Cloud City. Your
direction as necessary). During
Dark Side may immediately follow Tibanna Gas Miners deploy free to
battle here, if your Tusken Raider or
with up to 3 TIEs (for free). Provide Cloud City sites and double the
bantha here, may add one battle
Cover: Identify your lead starfighter Force they activate.
destiny.
(Proton Torpedoes * required) and
Ben Kenobi
wingmen (if any). Turbolaser Barada
Deploys only on Tatooine. When in
Batteries and TIEs with weapons Deploys only to a Jabba's Palace
a duel, adds 2 to your total. Once
may now target your starfighters site. Power = 0 at any location other
per turn, if a battle just ended here,
(wingmen first, then lead if no than a Tatooine site. Power +2 at
may 'revive' (place here from Lost
wingmen remaining). Hit starfighters any Jabba's Palace site, while Jabba
Pile) your character forfeited from
are immediately lost. on table. Your transport vehicles just
same site this turn. Immune to
It's Away!: Draw two destiny. lost from same site may be placed in
attrition < 5.
Pull Up!: All starfighters now move your Used Pile.
to Death Star system (for free). If Beru Lars
(total destiny + X + Y - Z) > 15, Baze Malbus With Cannon
Forfeit +2 when at same site as
If about to be lost, may fire Baze's
Death Star is "blown away." X = Owen Lars or a Hydroponics
Cannon. Permanent weapon is
ability of lead pilot (or 3 if Targeting Station. If lost from table during
•Baze's Cannon (may target a
Computer aboard) just before Pull opponent's turn, Luke is power +3
character for free; draw destiny; add
Up! Y = total sites at largest Rebel until the end of your next turn.
Base (Yavin 4 or Hoth). Z = highest 1 if targeting a character of ability <
ability of opponent's TIE pilots in 3; target hit, and it's forfeit = 0, if Beru Stew
total destiny +1 > defense value). This interrupt is now unique (•) and
trench just before Pull Up!
should read as "•Beru Stew".
*Your Proton Torpedoes are BB-8 (Beebee-Ate)
immune to Overload. If with a Resistance leader at a Besieged
Aurra Sing With Blaster Rifle battleground site, Force drain +1 Deploy on a captured starship. Your
Lore: Female bounty hunter and here. During your move phase, may characters present with captured
place in Used Pile; "break cover" of starship may battle opponent's
assassin.
all Undercover spies here (if any). characters aboard it (as if present
Aurra Sing's Blaster Rifle Elis Helrot may not transport cards together at a site). Effect canceled if
Deploy on Aurra Sing. May target a to or from here. Immune to starship escapes or is stolen.
character or creature for free. Target Restraining Bolt.
loses any immunity to attrition for

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Appendix A - Errata
Bespin Motors Void Spider THX Blaster Rack Force drain at opponent's system
1138 Deploy on your side of table. At any within 1 parsec of Snap.
May add 3 passengers. Permanent time, you may transfer one of your
Boba Fett (Cloud City)
pilot provides ability of 1. May move character weapons from any site to
Adds 3 to power of anything he
as a 'react.' * Landspeed = 3. OR Up the Blaster Rack. During your deploy
pilots. When piloting Slave I, also
to 3 characters may shuttle to or phase, weapon may be transferred
adds 2 to maneuver and may draw
from same site for free. to your character on table for an
one battle destiny if not able to
expenditure of Force equal to the
Biggs Darklighter otherwise. When escorting a
weapon's deploy cost.
Adds 2 to power of anything he captive, captive is forfeit +5. May 'fly'
pilots. When piloting Red 3, also Blaster Rack (V) (landspeed = 3). Immune to attrition
adds 1 to maneuver and draws one Deploy on table. Once per turn, may < 3.
battle destiny if not able to ▼ a matching weapon on your
Boba Fett (Special Edition)
otherwise. unique (•) character present at a
Adds 2 to power and 1 to maneuver
site. [Immune to Alter.]
Black 2 (V) of anything he pilots. May deploy -1
May add 1 pilot. During your deploy Blaster Rifle (both sides) as a 'react' to same site as a
phase, may ▲ one Pride Of The Use 2 Force to deploy on your gangster or smuggler. When firing
Empire. During battle, All Wings warrior. May target a character, weapons, any 'hit' characters are
Report In and Organized Attack are creature or vehicle using 2 Force. forfeit = 0. May 'fly' (landspeed = 3).
canceled. While DS-61-2 piloting, Draw destiny. Target hit if destiny +1 Immune to attrition < 3.
immune to attrition < 5. > defense value.
Boba Fett's Blaster Rifle
Black 4 Blaster Scope Use 1 Force to deploy on Boba Fett,
May add 1 pilot. May deploy with a Deploy on [Dagobah] 4-LOM's or 3 on your other bounty hunter.
pilot as a 'react' to a battle where Concussion Rifle or on your blaster May deploy as a 'react.' May target a
you have a TIE (for free if TIE is weapon card. Allows that weapon to character, creature or vehicle using
Black 2 or 3). target at an adjacent site. 2 Force. Draw destiny. Add 1 if
targeting a vehicle. Target hit if total
Black Squadron TIE Blizzard 1
destiny > defense value. May fire
Deploy -2 to Death Star or same May add 2 pilots and 8 passengers.
repeatedly for 1 Force each time.
location as Vader. Permanent pilot Immune to attrition < 4. Landspeed
aboard provides ability of 2 and may not be increased. When using Bog-wing (both sides)
adds 2 to power. Adds 1 to its AT-AT cannon to Target The Main * Ferocity = destiny - 1. Habitat:
weapon destiny draws. Generator, adds 1 to total. Dagobah. Parasite: Character (that
can move). Relocate Bog-wing and
Blast The Door, Kid! Blizzard 2
host up to two sites away (opponent
If a battle was just initiated at an May add 1 pilot and 8 passengers.
of victim chooses). Bog-wing then
interior site, use 1 Force; for Immune to attrition < 4. Landspeed
detaches.
remainder of battle all characters of may not be increased. Permanent
ability > 2 and all leaders (on both pilot provides ability of 2. Booma
sides) are simultaneously excluded Deploy on your Fambaa. Twice per
Blizzard Scout 1
from that battle. battle may draw destiny. If destiny <
May add 1 pilot or passenger. May
total number of opponent's
Blasted Droid move as a 'react.' Power +1 at any
characters and vehicles present,
During your control phase, fire (for Hoth site. Permanent pilot provides
one of them is lost (opponent's
free) one of your blasters carried by ability of 1.
choice).
a trooper or one of your automated
Blizzard Walker
weapons. Any 'hit' targets are Boosted TIE Cannon
May add 2 pilots and 8 passengers.
immediately lost. Use 1 Force to deploy on your TIE
Immune to attrition < 4. Landspeed
Advanced x1. May target a starship
Blaster may not be increased.
using 1 Force. Draw destiny.
Use 1 Force to deploy on your
Blockade Flagship: Hallway Subtract 1 if targeting a capital
warrior. May target a character,
DARK: If you occupy, your Force starship. Add 1 if targeting a
creature or vehicle using 1 Force.
generation is +1 here, and starfighter. Target hit if total destiny
Draw destiny. Target hit if destiny >
opponent's characters may not > defense value.
defense value.
move from here.
BoShek
Blaster Proficiency LIGHT: Your Jedi deploy +2 here.
Adds 3 to power of anything he
USED: If you just targeted with a
Blue Squadron 1 pilots. May make a Kessel Run in
blaster, add 3 to your total weapon
May add 1 pilot. Snap deploys free place of a smuggler. Immune to
destiny.
aboard. While Snap piloting, attrition < 3.
LOST: Lose 1 Force to cause one
immune to attrition < 5 and, once per
opponent's just 'hit' character to be Bossk
turn, may use 1 Force to cancel a
immediately placed in Lost Pile. OR Adds 2 to power of anything he
Cancel Levitation Attack. pilots. When piloting Hound's Tooth,

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Appendix A - Errata
draws one battle destiny if not able Captain Jonus Also, once during each of your turns,
to otherwise. Adds 1 to attrition Deploys -2 aboard Scimitar 2. Adds you may use 1 Force to take one
against opponent in battles at same 2 to power of anything he pilots. Ugnaught, Prepare The Chamber or
site. While present, may reduce When forfeited from a TIE/sa he is Carbon-Freezing into hand from
Chewie's forfeit to zero here. piloting, also satisfies all remaining Reserve Deck; reshuffle.
attrition and battle damage against
Bothawui Cell 2187 (V)
you.
LIGHT: Your spies deploy -1 here If [Set 20] Leia imprisoned, deploy
and at related sites. If you control, Captain Khurgee on table. [Set 8] Luke is a spy and
characters targeted by Undercover Once during each of your control stormtrooper. Chewie, Leia, and
are immune to Hutt Smooch. phases, you may use 2 Force to stormtroopers are immune to Nevar
DARK: Force drain -X here, where X take one Scanning Crew into hand Yalnal, Physical Choke, and Put All
= number of spies opponent has on from Reserve Deck; reshuffle. Sections On Alert. Once per turn,
table. may ▼ a Death Star site. Immune to
Captain Lando Calrissian
This Is Some Rescue! [Immune to
Bounty Adds 2 to the power of anything he
Alter.]
Deploy on an opponent's non-droid pilots. If a battle was just initiated
character. If subsequently captured, here, may exchange a card in hand Chall Bekan
seized by a bounty hunter, and then with an Interrupt of destiny = 4 from When deployed, you may take one
transferred to a prison, retrieve Reserve Deck; reshuffle. Once per non-unique alien into hand from
Force equal to character's forfeit -2 game, if you have completed a Reserve Deck; reshuffle. Adds 2 to
and place Effect in Used Pile. Kessel Run, may return your Lando power of anything he pilots. Your
(Immune to Alter.) to hand. aliens deploy -1 to same or adjacent
Tatooine site.
Bow To The First Order Captain Lennox
Deploy on table. Once per game, Adds 2 to power of anything he Chewbacca
may ▲ Finalizer. Once per pilots (3 if starship is Tyrant). When Power +1 at same location as Han.
character, when you deploy Hux, on a Star Destroyer, may use its Adds 2 to power of anything he
Kylo, Phasma, or Snoke to an tractor beam once during each of pilots. When piloting Falcon, also
[Episode VII] battleground, may take your control phases. adds 1 to maneuver. Your vehicles,
any one card into hand from Used starships, and droids at same site
Captain Needa
Pile; reshuffle. [Immune to Alter.] that are 'hit' and about to be lost go
Adds 2 to power of anything he
to Used Pile instead.
Bowcaster pilots. When piloting Avenger, that
Use X Force to deploy on your starship is also immune to attrition < Chief Bast
warrior, where X = (7 - warrior's 4. You may re-target applicable Adds 2 to power of anything he
power). X cannot fall below 1. May Utinni Effects to Needa. While pilots. Power +1 at same site as
target a character or creature using Needa in battle, your other non-'hit' Tarkin. If a battle was just initiated at
X Force. Draw destiny. Add 1 if characters here may not be a system where Bast is present with
targeting a character, 2 if targeting a forfeited. your non-droid character, may
creature. Target hit if total destiny > 'evacuate' (relocate) both to a
Captain Peavey
defense value. related site.
Adds 3 to the power of anything he
Cane Adiss pilots. Deploys -1 to Finalizer. While Chief Retwin
If opponent just initiated a Force piloting Finalizer, it is immune to May use 3 Force to 'hide' (be
drain at a non-shielded planet attrition < 8 (< 10 while with a excluded) from a battle. May use 2
location, deploy on that location. Resistance character or Force to target one device or
Your characters, vehicles and [Resistance] starship). May be weapon present which deploys on a
starships may deploy here targeted by Imperial Command as if site. Draw destiny. If destiny >
regardless of presence and location an admiral (even if a unit of Force). target's deploy cost, target is lost.
deployment restrictions. (Immune to
Captain Piett City In The Clouds / You Truly
Control.)
Power +1 when at same site as Belong Here With Us
Captain Han Solo Vader. Adds 2 to power of anything Both sides of this card now contain a
Deploys only on Falcon, Hoth or he pilots (3 if starship is Executor). [Cloud City] icon, and no [Premium]
Cloud City. Adds 3 to power of May use 1 Force to take one Probe icon.
anything he pilots. When piloting Droid into hand from Reserve Deck; (front) Deploy Bespin system and a
Falcon, adds one battle destiny and reshuffle. Cloud City battleground site. May
2 to maneuver. Once during each deploy Weather Vane.
Captain Raymus Antilles
battle, may use 2 Force to cancel While this side up, once per turn,
This character's lore should now
one opponent's destiny just drawn may use 1 Force to ▼ a Cloud City
read: Alderaanian leader.
and cause a re-draw. battleground.
Carbonite Chamber Console Flip this card if you control two
Deploy on Carbonite Chamber. Cloud City battleground sites and
Adds 3 to Carbon- Freezing destiny. occupy Bespin system, and

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Appendix A - Errata
opponent controls no Cloud City has also been removed from the Commander Wedge Antilles
sites. title. Adds 3 to power of anything he
pilots. When piloting Rogue 3, also
Civil Disorder Come With Me
adds 2 to maneuver and draws one
Deploy on opponent's side of table. Use 1 Force to target a starfighter
battle destiny if not able to
At the end of opponent's deploy having one or more permanent
otherwise. May use 2 Force to take
phase, if they did not deploy a card pilots. Draw destiny. If destiny > 2,
one One More Pass into hand from
with ability, opponent loses 2 Force. deploy on starfighter to remove all
Reserve Deck; reshuffle.
Effect lost if opponent has more permanent pilots (otherwise, Effect
cards with ability on table than you. is lost). May add one pilot for each Commence Recharging
(Immune to Alter.) permanent pilot removed. (Immune Deploy on a superlaser. May not fire
to Alter.) at a planet unless 8 cards stacked
Clak'dor VII
here. If fewer than 8 cards stacked
LIGHT: If you occupy, each Bith Comm Chief
here, opponent may stack top card
character is destiny +2. Adds 2 to power of anything he
of Force Pile here. If just fired at a
DARK: If you control, each Bith pilots, and that starship or vehicle
planet, Effect is canceled. If Effect
character is destiny -1 and Ghhhk is moves for free.
canceled, cards stacked here are
power +2 in battles at a holosite.
Commander Brandei placed in Used Pile.
Cloud City Blaster (both sides) Adds 2 to power of anything he
Comscan Detection
Use 2 Force to deploy on your pilots. Once during each of your
If opponent just moved a character,
warrior at a Cloud City site. May control phases, when aboard a Star
vehicle, or starship as a 'react' to a
target a character or creature using Destroyer or at any docking bay,
location, you may immediately move
2 Force. Draw destiny. Target hit may use 1 Force to take one TIE
one vehicle or starship, if within
(and may not be used to satisfy into hand from Reserve Deck;
range, to that location (as a regular
attrition) if destiny > defense value. reshuffle.
move).
Cloud City: Chasm Walkway (both Commander Desanne
Concussion Grenade
sides) Adds 2 to power of anything he
Use 2 Force to deploy on your
DARK: If Weather Vane on table, pilots. Your shuttling, landing and
warrior. May 'throw' at same or
characters about to be 'hit' here are taking off to or from same location is
adjacent site. Draw destiny. All
relocated there. free. During your control phase, may
characters, weapons, and devices
LIGHT: If Weather Vane on table, take one Lambda shuttle or Landing
with that destiny number present at
characters about to be 'hit' here are Craft into hand from Reserve Deck;
that site are lost. (Only your warrior
relocated there. reshuffle.
is lost if destiny = 0.) Concussion
Collision! Commander Luke Skywalker Grenade also lost.
Use 1 Force if opponent has at least Deploys only on Hoth. Adds 3 to
Conduct Your Search
two starships present at same power of anything he pilots. When
Deploy on table. Once during your
system or sector. Draw destiny. If piloting Rogue 1, also adds 2 to
deploy phase, you may deploy a
destiny < number of those starships, maneuver. Immune to attrition < 3.
non-Interrupt card with "door" in title
opponent must lose one of them. Adds 1 to forfeit of each other
from your Reserve Deck; reshuffle.
Rogue Squadron pilot or gunner at
Colo Claw Fish (both sides) At Endor sites where you have a
same Hoth site.
Deploy on table. Cancels Opee Sea scout, Rebel scouts are power -1
Killer. While no card here, you may Commander Nemet and forfeit -3. (Immune to Alter.)
place a card from hand face-up Adds 1 to power and maneuver of
Conquest
here. If you just drew weapon or anything he pilots. Opponent may
May add 6 pilots, 8 passengers, 2
battle destiny (limit once per destiny not 'react' to or from same location.
vehicles and 4 TIEs. Has ship-
draw), you may exchange it for card
Commander Praji docking capability. Permanent pilot
here, which then counts as that
Adds 2 to power of anything he provides ability of 1. Just after
destiny draw. (Immune to Alter.)
pilots. When piloting Devastator, initiating battle against Falcon, may
Combined Attack also adds 1 to hyperspeed. Where peek at opponent's hand.
During a battle, target opponent's present, cancels game text of C-
Corellia
starship present with two (or more) 3PO or R2-D2.
LIGHT: Your Falcon and your
of your starship weapons. Add all
Commander Vanden Willard Corellian corvettes may deploy here
weapon destiny draws together.
When at a war room you control, as a 'react.'
Apply that total separately for each
adds 1 to power of each Rebel DARK: Your starships are
weapon in an order of your
starship at the related system. May hyperspeed +1 when moving from
choosing.
use 1 Force to cancel Astromech here.
Come Here You Big Coward Shortage.
Corporal Janse
This Effect is now unique (•) and
When firing a character weapon,
should be read as "•Come Here You
adds 1 to each weapon destiny
Big Coward". The exclamation point

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Appendix A - Errata
draw. If Janse just targeted with an directly from Reserve Deck. Shuffle, Dark Strike
A280 Sharpshooter Rifle at a cut and replace. If you just targeted with a lightsaber,
character at an adjacent site and is DARK: Neither player may Force add 3 to your total weapon destiny.
using Sorry About The Mess, it is a drain here. OR Cancel Swing-And-A-Miss. OR
Used Interrupt. Lose 1 Force to cause one
Dagobah: Yoda's Hut (V)
opponent's just 'hit' character to be
Coruscant: Imperial Square The Dark side game text of this site
immediately placed in Lost Pile.
DARK: Emperor deploys free here. If is empty.
your moff here, all Imperials are LIGHT: If Yoda here or [Set 16] Darth Maul, Lone Hunter
deploy -1 at sites. Yoda 'communing,' Broken (DEPLOY 6)
LIGHT: Force drain +1 here. If you Concentration is canceled and, once If drawn for destiny, may take into
control, Emperor may not deploy to per turn, you may subtract 2 from hand to cancel and redraw that
Coruscant. attrition against you. destiny. Cancels Blaster Deflection
(and Amidala's game text) here.
Coruscant: Jedi Temple Dannik Jerriko
Maul's weapon destiny draws may
Meditation Room Once per battle, may use 1 Force to
not be modified or canceled by
The Dark side game text of this site "eat the soup" of (place out of play)
opponent. Immune to attrition < 5.
is empty. one opposing non-droid character
LIGHT: While Qui-Gon 'communing,' just lost or forfeited at same site. Darth Vader
no Force drains here and, once per * Power = 1 + total ability of all When in battle, adds 1 to each of
turn, may ▼ Theed Palace victims whose soup was eaten. your battle destiny draws. Adds 3 to
Generator. power of anything he pilots (or 4 to
Dantooine (Dark Side)
power and 3 to maneuver if Vader's
Coruscant: The Works The Light side game text of this
Custom TIE). Immune to attrition <
The Light side game text of this site system is empty.
5.
is empty. DARK: Your starships may move
DARK: May ▼ non-[Theed Palace] here as a 'react'. Darth Vader (V)
Sidious here. If your [Special Adds 3 to power of anything he
Danz Borin
Edition] objective on table, gains one pilots. While aboard a starship, it is
Adds 3 to power of anything he
icon and opponent's Force drains immune to attrition < 5. During battle
pilots. Adds 1 to weapon destiny
are +2 here. at same system (twice if with your
draws of anything he is aboard as a
Black Squadron pilot), may
Crash Landing passenger.
cumulatively subtract 2 from a just
If you have a piloted AT-AT present drawn destiny. Immune to attrition <
Dark Hours
at a site, target opponent's non- 5.
Deploy on a site under "nighttime
creature vehicle present at same or
conditions." One at a time, target
adjacent exterior site. Draw destiny. Darth Vader's Lightsaber (V)
each non-droid character here and
If AT-AT has a vehicle weapon, add Deploy on Vader. May not be stolen.
draw destiny. If destiny > ability,
1 to destiny draw. Target 'crashes' if If present during battle, may 'throw'
character 'sleeps' until end of your
total destiny > 3. (place in Lost Pile) to add a destiny
next turn (power, forfeit, and ability =
to attrition. May target a character
Crash Site Memorial 0, game text is canceled, and may
for free. Draw two destiny. Target
Deploy on your side of table. If you not pilot, drive, or move). At the end
hit, and its forfeit = 0, if total destiny
just lost a vehicle, droid, weapon, or of your next turn, lose Effect.
> defense value.
device, may stack it here. Once
Dark Jedi Lightsaber
during your deploy phase, you may Dash In Rogue 12
Use X Force to deploy on your
exchange any one card in hand with This card was previously titled Dash
warrior where X = (7 - warrior's
one card stacked here. Any cards In Rogue 10.
ability). May add 1 to Force drain
stacked here are considered
where present. May target a Daughter Of Skywalker
'supporting.'
character or creature using X Force. Deploys -3 on Tydirium, Endor, or
Dack Ralter Draw two destiny. Target hit if total Dagobah. May be targeted instead
Adds 1 to weapon destiny draws of destiny > defense value. of Luke by Mind What You Have
anything he is aboard as a Learned (that card then targets Leia
Dark Rage
passenger (adds 3 if aboard Rogue instead of Luke for remainder of
If opponent just initiated a duel, use
1 or with Luke). game). While at any exterior site,
3 Force to cancel it. OR Take Deep
adds one icon. Immune to
Dagobah (Dark Side) Hatred into hand from Reserve
attrition < 4.
DARK: If you occupy, opponent may Deck; reshuffle. OR If Maul has no
not Force drain at related locations. combat cards, target a Jedi to place Daughter Of Skywalker (V)
LIGHT: Neither player may Force one of their combat cards (random DEPLOY 4. The pilot icon has been
drain here. selection) in opponent's Used Pile. stricken.
(Immune to Sense.) While at an Endor site, adds one
Dagobah (Light Side)
icon here. During battle, may target
LIGHT: During your deploy phase,
one opponent's character present.
you may deploy one Dagobah site

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Appendix A - Errata
Draw destiny. If destiny > ability, DARK: If [Set 20] Leia is about to destiny +1 > defense value. If hit by
target is power -2 and its game text leave table (for any reason, even if Dengar, target's forfeit = 0.
is canceled. Your scouts here are inactive), imprison her here instead.
Dengar's Modified Riot Gun
immune to Sniper, You Are Beaten,
Death Star: Docking Control Use 2 Force to deploy on Dengar, or
and attrition < 4.
Room 327 5 on your other bounty hunter. May
Deactivate The Shield Generator Both sides of this site have the target a non-droid character using 3
Deploy on Bunker. Once during your icon. Force. Draw destiny. Character
control phase, if you control Bunker immediately captured if destiny +3 >
with a Rebel, you may attempt to Death Star: Level 6 Core Shaft defense value.
"blow away" Bunker as follows: Corridor
DARK: If you control, opponent Depa Billaba (V)
Charges! Come On, Come On!:
needs 2 ability to control each Death If at least two icons here, once
Draw two destiny. Add 3 to total for
each Explosive Charge on Bunker. Star site. during your control phase may draw
Move! Move! Move!: If total destiny LIGHT: If the Light Side controls this top card of Reserve Deck. If at least
> 12, your characters here may site, Luke and Obi-Wan are each two icons here, may forfeit in
relocate to Back Door for free, power +2. place of your hit non-Jedi character
Bunker and Landing Platform (if on present with Depa (forfeit for 0),
Death Star Tractor Beam
table) are "blown away," opponent restoring that character to normal.
Use 2 Force to deploy on Docking
loses 8 Force, and this card is lost. Bay 327. At the end of a battle at Derek 'Hobbie' Klivian
Death Squadron Death Star system, may target an Power +2 when at same site as
Deploy on any system. Adds X to opponent's starship present (except Biggs. Adds 2 to power of anything
your total power at that system, a Mon Calamari star cruiser) using 2 he pilots (3 if a Star Destroyer is at
where X = number of your starships Force. Draw two destiny. Target same location). When piloting
present. Your troopers and combat captured if total destiny > defense Rogue 4, also adds 2 to maneuver.
vehicles may shuttle to related sites value.
Descent Into The Dark
for free. Demotion During your turn, if either player just
Death Star II: Capacitors Use 2 Force to deploy on any placed a card in a Used Pile, deploy
DARK: Deploys only if Coolant Shaft Imperial except Vader, Emperor or a on table. All Used Piles are
on table. While That Thing's stormtrooper. That Imperial is power immediately re-circulated. When any
Operational on table, you may add -2 and its game text is canceled. player places one or more cards in a
one battle destiny during battles at Used Pile, Immediate Effect
Dengar
Death Star II system and system it canceled.
Adds 2 to power of anything he
orbits. pilots. Power +1 for each opponent's Despair (V)
LIGHT: When your starship moves character present. While present, Deploy on table. My Favorite
from here, draw movement destiny. may reduce Han's forfeit to zero Decoration may not be placed out of
Add maneuver (if any). If total here. play. At same site as Jabba's Prize,
destiny < 2, starship is lost. opponent's characters deploy +1
Dengar With Blaster Carbine
Death Star II: Coolant Shaft and your Force drains are +1. While
Adds 2 to power of anything he
DARK: Deploys only if Death Star II Jabba's Prize with Scum And
pilots. Permanent weapon is
Villainy, your total power in all
system on table. Your TIEs at Death •Dengar's Blaster Carbine (may
Star II locations may not Tallon Roll. battles is +3. [Immune to Alter.]
target a character, creature, or
Your non-Objective cards with vehicle for free; draw destiny; target Desperate Times
'Occupation' in title are canceled. hit, and its forfeit = 0, if destiny +1 > The icon has been stricken.
LIGHT: When your starship moves defense value; may be fired twice
from here, draw movement destiny. per battle). Devaronian
Add maneuver (if any). If total Power +2 at Mos Eisley, any mobile
destiny < 1, starship is lost. Dengar With Blaster Carbine (V) site or any docking bay. Adds 2 to
While opponent's [Reflections II] power of anything he pilots. When
Death Star: Detention Block objective on table, adds one battle playing sabacc, may use clone
Control Room (Light Side) destiny. Permanent weapon is cards to 'clone' his own destiny
The Dark side game text of this site •Dengar's Blaster Carbine (twice per number.
is empty. battle, may target a character or
LIGHT: If you control, Force drain +1 vehicle for free; draw destiny; target DFS Squadron Starfighter
here and all imprisoned characters hit, and its forfeit =0, if destiny +1 > This card was erroneously printed
on Death Star are released. defense value). with armor instead of maneuver. The
card should read "MANEUVER 2"
Death Star: Detention Block Dengar's Blaster Carbine and has maneuver (not armor) for all
Corridor (V) Use 1 Force to deploy on Dengar, 3 gameplay purposes (e.g., adding to
LIGHT: If you control with a spy, on your other warrior. May target a maneuver with Dark Maneuvers).
may use 2 Force to release Leia character, creature, or vehicle using
here (retrieve 1 Force). 1 Force. Draw destiny. Target hit if

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Appendix A - Errata
Deploys -1 to Naboo or same Dodge device is deployed, all droids
system as your battleship. While at Some copies of this card were present are lost at end of any turn.
same system as your battleship, misprinted, omitting the final word.
Droid Merchant
during your deploy phase, may The correct text is:
Spaceport Speeders may be played
deploy one Droid Starfighter Laser If one of your characters of ability >
at same site. Once per game, may
Cannons aboard from Reserve 2 was just targeted by a weapon,
do one of the following: activate 1
Deck; reshuffle. subtract 3 from each weapon
Force when you deploy a droid OR
destiny draw. OR If opponent just
Diplomatic Mission To Alderaan / retrieve 1 Force when you deploy an
initiated a battle at a site against one
A Weakness Can Be Found astromech to a starfighter.
of your lone characters present,
(front) Deploy Tatooine system (with
move that character away as a Droid Shutdown
Tantive IV, non-[Reflections II] R2-
'react' (for free). Cancel an attempt by opponent to
D2, and Stolen Data Tapes there)
target your droid to be stolen, 'hit,'
and Dune Sea. Don't Do That Again (V)
lost or captured. Droid is protected
For remainder of game, you may not Plays on table. Always Thinking
from all such attempts for remainder
deploy Sandwhirl or [Episode I] Jedi. With Your Stomach, Ice Storm, and
of turn.
While this side up, your Force drains Sandwhirl are canceled. Once per
at Tatooine system are -1. Once per game, may ▲ an Immediate Effect. DS-61-2
turn, may ▼ Alderaan or a Tatooine Unless opponent occupies a Adds 3 to power of anything he
battleground site. Until the start of battleground system, Mobilization pilots. When piloting Black 2, also
your first turn, Tantive IV may be Points is suspended. adds 1 to maneuver and may draw
forfeited to cancel all remaining one battle destiny if not able to
Don't Get Cocky
battle damage. otherwise.
If Luke and Han are in a battle
Flip this card if Stolen Data Tapes
together, you may add two battle DS-61-3
'delivered' and Rebels control two
destiny. OR If opponent just initiated Adds 3 to power of anything he
battlegrounds (a site and a system).
a battle at a system or sector, pilots. When piloting Black 3, also
(back) While this side up, your total choose one TIE/ln present to be lost. adds 1 to maneuver and may draw
battle destiny is +X, where X = one battle destiny if not able to
Double Agent
number of battlegrounds occupied otherwise.
If both players have a spy at same
by Rebels of ability < 4. Once per
site, draw destiny. Add 2 if DS-61-4
turn, may ▼ Alderaan or a Tatooine
opponent's spy is Undercover. Adds 3 to power of anything he
battleground site. Once per turn, if
Opponent's spy is lost if total destiny pilots. When piloting Black 4, also
you just won a battle, may retrieve 1
> 2. OR Opponent's Tonnika Sisters may draw one battle destiny if not
Force.
present at a site cross to your side. able to otherwise. May use 1 Force
Flip this card if you do not occupy a
to take one Lone Pilot into hand
battleground site and a battleground Double Laser Cannon
from Reserve Deck; reshuffle.
system (or you do not control any Use 4 Force to deploy on Jabba's
locations). Sail Barge or your sandcrawler; it is Dual Laser Cannon
power +3 and immune to attrition < Use 2 Force to deploy on your T-47.
Disarmed (both sides)
5. If your warrior aboard here, may May target a character, creature or
If both players have a character with
target a vehicle using 2 Force. Draw vehicle using 1 Force. Draw destiny.
a weapon present at same site,
destiny. Target hit if destiny +2 > Subtract 1 if targeting a character or
deploy on that opponent's character
defense value. creature. Add 2 if targeting a vehicle.
during any control phase. Character
Target hit if total destiny > defense
loses all weapons, is power -1 and Dr. Evazan
value.
may no longer carry weapons. Adds 2 to power of anything he
(Immune to Alter.) pilots. The not-so-good doctor may Dutch
'operate' on any other character Adds 2 to power of anything he
Do, Or Do Not (Dagobah)
present that was just 'hit' or just pilots. When piloting Gold 1, also
This Effect is now unique (•) and
Disarmed; 'patient' is lost. adds 1 to maneuver and draws one
should read as "•Do, Or Do Not".
battle destiny if not able to
Dreadnaught-Class Heavy Cruiser
Do They Have A Code Clearance? otherwise. Adds 1 to forfeit of each
May add 3 pilots, 6 passengers and
(Coruscant) other Gold Squadron pilot at same
4 TIEs. Has ship-docking capability.
This card has the grabber icon. location.
Permanent pilots provide total ability
Do They Have A Code Clearance? of 2. Turbolaser Battery may deploy E-web Blaster
(Reflections III) aboard. Your TIEs present are each Deploy on any site. May be moved
power +1. with two warriors for 1 additional
This card has the grabber icon. Force. Your warrior present may
Droid Detector
target a starfighter (use 5 as
Deploy at any interior site. Cannot
defense value), character, creature
be moved. Droids may not deploy to
or vehicle using 2 Force. Draw
same site. Following the turn this

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Appendix A - Errata
destiny. Target hit if destiny +1 > Elis Helrot Endor Scout Trooper
defense value. At any time (except during battle), Power -1 while not on Endor. While
target any or all of your characters at this character is on Endor,
Echo Trooper Backpack
one site to 'transport' (relocate) to Lieutenant Page and each of your
Deploy on your trooper. May use
any one other site. Draw destiny. Rebel scouts of ability < 3 at same
any number of weapons and
Use that much Force to 'transport,' and adjacent exterior sites are
devices. Trooper is immune to
or place Interrupt in Lost Pile. immune to attrition < 2.
attrition < 3 when at a planet site.
Ellorrs Madak Enhanced TIE Laser Cannon
Effective Repairs
Deploy on your non-pilot character Use 1 Force to deploy on your TIE.
USED: Cancel Limited Resources.
(except droids) to give that character May target a starship using 1 Force.
LOST: Use 3 Force to retrieve into
pilot skill. Adds 2 to power of Draw destiny. Subtract 2 if targeting
hand one Effect of any kind.
anything that character pilots. OR a capital starship. Target hit if total
Effective Repairs & Starship Deploy on your pilot. Adds 1 to destiny > defense value.
Levitation power of anything that character
Escape Pod
This Interrupt is not unique (•). The pilots. (Immune to Alter.)
If your capital starship is about to be
card title reads as "Effective Repairs
Elom lost, relocate your characters aboard
& Starship Levitation".
Power +3 at same site as an to any one planet site.
EG-6 (Eegee-Six) Imperial. For remainder of game,
Escape Pod & We're Doomed
Adds 1 to power of each of your Plastoid Armor is an Effect, is not
Use 1 Force to ▲ a dejarik. OR For
droids present, except power droids. unique, is immune to Alter while on
remainder of turn, you lose no Force
* Destiny equals zero, but if drawn table, and it deploys only on a Rebel
to the following cards on table (if
as a battle destiny where you have or alien at same mobile site as Elom
any): Cloud City Occupation, Rebel
less power than opponent, your total (character is now 'disguised').
Base Occupation, Tatooine
power present is doubled (once per
Emergency Deployment Occupation, That Thing's
battle).
If opponent just initiated a battle Operational, You May Start Your
Egregious Pilot Error where opponent has more than Landing, or You'll Be Dead!
During opponent's control phase, if double your power, reveal up to 3
Establish Secret Base (V)
opponent has two or more capital cards from your Reserve Deck. Of
Deploy on Bunker if you control that
starships at a system or sector those 3, deploy anywhere (for free)
site. Your Force generation at Endor
together, draw destiny. If destiny -1 any characters, starships, vehicles,
system may not be canceled. Once
< number of those starships, they devices, or weapons. Any others are
per turn, you may deploy an Endor
may not move or participate in battle lost.
site from your Reserve Deck;
until end of your next turn.
End This Destructive Conflict reshuffle. Place Effect in Used Pile if
Eject! Eject! USED: During a battle at a site, opponent controls this site. (Immune
Use 1 Force to target a starfighter instead of firing one character to Alter.)
having one or more permanent weapon, cause one opponent's
Evacuate?
pilots. Draw destiny. If destiny > 2, character present to be power -4
If your capital starship is about to be
deploy on starfighter to remove all until end of turn. LOST: During a
lost, unless Tarkin aboard, relocate
permanent pilots (otherwise, Effect battle at a site, use 3 Force to
your characters aboard to any one
is lost). May add one pilot for each cancel one battle destiny just drawn.
planet site or to one of your capital
permanent pilot removed. (Immune
Endor: Anakin's Funeral Pyre starships.
to Alter.)
The Dark side game text of this site
Evacuation Control
Electrobinoculars is empty.
Deploy on your war room. Once
Use 1 Force to deploy on any LIGHT: If you just chose I Have It on
during each of your move phases,
warrior. At any time, you may peek your [Skywalker] Epic Event, ▼ Like
your Planet Defender Ion Cannon at
at the top card of your Reserve Deck My Father Before Me. If Anakin
same planet may fire. Also, each of
by using 2 Force. You may choose 'communing,' you may initiate battles
your medium transports at same
to move that card to the top of your for free.
planet is hyperspeed +2, is immune
Force Pile.
Endor: Ewok Village (V) to attrition < 3 and may move for
Elis In Hinthra This location has two printed and free.
The [Reflections II] icon has been one printed icons. Evader
stricken. LIGHT: No starships or vehicles USED: Cancel all Revolutions in
May add 1 pilot and 3 passengers. here. While Prophecy Of The Force play (owner loses 1 Force for each).
Permanent pilot is •Elis, who with Luke here, it may not relocate. LOST: If Vader or Vader's Custom
provides ability of 2. Once per game, DARK: Force drain -1 here. While TIE was just lost, relocate that card
may use 1 Force to ▼ a smuggler opponent's [Set 8] Effect with Luke to Used Pile. OR Relocate to Used
aboard. Immune to attrition < 5. here, your Force generation is -1 Pile one Imperial just lost from any
here. Death Star location.

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Appendix A - Errata
Executor: Holotheatre canceled. Once per game, may ▲ Flagship
DARK: If Vader or Emperor on table, an Immediate Effect. Unless Use 2 Force to deploy on your Star
your Force generation is +1 here (+2 opponent occupies a battleground Destroyer. Your other starships may
if both). system, Staging Areas is move as a 'react' to same system or
LIGHT: Force drain +1 here. suspended. sector (for free). If starship lost, you
lose X Force, where X = starship's
Exposure Fear Will Keep Them In Line
armor. (Immune to your Alter.)
Use X Force during your control Deploy on any capital starship.
phase, where X = the total number When that starship is at a system or Floating Refinery
of characters present or missing at sector you control, your total power This device is now restricted (••) and
exterior marker sites under is +1 in battles at related sites. should read as "••Floating Refinery".
"nighttime conditions." Those Deploy on a cloud sector (limit one
Feltipern Trevagg
characters are lost. per sector). Force you activate may
While no droid present with Trevagg,
be drawn into hand (one per turn for
F-11D Blaster Rifle to initiate battles at same location as
each of your Floating Refineries on
Deploy on your First Order warrior. Trevagg, player must use X Force,
table). Each cloud sector or gas
May target a character or vehicle for where X = total number of and
miner drawn in this way by this
free. Draw destiny. Add 1 if fired by present with him. device may be revealed to retrieve 1
a stormtrooper. Target hit, and may
Field Promotion Force.
not be used to satisfy attrition, if total
destiny > defense value. Deploy on an Imperial of ability < 5 For Luck
present with Vader, Emperor or one Deploy on table. If Counter Assault
Failure At The Cave of your admirals, generals, or moffs. is played, may use 1 Force to add
Deploy on Dagobah: Cave. Target Imperial gains leader skill, is power one destiny to your total. If Sense or
an apprentice on Dagobah. All Jedi +1, and is immune to Demotion, Alter just played, may use X Force
Test game text is suspended. If Report to Lord Vader, and What is to exclude X Dark Jedi from being
target present during any battle Thy Bidding, My Master?. (Immune the "highest-ability character."
phase, opponent draws destiny. If to Alter.)
destiny < 4, you retrieve 2 Force Force Field
(also, if destiny = 0, target is lost). Fire Extinguisher USED: Cancel an attempt to target a
Otherwise, Utinni Effect canceled. Deploy on your astromech droid. Dark Jedi with a character weapon.
Cancels an 'exploding' Program LOST: If one of your characters was
Fall Back! Trap here. Any starship it is aboard just targeted by a weapon during a
If opponent just initiated a battle at is immune to Lateral Damage and battle, use 3 Force to cancel the
an exterior site with more than ion cannons. If deployed on R2-D2, targeting.
double your total power, use 1 Force may lose Fire Extinguisher to cancel
to target an adjacent site where a battle just initiated where present Force Levitation
opponent has no presence. All your at a site. Lore: Telekinesis is one of the
characters present in battle move powers awakened during a Jedi's
away (for free) to the target site. The Firefight apprenticeship. Using this ability, a
battle is canceled. During a battle, if you have weapons student of the Force can learn to
at at least 2 sites adjacent to that levitate objects.
Fall Of The Legend battle, add 3 to your total power and
If you just lost a character during a add one battle destiny. OR For Fozec
battle or a duel at a Cloud City site, remainder of turn, your scout at an Adds 2 to power of anything he
use 2 Force to relocate that exterior site is power +1 and adds 1 pilots. While at a site you control,
character to Weather Vane. OR to each of that character's weapon Imperials are immune to Ke Chu Ke
Search your Reserve Deck, take destiny draws. Kukuta? at that site.
one Weather Vane into hand and
First Officer Thaneespi Free Ride & Endor Celebration (V)
reshuffle.
Deploys -2 to Home One. Adds 3 to Cancel Cloud City Occupation,
Fallen Portal power of any capital starship she Rebel Base Occupation, or Tatooine
Target one creature or up to two pilots. When piloting a Star Cruiser Occupation. [Immune to Sense.] OR
characters present that just initiated with another Mon Calamari pilot Cancel Force Lightning (unless
an attack or battle against you at aboard, unless opponent has total targeting an Undercover spy). OR
Back Door, Rancor Pit, Tatooine: ability > 6 piloting here, reset Cancel an attempt to deploy or
Jabba's Palace or any docking bay. opponent's total battle destiny here move a combat vehicle as a 'react.'
Draw destiny. Target(s) immediately to 0. OR During your turn, target
lost if destiny +2 > total defense opponent's spy (or unpiloted combat
value. First Order Stormtrooper vehicle) at a site you control; target
Deploys -1 to same site as a First is lost. (Immune to Oh, Switch Off.)
Fanfare (V) Order leader. Opponent's characters OR For remainder of turn, suspend
Plays on table. Ice Storm, Lost In here are cumulatively defense value the following cards on table (if any):
The Wilderness, Order To Engage, -1 (limit -3). A Million Voices Crying Out and An
Sandwhirl, and Scramble are
Entire Legion Of My Best Troops.

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Appendix A - Errata
Frozen Dinner Gambler's Luck Ghhhk
Deploy on opponent's character If your gambler is defending a battle Lore: Dejarik of creature from
alone at Wampa Cave. Character is alone at a site, add one battle Clak'dor VII. Ghhhk rise with the
power = 0 and may not move. May destiny (draw two destiny and dawn, screeching their mating calls
be canceled if opponent has a choose one). OR If your Lando is across the jungle. Locals use their
lightsaber or total ability > 4 present. defending a battle alone at a site, skin oils as a healing salve.
If character eaten by a creature, add two battle destiny (draw three
cumulatively adds 2 to ferocity. destiny and choose two). During the damage segment of a
battle you lost, if you have no cards
Frustration Gamorrean Ax left that can be forfeited, cancel all
During your control phase, peek at Use 1 Force to deploy on your remaining battle damage. (Immune
opponent's hand and target one Gamorrean. Adds 1 to power. When to Sense.) OR Cancel Nightfall.
non-Interrupt card you find there that present at a site, Gamorrean draws
has a deploy cost < total number of one battle destiny if not able to Ghhhk & Those Rebels Won't
icons on table. Opponent must otherwise. May target a character or Escape Us
creature for free. Draw destiny. USED: Cancel Nabrun Leids.
deploy a card of that title by the end
Target hit if destiny > defense value. LOST: During the damage segment
of your next turn, or lose a card of
of a battle you lost, if you have no
that title from hand (if possible).
Garouf Lafoe cards left that can be forfeited,
Full Throttle Adds 1 to power of anything he cancel all remaining battle damage.
If your pilot (or permanent pilot) is pilots. Adds 1 to forfeit of each of (Immune to Sense.) OR Cancel
defending a battle alone at a system your characters at same Tatooine Hyper Escape, Closer?!, or one
or sector, add one battle destiny. OR site. Subtracts 1 from forfeit of each 'react.' OR During your move phase,
If Luke is defending a battle alone at of opponent's characters at same cancel Landing Claw.
a system or sector, add 1 to power Hoth site. Game text suspended if at
same site as a tax collector. Golan Laser Battery
and add one battle destiny.
Deploy on any exterior planet site.
Fusion Generator Supply Tanks General Hux Your warrior present may target a
(both sides) Adds 3 to power of anything he creature, character or vehicle at
Deploy on your starship at a system pilots. Deploys -2 aboard Finalizer. same or adjacent site using 2 Force.
or sector where a related docking Your First Order characters and Draw destiny. Add 2 if targeting a
bay is on table. Adds 1 to [First Order] starships are destiny creature or character. Target hit if
hyperspeed, power and maneuver. +1. Once per game, may ▲ a First total destiny > defense value.
Order stormtrooper.
FX-10 (Effex-ten) Gold 2
Once per turn, one of your 'hit' non- General Leia Organa May add 2 pilots or passengers.
droid characters at same or adjacent Lore: Female leader. May forfeit in place of your other
site may be placed in your Used Pile While at a war room or battleground, starfighter 'hit' in Death Star: Trench,
instead of Lost Pile when forfeited. game text of Admiral's Orders is restoring that starfighter to normal.
canceled and whenever you initiate
FX-7 (Effex-Seven) a battle with a Resistance character, Gold 5
Once per turn, one of your 'hit' non- retrieve 1 Force (2 if initiating This card has the icon.
droid characters at same or adjacent against a First Order character).
site may be placed in your Used Pile Goldenrod
Immune to attrition < 4. Plays on table. For opponent to
instead of Lost Pile when forfeited.
Cumulatively subtracts 2 from X on General Solo (V) deploy a character, starship, or
your Bacta Tank. Adds 3 to power of anything he vehicle for free (except by that card's
pilots. During battle, may use 1 own game text), opponent must first
Gaderffii Stick Force to take an Interrupt into hand use 2 Force. They Must Never Again
Use 2 Force to deploy on any from Reserve Deck; reshuffle, play Leave This City is suspended during
Tusken Raider. If a battle has just it, then place that card out of play. opponent's first turn.
been initiated where present, target Once per turn, may take a non-
a character for free; draw two Grand Admiral Thrawn (V)
Interrupt card with 'door' in game Adds 3 to power of anything he
destiny. If total destiny > 5, target's text into hand from Reserve Deck;
weapons are 'knocked away' (may pilots. if a Rebel just moved from
reshuffle. here, your Imperials present may
not be used this battle).
General Veers follow that character (using
Gailid Power +1 when at same site as landspeed). While at a battleground
Deploys free to same site as Mosep. Admiral Ozzel. Adds 1 to power of site, functions as a general and
Adds 2 to power of anything he each Imperial at same Hoth site. game text of Admiral's Orders is
pilots. While at Audience Chamber, Adds 3 to power of any combat canceled.
adds 1 to your Force drains at vehicle he pilots. On Blizzard 1, also
Jabba's Palace sites. Grand Moff Tarkin
adds 1 to armor and draws one Adds 2 to power of anything he
battle destiny if not able to pilots. When with Vader in a battle,
otherwise.

