Decipher Glossary 2.0
The Star Wars Customizable Card Game Glossary, Version 2.0 (November 1998) is Decipher's comprehensive rules and rulings document as of Special Edition. Decipher recommended discarding all rules documents dated before November 1998 and using this Glossary for rules questions.[1]
Later official Decipher rulings that replace entries of the same name are in the Decipher Glossary Supplement (29 January 2002). The amalgamated Decipher-only document is Decipher Comprehensive Rules. This page is Decipher text only — no Players Committee modifications.
- Archive: swccgglossary.pdf
- Working copy: swccgglossary.pdf
Glossary
How to use the Glossary
(Thank the Maker!) Instead, use it as you would use a dictionary, to learn as you go. Forexample, if you have a gameplay question about a card, look up the card title first; if you don’tfind your answer there, look up the concept you are questioning (battle, asteroid rules, creatures,destiny etc.). In many cases, we have included cross-references to help you find your way.The following entries contain a few changes of particular importance, and should be read by allplayers:•Objective cards and generic sites create powerful new deck strategies.•The rules for conducting battle have been more clearly defined, and improved to allow manydifferent kinds of actions to occur during the weapons segment.•Your characters, vehicles and starships may carry as many weapon and device cards as youlike, even duplicates; see weapons — deploying and carrying.•The operation of long-range weapons (those that may fire at adjacent sites) has beenstreamlined to make all such weapons more consistent.•You place ‘insert’ cards face down when inserting them into your opponent’s Reserve Deck, andface up when inserting them into your own.•When Jedi training, each mentor is limited to training one apprentice at a time.•Overload treats artillery weapons the same as non-artillery weapons.•The rules for creatures have been clarified and enhanced (for example, you now control yourcreatures’ movements and which side of the Force they attack).Entries are arranged alphabetically, ignoring punctuation symbols (e.g., the entry for Y-wing issorted as “Ywing” and thus appears at the end of the Y’s rather than the beginning). Entries forspecific cards are sorted according to exact card title (e.g., the entry for The Circle Is NowComplete occurs in the T’s, not the C’s).Some Glossary entries provide revised game text for cards. In most cases, these revisions merelymake the proper gameplay of a card more clear, or implement a rule or ruling directly on thecard itself. In seventeen other cases, the game text revisions represent gameplay changesrelative to earlier versions of the cards, in order to correct a wording error, address a gameplayconcern or correct some other problem; these revisions are marked “Errata” and printed in graytype, with the most relevant change highlighted (or struck out in the case of a deletion).Cards from the A New Hope and Hoth expansion sets were updated to use the revised wordingsfor their unlimited (white-border) printings in Fall 1998. Cards from other sets will use the newerwordings in a future printing. In either case, the game text provided here defines the correctgameplay for all versions of the clarified cards as of November 1998.Other cards have received very slight wording changes, primarily for consistency or brevity (forexample, changing “shuffle, cut and replace” to “reshuffle”). Such wording improvements do notchange a card’s gameplay or understandability, and thus did not need to be included in thisThis droid adds 1 to total power for each pairing of one alien and one droid, neither
4-LOM
of which may be used as part of another pair.See may initiate battle and be battled.Use 4 Force to deploy on your warrior, free on 4-LOM. May
4-LOM’s Concussion Rifle
target a character or creature for free at same site or exterior site up to 2 sites away. Drawdestiny. Add 1 if Blaster Scope attached. If total destiny – distance to target > defense value,target hit.See long-range weapons. An attribute of characters, creature vehicles and cards with permanent pilots that
ability
represents their capability to use the Force. Ability represents defense value when a character istargeted by a weapon (unless that character has armor). ‘Aboard’ is synonymous with ‘on’ when used in the context of vehicles and starships.
aboard
(See prepositions.) This Effect does not refer to different versions of a persona unless they share the
Abyss
same card title. For example,•Lando Calrissian (Light Side) and Lando Calrissian (Dark Side) are duplicates; and•Boba Fett (Cloud City) and Boba Fett (Special Edition) are duplicates; but•R2-D2 (A New Hope) and Artoo (Jabba’s Palace) are not duplicates.If you draw Lando as destiny and your opponent has Lando on table, your destiny is zero andyour Lando is lost. Your opponent’s Lando has no immunity to attrition for the remainder of theturn, and your opponent must either lose 2 Force or lose his own Lando. (The opposite is true ifyour opponent draws his Lando as destiny and you have your Lando on table.)Insert face up in your Reserve Deck. When Effect reaches top it is lost,
Access Denied
along with all opponent’s ‘insert’ cards there. Reshuffle. (Immune to Alter.) OR Deploy betweentwo mobile sites. Opponent’s characters may pass only if aboard a Lift Tube or opponent uses +1Force each.This ‘insert’ card, when found face-up in your Reserve Deck (whether by being inserted orbecause of a card such as Through The Force Things You Will See), is treated as a deployedEffect and does not count as part of your Life Force.Actions are the individual building blocks of gameplay. Actions occur quite naturally
actions
during the game; in fact, most of the time you don’t even need to think about actions (just asyou rarely need to think about the individual steps of how you get dressed in the morning).Occasionally, however, situations will arise where it is desirable to understand the intricatedetails of actions — particularly in tournaments, where players want strict and definitive rulesgoverning the specific timing of gameplay.Almost everything you do in the game is an action. Examples of commonly occurring actionsinclude•playing or deploying one card;•performing one Force drain;•performing one regular move, ‘react’ or unlimited move;•conducting one battle;•firing one weapon;•drawing one destiny;•activating, using, losing, drawing or retrieving one unit of Force (or any other act of moving acard from one deck, pile or hand to another);•using optional game text on a card already in play;•taking one card from a deck or pile;•re-circulating your Used Pile; and•choosing to use an optional modifier (e.g., a lightsaber bonus to a Force drain).Automatic modifiers (e.g., “adds 2 to power of anything he pilots”) and conditions (e.g., controlof a location) are not actions. Everything else you do in the game — other than applying anautomatic modifier, checking a condition or announcing the beginning or end of a phase or turn— is an action.Many times, an action causes other actions to occur within itself. For example, a Force drain isan action which typically causes the opponent to lose Force — another action. For a morecomplex example, consider playing Nabrun Leids; this action includes several other actions:•targeting (selecting) the characters you wish to transport;•targeting (selecting) the destination site;•drawing destiny to determine Nabrun’s asking price;•choosing whether to accept or decline the transport;•using Force to pay the asking price (a separate action for each Force used);•transporting the group of characters to the destination site; and•placing the Nabrun Leids card on your Used Pile or Lost Pile.Perhaps the ultimate example of actions within an action is battle — a single action comprisingmany other actions, some of which contain still other actions within themselves.Every action always has three steps that must occur in
actions — sequence of steps
order:1.initiation (meeting conditions, specifying targets and paying costs);2.optional responses (attempts to specifically modify or cancel the action); and3.result (gameplay consequences of the action).These three steps will be described in greater detail following the description of stacking below.Stacking is a conceptual tool designed to help you easily determine
actions — stacking
the correct timing of gameplay (particularly in complex situations). Understanding how actions“stack up” in a single conceptual pile and then come back off the stack is important forunderstanding the game’s underlying timing system.An action is often suspended by another action. For example, if you initiate a battle and youropponent responds by ‘reacting,’ this temporarily suspends your battle until the ‘react’ iscomplete. When one action is suspended by another, you can visualize the second one asstacking on top of and covering the first one. Nothing else can happen to the first action until thesecond one has its result and is conceptually removed from the stack. If the second action isitself suspended by a third, the third action is stacked on top of the other two, and so on. Afterthe third action has its result, it is removed from the stack and the second one resumes; afterthe second has its result, it is removed and the first resumes. Thus, at any time, there is nevermore than one action which is active, and this is defined as the ‘topmost’ action. After thetopmost action is removed from the stack, the previously suspended action becomes the topmostaction once again.It can be helpful to visualize the action stack as a physical stack of cards on the table; in fact,some players actually stack their cards atop one another to help keep track of a long chain ofinterrelated actions such as a classic “Sense/Alter war.” Even though many actions such asbattle, movement and so on are not actually cards, you can imagine “virtual cards” on the stackrepresenting such actions.Sometimes (such as at the beginning of a turn or phase), there is no topmost action; that is, thestack is empty. At such times there is virtually no limit on the kinds of actions that may beinitiated. However, whenever there are one or more actions already on the stack, no other actionmay be initiated unless it is•part of the initiation of the topmost action;•a specific response to the topmost action;•part of the result of the topmost action; or•an automatic action.In other words, you may not interrupt or suspend an action that is below the topmost action, andyou may not voluntarily interrupt or suspend an action with another action that is not specificallyrelated to it (e.g., Collision! cannot interrupt a Force drain).This means that an action which is not a specific response to another action may be initiatedonly when the stack is empty (or when the topmost action is a battle in its weapons segment).actions — step 1: initiation — Initiating an action includes any or all of the followingrequirements, in this order:•meeting conditions of rules and game text (e.g., location deployment restrictions; necessity tohave presence or Force icons to deploy; game text such as “if a battle was just initiated”);•choosing targets (e.g., selecting characters and a destination site for Nabrun Leids; choosing astarfighter for Dark Maneuvers; identifying the outermost marker site for Ice Storm); and•paying costs required by rules and game text (e.g., using Force to deploy a character; usingForce to initiate a battle; drawing destiny and using Force to play Nabrun Leids; losing 2 Force todeploy Visage Of The Emperor).actions — step 2: optional responses — After the topmost action has been initiated andbefore it has begun its result, responses are allowed. (Only the topmost action may be respondedto.) For a response to be valid, it must specifically relate to the topmost action. Typically aresponse will be an attempt to modify or cancel the topmost action (e.g., It Can Wait or Sense).For example, if the topmost action is a Force drain, a response would be any action that says it“cancels a Force drain,” occurs “during a Force drain,” “may subtract 1 from a Force drain,”“Force drain +1” etc. Examples of cards that do not indicate that they are a response to a Forcedrain are Elis Helrot and Nabrun Leids; although they could affect the Force drain incidentally,they do not specifically indicate that they are related to it.When all responses are over, or if neither player chooses to respond, the topmost action hasits result.actions — step 3: result — When an action begins to have its result, this will typically causeone or more other actions to occur. For example, the result of Beru Stew is that each playermust activate 2 Force. Those actions of Force activation go through their own three steps, andthus they may be responded to. However, no more responses to the original action (Beru Stew)are allowed between those actions, because Beru Stew’s optional responses step is past and it iscurrently having its result.When the action’s result is complete, the action is removed from the stack. Sometimes theaction (e.g., Sense) results in canceling an underlying action it is responding to. In this case,when the responding action leaves the stack, the underlying canceled action leaves the stack atthe same time. In all other cases, when an action leaves the stack, the underlying actionbecomes topmost once again and resumes wherever it left off.actions — example 1 — deploying a card — It’s the Light Side player’s deploy phase, andthere is no topmost action. Light Side deploys an Effect card, Crash Site Memorial (placing it ontable to start a ‘stack’). This creates a topmost action.Dark Side responds with an Interrupt card, Alter, stacking it on top of Crash Site Memorial (Alterspecifically says it can cancel an Effect). This suspends the deployment of Crash Site Memorialand creates a new topmost action.Light Side responds to Alter with Sense, stacking it on top of Alter.Neither player responds to Sense (essentially, both players consecutively “pass”), so it has itsresult. It successfully cancels Alter and both Interrupt cards are removed from the stack. (Senseis placed in the Used Pile and then Alter in the Lost Pile.) The deployment of Crash Site Memorialbecomes topmost once again, and Light Side now has the next opportunity to respond to it, sinceDark Side made the previous response (Alter).Neither player has another response to the Crash Site Memorial deployment (both playersconsecutively “pass” again), so it has its result and is placed with the Light Side’s other Effectcards (as described in game text). There is now no topmost action, and Dark Side has the nextopportunity to initiate an action, since Light Side’s action just had its result.actions — taking turns — Players alternate turns initiating actions. When it is your turn, youmay initiate the first action of each phase. When your action has had its result or is canceled,then your opponent may initiate the next action, and so on.When an action you initiated is in its optional responses step, your opponent has the firstopportunity to initiate a response, then (when that response is complete) you may initiate aresponse, and so on.Thus, these two rules allow you to know, at any time and with any number of actions on thestack, whose turn it is to initiate the next action.Whenever it is your turn to initiate an action, if you do not wish to do so you may ‘pass.’Whenever both players pass consecutively, gameplay moves on as follows:•If the topmost action is in its optional responses step, that action proceeds to its result.•If the topmost action is a battle, the battle proceeds to its next segment.•If there is no topmost action, the turn proceeds to its next phase.actions — example 2 — triggered automatic action — Suppose there are currently noactions on the stack and you play Set For Stun. Set For Stun is now the topmost action andbegins its three steps of initiation, optional responses and result.Initiation — First you must use 2 Force; thus, Set For Stun is temporarily “covered up”(suspended) while using the first Force is the topmost action, then while using the second Forceis the topmost action. After you’ve finished using Force, that action comes off the stack and SetFor Stun is once again topmost, so you continue with its game text. Next you must target anopponent’s character, so this targeting becomes the topmost action, again suspending Set ForStun. Once you’ve selected your target, that action comes off the stack; Set For Stun is topmostagain and its initiation is now complete.Optional responses — Suppose your opponent responds to Set For Stun by playing Sense.Sense is now the topmost action, and goes through its own steps of initiation, optional responsesand result. Suppose the result is that your opponent fails the destiny draw; the Sense card goesto the Used Pile and Set For Stun is once again the topmost action.Result — The first part of Set For Stun’s result is its destiny draw. This destiny draw becomesthe topmost action. Since the destiny draw is an action, it has its own initiation, optionalresponses and result. If your opponent does not respond to the destiny draw, it has its result(which is you actually drawing the destiny card). Now, suppose you draw destiny of 2 andopponent has Tauntaun Bones on table. This immediately triggers an automatic action for youropponent, who must activate 1 Force. This action is topmost until it is completed, at which timeyour destiny draw becomes topmost again. You place your destiny card on your Used Pile, andSet For Stun is now the topmost action once again. Assuming the character you targeted hadability of 2 or more, your destiny draw is not sufficient to return that character to opponent’shand, so Set For Stun is placed on your Lost Pile, conceptually removing itself from the stack,and there is once again no topmost action — the stack is empty.Some actions may be initiated only just after some other action or
actions — ‘just’
condition has occurred, before anything else can intervene. These are typically indicated by theword ‘just’ (or sometimes ‘immediately’) in game text. Usually such an action is a response toanother action (e.g., “just initiated,” “just announced,” “just played”), but sometimes it is a newaction that simply follows the result of the other action (e.g., “just completed,” “just deployed,”“just moved,” “just forfeited,” “just lost”). Some players refer to these as ‘just’ responses and‘just’ actions.‘Just’ actions always take place before non-‘just’ actions; therefore, this will sometimes allow orrequire you to initiate an action when it would otherwise be your opponent’s turn to do so. Forexample, whenever you initiate a ‘just’ response to your own action, yours will be the firstresponse to that action (unless your opponent also has a ‘just’ response for that action).Likewise, if you move a droid and then wish to initiate a new action which begins with “If youjust moved a droid,” this comes before your opponent’s normal opportunity for the next action.Any action or condition may be responded to or followed by any number of applicable ‘just’actions; in other words, after one ‘just’ action has had its result, the prior action or condition isstill considered to have “just occurred” (until both players consecutively pass the opportunity toinitiate another ‘just’ action).In the spirit of sportsmanship, at any time a player is
actions — time to respond
allowed to request a brief pause to consider options. In actual play, of course, players rarely needto think about timing of actions. Typically the game flows smoothly from action to action, withoutcomplication. Occasionally, however, a player will feel that he didn’t have enough time to initiatean action or at least to request a brief pause. In these cases, the player is justified in asking theopponent to “back up” so that he may initiate his action in the proper sequence.actions — example 3 — ‘just’ actions and backing up — Light Side plays Nabrun Leids(temporarily placing it on table as the topmost action); verbally targets Luke, R2-D2 and adestination site (Jabba’s Palace: Audience Chamber); draws destiny to determine the cost (3);and uses 3 Force to pay Nabrun’s asking price. Nabrun Leids is now initiated.Dark Side responds with Tentacle, placing it on top of Nabrun Leids and using 1 Force.Neither player responds to the use of 1 Force or to Tentacle itself, so it has its result and isplaced on table. Nabrun Leids is now unique (•) and so no more may be initiated this turn.However, the current copy of Nabrun Leids is still played out (it is now the topmost actionagain).Neither player wishes to respond further to Nabrun Leids, so it has its result (the Light Sidecharacters are relocated). The Nabrun Leids card is placed on top of Tentacle.Now, it is Dark Side’s turn to initiate an action. However, Light Side quickly announces the play ofA Gift, which says “If you just moved a droid to Audience Chamber...” Since this is a ‘just’ action,it must come before any regular action by Dark Side. But Dark Side, not to be outdone,announces his own ‘just’ action: Double-Crossing, No-Good Swindler (“If Nabrun Leids justcompleted a transport…”).Dark Side’s ‘just’ action happens first (because it was actually Dark Side’s turn for the nextaction), so Light Side must momentarily return A Gift to his hand. (Note that A Gift is notsuspended or canceled; rather, it was never really initiated at all. This is an example of a playerhaving to “back up” so the opponent has time to initiate an action in the proper sequence.) AfterDouble-Crossing, No-Good Swindler has its result, Light Side has the next opportunity to initiate a‘just’ action and thus may decide whether or not to initiate A Gift.actions — example 4 — battle, ‘just’ responses and “Sense/Alter war” — Light Side initiates abattle at a site, using 1 Force. (Since a battle has no card associated with it, picture a “virtualcard” symbolically placed on the stack to represent the action.)Dark Side responds to the battle by playing You Overestimate Their Chances, placing it on top ofthe stack. (Because this Interrupt is a ‘just’ response, it must occur before any regular responsesto the battle.)Neither player responds to this Interrupt, so You Overestimate Their Chances has its result (anautomatic modifier is scheduled to triple battle damage for the eventual winner) and theInterrupt is placed on the Lost Pile. Light Side has the next opportunity to respond to the battleinitiation, but does not wish to.Dark Side responds to the battle initiation a second time by ‘reacting’ with a vehicle (Ubrikkian9000 Z001) from an adjacent site. (This is another ‘just’ response.)Neither player responds to the ‘react,’ so the Ubrikkian is moved, along with three Dark Sidecharacters aboard, to the site of the battle. Two of the characters then disembark as part of the‘react.’ Light Side has another opportunity to respond to the battle initiation, but again declines todo so.Dark Side has no more responses, so the battle proceeds to its result step, which begins with theweapons segment. (The weapons segment has the special property of allowing actions to occureven if they do not say they play during battle.) Light Side may initiate the first action of eachsegment; since the battle involves Luke and Han, Light Side declares Don’t Get Cocky. (Don’t GetCocky is not a response to battle, but rather plays during battle, and thus must occur in theweapons segment.)Dark Side responds to Don’t Get Cocky with Sense. Light Side responds to Sense with Alter. DarkSide responds to Alter with Control. At this point, the stack of actions looks like this:Control (topmost action)AlterSenseDon’t Get Cockybattle (in its weapons segment)Neither player responds to Control, so it has its result (canceling Alter). Both cards are placed inthe appropriate Lost Piles and Sense is again topmost.Neither player responds to Sense, so it has its result. Dark Side draws destiny but fails to cancelDon’t Get Cocky. Light Side has the next opportunity to respond to Don’t Get Cocky, but choosesnot to do so.Dark Side responds to Don’t Get Cocky with another Sense.Neither player responds, so Sense has its result. Dark Side draws destiny, this time successfullycanceling Don’t Get Cocky. Now the battle is topmost again, and Dark Side has the nextopportunity to initiate an action in the weapons segment.After both players are finished initiating actions in the weapons segment, the battle proceeds tothe power segment, to be followed by the damage segment. When the eventual winner isdetermined, the automatic action scheduled by You Overestimate Their Chances will initiate itselfto triple the loser’s battle damage.See Force; see activate phase.
activate Force
This is the first phase of each of your turns, in which you activate Force
activate phase
for subsequent use.Count the Force icons on your side of each location (and on each of your Jedi Masters) on table.Add 1 to represent the personal Force you generate yourself. Activate that total number of cardsby transferring them, one at a time and face down, from the top of your Reserve Deck to the topof your Force Pile (see Force). Do not look at the cards or put them into your hand. You do nothave to activate all the Force you are entitled to.Note that as your deck gets drained of Force by the opponent, your options diminish. When youhave fewer than 10 or so cards remaining, you must be especially careful how you handle yourForce. For example, if you activate all the cards in your Reserve Deck, you will not be able todraw destiny if a battle occurs. When you reach this point in the game, consider leaving somecards in your Reserve Deck so you can draw destiny, if necessary. In a close game, when bothplayers have only a few cards left, the way you manage your remaining Life Force will be criticalto your success!Moving any number of cards, one at a time, from your Reserve Deck to
activating Force
your Force Pile. Activating each unit of Force is a separate action.During your activate phase, presence is not required to generate Force at locations where youhave Force icons, and you are not required to activate all the Force to which you are entitled.However, when other cards or rules (e.g., Blue Milk) instruct you to activate Force, you mustactivate all of it (or as much as possible). Whenever Force activation is allowed by cards or rules,it is taken from the top of the Reserve Deck and placed on top of the Force Pile, one card at atime.Some cards refer to adjacent sites or sectors (systems cannot be adjacent).
adjacent
These are related sites or sectors that have been played next to each other. Cards may movefrom location to adjacent location like a sequence of connected spaces on a game board.Two location cards are adjacent only if they are (1) the same kind of location (site or sector), (2)physically next to each other and (3) part of the same system, starship etc. (Vehicle sites arealso adjacent to the planet site where the vehicle is located.) Locations can be physically next toeach other on table without being adjacent (e.g., a system next to a sector).Deploys –2 if at least two Imperial starships on table. Adds 2 to power of
Admiral Motti
anything he pilots. Subtracts 1 from forfeit of Rebel pilots at same system.Adds 2 to power of anything he pilots. Subtracts 1 from deploy cost of
Admiral Ozzel
each of your capital starships at same system. Lost if Vader is on table and opponent ‘reacts’ tosame location as Ozzel.Adds 2 to power of anything he pilots. Whenever you deploy a weapon or
Advosze — Errata:
device from hand at same location, activate 1 Force as a ‘kickback.’ Limit of one Advosze perlocation.You may not voluntarily deploy or move an Advosze to the same location as another Advosze. (Ifthis somehow occurs involuntarily, you must choose one to be lost.)This Effect does not change the individual ability of any card. Rather, it
Affect Mind
prevents the opponent’s cards from applying 2 of their ability toward total ability. For example, ifyour opponent has a lone character with ability 2 at the same location as Affect Mind, thatcharacter’s ability is not changed, but the opponent’s total ability there is zero (and thusopponent does not have total ability of 1 or more for presence).A kind of Light Side or Dark Side character other than Rebel, Imperial or droid.
alien
This Interrupt creates an unattended frozen captive if there is no available
All Too Easy
escort.Your character or permanent pilot is alone at a location if you have no other
alone
characters (including droids) and no other ability (including creature vehicles) at that location.Your character or permanent pilot is alone in battle if you have no other characters (includingdroids) and no other ability (including creature vehicles) participating in that battle.This Interrupt cancels Effects and Utinni Effects, but not Immediate Effects or Mobile
Alter
Effects. To use Alter to cancel any card other than Sense, you must have a character with abilityon table.Alter is a response to the deployment of an Effect or Utinni Effect, but it is not a response to asubsequent use of that Effect’s or Utinni Effect’s game text (see actions).A card that is “immune to Alter” is not a valid target for Alter (see immune).Use 3 Force to cancel a battle just initiated at a system or
Alternatives To Fighting
sector. OR Cancel Besieged. OR Release (move for free) all your characters from a capturedstarship to your side of any docking bay site.This Interrupt can cause your opponent’s Undercover spies to go to the Used Pile.