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Appendix A - Errata
once per battle may cancel one immunity to attrition of one starship Han's Heavy Blaster Pistol (V)
opponent's destiny just drawn. here; this A-wing is 'hit.' Deploy on Beckett or non-spy Han.
May target a character. Draw
Grappling Hook Grimtaash
destiny. Target hit, and its forfeit = 0,
This card has the grabber icon. USED: If opponent has 13 or more
if destiny +2 > defense value. If on
If opponent just played an Interrupt, cards in hand, place all but 8
Han, may fire once during your
use 1 Force to deploy on table and (random selection) in Used Pile.
control phase, and may place this
stack that Interrupt here. All LOST: Cancel Molator (even at a
weapon in Used Pile to cancel a
Interrupts of that title are unique (•). holosite). OR Use 4 Force to reveal
weapon destiny targeting Han.
(Immune to Control.) opponent's hand. All cards opponent
has two or more of in hand are lost. Han's Toolkit
Gravel Storm Use 1 force to deploy on one of your
Strikes at Dune Sea, Jundland Grondorn Muse
characters, vehicles, or starships
Wastes, Beggar's Canyon, Lars' While Grondorn is on Yavin 4, your
(free on Falcon or Han). While
Moisture Farm, Jawa Camp, or Mos Yavin Sentry is not unique (•), is
aboard a vehicle or starship, you
Eisley. Target opponent's character doubled, deploys free, applies all
may use 1 force to cancel any
present at that site. Draw destiny. three of its modifiers and is immune
Interrupt or Effect of any kind
Target lost if destiny > ability. to Alter. Power -1 when not on Yavin
(except those immune to Alter or
4.
Gravity Shadow Control) which targets that vehicle or
If opponent's starship is about to Han, Chewie, And The Falcon (V) starship.
move through hyperspace, target (POWER 8) (MANEUVER 6)
Harc Seff (V)
that starship and its highest-ability (HYPERSPEED 7) (DEPLOY 6)
Adds 2 to power of anything he
pilot. Draw destiny. If destiny > May add 2 passengers. Permanent
pilots. For each of opponent's non-
pilot's ability, starship may not move pilots are •Han and •Chewie, who
battleground locations on table, your
this turn. If destiny = pilot's ability, provide total ability of 5. While in
Force generation is +1. Once per
starship is lost. battle, adds one destiny to total
game, may take one Immediate
power. Immune to Come With Me,
Great Shot, Kid! Effect into hand from Reserve Deck;
Life Debt, and attrition < 5.
Deploy on table. If Death Star reshuffle.
"blown away": Whenever you deploy Han Seeker
Haven
a unique (•) starship to a system Deploys for 1 Force to an
Deploy on one of the following
location, retrieve 3 Force; once unoccupied site. Deploys and moves
systems: Rendezvous Point, Hoth,
during each of your turns you may like an undercover spy. When
Yavin 4, Alderaan, or Sullust. Your
deploy (for free) a starship from present with Han (or alien) of ability
starships deploy -2 and your pilots
hand or Reserve Deck and reshuffle. < 3, choose one to be immediately
deploy -1 here. When battling here,
(Immune to Alter.) lost (treat as an "all cards" situation).
you may add one battle destiny.
Seeker is also lost.
Great Warrior Effect canceled if opponent controls
Deploy on a Dagobah site. Target a Han Solo this system. (Immune to Alter.)
mentor here. Also, target or deploy Once during battle, may use 1 Force
He Is Not Ready
(regardless of location deployment to cancel and re-draw your just
This Effect is now unique (•) and
restrictions) an apprentice here. drawn destiny. Adds 2 to power of
should read as "•He Is Not Ready".
Attempt when targets are present at anything he pilots. When piloting
the beginning of your control phase. Falcon, also adds 2 to maneuver He Is The Chosen One / He Will
Draw training destiny. If destiny + and may draw one battle destiny if Bring Balance
apprentice's ability > 12, test not able to otherwise. (front) Deploy Anakin's Funeral Pyre
completed: Place on apprentice. All (with Prophecy Of The Force there),
Han Solo, Optimistic General
opponent's Force drain bonuses are Ewok Village, and I Feel The
Adds 3 to power of anything he
canceled. Conflict.
pilots. Cancels Kylo's game text
Mentor: Your character of ability > 2. For remainder of game, you may not
here. When deployed, may reveal
Apprentice: Your non-droid, non- deploy [Episode I] or [Episode VII]
the top two cards of your Reserve
Jedi character of lesser ability than characters or locations (except Obi-
Deck; take one into hand. During
mentor. Each time you complete any Wan, Yoda, and Lars' Moisture
battle with Chewie or [Endor] Leia,
Jedi Test, you may exchange one Farm). If Luke just won a battle, may
may add one destiny to total power.
card in hand for one Jedi Test in re-circulate and shuffle Reserve
your Lost Pile. Han's Heavy Blaster Pistol Deck. Emperor's Power does not
Use 1 Force to deploy on Han, or 3 increase deploy costs at
Green Leader In Green on your warrior. May target a battlegrounds.
Squadron 1 character, creature or vehicle using While this side up, you may initiate
Permanent pilot is •Green Leader, 1 Force. Draw destiny. Target hit if battles for free.
who provides ability of 2. Adds one destiny +1 > defense value. If hit by Flip this card if Luke or a Jedi at a
battle destiny with a Rebel snub Han, target's forfeit = 0. battleground site (unless an
fighter. During battle, may cancel

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Appendix A - Errata
opponent's character of ability > 4 that system. Place out of play if DARK: Once per game, may
is). "Hidden Base" system is 'probed;' exchange an Interrupt from hand
Dark Side places 'probe' cards in with bottom card of your Reserve
(back) While this side up, once Used Pile (and may retrieve 1 Force Deck. Ice Storm is canceled at Hoth
during your control phase, may peek for each Probe Droid used to sites.
at up to X cards from the top of your 'probe').
Reserve Deck, where X = number of Houjix
battlegrounds you occupy; take one High Anxiety Lore: Dejarik creature. These
into hand and shuffle your Reserve If an opponent's character with ferocious-looking beasts are gentle,
Deck. During your draw phase, may ability > 2 has just become missing, loyal, and often domesticated as
retrieve any one card; opponent may deploy on a Rebel with ability > 2 on guard animals or pets on Kinyen, the
stack a card from hand face down same planet. Rebel may not Gran homeworld.
on I Feel The Conflict to place that participate in battle. Immediate
Effect canceled if missing character During the damage segment of a
out of play instead.
is found or lost. battle you lost, if you have no cards
Flip this card (unless Vader crossed
left that can be forfeited, cancel all
over) if opponent's character of
Higher Ground remaining battle damage. (Immune
ability > 4 at a battleground site or
USED: During a battle at a site, to Sense.) OR Cancel Sunsdown.
you do not have Luke (or a Jedi) at a
instead of firing one character
battleground site. Houjix & Out Of Nowhere
weapon, cause one opponent's
character present to be power -4 USED: If opponent just initiated a
Hear Me Baby, Hold Together
until end of turn. LOST: During a battle at a system or sector where
If opponent just targeted your
battle at a site, use 3 Force to you have a starship with maneuver >
starship with a starship weapon,
cancel one battle destiny just drawn. 3, use 1 Force to add one battle
subtract 2 from each of that
destiny. LOST: During the damage
weapon's destiny draws.
Hindsight segment of a battle you lost, if you
Het Nkik Deploy on C-3PO. Eyes In The have no cards left that can be
* Deploys only on Tatooine for 2 Dark, The Professor, Mantellian forfeited, cancel all remaining battle
Force from each player's Force Pile. Savrip and Hopping Mad are damage. (Immune to Sense.)
Het is power +1 for each immune to Alter. Once during each
draw phase, unless C-3PO is Human Shield
stormtrooper at same site, unless
present with a Wookiee, you may USED: If an opponent's weapon is
Reegesk is present.
examine the cards in your Used Pile. about to 'hit' an Imperial present with
Hidden Base / Systems Will Slip (Immune to Alter.) a captive being escorted, the captive
Through Your Fingers is 'hit' instead. LOST: During the
(front) Deploy Rendezvous Point. H'nemthe damage segment of a battle at a
Place a planet system (with a parsec Adds 2 to power of anything she site, you may forfeit any captives
number from 1 to 8) from outside pilots. Adds 2 to deploy cost of each present (once per battle per
your deck face down on your side of opponent's male Imperial when that captive).
table (not in play); that card Imperial is deploying to same or
adjacent site. Hunt Down And Destroy The Jedi
indicates the planet where your
(V) / Their Fire Has Gone Out Of
"Hidden Base" is located. While this
Holonet Transmission The Universe (V)
side up, once during each of your
USED: Cancel Transmission (front) Deploy Vader's Castle, [Set
deploy phases, may deploy one
Terminated. LOST: Take one 13] Visage Of The Emperor, and a
system from Reserve Deck;
Imperial or Visage Of The Emperor [Cloud City] site with exactly one .
reshuffle. Opponent loses no more
into hand from Used Pile; reshuffle. For remainder of game, you may not
than 1 Force from each of your
Force drains at systems and Hondo Ohnaka deploy characters except bounty
sectors. Flip this card any time after Draws one battle destiny in not able hunters, droids, and Imperials.
you have deployed five battleground to otherwise. While at Audience Where you have an Inquisitor, your
systems and your "Hidden Base" Chamber (or stacked on your total battle destiny is +1 (+2 if with a
system. Objective), your other Weequays are 'Hatred' card). Inquisitors are destiny
deploy -1, power +1, and forfeit +2. +1.
(back) While this side up, to draw a Once per game, may ▼ Aurra, While this side up, once per turn,
card from Force Pile, opponent must Slave I, or a Kowakian. may ▼ a [Cloud City] or Malachor
first use 1 Force. For each battleground site.
battleground system you control, Hoth: Echo Med Lab Flip this card if Vader is at a
you may cancel one opponent's Light Side game text: Once per turn, battleground site unless Luke, a
Force drain (limit twice per turn). when you deploy a medical droid, it Jedi, or a Padawan at a
You may not deploy any systems. At is deploy -2. battleground site.
each system opponent occupies Hoth: Ice Plains (V)
during any deploy phase, opponent (back) While this side up, you lose
The Light side game text of this site no Force from Visage Of The
may 'probe' there by placing one is empty.
card from hand face down beneath Emperor. While Vader armed with a

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Appendix A - Errata
lightsaber, opponent's Force drain I Did It! Resistance Agents are immune to
bonuses are canceled. Deploy on table if you've won a Set For Stun.
Flip this card if Vader not on table or Podrace. Once per game, may place Flip this card if your First Order
if Luke, a Jedi, or a Padawan at a Boonta Eve Podrace out of play to characters control two battlegrounds
battleground site; once per game, retrieve 4 Force. If you occupy a and a Resistance Agent is not
may take Vader and your cards on battleground site and a battleground present at a battleground site.
him into hand from a site you system, once during each of your
I Will Find Them Quickly, Master
control. control phases may reveal the
Deploy on table. Opponent may
bottom card of your Lost Pile and
Hutt Bounty deploy Amidala from Reserve Deck;
place it on top of your Force Pile. At
Deploy on an opponent's smuggler, reshuffle. If Maul present with
the end of opponent's turn, opponent
gambler, or thief. If subsequently Amidala and opponent has no Jedi
must lose 2 Force or place their
captured, seized by a bounty hunter, there, she is captured. Once per
Force Pile onto their Used Pile.
and then transferred to Jabba's game may take If The Trace Was
Palace: Dungeon, retrieve Force I Find Your Lack Of Faith Correct into hand from Reserve
equal to character's forfeit (+6 if Disturbing Deck; reshuffle. (Immune to Alter.)
Han) and lose Effect. (Immune to Use 1 Force to deploy on one of
I'd Just As Soon Kiss A Wookiee
Alter.) your Dark Jedi. While present at a
Use 3 Force to place an opponent's
site, unless a Jedi is also present,
Hydroponics Station just deployed character, starship,
opponent's total ability at same
Use 1 Force to deploy on any vehicle, weapon, or device in
location is reduced by 2.
exterior Tatooine site. Cannot be opponent's hand. On opponent's
moved. The first Force you activate I Had No Choice next turn, that card (or one card of
during your activate phase may be Deploy on an opponent's gambler. same title) may deploy for free.
drawn into hand instead. If a Cancels gambler's game text. If a
IG-2000
Vaporator on table, the second battle was just initiated, you may use
May add 1 pilot (must be a smuggler
Force you activate may also be X Force to exclude gambler from
or bounty hunter) and 2 passengers.
drawn into hand. that battle, where X = gambler's
Maneuver +3 and immune to attrition
ability.
Hyper Escape < 3 if IG-88 piloting. Ion Cannon may
If a battle was just initiated at any I Think I Can Handle Myself deploy aboard.
system or sector, move all your If your female character is defending
IG-88
starships and vehicles there away. a battle alone at a site, add one
Adds 2 to power of anything he
destiny to total power (if Rey, she is
Hypo pilots. May 'assassinate' any
also immune to attrition). OR Cancel
Deploy on your IT-O. Once during character at same site hit by IG-88
a just drawn weapon destiny
your control phase, if present with a (victim is immediately lost). May use
targeting your female character. OR
captive (or with an imprisoned two different weapons. May initiate
Add 1 to your Force drain where you
captive): You may ask one yes-or-no battle and be battled. Immune to
have a female character.
question about cards in opponent's Restraining Bolt and purchase.
hand. Opponent must answer I Thought They Smelled Bad On
IG-88's Pulse Cannon
truthfully or lose 1 Force. OR May The Outside
Use 1 Force to deploy on IG-88, 4
add 1 to Force drain where present. Sacrifice (lose) your creature vehicle
on your other warrior. Adds 2 to
to protect one character present
I Am Part Of The Living Force power. May target X non-droid
from Exposure, Ice Storm, Frostbite
If your starting location had characters or creatures using X
and Gravel Storm for remainder of
"communing" in game text, deploy Force. Draw destiny for each. If
turn. (Two characters may be
Communing and stack a Jedi with destiny = 0, character is power -1
protected if sacrificing a ronto.) OR
"communing" in game text on it. and forfeit -1 until end of turn. If
Double Tzizvvt's power until he
Deploy up to three Effects that destiny -1 > defense value, target
moves.
deploy on table, deploy for free, and hit.
are always immune to Alter. Place I Want That Map / And Now You'll
I'm Here To Rescue You
Interrupt in Lost Pile. Give It To Me
If you have a spy present at the
(front) Deploy Tuanul Village, any
I Can't Believe He's Gone (V) Detention Block Corridor, target a
other [Episode VII] location, and I
If Obi-Wan 'communing,' deploy on captive there. Draw destiny. If
Will Finish What You Started.
table. Once per battle, may activate destiny + ability of spy > ability of
Opponent may reveal a unique (•)
1 Force or add 1 to a just drawn captive, target is released.
character with ability (except Luke or
battle destiny. Once per game, if a Otherwise, spy is captured. OR
a Jedi) from Reserve Deck; that card
battle at a Tatooine site just ended, Cancel Spice Mines Of Kessel
is a Resistance Agent. Otherwise,
may 'revive' (return to that site from (releasing targeted captive).
Luke is a Resistance Agent and
Lost Pile) a Rebel forfeited from that
loses immunity to attrition. I'm On The Leader
site this turn. [Immune to Alter.]
For remainder of game, non- Target opponent's starfighter making
[Episode VII] Dark Jedi are lost and an Attack Run. Draw destiny. Add 1

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Appendix A - Errata
for each of your TIEs in Death Star: your Force drains at Tatooine In Range
Trench. If total destiny > maneuver, system. Once per turn, may ▼ a If you have a Star Destroyer in a
starfighter is lost. OR Add 1 to Tatooine battleground site. battle, during the weapons segment
weapon destiny draws of any Flip this card if you control three use its tractor beam for free. Add 2
starfighter for remainder of this turn. Tatooine sites and opponent to tractor beam destiny if targeting a
controls fewer than three Tatooine unique (•) starship. If not captured,
Imperial Blaster
sites. target is power -3 and maneuver -3
Use 1 Force to deploy on your
(if possible) for remainder of battle.
warrior. May target a character, (back) While this side up, once
creature or vehicle using 1 Force. during your control phase, may peek Infantry Mine (both sides)
Draw destiny. Target hit if destiny > at up to X cards from the top of your Deploy at same exterior site as your
defense value. Reserve Deck, where X = number of mining droid. 'Explodes' if a
Tatooine locations you occupy; take character deploys or moves (without
Imperial Decree
one into hand and shuffle your using a vehicle or starfighter) to or
Deploy on your side of table.
Reserve Deck. Once per turn, may across same site. Draw destiny.
Whenever you control any two
▼ a Tatooine battleground site. Character lost if destiny +2 >
Rebel Base locations, or any one
Opponent's characters require +1 defense value. Infantry Mine is also
planet site and two systems, the
Force to move from Tatooine sites lost.
effects of Revolution and all
using their landspeed. During your
opponent's Force drain bonuses are Informant
draw phase, you may retrieve one
canceled. (Immune to Alter.) If a battle was just initiated at same
trooper.
site as your Undercover spy, your
Imperial Decree (V) Flip this card if opponent controls
characters at adjacent sites may
Deploy on table. Whenever you lose more Tatooine sites than you.
move there as a 'react' (for free). OR
Force (except from Force drains,
Imperial Gunner Cancel Sabotage.
battle damage, or your card), may
Adds 1 to weapon destiny draws of
reduce loss (to a minimum of 1) by Innocent Scoundrel
anything he is aboard as a
the number of battlegrounds you This interrupt is now unique (•) and
passenger.
occupy. During battle, may place should read as "•Innocent
this Effect out of play to draw one Imperial Helmsman Scoundrel."
battle destiny if unable to otherwise. Adds 2 to power of anything he USED: If your gambler was just
(Immune to Alter.) pilots. When piloting a Star targeted by a weapon, opponent
Destroyer, also draws one battle must choose to select a new target
Imperial Detention
destiny if not able to otherwise. or lose 2 Force. LOST: Cancel any
Plays on table. For opponent to
Effect (except those immune to
deploy a character, starship, or Imperial Pilot Alter) deployed on Han or your
vehicle for free (except by that card's (POWER 0) Lando.
own game text), opponent must first Adds 2 to power of anything he
use 2 Force. [Jabba's Palace] I Must pilots. Insignificant Rebellion (V)
Be Allowed To Speak may not target If Ralltiir Operations on table, deploy
locations except Lars' Moisture Farm Imperial Reinforcements on table. Once per battle, when you
and Jabba's Palace sites. If opponent has more total draw battle destiny, may exchange a
characters and starships on table card in hand with a card of same
Imperial Enforcement than you have, use 1 Force to draw card type in Lost Pile. If your Lost
Deploy on table. You may initiate destiny. Retrieve that number of Interrupt (except Ghhhk) just
battles for free. Once per turn during Stormtroopers and/or TIE/lns. resolved, place it out of play.
battle, if you just drew a character
Imperial Squad Leader [Immune to Alter.]
for destiny, may take that card into
hand to cancel and redraw that Adds 1 to forfeit of your other Into The Ventilation Shaft, Lefty
destiny. Canceled if your non- troopers at same site. When moving Relocate one of your characters
Imperial character (or starship) on with a 'squad' of exactly three other from a Cloud City site to Weather
table. [Immune to Alter.] troopers, all four move for 1 Force. Vane (if 'hit,' character is first
Imperial Trooper Guards at same restored to normal). May be played
Imperial Entanglements / No One site may move. even after a battle has just been
To Stop Us This Time
Imperial Trooper Guard initiated.
(front) Deploy Tatooine (with
Devastator there) and a Tatooine (POWER 0) Intruder Missile (Light Side)
battleground site. Power +4 when defending a battle. Deploy on your B-wing, Z-95, YT-
For remainder of game, you may not Cannot move. 1300 Transport, or Falcon. May
deploy Sandwhirl, Admiral's Orders, Imperial Trooper Guard Dainsom target a capital starship for free.
Jabba's Palace sites, non-Imperial Deploys only aboard Executor or to Draw destiny. Add 3 if that capital
characters, non-Imperial starships, any Death Star site. Cannot move. starship was targeted by another
or systems. May cancel opponent's Force drains weapon this turn. Target hit if total
While this side up, opponent loses at adjacent Death Star or Executor destiny > defense value. After firing,
no Force to Tatooine Occupation or sites. place Missile in Used Pile.

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Appendix A - Errata
Ion Cannon Jabba's Sail Barge Force. Draw two destiny. Target hit if
Use 2 Force to deploy on your Star Deploys only on Tatooine; you may total destiny > defense value.
Destroyer. May target a starship immediately deploy Passenger Deck
Jek Porkins
using 1 Force. Draw destiny. If from your Reserve Deck and
Adds 2 to power of anything he
destiny +2 > defense value, all reshuffle. May add 1 driver and 7
pilots. When piloting Red 6, also
starship weapons deployed on passengers. Your aliens deploy -1
adds 1 to maneuver and draws one
target are lost, armor or maneuver = aboard.
battle destiny if not able to
0 and hyperspeed = 0.
Jabba's Sail Barge: Passenger otherwise.
It Can Wait Deck
Jeroen Webb
Use 3 Force to place an opponent's The sentence "Deploy on Jabba's
Adds 2 to power of anything he
just deployed character, starship, Sail Barge" is considered stricken
pilots. When in battle with a Rebel
vehicle, weapon, or device in from this card.
leader, subtracts 1 from opponent's
opponent's hand. On opponent's
Jabba's Space Cruiser (V) total battle destiny.
next turn, that card (or one card of
May add 1 alien pilot and 6
same title) may deploy for free. K-3PO (Kay-Threepio)
passengers. Permanent pilot
May initiate battle and be battled. K-
IT-O (Eyetee-Oh) provides ability of 2. When
3PO is power +1 for each of your
When at Detention Block Corridor, deployed, may ▼ an alien leader
other droids at same Hoth or Yavin 4
adds X to your Force drains here, aboard. Immune to attrition < 5.
site. Functions as a leader if present
where X = number of captives here.
Jakku: Rey's Encampment with another of your droids.
Immune to Restraining Bolt.
The Dark side game text of this site
Kal'Falnl C'ndros
I've Got A Bad Feeling About This is empty.
When in a battle, if both players
If you just initiated a battle at a Once per game, may ▼ Rey here.
draw only one battle destiny and
location where you have less power Rey deploys -2 here. If Rey present,
yours is higher, reduces opponent's
than the opponent, double she may not be targeted by
total battle destiny to zero.
opponent's battle damage if you win weapons.
Landspeed = 3. Adds 2 to power of
the battle (if Han is present at the
Jakku: Starship Graveyard anything she pilots. May not be
battle location, triple opponent's
DARK: Unless you occupy, your aboard starfighters or enclosed
battle damage).
non-scavenger characters deploy vehicles.
I've Got A Problem Here and move to here for +1 Force.
Kebyc
Use 1 Force to target opponent's
Jawa Blaster When at a site and opponent is
starfighter with maneuver at a
Deploy on your Jawa. May target a losing Force from Force drains at
system or sector where a battle just
character or creature for free. Draw related cloud sectors, lost Force
finished. Draw destiny. Starfighter
destiny. If destiny -1 > defense must come from Reserve Deck if
lost if destiny > maneuver.
value, target hit. If destiny = 0, Jawa possible.
I've Lost Artoo! Blaster 'explodes' (weapon and
Keir Santage
Use 1 Force to deploy on a starship character firing it are lost).
Adds 2 to power of anything he
with a or astromech aboard.
Jawa Ion Gun pilots. When at a system, sector, or
Target or astromech and draw
Use 1 Force to deploy on your Jawa, docking bay, once during each of
destiny. If destiny > 1, astromech 3 on your warrior. May target a your deploy phases, subtracts 2
lost (lose Effect) or is canceled character using 1 Force. Draw from deploy cost of your unique (•)
(may add 1 astromech); otherwise, destiny. Targeted droid stolen if X-wing deploying here.
Effect lost. destiny +1 > forfeit. Targeted non-
Kessel (Dark Side)
Jabba The Hutt droid character excluded from battle
DARK: Your starships deploy -1
Deploy -2 at Tatooine or Nal Hutta. if destiny = defense value.
here, -2 if Tarkin is aboard a starship
To use his landspeed requires +2 Jedi Levitation (V) here. If you control, Kessel Run is
Force. May escort a captive. While USED: If you just drew a character canceled.
at Audience Chamber, adds 1 to for destiny, choose: Take that card
forfeit of all your other aliens and Kessel (V)
into hand. OR Cancel and redraw
allows you to activate 1 Force The Dark side game text of this
that destiny. LOST: Once per game,
whenever you Force drain with an system is empty.
use 4 Force to take a character into
alien. Immune to attrition < 4. LIGHT: Force drain +1 here. For
hand from Lost Pile.
remainder of game, Kessel Run is
Jabba's Prize (V) Jedi Lightsaber immune to Alter and may not be
This card has received errata, Use X Force to deploy on your canceled.
including a card title change. For warrior where X = (7 - warrior's
current text and title, see The Ket Maliss
ability). May add 1 to Force drain
Mythrol. Deploy on your non-warrior
where present. May target a
character (except droids) to give that
character or creature by using X
character warrior skill. OR

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Appendix A - Errata
Deploy on your warrior. That Lana Dobreed & Sacrifice starfighter is Falcon or Red 5). Also,
character is power +1. (Immune to If your character is about to be hit, that starfighter is power +2 (Immune
Alter.) use 1 Force (free if by a [Permanent to Control.)
Weapon] weapon); for remainder of
Kintan Strider Leia Of Alderaan (V)
turn, its forfeit may not be reduced
Lore: A dejarik of a ferocious Deploy on Leia (or your female of
and it may not be used to satisfy
creature with incredible healing ability < 4). Opponent may not
attrition. OR Cancel Disarmed.
abilities. Extinct on their homeworld cancel or reduce Force drains at
(Immune to Sense.) OR Cancel a
of Kintan, but used as guard beasts same battleground. If on Leia, she is
'react.' OR During your move phase,
by many Hutt gangsters. power +2 and, once per battle, may
target any or all of your characters at
cancel the game text of an
Kir Kanos (V) one site to 'transport' (relocate) to an
opponent's leader of ability < 4 here.
When deployed, may ▲ a Royal exterior or battleground site. Draw
Guard. During battle, if with an destiny. Use that much Force to Leia, Rebel Princess
Imperial and present at a site, once 'transport,' or place Interrupt in Lost Twice per game, may place top card
per game may cancel a non- Pile. of Lost Pile on top of Reserve Deck
[Immune to Sense] Interrupt. to cancel a Force drain at a related
Lando Calrissian (Dark Side)
site. Unless opponent's non-alien
Kithaba Deploys only on Cloud City. Adds 2
character here, opponent's total
Deploys only on Tatooine. Adds 1 to to power of anything he pilots. When
ability at same site = 0. Immune to
power of anything he pilots. * Power playing Sabacc, may subtract 1 from
attrition < 5 if with Luke, Han or
= 1 + ability of opponent's highest- or add 1 to your total. If present at a
Jabba.
ability character present. site, can be replaced by opponent
with any Light Side Lando. Leia Seeker
K'lor'slug
Deploys for 1 Force to an
Lore: Dejarik of venomous swamp Lando Calrissian (Light Side)
unoccupied site. Deploys and moves
creature from Noe'ha'on. Keen Adds 2 to power of anything he
like an undercover spy. When
senses of smell and vision. pilots (3 if piloting Falcon). Power +1
present with Leia (or warrior) of
Dangerous hunter. Lays eggs - for every Cloud City location you
ability < 3, choose one to be
hundreds of ravenously hungry control. When playing Sabacc, may
immediately lost (treat as an "all
hatchlings. add 1 to or subtract 1 from your
cards" situation). Seeker is also lost.
total.
K'lor'slug (V)
Leia's Sporting Blaster
Lore: Dejarik of venomous swamp Lando With Vibro-Ax
Use 1 Force to deploy on Leia, or 2
creature from Noe'ha'on. Keen This card has one (and only one)
on your warrior. May target a
senses of smell and vision. icon.
character, creature, or vehicle for
Dangerous hunter. Lays eggs -
Laser Gate free. Draw destiny. Target hit if
hundreds of ravenously hungry
Deploy between any two interior destiny -1 > defense value. If hit by
hatchlings.
mobile sites. To pass, a character Leia, target's forfeit = 0.
Deploy on table. If your character, must have (power + ability) > 4 or
Leslomy Tacema
starship, or vehicle in battle is about use a Lift Tube (all other vehicles
Adds 3 to power of anything she
to be lost before the damage are blocked). Laser Gate defense
pilots. While at Audience Chamber,
segment, it is instead lost at end of value = 3; may be targeted (as if a
adds 2 to the power bonus provided
battle (if forfeited, forfeit for 0). character) by a character weapon
by Ellorrs Madak.
(Immune to Alter.) from either site.
Let The Wookiee Win
Knowledge And Defense Laser Projector
During a battle at a holosite, add
Insert in opponent's Reserve Deck. Use 2 Force to deploy on an interior
one battle destiny. OR Target an
When Effect reaches top it is lost site. May target a seeker (use
opponent's character of ability < 5
and opponent may not initiate any defense value = 1), character or
present with your Wookiee that just
battles for remainder of turn. creature for free. Draw destiny.
participated in a battle you lost;
(Immune to Alter.) Target hit if destiny -1 > defense
character is Disarmed (power -1 and
value. Laser Projector may be
Knowledge And Defense (V) may no longer carry weapons).
targeted by any weapon (use
Deploy on table with any number of Stack on that character.
defense value = 1).
Defensive Shields from outside your Lieutenant Cabbel
deck face-down here. Four times per Legendary Starfighter
Adds 2 to power of anything he
game, may play a card from here This Immediate Effect is now unique
pilots. On Tyrant, also adds 1 to
(as if from hand). Unless canceling (•) and should read as "•Legendary
armor. When in battle with an
your Interrupt, opponent may not Starfighter "
Imperial leader, subtracts 1 from
play Recoil In Fear until the end of If opponent just lost a starship in a
opponent's total battle destiny.
your first turn. battle you won, deploy on your
participating starfighter. Once during Lieutenant Dopheld Mitaka
each of opponent's move phases, When drawn for destiny, use 1
opponent loses 1 Force (2 if Force or this card is lost. Adds 2 to

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Appendix A - Errata
power of anything he pilots. During Limited Resources opponent's Force loss. Immune to
your deploy phase, may use 3 Force This interrupt is now unique (•) and Clash Of Sabers and attrition < 5 (or
to relocate Kylo from here to same should read as "•Limited < 6 if armed with a lightsaber). May
site as a Resistance Agent. Resources." not be Disarmed.
Lieutenant Sheckil LIN-V8K (Elleyein-Veeatekay) Lord Maul With Lightsaber
During your control phase, may use At any time during your turn, may Permanent weapon is •Maul's
1 Force to search your Reserve use 1 Force to 'defuse' (lose) any Lightsaber (may add 1 to Force
Deck, take one Human Shield into one mine at same site. drain where present; adds 1 to your
hand and reshuffle. When escorting battle destiny draws here; may
LIN-V8M (Elleyein-Veeateemm)
a captive, captive is forfeit +2 and target a character for free; draw two
At any time during your turn, may
Sheckil is immune to attrition < 4. destiny; target hit, and its forfeit = 0,
use 1 Force to 'defuse' (lose) any
if total destiny > defense value).
Lieutenant Tanbris one mine at same site.
Deploy -1 for starship weapons of Lost In Space
Lirin Car'n
any starship he pilots. Adds 2 to If a pilot was just lost from a system
For each other musician present,
power of anything he pilots. or sector, deploy on that location
adds a "cover charge" of 1 to the
Subtracts 1 from maneuver of any and stack pilot here. Pilot may be
Force required to move or deploy
starfighter he pilots. rescued or captured by any capital
each character to same site.
starship present here during any
Lieutenant Telsij
Local Trouble move phase, and may be targeted
Adds 2 to power of anything he
Use 1 Force at the beginning of your by weapons (except during battle)
pilots. When at a system, sector, or
battle phase to allow any two of your as if present (treat as a starfighter
docking bay, once during each of
Stormtroopers in the Cantina to with defense value = 0). Lost if no
your deploy phases, subtracts 2
battle any one opponent's character pilot here.
from deploy cost of your unique (•)
(your choice). You may add one
Y-wing deploying here. Lothal (Dark Side)
battle destiny. No other battles may
This location has two printed and
Lieutenant Venka (V) occur in Cantina this turn.
one printed icons.
Deploys -1 to Executor. While
Location, Location, Location DARK: While you occupy, gains one
aboard a capital starship, adds 1 to
Deploy on table. At the end of each icon.
armor and its defense value may not
player's deploy phase, if they did not LIGHT: While you occupy, gains one
be reduced. If Fear Will Keep Them
deploy a location, they lose 1 Force. icon. Unless Ghost or Phantom
In Line here and your Imperial just
Effect canceled if any player deploys piloted here, Force drain -1 here.
won a battle at a related site,
three or more locations in a single
opponent loses 2 Force. Lothal (Light Side)
turn.
Light Repeating Blaster Rifle LIGHT: Hera deploys -1 here. Once
Lone Pilot per game, may ▲ This is MY Ship!.
Use 2 Force to deploy on your
If your pilot (or permanent pilot) is DARK: Unless Thrawn here, Force
warrior. If your power droid or fusion
defending a battle alone at a system drain -1 here and This Is MY Ship! is
generator present, may target a
or sector, add one battle destiny. OR [Immune to Sense]. While Lothal
character, creature or vehicle using
If Motti is defending a battle alone at converted, gains one icon.
2 Force. Draw destiny. Target hit if
a system or sector, add two battle
destiny +1 > defense value. May fire Lothal: Advanced Projects
destiny.
repeatedly for 2 Force each time. Laboratory
Lone Rogue DARK: Once per turn, may ▼ TIE
Lightsaber Proficiency
If one of your pilots is at an exterior Defender Project, Pryce, or Thrawn
Deploy on your character with ability
Hoth site, use 2 Force to search here.
> 2 and a lightsaber. That character
your Reserve Deck and take one T- LIGHT: Opponent may not reduce or
is power +3 in battles or may add 1
47 into hand. OR If your piloted T-47 cancel your Force drains here.
to Force drain where present. Effect
is defending a battle alone at a site,
is lost if character loses lightsaber. Lothal: Jedi Temple
add one battle destiny.
Like My Father Before Me The Dark side game text of this site
Lone Warrior is empty.
If an Endor site on table, deploy on
If your warrior is defending a battle LIGHT: Ezra and Kanan deploy -1
table. [Death Star II] Luke is deploy
alone at a site, add one battle here. Unless you occupy, Vader
= 6 and may not be Disarmed. If
destiny. OR If Tagge is defending a may not deploy here and opponent's
Luke is at a battleground (even as a
battle alone at a site, add two battle characters, vehicles, and starships
captive), your battle destiny draws
destiny. deploy and move to here for +2
are +1 there and, once during your
turn, may ▼ Luke's Lightsaber or Lord Maul Force.
place a card from hand on Force Deploys -2 to Naboo. While with Lt. Pol Treidum
Pile. [Immune to Alter.] Qui-Gon, your battle destinies here While at Docking Control Room 327,
are each +1. When Maul wins a adds 2 to your total power at
lightsaber combat, adds 2 to Docking Bay 327. Once during each

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Appendix A - Errata
of your control phases, if at same Luminous battles is +1 for each Jedi
site as an Undercover spy, may Deploys and moves like a 'communing'; once per turn, may
draw destiny. Spy's "cover is starfighter. May add 1 pilot and 6 place a card from hand on Used Pile
broken" if destiny = spy's ability. passengers. Permanent pilot to draw top card of Force Pile.
provides ability of 2. May use Covert
Luke Seeker Master Yoda
Landing like a shuttle or starfighter
Deploys for 1 Force to an While 'communing': You may not
(even while landed).
unoccupied site. Deploys and moves deploy Jedi Knights, [Maintenance]
like an undercover spy. When M-HYD 'Binary' Droid cards, or [Permanent Weapon]
present with Luke of ability < 4 or Adds 2 to forfeit of each non-droid cards; your immunity to attrition is
pilot of ability < 3, choose one to be character at same and adjacent limited to < 4; once per turn, may ▼
immediately lost (treat as an "all sites. At any time, any player may a battleground with two [Dark Side];
cards" situation). Seeker is also lost. use 1 Force to turn M-HYD off (face once per game, may retrieve 1
down) or on again (face up). Force.
Luke Skywalker
While Luke is not on Tatooine your Magnetic Suction Tube Maul
total Force generation is +1. Adds 3 Deploy on your sandcrawler. Once Never deploys to a battleground.
to power of anything he pilots. When during each of your control phases, Once per turn, may add or subtract
piloting Red 5, also adds 2 to may target one character present. 1 from a just drawn battle destiny or
maneuver. Immune to attrition < 3. Draw destiny. If destiny > blaster weapon destiny. Battle
character's ability, "suck up" destiny draws may not be canceled
Luke Skywalker, Rebel Scout (V)
character (relocate to related interior where you have a non-unique
(FORFEIT 9)
Sandcrawler site or owner's Used blaster. Immune to attrition < 5.
Adds 2 to power of anything he
Pile).
pilots. If drawn for destiny, may take Maul's Double-Bladed Lightsaber
into hand to cancel and redraw that Major Bren Derlin Deploy on Maul. Adds 1 to Maul's
destiny. Power +1 for each Dark While on Hoth, opponent may not lightsaber combat total. May lose 1
Jedi here. Luke's weapon destiny 'react' to any Echo site, and Derlin Force to add 2 to Force drain where
draws are +1. At same site, may use 1 Force to cancel Breached present. Twice per battle, may target
opponent must first use 1 Force to Defenses. While at Cantina, power a character. Draw two destiny.
fire a weapon. Immune to attrition < +1 and may use 1 Force to cancel Target hit, and its forfeit = 0, if total >
6. Local Trouble. defense value. While on Maul, may
not be stolen.
Luke's Blaster Pistol Make Ten Men Feel Like A
Use 1 Force to deploy on Luke, 3 on Hundred Medium Repeating Blaster
your other warrior. May target a If Stardust on table, deploy on table. Cannon
character, creature or vehicle using Nightfall is canceled. Saw is a spy. Deploy on a site. May be moved by
2 Force. (If targeted by Luke, target Rebel spies deploy -1 to Scarif. two warriors for 1 additional Force.
loses any immunity to attrition for Once per battle, if you just drew a Your warrior present may target up
remainder of turn.) Draw destiny. Rebel spy for destiny, may retrieve 1 to two characters or creatures at
Add 1 if targeting a character or Force. [Immune to Alter.] same or adjacent site using 2 Force.
creature. Target hit if total destiny > Draw two destiny. Target(s) hit if
Mantellian Savrip
defense value. total destiny > total defense value.
Lore: Dejarik game uses
Luke's Cape mythological and real creatures from Merc Sunlet
Use 2 Force to deploy on a Rebel or across the galaxy. The hulking Deploy on your non-thief to give that
alien. If Luke's Cape is not at a Mantellian savrip is a nasty predator character thief skill. Once during
Tatooine location, your total Force from Ord Mantell. each of your control phases, may
generation is +1. That character is target one device at same site. Draw
Master Luke (V)
immune to attrition < 3. destiny. If destiny < target's destiny
While alone at a site, unless
number, it is stolen. OR Deploy on a
Luke's Hunting Rifle opponent's character of ability > 3
weapon to prevent theft. (Immune to
Use 1 Force to deploy on Luke or here, reset opponent's total battle
Alter.)
Owen Lars, 3 on your non-droid destiny here to 0. Once per game,
character. May target a character or may deploy a lightsaber on Luke Mercenary Pilot
creature using 1 Force. Draw from Lost Pile. Opponent's aliens Adds 2 to power of anything he
destiny. Subtract 1 if targeting a deploy +1 to same site. Immune to pilots or drives. When driving a
character. Add 2 if targeting a attrition < 4. transport vehicle, adds one battle
creature. Target hit if total destiny > destiny. When piloting at a cloud
Master Qui-Gon Jinn, An Old
defense value. sector, once per turn may add one
Friend
battle destiny during battle at a
Luke's X-34 Landspeeder While 'communing': You may not
related exterior site.
May add 1 driver and 2 passengers. deploy Jedi (except Jedi Council
Moves free if Luke aboard. May members) or Rebels; Jedi are
move as a 'react.' destiny +1; your total power in

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Appendix A - Errata
M'iiyoom Onith destiny. Target is forfeit -2 for For remainder of game, your Rep is
Once during each of your control remainder of turn if destiny +2 > a leader. Well Guarded is immune to
phases, may reveal opponent's hand defense value. Alter. You may not deploy 'insert'
by using X Force, where X = number cards or operatives. While frozen
Mosep
of cards in opponent's hand. All Han on table, Rebels are immune to
When opponent is losing Force from
unique (•) male Rebels and unique No Bargain and Bad Feeling Have I.
Force drains at the same or an
(•) male aliens there are lost. Flip this card if you occupy two
adjacent site, lost Force must come
battleground sites (must occupy a
Mind Tricks Don't Work On Me from Reserve Deck if possible.
third with a non-unique alien of your
Use 3 Force to deploy on table.
Motti Seeker Rep's species if a non-Tatooine
During the damage segment of a
Deploys for 1 Force to an location is on table).
battle your opponent initiated, if you
unoccupied site. Deploys and moves
have no cards left that can be Mynock
like an undercover spy. When
forfeited, you may place this Effect Habitat: unlimited. Parasite:
present with Motti (or pilot) of ability
out of play to cancel all remaining Starfighter. Host's power and
< 3, choose one to be immediately
battle damage. (Immune to Alter.) hyperspeed are cumulatively -2;
lost (treat as an "all cards" situation).
while both < 1, Mynocks randomly
Mirax Terrik Seeker is also lost.
detach one at a time (cannot attach
The foil version of this card has a
Mournful Roar for remainder of turn). Moves like a
misprinted deploy cost. Mirax's
Deploy on Chewie if Han was just starfighter.
correct printed deploy cost is 2.
lost or just became missing.
Naboo: Battle Plains (Dark Side)
Mobquet A-1 Deluxe Floater Opponent cannot play Let The
DARK: Unless Gungan Energy
May add 1 driver and 1 passenger. Wookiee Win or Wookiee Roar.
Shield on table, your AATs are each
Moves free if Jabba or any bounty Opponent must also lose 1 Force at
power +2 here.
hunter aboard. May move for free as end of every player's turn. If Han on
a 'react' to a battle where your thief, table, Immediate Effect canceled. Naboo: Battle Plains (Light Side)
smuggler or bounty hunter is DARK: Your AATs deploy +1 here.
Move Along…
participating.
If a battle was just initiated at a site Naboo: Theed Palace Generator
Moff Gideon where your Jedi is present, use 1 Core (both sides)
Adds 2 to the power of anything he Force to draw destiny; that number Any characters of ability < 5 about to
pilots. Rebels here (and at adjacent of opponent's characters with ability be 'hit' here (and all cards on them)
sites if your E-web blaster here) are = 1 (your choice) must each move are placed in owner's Used Pile.
power -1. When deployed, may ▼ away (for free), or be lost.
Nabrun Leids
an E-web blaster (or an Imperial
Moving To Attack Position At any time (except during battle),
stormtrooper) here for -2 Force.
Target one starfighter participating in target any or all of your characters at
Moment Of Triumph a battle at a system or sector. For one site to 'transport' (relocate) to
If Tarkin is defending a battle alone, remainder of turn, starfighter may any one other site. Draw destiny.
add two battle destiny. OR If your not move, is immune to attrition and, Use that much Force to 'transport,'
alien is defending a battle alone, add if piloted by a Corellian, is power +2. or place Interrupt in Lost Pile.
one battle destiny.
MSE-6 'Mouse' Droid Narrow Escape
Mon Calamari Dockyards Landspeed = 3. Deploys to same If opponent just initiated battle at a
Deploy on table. Star Cruisers site as a character targeted by a site where you have a Rebel of
(except Profundity) may deploy -2 Utinni Effect (except Kessel Run). If ability > 2 present, move all of your
(to a maximum of -3), ignore this droid 'reaches' Utinni Effect, cards with ability there away (using
deployment restrictions in their may relocate it here. Upon delivery, their landspeed).
game text, draw one battle destiny if 'mouse' droid returns to your hand.
Nevar Yalnal
not able to otherwise, and are
Mustafar If both players have a spy at same
immune to attrition < 4. [Immune to
DARK: While Anakin or Vader here, site, draw destiny. Add 2 if
Alter.]
gains one icon and one icon. opponent's spy is Undercover.
Monnok LIGHT: If Vader on table, unless Opponent's spy is lost if total destiny
USED: If opponent has 13 or more Amidala at a Mustafar location, > 2.
cards in hand, place all but 8 Force drain -1 here.
Ng'ok
(random selection) in Used Pile.
My Kind Of Scum / Fearless And Lore: Dejarik of a Ng'ok war beast.
LOST: Use 4 Force to reveal
Inventive Foul temper gives rise to bad
opponent's hand. All cards opponent
(front) Deploy Desert Heart and a feelings. Has razor-sharp retractable
has two or more of in hand are lost.
Jabba's Palace site. May deploy claws. Used in many systems to
Mos Eisley Blaster Well Guarded. Reveal one unique (•) frighten off potential attackers.
Use 1 Force to deploy on your alien alien with a defined species from
warrior (free if on Tatooine). May your deck. This card is your Rep.
target a character for free. Draw