Ambush
When comparing your total power with your opponent’s, the power of each player’s Undercoverspies does count toward that player’s total.Deploy on your Skywalker of ability > 3. May add 1 to Force drain
Anakin’s Lightsaber
where present. May target a character or creature for free. Draw two destiny. Target hit, and itsforfeit = 0, if total destiny > defense value.Because Leia is a Skywalker, this character weapon will work on any Leia who has ability > 3.Starships using this system location’s game text to ‘react’ may move
Anoat (Dark Side)
only•from Anoat to the nearest related asteroid sector; or•from the nearest related asteroid sector to Anoat.Use 3 Force to deploy on your transport vehicle. Your
Antipersonnel Laser Cannon
warrior present, if aboard, may target a character or creature using 3 Force. Draw destiny. Targethit if destiny +2 > defense value. May fire repeatedly for 2 Force each time.See fire repeatedly.A non-droid, non-Jedi character of lesser ability than its mentor. (See Jedi
apprentice
training).This alien is not an operative.
Arcona
When deployed, you may take one non-unique alien into hand from Reserve
Arleil Schous
Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacentTatooine site.For a weapon to be “matching one of your… characters,” it
Armed And Dangerous
must specifically name that character in its game text. (Anakin’s Lightsaber is considered to be amatching weapon for any Skywalker… Luke, Leia or Anakin.)An attribute generally used on capital starships, large vehicles and a few special
armor
characters as an indicator of resistance to weapon fire and other potential threats. When a cardthat has armor is targeted by a weapon, it uses its armor as its defense value.Game text which specifically targets “armor” does not also affect maneuver; however, game textwhich targets “armor or maneuver” refers to whichever of those attributes occurs on theaffected card.A kind of weapon which is deployed on a site. Unlike other weapons,
artillery weapons
artillery weapons have a forfeit value. To fire your artillery weapon, you must have your ownpower source (a power droid or any fusion generator) present. The Hoth: Main Power Generatorssite also says that it can power Light Side artillery weapons.Artillery weapons may be destroyed by Overload. However, only the artillery weapon itself is lost,because there is no character or starship “carrying” it.An artillery weapon may not be moved unless it so specifies.During each of your control phases, may take one Hero Of A Thousand Devices or A
Artoo
Gift into hand from Reserve Deck; reshuffle. If at a battleground site with C-3P0, may subtract 1from each opponent’s battle destiny at same and related sites.Use 3 Force to deploy on your warrior. May target a character, creature or
Assault Rifle
vehicle at same or adjacent site using 2 Force. Draw destiny. Target hit if destiny +1 > defensevalue.See long-range weapons.Drawing asteroid destiny is mandatory. (See asteroid rules; see
asteroid destiny
destiny.)Wherever “Asteroid Rules” are in effect, your starships there are
asteroid rules
continually subject to being hit by asteroids. During each of your control phases, for each suchstarship:•Opponent draws one asteroid destiny.•Add 1 for each additional sector at that system that has “Asteroid Rules” in effect.•If total asteroid destiny > armor or maneuver, the starship is lost.•If the card drawn for asteroid destiny is itself an asteroid sector, the starship is lost, no matterhow high its armor or maneuver.Errata:
Asteroid Sanctuary
Deploy on any asteroid sector you control. During each of your control phases, opponent loses XForce, where X = total number of asteroid sectors at same system that are not occupied byopponent. Effect canceled if opponent controls this location.You can consult Decipher’s web site (www.decipher.com) to get details on how to exchange yourincorrect version of this card for the corrected one.Asteroid sectors deploy to any planet system (even a “blown away”
asteroid sectors
planet system). They are related to the system location, but not to the planet’s sites. They arenot part of the planet and thus do not take on its name (i.e., asteroid sectors at Dagobah are not“Dagobah locations” and thus are not affected by Dagobah’s deployment restrictions). If theplanet is “blown away,” asteroid sectors there are not destroyed.Capital starships and starfighters may deploy, battle and move at asteroid sectors. Three types ofregular moves (each requiring 1 Force) are allowed:•System to sector — A capital starship or starfighter may move from a planet system location tothe asteroid sector next to it (or vice versa).•Sector to sector — A capital starship may move from one asteroid sector to an adjacent asteroidsector. A starfighter may move up to two asteroid sectors at a time (for 1 Force).•Sector to site — A starfighter at a Big One sector may land at or take off from the relatedAsteroid Cave or Space Slug Belly site.See sectors and cloud sectors.A kind of droid that allows starships to move through hyperspace (astromechs
astromech
are programmed to function as nav computers).Astromech droids count as passengers (and thus take up passenger capacity) unless astromechcapacity is available. Multiple copies of the same astromech character do not cumulativelyenhance a starship (see cumulative).This obsolete term has been superseded by the term nav computer icon.
astromech icon
Use 3 Force to deploy on opponent’s side of table. All opponent’s
Astromech Shortage
starships with a [nav computer] icon are deploy +1.See prepositions.
at
This phrase is intended to indicate that an action may be used during any
at any time
phase of either player’s turn. Actions that may be initiated “at any time” are not exceptions tothe normal timing rules (see actions); that is, they may not respond to other unrelated actions.(To be more precise, “at any time” actions may be initiated only when there is no topmost action— that is, when the stack is empty — or when the topmost action is a battle in its weaponssegment.)All actions are at normal use of the Force unless otherwise
at normal use of the Force
specified; thus, this redundant phrase is no longer used on cards.Errata:
AT-AT Cannon
Use 2 Force to deploy on your AT-AT. May target a starfighter (use 3 as defense value),character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 1 iftargeting a character or creature, 2 if a vehicle. Target hit if total destiny > defense value.See long-range weapons.Because of its bulk and mechanical limitations, an AT-AT may not increase its
AT-ATs
landspeed above 1. (This rule was incorporated into the game text of the Blizzard AT-AT cards inthe revised white-border printing of the Hoth expansion set.)Deploy on an exterior planet site. Your warrior present may target a
Atgar Laser Cannon
vehicle at same or adjacent site using 2 Force. Draw destiny. Target crashes if destiny +2 >armor. Target hit if destiny +1 > maneuver.See long-range weapons.If you just initiated a battle at a Cloud City sector, add one battle
Atmospheric Assault
destiny. OR During your deploy phase, deploy one TIE Assault Squadron for free (no replacementis necessary).Instead of making an attack as normal, some creatures (e.g., vine
attaching creatures
snakes and mynocks) attach themselves to a host. When attached, a creature does not attackanything or move on its own, but instead moves automatically with the host. Attaching creaturesmay be attacked by other creatures, vehicles and characters present (and may be targeted byappropriate weapons) even when they are attached. If a host is ‘eaten’ (by any creature), allattached creatures detach. If a host is lost by other means, attached creatures are lost withthe host.Errata:
Attack Run
- Your Proton Torpedoes are immune to Overload during Attack Run.This Epic Event is deployed like an Effect card and remains on table. Thus, you may attempt anAttack Run once every turn, if desired. (See Epic Events.)Starships may move into the Death Star: Trench only from the Death Star system location. Onlystarfighters and TIE squadrons may go to the Trench, not other cards that “move like astarfighter.”If your lead starfighter is lost, you should identify a new lead starfighter. If all your starfightershave been eliminated, your Attack Run ends and any Dark Side starfighters in the Trench aremoved back to the Death Star system.See creatures — attacks.
attacks
Gameplay mechanism that simulates battle casualties (mandatory forfeitures)
attrition
determined by battle destiny, regardless of which player wins or loses the battle. (See battle —damage segment.)You incur attrition only when the opponent draws battle destiny (not other destiny such asweapon destiny). Thus, if opponent does not draw battle destiny, you are not affected by attritionmodifiers such as “adds 1 to total attrition.” If a player makes multiple battle destiny draws, theyare added together to determine total attrition. (See immune to attrition.)Unless otherwise specified, you may fire automated weapons only
automated weapons
during a battle or with a special card such as Sniper, Sorry About The Mess or Blasted Droid.Because they are ‘automated,’ you do not need a character present to use them.An automatic action is one that is triggered immediately by specific
automatic actions
conditions (which may arise at any time). At the moment those conditions exist, the automaticaction immediately becomes the topmost action. Examples include•retrieving 1 Force when opponent draws destiny of 4 and you have Tauntaun Bones on table;•resolving the game text of an ‘insert’ card when it comes to the top of the your Reserve Deck;•losing a seeker and its target the moment they are present together; and•completing (reaching) an Utinni Effect.When a condition arises during your turn that could potentially trigger two or more automaticactions, you must choose which one is triggered first. After this automatic action has its result,check to see if any conditions still exist that would trigger other automatic actions and repeatthis process if necessary.Any modifier which simply states that it occurs — without a word
automatic modifier
such as “may” to indicate that it is optional — is automatic. For example, “if you control, Forcedrain +1 here” (Alderaan) is an automatic modifier, whereas “may add 1 to a Force drain at arelated site” (Clouds) is optional. Automatic modifiers are mandatory.As a rule of thumb, any time you choose to apply a modifier, it’s not automatic.This Effect can be used to save only non-droid characters which were lost
Bacta Tank
from table. The moment a character is lost, any cards deployed on or targeting that characterare also lost. Because the character is no longer “carrying” these cards, they cannot be placed inthe Bacta Tank.When removing a character from the Bacta Tank whose deploy cost is defined by an asterisk (*),treat that deploy cost as zero. (See undefined values.)The Bacta Tank’s ‘patient’ is on table for purposes of uniqueness only. Thus, a unique (•)character in the Bacta Tank may not be duplicated elsewhere on table.Deploy on your non-pilot character (except droids) to give that character
Baniss Keeg
pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1to power of anything that character pilots. (Immune to Alter.)A conflict you initiate during your battle phase in an effort to deplete your opponent’s
battle
Life Force. Battle can occur at a location only if both players occupy that location — i.e., theyboth have presence there. (But note that if all presence is completely removed from either sidebefore the battle’s power segment, the battle ends.)Although weapon cards are useful during battle, weapons are not required for a battle totake place. Weapons simply allow you to target specific characters, vehicles, starships etc.You may battle more than once during a turn, but not twice at the same location. Each of yourcharacters, vehicles and starships may battle only once per turn, and those cards are consideredto have participated in a battle from the moment it is initiated; even if they are somehow movedaway from the battle or the battle is canceled, those cards may not participate in another battlethat turn.Other cards such as devices, artillery weapons, automated weapons, Interrupts and Effects maybe used in more than one battle per turn (if applicable and subject to the rules on unique andrestricted cards).Battle is an action, and follows the normal timing rules for actions. However, the weaponssegment of a battle allows many kinds of actions to be initiated that otherwise cannot occurwhen there is a topmost action (see below).You must use 1 Force to initiate each battle. Your opponent may
Initiating the battle
respond to the initiation with one or more responses (see actions), including any ‘reacts.’Responses that take place “if a battle was just initiated” or “at the start of a battle” may beinitiated now, before the battle begins its result. (Other actions that may occur during a battlemay not be initiated yet, because the battle has not begun its result).Once the battle is initiated and any responses are over, the battle has its result. There are threesegments that must occur in order: weapons segment, power segment and damage segment.(The following entries on these three segments are comprehensive; for a more concisedescription, see battle — summary following.)Any weapons involved in the battle may be fired one at a
battle — weapons segment
time, beginning with the player who initiated the battle and then alternating between the players;each use of a weapon is one action witxhin the battle. Each weapon describes how it works,including the kinds of cards it may target, the Force required to fire it, the destiny draw requiredfor success and, if successful, the consequences for the target.Most weapons specify that they ‘hit’ their target when successful. (Some weapons, instead ofcausing a ‘hit,’ specify some other kind of outcome.) Any ‘hit’ cards are turned sideways, butthey still participate in the battle. For example, a card that is ‘hit’ can still fire its own weapon, ifit has one. (Conceptually, the entire battle is happening simultaneously, although for gamepurposes the individual steps are carried out sequentially.) Later on during the damage segment,all ‘hit’ cards will have to be forfeited to their owners’ Lost Piles, regardless of who wins thebattle. (If the battle ends prematurely, ‘hit’ cards must still be lost.)During the weapons segment, other actions may also be initiated in place of firing a weapon,taking turns initiating actions as normal. Such an action may be specifically related to weaponsand/or the battle (e.g., playing Combined Attack, or using IG-88’s or Dr. Evazan’s game text), orit may be unrelated to both (e.g., playing Beru Stew or Gravel Storm, or peeking at your ReserveDeck with Electrobinoculars).In fact, it is a special rule of the weapons segment that players may initiate actions even if theydo not specify that they apply during a battle. More precisely, during the weapons segment, ifthe battle itself is the topmost action, the player who has the next opportunity to initiate anaction may initiate any action that is allowable during the battle phase.Once players ‘pass’ consecutively, the weapons segment ends and each remaining actioninitiated during the battle must be either specifically required or allowed to occur during thepower segment or damage segment, or must be a response to another action in one of thosesegments.To determine who wins the battle, add up the total power you
battle — power segment
have participating in the battle (plus any positive or negative modifiers to total power); youropponent does likewise. If the battle is taking place at a system or sector, add the power of eachof your starship and vehicle cards; if at a site, add the power of each of your vehicle cards, andof each of your character cards except those aboard enclosed vehicles and starships. Don’tforget modifiers to power from the game text of the battling cards themselves, the location card,other related location cards or even cards elsewhere on table, if applicable. (And don’t forgetthat your ‘hit’ cards still get to add to total power.)Often you can increase your total power in a battle by drawing battle destiny. Each player whohas a combined ability of 4 or more participating in the battle may make one destiny draw.(Having 8 ability present does not entitle you to draw two battle destiny.) To meet the 4 abilityrequirement, you may add up the ability numbers of any of your cards present at the battlelocation, as well as the ability of any drivers and pilots — but not passengers — aboard yourvehicles and starships present at that location. (Some cards allow you to draw battle destinyeven if you don’t have 4 ability, while others say to add destiny draws, letting you add two ormore destiny draws together to determine your total battle destiny.)Each player increases their total power by the amount of their total battle destiny (if they drewany), then places their battle destiny card(s) on their Used Pile. (Battle destiny draws also createattrition in the damage segment, so make a mental note of the battle destiny totals.) The playerwith the higher overall total power (including battle destiny) wins the battle. If there is a tie, thenthe battle has no winner and no loser.Occasionally a card will specify that you “add one destiny to power only.” Although you drawsuch a destiny at this time (before drawing any battle destiny), this is not considered a battledestiny and does not add to attrition.In this segment, players typically lose cards because of
battle — damage segment
three factors: weapon ‘hits,’ attrition and battle damage.Cards ‘hit’ during the weapons segment must be forfeited (lost) during the
Weapon ‘hits’
damage segment. Forfeiting a card causes everything on that card to be lost as well, so it’susually best to forfeit the cards aboard a vehicle or starship before forfeiting the vehicle orstarship itself.Attrition represents inevitable losses in battle that occur regardless of who wins
Attrition
the battle. (For example, in The Empire Strikes Back™, the Dark Side clearly won the Battle ofHoth, yet they still lost some Imperial walkers to attrition.)Attrition against you equals the total battle destiny drawn by your opponent. This attrition againstyou requires a mandatory forfeiture of your cards from that battle location. For example, if youropponent’s total battle destiny was 3, the attrition against you will be 3 and you will be requiredto forfeit (if possible) one or more cards whose forfeit values total at least 3.Your ‘hit’ cards may apply their forfeit values toward satisfying attrition. If forfeiting all your ‘hit’cards does not satisfy all of the attrition against you, then you must forfeit additional cards untilyour attrition has been satisfied. (If you have no cards left to forfeit, or if all your remainingcards are immune to attrition, any remaining attrition against you is ignored.)Sometimes you have to forfeit cards with a total forfeit value in excess of your attrition; forexample, if your attrition is 5 and your cards that participated in the battle each have a forfeitvalue of 3, to satisfy your attrition you will have to forfeit two of those cards for a total of 6forfeit.Unlike weapon ‘hits’ and attrition, battle damage applies only to the player
Battle damage
who lost the battle. The loser’s battle damage is equal to the difference between the winner’stotal power (including battle destiny) and the loser’s total power (including battle destiny). Forexample, if your opponent’s total was 11 and yours was 7, you suffer battle damage of 4.You may satisfy battle damage by forfeiting cards from the battle. Each card you forfeit —including those forfeited because of weapon ‘hits’ or attrition — satisfies battle damage up to itsforfeit value.Unlike weapon ‘hits’ and attrition, battle damage may also be satisfied by losing Force from yourhand and/or Life Force piles. Each card lost satisfies 1 unit of battle damage. You may selectwhich cards to lose from your hand, but if you wish to lose cards from your Life Force they mustcome from the top of your Force Pile, Used Pile and/or Reserve Deck. To satisfy your battledamage, you may use any combination of forfeiture and losing Force.As with attrition, sometimes you will forfeit cards with a total forfeit value in excess of yourbattle damage. For example, if your battle damage is 4 but your only card that participated in thebattle has a forfeit value of 6, to satisfy your battle damage you will have to either forfeit thatcard or lose 4 Force. For this reason it’s generally a good idea to perform all your forfeitingbefore you lose Force.Remember that all cards that you forfeit — including your cards that were ‘hit’ — automaticallycount toward your attrition and your battle damage. For example, if you forfeit a ‘hit’ card whoseforfeit value is 5, this simultaneously satisfies attrition of up to 5 and battle damage of up to 5.Sequence of actions — Actions taken to satisfy weapon ‘hits,’ attrition and battle damagealternate between the players, beginning with the player who initiated the battle. You may forfeityour cards and/or lose Force in any sequence, but the order you choose sometimes has strategicimportance. Once you have forfeited all of your cards that were ‘hit’ and satisfied all yourattrition and battle damage, you may not voluntarily forfeit any additional cards.After both players have forfeited all ‘hit’ cards and have satisfied all attrition and battle damage,the battle ends.Following is a brief checklist of the steps to follow when you battle
battle — summary
during your own turn.Initiate the battle•Use 1 Force.•Both players must have presence at the location; each character, vehicle, starship and locationis limited to one battle per turn.•Responses such as ‘reacts’ and “start of battle” actions may occur now. Opponent may makethe first response, then players alternate.Weapons segment•Fire weapons and/or initiate other actions such as Electrobinoculars and Beru Stew during thissegment. Even actions not specifically related to battle may be initiated during the weaponssegment.•You initiate the first action, then alternate actions with your opponent.•‘Hit’ cards are turned sideways but continue to participate in the battle.If all presence is removed from either side of the battle (e.g., because of tauntauns ‘reacting’away from the battle, or a card play such as Hit And Run) prior to the power segment, the battleends. (However, any ‘hit’ cards must still be lost.)Power segment•Each player adds up the total power of their cards participating in the battle (plus any positiveor negative modifiers to total power). Do not include power of characters aboard enclosedvehicles and starships.•Each player with total ability of 4 or more in the battle (not counting ability of passengersaboard enclosed vehicles and starships) may draw one battle destiny — or more than one byusing special cards — and add that total battle destiny to total power. Make all your draws first,then your opponent does likewise.•The player with the higher overall total power (including battle destiny) wins the battle.Damage segment•All actions taken to satisfy weapon ‘hits,’ attrition and battle damage alternate between players,beginning with you. Although each player may take such actions in any order, it is recommendedthat new players follow the sequence below.•All cards ‘hit’ by weapons must be forfeited.•Each player’s total battle destiny causes attrition for the opposite player. Each player who isaffected by attrition must forfeit enough cards (including any ‘hit’ cards) to satisfy attrition. Ifyou have no cards left to forfeit, or if all your cards remaining are immune to attrition, anyremaining attrition is ignored.•The loser of the battle suffers battle damage equal to the difference between the overall powertotals (including battle destiny). The loser must forfeit cards and/or lose Force, one at a time inany sequence, to satisfy battle damage. Each card forfeited (including cards forfeited because ofweapon ‘hits’ and attrition) satisfies battle damage up to its forfeit value; each card lost (fromhand or Life Force) satisfies 1 unit of battle damage. The loser may not leave any battledamage unsatisfied.The winner and loser of a battle are determined during the
battle — winner and loser
power segment of the battle. At this time, initiate and/or complete all actions depending on thisdetermination. (If there is a tie, there is no winner and no loser of the battle.)The amount of Force damage you incur when your opponent’s total power
battle damage
in a battle is greater than your own. Your battle damage is equal to the difference between theoverall power totals (including battle destiny). You may satisfy battle damage by losing Force (1lost Force satisfies 1 unit of battle damage) and/or by forfeiting cards you have participating inthat battle (each card satisfies battle damage up to its forfeit value). Such forfeited cards maysimultaneously satisfy weapon ‘hits,’ attrition and battle damage affecting you.One or more destiny draws made during the power segment of a battle. If
battle destiny
you have 4 or more ability participating in the battle (not counting ability from passengersaboard enclosed vehicles and starships), you may draw one battle destiny. Special cards alsoallow you to draw one destiny when not otherwise able, or to add one or more destiny draws toyour total battle destiny. Your total battle destiny (if greater than zero) increases your totalpower in the battle, and also causes attrition against your opponent regardless of who wins thebattle. Drawing battle destiny is optional.Actions that modify battle destiny (such as the first function
battle destiny modifiers
of Don’t Get Cocky) may be initiated during the weapons segment of a battle.The result of a battle destiny modifier is to schedule an automatic modifier that will occur whenbattle destiny is drawn. Multiple copies of the same battle destiny modifier are not cumulative.If the conditions for initiating the battle destiny modifier include a certain character, and thatcharacter is lost before destiny is drawn, the battle destiny modifier still works because it hasalready been scheduled to occur.If you begin a battle with multiple characters, and all but one of your characters are removedfrom the battle before the end of the weapons segment, you may then play any applicable ‘alone’battle destiny modifiers.Fourth phase of each turn, in which you may initiate one or more battles
battle phase
against your opponent’s characters, vehicles and starships.A battleground is any system, sector or site location where both players (1)
battleground
have Force icons, (2) are able to deploy and (3) are not prevented from initiating battle by gametext. For example, the following locations are not battlegrounds:•Yavin 4: Docking Bay with a Sleen present (the Sleen cancels a Force icon).•Shielded Hoth sites (Dark Side may not deploy there).•Any site where Yoda is alone (“battles… happen not unless present a Dark Side character ofability > 3 there is”).Such locations could become battlegrounds, assuming all other battleground criteria are met, by(in the examples above) moving the Sleen away from the Docking Bay, “blowing away” the Hoth:Main Power Generators or bringing a Dark Side character of ability > 3 to Yoda’s location.This Light Side Effect remains on table and allows you to use any amount of your
Beggar
opponent’s Dark Side Force during each of your turns. At the end of each of your turns, if youchose to use zero or 1 Dark Side Force that turn, the Beggar remains on table; if you chose touse 2 or more Dark Side Force, the Beggar is lost.Force used by your opponent never counts against your Beggar. For example, some Jawasrequire the use of Force by both players when deploying. The portion of the Jawa’s deploy costthat your Dark Side opponent is required to pay does not count against the Beggar; however, ifyou choose to use Dark Side Force to pay for your portion of the deploy cost, this does countagainst the Beggar.See starting the game.