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Appendix A - Errata
Ng'ok War Beast non-unique cloud sectors. Boosted characters and [Episode VII]
Deploy on table. If your character, TIE Cannon may deploy aboard and starships are defense value +2.
starship, or vehicle in battle is about fires free aboard. Flip this card if you do not occupy
to be lost before the damage two battlegrounds.
Odin Nesloor & First Aid
segment, it is instead lost at end of
If your character is about to be hit, Old Ben
battle (if forfeited, forfeit for 0).
use 1 Force (free if by a [Permanent Use 1 Force if any of your
(Immune to Alter.)
Weapon] weapon); for remainder of characters (except Obi-Wan) was
Nudj turn, its forfeit may not be reduced, it just forfeited from a Tatooine site.
* Ferocity = destiny -4. Habitat: may not be used to satisfy attrition, Mysterious "crazy wizard" steps in
planet sites (except Hoth and and it is immune to Dr. Evazan. OR and revives (returns from Lost Pile)
Tatooine) and Dark Waters. Cancel Disarmed. (Immune to that character back to same site.
Cumulatively absorbs (temporarily Sense.) OR Cancel a 'react.' OR
One More Pass
cancels) one icon present. During your move phase, target any
If you are about to draw power
Parasite: None. or all of your characters at one site
harpoon weapon destiny, add ability
to 'transport' (relocate) to an exterior
Obi-Wan Kenobi of one pilot aboard same vehicle.
or battleground site. Draw destiny.
When a battle was just initiated Use that much Force to 'transport,' Ord Mantell (Light Side)
where present, may use 1 Force to or place Interrupt in Lost Pile. LIGHT: If you control, each of
choose one opponent's character of
opponent's bounty hunters is forfeit -
ability = 1 present to move away (for Officer Evax
2.
free), or that character is lost. Adds 2 to power of anything he
DARK: Each of your bounty hunter
Immune to attrition < 5. pilots. When at a Death Star site,
pilots add an additional 1 to power of
Imperial starships may move to the
Obi-Wan's Cape starships they pilot here.
Death Star system as a 'react.'
Use 2 Force to deploy on your Rebel
Our Only Hope (V)
or alien. Character is immune to Oh, Switch Off
Relocate Prophecy Of The Force to
attrition < 5. Also, when a battle was Cancel an attempt by opponent to
a site. OR If Like My Father Before
just initiated where present, may use target your droid to be stolen, 'hit' or
Me on table, ▲ Yoda's Hut or a
1 Force to choose one opponent's lost. Droid is protected from all such
Death Star II site.
character of ability = 1 present to attempts for remainder of turn. OR
move away (for free), or that Switch OFF any binary droid for Out Of Nowhere
character is lost. remainder of turn. If opponent just initiated a battle at a
system or sector where you have a
Obi-Wan's Journal Old Allies / We Need Your Help
starship with maneuver > 3, use 1
Deploy on Luke or Obi-Wan. Your (front) Deploy Jakku system and
Force to add one battle destiny.
characters present here armed with Niima Outpost Shipyard (with
a unique (*) lightsaber Weapon card [Episode VII] Falcon there). May Outflank
may not be Disarmed, once per deploy Graveyard Of Giants. During a battle, if you have weapons
battle may cancel a weapon destiny For remainder of game, you may not at at least 2 sites adjacent to that
just drawn, and that lightsaber's deploy Combined Fleet Action, Harc battle, add 3 to your total power and
Force drain modifiers may not be Seff, Luke, or Jedi. Your Destiny is add one battle destiny. OR For
canceled. Lost if about to be stolen. suspended. Opponent's [Reflections remainder of turn, your biker scout
2] objective targets Rey instead of at an exterior site is power +1 and
Obi-Wan's Lightsaber (Premiere) Luke. While Rey at a battleground adds 1 to each of that character's
Deploy on Obi-Wan. May add 1 to site, Visage Of The Emperor is weapon destiny draws.
Force drain where present. May suspended. Once per turn, may ▼ a
target a character or creature for Overseeing It Personally (V)
Jakku location.
free. Draw two destiny. Target hit, Deploy on your leader. Opponent
Flip this card if you control Jakku
and its forfeit = 0, if total destiny > may not cancel or reduce Force
system and occupy two Jakku
defense value. drains at same battleground. If on
battleground sites (or vice versa).
Emperor, may place Effect in Lost
Observation Holocam
(back) While this side up, once Pile to retrieve an Imperial leader.
Deploy on a site. Adds 1 to the total
during opponent's control phase, if
weapon destiny of each of your Owen Lars
you control two Jakku battlegrounds
automated weapons at same and Deploys free at Lars' Moisture Farm.
and are about to lose Force (except
adjacent sites. During battle, may Power +2 if at same site as Beru
to a Force drain at a Jakku location),
add the power of one of your Lars or a Vaporator. If lost from table
may reduce that Force loss to 1
characters at an adjacent site you during opponent's turn, Luke is
(may not be further reduced). Once
control to your total. power +3 until the end of your next
per turn, during battle involving your
turn.
Obsidian Squadron TIE Resistance character, may subtract
Deploy -1 at any cloud sector. 2 from a just drawn destiny. While Palace Raider (V)
Permanent pilot provides ability of 2 with Han, your [Episode VII] [Pilot] 2. While You're A Slave? on
and adds 2 to power. Power +2 at table, Palace Raiders (including this

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Appendix A - Errata
character) deploy -3. While driving a Ponda Baba Princess Leia
vehicle, it is power +3, defense Power +3 when battling at same site Deploys only on Hoth or Cloud City.
value +1, and moves for free. as Dr. Evazan, unless opponent has Adds 1 to power of anything she
a lightsaber present. Adds 2 to pilots. May deploy (on Hoth or Cloud
Palejo Reshad
power of anything he pilots. City) or move as a 'react' to same
Adds 2 to power of anything he
site as Han or Luke. Immune to
pilots. While at Audience Chamber, Ponda Baba (V)
attrition < 3.
all your Corellians are power and Adds 2 to power of anything he
forfeit +1 (+2 if non-unique) and your pilots. At same site, non-Jedi Luke Probe Antennae
Force generation at the Corellia may not swing a lightsaber at aliens Deploy on your Probe Droid. Adds 2
system is +2. (or return aliens to hand using his to X for that droid. OR Use 1 Force
game text). During battle, if with a to deploy on one of your other
Palpatine, Emperor Returned
smuggler, may add one destiny to droids. When at a site you control,
Never deploys or moves (even if
attrition or make that smuggler forfeit once during each of your control
carried) except to an [Episode VII]
= 0. phases, you may peek at one card
location without a [Light Side] icon.
randomly selected from opponent's
Once per turn, may draw bottom Pops
hand.
card of your Force Pile. Once per Adds 2 to power of anything he
game, if about to be lost, may take pilots. When piloting Gold 5, also Probe Droid
him into hand. Immune to attrition. adds 1 to maneuver and draws one Deploys only if a Star Destroyer on
battle destiny if not able to table. Once during each of your
Panic
otherwise. control phases, may peek at X cards
If opponent just initiated a battle
randomly selected from opponent's
where opponent has more than Power Harpoon
hand, where X = number of icons
double your power, reveal up to 3 Use 2 Force to deploy on your
at same site. May Force drain,
cards from your Reserve Deck. Of combat or shuttle vehicle. May
initiate battle and be battled.
those 3, deploy anywhere (for free) target an AT-AT or AT-ST for 1
any characters, starships, vehicles, Force. Draw destiny. Target crashes Probe Droid Laser
devices, or weapons. Any others are if destiny + your vehicle's maneuver Deploy on your probe droid. May
lost. > 8. Your vehicle crashes if destiny target an artillery weapon (use 5 as
= 0. defense value), character or
Phoenix Squadron Operations
creature for free. Draw destiny.
If Lothal on table, deploy on table. Power Of The Hutt (V)
Artillery weapon lost if destiny >
Chopper, Sabine, and Zeb are Deploy on table. Once per turn, may
defense value. Character or creature
deploy -1. Once per turn, may ▼ ▼ Hutt Influence, Bib, or a barge.
hit if destiny > defense value.
Malachor, Mandalore, or Seelos (or While Nal Hutta on table and your
Chopper, Wedge, Zeb, or an A-wing alien at Audience Chamber, Program Trap
to a Lothal location). [Immune to [Reflections III] Leia may not cancel Use 2 Force to deploy on an
Alter.] Force drains (or reduce your total opponent's droid (except C-3PO or
ability) and, once during opponent's R2-D2), 1 on your droid. When
Planet Defender Ion Cannon
turn, you may activate 1 Force. either player draws a destiny
Deploy on an exterior Rebel Base
[Immune to Alter.] matching the number of characters
site. During a battle at related
at same site, droid 'explodes' (all
system, may target a capital starship Precise Attack
characters present with Effect are
there using 2 Force. Draw destiny. If During a battle, target opponent's
lost).
destiny +3 > armor, all starship character or vehicle present with two
weapons aboard target are lost, (or more) of your weapons. Add all Projective Telepathy
power = 0 and hyperspeed = 0. weapon destiny draws together. Cancel Anger, Fear, Aggression
Apply that total separately for each when it is inserted or revealed. OR If
Planetary Defenses (V)
weapon in an order of your your opponent just initiated a battle
Plays on any site. This location may
choosing. or Force drain, opponent must
not be targeted by Proton Bombs.
choose to use 2 Force, or cancel
Cancels Program Trap here. Unless Pride Of The Empire
that battle or Force drain.
Death Star: Docking Bay 327 on This Immediate Effect is now unique
table, Commence Primary Ignition is (•) and should read as "•Pride Of Proton Torpedoes
canceled. The Empire". Use 1 Force to deploy on your X-
If opponent just lost a starship in a wing, Y-wing or B-wing. May target a
Plastoid Armor
battle you won, deploy on your starship using 1 Force. Draw
Deploy on a Death Star site where a
participating starfighter. Once during destiny. Target hit if destiny >
stormtrooper was just lost. Target
each of opponent's move phases, defense value.
one of your characters not on Death
opponent loses 1 Force (2 if
Star. When target reaches this card, Pucumir Thryss
starfighter is a TIE/ln). Also, that
relocate to target. Target is now While on Cloud City, adds 1 to your
starfighter is power +2 (Immune to
'disguised:' gains spy skill, power Force drains at Cloud City sites and
Control.)
and forfeit +2, and armor = 5. adds 4 to destiny of each of your

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Appendix A - Errata
miners drawn for battle destiny. R2-D2 & C-3PO characters present. May carry up to
During your deploy phase, may If about to leave table (for any four such weapons at one time.
deploy one non-unique Rebel to reason, even if inactive) from
Rayc Ryjerd
same Cloud City site from Reserve Tatooine system and Stolen Data
Adds 2 to power of anything he
Deck; reshuffle. Tapes here (or at Dune Sea),
pilots (or 4 if trained by Rycar
relocate R2-D2 & C-3PO to Dune
Punch It! Ryjerd). Any starfighter Rayc pilots
Sea. Immune to A Gift, devices, and
If Han or your Lando is piloting a is immune to Tallon Roll and is not
opponent's Interrupts.
starfighter which is defending a lost if an asteroid sector is drawn for
battle at a system, add one battle R2-Q2 (Artoo-Kyootoo) asteroid destiny.
destiny (add two if starfighter is While aboard any starfighter, adds 1
Rebel Flight Suit
Falcon). Also, starfighter is immune to power, maneuver and
Deploy on your pilot character.
to attrition for remainder of turn. hyperspeed. When at a Scomp link
While piloting any starfighter,
during your draw phase, may use 1
Punishing One combat vehicle or shuttle vehicle,
Force to peek at top three cards of
May add 1 pilot (must be a smuggler that character is considered to be
your Reserve Deck.
or bounty hunter) and 1 passenger. the "matching pilot" (pilot adds 2 to
Immune to attrition < 3 if Dengar R3-T2 (Arthree-Teetoo) maneuver (limit +2) and draws one
piloting. Deploy -3 when deploying While aboard your capital starship, battle destiny if not able to
with Dengar. Boosted TIE Cannon adds 1 to power and 2 to otherwise).
may deploy aboard. hyperspeed, and that starship is
Rebel Guard
immune to attrition < 4. While at
Put That Down (POWER 0)
Death Star: Central Core, Death
If one of your characters was just Power +4 when defending a battle.
Star requires +2 Force to move.
targeted by a weapon during battle, Cannot move.
use 3 Force to cancel that targeting. R3-T6 (Arthree-Teesix)
Rebel Pilot
OR Cancel Double Back or Res Luk While aboard your capital starship,
(POWER 0)
Ra'auf. adds 1 to power and 2 to
Adds 2 to power of anything he
hyperspeed, and that starship is
Quad Laser Cannon pilots.
immune to attrition < 4. While at
Use 2 Force to deploy on your
Death Star: Central Core, Rebel Planners
Corellian corvette or Falcon. May
hyperspeed of Death Star system = Use 1 Force to deploy at Massassi
target a starship using 1 Force.
2. War Room or any docking bay. Adds
Draw destiny. Add 1 if targeting a
X to your total power at the related
starfighter. Target hit if total destiny R4-E1 (Arfour-Eeone)
system and related sectors, where X
> defense value. While aboard a non-creature
= the number of your starships
vehicle, adds 1 to power, maneuver
Quietly Observing (V) present there.
and landspeed. May drive transport
Deploy on table. Aurra, Bossk, and
vehicles. Rebel Scout
Cad are destiny +2. Once per game,
May move as a 'react' (for free) to a
may reveal up to two unique (•) R4-M9 (Arfour-Emmnine)
battle where you have a Rebel of
aliens from hand and/or Reserve While aboard a non-creature
ability > 2 or a leader.
Deck (reshuffle); for remainder of vehicle, adds 1 to power, maneuver
game, those cards are assassins and landspeed. May drive transport Rebel Squad Leader
and Black Sun agents. [Immune to vehicles. Adds 1 to forfeit of your other
Alter.] troopers and Rebel Guards at same
R5-A2 (Arfive-Aytoo)
site. When moving with a 'squad' of
Quite A Mercenary (V) While aboard any starship, adds 1 to
exactly three other troopers and/or
USED: Cancel Elis Helrot or power and maneuver. During your
Rebel Guards, all four move for 1
Stunning Leader. (Immune to control phase, if aboard your
Force. Rebel Guards at same site
Sense.) OR Cancel a smuggler's starship damaged by an ion cannon,
may move.
game text for remainder of turn. OR restores armor/maneuver and
▲ Mercenary Armor or [Reflections hyperspeed. Rebel Strike Team / Garrison
II] Chewie. LOST: During your move Destroyed
R5-D4 (Arfive-Defour)
phase, "break cover" of an (front) Deploy Endor system and
While aboard any starship, adds 1 to
Undercover spy. Rebel Landing Site.
power and maneuver. During your
While this side up, opponent loses
R2-D2 (V) control phase, if aboard your
no more than 1 Force from each of
(DEPLOY 2) starship damaged by an ion cannon,
your Force drains at Endor
While aboard a starfighter, adds 2 to restores armor/maneuver and
locations. Once during each of your
power, maneuver, and hyperspeed. hyperspeed.
deploy phases, may use 2 Force to
While present with a Scomp link,
RA-7 (Aray-Seven) take one Bunker or Deactivate The
adds one icon here. Immune to
May transfer character weapons (for Shield Generator into hand;
Fire Extinguisher and Restraining
free) to or from your other reshuffle.
Bolt.

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Appendix A - Errata
Flip this card if Bunker "blown away" Redemption Restricted Access
or if, during your move phase, you May add 4 pilots and 4 passengers. Insert face up in your Reserve Deck.
control three exterior Endor sites Has ship-docking capability. When Effect reaches top it is lost,
(with two Rebel scouts at each). Permanent pilot provides ability of 1. along with all opponent's 'insert'
Place out of play if Endor "blown Your medical droids and Bacta Tank cards there. Reshuffle. (Immune to
away." 'patients' may deploy aboard for free Alter.) OR Deploy between two
(as if from hand). mobile sites. Opponent's characters
Rebel Tech
may pass only if aboard a Lift Tube
When at your war room: Reflection
or opponent uses +1 Force each.
Cumulatively adds 1 to total of Deploy on Leia. Once during each of
Attack Run. OR Once during each of your control phases, you may use 3 Retractable Arm
your control phases, may send this Force to retrieve 1 Force. Also, Deploy on any R-unit droid to give
tech to your Used Pile and take when an apprentice, adds 1 to her that droid thief skill. Once during
Death Star: Trench into hand from training destiny. each of your control phases, you
Reserve Deck; reshuffle. may use 1 Force to target a weapon
Remote
or device present. Draw destiny. If
Rebel Trooper Recruit Use 1 Force to deploy at any site.
destiny > 2, target is 'stolen.' Target
Deploys free to same site as a Moves like a character at normal
may then be transferred for free.
Rebel leader. Once per turn, may use of the Force. Once during each
Droid may not be Disarmed.
target a non-unique Rebel warrior of your control phases, may: Select
present; target is power +1 for one character present to be power Rodian
remainder of turn. When forfeited at or forfeit +1 for remainder of turn. Adds 1 to power of each of your
same site as a Rebel leader (or non- OR Use 2 Force to cancel any bounty hunters and smugglers (but
recruit trooper), also satisfies all seeker present. subtracts 1 from Greedo's power) at
remaining attrition against you. same site. Adds 1 to power of
Rendezvous Point
anything he pilots.
Recoil In Fear LIGHT: Your starships deploy -2
Use 3 Force. Each player places here and are hyperspeed +2 when Rogue 2
hand onto Reserve Deck (if moving to or from here. Neither May add 2 pilots or passengers.
possible), then places Used Pile player may Force drain here. Immune to attrition < 3 if Zev
onto Reserve Deck; reshuffle. Each piloting. May add 2 to search party
Res Luk Ra'auf
player then draws cards from destiny draw if all pilots aboard are
If your bounty hunter is defending a
Reserve Deck equal to the number part of that search party.
battle alone, add one battle destiny.
of cards just placed from hand onto
OR If Bossk, Greedo or Boba Fett is Rogue Asteroid (both sides)
Reserve Deck (if any).
defending a battle alone, add two Deploy on an asteroid sector and
Rectenna battle destiny. specify starting direction. Every
Use 1 Force to deploy on your move phase, moves to next adjacent
Rescue In The Clouds (V)
starship. You may deploy cards as a asteroid sector (reversing direction
USED: At a system or Bespin
'react' to a battle at same system or as necessary). Where present, adds
location, choose: Cancel a just
sector. 2 to asteroid destiny. May be
drawn destiny targeting the ability or
targeted by starship weapons
Red 2 defense value of your non-
(defense value = 3).
This card has the icon. Undercover character of ability < 5.
OR During battle, draw one battle Rogue Bantha
Red 3 destiny if unable to otherwise. May add 2 'riders' (passengers).
This card has the icon. LOST: Cancel Close Call. Bantha ability = 1/2. May move as a
Red 5 'react.' Whenever a battle was just
Reserve Pilot
This card has the icon. initiated at same site, one Tusken
Adds 1 to power of anything he
Raider present (your choice) is
Red Leader pilots. When piloting Black 2, Black
'trampled' (immediately lost).
Adds 2 to power of anything he 3 or Black 4, also adds 1 to
pilots. When piloting Red 1, also maneuver and draws one battle Rogue Gunner
adds 1 to maneuver and draws one destiny if not able to otherwise. Adds 1 to weapon destiny draws of
battle destiny if not able to anything he is aboard as a
Responsibility Of Command
otherwise. Adds 1 to forfeit of each passenger.
Use 2 Force to deploy on any war
other Red Squadron pilot at same room at a Rebel Base. Target a Romas "Lock" Navander
location. Rebel with forfeit > 4 or an Adds 1 to power and maneuver of
Red Squadron X-wing opponent's leader. Opponent may anything he pilots. Opponent may
Deploy -2 at Yavin 4 or to same not initiate a battle or a Force drain not 'react' to or from same location.
location as Red Leader. Permanent at same location as target. Utinni
Rose Tico
pilot provides ability of 2 and adds 2 Effect canceled when reached by
If Finn is about to be lost from same
to power. Proton Torpedoes deploy target.
site, may place him in Used Pile
and fire free aboard. instead. Once during battle, if your

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Appendix A - Errata
starship (or your other Resistance LIGHT: Your characters may Interrupt. Draw destiny. If destiny <
character) here is about to be 'hit' enter/exit here for 1 Force each. ability of target character, cancel
(and Rose is not 'hit'), may cause "Nighttime conditions" here. target Interrupt. LOST: Use 3 Force.
Rose to be 'hit' (and forfeit = 0) Each player places hand onto
Sandcrawler: Loading Bay
instead. Reserve Deck (if possible), then
The title of this card has received
places Used Pile onto Reserve
R'tic H'weei errata to be (•••) restricted.
Deck; reshuffle. Each player then
Once per game, may ▲ Jawa LIGHT: Deploy on your sandcrawler.
draws cards from Reserve Deck
Blaster or a card with "sandcrawler" Each Jawa is forfeit +2 here.
equal to the number of cards just
in title or game text. During "Nighttime conditions" here.
placed from hand onto Reserve
opponent's turn, if present at a DARK: Your characters may
Deck (if any).
Tatooine battleground and there is enter/exit here for 1 Force each.
more than 1 Force in opponent's "Nighttime conditions" here. Shadow Collective / You Know
Force Pile, you may use 1 Force in Who I Answer To
Sandspeeder
opponent's Force Pile. (back) The underlying card is Ket
May add 1 pilot or passenger.
Maliss.
Run Luke, Run! Permanent pilot provides ability of 1.
At any time, move Luke as a regular May move as a 'react' to Tatooine or Shadows Of The Empire
move (using landspeed for free) to a desert sites. If Agents Of Black Sun on table,
battle just initiated at an adjacent deploy on table. May use 1 Force to
Savage Opress
site. Luke is power +2 during that ▼ Imperial Square. Once per turn, if
(DEPLOY 6)
battle, unless Vader is present or Emperor on Coruscant, may draw
Lore: Dathomirian.
adjacent to the battle site. OR You top card of Force Pile (if during your
may cancel Vader's Obsession. Saw Gerrera turn and you occupy three
Attrition against opponent is +1 here battlegrounds, opponent also loses
Rycar Ryjerd
for each of their characters present. 1 Force). [Immune to Alter.]
Deploy on your non-smuggler to
Opponent may not reduce your
give that character smuggler skill. Shattered Hope
Force drains here. Cancels Trooper
OR Deploy on your smuggler. That If a battle you won just ended at an
Assault here.
character is power +1. (Immune to interior site and you have a
Alter.) Self-Destruct Mechanism character of ability > 3 present there,
Lose a droid to cancel all attrition relocate one opponent's character
Saber 4
against you at same site this turn. present to an adjacent site. (If on
May deploy with a pilot as a 'react' to
OR Retarget an opponent's weapon Cloud City, may relocate that
a battle where you have a TIE (for
to one of your droids at same site as character to Weather Vane instead.)
free if TIE is in Saber Squadron).
target. If droid is 'hit', use original
May add 1 pilot. Immune to attrition Shawn Valdez
target's forfeit number.
< 4 when DS-181-4 piloting. Whenever you just initiated a battle
Senator Mon Mothma at same site as Shawn, your
Sai'torr Kal Fas
Agenda: rebellion. Deploys -1 troopers at adjacent sites who have
Deploy on your non-warrior
aboard your capital starship. Once not already battled this turn may
character (except droids) to give that
per turn, while in a senate majority immediately move to same site (as a
character warrior skill. OR
(or Stolen Data Tapes on table), regular move).
Deploy on your warrior. That
may take your just drawn battle
character is power +1. (Immune to Shot In The Dark
destiny into hand. Once per game,
Alter.) Deploy on your side of table. Once
may ▼ Chandrila.
per turn, you may lose 1 Force to
Sai'torr Kal Fas (V) draw the top card of your Reserve
Sense & Recoil In Fear
Deploy on table. Once per turn, may Deck into your hand. If that card is a
USED: Target your highest-ability
▼ a matching weapon on your space creature, you may
character and one just-played
unique (•) character present at a immediately deploy it for free.
Interrupt. Draw destiny. If destiny <
site. [Immune to Alter.]
ability of target character, cancel
Sienar Fleet Systems
Sandcrawler target Interrupt. LOST: Use 3 Force.
Deploy on Wakeelmui system. Each
Deploys only to a Tatooine site. May Each player places hand onto
time you deploy a TIE, retrieve 1
add 1 driver and 7 passengers. Reserve Deck (if possible), then
Force (or 3 if a TIE squadron). Also,
Cannot move to mobile sites. Adds 1 places Used Pile onto Reserve
once per turn you may relocate a
to forfeit of each Jawa at same Deck; reshuffle. Each player then
TIE just lost from table to Used Pile.
exterior site. draws cards from Reserve Deck
(Immune to Alter while you occupy
equal to the number of cards just
Sandcrawler: Droid Junkheap Wakeelmui.)
placed from hand onto Reserve
The title of this card has received Deck (if any). Silence Is Golden (V)
errata to be (•••) restricted. Deploy on table. Your droids are
DARK: Deploy on your sandcrawler. Sense & Uncertain Is The Future
destiny +1. Once per turn, if you just
Each Jawa is forfeit +2 here. USED: Target your highest-ability
drew a non-[Presence] droid for
"Nighttime conditions" here. character and one just-played

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Appendix A - Errata
destiny, may take that droid into to exclude a target with a Vibro-Ax, Spaceport Speeders
hand. Once per turn, may ▼ Droid he may capture target instead. This interrupt is now restricted (•••)
Workshop, Incinerator, or Wuher. and should read as "•••Spaceport
Snowspeeder
Forced Servitude is canceled. Speeders".
May add 1 pilot or passenger.
Immune to Levitation. [Immune to
Permanent pilot aboard provides Special Delivery
Alter.]
ability of 1. May move as a 'react' to Deploy on a prison. When one of
Sith Fury (V) Hoth sites. your troopers 'delivers' (imprisons) a
USED: If you just drew a character captive here, you may search your
Snowtrooper
for destiny, choose: Take that card Lost Pile, take any one card into
Deploys only on Hoth. Power -1
into hand. OR Cancel and redraw hand and then lose this Effect (each
when not at a Hoth site.
that destiny. LOST: Once per game, captive may be 'delivered' only once
use 4 Force to take a character into Solo Han until they are released or leave
hand from Lost Pile. If Han is defending a battle alone at table).
a site, add two battle destiny. OR If
Skiff Special Modifications
your alien is defending a battle alone
Deploy -1 to a Tatooine site. May Use 1 Force to deploy on your
at a site, add one battle destiny.
add 1 driver and 5 passengers. May starship to add 2 to its armor or
move as a 'react.' If lost, any Solomahal maneuver. If on Falcon with Han,
characters aboard may "jump off" Deploy on your warrior to give that Lando or Chewie piloting, also adds
(disembark). warrior scout skill. That warrior may 2 to power and forfeit.
move as a 'react.' OR Deploy on
Slave I Specter Of The Supreme Leader
your scout. When that scout 'reacts,'
This card was erroneously printed Deploy on table. The Phantom
it is power +2 for remainder of turn.
with "hyperdrive" instead of Menace is canceled. You lose no
(Immune to Alter.)
hyperspeed. The card should read Force to Kylo or Kylo's Lightsaber. If
"HYPERSPEED 4" and has Someone Who Loves You Kylo (or Kylo's Lightsaber) just lost,
hyperspeed for all gameplay If Han was just lost and Leia is on may place this Effect in Lost Pile to
purposes (e.g., adding to table (or vice versa), place the just- take that card into hand. [Immune to
hyperspeed with Dark Maneuvers). lost character in your Used Pile. OR Alter.]
If Leia is present at a site where Han
Sleen Spice Mines Of Kessel
is a captive, release Han. OR
* Ferocity = destiny - 3. Habitat: Deploy on Kessel system (may not
Cancel a Force drain at a prison.
planet sites (except Hoth and be moved). Target one captive and
Tatooine) and Dark Waters. Son Of Skywalker one trooper to escort captive. When
Cumulatively absorbs (temporarily Deploys only on Dagobah or Cloud targets reach Utinni Effect, retrieve
cancels) one icon present. City. Adds 2 to power of anything he Force equal to captive's forfeit
Parasite: None. pilots. Once per game, during your (captive and Utinni Effect lost). If
deploy phase, a lightsaber may trooper lost en route, captive
Slip Sliding Away (V) released.
deploy on Luke (for free) from
If you have deployed a site (except
Reserve Deck; reshuffle. Immune to
Imperial Square) with exactly two Stalker
attrition < 4.
(and no other locations), deploy a May add 6 pilots, 8 passengers, 2
related (or mobile) battleground site SoroSuub V-35 Landspeeder vehicles and 4 TIEs. Has ship-
and up to three Effects that deploy May add 1 driver and 3 passengers. docking capability. Permanent pilot
for free and are always immune to Moves free if Owen Lars, Beru Lars provides ability of 1. Probe droids
Alter. Place Interrupt in Lost Pile. or Luke aboard. May move as a deploy free to sites related to same
'react'. system.
Sniper
During your control phase, fire one Sorry About The Mess Stalker (V)
of your weapons. If URoRRuR'R'R During your control phase, fire one May add 6 pilots, 8 passengers, 2
firing, may add 2 to each weapon of your weapons. If Han firing, may vehicles, and 4 TIEs. Permanent
destiny draw. (A seeker may be add 1 to each weapon destiny draw. pilot provides ability of 1. Once per
targeted by a character weapon, as (A seeker may be targeted by a game, may follow an opponent's
if a character with defense value of character weapon, as if a character starship that just moved from here (if
4.) Any 'hit' targets are immediately with defense value of 4.) Any 'hit' within range).
lost. targets are immediately lost.
Stardust
Snoova Space Slug (both sides) Deploy on Data Vault. At any time,
Deploys -3 to same site as any * Ferocity = two destiny. Habitat: Big may relocate Stardust to your spy
smuggler or bounty. During your One (Cave is now Belly). Attacks present. During your control phase,
deploy phase, may deploy a Vibro- starfighters (defeated cards are if on your spy at a battleground you
Ax on Snoova for free from Reserve eaten or relocated to Belly, occupy, opponent loses 1 Force. If
Deck; reshuffle. If Snoova is about opponent of victim chooses). Once about to leave table (for any reason,
per turn, may open or close mouth.

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Appendix A - Errata
even if inactive), relocate to Data Superlaser Tamtel Skreej
Vault. [Immune to Alter.] Deploy on Death Star system at Deploys only on Tatooine. Adds 2 to
parsec 0. May target a capital power of anything he pilots. Once
Stay Sharp!
starship at Death Star system, or at per game, Undercover may deploy
During your control phase, fire one
a system it orbits, using 4 Force. on Tamtel from Reserve Deck;
of your starship weapons (for free).
Draw two destiny. Target hit if total reshuffle. While at a site you control,
If Han or any gunner is aboard that
destiny > defense value. Rebels are immune to None Shall
starship, may add 2 to the total
Pass at that site.
weapon destiny. 'Hit' target is lost. Surface Defense Cannon
OR If you just fired a weapon in Use 1 Force to deploy on your Tantive IV
battle, add that weapon's destiny starfighter, free on Falcon. May This card's subtype is CAPITAL:
number to your total power. target a character or creature at CORELLIAN CORVETTE
same site using 1 Force. Draw May be deployed even without
Steadfast
destiny. Target hit if destiny +1 > presence or Force icons. May add 3
May add 6 pilots, 8 passengers, and
defense value. pilots and 4 passengers. Has ship-
2 starfighters. Permanent pilot
docking capability. Permanent pilot
provides ability of 2. While alone at SW-4 Ion Cannon
provides ability of 2.
an [Episode VII] system, adds Force Use 1 Force to deploy on your Y-
icons to equalize them for both sides wing or B-wing. May target a Tarkin (V)
here. Immune to attrition < 4. starship using 1 Force. Draw Adds 2 to power of anything he
destiny. If destiny > target's defense pilots. When deployed, may draw
Stolen Data Tapes
value, all starship weapons cards from Reserve Deck until you
Deploy on R2-D2. If about to leave
deployed on target are lost, armor or have up to six cards in hand. During
table (for any reason, even if
maneuver = 0 and hyperspeed = 0. battle, if present with two ISB
inactive), relocate to Dune Sea. If at
agents, may cancel an opponent's
Dune Sea, may relocate to your Swilla Corey
just drawn destiny.
character there. If at Alderaan (or a Deploy on your non-thief to give that
"blown away" system), tapes character thief skill. Once during Tarkin Doctrine
'delivered;' relocate this Effect to each of your control phases, may Deploy on Death Star system.
table and may ▲ any card. [Immune target one device at same site. Draw During your control phase, for each
to Alter.] destiny. If destiny < target's destiny battleground system controlled by
number, it is stolen. OR Deploy on a your Star Destroyer within 2 parsecs
Stone Pile
weapon to prevent theft. (Immune to of Death Star, opponent loses 1
Use 2 Force to deploy on any
Alter.) Force. Canceled if opponent
Dagobah site. Randomly select two
controls this system.
cards from opponent's hand and Tagge Seeker
place them, unseen, face down Deploys for 1 Force to an Tarkin Seeker
beneath Stone Pile. Cards return to unoccupied site. Deploys and moves Deploys for 1 Force to an
opponent's hand if Effect leaves like an undercover spy. When unoccupied site. Deploys and moves
table. Canceled if opponent present with Tagge (or warrior) of like an undercover spy. When
occupies this site. ability < 3, choose one to be present with Tarkin (or alien) of
immediately lost (treat as an "all ability < 3, choose one to be
Stormtrooper Backpack
cards" situation). Seeker is also lost. immediately lost (treat as an "all
Deploy on your trooper. May use
cards" situation). Seeker is also lost.
any number of weapons and Tallon Roll
devices. Trooper is immune to Target two starfighters (your TIE/ln Tarkin's Bounty
attrition < 3 when at a planet site. and any Rebel starfighter) present at Deploy on opponent's spy or Rebel
same system or sector. Each player leader. If subsequently captured,
Stormtrooper Cadet
draws destiny. Opponent totals seized by a bounty hunter or
Deploys free to same site as an
destiny and starship's power. You Imperial, and then transferred to
Imperial leader. Once per turn, may
total destiny, TIE's power and TIE's Detention Block Corridor, retrieve
target a non-unique Imperial warrior
maneuver. Lowest total loses Force equal to character's forfeit (+4
present; target is power +1 for
starfighter. if Leia) and lose Effect. (Immune to
remainder of turn. When forfeited at
Alter.)
same site as an Imperial leader (or Tamizander Rey
non-cadet trooper), also satisfies all Adds 2 to power of anything he Tatooine: Hutt Trade Route
remaining attrition against you. pilots. Your starships may move (Desert)
from same exterior site for free. DARK: Unless you control Hutt
Stunning Leader
While at Echo Docking Bay, once Trade Route, your game text on
If a battle was just initiated at an
every turn, may allow one character Tatooine: Jabba's Palace is
interior site, use 1 Force; for
on Hoth to be immune to The Shield canceled.
remainder of battle all characters of
Doors Must Be Closed. LIGHT: Your characters here aboard
ability > 2 and all leaders (on both
vehicles are each power +1.
sides) are simultaneously excluded
from that battle.

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Appendix A - Errata
Tatooine: Lars' Moisture Farm Interrupts of that title are unique (•). initiated battle involving a Skywalker
(Light Side) (Immune to Control.) (or if opponent's Sidious just lost
DARK: Add 1 to each of your from table), may retrieve 1 Force.
That's It, The Rebels Are There!
weapon destiny draws here. Your lightsabers may not be stolen.
If you have a probe droid at a site
LIGHT: Beru Lars and Luke
during your control phase, move one The Force Is Strong With This
deploy -1 here.
of your starships to the related One (V)
Tatooine: Mos Espa (V) system. That starship cannot move If your Padawan or Skywalker is in
DARK: Your characters here and at again this turn. battle with a Dark Jedi, either add
Watto's Junkyard are immune to one battle destiny or cancel I Have
The Circle Is Now Complete
opponent's Sandwhirl. You Now. OR If Luke is in battle with
If Vader and Obi-Wan are present at
LIGHT: For remainder of game, may an opponent's character of ability >
same site, use 1 Force to initiate a
not be separated from Watto's 3, add one battle destiny.
duel between them. Compare their
Junkyard.
power, and add 2 if that character is The Galaxy May Need A Legend /
Tatooine: Obi-Wan's Hut (V) armed with a lightsaber. Loser We Need Luke Skywalker
The Dark side game text of this site (lowest total) of duel is placed out of (front) Deploy Ahch-To system and
is empty. play. any [Episode VII] battleground.
LIGHT: While Obi-Wan For remainder of game, Luke
The Dead Speak!
'communing,' no Force drains here deploys only to Ahch-To. You may
If I Will Finish What You Started on
and, once per turn, may subtract 2 not Force drain on Ahch-To. You
table, deploy on table. While
from a just drawn [Permanent may not deploy [Episode I] locations
[Episode VII] Emperor on Exegol,
Weapon] weapon destiny. or non-[Episode VII] Luke. You may
attrition against opponent is +2 at
not deploy Jedi while a Jedi on
Tatooine: Watto's Junkyard (Light same location as Kylo, Rey, or
table. Once per game, may take any
Side) Snoke and, once per game, may ▼
one card into hand from Force Pile;
DARK: If Watto present, Force drain an [Episode VII] battleground
reshuffle.
+1 here and opponent's battle system. (Immune to Alter.)
While this side up, once per turn,
destiny draws here are -2.
The Emperor's Prize may use 1 Force to ▼ an Ahch-To
LIGHT: While you occupy, your
If Luke was just 'frozen,' deploy on location or [Episode VII]
Force generation is +2 here.
Emperor or Detention Block battleground.
Immune to Revolution.
Corridor. Target Luke and Vader. May flip this card if Luke on Ahch-To
Tauntaun When reached by targets, place and a battle was just initiated
May add 1 'rider' (passenger). Utinni Effect on Luke and opponent involving a Resistance character.
Deploy only on Hoth. Ability = 1/4. must lose Force (from Life Force)
(back) Immediately place Luke out
May move as a 'react' from a battle. equal to half their Life Force (round
of play (ignore [Death Star II]
May be 'sacrificed' (lost) to make down). If Luke released, lose Utinni
objective restrictions, if any). For
rider immune to Exposure this turn. Effect. (Immune to Alter.)
remainder of battle, weapons may
Tauntaun Handler The Falcon, Junkyard Garbage not be fired.
Adds 2 to power of any creature (back) May not be placed in Reserve While this side up, opponent's
vehicle he rides. When riding a Deck. If Falcon about to leave table, immunity to attrition is limited to < 6.
tauntaun, also draws one battle place it out of play. May add 2 pilots Once during your turn, may peek at
destiny if not able to otherwise. and 2 passengers. Immune to the top card of your Force Pile and
Trample and Unsalvageable, even if Reserve Deck; place both cards (in
Taym Dren-garen
unpiloted. While Finn or Rey aboard, any order) on top of one of those
When on Tatooine, may cancel any
immune to attrition < 4 (< 6 if both). piles. Where you have two unique (•)
result of Krayt Dragon Bones. While
Once during your move phase, if Resistance characters, your Force
at Audience Chamber, all your
piloted, may flip this card. drains are +1 and, once per turn
Tusken Raiders are power = 3 and
during battle, may cancel an
forfeit +2. The Force Is Strong In My Family
opponent's just drawn destiny to
Deploy on table (only at start of
Tempest Scout 1 cause a redraw.
game) and choose:
May add 2 pilots or passengers.
My Father Has It: Anakin (and The Hyperdrive Generator's Gone
May move as a 'react' for free. When
[Episode I] Obi-Wan) / We'll Need A New One
Arnet piloting, immune to attrition < 4
I Have It: Luke (and [Set 1] Obi- (back) While this side up, your
and adds 1 to attrition against
Wan) unique (•) Republic characters are
opponent here.
You Have That Power, Too: Rey power +1 and forfeit +2. Aliens may
Tentacle (and [Episode VII] Luke) not have their deploy cost modified
This card has the grabber icon. [Set 16] Anakin is deploy -1. Your and Imperials deploy +1 to Tatooine
If opponent just played an Interrupt, total Force generation is +1. You sites. Whenever you complete a
use 1 Force to deploy on table and may not deploy Boss Nass' non-substituted battle destiny draw,
stack that Interrupt here. All Chambers or Jedi (except Yoda and may retrieve 1 Force (Force
the chosen characters). If you just retrieved in this way may be taken

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Appendix A - Errata
into hand). While Queen's Royal escorting Luke. At any time, an Flip this card if you do not occupy
Starship at a planet system, once Imperial escorting Luke may transfer two Scarif locations (unless Rogue
during each of opponent's control Luke to Vader, if present with Vader. One at a Scarif site you occupy).
phases may activate up to 2 Force. Vader may not transfer Luke. Once
They're On Dantooine
Once during each of your control during each of your turns, if Vader
Once per game, use 2 Force to
phases, opponent loses 1 Force for present with Luke (even as a non-
deploy on Dantooine system. Target
each battleground site you occupy frozen captive), may shuffle Reserve
Death Star. Opponent may not play
with a senator. Deck and draw destiny. If destiny >
Commence Primary Ignition until
14, Vader crosses to Light Side,
The Mythrol target reaches Dantooine, canceling
totally depleting opponent's Life
(front) (CARD TYPE: ALIEN) Utinni Effect.
Force.
The Mythrol's game text may not be
Flip if Luke neither present with They're Tracking Us (V)
canceled. If about to leave table,
Vader nor a captive. USED OR LOST INTERRUPT
place out of play.
USED: Add or subtract 1 from
Plays only during start of game by There Is No Conflict
opponent's just drawn destiny. OR
revealing from outside your deck to USED: If your Imperial of ability > 2
Activate 1 Force. LOST: Cancel
replace a just-deployed Jabba's just won a battle, randomly take into
Close Call, Gravity Shadow,
Prize imprisoned in Security Tower. hand one card stacked on I Feel The
Overwhelmed, or They've Shut
If not revealed, place this card under Conflict. (Immune to Sense.) LOST:
Down The Main Reactor. (Immune
your Starting Effect. If Vader in battle, subtract 2 from
to Sense.)
[Set 1] Despair targets The Mythrol each of opponent's battle destiny
instead of Jabba's Prize. Cancels draws. This Is All Your Fault
Stunning Leader here. If just Lose a droid to cancel all attrition
There'll Be Hell To Pay
released, either flip this card or against you at same site this turn.
place it out of play. This card has the grabber icon. OR Retarget an opponent's weapon
Theron Nett (V) to one of your droids at same site as
(back) (CARD TYPE: ALIEN,
Adds 2 to power of anything he target. If droid is 'hit', use original
DEPLOY 0 FORFEIT 2 POWER 2
pilots. While at a battleground target's forfeit number.
ABILITY 1)
Lore: Mythrol accountant. system, opponent's starships may This Is MY Ship!
If either player just deployed a card not 'cloak.' May lose 1 Force (free if USED: Deploy Ghost and Hera
with ability here, you may use 1 piloting Red 10) to cancel a just- simultaneously (for -1 Force each)
Force to place The Mythrol out of drawn weapon destiny targeting a from your hand and/or Reserve
play; if card was Din Djarin or a starship he is piloting. Deck; reshuffle.
bounty hunter, you may activate 2 They Have No Idea We're Coming LOST: If Chopper, Ezra, Hera,
Force. If about to leave table, place / Until We Win, Or The Chances Kanan, Sabine, or Zeb in a battle,
out of play. Are Spent they each add 1 to your total battle
(front) Deploy Scarif system, Data destiny.
The Republic No Longer
Functions Vault (with Stardust there), and Thok & Thug
Plays on table. While you have 12 or Massassi War Room. Deploys -2 to a Jabba's Palace site.
fewer cards in hand, opponent may For remainder of game, Baze, If opponent just initiated battle at
not remove cards from your hand Chirrut, and Rebel troopers are same site, may use X force (limit 2)
(except with Monnok). Once per turn spies. You may not deploy Taking to add twice X to total power. Your
(even at start of turn), may target a Them With Us or Jedi. alien leaders present may not be
[Coruscant] Political Effect; it is While this side up, once per turn, targeted by weapons. End of your
suspended for the remainder of the may ▼ Rogue One, a corvette, or a turn:  Use 2 or  Lose 1 or .
turn. Scarif site.
Flip this card if you control two Scarif Thul Fain
There Is Another locations. Deploys free to your starship.
Plays on Your Destiny unless Leia Adds 2 to power of anything he
or Luke has been deployed this (back) While this side up, your spies pilots. When with Lieutenant Tanbris
game (even as a captive). We're are defense value +2 (and power +1 in a battle at a system, adds 2 to
The Bait is lost. Opponent's if with Stardust) and are immune to each of your battle destiny draws.
Objective and [Death Star II] Effects Undercover. While Stardust on your
target Leia instead of Luke. Attempts spy, opponent may not cancel your TIE Avenger
to cross Leia over are -2. Opponent Force drains at battlegrounds. Once Deploy -1 to same system as any
loses no Force to their Objective. per turn, may place a Rebel in your Imperial capital starship. May add 1
Lost Pile out of play to make a pilot. Boosted TIE Cannon may
There Is Good In Him / I Can Save regular move with your Rebel spy deploy aboard.
Him during your control phase or cancel
(back) While this side up, at end of an attempt to target your non-
each of opponent's turns, opponent Undercover Rebel spy with a
loses 2 Force unless Vader is weapon.