beginning the game
Forfeit +2 when at same site as Owen Lars or a Hydroponics Station. If lost from
Beru Lars
table during opponent’s turn, Luke is power +3 until the end of your next turn.Errata: The title of this Interrupt has been revised to read, “•Beru Stew”; thus,
Beru Stew
it is now unique (•).Activating Force is the result of this Interrupt, not a condition of initiation (see actions). If aplayer is unable to activate 2 Force, that player must activate 1 if possible.Deploy on a captured starship. Your characters present with captured starship
Besieged
may battle opponent’s characters aboard it (as if present together at a site). Effect canceled ifstarship escapes or is stolen.This Effect allows your characters on a Star Destroyer, at Death Star: Docking Bay 327 or at StarDestroyer: Launch Bay to battle your opponent’s characters ‘trapped’ aboard a captured starshipthere. This works like a battle at a site.If the Light Side has one group of characters in the docking bay or launch bay and another grouptrapped on the starship, these two groups may not combine when Besieged is played. You mayinitiate a battle against one group or the other, but not both on the same turn. The characters onboard the starship may not initiate battle, and do not participate in any battles other than thoseyou initiate against them using Besieged.If the trapped characters are eliminated (which might take several turns), you steal the starship.A permanent pilot is conceptually replaced by a Dark Side permanent pilot. Any cargo becomesstolen property, usable by the Dark Side.If at any time you do not have any Dark Side characters present with a starship targeted byBesieged, that starship escapes to the Light Side of the appropriate system or sector (or to theUsed Pile, if the Light Side player so desires). A permanent pilot on your Star Destroyer is notsufficient to prevent the captured starship from escaping.Regardless of which side controls the starship, the Besieged card remains on the starship (andthus is not available to be retrieved from the Lost Pile) until that starship is no longer on table.See captured starships; see tractor beaming.This location is a cloud sector.
Bespin: Cloud City
See Cloud City.
Bespin location deployment
May add 3 passengers. Permanent pilot
Bespin Motors Void Spider THX 1138
provides ability of 1. May move as a ‘react.’ W Landspeed = 3. OR Up to 3 characters mayshuttle to or from same site for free. (The white-border version of this vehicle which reads “1driver and 2 passengers” was misprinted.)Adds 2 to power of anything he pilots. When piloting Red 3, also adds
Biggs Darklighter
1 to maneuver and draws one battle destiny if not able to otherwise.When this device is used with a character weapon and more than one card is
Bionic Hand
drawn for weapon destiny, the character adds 1 to total weapon destiny.If a battle was just initiated at an interior site, use 1 Force to
Blast The Door, Kid!
exclude from that battle all characters of ability > 2 and all leaders (on both sides).During your control phase, fire (for free) one of your blasters carried by a
Blasted Droid
trooper or one of your automated weapons. Any ‘hit’ targets are immediately lost.See Sniper.Use 1 Force to deploy on your warrior. May target a character, creature or vehicle
Blaster
using 1 Force. Draw destiny. Target hit if destiny > defense value.The first function of this Interrupt adds 3 to total weapon destiny,
Blaster Proficiency
not each destiny draw.Deploy on your side of table. At any time, you may transfer one of your
Blaster Rack
character weapons from any site to the Blaster Rack. During your deploy phase, weapon may betransferred to your character on table for an expenditure of Force equal to the weapon’s deploycost.You may place weapons in the Blaster Rack at any time between other actions. Thus, you maynot place cards in the Rack as a response to a character leaving the table.A Blaster Rack and cards inside are all on table. This means, for example, that a unique (•)weapon in the Blaster Rack may not be duplicated elsewhere on table.Use 2 Force to deploy on your warrior. May target a character, creature or
Blaster Rifle
vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.Deploy on your Imperial Blaster or Blaster Rifle. Scope allows that weapon
Blaster Scope
to target at an adjacent site.A Blaster Scope may deploy on an Imperial Blaster, a Blaster Rifle or any weapon that has eitherof those two characteristics, including the Assault Rifle and the Light Repeating Blaster Rifle (seecharacteristics). It may also deploy on 4-LOM’s Concussion Rifle, as indicated by the weapon’slore and game text.See long-range weapons.May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not
Blizzard 1
be increased. When using AT-AT cannon to Target The Main Generator, adds 1 to total.May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not
Blizzard 2
be increased. Permanent pilot provides ability of 2.May add 1 pilot or passenger. May move as a ‘react.’ Power +1 at any
Blizzard Scout 1
Hoth site. Permanent pilot provides ability of 1.May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed
Blizzard Walker
may not be increased.When the Hoth: Main Power
blown away — Hoth: Main Power Generators
Generators site is “blown away,”•the power generators are destroyed (turned face-down);•the Hoth energy shield is deactivated; and•all cards at that site are lost.Turning the site card face-down identifies it as an unnamed, exterior Hoth site where cards canstill deploy, battle and move. Its only other remaining usable feature is its marker number. Thesite card may not be deployed again (or converted).You lose 8 Force only when the site is “blown away” by Target The Main Generator, not when itis lost in another way (such as when the Hoth system location is “blown away” by CommencePrimary Ignition).When a system is “blown away,”
blown away — systems
•the targeted planet or Death Star is destroyed (turned face-down); and•locations which are part of that planet or Death Star (i.e., related sites and cloud sectors), andall cards at such locations, are lost.If the system you “blew away” was a Rebel Base or Death Star, your opponent loses Force equalto twice the total number of their Force icons which were at the destroyed locations (includingmodifications by cards such as Presence Of The Force, Sleen and Yoda).The destruction of the planet or Death Star does not affect related asteroid sectors or anystarships or mobile systems in orbit.Turning the system card face-down identifies it as an unnamed system where cards can stilldeploy, battle and move. Its only other remaining usable feature is its parsec number. The systemcard may not be deployed again (or converted). No sites or cloud sectors may be deployed to theunnamed system (although asteroid sectors and their related sites may deploy there, if thesystem was formerly a planet system).When playing the Dark Side, once during each of your turns (during any phase)
bluff rules
you may place one card from your hand face-down on your side of the Tatooine: Bluffs site. Thiscard is called a “bluff card” and it is not considered to be in play. Each bluff card allows you tocumulatively add 1 to your Force drains at the Bluffs.Your opponent can choose at any time to turn over one of your bluff cards.•If it is a character, it immediately deploys at the Bluffs for free (but must obey normaluniqueness and deployment restrictions, or is instead lost).•If it is not a character, it is lost and you lose an additional 2 Force.Bluff rules function as follows when Expand The Empire or Revolution is played:•Expand The Empire allows you to place bluff cards at sites adjacent to the Tatooine: Bluffs site,creating enhanced Force drains and/or free deployment at those sites as well. If Expand theEmpire is canceled, all bluff cards at the adjacent sites are lost.•Revolution does not allow the Light Side player to place bluff cards.Adds 3 to power of anything he pilots. May make a Kessel Run in place of a
BoShek
smuggler. Immune to attrition < 3.Adds 3 to power of anything he pilots. When piloting Slave I, also
Boba Fett (Cloud City)
adds 2 to maneuver and may draw one battle destiny if not able to otherwise. When escorting acaptive, captive is forfeit +5. May ‘fly’ (landspeed = 3). Immune to attrition < 3.Adds 2 to power and 1 to maneuver of anything he pilots.
Boba Fett (Special Edition)
May deploy –1 as a ‘react’ to same site as a gangster or smuggler. When firing weapons, any‘hit’ characters are forfeit = 0. May ‘fly’ (landspeed = 3). Immune to attrition <3.Use 1 Force to deploy on Boba Fett, or 3 on your other
Boba Fett’s Blaster Rifle
bounty hunter. May deploy as a ‘react.’ May target a character, creature or vehicle using 2 Force.Draw destiny. Add 1 if targeting a vehicle. Target hit if total destiny > defense value. May firerepeatedly for 1 Force each time.When you use this character weapon to fire repeatedly, you must use 2 Force for the first firingand 1 Force for each additional firing.Type style used in card lore to emphasize some characteristics that are
boldface type
relevant to gameplay.This Mobile Effect defines a “target zone” and allows your piloted bombers
Bombing Run
to move and battle there. Such bombers are not landed, but rather are conceptually flying in theatmosphere (much like a snowspeeder). Their permanent pilots have presence at the site andthus may block opponent’s Force drains and participate in battle, even if they do not carry ProtonBombs.When a TIE Bomber begins a Bombing Run by moving to a site, this is a regular move whichrequires 1 Force. The return trip to the system is a second regular move (even though it occursduring the battle phase) which also requires 1 Force. If it is not possible for the bomber to returnto the system, it remains at the site but is not considered landed. (As soon as it is possible forthe bomber to return at the end of one of your battle phases, it must do so — even if BombingRun has been canceled.)Use 1 Force to deploy on your TIE Advanced x1. May target a
Boosted TIE Cannon
starship using 1 Force. Draw destiny. Subtract 1 if targeting a capital starship. Add 1 if targetinga starfighter. Target hit if total destiny > defense value.Adds 2 to power of anything he pilots. When piloting Hound’s Tooth, draws one battle
Bossk
destiny if not able to otherwise. Adds 1 to attrition against opponent in battles at same site. Mayreduce Chewie’s forfeit to zero while present.This alien adds 1 to attrition of zero (e.g., a location drawn for battle destiny), but cannot add 1to “no attrition” (i.e., no battle destiny draw).This Effect allows you to retrieve Force only if the bounty hunter who delivers the
Bounty
captive to a prison is the same bounty hunter who seized that character when it was captured.Use X Force to deploy on your warrior, where X = (7 – warrior’s power). X
Bowcaster
cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 iftargeting a character, 2 if targeting a creature. Target hit if total destiny > defense value.Although this creature does not attack your own characters, it does still consider them
Bubo
to be potential ‘meals’ and thus does not move away from them.Cards with deployment restrictions such as “deploys only on
but may move elsewhere
Hoth” are generally allowed to move elsewhere unless otherwise specified; thus, this redundantphrase is no longer used on cards.If you are confused about how to use this alien’s destiny number, consider the
Brainiac
words of Brainiac himself: “One cannot do less than is required, nor more than is allowed.”Brainiac counts as a card in hand when computing Y to determine his own deployment cost. Hemay provide nav computer capability on a starship as a passenger, but Brainiac is not anastromech and thus cannot occupy astromech capacity.Brainiac’s destiny and power should not be rounded. For example, if Brainiac is drawn for battledestiny and a player must satisfy attrition, that player must forfeit at least points of forfeitvalue.Imaginary numbers (which have a negative number within the square root) result in a minimumpower of 1. Also, players must use the positive root (thus, the square root of 4 is 2, not –2).This droid adds 2 to total power for each pairing of one Rebel
C-3PO (See-Threepio)
and one droid, neither of which may be used as part of another pair.Act of preventing an action (such as a card play or a battle) from having its result.
cancel
Any costs paid to initiate that action remain paid. When you cancel an action that was limited toonce during a particular time period (such as a turn, a control phase or a battle), that actionmay not be initiated again during that same time period.When a card is canceled, it is placed in the Lost Pile unless otherwise directed. However, if adestiny draw is canceled, the card drawn goes to the Used Pile because only the destiny drawwas canceled, not the actual card itself.The phrase “cannot be moved” means that a card may not make any
cannot be moved
regular move or unlimited move and may not move as a ‘react’ (although it may deploy as a‘react,’ if applicable, or may be placed in a Used Pile, Lost Pile, Crash Site Memorial etc.,because such actions are not movement).See negative numbers.
cannot fall below zero
The phrase “cannot move” is exactly like “cannot be moved,” with one
cannot move
exception: such cards may be moved when physically carried by a vehicle, starship or creature(e.g., Wampa or Bog-wing).Cards which “cannot move” cannot use transport cards such as Elis Helrot, Nabrun Leids, EscapePod, Evacuate? and Chief Bast.When an action attempts to move a group of cards, and one or some of those cards “cannotmove,” the action is not canceled; simply move all cards in the group that are able to move.Even when a character “cannot move,” you may choose whether that character is occupyingpilot capacity or passenger capacity on a vehicle or starship. This is not considered to bemovement.This Interrupt targets characters “with an ability number” and thus does
Cantina Brawl
not affect droids.Limit that a vehicle or starship can carry, as defined on the vehicle or starship
capacity
card.When a vehicle or starfighter’s capacity includes pilots, drivers and/or passengers, this capacityconceptually represents the bridge or cockpit. When its capacity includes other vehicles andstarfighters, this capacity conceptually represents the cargo bay. Only characters which areconceptually “on the bridge” (or cockpit) take up capacity; those remaining aboard something inthe cargo bay, or currently at a vehicle or starship site, do not occupy capacity and may notpilot, drive or otherwise enhance the vehicle or starship.Capital starships may deploy and move only to systems and asteroid
capital starships
sectors, unless the card says that it “moves like a starfighter.”The specific capitalization of card names, characteristics and other game
capitalization
terms is not relevant for gameplay purposes. For example, the words “Stormtrooper” and“stormtrooper” are interchangeable; both refer to any character with the characteristic ofstormtrooper. (See characteristics.)Deploys only on Falcon, Hoth or Cloud City. Adds 3 to power of
Captain Han Solo
anything he pilots. When piloting Falcon, adds one battle destiny and 2 to maneuver. Once duringeach battle, may use 2 Force to cancel one opponent’s destiny just drawn and cause a re-draw.Once during each of your control phases, you may use 2 Force to take
Captain Khurgee
one Scanning Crew into hand from Reserve Deck; reshuffle.Adds 2 to power of anything he pilots (3 if starship is Tyrant). When on a
Captain Lennox
Star Destroyer, may use its tractor beam once during each of your control phases.This Imperial allows you to utilize one Tractor Beam twice in a turn, once during the controlphase and once at the end of a battle.Adds 2 to power of anything he pilots. When piloting Avenger, that
Captain Needa
starship is also immune to attrition <4. You may re-target applicable Utinni Effects to Needa. If ina battle where you choose to forfeit characters, you must forfeit Needa first.You ‘choose’ to forfeit characters because of battle damage or attrition; those forfeited becauseof weapon ‘hits’ are not by choice.Power +1 when at same site as Vader. Adds 2 to power of anything he
Captain Piett
pilots (3 if starship is Executor). May use 1 Force to take one Probe Droid into hand fromReserve Deck; reshuffle.This Imperial may take a Probe Droid into hand any number of times during any player’s turn.When your escorted captive(s) use this Interrupt to initiate a battle, if you
Captive Fury
have other characters at the same site they also participate in that battle.See captured and missing cards; see escorting.