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Appendix A - Errata
TIE Vanguard Treva Horme battle, adds his power to Light Side.
Permanent pilot provides ability of 1. During your control phase, may 'sell' If U-3PO just had his "cover broken,"
You may deploy cards to same one Interrupt card from hand. Light Side may steal him.
system or sector as a 'react.' Opponent must use X Force, where
Ubrikkian 9000 Z001
X = destiny of that card or entire
Tiree May add 1 driver and 2 passengers.
Force Pile (opponent's choice).
Adds 2 to power of anything he May move as a 'react.'
Place sold card on opponent's Used
pilots. When piloting Gold 2, also
Pile and activate X Force. Uncertain Is The Future
adds 1 to maneuver and (when in
Use 3 Force. Each player places
Death Star: Trench) adds 1 to total Trooper Jerrol Blendin
hand onto Reserve Deck (if
of Attack Run. Deploys only on Cloud City, but may
possible), then places Used Pile
move elsewhere. Power +2 when
Tonnika Sisters onto Reserve Deck; reshuffle. Each
participating in a battle you initiate.
Twice during each of your control player then draws cards from
Opponent may use 2 Force to 'bribe'
phases, may use 2 Force to draw 2 Reserve Deck equal to the number
(exclude) Blendin from battle.
destiny for 2 chances at a destiny = of cards just placed from hand onto
2. If successful, may steal or destroy Turbolaser Battery Reserve Deck (if any).
up to 2 weapons or 2 devices Use 3 Force to deploy on your Star
Under Attack
present. Destroyer or any mobile system.
During your control phase, target a
May target a starship using 2 Force.
Toryn Farr vehicle with armor present with your
Draw two destiny. Subtract 2 if
Adds 2 to power of anything she warrior. Draw destiny. If warrior has
targeting a capital starship.
pilots. When at any war room, adds a Concussion Grenade or a
Otherwise, subtract 5. Target hit if
1 to weapon destiny draws of your lightsaber, add 3 to destiny draw (7
total destiny > defense value.
Planet Defender Ion Cannon on if both). Vehicle (and grenade) lost if
same planet. Tusken Raider (Premiere) total destiny > armor.
(POWER 1)
Toryn Farr (V) Undercover (both sides)
Deploys only on Tatooine. Power +1
Adds 2 to power of anything she Deploy on your spy at a site and
if another non-unique Tusken Raider
pilots. Your total battle destiny here cross spy to opponent's side. Spy is
present. If you have four or more
is +1 (+2 if piloting a transport). now Undercover. During your deploy
non-unique Tusken Raiders present,
Once per turn, if a battle just ended phase, may voluntarily "break cover"
your total power here is +2.
here, may 'rescue' (retrieve from (lose Effect) if at a site. (Immune to
Lost Pile) a Rebel of ability < 3 Twilight Is Upon Me Alter.)
forfeited from same location this Deploy on table. Once per turn, may
URoRRuR'R'R's Hunting Rifle
turn. take one The Force Is Strong With
Use 1 Force to deploy on
This One or Anakin Skywalker
Tractor Beam URoRRuR'R'R or Chief Bast, 3 on
into hand from Reserve Deck,
Use 2 Force to deploy on your Star your non-droid character. May target
reshuffle. May use 2 Force to cancel
Destroyer. At the end of a battle at a character or creature using
You Are Beaten (unless canceling
same system or sector, may target 1 Force. Draw destiny. Subtract 1 if
Uncontrollable Fury) or Dark Jedi
an opponent's starship present targeting a character. Add 2 if
Presence. (Immune to Alter.)
(except a Mon Calamari Star targeting a creature. Target hit if
Cruiser) using 2 Force. Draw Twin Suns Of Tatooine / Well total destiny > defense value.
destiny. Target captured if destiny > Trained In The Jedi Arts
V-4X-D Ski Speeder
defense value. Both sides of this card now contain
May add 1 pilot. May move as a
[Episode I] and [Tatooine] icons, and
Tragedy Of Plagueis 'react.' Matching vehicle for any
no [Premium] icon.
Deploy on table. If Revenge Of The Resistance pilot. Pilot's power = 0,
(front) Deploy Tatooine system and
Sith on table, your Sidious may be and if targeted by Force Lightning,
a non-Jabba's Palace Tatooine site.
targeted by Force Lightning and Trample, or a weapon, may use this
For remainder of game, you may not
Lord Sidious may use his game text card's defense value instead.
deploy Jabba's Palace sites or
as if alone. Once per game, if
Sandwhirl. Vader's Anger (V)
Sidious with a Dark Jedi, may
While this side up, once per turn, Vader follows (using landspeed for
retrieve a character into hand.
may use 1 Force to ▼ a Tatooine free) an opponent's character that
[Immune to Alter.]
battleground site. just moved from same site. OR If
Trample Flip this card if you control two Vader in battle alone, your total
If you have a piloted AT-AT or AT- Tatooine battleground sites (at least battle destiny is +1 for each
ST present at a site, target one with a Dark Jedi) and occupy character in battle. OR If Vader in
opponent's character, 'crashed' Tatooine system, and opponent battle, cancel Dodge, It's A Trap!, or
vehicle or unpiloted vehicle without controls no Tatooine sites. Obi-Wan's Journal.
armor present. Draw destiny.
U-3PO [Yoo-Threepio] Vader's Bounty
Character lost if destiny > ability.
Deploys only to a site as an Deploy on a Rebel of ability > 2. If
Vehicle lost if destiny < 7.
Undercover spy. If Undercover at a subsequently captured, seized by a

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Appendix A - Errata
bounty hunter, and then transferred it is suspended for the remainder of battle. It is captured instead
to a prison where Vader is present, the turn. (character is first restored to
retrieve Force equal to character's normal). OR Use X Force to capture
Vul Tazaene
forfeit (+4 if Luke) and lose Effect. all characters on board a captured
Adds 2 to power of anything he
(Immune to Alter.) starship, where X = twice the
pilots. Twice during battle at same
number of characters.
Vader's Custom TIE (V) system, may use 2 Force to add 2 to
May add 1 pilot. Vader deploys -2 any destiny of 2. If present with WED-1016 'Techie' Droid
aboard. While Vader piloting, Tonnika Sisters, Vul and Tonnika While at an exterior planet site or
immune to attrition < 5, and during Sisters are lost. docking bay, once per turn may lose
battle, may cancel game text of a 1 Force to place a 'hit' starship or
Walker Barrage
passenger (or pilot of ability < 4) vehicle at same site, adjacent site,
If you have a piloted AT-AT present
here. related system or related cloud
at a site, target opponent's artillery
sector in Used Pile instead of Lost
Vader's Lightsaber weapon at same or adjacent exterior
Pile when forfeited.
Deploy on Vader. May add 1 to site. Draw destiny. Target lost if
Force drain where present. May destiny +1 > forfeit. Also, one WED-9-M1 'Bantha' Droid
target a character or creature for opponent's character at same site as Adds immunity to attrition < 2 to all
free. Draw two destiny. Target hit, target (random selection) lost if your vehicles and droids at same
and its forfeit = 0, if total destiny > destiny +1 > 6. location. Also, if 'bantha' droid is at a
defense value. docking bay, adds immunity to
Wall Of Fire
attrition < 3 to all your starfighters at
Veers (V) If you have a piloted AT-AT present
the related system and related
Add 3 to power of anything he pilots. at a site, target any number of
sectors and may cancel Lateral
Leader. Once per turn, may reveal opponent's troopers present at same
Damage.
from hand to ▼ 6th marker or or adjacent exterior site. Draw
Blizzard 1 to Hoth. Deploys free destiny. If destiny > number of WED15-I662 'Treadwell' Droid
aboard Blizzard 1. While piloting troopers targeted, they are lost. Adds immunity to attrition < 2 to all
Blizzard 1, adds one destiny to total your vehicles and droids at same
Warrant Officer M'Kae
power. location. Also, if 'treadwell' droid is at
Adds 2 to power of anything he
a docking bay, adds immunity to
Vehicle Mine (both sides) pilots. May use 1 Force to take one
attrition < 3 to all your starfighters at
Deploy at same exterior site as your tractor beam, Our First Catch Of The
the related system and related
mining droid. 'Explodes' if starfighter Day or Besieged into hand from
sectors.
(use 5 as defense value) or non- Reserve Deck; reshuffle.
creature vehicle deploys or moves to WED15-I7 'Septoid' Droid
Warrior's Courage
or across same site. Draw destiny. *Forfeit value begins at 7. When
If your warrior is defending a battle
Target lost if destiny +2 > defense 'forfeited,' droid remains in play
alone at a site, add one battle
value. Vehicle Mine is also lost. (unless 'hit'), but forfeit value is
destiny. OR If Leia is defending a
reduced by the amount of attrition or
Vibro-Ax (both sides) battle alone at a site, add two battle
battle damage absorbed. Droid lost
Use 3 Force to deploy on any alien destiny.
when forfeit value reaches zero.
warrior. Adds 1 to power. May target
Watch Your Step / This Place Can
a character using 1 Force. Both Wedge Antilles
Be A Little Rough
players draw destiny. Target Adds 3 to power of anything he
(back) While this side up, your Force
immediately excluded from battle if pilots. When piloting Red 2, also
generation is +1 at each system you
warrior's power + your destiny > adds 2 to maneuver and draws one
control with a smuggler. Opponent's
target's power + opponent's destiny. battle destiny if not able to
Force generation at non-
otherwise. May use 1 Force to take
Vine Snake (both sides) battlegrounds is limited to 1. When
one Corellian Slip into hand from
Habitat: planet sites (except Hoth). you have two or more smugglers in
Reserve Deck; reshuffle.
Parasite: Non-droid Character. Each a battle, add one battle destiny.
move phase, draw destiny; each Each of your smugglers is forfeit +2. Weequay Marksman
time destiny > ability, add 1 to X (X Once during each turn, may play Deploys only on Tatooine. May fire
starts at 0). Host is power -X (eaten one Interrupt from Lost Pile as if one weapon during your control
if power = 0). from hand (then place that card out phase (at double use of Force). May
of play). Sense, Alter, and Keep use 2 Force to 'assassinate' any
Vote Of No Confidence
Your Eyes Open may not be played. character just 'hit' by Weequay
Plays on table. While you have 12 or
Flip this card if you do not occupy Marksman (victim is immediately
fewer cards in hand, opponent may
two battlegrounds (unless you have lost).
not remove cards from your hand
completed two Kessel Runs).
(except with Grimtaash). Once per Well-earned Command
turn (even at start of turn), may We Have A Prisoner Lore: Imperial officers often simulate
target a [Coruscant] Political Effect; Use 1 Force if opponent's character large-scale battles with games to
is about to be lost or forfeited from improve their tactical ability. Those

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Appendix A - Errata
who excel at these games often Palace site. Adds 2 to power of USED: Use 1 Force to take a [First
mark themselves for advancement. anything he pilots (3 if piloting an Order] shuttle into hand from
starship or if Jabba is aboard). Reserve Deck; reshuffle.
We're Leaving
STARTING: Deploy Jakku: Landing
Use 3 Force to deploy on table. Wooof (V) Site, Bow To The First Order, and
During the damage segment of a Adds 3 to power of anything he one Effect that deploys on table and
battle your opponent initiated, if you pilots. May deploy with any cruiser is always immune to Alter. Place this
have no cards left that can be using Combat Response. While Interrupt in hand.
forfeited, you may place this Effect aboard a piloted starship,
out of play to cancel all remaining opponent's battle and weapon Your Ship? (V)
battle damage. (Immune to Alter.) destiny draws here are -1. Plays on table. Cancels A
Dangerous Time and Imperial
Wes Janson Wyron Serper Supply. Each player may play only
Adds 1 to weapon destiny draws of Once during each of your control one card with "sabacc" in title each
anything he is aboard as a phases, may peek at X cards turn. You may cancel an opponent's
passenger (adds 3 if aboard Rogue randomly selected from opponent's card with "sabacc" in title by losing 1
3 or with Wedge or Jek). hand, where X = number of icons Force from hand.
What Is Thy Bidding, My Master? at same site. Also, when you are
drawing destiny, adds 2 to the Yoxgit (V)
Deploy on Emperor or any system.
destiny of any card with 'scan' in the Deploys free to (and power +2 at) a
Target one character whose lore
title. Cloud City, Jabba's Palace, or Maz's
uses the word 'Emperor.' Target
Castle location. Once per turn, if you
cannot use ability to draw battle Xizor's Palace: Sewer just drew an alien (or [Independent]
destiny and is excluded from being DARK: Once per game, may starship) for destiny, may take that
the "highest-ability character." Utinni exchange an alien in hand with a card into hand to cancel and redraw
Effect canceled when reached by non-spy Black Sun agent in Lost that destiny.
target. Pile.
LIGHT: Once per game, if you Zero Hour / Liberation Of Lothal
What're You Tryin' To Push On
control, may retrieve a Corellian. (back) While this side up, if you
Us?
Force drained at a battleground this
This card has the grabber icon. Yoda, Keeper Of The Peace turn, your other Force drains at
Lore: Yoda calls upon the Force battlegrounds are +1. Once per turn
Wild Karrde often to try and foresee what destiny
This card is now (DEPLOY 3) during battle, may add or subtract X
has in store. Jedi Council Member. from a just drawn battle destiny (or
Wioslea Yoda, Master Of The Force (V) opponent's weapon destiny), where
During your control phase, may use Power +3 while defending a battle X = number of battlegrounds you
1 Force to target an opponent's (or while exactly two Jedi on table). occupy with Phoenix Squadron
unoccupied transport vehicle or Once per game, during your move characters. At Lothal system, the
droid present. Draw destiny. If phase, may relocate to an [Episode number of battle destiny draws may
destiny > target's destiny number, I] battleground site as a regular not be limited for either player.
use Force equal to target's deploy move (for free). Immune to attrition. Flip this card if opponent controls
cost to 'purchase' target (use as if more Lothal locations than you.
stolen). Yoda Stew & You Do Have Your
Moments Zev Senesca
Wokling (V) USED: During opponent's turn, take Adds 2 to power of anything he
Unless Massassi Throne Room on up to four cards from your hand and pilots. When piloting Rogue 2, also
table, deploy on table. Your total place them on top of your Force adds 3 to maneuver and may draw
Force generation is +1. Once per Pile. one battle destiny if not able to
game, may use 3 Force to ▲ an LOST: At the start of the damage otherwise.
Effect that has no deploy cost and segment during a battle, before any
deploys on another card. May place Zuckuss
cards have been forfeited, cause all Adds 2 to power of anything he
this Effect out of play to retrieve 1 attrition for both sides to be reduced
Force. [Immune to Alter.] pilots. May move for free as a 'react.'
to zero. Once during each battle, may use 1
Wookiee Roar You Do Have Your Moments Force to cause one alien of ability <
If Chewie is defending a battle alone At the start of the damage segment 3 at same site to be forfeit = 0 for
at a site, add two battle destiny. OR during a battle, before any cards remainder of turn. Immune to
Use 3 Force to take Chewie into have been forfeited, cause all attrition < 3.
hand from Reserve Deck; reshuffle. attrition for both sides to be reduced
OR Scare off (lose) one 'mouse' Zuckuss In Mist Hunter
to zero. May add 1 pilot and 3 passengers.
droid on table.
You Know What I've Come For Permanent pilot is *Zuckuss, who
Wooof USED OR STARTING INTERRUPT provides ability of 4 and adds 2 to
Deploys only at Tatooine. Power +2 power. Unless opponent has ability
when defending a battle at a Jabba's

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Appendix A - Errata
> 6 piloting here, reset opponent's
total battle destiny here to 0.
Zuckuss' Snare Rifle
Deploy on Zuckuss, or use 1 Force
to deploy on any other bounty
hunter. May target a character or
creature using 2 Force. Draw
destiny. Character captured if
destiny -1 > defense value. Creature
lost if destiny +1 > defense value.

Not Endorsed or Sponsored by Lucasfilm Page 135


Appendix B - Card Rulings
If an entry begins with "(Errata)," see Appendix A for the errata on that card.
For all clarifications of characteristics, see Characteristics - Identifying Cards, Appendix D

4-LOM A New Secret Base Accelerate


This droid adds 1 to total power for This Light Side Effect allows you to The phrase "Interrupt may even
each pairing of one alien and one take the following cards into hand affect the result immediately after a
droid, neither of which may be used from your Reserve Deck, once destiny draw targeting the vehicle's
as part of another pair. See may during each of owner's turns: maneuver" means that this card can
initiate battle and be battled. • one site with "Echo" in its title be played immediately after any
• two sites, both with "Echo" in their destiny draw that is to be used in a
A Few Maneuvers
titles comparison (greater than, less than,
See Destiny Draw Targeting X, Ch.
• one Effect with "Echo" in its title or equal to) with the vehicle's
1.
• one Effect and one site, both with maneuver or defense value (or a
A Great Tactician Creates Plans / "Echo" in their titles calculation that involves said
The Result Is Often Resentment • one planet system with two Light maneuver or defense value).
(Errata) After 'studying' an artwork Side Force icons.
Access Denied
card, place it in Lost Pile even if it
A Remote Planet This 'insert' card, when found face-
was not possible to perform the
This card refers to the "Padme up in your Reserve Deck (whether
specified action (e.g. even if there
Naberrie" version of the Amidala by being inserted or because of a
was no character to exclude from
persona only. card such as Through The Force
battle, or no immunity to attrition to
Things You Will See), is treated as a
cancel). A Step Backward
deployed Effect and does not count
The first function of this card may be
A Jedi's Resilience as part of your Life Force.
played as long as at least one
(Errata) This Interrupt is played as a
podracer has at least one race Admiral Raddus
response to the completion of a
destiny stacked upon it. This card While this character is considered to
duel, and is played before any result
targets "Podracers", which is a card be a matching pilot for Rogue One,
actually takes place.
type (See Podracing, Ap. C). It he is not considered to be a Rogue
OR
cannot remove a race destiny Squadron pilot based on game text
This card targets a 'just lost
stacked upon the Podrace Arena. alone. This is a specific exception to
character armed with a lightsaber.' It
the Squadron Designation rules.
searches for the character and A Useless Gesture
saber at the time the interrupt is The game text that prevents Ketwol Advosze
played. In order to be considered as from exchanging a docking bay (Errata) You may not voluntarily
such, the light side character must more than once per game does not deploy or move an Advosze to the
either: count any exchange(s) that took same location as another Advosze.
a) Possess a [permanent weapon place before A Useless Gesture was (If this somehow occurs
icon] lightsaber OR on table. Thus, after A Useless involuntarily, you must choose one
b) Be armed with a lightsaber when Gesture is played, Ketwol may to be lost.)
heading lost, be lost simultaneously exchange one more docking bay
Agents Of Black Sun / Vengeance
with the lightsaber, and both he or before further exchanges are
Of The Dark Prince
she and the lightsaber must be prevented, even if Ketwol was
When this Objective card is (or has
considered 'just lost' at the time this already used before A Useless
been) in play, Dark Side cards in the
card is initiated. Gesture was played.
following all have the characteristic
This is a necessary exception to the
A Vergence In The Force Black Sun agent: all cards with
normal rules regarding units of force
You may only draw 2 cards by 'Black Sun agent' in lore. (such as
and unseen cards. Because
placing in Used Pile a copy of this Guri); all aliens with 'Black Sun' in
A Jedi's Resilience specifically is
card that is on table. This last lore. (such as Makurth); all
searching for these 2 cards (or 1
sentence of this Immediate Effect information brokers (such as Labria);
card) in a 'just lost' state, they are
does not permit you to perform that all bounty hunters (such as Boba
'active' and able to be targeted in
function using a copy in hand. Fett).
that state by this card or other cards
that target cards in a 'just lost' state. Abyss Aim High
This card does not require that the The amount of Force used (X) must
A Jedi's Strength
'duplicated' character on table has be equal to the full amount of the
An apprentice that later becomes a
immunity to attrition. This is a initiated retrieval, even if the
Jedi will still get the +1 power bonus
specific exception to the Implied retrieving player's Lost Pile does not
from this Jedi Test.
Target Rule. contain that many cards.

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Appendix B - Card Rulings
Alien Mob it is drawn as a battle destiny, and it actions, for example, the Dark Side
This card's species is defined in its may be placed in Used Pile via I Will playing Hit Racer.
game text. This type of definition is Make It Legal, etc.
Anger, Fear, Aggression (V)
applicable in all card states (such as
Alter & Collateral Damage (Errata) Projective Telepathy cannot
in Reserve Deck) and even while its
If you draw successfully for the Lost cancel this card when it is on table
game text is canceled. Reps are
function of this card, you would still (only if it is 'inserted' or 'revealed').
defined by the two Objective cards
have to lose 2 Force to Do, Or Do
Agents In The Court and My Kind Of Anoat (Dark Side)
Not or There Is No Try.
Scum. Starships using this system
Alter & Friendly Fire location's game text to 'react' may
Alien Rabble
See Alter & Collateral Damage. move only
See Alien Mob.
•from Anoat to the nearest related
Ambush
All Too Easy asteroid sector; or
This Interrupt is an all cards
(Errata) This Immediate Effect •from the nearest related asteroid
situation, so it will affect inactive
creates an unattended frozen sector to Anoat.
cards as well (missing, undercover,
captive if there is no available
etc.). However, inactive cards do not Antilles Maneuver (V)
escort.
count towards either player's power The first function of this Interrupt
All Wrapped Up total because they are not on table may still be used if the opponent
(Errata) When capturing an 'about to for such purposes. This card can be does not have a weapon on table.
be forfeited' character using this played at a location where opponent See Implied Target Rule - Unknown
Dark Side Effect, that character is has 0 power, but not one where they Targets.
captured after applying forfeit value have no power.
Are You Brain Dead?!
but before being placed on the Lost The player playing Ambush chooses
This Interrupt card's Used function
Pile. When captured, the character's the order to send cards to Used Pile,
requires only a Light Side Episode I
values that would normally be including the "cards on them" such
Jedi to be defending a battle. The
restored upon leaving table (e.g., as devices. However, if a card is
absence of a Dark Jedi is not part of
forfeit being reduced by 2, power selected to go to Used Pile while
the initiation conditions.
being reduced to 0) has those there are still other cards on it, place
For the Lost function, placing the
values reset. In this way, cards the selected card and the cards on it
Jedi Council member in Used Pile is
deployed on that character (for in owners' Used Pile(s)
a "cost" of initiating this Interrupt. If a
example, Bounty or a weapon) are simultaneously (per Leaves Table
card prevents this cost from being
not placed in the Lost Pile. rules, the owner of that group of
paid, Are You Brain Dead?! has not
Additionally, if the card was 'hit', it is cards then determines the order).
been initiated. This means that the
no longer 'hit'.
Anakin Skywalker player could then attempt to play it
This card merely requires that the
A card about to be placed out of play again (although it is unique, it hasn't
bounty hunter be present at the
does not qualify as a card "about to been played yet).
location. He need not be present
be lost from table." Example: Mace Windu is forfeited,
with the forfeited character.
Light attempts to initiate Are You
Anakin Skywalker (V)
Alter (both sides - Premiere and Brain Dead?! but Dark prevents it
(Errata) This interrupt may be played
Coruscant) with Cold Feet (V). Are You Brain
even if Vader has crossed over (and
This Interrupt can only cancel the Dead?! remains in Light's hand, so
thus has taken on the card title
cards stated in its game text (thus it Light may then attempt to initiate it
Anakin Skywalker). This is a specific
cannot cancel a Starting Effect). To again, this time succeeding in
exception to the uniqueness rules.
use Alter to cancel any card other placing Mace Windu in the Used
than Sense, you must have a Anakin's Podracer Pile.
character with ability on table. Alter When drawing 2 race destiny
Arica
is a response to the deployment of instead of 1, the Light Side player is
(Errata) If Arica breaks cover at
an Effect or Utinni Effect, but it is not permitted to stack (use) both of them
Luke's site using her game text while
a response to a subsequent use of on Anakin's Podracer. The decision
There Is Good In Him is on table,
that Effect's or Utinni Effect's game to use a race destiny is made
Luke will be captured before she can
text. A card that is "immune to Alter" immediately after one is drawn. (See
complete the firing of her weapon.
is not a valid target for Alter (see Podracing, Ap. C) This Podracer will
immune). automatically "schedule" three race Artoo & Threepio
destiny draws if Anakin's Podracer is Allowing all droids to be battled
Alter (V) (both sides)
behind at any time during the Light means that, for the purposes of
The phrase "Immune to opponent's
Side player's draw phase. Next turn, initiating and continuing a battle
Objective" is only applicable when
the Light Side player must draw only, all droids are considered to
this card is played from hand (or
three and must choose (use) two of occupy their location. Thus a droid
when you are attempting to initiate it
them to stack on the Podracer. piloting a starship may also be
from hand). Thus it does not protect
These scheduled race destiny draws battled.
itself from In Complete Control when
can still be restricted by subsequent

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Appendix B - Card Rulings
Artoo, Come Back At Once! Beru Stew "Cannot use weapons or devices"
See Double Back. (Errata) Activating Force is the result means B'omarr Monk may not carry
of this Interrupt, not a condition of (or be involved in an attempt to
Assembly Area
initiation (see actions). steal) weapons or devices. This
Two characters must move together
alien only cancels the Dark Side
simultaneously and in the same Besieged
game text of the location called
direction (both from this site or both (Errata) The phrase "Effect canceled
Tatooine: Jabba's Palace.
to this site). It costs 1 Force to move if starship escapes or is stolen"
the pair. indicates that the Effect goes lost if Boonta Eve Podrace (both sides)
the starship escapes or is stolen by While you are free to use your
Aurra Sing
the Dark Side player. opponent's copy of this card to
Being able to "use" a stolen
initiate a podrace (even if both are in
lightsaber does not allow you to Bionic Hand
play), you must specifically note this
transfer a stolen lightsaber to Aurra When this device is used with a
at the time you initiate the podrace.
Sing outside the normal rules of character weapon and more than
If you do not, you are assumed to be
transfer (it must be capable of one card is drawn for weapon
using your own copy.
deploying on her). destiny, the character adds 1 to total
The winner of a podrace is
weapon destiny.
Bacta Tank determined automatically when
(Errata) When removing a character Blaster Deflection either player has a race total > 24 at
from the Bacta Tank whose deploy When re-targeting a blaster with this any time during any move phase.
cost is defined by an asterisk (*), Interrupt, you must re-target it to an
Bossk With Mortar Gun
treat that deploy cost as zero. This is opponent's character present at the
This is not an "all cards" situation, so
a specific exception to the Defined same location as your character that
this may not target inactive cards or
Values rules. was originally targeted.
your own cards. Unlike most
Bane Malar Blaster Proficiency weapons, the Mortar Gun targets
Bane Malar never gains (Errata) Cards that are immune to after the weapon destiny draw, but
characteristics from game text that Blaster Proficiency are protected this is still to be considered
he 'mindscans'. This applies to all from being targeted by weapons "targeting with a weapon."
characteristics, whether explicitly or during the opponent's control phase
Bossk's Mortar Gun
implicitly stated, and whether via Sorry About The Mess & Blaster
See Bossk With Mortar Gun.
granted conditionally or Proficiency, and are protected from
unconditionally. Self-referencing being made immediately lost by any Bounty
pronouns ("she", "her") may refer to version of Blaster Proficiency. They This Effect allows you to retrieve
Bane but do not make him female. are not protected from having 3 Force only if the bounty hunter who
added to a weapon destiny. delivers the captive to a prison is the
Beggar
same bounty hunter who seized that
This Light Side Effect remains on Blaster Rack
character when it was captured.
table and allows you to use any (Errata) Weapons on Blaster Rack
amount of your opponent's Dark are inactive. Placing weapons on the Brainiac
Side Force during each of your Blaster Rack is a top-level action, Brainiac counts as a card in hand
turns. At the end of each of your thus, you may not place cards in the when computing Y to determine his
turns, if you chose to use zero or 1 Rack as a response to a character own deployment cost. He may
Dark Side Force that turn, the leaving the table. provide nav computer capability on a
Beggar remains on table; if you starship as a passenger, but
Blown Clear
chose to use 2 or more Dark Side Brainiac is not an astromech and
Use the forfeit value of the card from
Force, Beggar is lost (even if thus cannot occupy astromech
hand, including any global modifiers.
inactive). capacity.
Force used by your opponent never Boba Fett (Cloud City) Imaginary numbers (which occur by
counts against your Beggar. For (Errata) When transferring a captive having a negative number within the
example, some Jawas require the to a prison, Fett modifies that square root) result in a minimum
use of Force by both players when captive's forfeit value for the power of 1. Also, players must use
deploying. The portion of the Jawa's purposes of resolving any Bounty the positive root (thus, the square
deploy cost that your Dark Side effects. root of 4 is 2, not -2).
opponent is required to pay does not Brainiac's destiny and power should
B'omarr Monk
count against the Beggar; however, not be rounded. If you're comparing
if you choose to use Dark Side The Monk equalizes Force icons this number to a certain value,
Force to pay for your portion of the after all other automatic Force icon examine it to see if it meets the
modifiers have been applied (for
deploy cost, this does count against requirements. For example, if Alter
example, Sleens, Presence Of The
the Beggar. targets Luke Skywalker and Brainiac
Force etc). "Cannot use vehicles or
is drawn, Alter succeeds (because π
starships" on this card means that
is less than 4), and if Lost In The
the B'omarr Monk may not deploy to
Wilderness targets your opponent's
or board a vehicle or starship.

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Appendix B - Card Rulings
3 characters, it also succeeds (π is must first disembark the vehicle as Carbon Chamber Testing / My
greater than 3). If Brainiac is drawn an automatic action before the Favorite Decoration
for battle destiny and a player must capture takes place. (This is a When deploying a Rebel (as a
satisfy π attrition, that player must special exception to the normal rules prisoner) to the Security Tower at
forfeit at least π points of forfeit value of embarking / disembarking.) See the start of the game, it deploys
(usually meaning 4 must be Captives - Seizure ("if possible") regardless of location deployment
forfeited). However, you must round restrictions (this is a specific
C-3PO (See-Threepio)
whenever you are required to do exception to the start of game rules).
This droid adds 2 to total power for
something which is impossible in If there are no Rebels you can
each pairing of one Rebel and one
partial amounts (e.g., you cannot legally deploy, this objective plays
droid, neither of which may be used
retrieve, activate, or lose an (for remainder of game) as if there
as part of another pair.
irrational amount of Force, you were no Rebels in the Light Side
cannot cause an irrational number of Cal Alder player's deck. You may verify your
characters to be lost, etc.). For If a Light Side vehicle is moving opponent's Reserve Deck at this
example, Vader initiates a duel toward Cal at the beginning of its point as you would after any other
against Luke using Vader's movement action, then Cal causes it failed search. Rebels you cannot
Obsession ("Each adds two destiny to move for free. This applies even if legally deploy include characters
to power. Winner retrieves lost the vehicle stops before reaching with objective deployment
Force equal to the difference. Loser Cal or if the vehicle moves past Cal restrictions (such as Prisoner 2187)
loses same amount of Force, plus to another site. This is a specific and those that deploy as an
the character."), and one of Luke's exception to the Moving Through undercover spy (such as TK-422).
destinies is Brainiac. Vader's total is Locations rules. Also, if opponent is playing Rescue
14 and Luke's is 14.14159..., which The Princess, and their only Rebel
Captain Mod Terrik
means that Luke wins and retrieves in their deck is Leia, Leia cannot be
Captain Mod Terrik may target your deployed (this also applies to Han
Force equal to the difference
stormtroopers when he is about to and You Can Either Profit By This...,
(0.14159...). Because that's
move using his landspeed. They
impossible, Light retrieves 0. Dark and Luke and There Is Good In
then all move together (using
loses the same amount, also Him).
landspeed) simultaneously. He does
rounding to 0, and Vader, because
not permit them to perform a Careful Planning
even though no Force was lost or
movement action (regular, unlimited, The starting text of this card is
retrieved, Luke's total was still
or 'react') if they are not entitled to intended to mean "deploy from
higher.
one. Reserve Deck one battleground site
Bravo Fighter or deploy from Reserve Deck two 
Captive Fury
You may not attempt to 'blow away' battleground sites." The location (or
When using this Light Side interrupt,
the Blockade Flagship unless its locations) deployed must be
the captive is temporarily placed on battlegrounds related to the owner's
corresponding starship card is on
the Light Side of the site (even if starting location immediately after its
table.
enclosed) to participate normally in
(their) deployment. This Starting
Bring Him Before Me / Take Your this battle. This relocation does not
Interrupt may be played even if your
Father's Place count as being 'released'. If you
starting location was converted (or
The deployment modifiers for the have other characters at the same
'failed' to convert an opponent's
Emperor and Luke found on the 0 site they also participate in this starting location that may not be
side of this Objective only apply battle (where applicable). All normal converted). It simply 'remembers'
when those characters are being battling conditions must be
what your starting location was
deployed from the player's Reserve observed. For example, characters
before it was converted or placed
Deck using this objective. can participate in only one battle per
out of play.
This card only restricts the turn and presence is required on
opponent's use of cards that would both sides of the location. For this Careful Planning (V)
place Luke out of play. If a card has reason, if the captive is a droid (or With regards to converting starting
multiple functions (one placing a the escort is a droid, for example IG- locations, see the relevant portion of
card out of play, and one that does 88 With Riot Gun) and no other the Careful Planning entry.
not for example) this objective has ability is being provided, then the
Charming To The Last
no impact on the latter function of battle would end immediately. If the
This Interrupt must target a Rebel of
the card. Also, if a card targets original escorting character and the
ability > 2 and thus may not target
multiple cards on table, the Light captive (who was not captured or
the •Leia card from the Jedi Pack.
Side player is only prevented from sent missing during the battle)
placing Luke out of play. This is a survive, then the captive is returned Chasm
specific exception to the normal to being escorted by that character See Abyss.
targeting rules. The 0 side of this at the end of the battle.
Chief Retwin
card requires that if Vader is aboard
(Errata) This Imperial may target any
an open vehicle without sufficient
weapon or device deployed on a site
capacity to include a captive, Vader

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Appendix B - Card Rulings
(including "movable" weapons and deployed), then the card revealed Corporal Beezer
devices such as seekers), but may from hand is returned to hand, and Beezer's text that allows a device to
not target cards deployed on a the card taken from the Reserve deploy to same location does not
character, vehicle or starship at a Deck is placed back in the Reserve require that device to deploy 'on' that
site. (See Stealing, Ap. C) Deck; reshuffle. location. Thus you may deploy a
device on cards at the same location
Cliegg Lars Combined Attack
as Beezer.
See Chief Retwin. (Errata) This Interrupt combines the
firing of two or more weapons into a Corporal Drazin (V)
Clone Squad Leader
single action. You may choose to While at a Cloud City site, prevents
See Rebel Squad Leader.
fire any or all of your applicable Force drain modifiers (including
Close Air Support weapons, at normal use of the Force drain bonuses) from being
"[Y]our Z-95 occupies a system or Force. canceled by cards such as Menace
cloud sector" means that you must Fades and The Planet It's Farthest
Commander Wedge Antilles (V)
occupy the location, and the Z-95 From. Corporal Drazin (V) does not
See Jodo Kast.
there must itself have presence interfere with cards that prevent
(such as a permanent pilot), or have Commence Recharging Force drain modifiers, so cards such
presence aboard it (such as a (Errata) The 8 cards specified by as Bala-Tik and Revenge Of The
character card). Additionally, a Z-95 this Effect must be stacked (face Sith can still prevent modifiers from
must be piloted in order to utilize down, without being revealed) on occurring.
Close Air Support. the Effect itself and are separate
Count Dooku
from the X Force required by
Colo Claw Fish (both sides) When using this card's game text
Commence Primary Ignition.
(Errata) This card allows you to allowing it to be targeted by Force
Commence Primary Ignition will fully
exchange a card drawn for destiny Lightning, each instance of
resolve and be placed into Used or
with a card stacked on this effect. "Emperor" on Force Lightning is
Lost Pile before this Effect is
When this happens, any modifiers to treated as "Dooku". Thus, if the Dark
canceled.
your destiny are now transferred Side player plays the LOST portion
When this Effect is canceled, Dark
over to the new card, regardless of of Force Lightning in conjunction
places the stacked cards into their
when they were played. Because with Count Dooku's game text, the
Used Pile in an order of their
this card was exchanged, it is opponent's character would need to
choosing (without viewing them).
considered to have been "just be present with Dooku (not the
drawn" for all purposes (except, Communing Emperor), and Dooku would lose
obviously, for modifiers that you A card just stacked on Communing immunity to attrition and become
have already applied to the card) is not considered "just placed out of defense value -2 for the remainder
and is not considered a substituted play". If something prevents a card of turn (not the Emperor).
destiny (meaning it can be modified, from being placed Out Of Play, then
Counter Assault
canceled, or reset as normal). that card may not be stacked on
The total power and number of
Communing.
Colonel Salm destinies to be drawn is determined
Salm may only cancel and redraw a Conquest (V) immediately when this Interrupt card
battle destiny of a battle he is An Interrupt is considered an begins resolving, and neither
participating in. "Immune to Sense" Interrupt if the changes during the resolution. Thus
function being utilized when it is if a character, starship or vehicle is
Colonel Wullf Yularen introduced to the location during
played is immune to Sense.
This Imperial is power +1 with any or resolution of the Assault (such as via
all of the three cards mentioned in Control (both sides - Dagobah
Tauntaun Bones) it does not add
its game text (not power +1 for and Coruscant)
power and does not permit an
each). The parenthetical text "(even if just
additional destiny draw. Similarly, if
deployed)" means that this card may
Combat Readiness cards are removed from the location
be played to cancel a Mobile Effect during the resolution (such as by a
See Careful Planning.
or an Immediate Effect as a Program Trap), they will still
Combat Readiness (V) response even after the deployment
contribute power and still add a
See Careful Planning (V). has successfully resolved (triggering
destiny draw for purposes of
any automatic actions of deployment
Combat Response resolving the Counter Assault.
before the cancellation). You may This Interrupt does not cause a
Once an unpiloted starfighter (or
still play Control (either version) as a battle and thus cards may not be
pilot) is revealed, if no matching pilot top level action to cancel a
(or unpiloted starfighter) is found, forfeited to reduce Force loss.
previously deployed Mobile or
the opponent is permitted to verify. If Remember that, at a system
Immediate Effect, or as a response
a match has been found but the location, characters and vehicles
to the declaration of the deploy
player does not have enough Force aboard starships are not present at
action (in which case the Mobile or the system. Therefore, for Counter
to deploy the cards (or there is no
Immediate Effect is canceled before Assault there will ordinarily only be
location where they can be legally it has its effect).

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Appendix B - Card Rulings
one destiny draw per starship at the Dagobah: Bog Clearing character: either put to 'sleep' or left
system but none for any cards This site's game text supersedes the 'awake.' If a target character is
aboard. Dagobah and Ahch-To rules and the affected by multiple copies of this
Counter Assault may technically be general rules of deploying Effect, the character will not be
played at a holosite but, since there starfighters. Starfighters with restored to normal until the last
are no characters present (only permanent pilots may deploy here. Effect that put him or her to sleep
dejariks and holograms), no destiny leaves table.
Dannik Jerriko
will be drawn and zero will be
(Errata) The power bonus applies Dark Maneuvers
compared to the opponent's total
only to characters placed out of play See Destiny Draw Targeting X, Ch.
power.
using Dannik's game text, not all out 1.
Counterattack of play characters. This bonus will
Dark Maneuvers & Tallon Roll
This card explicitly allows continue to apply even if Dannik
See Destiny Draw Targeting X, Ch.
characters, vehicles and starships at leaves table. Note that this bonus is
1.
the targeted location to battle again based on "eating the soup" of a
this turn (and since this is a battle, character, and thus is unaffected by Dark Strike
they may fire any applicable cards placed out of play by the (Errata) See Blaster Proficiency.
weapons). It does not allow any virtual card version of Dannik.
Dark Waters
characters, vehicles or starships to
Dannik Jerriko (V) If this card is deployed to an interior
'react' a second time this turn. When
Dannik only prevents characters vehicle site, then creatures present
determining the order of actions for
being removed from lost pile while may attack as normal. This is a
this second battle, treat it as though
they are in a 'just lost' state. specific exception to rules stating
it were the turn of the player who
that characters aboard vehicles may
played this Interrupt. If a card was Dantooine Base Operations/More
not be attacked.
excluded from the previous battle, it Dangerous Than You Realize
may participate in this battle unless This card establishes a deploy cost Darth Maul
it is still prevented from participating for squadrons based on their current The loser of a duel initiated by
(e.g., was targeted by Imperial power. The squadron's power may Maul's game text is the character
Barrier). be modified (e.g. S-Foils), but with the lowest total destiny. If tied,
because the deploy cost is equal to there is no winner or loser.
Court Of The Vile Gangster / I
this power, the cost may not be
Shall Enjoy Watching You Die Darth Vader
modified (e.g. Haven, Rendezvous
The frozen Han character deployed (Errata) This Imperial's addition to
Point).
by the Light Side Objective Card battle destiny is an automatic
The reference to squadron on this
You Can Either Profit By This... / Or modifier.
objective card refers only to the
Be Destroyed will count as a captive
starship class: squadron. It does not Death Star Assault Squadron
towards the flip condition of this
include starships such as Red For purposes of cards that require
Objective card, but because a frozen
Squadron X-wing and Gold you to use a pilot's ability, Vader
character has ability of zero, frozen
Squadron Y-wing. provides 6 ability, and DS-61-2 and
Han will not flip this Dark Side
objective by himself. DS-61-3 both provide 2 ability.
Dark Forces
This card utilizes persona rules as
When this Effect is deployed, and
Covert Landing well as squadron rules. If these rules
Alter is played as a response to
The USED portion of this Interrupt conflict, the persona rules take
cancel it, Dark Forces has not had
may be used any time your shuttle precedence. Thus the Death Star
its result yet and thus will not affect
or shuttle vehicle is participating in a Assault Squadron may be taken into
that Alter. (See actions.) When this
battle, even if that shuttle is landed hand from the table for 4 Force with
card is used to exclude characters
or unpiloted. Hunt Down And Destroy The Jedi as
from being the highest-ability
that card may target any version of
Credits Will Do Fine character in response to Sense or
the •Vader persona.
Both players get to see any card that Alter, the player playing Sense or
is lost from hand before it is placed Alter must immediately choose a Death Star Assault Squadron is
under this Effect. Other cards are new target for their highest-ability deploy -6 at a Star Destroyer:
Launch Bay.
not viewed. There is no gameplay character, if possible, otherwise the
difference between cards that refer Interrupt will fail. Death Star: Detention Block
to cards stacked "on," "under," or Corridor (V)
Dark Hours
"beneath" this Effect. The text on this location card that
(Errata) Characters targeted by this
Cyborg Construct Effect must be at the site when imprisons Leia will place her here
from another location, but this is not
If your opponent takes control of deployed.
considered movement. When that
your Cyborg Construct, any cards For each character targeted by this
text imprisons Leia, it also restores
underneath it are placed on top of Effect in the event of a failed destiny
her to normal (no longer hit or forfeit
your Used Pile. draw for Dark, their opponent may
choose what happens to that = 0, etc).