captives
Captured and missing cards function in the game in a
captured and missing cards
similar fashion. A captured or missing card is on table only for purposes of uniqueness, and forcards that specifically target or refer to captured or missing cards (as appropriate). Although nonew cards may deploy on or target the captured or missing card, any Utinni Effects or othercards that targeted the card before it became captured or missing continue to do so.When your tractor beam captures a starship, place it beneath the
captured starships
card on which the tractor beam is deployed. Your opponent no longer controls the capturedstarship and cannot deploy any new characters there. (Any Light Side characters already aboardare simply ‘trapped,’ not captured.) No characters (of either player) may embark on the capturedstarship.Whenever a captured starship has no Light Side characters aboard, you steal it (relocate it toyour side of the appropriate location card); see stealing. (You may use the Besieged card toattempt to eliminate Light Side characters aboard a captured starship.)If the captured starship is underneath a site (i.e., Death Star: Docking Bay 327 or Star Destroyer:Launch Bay), the characters on the captured starship can disembark there for free, but only ifthe Light Side controls that site. If all of the opponent’s characters aboard disembark, you stealit.) Neither player’s characters at the Docking Bay are allowed to embark on the capturedstarship.If your tractor beam card is canceled, any cards which are being held underneath the relatedStar Destroyer, Star Destroyer: Launch Bay or Death Star: Docking Bay 327 are released andreturn to the Light Side of the system or sector (or to the Used Pile, at your opponent’s option).If a card with captured starships held underneath is removed from table (by any means), thosecaptured starships are lost.See captured and missing cards.Only the Dark Side may capture; if the Light Side somehow controls a card
capturing
which allows capturing, the Light Side may not use the capturing portion of that card. The DarkSide may capture only Light Side cards. (However, both players can steal the opponent’s cards,which is different from capturing.)Dark Side bounty hunters and warriors typically capture Light
capturing characters
Side characters using cards like Zuckuss’ Snare Rifle and We Have A Prisoner, then escort thosecaptives to a prison.Whenever a rule or card says that characters are captured, you have three options:•Seizure — Each of your bounty hunters and warriors at same location may seize (take intocustody) one of the captured characters; place the captive face up beneath the bounty hunter orwarrior. (See escorting.)•Imprisonment — If the capture takes place at any prison, you may imprison any number of thecaptured characters there; place the captives face up beneath that prison.•Escape — Any captives not seized or imprisoned will escape to the Light Side player’s Used Pile.Once you seize or imprison a character, you may not voluntarily release that character. Youropponent may release captured characters only by using specific cards (see releasing captives).Deploy on Carbonite Chamber. Adds 3 to Carbon-
Carbonite Chamber Console
Freezing destiny. Also, once during each of your turns, you may use 1 Force to take oneUgnaught, Prepare The Chamber or Carbon-Freezing into hand from Reserve Deck; reshuffle.Whenever game text on a card uses the specific phrase “card type” (e.g., Hiding
card type
In The Garbage), such references refer to the icons used in the upper left-hand corners of thecards. Sites, systems and sectors, which have no upper left-hand icon, share the card type of“location.”Whenever one card is carrying another, you indicate this by placing the carried
carrying

card underneath the carrying card.The Big One: Asteroid Cave or Space Slug Belly site is a special location which
cave rules
must deploy next to a Big One sector, as shown below.planetAsteroidAsteroidBigAsteroidsitesystemCaveFieldFieldOneFieldNormally this location is an asteroid cave (planet site). However, when a Space Slug creature ispresent at the related Big One sector, the location slides next to the Space Slug and becomes aspace slug belly (creature site).planetAsteroidAsteroidAsteroidBigsitesystemFieldFieldFieldOneSpaceBellySlugWhen this site is a belly, starfighters may not land or take off if the Space Slug’s mouth is‘closed’ (as defined by the Space Slug’s game text). If the Space Slug is lost, all cards in thebelly are also lost and the site then slides next to the Big One, reverting to a cave. Whether thesite is a cave or a belly, it is always ‘related’ to the Big One, and characters, vehicles andcreatures may deploy there normally.When deployed, you may take one non-unique alien into hand from Reserve
Chall Bekan
Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacentTatooine site.A type of Light Side or Dark Side card that represents a Rebel, Imperial, alien,
character
droid or Jedi Master. A few characters represent more than one of these things; for example,Chewbacca (in the A New Hope expansion set) is both a Rebel and an alien. Characters havelandspeed of 1 unless otherwise specified.‘Character’ is a game term that refers only to cards of the character type. Although cards ofother types (e.g., starships, creature vehicles) sometimes provide ability, these are notcharacters. (See permanent pilot.)In addition to common attributes (e.g., deploy cost, power, ability), many
characteristics

cards have additional game-relevant features called characteristics (e.g., leader, trooper,Wookiee, female, dejarik). Some characteristics are obvious based on common Star Warsknowledge and observation (e.g., Leia is female), and thus it is unnecessary to print them oncertain cards. However, most characteristics are printed on the cards, and some are highlightedin boldfaced type (particularly those that are important to gameplay or are not very obvious).Characteristics may be found anywhere on cards. For example, the characteristic of leader isfound in the•title of Imperial Squad Leader;•lore of Momaw Nadon; and•game text of K-3PO.Of course, context determines whether a word actually defines a characteristic or not (e.g., thephrase “Wingman of Gold Leader” in Pops’ lore is a reference to a different character and doesnot make Pops a leader).Each characteristic applies only to certain card types. For example, ‘dejarik’ applies only toEffects and Interrupts; ‘leader’ applies only to characters. Thus, Red Leader In Red 1 (a starshipcard) is not considered a leader for gameplay purposes.Also, characteristics do not override card types; thus, Leia Organa and the Utinni Effect YerkaMig, despite the appearance of the word ‘Imperial’ in their lore, are obviously not considered tobe Imperials for gameplay purposes.This Interrupt must target a Rebel of ability > 2 and thus may
Charming To The Last
not target the •Leia card from the Jedi Pack.See the Dark Side counterpart, Abyss.
Chasm

Power +1 at same location as Han. Adds 2 to power of anything he pilots.
Chewbacca
When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same sitego to Used Pile (rather than Lost Pile) when they are ‘hit.’Adds 2 to power of anything he pilots. Power +1 if at same site as Tarkin. If a
Chief Bast
battle was just initiated where Bast is aboard a starship, he may ‘evacuate’ (relocate) with oneother non-droid character present to a related site.This Imperial may not evacuate to a site by himself; he must accompany one other Dark Sidecharacter present. This evacuation is free.This Imperial may target any weapon or device deployed on a site (including
Chief Retwin
“movable” weapons and devices such as seekers), but may not target cards deployed on acharacter, vehicle or starship at a site.LIGHT (1): If you occupy, each Bith character is destiny +2. DARK (0): If you
Clak’dor VII
control, each Bith character is destiny –1 and Ghhhk is power +2 in battles at a holosite.The destiny modifiers on this system location affect all Bith character cards (of both players),whether on table or drawn for destiny.All Cloud City sites are related to Bespin and thus
Cloud City location deployment
may be deployed even if the Bespin system and the Bespin: Cloud City sector are not on table.The Bespin system layout is shown below.BespinsecondfirstCloud CityCloud CityCloud CityCloudCloudsCloudsCloudsBespindocking baydocking baysitesitesiteCity(platform)(platform)Cloud SectorsThe first docking bay site (either East Platform or Platform 327) is placed between the interiorsites and the exterior sectors. If the second platform is deployed, it is placed at the “far” end ofthe interior sites so there are docking bays at both ends of the Cloud City sites. You may usedocking bay transit to go from one platform to the other.Use 2 Force to deploy on your warrior at a Cloud City site. May target
Cloud City Blaster
a character or creature using 2 Force. Draw destiny. Target hit (and may not be used to satisfyattrition) if destiny > defense value.This weapon may be transferred to another character only when that character is at a Cloud Citysite. (See weapons — transferring.)This Interrupt allows you to win one starfighter, not a squadron
Cloud City Sabacc
(see squadrons).Cloud sectors deploy to any planet system (except a “blown away” planet
cloud sectors
system). They are placed between the system location and its related sites, and representvarious “altitudes” of airspace above the planet’s surface.Starfighters and cloud cars may deploy, battle and move at cloud sectors. (Capital starships,except those that deploy and move like a starfighter, may not.) Three types of regular moves(each requiring 1 Force) are allowed:•System to sector — A starfighter may move from a planet system location to the cloud sectornext to it (or vice versa).•Sector to sector — A starfighter or cloud car may move up to two cloud sectors at a time (for 1Force).•Sector to site — A starfighter or cloud car at the lowest-altitude cloud sector (the one closest tothe sites) may land at or take off from any related exterior site.Cloud sectors effectively increase the cost of landing, taking off and shuttling:•Starships may not land or take off directly between the system and its related sites (they must“fly through” the cloud sectors).•Each cloud sector cumulatively adds 1 to the cost of shuttling between the planet system andits related sites.Cloud sectors are related to the planet system where they are deployed and to that planet’s sites.They are part of the planet and thus take on its name (i.e., cloud sectors at Tatooine are Tatooinelocations, effectively becoming “Tatooine: Clouds”). If the planet is “blown away,” cloud sectorsthere are destroyed (lost).See sectors and asteroid sectors.This sector subtracts 2 from power and 2 from maneuver of each squadron present.
Clouds
When an interior site is ‘collapsed’ (e.g., by Collapsing Corridor), all cards at that
collapsed
site are lost and its Force icons and game text are canceled. The site remains in play for otherpurposes; however, each deployment or movement to or from that site requires 1 additionalForce. A collapsed site is ‘rebuilt’ if either player deploys a new copy of that site.A ‘collapsed’ docking bay still allows docking bay transit to that site, because the card’s title stillindicates it is a docking bay. However, transit from the docking bay is not possible because thesite’s game text is canceled.Use 1 Force if opponent has at least two starships present at same system or
Collision!
sector. Draw destiny. If destiny < number of those starships, opponent must lose one of them.This Imperial is power +1 with any or all of the three cards
Colonel Wullf Yularen
mentioned in its game text (not power +1 for each).A kind of vehicle which is specialized for battle. A combat vehicle must
combat vehicles
have a pilot to move and to use power, maneuver and landspeed. (However, it may be shuttled ortransferred without a pilot aboard.)During a battle, target opponent’s starship present with two (or more)
Combined Attack
of your starship weapons. Add all weapon destiny draws together. Apply that total separately foreach weapon.This Interrupt combines the firing of two or more starship weapons into a single action. You maychoose to fire any or all of your applicable weapons, at normal use of the Force.Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If
Come With Me
destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add1 pilot. (Immune to Alter.)This Effect increases pilot capacity of the targeted starfighter by one. Although Come With Memay target either player’s starfighter, it does not allow the Dark Side to deploy a pilot to a LightSide starfighter. This Effect does not target squadrons.Adds 2 to power of anything he pilots, and that starship or vehicle moves for
Comm Chief
free.Adds 2 to power of anything he pilots. Once during each of your
Commander Brandei
control phases, when aboard a Star Destroyer or at any docking bay, may use 1 Force to takeone TIE into hand from Reserve Deck; reshuffle.Adds 2 to power of anything he pilots. Your shuttling, landing and
Commander Desanne
taking off to or from same location is free. During your control phase, may take one Lambdashuttle or Landing Craft into hand from Reserve Deck; reshuffle.Deploys only on Hoth. Adds 3 to power of anything he
Commander Luke Skywalker
pilots. When piloting Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Adds 1 to forfeitof each other Rogue Squadron pilot or gunner at same Hoth site.Adds 1 to power and maneuver of anything he pilots. Opponent may
Commander Nemet
not ‘react’ to or from same location.Adds 2 to power of anything he pilots. When piloting Devastator, also
Commander Praji
adds 1 to hyperspeed. Where present, cancels game text of C-3PO or R2-D2.When at a war room you control, adds 1 to power of
Commander Vanden Willard
each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage.Deploy on a superlaser. May not fire at a planet until
Commence Recharging
‘recharged.’ Opponent may use Force (stacking it here); accumulating 8 Force rechargessuperlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force isplaced in Used Pile.The 8 Force specified by this Effect must be stacked on the Effect itself and are separate fromthe X Force required by Commence Primary Ignition.To initiate this Interrupt, you must have at least one card each in
Computer Interface
your Reserve Deck, Force Pile and Used Pile.Use 2 Force to deploy on your warrior. May ‘throw’ at same or
Concussion Grenade
adjacent site. Draw destiny. All characters, weapons and devices with that destiny numberpresent at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade alsolost.See long-range weapons.May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking
Conquest
capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, maypeek at opponent’s hand.You control a location if you have presence there and your
control of a location
opponent does not.Control of a location is checked whenever required, not just during the control phase. Thecondition is continuous.Second phase of each turn, in which you may initiate Force drains.
control phase
When you convert a character such as Lando (via persona
converting characters
replacement) or the Tonnika Sisters (via Double Agent) to your side of the Force, that cardmoves to your side of the table and is used as your own. The character retains their identity, andcards deployed on or targeting the character continue to function normally.Note that Luke does not “convert” because of Epic Duel, he crosses over (see crossing over).When a location is converted, any applicable Effects and other
converting locations
cards there remain in play and affect the converted version of the location card. Cards that arenot applicable are placed in the Lost Pile.LIGHT (1): Your Falcon (with one pilot) and your Corellian corvettes may deploy
Corellia
here as a ‘react.’ DARK (1): Each of your starships are hyperspeed +1 when moving from here.See locations.
Coruscant location deployment
This Interrupt does not cause a battle and thus cards may not be
Counter Assault
forfeited to reduce Force loss.Remember that, at a system location, characters and vehicles aboard starships are not present atthe system. Therefore, for Counter Assault there will ordinarily only be one destiny draw perstarship at the system but none for any cards aboard.A Counter Assault may technically be played at a holosite but, since there are no characterspresent (only dejariks and holograms), no destiny will be drawn and zero will be compared to theopponent’s total power.At any time, you may count the cards in your own hand, pile or deck (but
counting cards
when counting your Lost Pile you must do so face down). You may request that your opponentcount his own hand, pile or deck, and tell you the correct count. However, you may not count (orrequest a count of) any Reserve Deck if it contains any face-up cards (e.g., because of ThroughThe Force Things You Will See) or if it contains cards from the opposite side of the Force (e.g.,an ‘insert’ card or a card that was won or stolen).You may count (or request a count of) any hand, pile or deck if using a card that allows orrequires the count (e.g., We’re Doomed). Also, any card which allows peeking at, or taking a cardfrom, a hand, pile or deck also allows counting as part of the process (in this case, reshuffle onlyif required by that card or if necessary because of ‘insert’ cards).The second function of this Interrupt may be used during any
Courage Of A Skywalker
duel, not just a duel involving a Skywalker.If you have a piloted AT-AT present at a site, target opponent’s non-
Crash Landing
creature vehicle present at same or adjacent exterior site. Draw destiny. If AT-AT has a vehicleweapon, add 1 to destiny draw. Target ‘crashes’ if total destiny > 3.This Effect can be used to save only vehicles, droids, weapons and
Crash Site Memorial
devices which were lost from table. Also, for example, the moment a vehicle is lost, anycharacters, Utinni Effects etc. deployed on or targeting that vehicle are also lost. Because thevehicle is no longer “carrying” these cards, they cannot be placed in the Crash Site Memorial.When it is deployed, Crash Site Memorial does not save any already lost cards, only cards lostafter the Memorial is deployed.A Crash Site Memorial and cards inside are all on table. This means, for example, that a unique(•) droid in the Memorial may not be duplicated elsewhere on table.The “vehicles, droids, weapons and devices” limitation on adding lost cards to your Memorialdoes not restrict your ability to exchange cards of any type.Some cards can cause a vehicle to crash. A crashed vehicle has no landspeed,
crashed
power or maneuver. If the vehicle has armor it is reduced to armor = 2 (see unmodifiablevalues). A crashed vehicle may not utilize game text, vehicle weapons or any cards which wouldlogically require the vehicle to be operational (Trample, Attack Pattern Delta etc.).Characters aboard a vehicle that is crashed are not automatically lost and may disembark duringyour move phase. However, if the ‘crashed’ vehicle is enclosed,•embarking or disembarking requires 1 Force per character and•any character remaining aboard may not use power, ability or game text that applies to battle.Because a crashed vehicle may not utilize game text, any permanent pilot aboard does notprovide ability (or presence). (Remember, if presence is completely removed from one sideduring a battle, the battle ends.)Creature vehicles have ability and thus do not require drivers or pilots.
creature vehicles
If a creature vehicle is lost, any characters aboard it may “jump off” — disembark — at the samesite and survive.Creatures deploy and move only within their ‘habitat’ (as defined on each
creatures
creature’s card). Neither presence nor Force icons are required for deployment. Creatures have alandspeed of 1, and may move during each of their owner’s move phases (for free).Creatures do not participate in battles (and thus weapons cannot
creatures — attacks
normally target a creature during a battle); instead, they participate in attacks. Cards thatspecifically affect battles do not affect attacks, and vice versa.Creatures attack only when they are present with another creature, a creature vehicle or a non-droid character (even if missing or captured). However, characters aboard any non-creaturevehicles (even open vehicles) are protected from creature attacks.Ferocity — Creatures have a ferocity number which they use both offensively and defensively. If acreature has a variable ferocity, such as “3 + destiny,” draw such destiny each time the creatureparticipates in an attack, or when its ferocity is required by a card (e.g., Yaggle Gakkle).There are three kinds of attacks:•creatures attacking other creatures;•creatures attacking non-droid characters and creature vehicles; and •creatures being attacked.Attacks do not create battle damage, attrition or forfeiting, and thus no Force is lost by eitherplayer.Attacking other creatures — If at any time two creatures are present together, they immediatelyattack each other (unless they are the same kind of selective creature); this is an automaticaction. Compare their ferocity numbers. The creature with the lower ferocity is ‘eaten’ (lost). Ifthere is a tie, both creatures are lost.If there are more than two creatures present, choose two randomly to attack each other.Continue the process of creatures attacking each other until there are fewer than two present(or until they are all the same kind of selective creature).Attacking non-droid characters and creature vehicles — During every battle phase (of bothplayers), each creature present with one or more non-droid characters and/or creature vehiclesmust initiate one attack. If there are targets for the creature to attack on both sides of the Force,the creature’s owner decides which side will be attacked. If there is more than one potentialtarget on that side, choose one randomly. Compare the creature’s ferocity to the target’s power(plus one destiny if the target has 4 or more ability). If ferocity > power, the target is defeated.Normally, this means the target is ‘eaten’ (lost), although certain cards specify other results ofbeing defeated.During each of your battle phases, your characters, vehicles
Creatures being attacked
and starships present with one or more creatures may initiate one attack against one of thosecreatures (your choice). All of your cards that could participate in a battle at that locationparticipate in the attack. (Your characters, vehicles and starships may initiate one battle perlocation and/or one attack per location.)Use 1 Force to initiate an attack against a creature. You may fire applicable weapons at thatcreature. (Weapons that target characters can also target creatures, as indicated by the revisedweapon game text presented in this Glossary.) Each creature has its own defense value, such as“SLITHER 5” or “VICIOUS HOWL 3.” If the creature is ‘hit,’ it is lost and the attack is over.If the creature is not ‘hit’ by a weapon, calculate your total power in the same manner as for abattle, including one destiny draw if you have 4 or more ability participating in the attack. If totalpower > ferocity + defense value, the creature is lost.See attaching creatures.Crossing over occurs when a character conceptually “gives in” to the
crossing over
opposite side of the Force. When you use Epic Duel to cause a character to cross over, thatcharacter moves to your side of the table and is used as your own (changing from Rebel toImperial, or vice versa, if applicable).A character who crosses to your side conceptually takes on a new identity, just as AnakinSkywalker gave in to the Dark Side and became Darth Vader. Your opponent may not deploy anymore copies of that persona for the rest of the game. Also, any cards which affect that characterby name do not apply (lose any such cards deployed on or targeting the character at themoment of crossing over).For example, if Luke loses an Epic Duel and crosses over to the Dark Side, cards such as Don’tGet Cocky and Run Luke, Run! no longer work because the name “Luke Skywalker” no longerhas any meaning for him, and I Have You Now no longer works because he’s neither Luke nor aRebel any more. Also — like his father before him — he will abandon Anakin’s Lightsaber becauseit works only on a Skywalker. On the other hand, he could still use Luke’s Blaster Pistol becauseit works on any warrior, although he would not get any benefit from the Luke-specific portion ofthe blaster pistol’s game text.When a character crosses over to the Dark Side, the benefits of any Jedi Tests that character hascompleted apply to the Dark Side player.Lando and the Tonnika Sisters do not “cross over,” they convert (see converting characters).A term used in game text to indicate that multiple copies of a card can
cumulatively
increasingly modify the same thing. For example, Rebel Tech says, “Cumulatively adds 1 to thetotal of Attack Run.” Three Rebel Techs would therefore add 3 to Attack Run. Conversely, theSandcrawler in the Premiere set says, “Each Jawa at same exterior site is forfeit +1.” TheSandcrawler is not cumulative, and thus a Jawa present with three Sandcrawlers is only forfeit+1, not forfeit +3. (No modifiers are cumulative unless they specifically say they are.)The term “cumulatively” was printed in boldface type on some early cards; however, this doesnot affect the meaning of the term.When you ‘store’ cards underneath this device, they are not part of
Cyborg Construct
your hand or Life Force, although you may view them at any time. If your opponent takes controlof your Cyborg Construct, any cards underneath it are placed on top of your Used Pile.Adds 1 to weapon destiny draws of anything he is aboard as a passenger
Dack Ralter
(adds 3 if aboard Rogue 1 or with Luke).The phrase “with Luke” on this character means whenever Dack has presence at the samelocation as Luke.The sparse population and extreme remoteness of the planet Dagobah make
Dagobah
deployment to this system and its swampy landscape unusually difficult. The thick atmospheremakes shuttling (and the use of transport cards) impossible. Thus, special deployment andmovement restrictions apply to all Dagobah locations:•Characters, vehicles and starships may not deploy to Dagobah unless specifically allowed bytheir game text (e.g., Yoda and Son Of Skywalker) or another card (e.g., Encampment andDagobah: Bog Clearing).•Devices and weapons may not deploy directly to Dagobah (but may deploy on characters,vehicles and starships already there, if applicable).•Utinni Effects may not deploy to (or target a card at) Dagobah unless specifically allowed bytheir game text.•Shuttling rules and transport cards (e.g., Nabrun Leids and Elis Helrot) may not be used tomove to or from Dagobah.Creatures and all kinds of Effects (except Utinni Effects) may deploy directly to Dagobahlocations, but they must obey any relevant deployment restrictions. Interrupts play normally atDagobah.“So, how do I get my characters and vehicles to Dagobah?” Normally you will use a card thatallows this (such as You Will Go To The Dagobah System) or you will deploy your characters andvehicles elsewhere, then move them to the Dagobah system aboard a starship that can land at aDagobah site.Any Light Side starfighters may deploy at this site, even those
Dagobah: Bog Clearing
with a permanent pilot.See locations.