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Appendix B - Card Rulings
Death Star Sentry This Place Can Be A Little Rough, being checked for duplicates, the
See Doikk Na'ts. etc.) may be stacked other card is not a duplicate. If a
on this card before it is placed out of player has 3 of the same card and
Death Star Sentry (V)
play. However, an Utinni Effect that reveals 2 of them, the other card is
See Ch. 1F. Free.
is placed out of play "when not a duplicate. If a player has 3 of
Defel completed" (such as when Outrider the same card and reveals only 1 of
Each Defel on table can cause the is on table) may not. them, the other 2 cards are
loss of only 1 Force per turn. duplicates of each other.
Docking And Repair Facilities
Desperate Counter When removing a squadron for E Chu Ta
Both Combat Response and which a deploy cost has been When using the second function of
Imperial Arrest Order can be defined, use this deploy cost to this Interrupt, if your opponent
deployed in the same deploy phase determine the cost of the action. 'reacts' by bringing ability or a spy to
using this card, although each the battle, this does not cancel the
Doikk Na'ts
deployment is a separate action. battle.
Doikk can increase the typical ability
Din Djarin requirement for drawing battle E-web Blaster
Din's text that target's an opponent's destiny from 4 to some greater (Errata) This artillery weapon is
character schedules a choice to value. Doikk can also increase moved as a top-level action by two
occur later. The choice may occur special ability requirements like the characters, using their personal
even if Din's game text is ones found on A Jedi's Strength and landspeed. The weapon itself is
subsequently canceled. Prince Xizor. selected to be moved, then 2
characters are selected to 'carry' the
Direct Hit Don't Tread On Me
device. All three move cards then
This Interrupt works with any If your starting location (or a location
move simultaneously. This card
weapon that can target a combat you have deployed with an
does not permit the warriors to
vehicle, including a Vehicle Mine. objective) was a battleground when
perform a movement action if they
deployed, but is converted into a
Disarmed are not entitled to one. The cost of
non-battleground, you may still use
(Errata) This Effect causes the initiation is the normal movement
the starting text of this interrupt.
targeted character to lose all cost (typically 1 force) for each
weapons being carried (including Don't Tread On Me (V) character, plus 1 additional force for
those represented by a permanent If you play this as a Starting the weapon.
character weapon icon). Interrupt, you must draw at least 8
Echo Trooper Backpack
cards. You do not need to declare
Do They Have A Code Clearance? (Errata) This device does not allow a
how many cards you will draw, you
The reduction this Effect applies to character to use weapons that the
may continue to draw until you wish
Force retrieval is an automatic character cannot normally use. It
to stop (or have drawn 12 cards).
modifier, and as such applies before also does not override other
The Used Interrupt function may not
any other comparisons or actions restrictions (such as those for
be used to deploy an Effect that lists
are made. This means that the value artillery weapons).
any deploy cost in its game text
of X on Secret Plans is reduced by
(such as Beggar) or is conditionally EG-4 (Eegee-Four)
the number of cards stacked on this
immune to Alter (such as Well When this droid is drawn as battle
Effect. Note that a retrieving card is
Guarded). destiny, it doubles total power (but
stacked on this Effect after the
not attrition) present at the location
retrieval is completed, and is Don't Underestimate Our Chances
of the battle before adding any other
optional (thus automatic actions may This Interrupt does not triple attrition.
battle destiny draws.
occur first, such as placing the card
Double Back
out of play). A card that "retrieves" a EG-6 (Eegee-Six)
The first function of this Interrupt is a
specific card by name is still (Errata) See EG-4.
top-level action that may be initiated
retrieval, and can be reduced. For
at any time to search your Lost Pile Elis Helrot
example, Baragwin says "Once per
for a bounty hunter, even if it is (Errata) The following actions are
turn, if the top card of your Lost Pile
known that no bounty hunter is in part of the initiation of this Interrupt:
is a weapon, device or transport
the Lost Pile. • targeting the characters to be
vehicle, may use 1 Force to retrieve
moved (a primary target) and the
it." If there is at least one Interrupt or Drop! (V)
site they are located (a secondary
Utinni Effect stacked upon Do They When 2 cards are revealed to
target);
Have A Code Clearance?, that will prevent them from being placed in
• targeting the destination site to
reduce the Baragwin retrieval from 1 Used Pile, they still count towards
which to move them (a primary
card to no cards. hand size. The hand will still be
target);
An Interrupt that is placed out of play reduced to the size required by
• drawing destiny; and
when it resolves (such as an Grimtaash or Thrown Back.
• paying the cost (using the Force
Interrupt played from Lost Pile by If a player has 2 of the same card
required to transport the targeted
and reveals 1 to prevent it from
characters).

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Appendix B - Card Rulings
Emergency Deployment expanded to an adjacent location vehicle or starship), battles may be
(Errata) Although this card allows contradicts the existing location initiated for zero Force. Since reset
you to deploy 'anywhere,' it does not game text, then the existing game values are unmodifiable it cannot be
give you permission to ignore text takes precedence. This Effect affected by cards such as Wars Not
deployment restrictions. For does not expand game text that has Make One Great (though actions
example, the Hoth energy shield will been canceled. that are "free" remain free).
still prevent Dark Side deployment to
Eyes In The Dark Fennec Shand
most Hoth sites. The phrase 'any
This Effect causes cards lost from Fennec schedules the prevention of
others are lost' refers to any cards
Life Force to be concealed during battle damage as an automatic
that were revealed and not
the process of relocating them to the response to initiating battle, which
successfully deployed.
affected Lost Pile. However, cards will then occur even if Fennec is
Emperor's Orders lost from hand (or from table) should subsequently removed from table or
This card deploys only on the still be shown to both players before excluded from battle. If Fennec is to
Executor starship, not an Executor being placed face down on that Lost be automatically excluded (e.g. due
site. Pile. Eyes In The Dark does not to being targeted by Rebel Barrier
affect taking or retrieving cards from earlier that turn), her exclusion and
Endor: Bunker (Dark Side)
the Lost Pile in any way (e.g., the prevention of battle damage are
Light can only move to this site if
whenever you wish to retrieve a card competing automatic actions.
they are at the Back Door when they
using a Baragwin's game text, you Fennec's "once per turn" function
are initiating their movement.
may look at the top card to see if it is schedules potential Force loss which
Enter The Bureaucrat appropriate). may occur later even if Fennec's
See A Vergence In The Force. game text is subsequently canceled.
Failure At The Cave
Ephant Mon (Errata) When attempted, Jedi Test Figrin D'an & The Modal Nodes
If this card is affected by a condition #5, It Is The Future You See, This is a character combo card. It
that prevents it from being 'forfeited schedules an automatic action to contains the five unique personas
to satisfy attrition,' his text may still turn the apprentice right side up at listed in the lore.
be used when forfeited to satisfy all end of the Light Side player's next
For Luck
remaining battle damage. The turn (completing the Jedi Test). Thus
(Errata) See Dark Forces.
remaining attrition at the end of the targeting an upside-down apprentice
battle would still need to be satisfied with Failure At The Cave will For The Republic
normally. suspend the benefits of completed This Interrupt checks for a Jedi only
tests, but will not stop the apprentice during initiation. Removing the Jedi
Evacuate?
completing the test as scheduled after that point does not remove the
Saved cards may not be relocated to
(although it will stop it having any bonus.
one of your capital starship cards
effect once completed).
unless that starship has sufficient Force Lightning
capacity to hold all of them. Saved Fall Back! This Dark Side interrupt may not
cards may not be relocated to (Errata) If some or all characters fail target a frozen captive.
starship sites. to move away, the battle will still be
Force Push
canceled. See Move Away, Chapter
Eventually You'll Lose (V) If the revealed combat card is
7.
When the Lost function takes place destiny 4 or less, you lose 1 Force,
during a Force drain, that Force Fall Of The Legend and the combat card is returned to
drain currently in progress is When this card targets a 'just lost underneath the opponent's Jedi.
protected from being reduced. character' it is targeting a character
Forced Landing
that was just lost from a battle (or
Expand The Empire A starfighter targeted by this card
duel) that took place on Cloud City.
This Effect 'expands' game text to may not move (or be carried) from
the adjacent sites, but it does not Farm the related system to any other
expand card titles, marker numbers This card may be used to deploy a system or asteroid or Death Star II
etc. Thus, for example, it does not Hydroponics Station or Vaporator sector; it may not move (or be
allow docking bay transit to or from a from Reserve even if it is not a carried) from any cloud sector to the
non-docking bay site. If Expand The Tatooine location (overriding their system (or to any cloud sector of
Empire causes a site to have two typical deployment restrictions). higher-altitude); and may not move
copies of the same modifier, this (or be carried) to any site other than
Feltipern Trevagg
does not violate the cumulative rule. the docking bay where Forced
(Errata) This alien resets the cost of
For example, if a site has "Force Landing is deployed.
initiating battle according to the
drain +1 here" in its game text and
number of Force icons present with Frozen Assets
adds another copy of the same
him; thus, if no Force icons are This Effect prevents you from
game text ('expanded' from an
present with Trevagg (e.g., at the drawing any card from below it in
adjacent site), then Force drains are
Death Star: Trash Compactor or Force Pile. You also may not peek
+2 at that site. If game text
whenever Trevagg is in an enclosed at (or otherwise look at) those cards,

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Appendix B - Card Rulings
shuffle those cards, take any of a player may not "pass" during the 13, your Grimtaash still has its
those cards into hand, stack them damage segment if they have result.
on another card, move them to pending attrition that exceeds the
Grogu
another deck or pile, or reorder immunity of any of their participants.
If an Interrupt is partially immune to
those cards in any way, they are a A player could be required to forfeit
Sense, Grogu's text permits only the
frozen block of cards. The only thing a fully immune character (e.g.
immune functions to be played.
you may do with those cards is lose Emperor Palpatine) due to the fact
them. See also Slip Sliding Away. that neither forfeiting Pryce nor Han Solo
passing are legal actions. (Errata) Han may cancel and redraw
Frustration
any one of your destiny draws
(Errata) This Interrupt targets a card Grand Moff Tarkin
performed during a battle involving
and any one of its deploy costs (if it (Errata) This Imperial may cancel
him (not just battle destiny). He
has multiple). "Free" is not a deploy any one destiny draw that occurs
cannot cancel and redraw an
cost and cannot be targeted. Ignore after a battle is initiated but before it
already canceled destiny.
modifiers, except for global changes is over, including (but not limited to)
(e.g. Bad Feeling Have I or Max battle destiny, weapon destiny, Han, Chewie, And The Falcon
Rebo). destiny drawn for Sense etc. For purposes of cards that require
you to use a pilot's ability, Han
Full Scale Alert Grappling Hook
provides 3 ability and Chewie
Cards that have their movement Once this Immediate Effect has its
provides 2 ability.
'blocked' by this card cannot move. result, it causes new copies of the
targeted Interrupt to be unique (•) for Han, Chewie, And The Falcon (V)
General Dodonna
both players. Because that Interrupt (Errata) See Han, Chewie, And The
When this Rebel "increases Rebel
is now limited to one per turn, no Falcon.
Planners by 1," he adds 1 to X;
additional cards with the same name
when he "doubles" it, he doubles X Han's Back
may be played this turn.
instead. General Dodonna does not See Double Back.
affect the deploy cost of Rebel Gravity Shadow
Planners. (Errata) Gravity Shadow may target Han's Toolkit
(Errata) Han's Toolkit may be used
a starship whenever it attempts to
General Walex Blissex either as a response to a just-played
move through hyperspace, even
If deploying to a Home One site Interrupt or Effect, or as a top level
during a battle (for example, using a
when Home One is not on table, action targeting an Effect already on
card such as Hit And Run or Hyper
Blissex does not deploy at -2 table. Han's Toolkit cannot be used
Escape). The pilot targeted may be
because you cannot establish that in an "all cards" situation. If LS
a permanent pilot or a character
this site is aboard a "star cruiser". wants to use this device to cancel
acting as a pilot. If multiple pilots are
See starship sites. Overwhelmed, they may only do so
tied for highest-ability, the player
as a 'just response' action. Once
Ghhhk playing Gravity Shadow chooses
one to target. See Starships - that window for response actions
(Errata) You may use the damage
Permanent Pilots, Ch. 9. has passed and Overwhelmed starts
canceling ability of this card if you
sending cards to the Used Pile, it is
have no cards left capable of being
Great Warrior too late.
forfeited. Thus, cards that are not
(Errata) Targeting a mentor, as well
participating in the battle or that do He Hasn't Come Back Yet
as targeting (or deploying) an
not have a forfeit value (e.g., a This Interrupt targets one of "your"
apprentice is considered part of the
Vaporator) are ignored. exterior planet sites, and thus may
initiation of this Jedi Test. Thus If a
Dark Side player uses I'd Just As play at a site only if you deployed
Gold Leader In Gold 1 (V)
that site card. Additionally, this
If the Dark Side player has Force Soon As Kiss A Wookiee to return
Interrupt may target characters
available, they may not avoid paying either the just-deployed Great
aboard starships or vehicles (even
Force by invoking "Draws X battle Warrior (or the apprentice just
those that are enclosed) as long as
destiny if unable to otherwise" text. If deployed with Great Warrior) to
hand, both cards return to the Light the character is at the site targeted
they do not have Force available,
Side player's hand. by the Interrupt (and not, for
then they may invoke "Draws X
example, below decks at a related
battle destiny if unable to otherwise"
Grimtaash vehicle site). If the destiny draw is
text. A player may choose not to pay
(Errata) When this Interrupt targets successful when targeting such a
for each battle destiny draw they are
your opponent's hand containing 13 character, they are conceptually
allowed to make, in which case they
or more cards, this is a condition of swept off the vehicle and then made
are prevented from making that
initiation (see actions). Thus, if you missing.
draw, and then proceed to the next
initiate Grimtaash, your opponent
draw (if any). He Is Not Ready
plays one or more cards as
(Errata) The second function of this
Governor Pryce responses and those card plays
card cannot be used to target a
When Pryce's text prevents her from reduce opponent's hand size below
permanent pilot.
being forfeited, remember also that

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Appendix B - Card Rulings
He Is The Chosen One / He Will (because Beggar does not allow you sites, as well as Dark's Tatooine
Bring Balance to reveal your opponent's cards). sites that have a converted Light
(Errata) When playing against Bring Tatooine site underneath.
High Anxiety
Him Before Me, Light may select
(Errata) This Immediate Effect is Hyper Escape
Luke as the card to be retrieved, but
canceled if the missing character is (Errata) See Move Away, Chapter 7.
Dark may not stack a card from
no longer missing for any reason
hand on I Feel The Conflict to place I Can't Shake Him! (V)
(found, lost, captured, placed in
that Luke out of play instead. This is See Antilles Maneuver (V).
Used Pile, placed out of play etc.).
a special ruling that considers the
I Did It!
retrieval as one action (which is Hoth: Main Power Generators
(Errata) An empty Force Pile does
allowed) and the placing out of play See Hoth energy shield rules.
not stop a player from 'placing' that
as a separate response action Whenever you deploy this location
(which is not allowed). pile on his (empty or non-empty)
(even as a starting location or using
When this Objective causes Dark to Used Pile. The Light Side player
an objective), you must check to see
may only place his on table Boonta
stack a card from hand face down if the 4th, 5th or 6th marker site is
Eve Podrace out of play, not his
on I Feel The Conflict, that card is also on the table. If not, you must
opponent's copy.
first briefly revealed to both players. immediately deploy the 4th marker
from your reserve deck (if you are I Feel The Conflict
Heading For The Medical Frigate
unable to deploy the North Ridge, See Credits Will Do Fine.
See Prepared Defenses
you may not deploy the Main Power
Hear Me Baby, Hold Together Generators). If you are unable to I Have A Bad Feeling About This
This Interrupt's first function may be
(Errata) When targeting a weapon fulfill this requirement when using
played either as a response to a just
that may fire repeatedly, this the Main Power Generators as your
played Interrupt or Utinni Effect or as
Interrupt reduces all of that starting location, you must
a top level action targeting an Utinni
weapon's destiny draws during the temporarily set this card aside and
same battle, attack or whenever the choose a different starting location. Effect already on table. It may re-
weapon was fired. target only one of the primary
Hoth Sentry targets of an Interrupt or Utinni
Here We Go Again See Doikk Na'ts. Effect to another target on the same
See the Dark Side counterpart, side of the Force (see "Targeting -
Houjix
Counterattack. Retargeting"). An "appropriate"
(Errata) See Ghhhk.
target or location is one which meets
Hero Of A Thousand Devices
Human Shield the targeting or deployment
You may only use this Effect to
(Errata) When the Used function of requirements of the card being
forfeit devices that you own, not any
this Interrupt is played to make a retargeted or relocated. Only targets
device deployed on the droid. For
captive 'hit' instead of an Imperial, that have already been defined
example, you cannot use this Effect
any other effects from being 'hit' when this interrupt is played may be
to forfeit a Restraining Bolt owned
(such as forfeit=0 or "may not be changed. For example, this card
by the opponent deployed on the
used to satisfy attrition") will affect cannot be used to retarget a just
droid.
the captive instead of the Imperial. played Twi'lek Advisor, because
Hidden Base / Systems Will Slip Because captives do not participate Twi'lek Advisor does not target until
Through Your Fingers in battle, the 'hit' captive is then its result step when the player
(Errata) If your Hidden Base is a immediately lost. searches their Reserve Deck for an
battleground system, deploying it The Lost function of this this Effect. (see Implied Target Rule.)
counts as one of the 5 battleground Interrupt allows you to take The second function of this Interrupt
systems you must deploy to meet advantage of the full forfeit value of does not relocate Utinni Effects,
the flip condition. characters you have captured to Mobile Effects or Immediate Effects.
satisfy attrition and battle damage,
Hidden Weapons I Have A Very Bad Feeling About
including forfeit modifiers from cards
Mandalorian Armor refers to the This
such as Lieutenant Sheckil.
device card, because it is not a This Interrupt's first function may be
characteristic (Jodo Kast may be Hunt Down And Destroy The Jedi played just after your opponent
targeted by Hidden Weapons only / Their Fire Has Gone Out Of The deploys a fourth character, a fifth
because his game text allows it, not Universe character etc. (See actions - 'just.')
because of his lore; if his game text While the 7 side of this objective is When the second function of this
is canceled, he can no longer be on table, you do not have to lose Interrupt cancels a battle, it does not
targeted). Force to deploy Visage Of The cancel any 'reacts' to that battle,
Emperor. even though it is a response to such
Hiding In The Garbage
a 'react.'
This Effect does not allow you to Hutt Influence (V)
take cards from your opponent's All versions of I Must Be Allowed To I Must Be Allowed To Speak (V)
Force Pile, even with Beggar Speak will only be able to target "Once per character" on this card
locations that are Light's Tatooine should be interpreted as "once per

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Appendix B - Card Rulings
character persona." Deploying Side would activate there normally Insertion Planning
different versions of the same during their next turn. This card may target an open
persona in a game does not let you vehicle moving 'through' your scout's
Imperial Justice
make use of this text more than site. If the driver is removed form
At the time of its deployment, the
once. that vehicle, then its movement will
player deploying this Dark Side
All versions of this card (including be halted at that site.
effect must choose whether the
the alternate image version with no
function before or after the "OR" is Insignificant Rebellion
lore box) are considered to have the
being used. That function is then the See Credits Will Do Fine.
same lore, as follows: "Jedi mod
only one that operates until that card
spienko eek." Insignificant Rebellion (V)
leaves play.
A "Used Or Lost" Interrupt only goes
Ice Storm (both sides)
Imperial Occupation / Imperial out of play if the Lost function is
This Mobile Effect deploys at the
Control played. If an Interrupt is canceled, it
outermost marker, even if the
This Objective may not start a  site does not resolve and therefore does
outermost marker is the Wampa
that may not deploy to a Renegade not go out of play. A Lost Interrupt
Cave. However, characters inside
planet. with a failed outcome (such as a
the cave (a non-exterior site) are
failed destiny draw on Set For Stun)
protected from the Ice Storm. Imperial Pilot
has resolved, and goes out of play.
(Errata) Two or more copies of this
I'd Just As Soon Kiss A Wookiee
non-unique Imperial do not Invasion
(Errata) No matter where the
cumulatively add more than 2 to While this card is on table, Naboo is
targeted card is being deployed from
power of the same starship they considered to be a non-battleground
(from hand, from Reserve Deck,
pilot. system in all states. Therefore, it
from Bargaining Table etc.), that
may not be deployed by cards that
card is "bounced" to its owner's Imperial Squad Leader
search for battleground locations,
hand. The card that is "bounced" (Errata) This character suspends the
and it does not count as one of the
has been deployed (immediately "cannot move" restriction in the
five battleground systems that need
before being bounced) for any game text of all Imperial Trooper
to be deployed by a Hidden Base
triggers or automatic actions Guards present, allowing them to
player in order to flip his objective.
dependent upon that event. For move normally.
Note that there is ONE exception to
example, an objective may flip when The Squad Leader may target your
this rule, however; this card is not
the character is deployed if troopers when he is about to move
considered to impact the
dependent upon controlling or using his landspeed. They then all
battleground status of Naboo during
occupy. Similarly, if Daughter of move together (using landspeed)
'start of game' actions. For example,
Skywalker is being deployed from simultaneously. He does not permit
Careful Planning (V) would not
Reserve Deck (using Mind What them to perform a movement action
consider Naboo to be a non-
You Have Learned), Leia will be (regular, unlimited, or 'react') if they
battleground system during the 'start
targeted by that objective for are not entitled to one.
of game.' This is a very specific
remainder of game, even if
In Range exception to the Global Effects and
subsequently "bounced". See
(Errata) When this card uses a Card State Rule.
Simultaneous Deployment, Ch. 5.
Tractor Beam to target an
It Can Wait
Imperial Detention opponent's starship, that starship is
(Errata) See I'd Just As Soon Kiss A
(Errata) This card prevents I Must considered to be targeted by In
Wookiee.
Be Allowed To Speak (V) from Range itself for the purposes of
deploying the generic <>Farm. This cards like Han's Toolkit or I Have A It Is The Future You See
card also restricts whether I Must Be Bad Feeling About This. Game text that requires you to
Allowed To Speak (V) will be "shuffle and draw destiny", such as
Inconsequential Losses
permitted to initiate a search of the Anakin Skywalker, can still have that
The game text "may forfeit one of its
Used Pile. Once the Used Pile destiny draw substituted by the card
search is initiated, it does not restrict weapons" means that a character,
on Jedi Test #5 (although you must
which card may be taken into hand. starship or vehicle may only forfeit a
still shuffle your Reserve Deck).
weapon deployed on that character,
Imperial Domination starship or vehicle. Thus a character IT-O (Eyetee-Oh)
This Effect triggers as an automatic cannot use this Effect to forfeit an (Errata) In rare cases, as the Light
action if at any point during the Dark artillery weapon at the same Side player, you may be able to take
Side player's control phase they location, a starship cannot forfeit an (e.g., win, steal or purchase) this
control the location it is deployed on Orbital Mine at the same system and droid from the Dark Side, with or
and have not force drained there so on. The game text that allows without a Hypo device. When this
that turn. However, if they force your forfeited weapons go to your happens, you may not use any of
drain at that location later during that Used Pile applies to any weapon IT-O's or the Hypo's game text that
control phase, the effects of the you forfeit (including artillery requires the presence of captives
trigger would be canceled and Light weapons that already have a forfeit (because the Light Side cannot have
value). captives).

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Appendix B - Card Rulings
It's Worse Dathcha, Het Nkik, and Jawa is also a smuggler (e.g. Chewbacca)
When this Interrupt increases your Siesta). Your opponent's use of is deploy -2 here, not deploy -4.
opponent's Force loss, this is simply Force is mandatory. If both players
Kessel Run
a modifier of the original damage do not have sufficient Force
This Utinni Effect must be deployed
source; it does not create a new, available, the Jawa may not be
upon the Kessel system location.
separate instance of Force loss. It deployed. Any modifier or reset to
This Utinni Effect defines X at the
Could Be Worse is played during the such a Jawa's deploy cost affects
time the smuggler is targeted, and X
result step of a Force loss action, both players. If a Jawa's game text
remains the same even if the parsec
and therefore the chance for is canceled, the asterisk (*) in its
distance between the two systems
optional responses to that Force deploy box becomes undefined and
subsequently changes. If moving
loss action has already passed. For is treated as an "unmodifiable zero"
your smuggler from Kessel to
example: the Dark Side player Force (see undefined values).
complete the Kessel Run also
drains for 2. The Light Side player
Jedi Holocron returns control of the Kessel system
has no response to the Force drain
See Doikk Na'ts. (Dark side location) to Dark Side
(neither does the Dark Side player)
(thus the Dark Side location game
and the Force drain now has its Jedi Presence
text comes into effect) then the
result. The Light Side player now The Jedi targeted does not have to
completion of the Kessel Run and
plays It Could Be Worse and uses 2 be a Rebel.
the canceling of the Kessel Run are
Force. The Dark Side player
Jerus Jannick two automatic actions triggered at
responds to It Could Be Worse by
See Ephant Mon. the same time, and are resolved as
playing It's Worse and using 5
such.
Force. Neither player has any Jodo Kast
responses to the It's Worse (the This Dark Side character allows its Kessel Run (V)
Light Side player doesn't have his owner to cancel an opponent's just If Light is unable to stack enough
Sense in hand) and thus it has its drawn battle destiny (as long as it is destinies to deploy this Effect, return
result. It is now a Force drain of 7 not the first one drawn in this battle). it to their hand. Kessel Run may not
Force and Light Side cannot play his If Kast is using a repeating blaster, attempt deployment again this turn.
Control because the optional only the first shot is free and at +2 to Return the destiny cards to the
response step to the Force drain is weapon destiny. See Hidden Reserve Deck in their original order.
already over. Weapons However, if any action caused a
destiny card to be lost, taken into
I've Lost Artoo! Joh Yowza hand, etc, that destiny card should
(Errata) If this Effect is later When this alien 'jams' a card drawn
not be returned.
canceled, and a permanent nav for destiny, that destiny draw is not
When this card's game text places
computer had been conceptually canceled. While Joh has a 'jammed'
itself out of play, that Kessel Run is
removed by that Effect, the card, he may not 'jam' another.
considered "completed".
permanent nav computer is restored
and astromech capacity returns to Juri Juice Kiffex
normal. (see Starships - Capacity - This Utinni Effect can be canceled While this system's game text
Lost Capacity, Ch. 9). by moving to a Jabba's Sail Barge
"doubles" a character, it means that:
site. The sentence 'That alien may
Jabba's Prize • Every printed number on that card
not use ability in battles' should be
If the Dark Side player elects to is doubled (thus a 1 becomes a 2,
interpreted to mean that the alien
include this card in his deck, he a 2 becomes a 4, etc.)
may not apply its ability toward
must start the game with the • Every printed indication of
drawing battle destiny. It may still
Objective titled Carbon Chamber number of uses is doubled (thus
use its ability to calculate its defense
Testing and he must follow the "once" becomes "twice," "twice"
value for example.
deployment instructions on Jabba's becomes "four times" etc.)
Prize at the start of the game. Kal'Falnl C'ndros Apply any additional modifiers and
Since this character is only ever on (Errata) This alien resets your other effects to the new values (e.g.,
table as a captive, all the character's opponent's total battle destiny to an a doubled Tonnika Sisters with
game text is considered applicable unmodifiable 0 as an automatic Mandalorian Armor is power = 6,
to his status as a captive (in other action that occurs just after both and a Vul Tazaene that has
words, all his game text is applied players have finished drawing their competed Jedi Test 3 will be ability
whenever appropriate). one battle destiny. Modifiers to the 4, not ability 6).
individual battle destiny draws are
Jawa (both sides - Premiere and Kill Them Immediately
applied before the comparison.
Coruscant) All portions of this card are Immune
Unless using the text at Tatooine: Kashyyyk (Light Side) to Sense. This is a specific
Jawa Camp, when you deploy a The deployment benefit from this exception to the rule in Chapter 1,
non-unique Jawa you must use 1 system location affects each Section C.
Force and your opponent must use applicable character, not each
1 Force (similar logic applies to characteristic. Thus, a Wookiee who

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Appendix B - Card Rulings
K'lor'slug an indicator that the character is Lothal: Jedi Temple
(Errata) Using multiple Force to Disarmed. (Errata) For Dark to transport a
raise total power may be performed This Interrupt must be stacked on a group of characters here with Elis
only once per battle. character after it resolves to have its Helrot, Dark must use +2 Force (not
effect (i.e. if it's stacked on a +2 per character).
L3-37 (Elthree-Threeseven)
'grabber' or goes out of play there is
When stacking L3-37 on a freighter, Lucky Shot
no result).
she does not go to the Lost pile and See Direct Hit.
therefore she is not "just lost". Lift Tube
Luke Skywalker (V)
This vehicle is a specific exception
Lana Dobreed An alternate image version of this
to the rules of vehicle deployment
See Elis Helrot. card displays (as an Easter egg) old-
and movement: it may exist at
fashioned text with no shorthand
Landing Claw interior mobile sites, and may never
icons. Luke Skywalker (V)'s official
This device allows your starfighter to exist elsewhere. Lift Tubes are
text is as follows:
attach itself to an opponent's capital never considered unpiloted.
[Pilot] 3. If piloting lead starfighter,
starship. To indicate that your
Lightsaber Proficiency Attack Run total is +3. During your
starfighter is attached, place it
(Errata) A character with this Effect, control phase, if piloting at a
across the table on the targeted
whenever appropriate, may add 1 to battleground, may ▲ one
capital starship card.
a Force drain and may battle with Darklighter Spin or retrieve 1 Force.
While 'concealed':
power +3 (possibly both in the same
• Starship is inactive, thus all cards turn). This Effect is lost if, for any
Luke Skywalker, Jedi Knight
aboard it are inactive (except for This Rebel's game text will subtract
reason, the character is no longer
cards that indicate they still from the Dark Side's total destiny for
carrying at least one lightsaber.
function, such as Homing Beacon an Epic Duel.
and Landing Claw itself). LIN-V8K (Elleyein-Veeatekay)
Luke Skywalker, Rebel Scout
• Your opponent may not Force (Errata) This mining droid may
When Always Thinking With Your
drain at same location. defuse any number of mines per
Stomach targets Luke's site, Luke
When you 'detach,' the starfighter turn, whether 'laid' or 'buried.'
still counts as a character at the site
returns to normal. LIN-V8M (Elleyein-Veeateemm) for determining the Dark Side
While attached, if the capital starship (Errata) See LIN-V8K. destiny draw required, he just
is lost, the attached starfighter is cannot be "chosen" if the draw is
also lost. Lobot (Light Side)
successful.
A starfighter attached to a starship This alien has two deployment
that lands is still considered restrictions, and both must be met Luke Skywalker, The Emperor's
attached. If detached (or if the simultaneously: (1) he deploys only Prize
Landing Claw is canceled) the as a 'react,' and (2) he deploys only See Jabba's Prize.
starfighter becomes landed at that to a Cloud City site or to where your
Luke's Back
location (if this is not possible, then Lando is present.
See Double Back.
starfighter is lost). The capital
Local Uprising / Liberation
starship is considered to be Luke's Backpack
This Objective may not start a  site
'carrying' the attached starfighter, so Luke's Backpack permits a character
that may not deploy to a Subjugated
if the capital starship moves away, to carry another character around.
planet.
and the attached starfighter comes This means that whenever the
along for the ride, that starfighter is Lost In Space character wearing the backpack
being 'carried,' not moving on its (Errata) Characters stacked on this moves, the character in the
own. See Movement - carrying Effect are considered inactive. When backpack automatically moves with
cards. a capital starship rescues a him or her per the carry cards rules
character stacked on this card, the (see Movement - Carrying Cards,
Lando with Vibro-Ax
rescued character is placed aboard Ch. 7). The character in the
(Errata) See Vibro-ax.
that starship (capacity permitting). If backpack is not enclosed within it
Leia's Back there is insufficient capacity, the and will still occupy capacity slots on
See Double Back. rescuing action cannot be initiated vehicles and starships. Whenever
by that starship. either character is targeted by an
Let The Wookiee Win action that will make them inactive
(Errata) When Disarming an Lothal (Light Side)
(e.g., being captured, missing) the
opponent's character, this Interrupt If Lothal has been converted, only
other will also suffer the same fate.
is placed on that character to follow the text of the Lothal system
When that happens, the character in
indicate that the character is card that is on the top. The "While
the backpack automatically
Disarmed. Therefore, once Let The Lothal converted" text is applicable if
disembarks (even if they are subject
Wookiee Win has had its result, it is there exists one or more converted
to a 'cannot move' condition). The
"on table" but may not be targeted copies of Lothal underneath.
character also automatically
by Sense because it is just used as disembarks if the carrying character

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Appendix B - Card Rulings
or Luke's Backpack leaves table Mara Jade, The Emperor's Hand Monnok
(again, even if the character inside is Mara's game text permits her to use (Errata) See Grimtaash.
unable to move). This device may Vader's Obsession as if she were
Motion Supported
not be transferred to the character Vader for both its text and the text
The battle destiny substitution
currently inside it. on Epic Duel, but not The Circle Is
portion of this card counts as
Now Complete.
M-HYD 'Binary' Droid 'canceling' the original destiny for
(Errata) When this droid is turned Massassi Base Operations / One the purposes of cards that prevent
'off' and is face down, it is In A Million such cancellations. If your battle
considered inactive and NOT The "For remainder of game" text on destinies are prevented from being
supporting. This is an exception to the front side of this Objective card canceled by other rules or cards,
the normal rules of card states. prevents the Light Side player from you may not initiate this text.
deploying Revolution anywhere. When substituting a draw with this
Magnetic Suction Tube
Political Effect, use the destiny value
(Errata) Some situations (e.g. Master Qui-Gon (V)
of the card in hand, then place it on
Dagobah and Ahch-To Rules) The text on this card that triggers "if
the Used Pile after it resolves. The
prohibit cards from being relocated. you just lost Force from an
destiny value of the card in hand is a
Such rules do not apply to this opponent's Effect" may only be used
substituted destiny draw, but the
device (though you still cannot use once for each action causing Force
physical card itself is not a destiny
this to move a card that cannot loss, regardless of how many units
draw nor is it considered "just
move). When this device "sucks up" of force are lost to it. For example, if
drawn."
a character, it may only relocate that the Light Side player must lose 3
character to a sandcrawler site force to Tatooine Occupation, and Move Along...
deployed on the sandcrawler the Master Qui-Gon (V) is active, that (Errata) If the destiny is greater than
device is deployed on, not sites player may only upload a non- the number of opponent's characters
deployed on other sandcrawlers at Control Episode I Interrupt (or place with ability = 1, the action does not
the same system (even though a card from their hand under Credits fail. Instead, simply target as many
those are technically related). Will Do Fine) once, not 3 times. of the opponent's characters with
ability = 1 as possible. This is a
Major Haash'n Max Rebo
specific exception to the Implied
If deploying to a Home One site This card is not a leader.
Target Rule.
when Home One is not on table, Some digital images of this card
Haash'n does not deploy at -2 have incorrect wording in lore which Nabrun Leids
because you cannot establish that states "Leader of the Max Rebo (Errata) See Elis Helrot.
this site is aboard a "star cruiser". band." The correct lore, found on all
Narrow Escape
physical copies, says "Head of the
Major Marquand (Errata) See Move Away, Chapter 7.
Max Rebo band."
The game text "piloting a combat
Navy Trooper Vesden
vehicle with Watts" means that both Medium Repeating Blaster
Vesden may respond to Never Tell
Watts and Marquand must be Cannon
Me The Odds only once (not a
piloting the same combat vehicle. (Errata) See E-web Blaster.
separate response for each
Mandalorian Mishap (V) Meteor Impact? location). If Vesden responds, Dark
See Wounded Wookiee. A character targeted by this Utinni chooses one of their characters at
Effect may not move (or be carried) every location to 'shield'. Ignore any
Mantellian Savrip
to any other system; may not move locations where Dark has no
(Errata) This Effect allows you to
(or be carried) to any site of greater characters (this is a specific
forfeit cards that have a forfeit value
distance (number of adjacent sites) exception to the Implied Target rule).
directly from your hand during the
from the Utinni Effect than the
damage segment of a battle you Ng'ok
current site; and may not move (or
have lost. This is treated the same (Errata) See I Have A Very Bad
be carried) to the related system or
as normal forfeiture, satisfying battle Feeling About This.
cloud sector.
damage and/or attrition
Nick Of Time
(simultaneously if both need to be Mind Tricks Don't Work On Me
See Blown Clear.
satisfied). Cards forfeited from hand (Errata) See Ghhhk.
with Mantellian Savrip must be No Disintegrations
Mind What You Have Learned /
placed in the Lost Pile regardless of The Force loss from this Effect is
Save You It Can
any other game text. For example, a triggered once per battle, not once
See Jedi Testing, Ap. C.
character may not be forfeited from per Rebel.
The deployment modifier for Yoda
hand to the Bacta Tank, and the
found on the 0 side of this Objective No Escape
Star Cruiser Liberty may not be
only applies when that character is If this Effect is deployed at the start
forfeited from hand to the Used Pile.
being deployed from Light's Reserve of the game, it will not allow you to
Deck using this objective. take your starting interrupt into hand
because that interrupt will still be

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Appendix B - Card Rulings
resolving, and thus not yet in the Oo-ta Goo-ta, Solo? Perimeter Patrol
Lost Pile when this Effect is When this Interrupt captures Rebels, The Light Side must lose 1 Force
deployed. if you want to seize or imprison them when deploying to an Endor: Bunker
you must have one or more potential controlled by Dark Side.
Noble Sacrifice
escorts at the site opponent is
Even if this Interrupt is canceled, the Podrace Prep
moving to, or that site must be a
sacrificed character is still placed out Using the Lost function of this
prison. Any of the captured Rebels
of play as the sacrifice is part of the Interrupt card replaces a single race
that you are unable to seize or
initiation. destiny draw. Additional race destiny
imprison simply escape to your
On rare occasions, when this draws may still be drawn normally.
opponent's Used Pile.
Interrupt attempts to place a The result of the Lost function is that
character out of the play, another Organa's Ceremonial Necklace a card from hand becomes an
action may cause the character to The term 'steal' on this Utinni Effect unresolved race destiny draw (not a
instead end up at a different simply means to place the Necklace substituted destiny), although it is
location, or returned to hand, or to a on the target Imperial. In order to not considered to be "just drawn". If
stack or pile. In such cases, this pass Organa's Ceremonial Necklace the card is not stacked on a
Interrupt simply 'fails' and is placed to an adjacent site you control, you podracer or on the Podrace Arena, it
in the Lost Pile. must immediately re-target (place it will go to Used Pile like any other
on) another one of your Imperials race destiny.
NOOOOOOOOOOOO!
there.
When you use this Interrupt during Portable Fusion Generator
an Epic Duel to lose Luke instead of Ounee Ta Adding 1 to the power of one droid
crossing him to the Dark Side, you See No Escape. lasts until the droid is no longer
must still lose X Force (but not triple present or you choose to turn off the
Our Most Desperate Hour
X) as specified on Epic Duel. enhancement. It may only modify
This Utinni Effect must be deployed
one droid at a time (if you modify
Obi-Wan Kenobi, Jedi Knight upon the Alderaan system location.
one, you may not modify another
See Sniper.
Overload until you turn it off for the first one).
Obi-Wan's Journal This Interrupt need not target a
Precise Attack
(Errata) The "lost if about to be character or starship weapon. This
(Errata) See Combined Attack.
stolen" text on this device will trigger is a specific exception to the Implied
any time the device is about to be Target Rule. This interrupt may also Prepared Defenses
stolen, even if the Journal is not in target a character with a permanent Effects that are "always immune to
an active state. This is an exception weapon icon; however, it only has Alter" means any Effect which is
to the normal rules of card states. an effect if the destiny draw = 0 unconditionally immune to Alter
(character with weapon is lost). according to its own game text, as
Observation Holocam
these conditions must be met before
(Errata) A character at an adjacent Overwhelmed
such an Effect is on table. Therefore
site using this device to add power This Interrupt is an all cards
cards that are immune to Alter
to a battle does not otherwise situation, so it will affect inactive
based on a condition in their game
participate in the battle, and is not cards as well (e.g., those using
text (such as Come Here You Big
eligible to be forfeited. Thus, if the Landing Claw). However, inactive
Coward) cannot be deployed with
character is Imperial Trooper Guard cards do not count towards either
this starting interrupt. Cards which
it would not be defending in the player's power total because they
are immune to Alter in their game
battle and would add zero to power. are not on table for such purposes.
text but can have that immunity
This card can be played at a location
Odin Nesloor canceled by other cards may be
where opponent has 0 power, but
See Elis Helrot. deployed using this Interrupt. For
not one where they have no power.
example, Prepared Defenses could
Oh, Switch Off The player playing Overwhelmed
still be used to deploy Mobilization
(Errata) An attempt to target your chooses the order to send cards to
Points even if Don't Do That Again
droid that has been redirected by Used Pile, including the "cards on
was on table. When deploying
Self-Destruct Mechanism is still an them" such as devices. However, if
Effects using this Starting Interrupt,
attempt by your opponent to target a card is selected to go to Used Pile
each Effect deploys separately, and
your droid and thus may be while there are still other cards on it,
all automatic actions resolve
canceled by this interrupt. place the selected card and the
normally. Thus if this starting
cards on it in owners' Used Pile(s)
Old Ben interrupt is used to deploy Naboo
simultaneously (per Leaves Table
(Errata) Old Ben allows you to return Occupation, No Escape, and
rules, the owner of that group of
the exact same card only, not Imperial Arrest Order, Naboo
cards then determines the order).
another copy of that card or Occupation may be deployed first
persona. Panic (and will be immediately lost),
(Errata) See Emergency followed by No Escape (which
Deployment. allows the dark side player to take
the top card of the lost pile into

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Appendix B - Card Rulings
hand) followed by Imperial Arrest then this Effect will no longer add modifier is only limiting modifiers
Order. any Force icons there. coming from the pilot. Thus this
modifier could stack with other cards
Presence Of The Force Proton Bombs
like A Few Maneuvers for example.
This Effect is not cumulative; if you Proton Bombs deploy on your
play two at the same location, the bomber. They can be used Rebel Pilot
second one has no result (see repeatedly in one of two different (Errata) See Imperial Pilot.
cumulative). "bombing modes" depending on the
Rebel Squad Leader
kind of site being targeted:
Princess Leia Organa (Errata) This character suspends the
• Interior sites - You may perform
This version of the Leia persona "cannot move" restriction in the
"orbital bombardment" in an
enters play by deploying as a game text of all Rebel Guards,
attempt to 'collapse' a related
captive. Leia must still obey all allowing them to move normally
interior site (as long as it is not
normal deployment rules (e.g., she while present.
protected by shields). This form of
cannot deploy without presence or The Squad Leader may target your
bombardment can only be
Force icons or to an opponent's troopers and/or Rebel Guards when
performed from the system (or a
starship or vehicle). he is about to move using his
cloud sector), and the bomber
All of this character card's game text landspeed. They then all move
does not move from that location.
should be applied whenever together (using landspeed)
The related site may be collapsed
appropriate, even when she's a simultaneously. He does not permit
as a response to the initiation of
captive (this is a specific exception them to perform a movement action
the Force drain, but the Light
to the rules). (regular, unlimited, or 'react') if they
player has first chance to respond.
are not entitled to one.
Program Trap Therefore the Light player may
(Errata) Although this Effect is cancel the drain (such as with Redemption
triggered according to the number of Control) before the Dark Side gets (Errata) Characters must obey
characters at same site, only those a chance to collapse a site. deployment restrictions when
characters present with it are lost • Non-interior sites - You may deploying from the Bacta Tank to
when it explodes. For example, perform "carpet bombing" during a the Redemption.
Program Trap is deployed on a droid Bombing Run in an attempt to
Report To Lord Vader
with Lando aboard an enclosed destroy characters, vehicles and
The target "Imperial involved in that
vehicle at a site. Veers and Chewie starships at a related non-interior
battle" specified on this card may not
are standing outside the vehicle; site. TIE Bombers that are moving
be Vader.
thus, there are four characters at via Bombing Run (to participate in
that site. If either player draws a a Bombing Run battle) are Rescue The Princess / Sometimes
destiny of 4 (anywhere), the droid protected from the effects of this I Amaze Even Myself
explodes, causing itself and Lando weapon, and so are any other The commands "Place out of play"
(the only other character present cards on board such bombers. See and "you may not deploy Death Star
with it) to be lost. Although Program Bombing Runs, Ap. C. Plans for remainder of game" are
Trap may be deployed on a droid both linked to a single condition: "if
anywhere, it may explode only when Qi'ra, Top Lieutenant
Leia is lost from table". Thus, even
that droid is at a site. The phrase "doubles X on Secret
though the objective is not placed
Program Trap doing a "check" is an Plans" means that when Light uses
out of play if you are using Prisoner
automatic action to every destiny Force for Secret Plans, they must
2187 and Leia is lost from table,
draw. If the check passes, the trap use double the normal amount. For
Death Star Plans may still no longer
then continues with the rest of its example, to retrieve 2 Force, Light
be played.
text (it explodes immediately). If the must use 4 Force (instead of 2).
On the destiny 7 side of this
check fails, it does not explode, and Queen Amidala Objective, only the opponent's just
it won't check again for that destiny See Sniper. lost unique (•) characters, vehicles
draw, even if that draw is then and starships are placed out of play.
modified. Queen Amidala, Ruler of Naboo
The game text that allows Queen Resistance
Prophecy Of The Force Amidala to be treated as a senator See Ultimatum
The Force icons added by this Effect applies only when placing her onto a
Restraining Bolt (both sides)
may not be used to determine the Political Effect. That text does not
This device may deploy on an
battleground status of the site it is give her the senator characteristic,
deployed on. If a site is conditionally opponent's droid.
and so when checking to see if
a battleground (because of Political Effect is occupied by a Restricted Access
Presence Of The Force for senator, Queen Amidala does not (Errata) See Access Denied.
example), and then this Effect is count as a senator.
deployed on that same site, and Retract The Bridge
then underlying condition is removed Rebel Flight Suit This Interrupt allows you to
(Light plays Clash Of Sabers to (Errata) See Matching Pairs, Ch. 9. rearrange Death Star sites in any
cancel Presence Of The Force), The limit of +2 on the maneuver order. However, the sites must still