Dagobah location deployment
See battle — damage segment.
damage segment
Once per battle, may use 1 Force to “eat the soup” of (place out of play)
Dannik Jerriko
one opposing non-droid character just lost or forfeited at same site. W Power = 1 + total abilityof all victims whose soup was eaten.Dantooine (Dark Side) — This system location’s Dark Side game text is subject to the ‘react’ rules(‘reacts’ may be done only in response to a battle or Force drain that the opponent initiates).Adds 3 to power of anything he pilots. Adds 1 to weapon destiny draws of
Danz Borin
anything he is aboard as a passenger.(The white-border version of this character which reads “any starship he pilots” was misprinted.)Weapons that deploy on bounty hunters may deploy on this alien, even though he is not awarrior.When this Effect is deployed, and Alter is played as a response to cancel it,
Dark Forces
Dark Forces has not had its result yet and thus will not affect that Alter. (See actions.)This Effect targets all non-droid characters (of both players) at one site. A
Dark Hours
‘sleeping’ character cannot move, drive or pilot.Use X Force to deploy on your warrior where X = (7 – warrior’s
Dark Jedi Lightsaber
ability). May add 1 to Force drain where present. May target a character or creature using XForce. Draw two destiny. Target hit if total destiny > defense value.Because this Interrupt requires a Dark Jedi to be present, it may
Dark Jedi Presence
not be used during a battle at a system or sector.This Interrupt adds 3 to the total weapon destiny for a lightsaber, not 3 to
Dark Strike
each destiny draw.When in battle, adds 1 to each of your battle destiny draws. Adds 3 to power
Darth Vader
of anything he pilots. When piloting Vader’s Custom TIE adds 4 to power and 3 to maneuver.Immune to attrition < 5.This Imperial’s added battle destiny is an automatic modifier.Deploy on any system. Adds X to total power of your starships at that
Death Squadron
system, where X = number of your starships present. Your troopers and combat vehicles mayshuttle to related sites for free.When this mobile system is deployed, its initial parsec number
Death Star (Dark Side)
(indicated by X on the card) is zero. Using its hyperspeed of 1, you may move the Death Starsystem once each turn as a regular move. The Death Star may move to a parsec number even ifthere is no system on table with that parsec number.At each parsec number, the Death Star system is either in deep space or ‘orbiting’ a planetsystem (on table) which has the same parsec number. Each time the Death Star system ismoved, the Dark Side player must specify whether it is in deep space or orbiting a particularplanet. For example, if the Death Star system moves to parsec 2, and both Alderaan and Kiffexare on table, the Dark Side player must specify whether the Death Star system is orbitingAlderaan, is orbiting Kiffex or is in deep space.Moving the Death Star from deep space to orbit a system at the same parsec is a regular moveand requires 1 Force. Even if orbiting another system location, the Death Star is itself a separatesystem location. Remember that cards may only be present at one location at a time, sostarships at the Death Star do not have presence at the orbited system.Light Side and Dark Side starships move to, deploy to and control the Death Star system asnormal (even though there is no Light Side game text), although normal deployment restrictionsmust still be obeyed. If the Death Star is orbiting a planet, starships at the planet system canmove to the Death Star system and vice versa at normal use of the Force (even withouthyperdrive). When the Death Star system moves, all cards there (starships, pilots, Effects etc.)are considered to be moved along with it automatically.Shuttling to and from a starship at the Death Star system can only occur via Docking Bay 327.The Death Star system is not a starship, and cannot be targeted as such.This squadron includes the personas of Darth Vader,
Death Star Assault Squadron
DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3, but it may not replace or bereplaced by any of those character or starship cards. The built-in Vader persona is not a DarkJedi. (See permanent pilot.) Death Star Assault Squadron is deploy –6 at a Star Destroyer:Launch Bay.Errata: This site has been revised to have
Death Star: Docking Control Room 327
Scomp link icons on both sides.This site location allows you to search your Reserve Deck for (and deploy) any one docking bay,as many times as you desire, at any time between other actions.If the Light Side controls this site, Luke
Death Star: Level 6 Core Shaft Corridor
and Obi-Wan are each power +2.See locations.
Death Star location deployment
Use 2 Force to deploy on Docking Bay 327. At the end of a
Death Star Tractor Beam
battle at Death Star system, may target an opponent’s starship present (except a Mon Calamaristar cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value.See tractor beam.Each Defel on table can cause the loss of only 1 Force per turn.
Defel
A collective term which refers to the various attributes used when cards
defense value
are targeted by weapons. A character’s defense value is its ability or armor, whichever is higher.(Unarmored droids have a defense value of zero.) A vehicle or starship’s defense value is itsarmor or maneuver. A creature’s defense value is indicated by a term that is unique to thatcreature, such as scales, slither, vicious howl etc.Occasionally, a weapon will be able to target some other kind of card (such as a seeker orartillery weapon). In that case, the weapon card itself will provide a defense value to be used.This term refers to a battle at a holosite.
dejarik battle
‘Dejariks’ are small holographic gamepieces representing lifeforms from
dejarik rules
various planets in the galaxy. Dejariks and holograms may battle each other at a holosite (DejarikHologameboard or Imperial Holotable).A holosite is placed by itself on table and is never adjacent to any other site. Holosites allowdejariks and holograms to deploy and battle there as if they were characters. Dejariks andholograms at a holosite are not considered to be characters, Interrupts and Effects, they aresimply dejariks and holograms (e.g., Alter may not cancel Molator at the holosite). However, anycard which specifically names a dejarik or hologram card may still affect that card (e.g.,Grimtaash specifically cancels Molator).Vehicles, characters, starships, Utinni Effects etc. cannot be deployed or moved to a holosite.Only dejarik and hologram cards can exist at a holosite.When you deploy a dejarik or hologram card to a holosite, use its destiny number as its deploy,forfeit, power and ability numbers. While at the holosite, the card’s normal game text is inactive.Dejariks and holograms must obey uniqueness restrictions regardless of where they are on table.Battles at holosites are similar to battles at other sites (including destiny draws and attrition ifyou have 4 or more ability present). If you control the holosite, you may Force drain there andyou may also return any of your dejarik/hologram cards there to your hand at any time betweenother actions, except during battle.See game text — canceled, cannot use, cannot utilize etc.
Demotion
Adds 2 to power of anything he pilots. Power +1 for each opponent’s character
Dengar
present. May reduce Han’s forfeit to zero while present.Use 1 Force to deploy on Dengar, 3 on your other warrior.
Dengar’s Blaster Carbine
May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1> defense value. If hit by Dengar, target’s forfeit = 0.Use 2 Force to deploy on Dengar, or 5 on your other
Dengar’s Modified Riot Gun
bounty hunter. May target a non-droid character using 3 Force. Draw destiny. Characterimmediately captured if destiny +3 > defense value.To bring a card such as a character, starship, site, Effect etc. into play by placing it
deploy
on table, usually during your deploy phase. Most cards in the game deploy, although Interrupts(and some Epic Events) play rather than deploy.The amount of Force required to be used in order to deploy a card.
deploy cost
If a card that deploys does not have a deploy cost box, does not list a deploy cost in its gametext and has not been given a cost by some other game function, that card is ‘free’ to deploy. (Itmay have other requirements, however.)For information on how the deploy cost of a Jawa is affected by modifiers, see Jawas.Third phase of each turn, in which you may deploy cards from your hand to
deploy phase
the table.You can deploy characters, vehicles and starships where you have presence or a Force icon onyour side of a location. (Spies can deploy even where there are no Force icons or presence.)Weapons, devices, Effects, creatures and similar cards may be deployed wherever appropriate,with or without presence or Force icons.Card deployment usually requires the expenditure of Force. This is achieved by moving theappropriate number of Force cards face down, one at a time, from the top of your Force Pile tothe top of your Used Pile. Then place the card or cards you are deploying on table. If a card doesnot specify a deploy cost, you can deploy it for free.You may deploy cards directly aboard
deploying cards on vehicles and starships
vehicles and starships at any location where you have presence or Force icons. Characters maybe deployed directly aboard vehicles and starships with sufficient character capacity. Vehiclesand starfighters may be deployed directly aboard capital starships with sufficient capacity.Weapons, devices, Effects and similar cards may be deployed wherever appropriate, with orwithout presence or Force icons.Cards that deploy like a starfighter (e.g., squadrons,
deploys like a starfighter
Hound’s Tooth) may deploy anywhere that a card or rule allows starfighters to deploy, but theyare not targeted as starfighters. For example, an X-wing Assault Squadron may deploy to theDagobah: Bog Clearing, but it is not immune to Awwww, Cannot Get Your Ship Out (whichtargets only starfighters).Power +2 when at same site as Biggs. Adds 2 to power of
Derek ‘Hobbie’ Klivian
anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2to maneuver.This Immediate Effect schedules re-circulation to occur as an
Descent Into The Dark
automatic action whenever cards are placed in any Used Pile.Represents the element of fate or chance involved in actions. Although
destiny draw
destiny draws sometimes have special labels such as battle destiny, weapon destiny, asteroiddestiny and training destiny, all destiny draws are accomplished in the same manner.To draw destiny, you reveal the top card of your Reserve Deck. The destiny number in the topright corner of that card is the value of the destiny draw (location cards have destiny of zero).Afterwards, place the card face down on your Used Pile. When instructed to draw two or moredestiny, add the numbers together to determine total destiny.All destiny draws are mandatory, except battle destiny and destiny draws allowed by game textthat says “may draw destiny” (e.g., 8D8, Yarkora, Lt. Pol Treidum). (Of course, it might beoptional to initiate an action which requires a destiny draw, but once that action is initiated thedestiny draw itself becomes mandatory.) If it is not possible to make a destiny draw (e.g.,because your Reserve Deck is empty), that destiny draw fails (is resolved in the favor of theopponent, often meaning the action that required the destiny draw has no result).During your turn, when one or more destiny draws are made by both players (such as battledestiny), you make all of your destiny draws, one at a time, before your opponent.“Add one destiny” means that an additional destiny card is drawn and added to the total destiny.“Add 1 to destiny” means that +1 is added to the total destiny.Automatic modifiers to a destiny draw (e.g., Darth Vader, Rogue Gunner) or to total destinyhappen instantaneously before any actions may be initiated or any comparisons may be made.If a card has more than one destiny number, the player drawing it for destiny chooses whichnumber to use.Power +2 at Mos Eisley, any mobile site or any docking bay. Adds 2 to power
Devaronian

of anything he pilots. When playing sabacc, may use clone cards to ‘clone’ his own destinynumber.Type of card that represents an item that can generally be carried or used by
devices
characters, starships or vehicles.Devices are deployed, carried and transferred in much the same way as weapons. (see weapons— deploying and carrying; see weapons — transferring). However, devices are used rather thanfired.See unique and restricted cards.
diamond (
) symbol
This Interrupt works with any weapon that can target a combat vehicle, including
Direct Hit
a Vehicle Mine.If both players have a character with a weapon present at same site, deploy on
Disarmed
that opponent’s character during any control phase. Character loses all weapons, is power –1and may no longer carry weapons. (Immune to Alter.)This Effect causes the targeted character to lose all weapons being carried (including thoserepresented by a permanent character weapon icon).See embarking.
disembarking
During your move phase, as a regular move you may relocate any or
docking bay transit
all of your characters and vehicles as a group from one docking bay to another docking bay (bythe symbolic use of starships for hire) for an expenditure of Force as listed on the docking baycard.Some versions of this Interrupt were misprinted. The misprints play the same as the
Dodge
correct copies, which end with “… move that character away as a ‘react’ (for free).”If Luke and Han are in a battle together, you may add two battle destiny.
Don’t Get Cocky
OR If opponent just initiated a battle at a system or sector, choose one TIE/ln present to be lost.This Interrupt does not triple attrition. (See
Don’t Underestimate Our Chances
battle.)See unique and restricted cards.
dot (•) symbol
If both players have a spy at same site, draw destiny. Add 2 if opponent’s
Double Agent
spy is Undercover. Opponent’s spy is lost if destiny > 2. OR Opponent’s Tonnika Sisters present ata site cross to your side.This Interrupt does not require you to announce in advance which character
Double Back
you are taking or retrieving, but once you make your choice you must reveal it to your opponent.See taking cards from a deck or pile.Use 4 Force to deploy on Jabba’s Sail Barge or your sandcrawler;
Double Laser Cannon
it is power +3 and immune to attrition < 5. Your warrior present, if aboard, may target a vehicleusing 2 Force. Draw destiny. Target hit if destiny +2 > defense value.Adds 2 to power of anything he pilots. The not-so-good doctor may ‘operate’ on
Dr. Evazan
any other character present that was just ‘hit’ or just Disarmed; ‘patient’ is lost.The action of revealing the top card from your Reserve Deck and using the
draw destiny
destiny number in a variety of ways as described by rules or game text. Afterwards, the card isplaced on top of your Used Pile. (See destiny draw.)Sixth and final phase of your turn. If you have some cards left in your Force
draw phase
Pile, you can draw any number of them into your hand, one by one. There is no limit to the sizeof your hand. (You also may want to leave some cards in your Force Pile; these can be expendedto do such things as ‘reacting’ and playing Interrupts during your opponent’s turn.) When you arethrough, re-circulate your Used Pile under your Reserve Deck. Then announce to your opponent,“The Force is with you!” to end your turn.Drawing each card during your draw phase is a separate action.
drawing cards
This game text is applicable
draws one battle destiny if not able to otherwise
only during the battle destiny segment of a battle, and only if a battle destiny draw is not eligibleto be drawn by any other means. (See actions.) The use of this game text is always optional,because drawing battle destiny is always optional.May add 3 pilots, 6 passengers and 4 TIEs. Has
Dreadnaught-Class Heavy Cruiser
ship-docking capability. Permanent pilots provide total ability of 2. Turbolaser Battery may deployaboard. Your TIEs present are each power +1.A driver may be any non-droid character. If more than one character is aboard a
drivers
transport vehicle, you must designate which one is driving (you may do so at any time duringyour deploy or move phase). A pilot who is serving as a driver is not ‘piloting’ and thus does notadd a power bonus to the vehicle.Type of character card that can be Light Side or Dark Side.
droid
Droids have no ability; thus they do not create presence and cannot be targeted as your“highest-ability character” or as a “character with ability.” Droids without armor have a defensevalue of zero.All droids, even astromech droids, count as passengers on starships, except when occupyingastromech capacity on a starfighter.Deploy at any interior site. Cannot be moved. All droids present must move
Droid Detector
away by the end of opponent’s next turn, or they are lost. Droids may not deploy to same siteand are lost if present at end of any turn.Cancel an attempt by opponent to target your droid to be stolen, ‘hit,’
Droid Shutdown
lost or captured. Droid is protected from all such attempts for remainder of turn.This Interrupt protects only a droid character, not a permanent nav computer icon.Adds 3 to power of anything he pilots. When piloting Black 2, also adds 1 to
DS-61-2
maneuver and may draw one battle destiny if not able to otherwise.Adds 3 to power of anything he pilots. When piloting Black 3, also adds 1 to
DS-61-3
maneuver and may draw one battle destiny if not able to otherwise.Adds 3 to power of anything he pilots. When piloting Black 4, also may draw one
DS-61-4
battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand fromReserve Deck; reshuffle.Use 2 Force to deploy on your T-47. May target a character, creature
Dual Laser Cannon
or vehicle using 1 Force. Draw destiny. Subtract 1 if targeting a character or creature. Add 2 iftargeting a vehicle. Target hit if total destiny > defense value.The phrase “during battle” is equivalent to “when participating in battle.”
during battle

Adds 2 to power of anything he pilots. When piloting Gold 1, also adds 1 to maneuver
Dutch
and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each other GoldSquadron pilot at same location.This character is a leader. (See characteristics.)When using the second function of this Interrupt, if your opponent ‘reacts’ by
E Chu Ta
bringing ability or a spy to the battle, this does not cancel the battle.Echo Base Troopers (and Echo Base Trooper Officers) are Rebel
Echo Base Trooper
troopers (see characteristics).Deploy on your trooper. May use any number of weapons and
Echo Trooper Backpack
devices. Trooper is immune to attrition < 3 when at a planet site.This device does not allow a character to use weapons that the character cannot normally use. Italso does not override other restrictions (such as those for artillery weapons).Type of card, initiated during the deploy phase, that modifies certain cards or
Effects
aspects of the game that generally have a lasting impact.Effects are deployed on table or on characters, locations etc. Effects can be canceled by othercards (e.g., a specific Interrupt), in which case any cards or conditions the Effect was modifyingrevert to their previous status.There are four different kinds of Effects:•Effects are cards that are deployed during your deploy phase and remain in play for the rest ofthe game, unless canceled. They can deploy on characters, vehicles, starships, locations or evenjust on table. The Alter card specifically cancels Effect cards.•Immediate Effects are usually deployed in response to an action performed by the opponent,rather than during your deploy phase. They are not vulnerable to the Alter card but arevulnerable to the Control card.•Mobile Effects are deployed like normal Effect cards, but have a built-in movement function.Mobile Effects are not vulnerable to Alter but are vulnerable to Control.•Utinni Effects are usually played on one location to cause a specific character to move to thatlocation, in order to cancel a negative condition or to benefit from a positive one. If the target ofan Utinni Effect is lost, the Utinni Effect is also lost. Utinni Effects are vulnerable to Alter.A card that targets ‘Effects’ targets only the first kind of Effect, not the other three, unless itspecifically mentions one or more of the others or it specifies an “Effect of any kind.”When this droid is drawn as battle destiny, it doubles total power
EG-4 (Eegee-Four)
(but not attrition) present at the location of the battle before adding any other battle destinydraws.This droid works just like EG-4, adding 1 to power of each of your
EG-6 (Eegee-Six)
droids present.During opponent’s control phase, if opponent has two or more
Egregious Pilot Error
capital starships at a system or sector together, draw destiny. If destiny –1 < number of thosestarships, they may not move or participate in battle until end of your next turn.Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If destiny
Eject! Eject!
> 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot.(Immune to Alter.)See the Dark Side counterpart, Come With Me.Errata:
Electrobinoculars
Use 1 Force to deploy on any warrior. At any time, you may peek at the top card of your ReserveDeck by using 2 Force. You may choose to move that card to the top of your Force Pile.This device targets the top card of your Reserve Deck and thus may be used only when there isat least one card in your Reserve Deck.At any time (except during battle), target any or all of your characters at one
Elis Helrot
site to ‘transport’ (relocate) to any one other site. Draw destiny. Use that much Force to‘transport,’ or place Interrupt in Lost Pile.This Interrupt may relocate only Dark Side characters, and therefore may not relocate captives ortheir escorts. Transport may be performed to any site which the characters could move to usingnormal movement. (This includes interior mobile sites but not special sites such as the DeathStar: Trench, a holosite, a Dagobah site or a site protected by the Hoth Energy Shield.)The following actions are part of the initiation of this Interrupt:•targeting the characters to be moved;•targeting the site to move them to;•drawing destiny; and•paying the cost (using the Force required to transport the targeted characters).Deploy on your non-pilot character (except droids) to give that character
Ellorrs Madak
pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1to power of anything that character pilots. (Immune to Alter.)Your characters ‘embark’ on and ‘disembark’ from your vehicles and
embarking
starfighters. Similarly, your vehicles and starfighters embark on and disembark from your capitalstarships with starfighter capacity.Embarking and disembarking is a free unlimited move, and may occur during your move phaseor at the beginning or end of a ‘react.’When a starfighter or vehicle is aboard a capital starship, it is considered to be in a cargo bayand is not present at the system location. Its occupants may disembark to the capital starship(capacity permitting) and vice versa. Characters aboard the starfighter or vehicle do not counttoward the capacity of the capital starship and may not pilot (or otherwise enhance) thecapital starship.Although this card allows you to deploy ‘anywhere,’ it does not
Emergency Deployment
give you permission to ignore requirements such as presence, Force icons and location-specificrestrictions. For example, the Hoth energy shield will still prevent Dark Side deployment to mostHoth sites.‘Enclosed’ vehicles are identified as such in their card lore.
enclosed vehicles
Characters aboard an enclosed vehicle function just as they would aboard a starship (becausestarships are also enclosed). They are sheltered from the environment and thus are not presentat the location, preventing them from using their personal power, firing character weapons orbeing targeted by weapons. On an enclosed vehicle or starship, all characters may use ability,forfeit and game text (when appropriate), but only pilots and drivers — not passengers — may notapply their ability toward drawing battle destiny.See open vehicles.USED: During a battle at a site, instead of firing one
End This Destructive Conflict
character weapon, cause one opponent’s character present to be power –4 until end of turn.LOST: During a battle at a site, use 3 Force to cancel one battle destiny just drawn.Use 1 Force to deploy on your TIE. May target a starship
Enhanced TIE Laser Cannon
using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if destiny >defense value.While this Epic Event is on table, whenever you initiate Vader’s Obsession or The
Epic Duel
Circle Is Now Complete you must declare whether you are using the game text of that Interruptor the game text of Epic Duel. (If you use the game text of Epic Duel, disregard all game text onthe Interrupt other than the name of the targeted persona.) Either way, your opponent has theopportunity to cancel your Interrupt (e.g., using Sense or Run, Luke, Run). Vader’s Obsessioncreates an epic duel only against Luke; The Circle Is Now Complete creates an epic duel onlyagainst Obi-Wan.A card type which represents a major storyline occurrence (the destruction of
Epic Events
a Rebel Base, the turning of Luke Skywalker etc.). These cards play and deploy in different ways,as described in their game text: Attack Run and Epic Duel deploy on table (like Effects) and thusmay be utilized more than once, whereas Commence Primary Ignition and Target The MainGenerators play (like Interrupts) and are placed in the Used Pile or Lost Pile after use, accordingto their result.This Interrupt does not save devices or starship weapons currently deployed
Escape Pod
on the starship (or on a vehicle or starfighter aboard that starship).When your bounty hunter or warrior takes a captive into custody, the bounty
escorting
hunter or warrior becomes that captive’s escort. Each character may escort only one captive at atime. Unless specifically allowed by a card, an escort may not give its captive to another bountyhunter or warrior (although, at a prison, this can be accomplished via prisoner transfers).A captive moves with its escort automatically (at no additional use of the Force), and occupiespassenger capacity aboard vehicles and starships.If an escort is lost or otherwise removed from play, the escorted captive is released and escapesto the Light Side player’s Used Pile. (However, if this occurs at a site, the Light Side player mayinstead choose to have the released character remain at that site, returning to the Light Side ofthe table.) But if both characters are lost together (e.g., because they were aboard a starship orvehicle that was lost), the captive is placed in the Light Side player’s Lost Pile.See may Force drain.
EV-9D9
This Interrupt does not save devices or starship weapons currently deployed on
Evacuate?
the starship (or on a vehicle or starfighter aboard that starship).Saved cards may not be relocated to one of your capital starship cards unless that starship hassufficient capacity to hold all of them and they are all allowed to exist there. (Saved cards maynot be relocated to starship sites.) Your opponent’s characters may not be relocated to one ofyour capital starship cards unless otherwise specified (e.g., a captive being escorted).Deploy on your war room. Once during each of your move phases,
Evacuation Control
your Planet Defender Ion Cannon at same planet may fire. Also, each of your medium transportsat same planet is hyperspeed +2, is immune to attrition < 3 and may move for free.USED: Cancel all Revolutions in play (owner loses 1 Force for each).
Evader
LOST: If Vader or Vader’s Custom TIE was just lost, relocate that card to Used Pile. OR Relocateto Used Pile one Imperial just lost from any Death Star location.This Interrupt may retrieve Death Star Assault Squadron (because it retrieves one card ratherthan one starfighter or one TIE).See peeking at cards.
examining cards
Deploy on any site. May be moved with two warriors for 1 additional Force.
E-web Blaster
Your warrior present may target a starfighter (use 5 as defense value), character, creature orvehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.This Effect ‘expands’ game text to the adjacent sites, but it does not
Expand The Empire
expand card titles, marker numbers etc. Thus, for example, it does not allow docking bay transitto or from a non-docking bay site.If Expand The Empire causes a site to have two copies of the same modifier, this does not violatethe cumulative rule. For example, if a site has “Force drain +1 here” in its game text and addsanother copy of the same game text (‘expanded’ from an adjacent site), then Force drains are+2 at that site.A site location which is conceptually ‘outside’ (or partially outside); identified
exterior site
by an exterior icon.This Effect causes cards lost from Life Force to be concealed during
Eyes In The Dark
the process of relocating them to the affected Lost Pile. However, cards lost from hand (or fromtable) should still be shown to both players before being placed face down on that Lost Pile.Eyes In The Dark does not affect taking or retrieving cards from the Lost Pile in any way (e.g.,whenever you wish to retrieve a card using a Baragwin’s game text, you may look at the topcard to see if it is appropriate).Face-up cards on table must be visible to all players. Although many face-up cards
face up
in the game are allowed to be placed underneath other cards (e.g., a pilot character aboard astarship), they are not intended to be hidden from any player.If opponent just initiated a battle at an exterior site with more than double your
Fall Back!
total power, use 1 Force to cancel the battle and move all your characters there to an adjacentsite (for free) where the opponent has no presence.Deploy on any capital starship. When that starship is at a
Fear Will Keep Them In Line
system or sector you control, your total power is +1 in battles at related sites.This alien redefines the cost of initiating battle according to the
Feltipern Trevagg
number of Force icons present with him; thus, if no Force icons are present with Trevagg (e.g., atthe Death Star: Trash Compactor or whenever Trevagg is in an enclosed vehicle or starship),battles may be initiated for free.See immune.
Field Promotion
Deploy on your astromech droid. Cancels Lateral Damage, an
Fire Extinguisher
‘exploding’ Program Trap or result of an ion cannon where present. Also, if deployed on R2-D2,may lose Fire Extinguisher to cancel a battle just initiated where present at a site.A weapon that says it may “fire repeatedly” (e.g., Antipersonnel Laser
fire repeatedly
Cannon, Boba Fett’s Blaster Rifle, Light Repeating Blaster Rifle) must make all of its firings insuccession, as one action. In other words, you may not fire that weapon, then fire a differentweapon, then come back to the first weapon to make use of its repeat firing capability. You mustcomplete all of the firings you wish to make with that weapon before passing the opportunity tofire a weapon to your opponent.Each individual firing is a separate action within the main action of firing repeatedly.Such weapons may fire repeatedly with cards such as Sniper and Blasted Droid.‘Firing’ is a general term that applies to the act of targeting any weapon,
firing a weapon
including lightsabers, axes etc.Weapons generally fire•only during a battle (or when you are attacking a creature);•only at a target which is present with the weapon; and•no more than once per battle or attack.Cards that allow weapons to fire in other ways include the following:•Sniper, Sorry About The Mess, Blasted Droid and Target The Main Generator allow you to fire aweapon during your control phase. (This does not prevent the weapon from being fired later thatturn in a battle or attack.)•Long-range weapons specify that they may target something that is at a different location.•Weapons such as Light Repeating Blaster Rifle, Boba Fett’s Blaster Rifle and AntipersonnelLaser Cannon may fire repeatedly in each battle or attack.•Automated weapons such as seekers and mines describe when and how they target.Typically the result of successful weapon fire is that the target is ‘hit,’ indicating that it will haveto be forfeited during the battle’s damage segment.See long-range weapons.
firing into battle
Weapons no longer fire “out of battle.” For simplicity, consistency,
firing out of battle
and improved storyline, the cards that used to allow this now fire into a battle or attack instead.In other words, the rule that weapons may normally be fired only when the firer is participatingin a battle or attack has been revised to say that they may normally be fired only when thetarget is participating in a battle or attack, and several weapon and device cards have beenrevised to support this rule (see long-range weapons).Use 2 Force to deploy on your Star Destroyer. Your other starships may move as a
Flagship
‘react’ to same system or sector (for free). If starship lost, you lose X Force, where X =starship’s armor. (Immune to your Alter.)See the Dark Side counterpart, Dark Forces.
For Luck
An energy field generated by all living things and represented as the basic unit of
Force
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, yourForce cards will circulate through your piles as shown in the diagram.Life Force — Your Reserve Deck, Force Pile and Used Pile make up your Life Force. If thesethree piles are totally depleted, you lose the game! Cards in your hand, on table or in the LostPile are not counted as part of your Life Force. Your Life Force is like a flow of energy. How wellyou manage this Force is a key strategic factor.Reserve Deck — The 60-card deck you use to play the game becomes your Reserve Deck andrepresents the total Force available to you throughout the game. After deploying your startinglocation or other starting card(s), shuffle the remaining cards and place them on table to formyour Reserve Deck.Force Pile — The first thing you do during your turn is ‘activate’ Force by counting cards fromthe top of your Reserve Deck and putting them face down in your Force Pile. Cards are only inthe Force Pile temporarily. They represent the amount of Force energy that is available for you touse performing various game actions. During your turn, any or all Force cards can be used,drawn into your hand (during the Draw Phase) or left to accumulate for future use.Used Pile — Deploying a card to the table often requires you to use Force; cards from yourForce Pile are moved face down, one at a time, to your Used Pile to represent this expenditure.As the name implies, this temporary pile holds cards ‘used’ during a turn. Sometimes cards areplaced here from table or in other ways.Lost Pile — This is a pile where lost cards are placed face up. Usually cards are discarded to theLost Pile as the result of battle or at any time the opponent causes you to lose Force. Thesecards are generally not available for the rest of the game, but you can use certain cards toretrieve them.Re-circulating — At the end of each player’s turn, you re-circulate your Used Pile by placing itbeneath your Reserve Deck. These cards will work their way back to the top of the Reserve Deckduring subsequent turns to be activated again. If you forget, your opponent can insist that youre-circulate.Losing Force — When you are required to lose Force, you must discard cards face up to yourLost Pile, one at a time. You may choose cards to be lost from your hand or from the top of yourReserve Deck, Force Pile or Used Pile.Force drain — Conceptually, if the Dark Side dominates a portion of a planet or an area ofspace, the Light Side Force in that area is diminished, and vice versa. Accordingly, at eachlocation you control during your control phase, you may choose to cause your opponent to loseLife Force. This is called a “Force drain.”During the control phase, initiate each Force drain one at a time. You may Force drain an amountequal to the number of Force icons on your opponent’s side of the location where you initiatedthe Force drain. (Some cards require or allow a modifier to be added to or subtracted from aForce drain.) Your opponent must lose that much Force, taking the lost cards from hand, LifeForce or both.A location without Force icons is considered to have ‘zero’ Force icons. Thus, you can actuallydrain there for zero Force, and you can use modifiers to increase that Force drain (see Forcedrains vs. Force generation).All of your cards with ability at the location of the Force drain are considered to participate inthat Force drain. Each of your cards with ability may participate in only one Force drain per turn.This term refers to any positive Force drain modifier.
Force drain bonus
This term refers to any game text that adds to or subtracts from
Force drain modifier
Force lost because of a Force drain.The Force drains and Force generation allowed
Force drains vs. Force generation
at a particular location may be modified independently or together. Cards that modify “Forcedrain” (e.g., Obi-Wan’s Lightsaber) or “Force generation” (e.g., Dagobah: Bog Clearing) affectone and not the other, whereas cards that modify Force icons (e.g., Sleen, Presence Of TheForce) affect both.This interrupt’s second function refers to anything that targets one of your
Force Field
characters during battle (not just weapons).The amount of Force you may activate each turn during your activate
Force generation
phase. Your Force is generated by three primary sources:•the Force icons on your side of the locations deployed on table;•the Force icon on your Jedi Master; and•the personal Force you generate yourself.A location without Force icons is considered to have ‘zero’ Force icons; thus, it can be modifiedto allow Force generation (see Force drains vs. Force generation).This refers to any positive Force generation modifier.
Force generation bonus
This term refers to any game text that adds to or subtracts
Force generation modifier
from Force generated from Force icons.Symbols (lightsabers) that identify the amount of Force generated by a
Force icons
location. Force icons also indicate locations where you may deploy characters, vehicles andstarships. The existence of Force icons on both sides of a location is the primary requirement fora location to be a battleground.Pile from which Force cards are used or drawn into hand.
Force Pile
Describes a character’s level of ability to use the Force.
Force sensitivity
A level of Force sensitivity that indicates minimal awareness of and
Force-Attuned
strength in the Force, but no training (represented in the game by an ability level of 3).Level of Force sensitivity that indicates an awareness of and some
Force-Sensitive
training in the use of the Force (represented in the game by an ability level of 4 or 5).To ensure consistent tournament play worldwide,
foreign-language cards and rules
one language (English) is used as the standard for all gameplay. Cards and rules printed in otherlanguages are played and interpreted exactly the same as their English-language counterparts(and according to all current rulings, errata and clarifications). For example, different languageversions of the same card, such as Vader’s Lightsaber (English) and Sable De Luz De Vader(Spanish), are considered to have the same title for all gameplay purposes.You may forfeit cards only during the damage segment of a battle. Other actions
forfeit
might cause a card to be lost, but this is not the same as forfeiting. (A forfeited card is always‘lost,’ but a lost card is not always ‘forfeited.’)You may forfeit a card only if it has a forfeit value, and only if it was ‘hit’ by a weapon or if it isbeing forfeited from the location of a battle that it participated in to satisfy attrition or battledamage affecting you.Any card which is still participating in battle during the damage segment is eligible to beforfeited, and is subject to attrition, even cards which have had their forfeit set to zero (seeunmodifiable values). When a card has its forfeit reduced and no duration is specified, thereduction lasts until that card leaves play.Number on a card representing the amount of attrition and/or battle damage
forfeit value
that may be satisfied by losing that card during a battle.A means of satisfying attrition and/or battle damage; see battle —
forfeiting cards
damage segment.Adds 2 to power of anything he pilots. While at a site you control, Imperials are
Fozec
immune to Ke Chu Ke Kukuta? at that site.This term refers to a captive you have encased in carbonite (via a Dark Side card
frozen
such as Carbon-Freezing or All Too Easy). A frozen captive•has no power, ability or landspeed,•may not use game text,•may not serve as your highest-ability character, and•may not be targeted except by cards that release captives and cards that specifically targetfrozen captives.A frozen captive may be left unattended at any site or aboard a vehicle or starship, eithervoluntarily (as an unlimited move during your move phase) or because the escort was lost orotherwise removed from play. In any case, the unattended captive is still considered a captiveand remains on the Dark Side of the table. An unattended frozen captive•may simply remain there;•may be taken into custody by any one of your bounty hunters or warriors present (as anunlimited move during your move phase); or•may be released by your opponent, if the Light Side controls the location.A frozen captive held in a prison is not considered unattended.Although this Effect can prevent cards from being drawn or used from the
Frozen Assets
Force Pile, it does not prevent them from being lost from the Force Pile or from being reorderedby Shasa Tiel. (However, Shasa may not reorder a card from below Frozen Assets to above it, orvice versa.)Deploy on opponent’s character alone at Wampa Cave. Character is power
Frozen Dinner
= 0 and may not move. May be canceled if opponent has a lightsaber or total ability > 4 present.If character eaten by a creature, cumulatively adds 2 to ferocity.During your control phase, peek at opponent’s hand and target one non-
Frustration
Interrupt card you find there that has a deploy cost < total number of [Light Side Force] iconson table. Opponent must deploy target by the end of your next turn, or it is lost (if still in hand).Cards that have their movement ‘blocked’ by this card cannot move.
Full Scale Alert
If your pilot (or permanent pilot) is defending a battle alone at a system or
Full Throttle
sector, add one battle destiny. OR If Luke is defending a battle alone at a system or sector, add 1to power and add one battle destiny.Deploy on your starship at a system or sector where
Fusion Generator Supply Tanks
a related docking bay is on table. Adds 1 to hyperspeed, power and maneuver.The use of the word “opponent” on this weapon refers to the Tusken
Gaderffii Stick
Raider’s opponent in battle (not your Light Side opponent). Thus, if successful, the Gaderffii Stickprevents all weapons carried by one target character from being used in the battle.Deploys free to same site as Mosep. Adds 2 to power of anything he pilots. While at
Gailid
Audience Chamber, adds 1 to your Force drains at Jabba’s Palace sites.Gameplay information in the large text block located at the bottom of each card
game text
(or on each side of a location card).Canceling or suspending (e.g., “cannot use”) a card’s game text does not affect other functionsof that card (e.g., power, landspeed, forfeit value, parsec number, lore, icons) or other cardsdeployed on it, unless such functions (or cards) are specifically defined or affected by thecanceled game text. (See undefined values.)Use 1 Force to deploy on your Gamorrean. Adds 1 to power. When present
Gamorrean Ax
at a site, Gamorrean draws one battle destiny if not able to otherwise. May target a character orcreature for free. Draw destiny. Target hit if destiny > defense value.Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your
Garouf Lafoe
characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent’s characters atsame Hoth site. Game text suspended if at same site as a tax collector.Whenever a character’s gender is not indicated by the card’s
gender of characters
image, game text, title or lore, that character is considered to be male.When this Rebel “increases Rebel Planners by 1,” he adds 1 to X;
General Dodonna
when he “doubles” it, he doubles X instead. General Dodonna does not affect the deploy cost ofRebel Planners.Power +1 when at same site as Admiral Ozzel. Adds 1 to power of each
General Veers
Imperial at same Hoth site. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, alsoadds 1 to armor and draws one battle destiny if not able to otherwise.These locations represent environments found on a variety of different
Generic sites
planets. They may be deployed as part of any planet system (except those excluded by theirgame text) that is already represented on table by a system location or a non-generic site.Once deployed to a planet system, a generic site takes on the name of that planet and is thusrelated to the system, its other sites and its cloud sectors. (This relationship begins after the siteis deployed; thus, for example, the game text of the Dagobah system does not allow you to takea generic Swamp from your Reserve Deck.)Each generic site has a single diamond () symbol in its card title, indicating that only one copyof that site may be on table for each planet. All generic sites are exterior-only, and thus aregrouped with the other exterior sites on the planet.Generic sites do not add or subtract anything to the requirements or results of any Epic Event orJedi Test.See spaceport sites.Dejarik hologram of creature from Clak’dor VII. Ghhhk rise with the dawn, screeching
Ghhhk
their mating calls across the jungle. Locals use their skin oils as a healing salve.If you just forfeited all your cards that participated in a battle you lost, cancel all remainingbattle damage. (Immune to Sense.) OR Cancel Nightfall.See peeking at cards.
glancing at cards
This Interrupt reduces Vader’s power to zero only for the duration of the
Glancing Blow
current battle.Deploy on any exterior planet site. Your warrior present may target
Golan Laser Battery
a creature, character or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 2 iftargeting a creature or character. Target hit if destiny > defense value.See long-range weapons.May add 2 pilots or passengers. May forfeit in place of your other starfighter ‘hit’ in
Gold 2
Death Star: Trench, restoring that starfighter to normal.This starship includes the persona of Dutch, but it may not
Gold Leader in Gold 1
replace or be replaced by the Dutch character card. This starship is not considered a leader forgameplay purposes, because leader is a characteristic that applies only to characters, not tostarships or permanent pilots. (See characteristics and permanent pilot.)A character is a member of Gold Squadron if indicated in title, lore or
Gold Squadron
game text or if piloting a Gold Squadron starfighter (one whose title begins with the designation“Gold”).Adds 2 to power of anything he pilots. When with Vader in a battle,
Grand Moff Tarkin
once per battle may cancel one opponent’s destiny just drawn.This Imperial may cancel any one destiny draw that occurs after a battle is initiated but before itis over, including (but not limited to) battle destiny, weapon destiny, destiny drawn for Sense etc.You may cancel only a destiny draw, not a destiny number from another source such as SmokeScreen or It Is The Future You See.Grand Moff Tarkin is “with Vader in a battle” if both characters are participating in the samebattle (see prepositions.)Once this Immediate Effect has its result, it causes new copies of the
Grappling Hook
targeted Interrupt to be unique (•) for both players. Because that Interrupt is now limited to oneper turn, no additional cards with the same name may be played this turn.If an Interrupt is grappled and then canceled by another response (e.g. Sense), it remains on theImmediate Effect rather than going to the Lost Pile (although the interrupt’s result is stillcanceled).There are four different Immediate Effects which target just-played interrupts in this manner(Grappling Hook, Tentacle, There’ll Be Hell To Pay and What’re You Tryin’ To Push On Us?). If twoor more of these cards target the same interrupt, place the Immediate Effects next to each otheron table, with the Interrupt partially covering all of them.Strikes at Dune Sea, Jundland Wastes, Beggar’s Canyon, Lars’ Moisture
Gravel Storm
Farm, Jawa Camp, or Mos Eisley. Target opponent’s character present at that site. Draw destiny.Target lost if destiny > ability.This Interrupt targets a starship and its highest-ability pilot (whether a
Gravity Shadow
permanent pilot or a character acting as a pilot). Gravity Shadow may target a starship wheneverit attempts to move through hyperspace, even during a battle (e.g., using a card such as Hit AndRun or Hyper Escape).USED: If opponent has 13 or more cards in hand, place all but 8 (random
Grimtaash
selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to revealopponent’s hand. All cards opponent has two or more of in hand are lost.When this Interrupt targets your opponent’s hand containing 13 or more cards, this a conditionof initiation (see actions). Thus, if you initiate Grimtaash, your opponent plays one or more cardsas responses and those card plays reduce opponent’s hand size below 13, your Grimtaash stillhas its result.When affecting cards that opponent has two or more of in hand, Grimtaash looks for multiplecopies of the same card title (not different versions of the same persona).Once during battle, may use 1 Force to cancel and re-draw your just drawn
Han Solo
destiny. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 2 to maneuverand may draw one battle destiny if not able to otherwise.Han may cancel and redraw any one of your destiny draws performed during a battle involvinghim (not just battle destiny). He cannot cancel and redraw an already canceled destiny.Term for cards held in a player’s hand. Each player’s hand starts with 8 cards;
hand
thereafter, there are no limits to its size.Use 1 Force to deploy on Han, or 3 on your warrior. May
Han’s Heavy Blaster Pistol
target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 >defense value. If hit by Han, target’s forfeit = 0.This Interrupt targets one of “your” exterior planet sites,
He Hasn’t Come Back Yet
and thus may play at a site only if you deployed that site card.If opponent just targeted your starship with a starship
Hear Me Baby, Hold Together
weapon, subtract 2 from each of that weapon’s destiny draws.When targeting a weapon that may fire repeatedly, this Interrupt reduces all of that weapon’sdestiny draws during the same battle, attack or use of Sniper/Sorry About The Mess.The word ‘here’ in game text means “at this location,” unless context indicates
here
otherwise. (For example, Bacta Tank, Commence Recharging and Cyborg Construct use the word‘here’ to mean “on this card.”)Seven starship cards (Dreadnaught-Class Heavy Cruiser, IG-2000, Obsidian Squadron TIE,Punishing One, Red Squadron X-wing, Redemption and TIE Avenger) also use ‘here’ to mean “onthis card,” although the revised printings of those cards will use the word ‘aboard’ instead.W Deploys only on Tatooine for 2 Force from each player’s Force Pile. Het is
Het Nkik
power +1 for each stormtrooper at same site, unless Reegesk is present.This Effect does not allow you to take cards from your
Hiding In The Garbage
opponent’s Force Pile, even with Beggar (because Beggar does not allow you to reveal youropponent’s cards).This Immediate Effect is canceled if the missing character is no longer
High Anxiety
missing for any reason (found, lost, placed in Used Pile, placed out of play etc.).USED: During a battle at a site, instead of firing one character weapon,
Higher Ground
cause one opponent’s character present to be power –4 until end of turn.LOST: During a battle at a site, use 3 Force to cancel one battle destiny just drawn.Your “highest-ability character” must be a character card
highest-ability character
and must have ability. Thus, droids (who do not have ability) and permanent pilots (who are notcharacter cards) can never be your highest-ability character.If two or more of your characters are tied for highest ability, you may choose which one totarget.Hold this card in front of a mirror and “through the Force things you will see.”