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Appendix B - Card Rulings
conform to the pattern specified in Scrambled Transmission Carlson targets your other scouts
the location deployment rules (i.e., "Any Interrupt that examines cards when he is about to move using his
Docking Bay 327 must remain at the in your Used or Force Pile is lost" landspeed. They then all move
end). Each Laser Gate on the Death means that an Interrupt that together simultaneously.
Star may be relocated between any examines one (or more) cards in
Sergeant Irol
two interior Death Star sites. either pile will play as normal, but
Irol only adds 2 to the destiny draw
will be treated as if it were a Lost
Return Of A Jedi for the first function of High-speed
Interrupt.
See Double Back. Tactics.
Scum and Villainy
Reveal Ourselves To The Jedi Set Your Course For Alderaan /
You may not receive any of the
See Kill Them Immediately. The Ultimate Power In The
benefits of this Effect if you do not
Universe
Revenge Of The Sith already have ability on table either
When the Yavin 4 system is blown
If the required location (e.g. Desert provided by an alien or a pilot of an
away, the destiny 7 side of this Dark
Landing Site) cannot be deployed, independent starship.
Side Objective adds to the damage
this Epic Event fails to deploy. This
Scythe 1 inflicted by the "blown away" rules.
in turn causes Rise Of The Sith to
The game text of this card allows its Therefore, generic sites are not
fail to play.
owner to initiate one or both of the considered when calculating the
Revolution following actions with Scythe 1 in requirements or the results of the
This Effect causes Force icons on their move phase (they may occur in blown away action.
the revolved location to switch color any order, and each occurs as a The 7 side also has text stating
as well as side. Although the game separate action): "Your Force drains at battleground
text switches sides, the individual - make an additional move systems where you have a Star
words are not transposed (e.g., you - fire one starship weapon aboard Destroyer are each +1 (or +2 if that
should not substitute 'Imperial' for Star Destroyer is Imperial- or Super-
Secret Plans
'Rebel' or vice versa). class)." Thus Victory-class,
See Aim High.
Interdictor-class, and Resurgent-
Rey, All Of The Jedi
Self-Destruct Mechanism class Star Destroyers receive the +1
When playing against Bring Him
(Errata) When this Interrupt bonus.
Before Me, Rey may not select Luke
retargets a weapon to a droid, that Some digital images of this card
as either of the two cards. have incorrect wording which
droid must be a valid target for the
Rogue Asteroid weapon (e.g., a Power Harpoon may suggests that all Star Destroyers
When targeted by starship weapons, not target droids). If 'hit' by the except Victory-class should receive
this card may be targeted as if it was retargeted weapon, the droid inherits the +2 bonus. All physical copies are
any starship - starfighter, squadron the target's forfeit value before any printed with the correct wording.
or capital. If a choice exists, the further weapon effects are applied
Shocking Information
firing player chooses which. (such as forfeit reduction text).
This card may only be played if a
Rycar's Run Sense (both sides - Premiere and scomp link is on table (and able to
This Utinni Effect defines a value for Coruscant) be targeted). This card may target
X at the time the Utinni Effect is When you use this Interrupt to (or affect) a Scomp link aboard a
initiated, not when it is resolved. attempt to cancel another Interrupt starship or vehicle at a location. The
(except Alter) or a 'react,' you must second function of this Interrupt
Sabotage affects cards that peek at one, some
target your highest-ability character
This Interrupt allows the destruction on table. Thus, if you do not have a or all of the cards in your hand.
of any kind of weapon, device or character with ability on table, you
vehicle. However, it does not give Shocking Revelation
may not initiate Sense (unless
you permission to steal cards that See Shocking Information.
canceling Alter). When multiple
cannot normally be stolen.
cards are moving or deploying as a Short-range Fighters
Scarif: Turbolift Complex 'react,' each Sense played may This card is considered to have the
When 'rotated' this site's Force icons cancel only one of those same card title as the combo card
and game text are 'rotated' applying deployments or movements. For Short Range Fighters & Watch Your
to the opposite player. See more general rules on using Sense, Back!.
Revolution. If 'Revolution' deployed see Alter.
Sith Probe Droid
here, it simply rotates the site again
Sergeant Brooks Carlson The "limit 1 per location" text on this
and will continue to rotate with the This Rebel modifies the movement droid works as per the operative
site as the site is rotated by its own cost and landspeed of other scouts. rules (see Characteristics -
game text. If Revolution is later
He does not actually permit other Operatives, Ap. D). A player may not
removed, this site will rotate back
scouts to perform a movement voluntarily deploy or move a Sith
again.
action (regular, unlimited, or 'react') Probe Droid to or across a location
if they are not entitled to one. where another Sith Probe Droid is
located. If this should ever happen

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Appendix B - Card Rulings
accidentally, the owner must choose of moving between docked Swing-And-A-Miss
one to be lost. If they belong to starships) and transfer cards This Interrupt subtracts from the
different owners, the droid lost is between that starship and this site total weapon destiny for a lightsaber,
determined randomly. (when doing so, the cost of docking not from an individual destiny draw.
is free).
Slip Sliding Away Take The Initiative
Embark - Your starships may land at
This card may be used to move See Sneak Attack.
this site as if it were a docking bay
Frozen Assets from the top of your
(treat as an 'embarking' unlimited Take This!
Force pile to the bottom.
move). The second function of this Interrupt
Sneak Attack Disembark - Your starships may may only be used if the Blockade
The Used function of this Interrupt take off from this site as if it were a Flagship is on table. See Implied
card adds to total battle destiny for docking bay (treat as a Target Rule.
each spy and/or scout participating 'disembarking' unlimited move).
These actions cannot be combined Takeel
in that battle, including droids.
This Interrupt may be initiated only
with similar actions involving this
Sniper after both players have completed
site's star destroyer; for example,
(Errata) When Sniper fires a weapon one battle destiny draw, after both
you may shuttle a group of
in the control phase, the Sniper players have completed Step 8 of
characters to this site and a group of
Interrupt itself does not target the characters to the star destroyer drawing battle destiny (see Ch. 1,
character. However, cards that are itself, but these are both separate Drawing Destiny), but before total
immune to Sniper are protected from battle destiny is applied. Thus, this
actions and are handled accordingly
being made immediately lost during action requires that both players
(the ones shuttled to the star
battle via Sniper & Dark Strike, and draw exactly one battle destiny
destroyer would not be free).
are also protected from being each. For all intents and purposes,
Only starships captured after the
targeted by any weapons during the Launch Bay is deployed go to the the two destiny numbers trade
opponent's control phase using any Launch Bay. If there are multiple places. Any modifiers to the
version of Sniper. This is a specific individual destiny draws switch
Launch Bays, Dark chooses where
exception to normal rules for along with the draws, but any
to place each captured starship.
targeting and immunity. modifiers to total battle destiny do
Stormtrooper Backpack not switch, and remain with their
Sorry About The Mess (Errata) See Echo Trooper original owner.
(Errata) See Sniper. Backpack.
Tallon Roll
Space Slug
Superficial Damage (Errata) You may use this Interrupt
(Errata) When this creature is
See Inconsequential Losses. to target an unpiloted Rebel
deployed, its mouth begins in an
starfighter.
'open' state. Superlaser Mark II
If both players have the same total,
This weapon may only fire at a
Squadron Assignments neither starfighter is lost.
starship that is either at the Death
See Combat Response. Star II system location or at the Talz
Staging Areas system location that the Death Star During the damage segment of a
The "may deploy" text on this Light II orbits. battle, you may forfeit this alien in
Side Effect overrides the place of a 'hit' character. This
Surely You Can Do Better
deployment restrictions listed on a capability may be used even if Talz
The first Lost function of this
non-unique Star Cruiser card only. It has been 'hit' (the forfeiture of Talz
Interrupt adds a lightsaber combat
does not, for example, permit the satisfies both 'hits'). Neither the Talz
destiny. Therefore a player with
deployment of a non-unique Star nor the original target is affected by
Deep Hatred on table may instead
Cruiser to Dagobah, or 'behind' the any other results of the weapon,
use a combat card.
Endor Shield. such as "forfeit = 0" or "may not be
Surface Defense used to satisfy attrition."
Star Destroyer: Launch Bay
See Don't Tread On Me.
Although this site is not a docking Tarfful
bay, starfighters may deploy, land, Surface Defense (V) See Grogu.
or take off here as if it were a See Don't Tread On Me (V).
Targeting Computer
docking bay. The site's game text is
Surprise Using this device to fire a weapon
clarified as follows:
See I Have A Bad Feeling About twice requires normal use of the
Shuttle - Your cards that may shuttle
This. Force for both firings. When firing
to this site's star destroyer may
separately, you may fire at the same
instead shuttle here; likewise, your Surprise Assault
target twice or at two different
cards here may shuttle to a site See Counter Assault.
targets. When combined, add both
related to that star destroyer.
destiny totals together against a
Transfer - You may dock another
single target.
starship with this site's related star
destroyer (following the normal rules

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Appendix B - Card Rulings
Tarkin Doctrine The Mythrol duel". Thus Maul Strikes will not
If your Death Star becomes a (Errata) The Mythrol is a Light side cancel Hunt Down And Destroy The
battleground, it does not count as card. Jedi while this Effect is in play.
being within 2 parsecs of itself (thus If Light elects to use this card while
They're Still Coming Through!
it does not contribute to Force loss). starting the You Can Either Profit By
When retargeting Fallen Portal, this
This... Objective, The Mythrol still
Tatooine: Desert (both sides) Interrupt need not follow the original
replaces Jabba's Prize once it is
This non-unique location's game text targeting restrictions; characters
placed in the Security Tower. All of
prevents characters with landspeed inside enclosed vehicles are valid
the subsequent instructions on
less than 2 from moving away; targets.
Jabba's Prize (after the first
however, it does not affect the
sentence in italics) simply do not This Deal Is Getting Worse All The
movement of vehicles or other kinds
take effect. Light would then deploy Time / Pray I Don't Alter It Any
of movement such as shuttling,
and resolve their Objective normally, Further
landing and taking off. Characters
including placing a Han in the "Plays All Too Easy" means when
with landspeed greater than 1 (e.g.,
Audience Chamber, frozen. All Too Easy is initiated. The Light
Kal'Falnl C'ndros, Boba Fett) can
The front-side game text is Side player loses Force even if All
move away from the desert, but the
applicable even while a captive (e.g. Too Easy is subsequently canceled.
average character needs some kind
it cancels Stunning Leader even
of assistance. (For example, a This Is All Your Fault
though captives normally cannot use
vehicle could be deployed to rescue (Errata) See Self-Destruct
game text).
characters trapped in the desert, Mechanism.
and some Interrupt cards The Republic No Longer
Thrown Back (V)
temporarily add landspeed.) Functions
See Drop! (V).
This Defensive Shield protects
Tatooine: Great Pit Of Carkoon
against attempts to remove cards Timer Mine
When performing an attack using
from a player's hand (such as See Mining Droid Rules, Ap. C.
this site's game text, the Sarlacc
Defensive Fire, Scanning Crew, or I
may attack any captive present with Tonnika Sisters
Will Make It Legal) and also against
it (even on board an open vehicle); (Errata) This card is a combo card.
attempts to force you to lose specific
thus Expand The Empire will not This is a specific exception to the
cards from hand (such as with
allow it to attack characters at combo card rules (see Combo
M'iiyoom Onith). It does not protect
adjacent sites, because they are not Cards, Ap. C).
against cards like Fear that could
present with the Sarlacc. The Tonnika Sisters may destroy
require you to lose Force from hand.
If a single action would remove any weapon or device, but may steal
Tatooine: Mos Espa (V) (Light
multiple cards from hand, this only something they can carry (such
Side)
Defensive Shield counts the cards in as a character weapon). The
See Lothal (Light Side).
hand only once, during the response Tonnika Sisters may steal or destroy
Tentacle of that single action (e.g. Stone Pile up to two weapons present or up to
See Grappling Hook. two devices present - not one of
could reduce a 13 card hand to 11
cards). each. (See Kiffex.)
Thank The Maker
The phrase "drained of at least 5 Trade Federation Battleship
The Shield Doors Must Be Closed
Force" on this Interrupt means that Even an unpiloted starfighter
This Effect prevents: all movement
you lost a total of 5 or more Force (of any kind) to the Hoth: Echo enables this card to draw one battle
during the same control phase as a Docking Bay, unless the movement destiny if unable to otherwise.
result of one or more Force drains.
is from another site with "Echo" in Transmission Terminated
That's One title; and all movement (of any kind) This Interrupt cancels any card
This Effect adds to Chewie's from the Hoth: Echo Docking Bay, either on table or just played with the
weapon destiny draws (not Han's). unless the movement is to another hologram attribute.
site with "Echo" in title.
The Camp Tusken Raider With Hunting Rifle
The deploy modifiers listed within There Is Good In Him / I Can Save The last sentence of this card
brackets all apply to your opponent's Him causes him to automatically add 1 to
aliens when they are deploying to (Errata) The capture action targeting total weapon destiny unless firing at
Tatooine only. Luke on the destiny 0 side of this an adjacent site, in which case he
Objective card may only be initiated does not add 1.
The First Transport Is Away! if Luke can be seized by an Imperial.
Once this Utinni Effect has been This is a specific exception to the Tydirium
used to retrieve Force, it remains in normal capturing rules. This starship is always considered to
play only as a marker for the Hoth be a stolen starship, regardless of
site power bonus. It may not be They Will Be No Match For You owner (this is an exception to the
used to retrieve Force again. Any Dark Side card that initiates a normal rules governing stolen
duel that Maul participates in is starships).
considered to be "Maul initiating a

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Appendix B - Card Rulings
Tzizvvt Vader's Obsession (V) B'omarr Monk, or a Disarmed
This alien may use his landspeed This card may not be used to initiate character.
only during your deploy phase. an Epic Duel.
Weapon Of A Fallen Mentor
However, he may make other kinds
Vibro-Ax (both sides) If the lightsaber targeted by this card
of regular moves and unlimited
(Errata) The destiny drawn by the later leaves table, this Immediate
moves normally.
player whose character is being Effect is lost. Likewise, if the
U-3PO (Yoo-Threepio) targeted by the Vibro-Ax is not a targeted lightsaber becomes
(Errata) U-3PO's game text that weapon destiny. inactive, this card will also be
adds his power to the Light Side is inactive until the lightsaber is active
Visored Vision
applied even though he is not again.
This Interrupt is initiated when the
participating in the battle and is
Light Side player names the Weather Vane
inactive. This is a singular exception
Interrupt card. "Response" actions If an escort is about to be relocated
to the normal rules of Undercover
(such as Sense) may then be to a Weather Vane, any captives
spies and participating in battle.
played, before the opponent's Used that character is escorting are
If somehow stolen while
Pile is revealed and the USED or released. When a starship or vehicle
Undercover, U-3PO moves to the
LOST function is selected. rescues a character stacked on this
opposite side of the location and is
card, the rescued character is
now an Undercover spy for his new Vote Of No Confidence
placed aboard that starship or
owner. See The Republic No Longer
vehicle (capacity permitting). If there
The Light Side player may choose to Functions.
is insufficient capacity, the rescuing
not accept this droid when its cover
Voyeur action cannot be initiated by that
is broken, in which case it becomes
See Visored Vision. starship or vehicle.
a non-Undercover droid for its
current owner (typically Dark Side, Vul Tazaene Weather Vane (V)
unless it has already changed sides (Errata) See Kiffex. This Effect only retrieves a card
previously). when rotated clockwise into an
Walker Garrison upright position, not when rotated
Ultimatum The second function of this Interrupt
counterclockwise.
The text of this card comes into does not require the AT-ATs to be
effect as an automatic action when piloted. This is a specific exception WED15-17 'Septoid' Droid
you lose your second Force (and to the Unpiloted rules. (Errata) If other cards on table
meet all other requirements of the prevent this card's forfeit value from
card). For example, if you are being We Have A Prisoner being reduced (such as Chokk for
drained for 5 Force and you satisfy (Errata) When capturing an 'about to
example) then when it is forfeited
the battleground requirements of be lost or forfeited character' using
this droid does not satisfy any battle
Ultimatum as well as having It Could this Dark Side Interrupt, that
damage or attrition.
Be Worse in hand and 2 Force character is captured after applying
saved. If you choose to play It Could forfeit value (if applicable) but before We're Doomed
being placed on the Lost Pile. When This Interrupt is not a response to a
Be Worse to reduce the Force loss
captured, the character's values that Force drain. When applying this
by 2, you have not lost any Force to
would normally be restored upon automatic force reduction modifier in
the drain, and must still lose 2 Force
leaving table (e.g., forfeit being combination with other automatic
before Ultimatum will take effect
(and you then will not have to lose reduced by 2, power being reduced modifiers (such as Honor of the
any more Force). to 0) has those values reset. In this Jedi) the halving from We're
way, cards deployed on that Doomed is applied first before the
Understand Art, Understand A character (for example, Bounty or a other cards take effect. This is a
Species weapon) are not placed in the Lost specific exception to the rule that all
The Used function affects all Pile. Additionally, if the card was automatic modifiers are applied to a
opponent's characters that share at 'hit', it is no longer 'hit'. value instantaneously.
least one characteristic in common This Interrupt's first function may
with the target. The Lost function's We're Leaving
capture a character about to be lost
(Errata) See Ghhhk.
"character of same species" may or forfeited from a site, system, or
even be a copy of the 'studied' card. sector. We're The Bait
This Interrupt's second function only This Utinni Effect may target Luke
V-4X-D Ski Speeder
(Errata) This vehicle allows its targets characters at the bridge, even if he is on Dagobah (as implied
defense value to be used only cockpit, and cargo bay of the by the Jedi Test restriction). We're
captured starship. The Bait is canceled if the captive or
instead of the pilot's ability or
frozen character it is deployed on is
defense value. It cannot substitute Weapon Levitation
released.
for anything else such as the pilot's You may not initiate a Weapon
power (Vibro-Ax) or destiny (Bossk Levitation (Lost function) if the
With Mortar Gun). stealing character is incapable of
"carrying" a weapon. For example, a

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Appendix B - Card Rulings
WHAAAAAAAAAOOOOW! 4 layout rules in Appendix E, and is "training destiny" (it is not subject to
This Interrupt card relocates a unaffected by Expand The Empire. training destiny modifiers).
character after being defeated but
Yavin Sentry You Overestimate Their Chances
before being eaten.
See Doikk Na'ts. See Don't Underestimate Our
What Was It? Chances.
Yavin Sentry (V)
To play this Immediate Effect, the
See Ch. 1F. Free. You Want This, Don't You?
adjacent site must be targeted
If the Luke With Lightsaber
during initiation. Yerka Mig
character card is on table, this card
This Utinni Effect is not a character
Wokling (V) cancels only the text on that card
and may not be targeted as a
(Errata) The "once per game" that is within parentheses.
character. Yerka Mig deploys and
function of this Effect may not be
moves like a character, but does not Your Eyes Can Deceive You
used to take into hand an Effect that
require presence or Force icons and See Eyes In The Dark.
lists any deploy cost in its game text
does not count toward vehicle or
(such as Beggar). YT-1300 Transport
starship capacity. While at a system
A Surface Defense Cannon aboard
Wookiee Roar (V) or sector location, Yerka Mig does
will fire for free while the YT-1300
Using the first sentence of this card's not affect the opponent's power.
Transport is landed, even though
text when drawn for destiny is not
Yoda such game text would normally be
considered to be "playing" the
A Dark Side character of ability > 3 canceled. This is a specific
Interrupt.
is only required to initiate battle (or exception to the Unpiloted rules.
Wounded Wookiee attack) at Yoda's location. Thus
Zero Hour / Liberation Of Lothal
This card may be played at any time even if that character is later
(Errata) For both sides of this
during the power segment of a battle excluded, the battle will continue
objective, if Light occupies a location
after the opponent has drawn more (assuming other Dark Side presence
and Light has Chopper there, then
than two battle destinies. For is still participating).
they "occupy with a Phoenix
example, if the opponent is
Yoda, Senior Council Member Squadron character".
scheduled to draw five battle
Yoda may relocate only one other On the "Liberation Of Lothal" side of
destinies, you may play this card
Jedi each Light Side move phase. this objective, the text "the number
after the opponent draws the third
of battle destiny draws may not be
battle destiny, or wait until after all of Yoda, You Seek Yoda
limited" does not prevent players
them have been drawn. It targets all See Double Back.
from initiating actions that have a
of the battle destiny draws
Yoda's Gimer Stick result of limiting the number of
previously made by the opponent
The text permitting battles on this draws. Such actions may be
during that battle, even if they were
card supersedes only (Dagobah set) performed normally, and the limit is
canceled by another card. Note that
Yoda's text that prevents initiation of simply ignored.
if there was a "Draw X Choose Y"
scenario that took place (see battles at Yoda's location. It does not
Zuckuss (V)
corresponding entry by the same overcome any other rule or card-
If the attempt to draw destiny fails
based battle initiation restrictions
name for further details) Wounded (e.g. due to an empty Reserve
(such as the requirement of
Wookiee cannot attempt to cancel Deck), the action fails (the
presence, or the restrictive text on
any battle destiny draw that was not opponent's destiny is not reset).
Duel Of Fates).
'chosen.'
Zuckuss And 4-LOM In Mist
Wuher You Can Either Profit By This... /
Hunter
This alien's capability to cause Or Be Destroyed
For purposes of cards that require
Since frozen Han cannot be moved,
weapons and droids to be lost is an you to use a pilot's ability, Zuckuss
he cannot be targeted by Trap Door
automatic action. provides 4 ability and 4-LOM
or prisoner transferred.
provides no ability.
Yade M'rak
You May Start Your Landing
Yade may only take your (Dark
side's) just-drawn race destiny into "Occupy with an AT-AT" means that
hand, not your opponent's. you must occupy the location, and
the AT-AT cannot be unpiloted.
Yavin 4: Massassi Headquarters
You Must Confront Vader
The "may not be separated" text on
Unlike the other Jedi Tests, this one
this card does not name another
specific site, so it is unaffected by does not require its target to be on
the "May Not Be Separated From X" Dagobah, nor does it require a
mentor. However, it does require
rules. The "may not be separated"
that the Skywalker being targeted is
text on this card serves only as a
an apprentice. Note that the destiny
helpful reminder to follow the Yavin
draw required when attempting the
test is part of a duel, and thus is not

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Appendix C - Special Rules
Artwork Cards Generic sites are not counted in calculating totals,
Some cards, such as Thrawn Pincer, may refer to costs, or Force loss for blown away events.
artwork cards. Artwork cards are defined by the game If a location deploys as a blown away location, its
text of the Effect card Thrawn's Art Collection. name, game text, and icons still apply as normal (this
Artwork cards are stacked on Thrawn's Art Collection overrides the general rules of being blown away). You
and are in a Supporting state. Anything that targets are not considered to have blown away that location,
"artwork cards on table" (or similar phrasing) will target but it does satisfy conditions that check to see if that
these stacked cards. location has been blown away.
See Blown Away - Timing for a specific breakdown
Asteroid Rules on the order of events when a card is blown away.
Wherever 'Asteroid Rules' are in effect, your starships
present there continuously risk being hit by asteroids. Blown Away - Blockade Flagship
During each of your control phases, for each ship you Bravo Fighter describes how to blow away the Blockade
have at an asteroid sector: Flagship (this is a starship destiny draw). The general
1) Opponent draws one asteroid destiny. If this card is rules regarding blown away do not apply here; instead
itself an asteroid sector, the starship is immediately take the Blockade Flagship and place it out of play. Its
lost, no matter how high its armor or maneuver. sites and all cards on the ship and at the sites are lost.
2) Add 1 for each additional sector at that system that No Blockade Flagship sites may be deployed for
has 'Asteroid Rules' in effect. remainder of game.
3) If total asteroid destiny > armor or maneuver, the Blown Away - Bunker
starship is lost. Deactivate The Shield Generator describes how to blow
Asteroid Rules - Asteroid Destiny away the Bunker (this is an Epic Event destiny draw). If
Drawing asteroid destiny against your ship is a the Landing Platform is on table, it is also blown away.
mandatory action for your opponent. As such, your If the Landing Platform not on table, then it is not
opponent chooses the target for each draw (before the considered destroyed and may still be deployed at the
draw is actually made). end of the row of exterior sites (at the opposite end from
Chief Chirpa's Hut).
Blown Away Blown Away - Death Star
Certain cards will cause locations to be 'blown away.' Attack Run describes how to blow away the Death Star
Being blown away is a major event that will have (this is an Epic Event destiny draw). Note that this Epic
repercussions for the rest of the game. Whenever a Event has been errata'ed so that proton torpedoes are
location is blown away, it is turned face down (Note that immune to Overload while Attack Run is on table. Also
a blown away location is a special kind of supporting note that proton torpedoes is an attribute, so you may
card, since it is functioning as a location; the rules in use any starship weapon with that attribute.
this section supersede the rules regarding card states). Starships may move into the Death Star: Trench only
From this point on, the location cannot be deployed or from the Death Star system location itself. Only
converted again. It is considered an unnamed location starfighters and TIE squadrons may move into the
(i.e. a blown away Alderaan cannot have Haven Trench; light side squadrons and cards that move like a
deployed on it) with no printed Force icons, no printed starfighter may not. Moving light side starships into
game text, and no other attributes except those the Trench is free and a regular move; moving dark
specified below. Cards may still deploy and move to the side starships is free and an unlimited move.
location as normal (obeying all standard rules, e.g. Your lead starfighter must have proton torpedoes to
having presence or Force icons). perform an Attack Run. If your lead starfighter is
If the blown away location is a site: somehow lost while you still have wingmates, you may
• Any cards at the site are lost. select one of the wingmates to become the lead
• If the site was previously collapsed, it no longer starfighter if that starfighter has Proton Torpedoes. The
collapsed. Attack Run will immediately end if at any time there are
• It is considered exterior, is a part of that system, and no light side starfighters with proton torpedoes.
retains its marker number (if applicable). During the Provide Cover stage of an Attack Run (as
If the blown away location is a system: indicated by the Attack Run card), you identify lead
• All related sites, Cloud sectors, and Death Star II starfighter and wingmen. After that is complete, this
sectors (and any cards on them) are lost. stage continues in a similar manner to the weapons
• No named sites or sectors of that system may be stage of a battle (but remember that it is not a battle):
deployed again this game. starting with the Light side, each player may perform
• All cards deployed on the system are lost (though top-level actions, and once both players pass
starships and mobile systems -and the cards on them- consecutively, the Provide Cover stage ends and it
in orbit are not affected). proceeds to It's Away!. During the Provide Cover stage,
• It is considered a space system ( ) and retains its the only actions that are permitted are those specifically
parsec number. permitted to occur during an Attack Run (including

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Appendix C - Special Rules
actions on the Attack Run card itself). This is the only underneath the holotable, into their owners' Lost Piles.
time during an Attack Run that top-level actions can be Because the Imperial Holotable does not represent a
initiated. Responses can occur to any appropriate physical location, either player may deploy another
action throughout the Attack Run. Attack Run holosite as normal.
specifically permits certain weapons to fire during this
Blown Away - Main Power Generators
time; they may do so only once (unless specifically
Target The Main Generator describes how to blow
stated otherwise). If you need to determine the ability of
away the Main Power Generators (this is an Epic Event
a pilot when there are multiple permanent pilots on a
AND a weapon destiny draw).
starship, see Starships - Permanent Pilots, Ch. 9.
The light side loses 8 Force only when the site is "blown
When the Attack Run ends for whatever reason, move
away" directly, not when it is lost in another way (such
all starships in the Trench back to the Death Star
as when the Hoth system location is "blown away" by
system location as an unlimited move for free.
Commence Primary Ignition).
Generic sites do not count towards Epic Event totals for
'blown away' events and so are not a factor in Blown Away - Mobile Systems
determining Y on Attack Run. If a mobile system is blown away, the dark side player
See Blown Away - Mobile Systems, Ap. C. loses 2 Force for each dark side Force icon at the
mobile system and related mobile locations (regardless
Blown Away - Death Star II
of who deployed it) including all modifiers to the number
That Thing's Operational describes how to blow away
of icons (such as Presence of the Force).
the Death Star II (this is an Epic Event destiny draw).
To do so, Light must fly their starfighters through the Blown Away - Planet Systems
Death Star II sectors to the Reactor Core. Only Commence Primary Ignition describes how to blow
starfighters may move to Death Star II sectors, away planet systems (this is an Epic Event AND a
squadrons and capital starships may not (even those weapon destiny draw). A system that is blown away
that move like starfighters). becomes a space system, thus no sites or sectors may
Starfighters may move between the Death Star II deploy to that system (if there were asteroid sectors
system and the Coolant Shaft, or move from one Death previously, they remain, but further sectors may not be
Star sector to an adjacent sector. Both of these are deployed).
regular moves that cost 1 Force. Generic sites do not count towards Epic Event totals for
Dark side starfighters may move to a Death Star II 'blown away' events and so are not a factor in
sector only if there is a light side starfighter at one of determining X or Z on Commence Primary Ignition.
those sectors. Whenever there are no light side If the system blown away was a Rebel Base, the light
starfighters at any Death Star II sectors during the Dark side player loses 2 Force for each light side Force icon
Side's move phase, any dark side starfighters at those at the system and all its related locations (regardless of
sectors must move back toward the Death Star II who deployed it) including all modifiers to the number of
System (for free, one sector per turn) until they have icons (such as Presence Of The Force and Sleen).
returned to the system. Again, generic sites are ignored for these purposes.
If the Death Star II is blown away, starships at the When Systems Will Slip Through Your Fingers is face
Reactor Core may attempt to 'escape' (as defined on up on table, any "blown away" system is considered to
the Epic Event, not in the sense of captured starships). have been 'probed.' Any 'probe' cards under a system
The light side selects their starships and, one at a time, when it is "blown away" are lost.
moves one sector closer to the Death Star II system
(this is free and considered an unlimited move). With Blown Away - Shield Gate
each movement, draw movement destiny as indicated The Shield Gate card itself describes how to blow away
the Shield Gate (this is a device destiny draw). The
by the sector (you draw for your own ships); cards
general rules regarding blown away do not apply here;
which modify movement destiny (e.g., Desperate
instead place the Shield Gate out of play. Shield Gate
Counter) affect the total of the draw and the maneuver.
may not be deployed for remainder of game.
Once the light side's starships are finished moving from
a sector, the dark side follows the exact same process Blown Away - Timing
(including drawing movement destiny using the lightside To simplify the timing of the events which blow away a
game text) until all their starships have finished moving location, follow the events on the card in question until it
from that sector. This process repeats for the ships at reaches the point where the card says that the location
the next sector, and so on until all starships reach the is blown away. At this point, do the following in order:
Death Star II system. 1) Any card deployed on that location that specifically
If blown away, the typical damage is doubled per the states it is relocated when the location is blown away
Epic Event. See Blown Away - Mobile Systems, Ap. C. is now relocated (e.g. Down With The Emperor).
2) If at a site, all cards at that site are lost (except cards
Blown Away - Imperial Holotable
which are causing the blowing away event).
Transmission Terminated describes how to blow away
3) Any Force loss caused by any cards or rules is now
the Imperial Holotable (this is an Interrupt destiny draw).
The general rules regarding blown away do not apply checked and applied.
here; instead place the holotable, all cards that were at 4) If the location is a system, all related sites, Cloud
sectors, and Death Star II sectors (and all cards at
the holotable, and any converted holosites that were

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Appendix C - Special Rules
them) are lost, as well as any cards at the system Force is on the Death Star II system, as is the
besides starships and mobile systems. Superlaser Mark II. The Millennium Falcon armed with
5) Flip the location over. Concussion Missiles is at the Reactor Core, and makes
6) Continue with events on the card (if still on table) its destiny draw. It succeeds, so following the order of
7) Any automatic actions to the blowing away of that the card the Falcon attempts to escape, moving sector
location are now triggered by sector for free, drawing movement destiny each time
8) Any just actions to the blowing away of that location until it reaches the system.
are now initiated Once that is complete (fortunately the Falcon escapes
safely) the card continues and it says that Death Star II
Blown Away - Example 1 - Hoth
is blown away, so we begin the steps:1) No cards state
The Death Star, with a Superlaser on it, is in orbit
they're relocated; 2) it is not a site, so we move on; 3)
around the Hoth system. Currently Presence Of The
Force loss is 24 (there are 6 red Force icons including
Force and A Day Long Remembered are deployed on
the one provided by Presence Of The Force, which
that system and there are two X-Wings there; there is
makes 12, and the Epic Event states that the damage is
also a Clouds deployed to Hoth. The Main Power
doubled); 4) The Superlaser, all the Death Star II
Generators, Ice Plains, and Echo Med Lab are all on
sectors, Presence Of The Force, and That Thing's
table, with a Snowspeeder at the Ice Plains. The Dark
Operational are all lost, the ships at the system are
Side plays Commence Primary Ignition, following the
safe; 5) flip the system; 6) the card is no longer on
instructions on the card. After the calculations are done
table, so we move on; 7) no automatic actions are
the results indicate that Hoth is blown away, so we
triggered; 8) no just actions are initiated.
begin the steps:
1) A Day Long Remembered indicates it's relocated, so Bluff Rules
we relocate it to opponent's side of table; 2) it is not a Bluff rules means that the Dark Side may place "bluff
site, so we move on; 3) Force loss is 12, because there cards" (a card from hand) at the Tatooine: Bluffs site.
are six blue icons at Hoth locations (the 8 loss of the Thus, Revolution, Expand The Empire, or canceling the
Main Power Generators is not applied because we game text of only one side of this site has no effect; the
aren't blowing away that site, we're blowing away the Light Side cannot bluff, and the Dark Side may not bluff
system), note that this loss is only because Hoth is a at other sites.
Rebel Base, that if it were Bespin or Sullust there would Once during each of your turns (at any time) you may
be no Force loss; 4) All the Hoth sites (and the sector) place a bluff card face down under the Bluffs site. Each
and cards on them are lost, as is Presence Of The bluff card cumulatively adds 1 to your total Force drain
Force; 5) flip the Hoth system; 6) we continue with the at that site. During your deploy phase, your opponent
card, which says it is now lost; 7) no automatic actions can choose to flip over any of your bluff cards:
are triggered; 8) no just actions are initiated. • If it is a character or vehicle, you may attempt to
Blown Away - Example 2 - Bunker deploy it (deploy cost = 0) to the Bluffs using normal
The Bunker is on table, with 3 Rebels, 2 Explosive rules of deployment (obeying uniqueness, deployment
Charges, and Deactivate the Shield generator there. restrictions [including having presence or Force icons],
Blizzard 1 and General Veers are both at the Landing etc.).
Platform. The Back Door is unoccupied. The Shield Is If it is not one of those cards, or you could not legally
Down! is on table. The Light Side has just completed its deploy it there, you lose 2 Force and the bluff card.
destiny draw, so we continue following the order of Bombing Runs
events on the card by relocating the Rebels to the Back
The Mobile Effect card Bombing Run allows your
Door. The next event states that the Bunker and
bombers to move and battle at a site. Such bombers
Landing Platform are blown away, so we begin
are not landed, but rather are conceptually flying in the
following the steps: 1) No cards state they're relocated;
atmosphere (much like a snowspeeder).
2) All the cards at the Bunker and Landing Platform are
now lost, except for Deactivate the Shield Generator Bombing Runs - Moving to the site
because it is causing the blowing away action; 3) The During your move phase, you may move your bomber
Force loss on the Epic Event is now applied (we're not from a system location to a related site that has
Appendix B - resuming the card yet, that is merely Bombing Run deployed on it. This is not landing;
where the damage is listed, and we check all sources); instead it's a special regular move that costs 1 Force
4) it's not a system, so we move on; 5) flip the Bunker (+1 for each cloud sector that the bomber must pass
and Landing Platform; 6) Continue with the card, which through). While cloud sectors affect the cost of
states it's lost (we already applied the damage, so we movement, they are disregarded for the purposes of
do not do it again); 7) The Shield Is Down! is an moving there (i.e., you don't stop after a certain number
automatic action triggered by the blowing away, so we of sectors but move straight to the site).
retrieve 8 Force and the opponent places their hand on
Bombing Runs - At the site
Used Pile; 8) no just actions are initiated.
Once the bomber has reached the site, it is performing
Blown Away - Example 3 - Death Star II the bombing run and will continue to do so until it
Death Star II, the three Death Star II sectors, and That returns to the system, even if the Bombing Run card is
Thing's Operational are on table. Presence Of The canceled.

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Bombers performing a bombing run follow the normal beneath the character who is now its escort. See
rules of occupying locations, thus if their pilots provide Captives - Escorting.
ability they may initiate battle and be battled, Force • Imprisonment - If the capture takes place at any
drain and prevent Force drains, etc. Nevertheless, they prison, you may imprison any number of the captured
are still starfighters and remain as such for all purposes characters there; those characters become imprisoned
(e.g., they cannot be targeted by weapons that do not captives and are placed face up beneath that prison.
target starships). You may deploy cards on your See Captives - Imprisoned.
bombers, but you may not deploy bombers themselves Escape - be placed in the Light Side player's Used Pile.
or move cards aboard them.
Captives
Bombing Runs - Bombing Run battle A captive (captured character) is inactive. It should be
A Bombing Run battle is a battle with at least one noted that an imprisoned character is treated a little
bomber that is performing a bombing run participating. differently than normal inactive cards. See Captives -
Proton Bombs are not required to initiate a Bombing Imprisoned.
Run battle, but they can be very useful in "carpet When a card looks for a specific attribute or character
bombing" the site. There is nothing special about the type when checking who a captive was captured by
way the battle is conducted; the starship may be (e.g. Hunting Party (V) looking for a character captured
targeted as appropriate (e.g., a stolen Thermal by a bounty hunter), a captive is considered captured
Detonator or E-Web, All Power To Weapons). by a character when:
- that character seized the captive (regardless of what
Bombing Runs - Leaving the site
caused the capturing action), or
At the end of your next battle phase, your bombers
- that character used a weapon or their own game text
must return to the related system (if this is not possible,
to capture the captive (regardless of whether or not they
such as the bomber being unpiloted, it is lost).
seized the captive)
Returning to the related system is free (and also a
regular move, even though this happens during the Captives - Imprisoned
battle phase), and unaffected by cloud sectors or similar An imprisoned captive should be treated as if 'enclosed'
costs. Once it has returned to the system it is no longer within that prison, and is not present with any other
performing a bombing run. characters, vehicles, weapons or devices at that prison
location. In addition, an imprisoned character is
Capturing unaffected by "area affect" cards such as a Thermal
In a battle, not everyone who doesn't come back dies - Detonator or Program Trap, but can be lost to cards
some are wounded and cannot continue, some are that 'destroy' the entire prison location such as by
forced to hide, some are caught by enemy forces, and blowing away the planet or collapsing the prison.
some may even desert. In the SWCCG, all these events For releasing imprisoned captives, see Captives -
are covered by being lost. However, under certain Releasing.
circumstances, taking beings alive for torture or
exploitation furthers someone's goals. This is almost Captives - Escorting
always for evil reasons, thus capturing in SWCCG does When your bounty hunter, warrior, or battle droid takes
not represent taking someone alive, but treating beings a captive into custody (including by prisoner transfer)
as disposable property. the bounty hunter, warrior, or battle droid becomes that
For this reason, only the Dark Side may capture; if the captive's escort. Each character may escort only one
Light Side somehow controls a card which allows captive at a time. Unless specifically allowed by a card,
capturing, the Light Side may not use the capturing an escort may not give its captive to another bounty
portion of that card. (Thus, Light cannot use a stolen hunter, warrior, or battle droid. A captive moves only
weapon that captures its target, nor can he capture with its escort, automatically (at no additional use of the
characters using Weather Vane or Lost In Space). The Force); a captive cannot move otherwise. An escort
Dark Side may capture only Light Side cards. may use landspeed, shuttling, docking bay transit,
(However, both players can steal the opponent's cards, embarks, disembarks, transfers between docked
which is different from capturing. See Stealing.) Special starships, or the special movement text of a site
cards are required to capture, such as Tractor Beam or location (for example, Cloud City: Upper Plaza
All Wrapped Up. Corridor); no other forms of movement are allowed
The Dark Side may capture either characters or unless a card specifically allows it (such as Rise, My
starships, which are handled in different ways. Friend). The captive occupies passenger capacity
aboard vehicles and starships (regardless of whether
Capturing Characters the escort is a passenger or a pilot). See Movement -
Whenever a rule or card says that a character is Unlimited - Prisoner Transfers, Ch. 7.
captured, the Dark Side player must immediately
choose one of these three options: Captives - Once Per Captive
• Seizure - Your bounty hunters, warriors, and battle The phrase "once per captive" means once for each
droids at the same location may seize (take into captive during that period of captivity. In other words, if
custody) one of the captured characters each; that a captive is released, a once per captive action that
character is now a captive and is placed face up targeted them before can do so again, once.