Hindsight
Term for a target that has been successfully shot by a weapon. The target is marked by
hit
turning the card sideways until the damage segment of the battle, at which time the target mustbe forfeited.Adds 2 to power of anything she pilots. Adds 2 to deploy cost of each opponent’s
H’nemthe
male Imperial when that Imperial is deploying to same or adjacent site.The Hoth: Main Power Generators site produces an energy
Hoth energy shield rules
shield which is “strong enough to withstand any bombardment.” This shield protects much ofHoth for the Light Side by preventing many forms of Dark Side deployment and movement;however, the Dark Side may deploy or land beyond the shield and “march in” to Echo Base.The energy shield will extend at least as far as the 3rd marker, so an exterior site with a markernumber of 4 or more is needed to establish the shield’s boundary. Therefore, whenever you areabout to deploy the Main Power Generators (even as your starting location), you must check tosee if marker 4, 5, 6 or 7 is on table. If not, you must immediately deploy your 4th marker site —the North Ridge — from hand or Reserve Deck, reshuffling as necessary (if you are unable todeploy the North Ridge, you may not deploy the Main Power Generators). The same holds true ifyou select the Main Power Generators as your starting location.When the Main Power Generators site is face up on table, the energy shield covers all Hoth sitesexcept the outermost exterior marker site and the Wampa Cave. At shielded sites, the Dark Sidemay not•deploy vehicles, starships or characters (not even spies);•take off or land;•use shuttling, docking bay transit or any other movement that logically would be stopped by theenergy shield (such as Elis Helrot or Bombing Run); or•add power to battles as a result of starships controlling the system (e.g., from the Hoth systemlocation, a Victory-Class Star Destroyer or Fear Will Keep Them In Line).The energy shield does not protect the Light Side from a ground assault “underneath the shield.”At shielded sites, the Dark Side may•move vehicles and characters from site to site;•deploy and use creatures, weapons, Effects, and other cards normally; and•perform any actions not otherwise prohibited by these rules.The energy shield does not restrict the Light Side in any way (because conceptually the Rebelscan activate and deactivate the shield to allow their own forces to pass). When the energy shieldis not active, both sides can deploy and move to Hoth normally.See locations.
Hoth location deployment
If you choose this site as your starting location (and if
Hoth: Main Power Generators
your opponent did not choose the 4th, 5th or 6th marker site as the Dark Side starting location)you must immediately deploy the Hoth: North Ridge site from your Reserve Deck. If you areunable to do so, then you must set the Main Power Generators aside temporarily and choose adifferent starting location. (See Hoth energy shield rules.)Hoth: Main Power Generators.
See blown away
Dejarik hologram creature. These ferocious-looking beasts are gentle, loyal, and often
Houjix
domesticated as guard animals or pets on Kinyen, the Gran homeworld.If you just forfeited all your cards that participated in a battle you lost, cancel all remainingbattle damage. (Immune to Sense.) OR Cancel Sunsdown.This Interrupt allows you to take advantage of the full forfeit value of
Human Shield
characters you have captured to satisfy attrition and battle damage, including forfeit modifiersfrom cards such as Lieutenant Sheckil.Cancel a battle just initiated at any system or sector by moving all your
Hyper Escape
starships and vehicles there away.This chart is a game aid and is not considered a card for
gameplay purposes.Maximum number of parsecs a piloted starship with hyperdrive and a nav
hyperspeed
computer can move each turn.Deploy on your IT-O. Once during each of your control phases, if present with a
Hypo
captive: You may ask one yes-or-no question about cards in opponent’s hand. Opponent mustanswer truthfully or lose 1 Force. OR May add 1 to Force drain where present.See the Light Side counterpart, Affect Mind.
I Find Your Lack Of Faith Disturbing
This interrupt’s first function may re-target only one
I Have A Bad Feeling About This
of the targets of an Interrupt or Utinni Effect. For example, Elis Helrot specifies two targets: agroup of characters and a destination site. Thus, you may select either a different destination ofthe same side of the Force as the original, or a different group of Dark Side characters togetherat any site (which may not include any of those originally targeted), but not both.An “appropriate” target or location is one which meets the targeting or deployment requirementsof the card being retargeted or relocated.The second function of this Interrupt does not relocate Utinni Effects, Mobile Effects orImmediate Effects.This interrupt’s first function may be played
I Have A Very Bad Feeling About This
just after your opponent deploys a fourth character, a fifth character etc. (See actions — ‘just.’)When the second function of this Interrupt cancels a battle, it does not cancel any ‘reacts’ tothat battle, even though it is a response to such a ‘react.’Sacrifice (lose) your creature
I Thought They Smelled Bad On The Outside
vehicle to protect one character present from Exposure, Ice Storm, Frostbite and Gravel Stormfor remainder of turn. (Two characters may be protected if sacrificing a ronto.) OR DoubleTzizvvt’s power until he moves.This Mobile Effect deploys at the outermost marker, even if the outermost
Ice Storm
marker is the Wampa Cave. However, characters inside the cave (a non-exterior site) areprotected from the Ice Storm.Errata:
I’d Just As Soon Kiss A Wookiee
If opponent just deployed a card (except an Immediate Effect), use 3 Force to return it toopponent’s hand. Any Force used to deploy that card remains used. On opponent’s next turn, ifpossible, opponent must redeploy that card (for free) using same target(s).If the target card is being deployed simultaneously with another card (e.g., a pilot deploying withan unpiloted starfighter), both cards return to hand but only the targeted card is required todeploy next turn.After this Interrupt successfully returns a non-unique card to your hand, you may play a differentcopy of that card this turn, but you must reveal the original copy from hand to demonstrate thatyou had two.Redundant phrase used on some older cards that allow ‘reacts’.
if within range
May add 1 pilot (must be a smuggler or bounty hunter) and 2 passengers.
IG-2000
Maneuver +3 and immune to attrition < 3 if IG-88 piloting. Ion Cannon may deploy aboard.Adds 2 to power of anything he pilots. May ‘assassinate’ any character at same site
IG-88
hit by IG-88 (victim is immediately lost). May use two different weapons. May initiate battle andbe battled. Immune to Restraining Bolt and purchase.Although this droid may carry and use two weapons, it counts as only one warrior. See mayinitiate battle and be battled.This weapon may be deployed on and used by any bounty
IG-88’s Neural Inhibitor
hunter, including Danz Borin.Use 1 Force to deploy on IG-88, 4 on your other warrior. Adds 2
IG-88’s Pulse Cannon
to power. May target X non-droid characters or creatures using X Force. Draw destiny for each. Ifdestiny = 0, character is power –1 and forfeit –1 until end of turn. If destiny –1 > defense value,target hit.If you have a spy present at the Detention Block Corridor,
I’m Here To Rescue You
target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target isreleased. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targetedcaptive).Target opponent’s starfighter making an Attack Run. Draw destiny.
I’m On The Leader
Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost.OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn.A kind of Effect which plays during any phase of either player’s turn
Immediate Effect
(like an interrupt), but stays on table (like an Effect). Immediate Effects are not vulnerable toAlter (see Effects).A card that is immune to an action is not a valid target for that action. If a card is
immune
made immune to another card already targeting (or deployed on) it, the other card is canceled.Some characters, vehicles and starships are protected from varying
immune to attrition
levels of attrition, as listed on their cards. When forfeiting cards to satisfy attrition, you are notrequired to forfeit any card that has this immunity (unless the total attrition is greater than thecard’s immunity level).For example, suppose your Darth Vader (“immune to attrition < 5”) and one Stormtrooper(forfeit = 2) are in a battle and the attrition against you is 4. You do not have to forfeit Vaderbecause of his immunity to attrition less than 5, but you must still satisfy as much attrition aspossible; thus you must forfeit the Stormtrooper. (Because you forfeited all cards which werevulnerable to attrition, you may ignore the remaining attrition.)On the other hand, if the attrition against you is 5 or more, your Vader is no longer protected. Inthis instance, he would have to be forfeited — even if you forfeit the Stormtrooper first — becauseyou do not have enough other cards available to satisfy all attrition against you. (You cannotforfeit the Stormtrooper and then compare Vader’s immunity to the remaining unsatisfiedattrition, because immunity is only applicable against total attrition.)An enclosed vehicle or starship with immunity to attrition protects itself and all cards aboard.Immunity is not cumulative; thus, if a card is granted immunity to attrition from more than onesource, it benefits only from the highest such immunity. Any card which is immune to attritionmay still be voluntarily forfeited to satisfy attrition or battle damage.This statement refers to the Interrupt card titled ‘Control,’ not to
immune to Control
other uses of the word ‘control,’ such as the control phase or control of a site.Type of Dark Side character other than alien or droid.
Imperial
See cannot move.
Imperial Barrier
Use 1 Force to deploy on your warrior. May target a character, creature
Imperial Blaster
or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value.Adds 1 to weapon destiny draws of anything he is aboard as a
Imperial Gunner
passenger.Adds 2 to power of anything he pilots. When piloting a Star
Imperial Helmsman
Destroyer, also draws one battle destiny if not able to otherwise.POWER 0
Imperial Pilot
Adds 2 to power of anything he pilots.Two or more copies of this non-unique Imperial do not cumulatively add more than 2 to power ofthe same starship they pilot. (See cumulative.)The phrase “TIE fighters” on this Interrupt is inclusive of the
Imperial Reinforcements
TIE Fighter card as well as other TIE fighters (TIE/lns) such as Black 2, Black 3 etc.Adds 1 to forfeit of your other troopers at same site. When
Imperial Squad Leader
moving with a ‘squad’ of exactly three other troopers, all four move for 1 Force. Imperial TrooperGuards at same site may move.This character suspends the “cannot move” restriction of all Imperial trooper guards present,allowing them to move normally. Imperial Squad Leader is a sandtrooper and a leader. (Seecharacteristics.)A Dark Side starship without an independent starship icon.
Imperial starship
POWER 0
Imperial Trooper Guard
Power +4 when defending a battle. Cannot move.See cannot move.Two or more characters are “in a battle together” if they are
in a battle together
participating in the same battle (see participating in battle).This phrase is equivalent to participating in battle.
in battle
This phrase has the same gameplay meaning as in a battle together.
in battle with
An independent starship is privately owned and thus is neither
independent starships
Rebel nor Imperial. Cards that refer specifically to ‘Rebel’ or ‘Imperial’ starships (such as TallonRoll) do not apply to independent starships.Deploy at same exterior site as your mining droid. ‘Explodes’ if a character
Infantry Mine
deploys or moves (without using a vehicle or starfighter) to or across same site. Draw destiny.Character lost if destiny +2 > ability. Infantry Mine is also lost.If two or more characters simultaneously trigger this automated weapon (e.g., when moving as agroup via a card such as Rebel Squad Leader), the player who deployed or buried the InfantryMine may choose which character to target.If a battle was just initiated at same site as your Undercover spy, your
Informant
characters at adjacent sites may move there as a ‘react’ (for free). OR Cancel Sabotage.A term used to indicate the lowest-numbered Hoth marker site that is
innermost marker
currently on table.Term used for the action of sliding a card face down into your opponent’s Reserve
insert
Deck (or face up into your own), then reshuffling. (See ‘insert’ cards.)An ‘insert’ card is any card which instructs you to insert it into a Reserve
‘insert’ cards
Deck. To be a valid target for an ‘insert’ card, a Reserve Deck must contain a minimum of twocards (otherwise there’s nothing to insert between).When inserting a card in your opponent’s Reserve Deck, you must insert it face down. (Cardsthat insert into your own Reserve Deck, such as Access Denied and Restricted Access, specifythat they are inserted face up.) The Reserve Deck is shuffled and cut (repeating the shuffle andcut as needed until no ‘insert’ card is on top of the deck), then replaced.‘Insert’ cards are not considered to be a part of the opponent’s Reserve Deck (but instead areconsidered to be on table). If the deck is shuffled, ‘insert’ cards are shuffled along with it.Whenever one of your opponent’s cards comes to the top of your Reserve Deck, you must revealit so that both players can see whether it is an ‘insert’ card. If it is not, return it to the top ofyour Reserve Deck.If it is an ‘insert’ card, resolve it immediately as an automatic action. (However, if one of youropponent’s cards — or one of your own ‘insert’ cards — comes to the top when you arereshuffling for any reason, simply shuffle again.)‘Insert’ cards can never be activated, lost to satisfy Force damage, used as a destiny draw etc.A site location which is conceptually ‘inside’ (or partially inside), identified
interior sites
by an interior icon.At sites that are interior-only (i.e., those without an exterior icon),•characters and vehicles may not shuttle; and•vehicles may not deploy or move unless specifically allowed to on the card.For example, a vehicle may move to Docking Bay 94 but may not enter the Cantina. If thevehicle’s occupants want to go into the Cantina they must disembark and move inside, leavingtheir vehicle at a nearby exterior site.Type of card played during any player’s turn that generally has a temporary
Interrupt

impact on the game.An Interrupt may play at any time between other actions, or as a response to an action that theInterrupt specifically cancels or modifies. To play one, say, “Interrupt!” and bring out the card. Anexpenditure of Force is often required. To play it during your opponent’s turn, you will need tohave left the necessary number of Force cards in your Force Pile.After use, Used Interrupts go face down on the top of the Used Pile to re-circulate; LostInterrupts are placed face up on top of the Lost Pile.Interrupt cards play, have their result and then go to the Used Pile or the Lost Pile; they are notconsidered to be “on table” while they are executing.The phrase “involved in the same battle” is equivalent to
involved in the same battle
“participating in battle together.” (See participating in battle.)Use 2 Force to deploy on your Star Destroyer. May target a starship using 1
Ion Cannon
Force. Draw destiny. If destiny +2 > defense value, all starship weapons deployed on target arelost, armor or maneuver = 0 and hyperspeed = 0.Any reference to an “ion cannon” applies to any weapon with that characteristic, such as SW-4Ion Cannon and Planet Defender Ion Cannon. See capitalization; see ion weapons.An ion weapon conceptually disables electronic circuitry and mechanical
ion weapons
systems of starships and droids, but does not cause a target to be ‘hit.’ The results of an ionweapon are immediate.Most ion weapons are ion cannons, which can reduce power, armor, maneuver and/orhyperspeed to zero (see unmodifiable values). This reduction is permanent unless repaired by acard specifically able to do so (e.g., R5-D4, R5-A2, Fire Extinguisher). The phrase “all weaponsaboard target are lost” refers only to weapons the targeted starship can use (i.e., starshipweapons deployed on the starship, not weapons deployed on other cards inside the starship).Errata:
It Can Wait
If opponent just deployed a card (except an Immediate Effect), use 3 Force to return it toopponent’s hand. Any Force used to deploy that card remains used. On opponent’s next turn, ifpossible, opponent must redeploy that card (for free) using same target(s).See the Dark Side counterpart, I’d Just As Soon Kiss A Wookiee.In rare cases, as the Light Side player, you may be able to take (e.g.,
IT-O (Eyetee-Oh)
win, steal or purchase) this droid from the Dark Side, with or without a Hypo device. When thishappens, you may not use any of IT-O’s or the Hypo’s game text that requires the presence ofcaptives (because the Light Side cannot have captives).When this Interrupt increases your opponent’s Force loss, this is simply a
It’s Worse
modifier; it does not create a new, separate instance of Force loss. For example, if you Forcedrain your opponent for 2 Force, your opponent plays It Could Be Worse, you respond with It’sWorse and you use 5 Force, you are now performing a single Force drain for 7 Force.If you just initiated a battle at a location where
I’ve Got A Bad Feeling About This
you have less power than the opponent, double opponent’s battle damage if you win the battle (ifHan is present at the battle location, triple opponent’s battle damage).Use 1 Force to target opponent’s starfighter at a system or
I’ve Got A Problem Here
sector where a battle just finished. Draw destiny. Starfighter lost if destiny > maneuver.Use 1 Force to target a starship’s [nav computer] or astromech. Draw
I’ve Lost Artoo!
destiny. If destiny > 1, [nav computer] or astromech is lost. If starship’s [nav computer] icon islost, place Effect on starship (may add 1 astromech); otherwise, Effect lost.If this Effect is later canceled, and a permanent nav computer had been conceptually removedby that Effect, the permanent nav computer is restored and astromech capacity returns tonormal.The phrase “to move requires +1 Force” on this alien applies only when
Jabba The Hutt
Jabba is using his own landspeed.See Tatooine location deployment.
Jabba’s Palace location deployment
Deploys only on Tatooine; you may immediately deploy Passenger
Jabba’s Sail Barge
Deck from your Reserve Deck and reshuffle. May add 1 driver and 7 passengers. Your aliensdeploy –1 aboard.Unless you are deploying to your own Jawa Camp, when you deploy a non-unique
Jawas
Jawa you must use 1 Force and your opponent must use 1 Force (each player uses 2 or moreForce when Dathcha or Het Nkik is deployed). Your opponent’s use of Force is mandatory. If bothplayers do not have sufficient Force available, the Jawa may not be deployed.Any modifier to such a Jawa’s deploy cost affects both players. If a Jawa’s game text getscanceled, the asterisk (*) in its deploy box becomes undefined and is treated as an“unmodifiable zero” (see undefined values).Deploy on your Jawa. May target a character or creature for free. Draw
Jawa Blaster
destiny. If destiny –1 > defense value, target hit. If destiny = 0, Jawa Blaster ‘explodes’ (weaponand character firing it are lost).Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a
Jawa Ion Gun
character using 1 Force. Draw destiny. Targeted droid stolen if destiny +1 > forfeit. Targetednon-droid character excluded from battle if destiny = defense value.See ion weapons.A character is a Jedi if the word ‘Jedi’ appears in the Force Sensitivity box or if that
Jedi
character’s ability has been raised to 6 via Jedi training. (See characteristics.)Level of Force sensitivity that indicates advanced Force capability (represented
Jedi Knight
in the game by an ability level of 6).Use X Force to deploy on your warrior where X = (7 – warrior’s ability).
Jedi Lightsaber
May add 1 to Force drain where present. May target a character or creature by using X Force.Draw two destiny. Target hit if total destiny > defense value.Level of Force sensitivity that indicates mastery of Jedi ability (represented in
Jedi Master
the game by an ability level of 7).Because this Interrupt requires a Jedi to be present, it may not be used
Jedi Presence
during a starship battle.A card type that allows you to train your characters on Dagobah in the ways of
Jedi Tests
the Force.The Light Side can train non-droid characters in the use of the Force using Jedi Test cards.Completing Jedi Tests gives you new capabilities that can have far-reaching consequences, andcan also raise your character’s ability. Attempting Jedi Tests involves bringing an apprentice to amentor on Dagobah and drawing training destiny.Each Jedi Test card describes how to begin, attempt and complete the test. The following rulesapply to Jedi Tests:•For every Dagobah site on table, you may add 1 to each training destiny draw.•Each time an apprentice completes a Jedi Test numbered higher than that character’s ability,the ability number increases to match the Jedi Test number. For example, completing test #4raises the apprentice’s ability to 4.•A mentor may train only one apprentice at a time.•An apprentice may change mentors between Jedi Tests, if necessary.•An apprentice may not attempt a test that is already placed on that apprentice.•Once a character becomes an apprentice, that character’s persona remains an apprentice untilbecoming a Jedi (which will be possible with Jedi Test #6 — You Must Confront Vader — comingin the Death Star II expansion set).•A character may not be an apprentice and a mentor at the same time.If a character is replaced by a different version of the same persona, all benefits he or sheearned from Jedi training apply to the new version. This is also true if that character converts orcrosses over to the other side of the Force.See Jedi Tests.
Jedi training
Adds 2 to power of anything he pilots. When piloting Red 6, also adds 1 to
Jek Porkins
maneuver and draws one battle destiny if not able to otherwise.Adds 2 to power of anything he pilots. When in battle with a Rebel leader,
Jeroen Webb
subtracts 1 from opponent’s total battle destiny.Because this Rebel is both a spy and a pilot, you may deploy him simultaneously with astarfighter (if it does not have a permanent pilot) where you do not have presence or Forceicons.See actions — ‘just’.
‘just’ actions
A card is “just deployed” after the action of deployment has had its result
just deployed
(and the card is thus on table). An action which targets a card “just deployed” is not a response;it is a new action which follows the deployment.A card is “just played” after the action is initiated but before it has had its
just played
result. Thus, an action which targets a card “just played” is a response to the card play.See actions — ‘just’.
‘just’ responses
May initiate battle and be battled. K-3PO is power +1 for each of
K-3PO (Kay-Threepio)
your other droids at same Hoth or Yavin 4 site. Functions as a leader if present with another ofyour droids.See may initiate battle and be battled.See stealing.