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Appendix C - Special Rules
Captives - Releasing • cannot be "hit", and cannot battle or fight their escort,
When your characters are captives, you may release so they cannot be used with Captive Fury, Human
them using cards such as 8D8, Arc Welder, Captive Shield, or Strangle.
Pursuit, Cell 2187, Detention Block Control Room, I'm • cannot be targeted by any card that freezes a
Here To Rescue You, Jedi Mind Trick and Someone character.
Who Loves You, as well as the Light Side game text of • cannot be targeted by a Seeker.
your opponent's Cloud City: Security Tower or Jabba's A frozen captive may be left unattended at any site or
Palace: Dungeon. Besides special cards, a non-frozen aboard a vehicle or starship, either voluntarily (as an
captive can also be released by removing the escort. unlimited move during your move phase) or
Causing the escort to be forfeited, lost, missing, stolen, automatically because the escort was lost or otherwise
crossed over, converted, or leave the table will all removed from play or sent missing, etc. An unattended
release a non-frozen captive. Removing the escort of a frozen captive
frozen captive will cause the captive to be left •may simply remain there;
unattended. See Captives - Frozen •may be taken into custody by any one of your bounty
An exception to this is when an escort and a captive are hunters, battle droids, or warriors present (as an
both to be lost or made missing by the same action, that unlimited move during your move phase); or
is, any action or rule that affects "all cards" or "all •may be released by your opponent, if the Light Side
characters" such as blowing away the system, setting controls the location.
off a Thermal Detonator or Program Trap etc. In this A frozen captive held in a prison is not considered
case, the escort and the captive both suffer the effects unattended.
of the action as appropriate - both of them are lost, or Otherwise, a frozen captive functions the same as a
missing (in this case the captive is momentarily normal captive. See Captives.
released, but does not become active, before going
missing and cannot escape or rally). Whenever a non- Captives - Frozen - Releasing
frozen captive is released from an escort, the Light Side Frozen captives may be released by special cards or
player may choose whether the released character: game actions that release captives (see Captives -
• Escape - be placed in the Light Side player's Used Releasing). In addition, if the Light Side controls a
Pile or location where an unescorted frozen captive is (and that
• Rally - if released at a site, be moved to the Light Side captive is not imprisoned), then that captive may be
of the site location (even aboard a vehicle or starship released. A frozen captive released at a site must Rally
there) (if not at a site, then captive Escapes to the Light Side
Imprisoned characters are not escorted, and can only player's Used Pile).
be released using a card that allows you to free a Captives - Prisoner Transfers
captive, such as I'm Here To Rescue You or the light See Movement - Unlimited - Prisoner Transfers, Ch. 7,
side game text on Jabba's Palace: Dungeon (simply Captives - Escorting.
controlling the location of the prison is not sufficient to
release a captive). If a site loses prison status, any Captives - Prisons
captives imprisoned there are immediately released. A See Locations - Prisons, Ch. 9
captive released from a prison must Rally. Captives - Seizure ("if possible")
For information on a captive released during a battle, In normal course of play, a character cannot voluntarily
see Participating In Battle, Ch. 6. See Captives - Frozen seize a captive if they are already escorting the
- Releasing. maximum number of captives, or if they are aboard a
Captives - Frozen vehicle or starship without sufficient capacity. In cases
This term refers to a captive who is encased in where you are required to seize a character "if
carbonite (via a Dark Side card such as Carbon- possible," this likewise applies. In other cases where
Freezing or All Too Easy, or the Light Side Objective you are required to seize a character (cases where
card You Can Either Profit By This... / Or Be imprisonment and escape are not options), and there is
Destroyed). A frozen captive is considered to be power, no "if possible" requirement, the seizing character must
ability, and landspeed = 0 for any action or condition (as an automatic action):
that targets these statistics of a captive. A frozen If already escorting: One captive already being escorted
captive: is released (escapes to Used Pile); Dark chooses.
If on a vehicle or landed starship without sufficient
• cannot be attacked by creatures (not even with the
game text on Great Pit of Carkoon) capacity, must immediately disembark. (This is a
special exception to the normal rules of embarking /
• cannot be tortured or interrogated in any way (using
disembarking.)
any card titled: IT-O, Hypo, EV-9D9, Aiii! Aaa!
After that action resolves, the capturing action now
Agggggggggg!, Interrogation Array, Sonic
takes place.
Bombardment and Cloud City: Interrogation Room,
along with cards that in some way mimic this ability, Captives - Collecting A Bounty
such as Expand The Empire). Several cards use the phrase "collecting a bounty". This
phrase refers only to the use of retrieval game text on
the bounty Effects themselves (that comes from the

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Appendix C - Special Rules
transfer of a captive to the appropriate prison listed in Releasing Captives - Example 2
that bounty's game text), and not any other action Leia is a captive being escorted by IG-88. A battle
related to the captive or bounty card. occurs there. Leia is not participating in the battle (she's
inactive). However, Luke swings his lightsaber and hits
Capturing Characters - Example
IG-88, and then plays Blaster Proficiency to make him
IG-88 With Riot Gun ("Permanent weapon is riot gun
immediately lost. With her escort removed, Leia is now
(may target a character for free; draw destiny; target
released and may Escape or Rally; Light chooses Rally.
captured if destiny +1> defense value).") and Mara
She moves to the light side of the location; she's active
Jade are at same site as Leia. During battle, he targets
and participating in the battle for all purposes.
Leia and succeeds in his draw, capturing her. He
chooses Seizure, and takes her as a captive; he is now Captives - Seizure Examples
her escort. Boba Fett is alone escorting Luke. He uses Hidden
During the next turn another battle takes place and IG- Weapons to capture Han. He cannot choose to seize
88 uses his permanent weapon against Luke. It Han since he's already escorting Luke; Han must be
succeeds, so Luke is captured. Because he's already either imprisoned if they're at a prison, or must escape
escorting a captive, he can't escort another. Instead, he to the Used Pile.
chooses Seizure and has Mara Jade take Luke as a
captive (as a warrior, she can escort captives). Note Luke is at same site as two Imperials while There Is
that Mara Jade could have taken Leia captive before Good In Him is on table ("When any Imperial is at
instead of IG-88, it was up to Dark to decide. Luke's site, Luke is captured (seized by an Imperial, if
During yet another battle, IG-88 uses his weapon on possible, even if not a warrior")). One is escorting Han,
Han and succeeds. Dark cannot choose Seizure the other is piloting a Single Trooper Aerial Platform.
because there is no one who can escort Han (and IG- Neither one may seize Luke, because one is escorting
88 and Mara can't let their captives go), nor can he the maximum number of captives, and the other does
choose Imprisonment (they're not at a prison), so he's not have sufficient capacity. The capture cannot happen
left only with Escape, and Han is placed in the Light because it only happens "if possible," and this isn't.
side player's Used Pile.
Luke is at same site as Vader while Bring Him Before
Capturing, Escorting, And Imprisoning - Example
Me is on table ("If Luke is present with Vader and Vader
Captain Han Solo is piloting the Millennium Falcon at
is not escorting a captive, Luke is captured and seized
Tatooine, where Captain Needa is piloting the Avenger.
by Vader."). Vader is piloting a STAP. Because Vader
A battle takes place and Han is forfeited. Dark responds
must seize Luke (it is not optional, and no other form of
with We Have A Prisoner ("Use 1 Force if opponent just
capturing is permitted), he must disembark and seize
lost or forfeited a character from battle. Character is
Luke. If Vader were escorting a captive, he would NOT
captured instead."), capturing Han. Needa chooses
seize Luke, because the objective applies only if Vader
Seizure and serves as Han's escort (neither the rules or
is not escorting a captive.
capture nor this capturing card require Han or Needa to
be present). Han is inactive and occupies passenger Capturing Starships
capacity onboard the Avenger. The Avenger then flies Dark Side players can use tractor beams to capture
to the Death Star system. Needa boards a Sentinel- Light Side starships (except starships of the subtype
class Landing Craft that is in the cargo hold of Avenger; Mon Calamari Star Cruiser). When a tractor beam
Han automatically moves on board with him. The captures a starship:
Landing Craft lands at the Docking Bay 327, and Needa • If there are no characters aboard (permanent pilots
disembarks (along with Han). Needa moves to the are not characters), it is now stolen (see Stealing).
Docking Control Room 327 using his personal • If there are characters aboard, place it face-up
landspeed (for 1 Force); Han is still brought along (at no beneath the card on which the tractor beam is
cost). Needa embarks on a Lift Tube there (along with deployed.
Han) which moves to Detention Block Corridor, where If the captured starship is placed under a site (even if it
he disembarks (along with Han). He then prisoner is a capital starship), it is considered present at that
transfers Han into the prison. site. No characters (of either player) may embark on the
Releasing Captives - Example 1 captured starship. However, any characters trapped on
Han is now imprisoned at Detention Block Corridor. the captured starship can disembark there as normal if
Leia Organa deploys there, so now Light controls the the Dark Side does not occupy that site.
site. However, control is not enough to release an If the captured starship is placed under a starship, the
imprisoned captive, Light needs a card that will captured starship is considered aboard it (meaning that
specifically do that. Light plays Someone Who Loves any Dark Side characters also aboard are present with
You ("If Leia is present at a site where Han is a captive, the captured starship) except that it does not in any way
release Han."). Since Leia is present at the site and affect capacity (this is a specific exception to the
Han is a captive there, he is now released. Since he inactive rules). If the starship it is aboard is lost, the
was released from a prison, he must Rally (move to the captured starship would be lost as well.
Light side of the location). A captured starship is inactive; thus any Light Side
characters on board are also inactive (though they are

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Appendix C - Special Rules
not captives). The Dark Side may use cards such as it has no characters on board (just a permanent pilot),
We Have A Prisoner or Besieged (see Besieged, Ap. A the X-Wing is stolen, and returned to the system as a
and Besieged Battles, Ap. C) to attempt to capture or dark side starship with a dark side permanent pilot.
eliminate Light Side characters aboard a captured
Capturing Starships - Example 2
starship.
Captain Han Solo is piloting the Millennium Falcon at
Whenever a captured starship has no Light Side
the same system as the Avenger with its Tractor Beam.
characters at the bridge, cockpit, and cargo bay, the
At the end of the battle, it targets the Falcon and draws
Dark Side immediately steals it (place on the Dark Side
higher than its defense value. The Falcon is now
of the appropriate system or sector; this is not
captured. Because there's a character on board, it's
considered movement).
placed under the Tractor Beam card; both it and Han
A captured starship is automatically released if there is
are now inactive. Dark plays We Have A Prisoner ("Use
no longer any tractor beam to hold it in place. The
X Force to capture all characters aboard a captured
tractor beam must be on the card that the captured
starship, where X = twice the number of characters.")
starship has been placed under (in the case of a
and targets the Falcon. He uses 2 Force (twice the
starship site, the tractor beam may instead be on the
number of characters), and Han is captured. Since
related starship card). Whenever a captured starship is
there's no escort available, Han Escapes to the Used
released, the Light Side player must choose one of the
Pile. Now with no pilot characters on board, the Falcon
following options for the released starship (and cards on
is stolen; it is placed on the dark side of the system, and
board):
Dark may now use it as their own starship.
• Launch - place on the Light Side of the system or
sector (this is not considered movement) or Besieged Battle - Example
• Escape - be placed in the Light Side player's Used Han With Heavy Blaster Pistol is on the Falcon, which
Pile. has been captured by the Executor; Piett, Ozzel, and
Stormtrooper Garrison are deployed on the Executor
Capturing Starships - Besieged Battles card, along with Blizzard 4 and a TIE Fighter. Vader is
By deploying Besieged on a captured starship, your at Executor: Meditation Chamber. Dark has Besieged
characters aboard the Star Destroyer, at Death Star: deployed on the Falcon, so Ozzel and the troopers
Docking Bay 327 or at Star Destroyer: Launch Bay attack Han (Vader isn't present with the Falcon because
where the starship now is can battle your opponent's he's "below decks;" the TIE and AT-AT cannot
characters 'trapped' aboard that starship. This works participate in Besieged Battles. Dark has chosen not to
like a battle at a site (although the dark side may select include Piett.). The battle costs 1 to initiate and is a
some or all of their characters to participate); the normal battle as if at a site; Han shoots the Garrison
characters on the captured starship are considered and uses Blaster Proficiency to make him lost, then
active during a Besieged Battle. Starships and vehicles plays Solo Han to add 2 battle destiny, walloping Ozzel.
cannot participate in a besieged battle. If the Light Side After it's finished, Han is still on board. The following
has one group of characters in the docking bay or turn, Light plays Out Of Commission ("During your
launch bay and another group trapped on the starship, control phase, use 2 Force to release a starship held by
these two groups may not combine when Besieged is any Tractor Beam"). Light chooses to Launch (placing it
played. You may initiate a battle against one group or on his side of the system) and Han flies away, the
the other, but not both on the same turn. The characters Besieged card still on it in case of future capturing.
on board the captured starship may not initiate battle,
and do not participate in any battles other than those Cave Rules
you initiate against them using Besieged (because they The Big One: Asteroid Cave or Space Slug Belly site is
are inactive). If the trapped characters are eliminated a special location which must deploy next to a Big One
(which might take several turns), you steal the starship sector, as shown below.
(see Stealing Vehicles And Starships).
If the starship is released and Light chooses to Launch,
the Besieged card remains on the starship and will be
applicable if the starship is captured again later. If the
starship is stolen by Dark, or if the starship is released
and Light chooses to have it Escape to their Used Pile,
Besieged will go to Dark's Lost Pile due to Besieged's Normally this location is an asteroid cave (planet site).
game text. However, when a Space Slug creature is present at the
Capturing Starships - Example 1 related Big One sector, the location slides next to the
X-Wing and a Star Destroyer with a Tractor Beam are in Space Slug and becomes a space slug belly (creature
a battle together. At the end of the battle the Tractor site). Creatures restricted to a habitat of "Planet site"
Beam is used ("At the end of a battle at same system or will be lost when the cave becomes the belly.
sector, may target an opponent's starship present
(except a Mon Calamari Star Cruiser) using 2 Force.
Draw destiny. Target captured if destiny > defense
value."). Dark draws destiny of 6, greater than the X-
Wing's defense value, so the X-Wing is captured. Since

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Appendix C - Special Rules
or vehicle, and so on. These cards may not be included
in any persona replacement.
Starship Combo Cards
Starship combo cards combine multiple unique
permanent pilots and/or multiple unique starship
personas.
Unlike other combo cards, these cards might not
have an ampersand in the title; in those cases, the
game text will state that it has two or more unique
When this site is a belly, starfighters may not land or permanent pilots (e.g., Han, Chewie, And The Falcon or
take off if the Space Slug's mouth is 'closed' (as defined Death Star Assault Squadron).
by the Space Slug's game text). If the Space Slug is Starship combo cards are treated as one card and one
lost, all cards in the belly are also lost and the site then starship, but may contain multiple of its starship class
slides next to the Big One, reverting to a cave. (such as "2 Imperial-Class Star Destroyers"). In such
Whether the site is a cave or a belly, it is always cases, rulings are similar to those for squadrons, which
'related' to the Big One, and characters, vehicles and also contain multiple of their starship class (see
creatures (habitat permitting) may deploy there Starships - squadron, Chapter 9). For example, a game
normally. action that deploys one Star Destroyer from Reserve
Deck cannot deploy the combo card Intimidator &
Collapsed
Persecutor.
When an interior site is 'collapsed' (e.g., by Collapsing
Character and Starship combo cards have two
Corridor), all cards at that site are lost and its printed
additional special rules:
Force icons and printed game text are canceled. The
site remains in play for other purposes; however, each • The two personas are considered "with" each other for
deployment or movement to or from that site requires 1 all purposes (e.g., being together in battle). This is a
additional Force. A collapsed site is 'rebuilt' if either specific exception to the rules (normally a card cannot
player deploys a new copy of that site. be with itself).
Docking bay transit is permitted to and from a • The character or starship can only have its values
'collapsed' docking bay. The cost is 0 (docking bay's modified once by any single card, regardless of the
text is canceled) +1 Force (as defined above) + any number of personas it affects.
other modifiers (such as the text on the other docking Thus, Artoo & Threepio may be targeted by Artoo, I
bay). See movement - regular - docking bay transit. Have A Bad Feeling About This, and Han, Chewie, And
The Falcon is deploy +2 (not +4) when Bad Feeling
Combo Cards Have I is on table.
A "combo card" is one that combines the functions of
two cards of the same card type (such as two Dagobah and Ahch-To
Interrupts, two Effects, or two Characters). Combo card The sparse population, extreme remoteness, and thick
is not the card type, as these cards still have a card atmosphere of the planet Dagobah make deployment to
type icon in their upper left hand corner (such as Effect and movement at this system and its swampy
or Rebel). Combo card describes a category of cards landscape unusually difficult. In a similar sense, the
that are identified by the ampersand ("&") in the card secretive isolation and rocky, island terrain of Ahch-To
title that separates the two individual card titles (the make movement and deployment to this location
exception is Slayn & Korpil Facilities, which is not a difficult. Thus, special deployment and movement
combo card). Each separate card title also includes its restrictions apply to all Dagobah and Ahch-To locations:
own uniqueness icon (if applicable). You do not need to • Characters, vehicles and starships may not deploy to
own or remember any of the game text of the previous Dagobah or Ahch-To unless specifically allowed by
"single card" versions of a combo card. Just play the their game text or another card (e.g., Dagobah: Bog
combo card exactly as it reads (which may be different Clearing), or if they may deploy "regardless of location
from the way the individual card plays). The following deployment restrictions" (e.g., Encampment).
rules apply to combo cards: If a character, vehicle, or starship card says that it is
• A combo card counts as both cards in its title for all limited to deploying to Dagobah (e.g. Son Of
purposes, including uniqueness. Skywalker, Yoda) or that it deploys at a different cost
• When any portion of a combo card is targeted or to Dagobah (e.g. Daughter of Skywalker), that card is
referenced by another card, game text, or a rule, it allowing itself to deploy to Dagobah. An equivalent
targets or references the entire combo card. rule exists for Ahch-To.
Character Combo Cards • Devices and weapons may not deploy directly to
Some combo cards combine well-known pairs of Dagobah or Ahch-To locations (but may deploy on
characters into a one-card team. Each of these combo characters, vehicles and starships already there, if
card characters follows all the combo card rules, and is applicable).
treated as one card, one character, one Rebel, one • Utinni Effects may not deploy to (or target a card at)
droid, or one alien - it costs 1 Force to use its Dagobah or Ahch-To locations unless specifically
landspeed, it takes up one capacity 'slot' on a starship allowed by their game text.

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Appendix C - Special Rules
• Shuttling rules and abilities that relocate cards (e.g., Dejarik Rules
Elis Helrot, Yoda, Senior Council Member, What Was 'Dejariks' are small holographic gamepieces
It?) may not be used to move to or from a Dagobah or representing lifeforms from various planets in the
Ahch-To location, unless specifically allowed to (You galaxy. Any Interrupt or Effect with "dejarik" or
Will Go To The Dagobah System). "hologram" in lore is a dejarik or hologram, respectively
• Creatures, Effects of any kind (except Utinni Effects), (the exception is Well-earned Command, which is not a
and any other card types may deploy directly to hologram). Dejariks and holograms may battle each
Dagobah or Ahch-To locations, but they must obey other at a holosite (Dejarik Hologameboard or Imperial
any relevant deployment restrictions. Holotable). A holosite is placed by itself on table and is
• Interrupts play normally at Dagobah or Ahch-To never adjacent or related to any other site. Holosites
locations. allow dejariks and holograms to deploy and battle there
• Diamond restricted () locations may not deploy to as if they were characters. Dejariks and holograms at
Ahch-To. They may, however, deploy to Dagobah (or deploying to) a holosite are not considered to be
unless restricted by their own game text or some other Interrupts and Effects (except for cards that specifically
rule. If a player has deployed an Ahch-To location, refer to them at a holosite), they are simply dejariks and
deploying diamond restricted () locations to the holograms. For example, Alter may not cancel Molator
opponent's Dagobah system is still permitted. at (or deploying to) a holosite. However, any card which
"So, how do I get my characters and vehicles to specifically names a dejarik or hologram card may still
Dagobah or Ahch-To?" Normally you will use a card affect that card (e.g., Grimtaash specifically cancels
that allows this (such as You Will Go To The Dagobah Molator). Vehicles, characters, starships, Utinni Effects
System) or you will deploy your characters and vehicles etc. cannot be deployed or moved to a holosite. Only
elsewhere, then move them to the Dagobah or Ahch-To dejarik and hologram cards can exist at a holosite (and
system aboard a starship that can land at a Dagobah or cards specifically permitted to deploy there). Dejarik
Ahch-To site. and hologram cards must deploy as a dejarik or
See Locations - Battlegrounds, Ch. 9. hologram to a holosite; any deployment text not
specifically referencing holosites may not be
Although similar in function, the systems of Dagobah utilized there. Dejariks and holograms are not
and Ahch-To are completely separate from each other characters, and may not be targeted as such.
in terms of game play: Each has its own sites that When you deploy a dejarik or hologram card to a
deploy to it, and cards referencing one do not target the holosite, use its destiny number as its deploy, forfeit,
other (unless explicitly stated elsewhere). Both power and ability numbers. A dejarik deployed to the
Dagobah and Ahch-To locations may be on the table at holotable counts as deploying a card (not a character!)
the same time. However, each player may, individually, with ability. Thus it will suspend the effects of Scum And
only deploy locations from one of the two systems. In Villainy, satisfy the requirements of Ability, Ability,
other words, once you deploy an Ahch-To location, you Ability, etc..
may not deploy a Dagobah location in that game, and While at the holosite, the card's normal game text is
vice versa. Likewise, your opponent is free to deploy suspended. Dejariks and holograms must obey
locations from either system until deploying his or her uniqueness restrictions regardless of where they are on
first such location. table. Battles at holosites are similar to battles at other
sites (including drawing battle destiny if you have 4 or
Death Star and Death Star II more ability present). If you control the holosite, you
The two Death Stars seen in A New Hope and Return may Force drain there and you may also return any of
of the Jedi are completely separate from each other in your dejarik/hologram cards there to your hand at any
terms of gameplay; each has its own sites, its own time between other actions, except during battle.
superlaser and its own enhancement cards. Thus, in You may not deploy a card to the holosite from any
game text, the term "Death Star" refers only to the first place other than your hand (unless action specifically
Death Star and the term "Death Star II" refers only to allows you to deploy a dejarik/hologram).
the second one. (For example, the cards Put All
Sections On Alert and Set Your Course For Alderaan, Dueling
which refer to any card with "Death Star" in its title, work Duels represent a one-on-one lightsaber battle between
only with the first Death Star, and could not target Force users. Lightsabers are not required for duels
Death Star II: Throne Room.) (conceptually the lightsaber represents finely-honed
Although Death Star and Death Star II may be on table skill rather than the physical object). Once a duel has
at the same time, each player may deploy locations been initiated follow this order:
only from one of them. In other words, once you deploy 1) Responses to the initiating: actions to cancel the duel
a Death Star location, you may not deploy a Death (Jedi Escape, Sense) or that are played as a
Star II location in that game, and vice versa, though response to the initiation (Sith Fury)
your opponent is free to deploy locations from the other 2) If the duel is not canceled, both players may play any
Death Star. cards that add duel destinies (Focused Attack) or
modify duel destinies ('throwing' Darth Vader's
Lightsaber). No other actions are permitted. The
player initiating the duel performs the first action.

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Appendix C - Special Rules
3) Follow duel cards directions (usually drawing destiny) Dark also plays The Ebb Of Battle to add 1 to one of his
to determine winner. No other actions may be destiny draws. Dark has the higher total and wins the
performed at this time (except responses to destiny duel. Nothing happens in Step 4 because You Must
draws, e.g. The Ebb Of Battle) Confront Vader doesn't have any special results that
4) Duel has its result, as stated on the duel card. occur when Dark wins (it does not specify that Luke is
However, if one or both participants leave table lost, or that Light must lose Force, or anything else). In
before this step, the duel immediately ends with no Step 5, no automatic actions are triggered. In Step 6,
result. Responses to a character going lost or out of Dark deploys I Am Your Father on Luke as an optional
play would normally occur here. response to Vader having just won a duel.
5) Any automatic actions to the duel are triggered The next time that it is Light's move phase, Light
6) Any optional just actions to the duel may be initiated decides to try again. Luke and Vader are still at the
same location, and so Light initiates the duel. This time,
Dueling - Epic Duel
neither player has any actions to play in Step 1 or Step
An "epic duel" is a type of duel that represents one with
2. In Step 3, Light draws a much higher destiny than
long-ranging consequences. The duel between Darth
Dark, causing Luke to win the duel. During step 4, You
Maul and Qui-Gon on Tatooine was obviously not
Must Confront Vader causes several results to play out:
important, while their fateful match on Naboo possibly
the Jedi Test is completed (raising Luke's ability to 6
changed the course of galactic history. There are many
and enabling Light to add a battle destiny in every
cards which initiate an epic duel including the card titled
battle), and Luke is made immune to attrition < 5. Light
"Epic Duel." These other cards do not require that Epic
also has I Feel The Conflict on table (" Each time you
Duel be on table in order to initiate an epic duel.
win a battle or duel, opponent loses 1 Force (cannot be
Because of this confusion, any reference to "Epic Duel"
reduced) and stacks lost card here face down.") so
is a reference to the card title, and "epic duel" to a duel
during Step 5, as an automatic response to losing the
which is an epic duel (this is a singular, specific
duel, Dark must lose 1 Force and stack it there. Neither
exception to the rules; capitalization never matters in
player has any optional responses for Step 6.
any other circumstance). The objective Hunt Down And
Destroy The Jedi/Their Fire Has Gone Out Of The Dueling And Epic Dueling - Example
Universe will not be placed out of play if you initiate an Epic Duel is on table. Vader moves to Obi-Wan's site
epic duel without using the Epic Duel card. and Dark plays The Circle Is Now Complete. At this
point, Dark must declare if they're initiating a regular
Dueling - Dueling Captives
duel or an epic duel, as that determines how the card is
In some instances a card (such as Take Your Father's
being played. If it was a regular duel, Dark would then
Place) may allow a character to duel a captive. The
pay 1 Force and follow the Interrupt's game text.
captive is considered active until the results of the duel
However, he wishes to have an epic duel, so Epic
card are completed (step 4 above). After this, no
Duel's game text is examined. It says Vader must be
responses that target the captive by name or persona
with the specified target (Obi-Wan, according to our
may be initiated (except by the duel card). Thus in a
interrupt), and the duel is then carried out using the
Vader/Luke duel initiated by Take Your Father's Place,
Epic Event's game text only; aside of stating who is
Dark may not deploy I Am Your Father and Light may
doing the dueling, the Interrupt's game text is now
not play NOOOOOOOOOOOO!, but the results on the
ignored (though it may still be canceled, grabbed, etc.).
objective will still occur.
After this is over, Dark moves Mara Jade, The
Dueling - Example Emperor's Hand over to Luke's site from an adjacent
You Must Confront Vader is on table, targeting Luke site. Mara's game text allows her to use Vader's
Skywalker as the apprentice. You Must Confront Vader Obsession and Epic Duel as if Vader, so Dark may
says "Attempt during your move phase when Vader with choose to play Vader's Obsession using its game text
target (even as a non-frozen captive). Vader and target or Epic Duel's. In this case, the Interrupt's game text is
duel: Each player draws destiny. Add ability. Highest used, and Luke is defeated. The next turn Luke comes
total wins. If target wins, test completed: Leave on back again and deploys directly to Mara's site.
table. Add one battle destiny in every battle. Also, target However, Dark has another copy of Vader's Obsession.
is immune to attrition < 5." Because Mara cannot move to his site from an adjacent
During Light's move phase, Luke and Vader are at the site (per the wording of Vader's Obsession) she can't
same location, so Light initiates the duel. Dark gets first have another regular duel, but she can have an epic
response and plays Lightsaber Parry ("If opponent just one. Dark may play the Interrupt using the text of Epic
initiated a duel, opponent must choose to lose 4 Force Duel, and the condition of moving over no longer
or cancel the duel.") but Light cancels Lightsaber Parry applies.
with Sense. Light gets the next response and passes, However, fearful that Luke's got something planned,
then Dark passes. Step 1 is complete and the duel has Dark waits, then persona replaces Mara with her virtual
now begun; it cannot be canceled at this point. During version, which has a permanent lightsaber. However,
step 2, Light gets first action and passes, then Dark she loses the original Mara's game text permitting her to
plays Focused Attack to add a destiny to his total. Both use those Epic Duel cards.
players then pass and Step 3 begins. Light draws his
destiny first, and then Dark draws his two destinies.

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Appendix C - Special Rules
Hatred Cards a valid target for an 'insert' card, a Reserve Deck must
Some cards, such as The Dark Path (V), may instruct contain a minimum of two cards (otherwise there's
the Dark Side player to stack a card face down as a nothing to insert between). Inserting is a form of
'Hatred' card, and/or may target 'Hatred' cards for deployment, thus any action that allows you to deploy
various gameplay purposes. Because 'Hatred' cards are an Effect will allow you to deploy an insert card, and
stacked face down, they are in a Supporting state (see must obey uniqueness rules.
Stacked Cards And Card State, Chapter 1). Any card or Insert Cards - Inserting
action which attempts to target 'Hatred' cards may When inserting a card in your opponent's Reserve
target them in their Supporting state. Deck, you must insert it face down. (Cards that insert
Also, the Dark Side player may peek at any of their face into your own Reserve Deck, such as Access Denied
down Hatred cards at any time. This is a specific and Restricted Access, specify that they are inserted
exception to the normal rules about viewing face down face up.) The Reserve Deck is shuffled and cut
cards (found in Looking At A Deck, Pile, Or Stack, (repeating the shuffle and cut as needed until no 'insert'
Chapter 1). card is on top of the deck), then replaced.
Hoth Energy Shield Rules Insert Cards - Revealing
See Hoth: Main Power Generators, Ap. B. When an 'insert' card reaches the top of the Reserve
The Hoth: Main Power Generators site produces an Deck, it is considered revealed. When an 'insert' is
energy shield which is "strong enough to withstand any revealed it immediately becomes the topmost action,
bombardment." This shield protects much of Hoth for suspending all further game play. Responses, whether
the Light Side by preventing many forms of Dark Side automatic actions (Your Insight Serves You Well) or
deployment and movement; however, the Dark Side optional (Don't Forget The Droids) may now be initiated.
may deploy or land beyond the shield and "march in" to If the 'insert' card is not canceled, it then resolves, then
Echo Base. When the Main Power Generators site is is placed in the Lost Pile. Game play continues.
face up on table, the energy shield covers all Echo
Base sites and the first three marker sites. The shield Insert Cards - Effects On Gameplay
will never extend beyond the 3rd marker. • Whenever the deck is shuffled, 'insert' cards are
Starship/vehicle sites corresponding to starships or shuffled along with it. If at the completion the top card
vehicles that are at shielded sites are considered to be is an 'insert' card, reshuffle until that's no longer the
shielded sites as well. At shielded sites, the Dark Side case.
may not: • A Reserve Deck with an 'insert' card in it cannot be
• deploy vehicles, starships or characters (not even counted.
spies) unless specifically allowed to deploy to shielded • 'Insert' cards are not considered to be a part of the
sites; opponent's Reserve Deck (but instead are considered
• take off, land, shuttle, docking bay transit, perform a to be on table). 'Insert' cards can never be activated,
Bombing Run, or use abilities that relocate cards (e.g., lost to satisfy Force damage, used as a destiny draw
Elis Helrot, Chief Bast); or etc.
• add power to battles as a result of starships controlling • Whenever one of your opponent's cards comes to the
the system (e.g., from the Hoth system location, a top of your Reserve Deck, you must reveal it so that
Victory-Class Star Destroyer or Fear Will Keep Them both players can see whether it is an 'insert' card. If it
In Line). is not, return it to the top of your Reserve Deck,
The energy shield does not protect the Light Side from otherwise it is revealed.
a ground assault "underneath the shield." At shielded • While an opponent's insert is in your Reserve Deck,
sites, the Dark Side may you must declare to your opponent how much total
• move vehicles and characters from site to site; Force you intend to activate for your normal activation
• deploy and use creatures, weapons, Effects, and other of Force (during your Activate phase), or whenever
cards normally; and any action allows you to activate a variable amount of
• perform any actions not otherwise prohibited by these Force. You are then required to activate exactly that
rules. amount (although other actions and valid responses
The energy shield does not restrict the Light Side in any may be played during that activation, as normally
way (because conceptually the Rebels can activate and permitted). If all of the opponent's insert cards in your
deactivate the shield to allow their own forces to pass). Reserve Deck are revealed during your activation
When the energy shield is not active, both sides can action, after resolving all of them, you have the choice
deploy and move to Hoth normally. of then activating more than the amount you declared,
Shielded Hoth sites are never battlegrounds. See up to the maximum you are permitted by that
Locations - Battlegrounds, Ch. 9. activation action.
• If an insert card is revealed during a "peek" at your
Insert Cards Reserve Deck, it is not considered to have reached
An 'insert' card is any card which instructs you to insert the top of your deck yet, and as such does not resolve.
it into a Reserve Deck. "Insert" is defined as: the act of In addition, since an insert is not a card in your
sliding a card face down into your opponent's Reserve Reserve Deck, it does not count as a card when
Deck (or face up into your own), then reshuffling. To be peeking, and thus can be ignored. All "peeked at"

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Appendix C - Special Rules
cards that are returned are replaced such that they are Jedi Testing - Apprentice
on top of the insert card. For example, Dark Side For Light Side, an "apprentice" is a non-droid, non-Jedi
player uses The Dark Path. He peeks at the top two character who was targeted as such by Great Warrior
cards, but the third card down in his Reserve Deck has (Jedi Test #1). The apprentice must have less ability
a Light Side back, and when revealed is shown to be than its mentor.
Never Tell Me The Odds. He replaces it on the deck, For Dark Side, an "apprentice" character is defined by
and peeks at the card below it. He then places two of the virtual card Revenge Of The Sith.
the three cards peeked at in his Lost Pile, and returns Whenever a card references an "apprentice" it either
one card such that it is on top of the insert card. refers only to Light Side apprentices or only to Dark
Side apprentices. If that card makes any mention of
Jedi Testing Jedi Tests or training destiny, then it is referring to Light
The Light Side can train non-droid characters in the use Side. For example, the card Failure At The Cave
of the Force using Jedi Test cards. Completing Jedi mentions Jedi Tests, and the card Reflection mentions
Tests gives you new capabilities that can have far- training destiny, therefore these cards only refer to Light
reaching consequences, and can also raise your Side apprentices.
character's ability. Attempting Jedi Tests involves
bringing an apprentice to a mentor on Dagobah and Jedi Testing - Mentor
drawing training destiny (any time the mentor or the A character of ability > 2 who is targeted to train an
apprentice leaves the table, uncompleted Jedi Tests are apprentice.
lost). Each Jedi Test card describes how to begin, Jedi Testing - Mind What You Have Learned
attempt and complete the test. The following rules apply This objective has numerous effects on the way Jedi
to Jedi Tests: Testing works. These changes supersede the normal
• For every Dagobah site on table (except generic Jedi Testing rules.
sites), you may add 1 to each training destiny draw. Even though the apprentice's Jedi Tests are deployed
• Each time an apprentice completes a Jedi Test onto the table, the tests should be treated as if they
numbered higher than that character's ability, the were still deployed on him or her. Thus, if the
ability number increases to match the Jedi Test apprentice leaves table, they would be lost, if he/she
number. For example, completing test #4 raises the becomes inactive, so will they, etc. You still obviously
apprentice's ability to 4. follow the text on the Side 7 of the objective that states
• A mentor may train only one apprentice at a time. that while it's up the tests are suspended rather than
• An apprentice may change mentors between Jedi lost. Completed Jedi Tests cannot be taken into hand
Tests, if necessary. from the table.
• An apprentice may not attempt a test that is already
Mind What You Have Learned - Deployment
placed on that apprentice.
Restrictions
• An apprentice may be targeted by only one
The Side 0 text on this card permits you to ignore
uncompleted Jedi Test at a time (targeting is part of
Dagobah deployment rules and location deployment
the deployment of a Jedi Test, so you cannot deploy a
restrictions listed in the game text of any version of the
Jedi Test that cannot target an apprentice). Once a
Luke or Yoda persona when deploying them to
character becomes an apprentice, that character's
Dagobah using the objective. It also permits you to
persona remains an apprentice until becoming a Jedi
deploy At Peace during your deploy phase (overriding
• A character may not be an apprentice and a mentor at its printed requirement to deploy at the beginning of
the same time.
your turn.
If a character is replaced by a different version of the The Side 7 text does not permit Luke to deploy without
same persona, all benefits he or she earned from Jedi presence or Force icons; this is a specific exception to
training apply to the new version. This is also true if that the location deployment restrictions rule.
character converts or crosses over to the other side of
the Force. See Crossing Over, Ch. 5. Mind What You Have Learned - Retrieval
If an apprentice (or mentor) becomes inactive (e.g., An action whose result may be retrieval using cards on
becomes captured or missing) any completed or Dagobah can still be initiated, but if the result is a
uncompleted Jedi Tests targeting that apprentice (or retrieval action, no retrieval occurs. For example, the
mentor) will "remember" such that -when the character Light Side may still initiate a battle on Dagobah against
is no longer inactive- the apprentice (or mentor) may the Dark Side player even though Draw Their Fire is in
resume Jedi Training from where he or she left off. play, but the Light player will not retrieve a Force.
Completed Jedi Tests are deployed on an apprentice, Similarly, Failure At The Cave will work normally,
so if the apprentice leaves table their completed Jedi except that if the destiny draw is < 4, the Dark Side
Tests are lost. does not retrieve 2 Force.
Only apprentices may attempt Jedi Tests. If an
uncompleted Jedi Test is targeting a character (as the Lightsaber Combat
apprentice) that then loses "apprentice status" (e.g. Lightsaber combat depicts the type of extended battles
replaced with a Jedi version of that persona), then that where a lightsaber-wielding Jedi attempts to wear down
Jedi Test is lost. his foe through a series of thrusts and parries. Only the
strongest of attacks will be enough to defeat your

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Appendix C - Special Rules
opponent. Lightsaber combat is not a "duel," and as Laying Mines
such is not affected by any cards or rules that affect When your mining droid is present at any site, it may
duels (and vice-versa). The objective cards We'll 'lay' (deploy face up) mines there (based upon the
Handle This / Duel Of The Fates and Let Them Make mine's game text).
The First Move / At Last We Will Have Revenge detail
Burying Mines
the conditions, targets, resolution and effects of a
If your mining droid is present at an exterior planet site,
lightsaber combat. Other cards can affect your
it may 'bury' (place face down) mines there to simulate
lightsaber combat total, Force loss from lightsaber
creation of a minefield. You may bury any number of
combat, or even how you draw lightsaber combat
cards from your hand face down underneath that site,
destiny. A lightsaber is not required to initiate lightsaber
but only during your deploy phase. You may choose to
combat (conceptually the lightsaber represents finely
bury 'real' mines, 'duds' (non-mine cards buried to try
honed skill rather than the physical object).
and trick your opponent) or a mixture of the two. When
If a player cannot draw any destiny for lightsaber
any character, vehicle or starship deploys or moves to
combat, treat their combat total as an unmodifiable 0. If
or across that site, all buried cards there are 'tripped'
one or both participants leave table before the winner
(revealed). Any duds are simply lost. Any mines
and loser are determined, the combat immediately ends
'explode,' targeting the card that tripped them if
with no result.
applicable. These mines target as normal automated
Lightsaber Combat - Combat Cards weapons (see Automated Weapons rules). If buried
The Epic Event cards Inner Strength and Deep Hatred mines are tripped during your turn and you have a
permit you to place combat cards under your Jedi (or mining droid present, you may choose to 'defuse' any or
Dark Jedi). These cards provide you with extra options all of them (at normal use of the Force) before they
for lightsaber combat or even duels, and represent the explode.
reserves of strength, combat training and use of the
Timer Mines
Force that a Jedi can call upon during combat. The
The destiny draw for Timer Mines is not considered a
cards you may place under your character must come
weapon destiny (thus it can't be modified, substituted,
from your hand.
etc., as if it were one). The phrase "owner's choice" on
Combat cards can be used to replace a single
this automated weapon refers to the owner of the
lightsaber combat or duel destiny draw. The destiny
affected characters, not the owner of the Timer Mine.
value of a combat card is a substituted destiny draw,
Timer Mines do not affect your characters. If you trip
but the physical card itself is not a destiny draw or just
your own buried Timer Mine, it is simply discarded.
drawn. When a combat card is a substituted destiny, it
can only be modified, canceled, or reset by other cards Infantry And Vehicle Mines
that specifically target combat cards. Infantry and Vehicle Mines are treated as "all card"
Additional lightsaber combat or duel destiny draws may situations (thus they may target inactive cards or your
still be drawn normally (or substituted with another own cards). If two or more potential targets trigger one
combat card, at the player's discretion). of your mines simultaneously, you may choose which
one for the mine to target. See All Cards, Ch. 4.
Local Trouble Battle
A Local Trouble battle is one where a battle has been Missing
initiated by a card titled Local Trouble. During a Local Several cards cause characters to become disoriented
Trouble battle, any other characters, vehicles, or or uncertain where they are, such as when Luke was in
starships at the site that are not participating in the the wastes of Hoth after escaping the wampa's cave.
Local Trouble battle are inactive for the duration of the This condition is defined in game terms as 'missing,'
battle, with two specific exceptions: and is caused by cards such as Ice Storm, He Hasn't
• If a character participating in a Local Trouble battle is Come Back Yet, Always Thinking With Your Stomach,
on an open vehicle, that vehicle is not inactive. and Sandwhirl. Missing characters can be rescued
• Cards that become inactive because of a Local using specific cards such as Found Someone You
Trouble battle are considered to be on table for the Have, or by forming a search party. A missing character
purposes of objectives. is inactive.
Remember that these cards are inactive by rule, they
Missing - Search Party
are not considered excluded for any game-related
During your control phase, you may attempt to find
purpose.
missing characters (even if they went missing that same
Mining Droid Rules turn) by forming and using a search party as follows:
Timer Mines, Infantry Mines, and Vehicle Mines may be 1) Designate one or more of your characters at the
deployed by mining droids (even if Undercover) in two same site as the missing character(s) to be members
different ways, as indicated below (remember that of the search party.
because automated weapons only target cards present 2) Draw destiny.
with them, characters enclosed on vehicles or starships 3) Add 1 to the destiny draw for each member of the
are immune to them). search party (2 if that search party character is a
scout).

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Appendix C - Special Rules
4) If total destiny > 5, one of your missing characters 'repaired' (such as by a Pit Droid) return it to its normal
there (random selection) is found and joins the orientation.
search party.
You may only search where you have one or more React
characters missing (you may not search for your This is a special form of deployment or movement
opponent's characters). Members of a search party (granted by cards that say 'react') that may occur during
(including any characters they find) may not move, your opponent's turn. A react occurs just after your
search again or participate in a battle you initiate for the opponent initiates a battle or Force drain, and allows
remainder of that turn. you to deploy or move one or more cards to the location
of the battle or Force drain (at normal use of the Force).
Podracing All Force costs required to move or deploy as a react
The mechanics for a Podrace are contained on the Epic are considered to be part of the initiation of the react
Event card Boonta Eve Podrace. Although you can action, and thus cannot be recovered even if the react
participate in a race without a Podracer card (the Epic is canceled. Cards such as CZ-3 are not intended to
Event permits you to place race destiny on the Podrace imply that all of the movements or deployments are one
Arena), you'll find your chances of winning are greatly big 'react.' Thus, each opponent's Sense card may
enhanced when using cards like Sebulba's Podracer or cancel only one card's deployment or movement.
Anakin's Podracer. Reacting to a Force drain cancels the Force drain if you
You can deploy more than one type of Podracer for a bring presence to the location (even if a card states that
single race (although at this time, Light Side has only the Force drain "cannot be canceled"). Once the Force
Anakin's Podracer available.) As specified on the Epic drain is canceled, no further reacts to that drain are
Event, you are only normally entitled to draw one race possible. All cards that deploy or move as a react (as
destiny per Control Phase, so if you have more than well as cards that embarked on or disembarked from a
one Podracer at the Arena, you must state which card moving as a react) are prevented from being
Podracer you are drawing for before you draw the involved in another react during the same turn (even if it
destiny. was canceled). Additionally, when a non-unique card is
deployed as a react, and that react is canceled, no copy
Podracing - Race Destiny And Race Total
of that card title may be deployed as a react during the
The Epic Event indicates when you may draw race
same turn.
destiny. Race destiny draws that you decide to use are
stacked face-up on your Podracer (or on the Podrace React - Deploy
Arena if you have no Podracer there) in the order they To deploy as a 'react,' a card must comply with all
are drawn, and your race total is the sum of all race deployment rules. Only characters, vehicles, starships,
destiny stacked on a particular Podracer (as well as any weapons, and devices may deploy as a react. If a card
modifiers). Either player may look through any race is to be deployed from a deck or pile as a react, the
destiny stack at any time (being careful not to change reacting player would search the deck or pile during the
the order of the cards there). Once used (or "stacked"), Result Step, after any responses (such as attempts to
a race destiny is no longer considered to be a destiny cancel the react) are complete. If an unpiloted starship
draw, and as such is unaffected by anything that would or vehicle is being deployed as a react to a location that
cancel, modify or replace a destiny draw. requires simultaneous deployment of a pilot, you may
Since race destinies are stacked from Life Force, they also deploy a pilot from hand (even if the pilot is not
are in a Supporting state. If a race total does not exist, it specifically allowed to react).
is still targeted normally, and is treated as an
React - Move
unmodifiable 0. This is a specific exception to the
Cards that move as a react are permitted to move to the
normal rules of undefined values. "Here" on a podracer
location of an opponent's just-initiated battle or Force
refers to a race destiny stacked on that podracer, not
drain. Unless specifically stated otherwise, moving as a
any other. For example, when Dud Bolt's Podracer is
react must always be to the location of the opponent's
lost, only the race destinies stacked on that podracer
battle or Force drain. Arcona and Tauntaun are
are placed in Used Pile.
examples of cards whose game text specifically allows
Podracing - Damage And Repair them to move away from the opponent's battle (if
During a race, your Podracer may become 'damaged' reacting away removes all your presence there, the
by cards such as Hit Racer and Losing Track. To battle will end).
indicate this, rotate the Podracer 180° such that it is When moving as a react, the reacting cards must
upside down with respect to its owner (note that observe all normal movement rules or game text, such
damaging an already damaged Podracer has no effect). as being within range, obeying the Unpiloted rule,
While damaged, you may draw race destiny normally, having a nav computer if moving through hyperspace,
but if you choose to use a race destiny (by placing it on paying normal costs (unless stated otherwise), and so
your damaged Podracer) you must first lose 1 Force. on. A card that may move as a react to a battle or Force
This Force loss is considered to be Force loss from drain may not react if it is already at that location. As
your card (where your card is your damaged Podracer), such, a card moving as a react may not 'disembark'
and cannot be reduced. If your damaged Podracer is from a starship or vehicle to a battle or force drain at the
same location as that starship or vehicle. A card moving

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Appendix C - Special Rules
as a react may, however, disembark once before starts and disembark when it ends). Wedge cannot
departing its current location, and embark once after it embark on Rogue 3, however, because you can only
arrives at the final location. embark on a card that begins a react, not when it ends
The following forms of movement are legal moves for it. Also, Light's cards at the Yavin 4: Docking Bay
the reacting card (not other cards): cannot use docking bay transit to react to the battle,
• using its landspeed or hyperspeed; because that is not a form of movement allowed by the
• landing or taking off; react movement rules.
• embarking on or disembarking from a vehicle or Moving As A React - Example 2
starship; The Dark Side text on Nar Shaddaa reads "Starships
• performing any regular sector move; piloted by bounty hunters are power +1 here. All
• moving between a mobile system and the system it is starships may move between here and Nal Hutta as a
orbiting; 'react.' Let's assume that both Nar Shaddaa and Nal
• entering or exiting a vehicle or starship site to the Hutta are on table. Light has Captain Han Solo aboard
adjacent site where the vehicle or starship is located. the Millennium Falcon at Nal Hutta, and Officer Dolphe
Other cards may embark on the 'reacting' card just aboard Bravo 2 at Nar Shaddaa. The Stalker (V) with
before it leaves, and disembark just after it arrives. Admiral Piett and Commander Praji aboard is also at
Deploying As A React - Example 1 Nal Hutta. Dark comes down with the Avenger and two
Dathcha has a Comlink ("If opponent has just initiated a non-unique Imperial-Class Star Destroyers to Nar
battle or Force drain at Comlink's location or an Shaddaa. He goes to initiate battle. Light wishes to
adjacent site, you may 'react' by deploying cards (at move the Falcon over as a 'react.' Normally, location
normal use of the Force) to that battle or Force drain rules state that any text that allows a player to initiate
location.") at  Desert. Light battles him there, so Dark an action (such as a 'react') applies only to the player
begins deploying cards as a react. He deploys Ronto on the same side of the Force. But note that in this
(for 2 Force), his opponent takes no action, he deploys particular case, context provides an exception, because
Blizzard 2 (V) (for 6 Force), his opponent takes no the card says "All" starships. So Light can move the
action, Dark deploys AT-AT Driver on the walker (for 2 Falcon over, play Punch It!, and any other applicable
Force), his opponent takes no action, and Dark takes cards to generally ruin the dark player's day. But Dark is
no action. He could not react with the Sandwhirl he had not finished. He wants to bring his Stalker (V) over to
because it's a Mobile Effect. Dathcha cannot embark on join the battle as well. He cannot do so as a 'react'
the Ronto because unless a card or rule specifically (because you are not permitted to 'react' to your own
says otherwise, you only embark during your move battles), but he can 'follow' the Falcon over from Nal
phase. Hutta (for 1 Force) because it is within range and
because the Stalker's text permits it to do so whenever
Deploying As A React - Example 2 an opponent's starship moves from its same system.
Light Force drains at Bespin: Cloud City. Dark deploys
Patrol Craft ("May deploy or move as a 'react.'") there Sabacc
as a react, simultaneously with Mercenary Pilot from his In the Star Wars universe, sabacc is a high-stakes card
hand (for 3 Force total). This is legal because, even game commonly played by gamblers, cutthroats and
though the Mercenary Pilot cannot deploy as a react, a other rough characters. Many variants exist throughout
Patrol Craft cannot deploy unpiloted to a cloud sector, the galaxy. You and your opponent can play sabacc as
so any legal pilot in hand can be deployed with it. a "side game" by using special sabacc Interrupt cards.
Later that turn, Light battles a lone Mercenary Pilot at The following rules apply to all sabacc variants.
the East Platform. Dark reacts with another Patrol Craft The object of the game is to draw two to six sabacc
to that site. However, he cannot deploy it cards which have a total value as close to 11 as
simultaneously with pilot, because Patrol Craft may possible (without going over). To initiate sabacc, you
deploy unpiloted to sites. He also cannot have his must target one of your characters that meets the
Mercenary Pilot embark on board (for the same reason requirements on the sabacc Interrupt (it is not
Datcha couldn't climb on his Ronto). The Patrol Craft necessary for an opposing character to be present;
would remain unpiloted this battle. However, Dark conceptually, your character can play against an
deploys Boba Fett ("May deploy -1 as a 'react' to same unseen adversary). Your opponent may also target one
site as a gangster or smuggler.") aboard it, because of his characters if he has one who meets the
Boba Fett's game text allows him to deploy as a react; it requirements. For example, in Cloud City Sabacc,
is in no way related to the react of Patrol Craft. targeting a gambler can be helpful to either player. Both
players temporarily set aside their regular hands while
Moving As A React - Example 1 playing sabacc, although on rare occasions you may
Dark initiates a battle at Echo Docking Bay against access your hand in order to initiate a 'response' action
Wedge. A Snowspeeder at the first marker moves there during the game (such as in response to an insert
as a react (for 1 Force). At the second marker, Luke appearing). If the character used to initiate sabacc is
With Lightsaber embarks on Rogue 3 (piloted by Dash lost mid-game for some reason, sabacc immediately
Rendar) and Rogue 3 moves to the docking bay as a ends with no result, and each player places their
react (for 1 Force), at which time Luke disembarks sabacc hand cards in their Used Pile.
(when Rogue 3 reacts, characters can react when it

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Appendix C - Special Rules
Sabacc - Playing Sabacc sabacc (such as from an 'insert' card). When the Light
Each player draws the top two cards from his Reserve Side player wins an Imperial starship as a stake in
Deck (sabacc cannot be initiated unless this is sabacc, that starship becomes a Rebel starship (and
possible). Players may then choose to draw additional vice versa).
cards. Beginning with your opponent, each player in When a game of Sabacc has already been initiated and
turn may either draw a card or "pass." (A player must a player is unable to draw the 2 cards necessary to
pass if he has no cards remaining in his Reserve Deck begin the hand, the Sabacc game will immediately end
or if he already has six cards in his sabacc hand.) After with no result (see Empty Deck Or Pile) and any
a player passes, that player may not draw any more Sabacc cards already drawn are placed in their owner's
sabacc cards. Each card's value is equal to its destiny Used Pile.
number, except for wild cards and clone cards (which
are defined on the sabacc Interrupt): Senate
• Each wild card must be assigned a value within the The Galactic Senate was the center of government in
range shown on the sabacc Interrupt. (You may the Old Republic, where conflicts were resolved with
choose a different value for each of your wild cards.) words rather than weapons. Battles may still take place
• Each clone card must "clone" (duplicate) the value of there, but as is indicated by the site itself, during battles
any other non-clone card in that hand (even a value there a character's politics is treated as that character's
assigned to a wild card). A hand containing nothing power (for anything that checks power). Any card which
but clone cards has a total value of zero. Players modifies or resets a character's power at the Galactic
choose the values of their wild cards and clone cards Senate is ignored during battle (though you may still
(if any), then reveal their entire sabacc hands to modify total power as normal).
determine the winner. Agenda
• The player who is closest to 11 (without going over) A character's agenda(s) is listed in a sentence of their
wins. game text, immediately following the keyword
• If both players go over, the player who is closest to 11 "Agenda(s)." For example, Queen Amidala, Ruler Of
wins. Naboo has the agendas of 'justice' and 'peace.' Other
• In the case of a tie, the player with the fewest sabacc game text can then provide a benefit or disadvantage
cards wins. (If players also tie for number of sabacc based on a condition relating to that agenda. When
cards, the game is a draw; there is no winner or loser) referring to two characters, a matching agenda exists if
The loser must give up one sabacc card as follows: either of them has one agenda that the other character
• If any cards in the loser's sabacc hand are listed also possesses.
among the stakes, the winner chooses one such card Politics
and places it in his Used Pile as if stolen (see Some characters have a numerical value entitled
Stealing). Politics, whether it is printed (such as on Aks Moe) or
• Otherwise, the winner chooses any card there to be provided by another card (such as the Objective My
lost. All remaining sabacc cards are then placed in Lord, Is That Legal). This indicates their relative political
their owners' Used Piles and regular gameplay power when 'voting' (battling) at the Galactic Senate.
resumes. Politics functions differently than the normal rules of
Sabacc - Perfect Sabacc values. A character whose politics is 0 (even if
If a player's first two sabacc cards total exactly 11 (with temporarily reduced) is a character without politics.
no wild cards or clone cards), that player announces Also, a character without politics can have his politics
"sabacc!" and immediately wins double: the loser must added to by other game actions (though if a value is
give up each of his two sabacc cards (stakes to the reset the normal reset rules will still apply). Whenever a
winner's Used Pile; others to the loser's Lost Pile). If player has no characters with politics at the Galactic
both players have a perfect sabacc, the game is a draw. Senate, their total politics is considered an unmodifiable
If you use any game text (such as Lando) to modify zero.
your total, you cannot have a perfect sabacc. Senate Majority
Sabacc - Timing & Mechanics A player has a "senate majority" when his or her total
Each hand of sabacc is a single action initiated by the politics at the Galactic Senate is greater than the
play of the appropriate Interrupt card. Sabacc may not opponent's total politics there (in the case of a tie,
be initiated during battle. Sabacc draws are not destiny neither side has senate majority). All that player's
draws, and thus do not trigger the game text of cards characters at the Galactic Senate are then "in a senate
such as R2-D2 or Tauntaun Bones. Apply all majority".
continuous modifiers to the destiny numbers of cards
drawn during sabacc. For example, conditions at Kiffex
Stealing
A card is stolen when one player is able to take the card
could cause the Tonnika Sisters card to have a sabacc
from the other player and use it as his own (from that
value of four.
point out, the new player is considered the "owner").
Your sabacc hand is considered part of your Life Force.
The opponent may not take ownership of one of your
As such, cards from your sabacc hand may be lost to
cards unless a card or rule allows it to be stolen (or
satisfy required Force losses that might occur during
'won' in the case of sabacc). If an action would result in

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Appendix C - Special Rules
you placing an opponent's card into your own hand, on it) then that additional device remains attached and
Lost Pile or Life Force without actually 'stealing' the is also stolen.
card, that action simply fails. For further examples, a character which has game text
For example, an empty landed starfighter cannot be allowing it to steal (or is targeted by another card which
stolen simply by having an opponent's pilot walk up to it. allows theft) may steal a lightsaber or a Light Repeating
Stolen cards that are placed in the new owner's Life Blaster Cannon, but may not steal Proton Torpedoes, a
Force can be activated, used, lost, deployed, etc. as if Laser Gate, a Hydroponics Station or the Planet
they were still that player's cards (they are still Defender Ion Cannon. The thief does not have to
considered 'stolen'). However, if a 'stolen' card is stolen actually be able to use the weapon or device, just carry
back by its original owner, it is no longer considered a it.
'stolen' card for any purposes. At the end of the game, Remember that when a character is carrying a weapon
stolen cards count towards their owner's Life Force or device they cannot use, that card is inactive. A
total. This is different from a card your opponent inserts weapon that has been stolen may be targeted to be
in your Reserve Deck, which is not considered stolen stolen back (even if inactive). A stolen weapon or
(and is still your opponent's card). See Insert Cards. device follows the normal rules of transfer (even if
Stolen cards are returned to their rightful owners at the inactive) (See weapons - transferring).
end of the game. Be aware that a character being a "thief" does not in
Note that any starship, vehicle, weapon, or device with itself give the ability to steal other cards. Additionally,
the word 'Stolen' in title is always considered to be a even when a card allows stealing, a device may not be
stolen starship, vehicle, weapon, or device respectively, stolen if the opponent has characters being carried by
regardless of owner. Also, any card with 'Stolen' in title that device.
is still considered to be 'just stolen' whenever a player
Stealing - Examples
steals it.
Reegesk steals Dash In Rogue 12. The Dash persona
Stealing Vehicles And Starships is removed from the card and replaced with a generic
Even when a card allows stealing, an opponent's dark side permanent pilot who provides ability of 3.
starship or vehicle may not be stolen if the opponent Light is not prevented from deploying Dash Rendar,
has characters aboard (except characters at a starship since he's no longer on board Rogue 12.
or vehicle site - those are permitted).
Note that permanent pilots/nav computers are not Reegesk attempts to steal a weapon from Light's Lost
characters and thus do not prevent stealing. Pile: X-Wing Laser Cannon, Obi-Wan's Lightsaber,
When you steal a vehicle or starship, any vehicles and Medium Repeating Blaster Cannon are in the pile. Both
starships in its cargo bay are simultaneously stolen as the Medium Repeating Blaster Cannon and Obi-Wan's
well, along with any weapons and devices deployed Lightsaber can be carried by characters, but only the
upon on any of these stolen cards or in their cargo Obi-Wan's Lightsaber is a character weapon, therefore
bays. Each of these additional stolen cards simply that is the only valid choice.
remains on (or in) its respective vehicle or starship.
Other cards (such as Effects) also remain in place, but Trench Rules
are not considered stolen. The Death Star: Trench is an exterior mobile site with
If the vehicle or starship has a permanent pilot, it is some special properties. It must deploy next to the
conceptually replaced by a permanent pilot of the Death Star system (it cannot deploy if the system is not
opposite side of the Force possessing the same ability on the table) as shown below.
number and listed abilities. Any unique personas
identified as permanent pilot/astromech are no longer
those unique personas while the opposing player
controls them. If returned to the original owner, it is
restored to its original game text. If this would cause
two versions of the unique persona to be on table, place
one of them (and all cards on them) in owner's Used Players may not deploy or move any cards to the
Pile. Trench unless a specific card allows them to do so
Stealing Weapons And Devices (e.g., Attack Run, Maneuver Check and the Death Star:
The only types of weapons that may be stolen are Trench itself).
character weapons [unless explicitly stated within a Undercover Spy Rules
card's game text, 'won' as 'stakes' (See Sabacc), or Certain cards can make your character into an
being carried by a vehicle or starship which is itself "undercover spy", such as the Effect card Undercover
stolen]. Only devices that may deploy upon (or be or the Immediate Effect A Gift. When your spy goes
carried by) a character may be stolen [again, unless undercover, place it on your opponent's side of the site
explicitly stated within a card's game text, 'won' via (even if spy was on an enclosed vehicle).
Sabacc, or being carried by a vehicle or starship which Your undercover spy is considered inactive. However,
is itself stolen]. Additionally, if a weapon or device is the following exceptions apply:
stolen while another device is deployed upon it (e.g. an • Their game text remains active.
Imperial Blaster is stolen while it has a Blaster Scope

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Appendix C - Special Rules
• You may still deploy Effects, weapons, and devices the cost (if any) is listed on their owner's side of the
onto your undercover spy (they are not inactive). location.
• Except during battle, they may still be targeted by Undercover Spy Rules - Breaking Cover
Interrupts, as well as cards that target spies (or ISB Certain cards will cause an undercover spy to "break
Agents), and anything that would cause them to be cover" (cease being undercover). You may also have
dueled, hit, or lost. your undercover spy voluntarily break cover during your
• Undercover spies may still be attacked by creatures, deploy phase. If your undercover spy ceases to be a
and any creature attached to an undercover spy will spy (for example, loses the Plastoid Armor) they will
remain active. also immediately break cover. If your spy's cover is
Note that these exceptions apply only towards the spy's broken, (either voluntarily, or by opponent's card) it
state as an undercover spy, anything else (such as loses all undercover-related cards and returns to your
going missing or 'all cards' situations) overrides these side of the table.
exceptions. Also, when an undercover spy goes
missing, the character remains undercover, but missing Undercover Spy Rules - Dueling
rules will override the undercover spy rules until they When your undercover spy is dueled, they are active for
are found (thus while missing, they cannot use their the duration of the duel, and return to being inactive
game text, cannot have Effects, weapons, or devices once it's complete (if still on table).
deployed on them, they no longer prevent force drains Undercover Spy Rules - Examples
from being initiated at their location, etc.). Undercover is deployed on Leia Organa at the Death
Wherever you have an undercover spy: Star: Conference Room where The Emperor and Lord
• Your opponent cannot Force drain. Vader (armed with a lightsaber) are present. Leia is
• You may deploy without presence or Force icons. inactive and thus not on table for most purposes.
Undercover Spy Rules - Deploy as Undercover Spy However, Light deploys Leia's Blaster Rifle on her
Some characters may (or must) deploy as an (because Effects, weapons, and devices can deploy on
undercover spy. In such cases, the character can only undercover spies). Light deploys Obi-Wan With
deploy to a site location, never aboard a vehicle or Lightsaber there (because you may deploy to a site
starship card. The character deploys to the opponent where you have an undercover Spy) and Dutch.
side of that location. Canceling the game text of such Dark then plays The Circle Is Now Complete to initiate a
characters will not stop them from being undercover. duel between Vader and Obi-Wan. During the duel,
Deploying a card as an undercover spy still counts as Obi-Wan is power +1 because of Leia's game text
deploying a character, a card with ability (if applicable), (undercover spies may still use their game text). That
a card of that card type, a copy of that persona, etc. bonus is not enough, however, and Obi-Wan loses and
before going undercover. is placed out of play.
Feeling gutsy, Light then initiates a battle there.
Undercover Spy Rules - Movement Because undercover spies are inactive, Leia does not
Undercover spies may move using landspeed or participate in the battle, so she can't fire her weapon,
docking bay transit, but these moves are performed etc. However, her game text is still active.
during the opponent's move phase instead of their own. Unsurprisingly, Dutch loses the battle and is forfeited.
They still use the docking bay text on their owner's side The next turn comes and during his control phase Dark
of the location. cannot Force drain at Leia's site because even though
Undercover spies may move using the movement text he controls the site, undercover spies prevent Force
on their owner's side of a location. Follow the drains at their site. Instead, he plays Sniper to swing at
instructions listed in the movement text. If the Leia (undercover spies may be targeted by Interrupts
movement text does not specify a timeframe, the and to be hit). Luckily for Leia he misses. Dark attempts
movement occurs during the opponent's move phase to use the Interrupt Force Lightning to fry her (he may
instead of their own. do so because Force Lightning is targeting her to be
Undercover spies may use landspeed to move as a lost and is an Interrupt); he misses. Dark, frustrated,
'react', if permitted by their game text or a card that may moves Emperor and Vader to the War Room. Leia
target them, such as an Interrupt (e.g. Dash). follows, because undercover spies move during the
Undercover spies may be relocated by cards that can opponent's move phase.
target them, such as Interrupts. Remember who the
owner of the undercover spy is. For example, Light's At the start of his control phase Light uses Sorry About
undercover spy could not "tag along" when Dark plays The Mess for Leia to fire at Vader (she can also be
Elis Helrot, which relocates only Dark's cards. Follow targeted by Light's Interrupts), and hits. During his
the instructions and timing (if any) listed on the deploy phase Leia breaks cover (no cost is listed so it's
relocation card. free) and Undercover is lost. Light then deploys TK-422
Undercover spies may not move onto starship or to the War Room and moves Leia back to the
vehicle cards, but they may move to starship sites or Conference Room. During Dark's next turn, they wish to
vehicle sites. If moving between a starship/vehicle site battle the now active Leia and they have a copy of This
and the location the related starship/vehicle is present Is Just Wrong in hand to make Leia power -2. Dark
at, this occurs during the opponent's move phase, and wishes to deploy it on TK-422, but since that card

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Appendix C - Special Rules
cannot deploy on undercover spies, they deploy it on
the Emperor instead.
Being Inactive
Because undercover spies are inactive, they are not
considered on table for most purposes. Thus, if Arica is
at the Landing Platform, she will have no effect on Luke
and There Is Good In Him. Likewise, an undercover
Han will cause Or Be Destroyed to flip back. Corran
Horn would still be able to break the cover of
undercover spies, because he specifically targets them.

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Appendix D - Identifying Cards
Many rules and cards will refer to certain attributes on "Jedi" in Padme's game text doesn't make her a Jedi,
cards for identification purposes (Droid, Jedi, star because it's obviously not referring to her.
destroyer, hologram, etc.). Cards are most commonly If a card has an attribute by virtue of its game text,
referred to by name, subtype, or icon. and that game text is canceled, they still have the
attribute (unless they have it conditionally, such as
"Spy while on Coruscant."). In these cases, Lando
Calrissian (V) and Rebel Squad Leader would remain
smugglers and troopers, respectively.
Lore
As you can see by the images above, lore is not
typically used to identify a card. Lore exists to provide
flavor and background information. In the instances of
the cards above, Artoo is not a maintenance droid and
Conquest is not a cruiser. Even though their lore refers
to those things, it is not generally used to identify a
card.
The two cards pictured here illustrate this. They might That being said, there are some rare cases where it is
be referred to by their card type icons - droid or starship used. It is important to remember that these are
- or by other icons on the card. Artoo, for instance, is exceptions to the normal rules of referencing - lore
from Episode I; Conquest has a permanent nav is normally not used to identify a card. These are the
computer and scomp link. The cards can also be only six situations where lore matters:
referred to by their name (or a part of their • Dejarik Rules, See Dejarik Rules, Ap. C
name) or their subtype (or a part of that). • Enclosed rule, See Starships - Enclosed, Ch. 9
Artoo, for instance, is an astromech, because his • Squadron designations, See Starships - squadron
subtype is "Astromech Droid." Conquest is "Capital: designations, Ch. 9
Imperial-class Star Destroyer." This means that any • Gender, See Gender in the following section
references to capital starship refers to Conquest, as • Characteristics, See Characteristics
well as star destroyers and Imperial-class star • A card specifically refers to lore (such as ISB
destroyers. This applies to all cards: Probe Droid and Operations)
Sith Probe Droid are both probe droids, because "probe A breakdown of this by card type is found at the end of
droid" is a part of the name. Likewise, Jabba's Space this chapter.
Cruiser and Home One are both cruisers, because it's
part of the name for the former and part of the subtype Image
for the latter. With the exception of identifying certain characteristics
A certain amount of common sense is required with for some non-unique cards, images never matter for
this (if confused, check the list at the end of the any other gameplay purposes. See Characteristics -
appendix for some of the most common examples). The Rule of Three
Astromechs, for instance, are characters (droids), thus Defined Attributes & Loaded Keywords
Astromech Translator and Astromech Shortage are not Certain cards are referred to by defined attributes - this
targeted by cards that refer to astromechs. Likewise, means that they have the attribute not because it's
banthas are creature vehicles (big lumbering beasts directly stated on that card, but because of a rule. In
you ride) - Bantha, Rogue Bantha, and URoRRuR'R'R's other cases, an attribute is simply defined based upon
Bantha are all banthas, WED-9-M1 'Bantha' Droid, known information about the card (Chief Chirpa is an
Bantha Herd, and Bantha Fodder aren't. In addition, Ewok). Some attributes have certain rules that apply to
there is a list of characteristics - characteristics those cards that have them (sometimes called "loaded
never refer to a card that is not a character. For keywords"). Both of these are explained in this section.
instance, Red Leader In Red 1 is not a leader, even Note that there are some defined aspects also
though "leader" is in the card's name and the described in Chapter 9 that are specific to its card type.
permanent pilot's name. For instance, the three creature types are under
Game Text creature, the different starships under starships, and
A card may also gain attributes by its game text. Lando prisons under locations.
Calrissian (V) is a smuggler by his game text. Likewise, Bomber
Rebel Squad Leader is a trooper - his game text refers All B-wings and TIE/sa are bombers.
to "other troopers" which indicates that he himself is one
(they can't be other troopers if he isn't one). A card's Gender
game text must indicate that it is referring to itself to Only characters (even droids) have gender. Whenever
gain an attribute. For instance, the presence of the word a character's gender is not indicated by the card's game
text, title or lore (using words such as he, she, him, her,

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Appendix D - Identifying Cards
male, female, princess, etc), that character is Specific Rulings
considered to be male. In addition to the characters in The rulings below are for exact card titles only, except
the game that are to be considered female through their where specifically noted otherwise.
game text, title, or lore, the following cards are also All character versions of Leia and Tycho are
considered to be female: Alderaanian.
• Leesub Sirln All character versions of Dash, Han, Tarl and Wedge
• Lyn Me are Corellian.
• Rystall All character versions of Leia are female.
• TC-14 All droids with a Security Droid or Security Patrol Droid
Note that virtual cards are always considered to be the subtype are considered to be security droids.
same gender as Decipher cards with the same title. No character versions of BoShek are to be considered
Rogue Squadron pilots based on lore.
Operatives Admiral Raddus is not considered to be a Rogue
Operatives are identified by their title, X Operative, with Squadron pilot based on his game text.
X being a system. The operative is considered a Artoo & Threepio (as well as R2-D2 & C-3PO) counts
'matching operative' for system X (e.g., Kiffex Operative as both an Astromech Droid and a Protocol Droid.
is a matching operative for Kiffex). Boba Fett cards are NOT Mandalorian unless
Operatives are restricted by special rules as follows: specifically noted (e.g. Boba).
• You may not voluntarily deploy or move your operative Captain Mod Terrik is a Sandtrooper
to (or through) a location on its matching planet where Captain Panaka is NOT a royal guard.
you already have an operative (even if inactive) of the Chewie, Enraged is a Wookiee.
same card title. Chief Chirpa is an Ewok.
• If, at any time, two of your Operatives (even if inactive) Ewok Sentry is a scout.
of the same card title are at the same location on their General Jar Jar is a Gungan.
matching planet, you must choose one to be lost (you Grondorn Muse is a Corellian.
may choose an inactive operative to be lost). Jabba Desilijic Tiure is a Hutt.
• Your operative character on its matching planet may Jango cards are NOT Mandalorian unless noted.
not apply its ability toward drawing battle destiny. Your Jodo Kast is NOT a Mandalorian.
operative may not control a location on its matching Keder The Black is a Coruscant guard.
planet for any reason unless you have other cards Lieutenant Grond is a scout and Corellian.
there capable of controlling the location (e.g., an Owen & Beru Lars is both male and female.
ability-1 character or a battle droid). Your operatives Princess Organa is a senator.
still occupy that location (and may battle or be battled), Rep Been is a Gungan.
but may not Force drain or flip an objective alone. Sergeant Major Bursk is a snowtrooper.
Sergeant Major Enfield is a Death Star trooper.
Posed
Sergeant Narthax is a snowtrooper.
Lore stating that a character "poses" or "posed" as a
Sergeant Torent is a Death Star trooper.
certain attribute, does not grant that attribute. For
Shawn Valdez is an Echo Base Trooper.
example, Padme Naberrie is not a handmaiden, Tamtel
Thok & Thug is a Gamorrean and a guard.
Skreej is not a guard, and Commander Merrejk is not a
Trooper Davin Felth is a sandtrooper.
captain.
Trooper Jerrol Blendin is a Cloud City trooper.
Plotting To Kill Jabba URoRRuR'R'R is a Tusken Raider.
The phrases "plotting to kill Jabba" and "plotted to kill Weequay Marksman is an assassin.
Jabba" appear in the lore of a number of cards. The two One-Arm is a wampa.
phrases are distinct from each other, but a card may Blockade Flagship is a Droid Control Ship.
simply search for the text "kill Jabba" in order to Bright Hope is a Medium Transport.
reference both phrases. Luminous is a Medium Transport.
Vader's Custom TIE is a Black Squadron starship.
R-unit
Assault Rifle is a blaster rifle.
R-unit is only defined as any droid that is an astromech
Darksaber is a lightsaber.
or vehicle droid.
Echo Base Trooper Rifle is a blaster rifle.
Snub Fighter Imperial Blaster is a DH-17 blaster.
A snub fighter is any starship with the subtype of A-
Wing, B-Wing, X-Wing, Y-Wing, or Z-95. Characteristics
In addition to common attributes (e.g., deploy cost,
Spy ability, icons), many characters have additional features
Spy is a characteristic (see Characteristics). Spies may called characteristics (e.g., leader, stormtrooper,
deploy to locations even where you do not have Wookiee). Only Characters have characteristics.
presence or Force icons. Also, if you are permitted by Characteristics are printed in the lore of the character
rule or card to deploy a spy simultaneously with another (in addition to the normal means of having it, such as by
card, they may both deploy to a location where you do having it in the name, subtype, or game text).
not have presence or Force icons. Characters may also gain characteristics from other

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Appendix D - Identifying Cards
cards (for instance, Agents Of Black Sun makes certain Characteristics - Guards
characters a Black Sun agent). Anyone with a characteristic including the word "guard"
Below is the list of characteristics. It must be on this list (or "bodyguard" or "MagnaGuard") has that
to qualify as a characteristic. Thus, Thul Fain is not an characteristic and the guard characteristic. Thus
Imperial, WED-9-M1 'Bantha' Droid is not a bantha, and bodyguards, Coruscant guards, etc all are considered
Gray Squadron Y-wing Pilot is not a Y-Wing. Note that, guards in addition to those characteristics. Specialized
with the exception of infantry battle droid, droid-specific guard characteristics are:
references are not on this list; this is because droids are Bodyguard
typically referred to by subtype Coruscant Guard
To determine if a card has a characteristic, see The MagnaGuard
Rule Of Three. Royal Guard
Note that the word "guardian" does not grant the
accountant Jedi Council member characteristic of "guard".
admiral leader
assassin mercenary Characteristics - Padawan
Black Sun agent miner A character with printed ability of 6 or higher (or who
bounty hunter musician has completed Jedi Test 6) may never be considered a
captain Padawan Padawan.
clone pirate Characteristics - Senator
commander Resistance Agent Anyone with "member of the Imperial Senate" in lore is
Crimson Dawn Royal Naboo Security also considered a senator.
gambler scavenger
Characteristics - Species
gangster scoundrel
Examples of species are Wookiees, Jawas, Hutts,
general scout
Tusken Raiders, Ewoks, and Corellians (yes, Corellians
guard* senator* are actually a race of humans; for simplicity we refer to
gunner slaver all such identifications as species). Mandalorians are a
handmaiden smuggler species for gameplay purposes. Human is not
Imperial Council member species* considered a species (since it is subdivided into
Infantry battle droid spy different races), nor is humanoid.
information broker tax collector
Inquisitor thief Characteristics - Trade Federation
insurgent Trade Federation This refers only to characters who are members of the
ISB Agent trooper* Trade Federation. Trade Federation Starship refers to
* see entry on same or next page starships with the Trade Federation Starship icon (see
Starships, Ch. 9).
Characteristics - The Rule Of Three
In order to have a characteristic, a card must meet Characteristics - Troopers
three criteria: Anyone with a characteristic containing the word
• It must be a character; "trooper" (even within another word) has that
• It must have the word appear in the lore of the card characteristic and the trooper characteristic. Thus Rebel
(and, of course, the standard rules of name, subtype, troopers, stormtroopers, Cloud City troopers, etc. all are
and game text apply). It must appear in its entirety, considered troopers in addition to those characteristics.
by itself (or as a plural or possessive) as printed in Specialized trooper characteristics are:
the list of characteristics; Biker Scouts (these are also stormtroopers and scouts)
Clone Trooper
• the context must indicate that it is referring to that
Cloud City Trooper
card. For the purposes of non-unique cards, any
Death Star Trooper
context that refers to the image (oftentimes a unique
Death Trooper (Death troopers are also stormtroopers)
member example of someone from the group named
Echo Base Trooper
by the card) pictured on the card, also applies to the
Rebel Trooper (any trooper that is of the card type
card itself. This applies for all characteristics,
Rebel is a rebel trooper)
including species. In addition, a non-unique card is
Sandtrooper (Sandtroopers are also stormtroopers)
considered to possess a certain characteristic if it is a
Snowtroopers (Snowtroopers are also stormtroopers)
member of a group and its lore states that many
Stormtrooper
members of said group possess that characteristic.
It is important to emphasize that it must be the exact Persona Lists
term, not a variation of it. For example, cards such as Most of the time, a shorthand reference to a particular
Lieutenant Arnet ("Commanded a prototype...") and Star Wars character or item is obvious, usually utilizing
Nute Gunray ("Commanding Viceroy of the Trade only the first name or the last name (e.g. Xizor). Any
Federation...") are not commanders. Likewise, Tech reference to Vader is obviously referring to all cards
Mo'r ("...while gambling") is not a gambler and Corellia representing the persona of Darth Vader. Piett is the
Operative is not a Corellian. persona name for either Captain Piett or Admiral Piett.

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Appendix D - Identifying Cards
Starships with an "in" preceding the name are also of Character Persona Examples
the same persona, so that Hound's Tooth and Bossk In 4-LOM (the bounty hunter)
Hound's Tooth represent the same ship. Amidala (also depicted as Padmé)
The following lists show the standard names for various Aurra (Aurra Sing, the bounty hunter)
"personas" of the Star Wars universe wherever that Bib (the Twi'lek, Bib Fortuna)
card may be known by more than one name (a name Boba Fett (Also depicted as just Boba)
does not have to be on this list to be referred to by a Bossk (the bounty hunter)
shorthand version, such as Biggs). Whenever any card C-3PO (also depicted as Threepio, See-Threepio etc.)
or rule text refers to the standard persona name, it is Cal - Refers to Cal Alder (not Cal Kestis)
referring to ANY card that represents that persona. For Chewie (the Wookiee, Chewbacca)
example, a reference to 'Lando' would affect all cards Dengar (the bounty hunter)
that 'contain' a persona of Lando Calrissian, such as the Dooku (also known as Darth Tyranus)
Dark or Light side character card Lando Calrissian, Dofine (the Neimoidian, Daultay Dofine)
Lando With Blaster Pistol, Tamtel Skreej, and Lando In Fett (refers to any version of Boba Fett or Jango Fett)
Millennium Falcon. Gunray (the Neimoidian, Nute Gunray)
In the event that a card title matches the persona name Haako (the Neimoidian, Rune Haako)
(e.g. Boba Fett, Emperor or Vader), references to that Han (also seen disguised as stormtrooper TK-422)
name are considered to refer to the persona, not the IG-88 (the bounty hunter)
individual card. If the specific card is the intended Kylo (leader of the Knights of Ren and later Supreme
target, a set reference will be included (typically using Leader of the First Order)
set icons, e.g. Boba Fett, Emperor). Lando (also seen disguised as Tamtel Skreej)
When a character crosses over, their persona name Leia (also seen disguised as Boushh, and referred to as
changes (see Crossing Over, Ch. 5). Daughter Of Skywalker)
If the persona name of a permanent pilot and a Luke (may also be referred to as Son Of Skywalker or
character are identical, it is considered a character Young Skywalker)
persona, even if not on the list (e.g. Zuckuss and Mace (the Jedi Master, Mace Windu)
Zuckuss In Mist Hunter are both the Zuckuss persona; Maul (the Sith, Darth Maul)
thus Zuckuss is a character persona, and Dark cannot Mara Jade (also depicted as Arica)
deploy Zuckuss' Snare Rifle on the starship). Obi-Wan (also depicted as Ben Kenobi)
Panaka (the Queen's loyal protector)
Starship Persona Examples Piett (see Persona Lists entry)
Black 2 (also part of Death Star Assault Squadron) Qui-Gon (the Jedi Master, Qui-Gon Jinn)
Black 3 (also part of Death Star Assault Squadron) R2-D2 (also referred to as Artoo, Artoo-Detoo etc.)
Executor (also called Flagship Executor) Rep Been (is not referred to as "Rep")
Falcon (the Millennium Falcon, also Gold Squadron 1) Rey (refers to the female Force user from Jakku)
Gold 1 (Dutch's Y-wing starship) Ric (the Naboo pilot, Ric Olie)
Hound's Tooth Sidious (sometimes referred to as Emperor or
Mist Hunter Palpatine, see below)
Punishing One Skywalker (refers to any version of Shmi and the light
Red 1 side versions of Leia, Luke, Anakin Skywalker, and
Red 2 (Wedge's starship, also called Red Squadron 1) Ben Solo; see Crossing Over, Ch. 5).
Red 5 Thrawn (also depicted as Mitth'raw'nuruodo)
Rogue One (the Zeta-class transport, distinct from Vader (see Persona Lists entry)
"Rogue 1" the T-47 piloted by Luke Skywalker) Wedge (the Rebel pilot, Wedge Antilles)
Slave I Yoda (the Jedi Master, Yoda)
Vader's Custom TIE (also part of Death Star Assault
Squadron) Personas - Anakin Skywalker And Darth Vader
For game purposes, Anakin and Darth Vader are
Weapon Persona Examples treated as two distinct people, and both may be on table
Ahsoka's Lightsabers (green lightsabers used during at the same time. However, if both of them are on table
the Clone Wars) at the same time and one of them crosses over, the
Ahsoka's Shoto Lightsaber (a white lightsaber used player who now owns both must immediately choose
after the Clone Wars) one of them to be lost. For example, if the Light Side
Asajj's Lightsabers (also seen as Asajj Ventress' player uses the Anakin Skywalker Interrupt to cross
Lightsabers) Darth Vader to the Light Side while Anakin Skywalker,
Kylo's Lightsaber (also seen as Kylo Ren's Lightsaber) Padawan Learner is also on table, the Light Side player
Maul's Lightsaber (also seen as Maul's Double- Bladed must immediately choose one of them to be lost.
Lightsaber)
Qui-Gon's Lightsaber (also seen as Qui-Gon Jinn's Personas - Palpatine, Sidious, And The Emperor
Lightsaber) This evil mastermind and Dark Lord of the Sith was
Vader's Lightsaber (also seen as Darth Vader's known by several names. All of his cards share the
Lightsaber) same persona, his true identity - "Sidious".

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Appendix D - Identifying Cards
As per the persona rules, each player may have one Identifying Characteristics - Examples
Sidious persona card on table at a time. Characteristics can be found in title, lore, subtype or
• Text referring to Sidious can refer to any of his many game text, which means that Jawa, Daroe, and Thedit
cards, including Senator Palpatine, Darth Sidious, The all have the characteristic "Jawa." Jawa has the word in
Emperor, Emperor Palpatine, etc. its title (even though it occupies the entire title); Daroe
• Text referring to Palpatine can refer to any version of in lore ("Jawa who has inside connections with the
Sidious that has the word "Palpatine" in title, such as Empire."); and Thedit in game text ("When in a battle
Senator Palpatine and Emperor Palpatine. with at least two of your other Jawas, adds one battle
• Text referring to Emperor can refer to any version of destiny.").
Sidious that has the word "Emperor" in title, such as The presence of the word in the text is not enough by
Emperor Palpatine and The Emperor. itself; it must by context also be clear that it's referring
Other Aspects Of A Card to the card in question. Het Nkik, Corporal Avarik, and
In addition to those covered so far, the following card Corporal Misik all have the word "stormtrooper" in their
attributes may also be referenced: lore. However, Het Nkik ("Wants to avenge deaths of
• card back (Light Side, Dark Side) relatives killed in stormtrooper assault on sandcrawler.")
• card category (character, weapon, starship, Admiral's doesn't refer to Het himself, so he is not a stormtrooper.
Order, location etc.) Avarik ("Stormtrooper assigned to biker scout unit.")
• card type (same as card category, except for clearly refers to himself, so he is a stormtrooper. Misik
characters which are alien, Imperial, Rebel, droid, simply has "Stormtrooper." as a single sentence; this
etc.) always means the card has that characteristic. The
• Force sensitivity (Force-attuned, Dark Jedi) same is also true for every other place you might check.
• unique or restricted (found in card title) Lieutenant Suba ("While at a Death Star or Executor
site, your troopers deploy free there and are power and
• statistics (destiny, deploy, power, ability, forfeit,
forfeit +1 there...") is not a trooper, because the context
parsec number etc.)
does not indicate it is referring to himself. Rebel Squad
• card state (missing, undercover, captured, just lost,
Leader ("Adds 1 to forfeit of your other troopers and
just forfeited etc.)
Rebel Guards at same site.") is a trooper because the
• card owner (light side player, dark side player, you, context refers to itself as a trooper (they cannot be
opponent, etc.) "other troopers" if he himself isn't one). If Rebel Squad
Common Sense List Leader's game text is canceled, he'll remain a trooper
Here are some examples of terms and card types (but he still won't be able to use his game text abilities).
Astromech droid A characteristic applies only to characters. For
Bantha creature vehicle example, Stormtrooper Backpack would seem to have
Blaster weapon the stormtrooper characteristic; it is present in the title
Dark Jedi character and is referencing itself. However, only characters can
Jedi character be stormtroopers, and Stormtrooper Backpack is a
Lift Tube vehicle device, thus it's not a stormtrooper.
Mentor character
Speeder vehicle A term must be on the list to be a characteristic; if it
Star Destroyer capital starship isn't, then the characteristic rules cannot be applied.
T-47 vehicle Artoo, Brave Little Droid ("Starship maintenance droid
Tatooine location within the Naboo droid pool.") might seem a legal target
Tauntaun creature vehicle for anything looking for a maintenance droid. However,
Y-Wing starfighter "maintenance droid" doesn't appear on the list of
characteristics; it is, in fact, a droid subtype. Thus Artoo
Lore Use Per Card Type isn't a maintenance droid, nor is 2X-3KPR (Tooex) or
Starships: to identify squadron designation R5-A2 (Arfive-Aytoo).
Vehicles: to check to see if enclosed; to identify
squadron designation
Effects & Interrupt: to check if hologram or dejarik
Characters: Gender, Characteristics, to identify
squadron designation
Otherwise, lore doesn't matter unless a card specifically
refers to it.

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Appendix E - Location Deployment
There are numerous major planets, two mobile Sith Temple Entrance, Turbolift Complex, Uplink
systems, and several starships that have their own Station, and all interior/exterior docking bays) may not
distinct locations; those locations may deploy even deploy elsewhere (as seen in the following image). If
when their system (or starship) isn't on table (obeying there were no interior (or no exterior) sites, the buffers
their own deployment conditions, of course). In addition, site would be placed on either end, and when the first
there are numerous "minor" systems (Eriadu, Kiffex, interior (or exterior) site was finally deployed, it would
Malastare, etc.) that do not have their own distinct sites go on the end with the buffer site in-between.
or sectors, but which may still have generic sites
(Forest, Farm, etc.) and cloud or asteroid sectors
deployed to them.
Each different planetary system is separated on the
table from the others, to make a visual separation
between them and to leave room for site and sector
location cards. Sites are deployed in a manner which
emulates natural planet topographies while allowing the
players to actually create the layout of the planet as
they play. The location of a planet system relative to its
related sites on the table is completely arbitrary.
Meaning, it is not required that a system be deployed (Note: This applies solely to these buffer sites. Any
physically 'next to' any particular site, (as long as it is at other interior/exterior site deploys -for layout purposes
the 'end' of the layout) only that the corresponding sites only- as if it were an exterior site.
and sectors are located properly relative to each other.
Planet layouts using sectors must still obey the A new exterior site would have three places it could
guidelines as shown in Sector Deployment. In general, deploy to: the end, between the exterior site and the
the sites for a given system are placed in a pattern interior/exterior site, and in between any exterior sites.
where interior and exterior sites are separated from
each other by a site which is both interior and exterior
(often a docking bay, though there are exceptions). As
long as you maintain this pattern, when a new site is
deployed to an existing system, it may be inserted
between (or placed at the end of) the related sites.
Once deployed, locations may not be rearranged. If any
of these groups are not yet on table, the other groups
are laid out adjacent to each other. As new groups
come into play, they are inserted into the appropriate
place.
This section provides example layouts for all the major
For example, in the picture below there are two places planets, mobile systems, and starships that can come
to deploy the interior site: on the end, or between the up during a game. This is just a guide; the general rules
interior site and the exterior site. still apply, except when a location is referred to
specifically. For example, here is the Yavin 4 system
layout:

The interior sites listed don't have to be those specific


ones pictured, or be in that order, nor do the exterior
sites have to be as shown. However, it does mention
the Docking Bay and the Massassi Headquarters by
name, so those two sites must be next to each other if
Certain sites serve as a buffer between interior and they're on table; no exterior site can separate them.
exterior sites. "Buffer Sites" (defined as Ahch-To: Jedi
Temple, Capital City, Entrance Cavern, Ewok Village,

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Bespin/Cloud City

1st Docking Bay is the first docking bay to be deployed, light or dark. The second docking bay (if deployed) must be
placed at the far end as indicated.
Blockade Flagship

Coruscant

It's important to note that Coruscant: Jedi Temple need not be placed next to the Jedi Council Chamber; as an exterior
site, it may deploy anywhere exterior sites are permitted.
Dagobah

Death Star

Death Star II

Endor

It's important to note that the Back Door need not be placed next to the Bunker; as an exterior site, it may deploy
anywhere exterior sites are permitted.

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Appendix E - Location Deployment
Executor

Home One

Hoth

The marker sites may be deployed in any order, but when deployed they must be arranged by their numerical order, as
indicated above. If an exterior site without a printed marker number is permitted to deploy to Hoth, it becomes a marker
site and should be placed between the sixth and seventh marker.
Invisible Hand

Jakku

Lothal

Naboo

Scarif

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Appendix E - Location Deployment
Tatooine

As you can see, the Cantina, Docking Bay 94, and Mos Eisley must be grouped together. No site may be deployed to
separate them.
Yavin 4

Generic Planet Layout

All other planets should follow this layout.


Sector Deployment

Asteroid and Cloud sectors deploy as shown above. For Death Star II sectors, see the Death Star II entry.

Generic Sites Example 1


See "Generic Sites" entry in Chapter 9. The Hyperdrive Generator's Gone states: While this
side up... you may not deploy any systems. Light is
Spaceport Sites playing this objective (which is currently on the 0 side)
Some generic sites include the word 'spaceport' in their and plays Mindful Of The Future to attempt to deploy a
title (e.g., Spaceport Docking Bay). Whenever you unique battleground location from his Reserve Deck.
deploy a generic spaceport site to a planet, you must Both Ord Mantell and Tatooine: Hutt Trade Route
place it adjacent to another of that planet's spaceport (Desert) are found in Light's Reserve Deck. However,
sites (if any). Spaceport sites on the same planet may because systems can't be deployed (because of his
not be separated by any other non-Spaceport sites. objective restriction), Ord Mantell isn't a valid target for
Deploying Locations While There Are Mindful Of The Future. Tatooine: Hutt Trade Route
(Desert), which is a valid target, must be deployed to
Special Conditions the table instead.
When deploying locations -regardless of how it is done-
the deployment action can only be performed if the end Example 2
result will be that the card will obey all deployment The Hoth: Main Power Generators are on table along
rules, meet any conditions for any other cards on table, with Hoth: North Ridge, but no other marker sites are on
meet its own deployment conditions, and -if deployed table. The Hoth Energy Shield rules are in effect,
by another card- meets that card's deployment making all cards of marker number three or less
condition. However, that does not allow cards that shielded (and thus non-battleground locations). Light
deploy sites of a specific system name to deploy plays Mindful Of The Future, begins looking through his
generic sites, as such sites only take on that system's Reserve Deck for a unique battleground location, and
name after deployment. See "Generic Sites" entry in finds Hoth: Snow Trench. However, because it would
Chapter 9. be a non-battleground when deployed, it's not a legal

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Appendix E - Location Deployment
target (because the Interrupt deploying it only targets
battlegrounds).
Example 3
Light is playing a Local Uprising deck with Dagobah as
the Subjugated system and  Swamp deployed to
Dagobah. Light uses the text on the 0 side of their
objective (once during each of your deploy phases, may
deploy one  site to the Subjugated planet from
Reserve Deck; reshuffle.) to deploy a  Jungle to
Dagobah; this is fine because the objective only
requires that it be a  site. During the dark side player's
deploy phase, Dark uses Vigo (V) (Once per game,
may use 1 force to ▼ a non-war room battleground
planet site (or system) not already on table.) and finds a
 Forest. If there are no other planet systems on table
besides Dagobah, he cannot deploy it (because it would
not be a battleground when deployed). If there is
another planet system on table where Forest could
deploy, he must deploy it, and he must deploy it to a
planet system besides Dagobah (unless, for some
reason, there is already a dark side Forest at that
system already; if there is a light side Forest of his
opponent, Dark's Forest could not be deployed, as
converting the Forest would be attempting to deploy a
location already on table and a condition in Vigo (V)'s
game text prohibits that).

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Appendix F - Current Rulings
Current rulings and errata more recent than the last
update of this document can be found in the "Current
Rulings and Errata" thread in the Rules Questions
subforum on the SWCCGPC website forums.

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