Kabe
When in a battle, if both players draw only one battle destiny and yours
Kal’Falnl C’ndros
is higher, reduces opponent’s destiny to zero. Landspeed = 3. Adds 2 to power of anything shepilots. May not deploy to or board starfighters or enclosed vehicles.This alien’s ability to reduce your opponent’s battle destiny draw is an automatic action thatoccurs just after both players have finished drawing battle destiny.The deployment benefit from this system location affects each
Kashyyyk (Light Side)
applicable character, not each characteristic. Thus, a Wookiee who is also a smuggler (e.g.,Chewbacca) is deploy –2 here, not deploy –4.This Utinni Effect defines X at the time the smuggler is targeted, and X
Kessel Run
remains the same even if the parsec distance between the two systems subsequently changes.While this system location is doubling the Tonnika Sisters, their
Kiffex (Dark Side)
destiny, power, ability, deploy and forfeit are 4 each and their game text works as follows:Four times each turn during your control phase, you may use 4 Force to draw 4 destiny for 4chances at a destiny = 4. If successful, may steal or destroy up to 4 weapons or 4 devicespresent. (Sisters are targeted as one character, but require double Force to move.)Doubling the Tonnika Sisters does not turn them into four characters and does not double theirunique dot or the cost to move them.If you fail to occupy Kiffex with two starships, the doubling bonus is removed and the sistersreturn to normal (as if the Tonnika Sisters could ever be called ‘normal’!).A dejarik hologram of a ferocious creature with incredible healing abilities.
Kintan Strider
Extinct on their homeworld of Kintan, but used as guard beasts by many Hutt gangsters.Deploys only on Tatooine. Adds 1 to power of anything he pilots. W Power = 1 +
Kithaba
ability of opponent’s highest-ability character present.This Effect increases your power according to your total ability present (and
K’lor’slug
participating in the battle) and thus does not benefit from ability aboard enclosed vehicles andstarships. Using multiple Force to raise total power may be performed only once per battle.A landed starfighter (or squadron) has no landspeed, power or
landed starfighter
maneuver. It may not utilize normal starship weapons (unless they indicate they work at a site,such as the Surface Defense Cannon) or any cards that would logically require the starfighter tobe moving (e.g., Dark Maneuvers). It may not utilize any of its game text except game textrelated to•deployment (e.g., “Deploy –2… to same location as Red Leader”; “Ion Cannon may deployhere”);•capacity (e.g., “May add 2 pilots or passengers, and 1 astromech”); and•ability of its permanent pilot.A landed starfighter may not move to an adjacent site or use docking bay transit. Other than asnoted above, landed starfighters behave in most respects like enclosed vehicles.Starfighters are not “being piloted” when they are landed. Thus, pilot characters and permanentpilots who are able to draw battle destiny when piloting a specific starfighter (e.g., Dutch) maynot do so when the starfighter is landed (although they may apply their ability toward drawingbattle destiny).A piloted starfighter or squadron at a system location (or at the
landing and taking off
Big One sector) may land at any related exterior site. Similarly, a piloted starfighter or squadronat an exterior site may take off to the related system or Big One. Landing or taking off requires 1Force, but is free at a docking bay. TIEs require docking bay facilities and thus may land andtake off only at docking bay sites.Cloud sectors affect landing and taking off at planets.See landed starfighter.This device allows your starfighter to attach itself to an opponent’s capital
Landing Claw
starship. To indicate that your starfighter is attached, place it across the table on the targetedcapital starship card.When attached, your starfighter is conceptually concealed and thus it•does not participate in battles;•may not move on its own (and may not shuttle or transfer other cards);•may not have cards deployed on it;•may not be targeted by either player (e.g., by weapons, Interrupts, Utinni Effects, asteroiddestiny etc.); and•is treated as if it has no presence, yet still blocks your opponent’s Force drains.If the capital starship is lost, the attached starfighter is also lost.This persona has both Light Side and Dark Side versions. Accordingly, some cards
Lando
target “your Lando,” others target “opponent’s Lando” and still others target “any Lando.”Because Lando is unique (•), only one player may have him on table at a time.As the Dark Side player, you can exploit Dark Side Lando in many powerful ways. However, hehas a weakness. “He’s got no love for the Empire” and thus is vulnerable to being replaced byLight Side Lando during your opponent’s deploy phase. The Cloud City deployment restrictiondoes not apply, but otherwise this conversion follows the rules for persona replacement (anycards deployed on or targeting Lando transfer to the Light Side version, if applicable, and DarkSide Lando goes to the Lost Pile).When any Lando is placed out of play, the persona rules prevent any other Lando from cominginto play for the remainder of the game.Adds 2 to power of anything he pilots (3 if piloting
Lando Calrissian (Light Side)
Falcon). Power +1 for every Cloud City location you control. When playing Sabacc, may add 1 toor subtract 1 from your total.Deploys only on Cloud City. Adds 2 to power of anything
Lando Calrissian (Dark Side)
he pilots. When playing Sabacc, may subtract 1 from or add 1 to your total. If present at a site,can be replaced by opponent with any Light Side Lando.This term refers to the number of adjacent sites a character, creature or vehicle
landspeed
can travel each turn. Characters and creatures have landspeed of 1.Deploy between any two interior mobile sites. To pass, a character must have
Laser Gate
(power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defensevalue = 3; may be targeted by a character weapon from either site.Use 2 Force to deploy on an interior site. May target a seeker (use
Laser Projector
defense value = 1), character or creature for free. Draw destiny. Target hit if destiny –1 >defense value. Laser Projector may be targeted by any weapon (use defense value = 1).See unmodifiable values.
Lateral Damage
See characteristics.
leader
This alien is female. (See gender of characters.)
Leesub Sirln
This character is not an Imperial. (See characteristics.)
Leia Organa
Use 1 Force to deploy on opponent’s side at any unoccupied site. Moves
Leia Seeker
during your control phase, like a character, at normal use of the Force. When present with Leiaor a warrior of ability < 3, choose one to be lost. Seeker also lost.Use 1 Force to deploy on Leia, or 2 on your warrior. May target
Leia’s Sporting Blaster
a character, creature or vehicle for free. Draw destiny. Target hit if destiny –1 > defense value. Ifhit by Leia, target’s forfeit = 0.Adds 3 to power of anything she pilots. While at Audience Chamber,
Leslomy Tacema
adds 2 to the power bonus provided by Ellorrs Madak.During a battle at a holosite, add one battle destiny. OR If a
Let The Wookiee Win
Wookiee survived a battle you just lost, deploy on one opponent’s character of ability < 5present. Character is Disarmed (power –1 and may no longer carry weapons).When Disarming an opponent’s character, this Interrupt is placed on that character to indicatethat the character is Disarmed. Therefore, once Let The Wookiee Win has had its result, it is “ontable” but may not be targeted by Sense because it is just used as an indicator that thecharacter is Disarmed.Adds 2 to power of anything he pilots. On Tyrant, also adds 1 to
Lieutenant Cabbel
armor. When in battle with an Imperial leader, subtracts 1 from opponent’s total battle destiny.The name “Sumner” in this character’s game text is a misprint and
Lieutenant Sheckil
should read “Sheckil.”Deploy –1 for starship weapons of any starship he pilots. Adds 2 to
Lieutenant Tanbris
power of anything he pilots. Subtracts 1 from maneuver of any starfighter he pilots.Your Life Force includes all of the cards in your Reserve Deck, Force Pile and
Life Force
Used Pile (but does not include cards in your hand).This vehicle does not require a driver to move, and thus may ‘react’ even when
Lift Tube
empty.Use 2 Force to deploy on your warrior. If your power
Light Repeating Blaster Rifle
droid or fusion generator present, may target a character, creature or vehicle using 2 Force.Draw destiny. Target hit if destiny +1 > defense value. May fire repeatedly for 2 Force each time.See fire repeatedly.A character with this Effect, whenever appropriate, may add 1
Lightsaber Proficiency
to a Force drain and may battle with power +3 (possibly both in the same turn). This Effect islost if, for any reason, the character is no longer carrying at least one lightsaber.A character with a lightsaber, whenever appropriate, may use it to add 1 to a
lightsabers
Force drain and may use it to target a character or creature (possibly both in the same turn).Because a lightsaber is not present at a system or sector location, it cannot enhance Forcedrains at such locations. Targeting with a lightsaber is considered ‘firing’ that lightsaber for gamepurposes (e.g., Sniper).Errata: The title of this Interrupt has been revised to read, “•Limited
Limited Resources
Resources”; thus, it is now unique (•).At any time during your turn, may use 1 Force to
LIN-V8K (Elleyein-Veeatekay)
‘defuse’ (lose) any one mine at same site. This mining droid may defuse any number of minesper turn, whether ‘laid’ or ‘buried.’See the Light Side counterpart, LIN-V8K.
LIN-V8M (Elleyein-Veeateemm)
For each other musician present, adds a “cover charge” of 1 to the Force
Lirin Car’n
required to move or deploy each character to same site.This alien has two deployment restrictions, and both must be met
Lobot (Light Side)
simultaneously: (1) he deploys only as a ‘react,’ and (2) he deploys only to a Cloud City site or towhere your Lando is present.Types of cards that represent places where Force is generated and where
locations

characters, starships, vehicles etc., are deployed. All location cards have a destiny value of zero.Location cards are placed on table in a horizontal line between the two players. Related locationsin the same system are played next to each other to form a group. Locations belonging todifferent systems are separated by a gap.systemsystemEEEI/EIIIEEEI/EIIIlocationlocationThe cards are oriented so that, when deployed, the Light Side player is facing the side with theblue lightsaber icons and the Dark Side player is facing the side with the red lightsaber icons.Unless otherwise specified, game text on your side of a location card applies only to you, and youare not required to occupy or control the location to utilize its game text.Locations have no deploy cost. You may deploy any number of location cards from your hand, forfree, during any of your deploy phases.There are three kinds of location: site, system and sector.Site locations represent different areas on a planet (or within the Death Star or Cloud City)where characters and vehicles may deploy, battle and move. Site locations related to a systemmay be deployed regardless of whether that system card is already on table (and vice versa).System locations represent different planets (or a Death Star) in the galaxy. They are deployedon the end of a row of ‘related’ site locations (if already in play). Otherwise a system may bedeployed alone. A system card is related to all sites in the same system (e.g., the Tatooinesystem is related to all Tatooine sites).Sector locations represent different altitudes of airspace over a planet (for cloud sectors) orareas within an asteroid belt (for asteroid sectors). They are deployed on either side of a systemlocation, and thus the system location card must already be on table or you to deploy sectors inthat system.Converting Locations — Many locations have both a Light Side and a Dark Side version. (Beaware that the game text and Force icons will vary!) Only one of each unique (•) location maybe in play at a time. A location in play can be converted by deploying the opposing side’s versionon top. It is possible for a location to change back and forth (Light to Dark, Dark to Light) severaltimes during a game.See starting locations.Site, system and sector locations are grouped into conceptual
locations — deployment

planetary systems. (A Death Star is a mobile system rather than a planet system, but itslocations deploy in essentially the same way.) There are six “major systems” (Tatooine, Yavin 4,Hoth, Death Star, Bespin and Dagobah), each comprising a system location card plus a variety ofspecifically related sites. In addition, there are numerous “minor systems” (Coruscant, Dantooine,Kessel etc.) which consist of just the system card (and a few sites in the case of Coruscant).Although most minor systems do not have any specifically related sites, there are ‘general’ sitessuch as Forest and Swamp which can be used at almost any system.Each different planetary system is separated on the table from the others, to make a visualseparation 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 theplayers to actually create the layout of the planet as they play. In general, the sites for a givensystem are placed in a pattern where interior and exterior sites are separated from each other bya docking bay. After several turns of deployment, a typical system layout might appear asfollows.systemIIII/EEEElocationDockingInterior SitesExterior SitesBayAs long as you maintain this pattern, when a new site is deployed to an existing system, it maybe inserted between (or placed at the end of) the related sites. For example, in the diagramabove, there are four places where you could deploy a new exterior site (inserted anywherebetween the docking bay and the system location). Once deployed, locations may not be re-arranged.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. For example, beforethe docking bay was inserted in the above diagram, the interior site group would have been nextto the exterior site group.The special Hoth locations called “marker sites” are an exception. These sites represent areasoutside Echo Base and have a special sequencing feature called “marker numbers.” Marker sitescan be brought into play in any order but are laid out sequentially. Thus, marker numbersindicate where a site must be inserted when it is deployed.Using these rules, the major systems currently in the game would appear something like this:86TatooineJabba’s Palace SitesDockingJabba’sEntranceRancorTatooineCantinaMos EisleyEEEIIISystemBay 94PalaceCavernPitExteriorInt/ExtInteriorUndergroundHothDockingWampaIII1st2nd3rd4th5th6thSBayCaveMarker SitesDeath StarDockingTrenchIIIIIIIIISBayYavin 4DockingMassassiIIIIEEESBayHQDagobah/CoruscantEEESBespinBespin:secondfirstIIIEEEBespinCloudCloudsCloudsCloudsdoc. baydoc. bayCitySectorsSystemAsteroidAsteroidAsteroidBigCloudsCloudsCloudsFieldFieldFieldOneThere are also a few special locations that, according to text on the cards, deploy to uniquepositions on the table. Examples of these include the Death Star: Trench (deploys according toTrench Rules); the Hoth: Wampa Cave (deploys according to its marker number); holosites(deploy according to Dejarik Rules); and sandcrawler sites (deploy according to their game text).See alone.
lone

If your pilot (or permanent pilot) is defending a battle alone at a system or
Lone Pilot
sector, add one battle destiny. OR If Motti is defending a battle alone at a system or sector, addtwo battle destiny.Your T-47 is “defending a battle alone” if all of your characters and ability
Lone Rogue
participating in that battle are aboard that T-47. This Interrupt must be played on your own loneT-47 to add to your battle destiny.This Interrupt must be played on your own lone warrior to add to your
Lone Warrior
battle destiny.Some weapons (e.g., Assault Rifle) specify that they may target
long-range weapons
cards at locations other than the weapon’s location. Your warrior, vehicle etc. carrying such aweapon does not have to be participating in a battle or attack in order to fire that weapon.However, you must be•targeting something that is participating in a battle; or•targeting a creature that you are attacking; or•using a special card such as Sniper, Blasted Droid or Target The Main Generator.This ruling streamlines and improves the gameplay of the following cards: AT-AT Cannon, AtgarLaser Cannon, Blaster Scope, Concussion Grenade, Golan Laser Battery, Medium RepeatingBlaster Cannon and Superlaser. These cards now operate more consistently with other long-range weapons.If a long-range weapon allows firing into and/or through an interior site, it is assumed to beconceptually firing through a door or window.Long-range weapons may be used more than once per turn, although they are still limited toonce per battle (like all other weapons).See peeking at cards.
looking at cards
This text, appearing on many card types, presents background information about the
lore
characters, starships, weapons etc. in the Star Wars universe. Lore sometimes contains termsthat are relevant to gameplay. These terms are sometimes but not always identified by the use ofboldface type.See battle.
loser of battle
Whenever you are required to lose Force, you must move the appropriate
losing Force
number of cards from your hand and/or Life Force to your Lost Pile.When a card refers generally to “losing Force,” this applies to losing “cards as units of Force,”not to losing a specific card because of its name or some particular characteristic of that card.A kind of Interrupt that you place on your Lost Pile after you play it.
Lost Interrupt
A pile where lost cards are placed face up. (See Force.)
Lost Pile
While at Docking Control Room 327, adds 2 to your total power at
Lt. Pol Treidum
Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy,may draw destiny. Spy’s “cover is broken” if destiny = spy’s ability.See the Dark Side counterpart, Direct Hit.
Lucky Shot
Errata:
Luke Skywalker
You may activate 1 extra Force each turn if Luke is not at a Tatooine site. Adds 3 to power ofanything he pilots. When piloting Red 5, also adds 2 to maneuver. Immune to attrition < 3.Use 1 Force to deploy on Luke, 3 on your other warrior. May
Luke’s Blaster Pistol
target a character, creature or vehicle using 2 Force. (If targeted by Luke, target loses immunityto attrition for remainder of turn.) Draw destiny. Add 1 if targeting a character or creature. Targethit if total destiny > defense value.Errata:
Luke’s Cape
Use 2 Force to deploy on a Rebel or alien. You may activate 1 extra Force each turn if Luke’sCape is not at a Tatooine location. That character is immune to attrition < 3.Use 1 Force to deploy on Luke or Owen Lars, 3 on your non-droid
Luke’s Hunting Rifle
character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targetinga character. Add 2 if targeting a creature. Target hit if total destiny > defense value.May add 1 driver and 2 passengers. Moves free if Luke
Luke’s X-34 Landspeeder
aboard. May move as a ‘react.’Deploy on your sandcrawler. Once during each of your control
Magnetic Suction Tube
phases, may target one character present. Draw destiny. If destiny > character’s ability, “suckup” character (relocate to related interior Sandcrawler site or owner’s Used Pile).While on Hoth, opponent may not ‘react’ to any Echo site, and Derlin
Major Bren Derlin
may use 1 Force to cancel Breached Defenses. While at Cantina, power +1 and may use 1 Forceto cancel Local Trouble.An attribute generally used on starfighters and small vehicles as an indicator of
maneuver
how well it can evade weapon fire and other potential threats. When a card that has maneuver istargeted by a weapon, it uses its maneuver as its defense value.Game text which specifically targets “maneuver” does not also affect armor; however, game textwhich targets “maneuver or armor” refers to whichever of those attributes occurs on theaffected card.This Effect allows you to forfeit cards directly from your hand to
Mantellian Savrip
satisfy battle damage or to simultaneously satisfy attrition and battle damage. Cards being lostfrom hand are simply lost units of Force, and thus their card types and titles are not recognizedfor other purposes (e.g., a character card being forfeited from hand may not be placed in theBacta Tank).Any of the seven Hoth sites with a marker number.
marker site
An operative is the matching operative for a planet if the
matching operative
character’s card title includes that planet’s name.If a pilot has game text that refers to a unique starship (or vice versa),
matching pilot
then that pilot is considered the matching pilot for that starship. Rebel Flight Suit also makes acharacter a matching pilot.
may add __ pilots (passengers, astromechs, vehicles, starfighters etc.)
See capacity.A droid with this phrase in its game text (e.g., EV-9D9, Probe Droid) can
may Force drain
control its location only for the purpose of initiating and enhancing Force drains (unless thatdroid is Undercover).A droid with this phrase in its game text (e.g., K-
may initiate battle and be battled
3PO, 4-LOM, IG-88, Probe Droid) occupies its location only for the purpose of battle (unless thatdroid is Undercover).See but may move elsewhere.
may move elsewhere
This phrase is synonymous with cannot be moved.
may not be moved
This phrase is synonymous with cannot move.
may not move
Errata:
Medium Repeating Blaster Cannon
Deploy on a site. May be moved by two warriors for 1 additional Force. Your warrior present maytarget up to two characters or two creatures at same or adjacent site using 2 Force. Draw twodestiny. Target(s) hit if total destiny > total defense value.See long-range weapons.A character of ability > 2 who is targeted to train an apprentice. (See Jedi
mentor
training).Deploy on your non-thief to give that character thief skill. Once during each
Merc Sunlet
of your control phases, may target one device at same site. Draw destiny. If destiny < target’sdestiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)Once during each of your control phases, may reveal opponent’s hand by
M’iiyoom Onith
using X Force, where X = number of cards in opponent’s hand. All unique (•) male Rebels andunique (•) male aliens there are lost.This alien refers to Rebels and aliens and thus affects only characters (not permanent pilots). Todetermine which Rebels and aliens are male, see gender of characters.See negative numbers.
minimum zero
When your mining droid is present at any site, it may ‘lay’ (deploy)
mining droid rules
mines face up there. If the droid is on a planet, it may also ‘bury’ (place) mines face down thereto simulate creation of a minefield.If you have a mining droid present at an exterior planet site during your deploy phase, you maybury (place) any number of cards from your hand face down underneath that site. You maychoose to bury ‘real’ mines, ‘duds’ (non-mine cards buried as a bluff) or a mixture of the two.When any character, vehicle or starship deploys or moves to or across that site, all buried cardsthere are ‘tripped’ (revealed). Any duds are simply lost. Any mines ‘explode,’ targeting the cardthat tripped them if applicable (see Timer Mine).Buried cards are not considered to be on table. If buried mines are tripped during your turn andyou have a mining droid present, you may choose to ‘defuse’ any or all of them (at normal use ofthe Force) before they explode.Several cards cause characters to become disoriented or lost (in the normal sense
missing
of the word, not to the Lost Pile). This condition is defined in game terms as ‘missing.’ To indicatethat a character is missing, place that character face up beneath the site where it becamemissing.A missing character is still on table. However, because conceptually nobody knows exactly wherea missing character is at the site, the character is not considered to have presence, does notparticipate in battles, may not move, may not be forfeited and may not have new cards deployedon it. Likewise, missing characters cannot be targeted by weapons or any other cards that do notspecifically target missing characters (Utinni Effects and other cards that targeted the characterbefore he or she became missing still continue to do so).Missing characters can be found by playing special cards or by using the search party rule.See captured and missing cards.A kind of card that has a built-in movement function. Mobile Effects are not
Mobile Effect
vulnerable to Alter, as indicated by the wording of the Alter card.May add 1 driver and 1 passenger. Moves free if Jabba
Mobquet A-1 Deluxe Floater
or any bounty hunter aboard. May move for free as a ‘react’ to a battle where your thief,smuggler or bounty hunter is participating.See the Light Side counterpart, K’lor’slug.
Molator
This character is a leader. (See characteristics and stealing.)
Momaw Nadon
This Interrupt must be played on your own lone alien to add to your
Moment Of Triumph
battle destiny.USED: If opponent has 13 or more cards in hand, place all but 8 (random
Monnok
selection) in Used Pile. LOST: Use 4 Force to reveal opponent’s hand. All cards opponent has twoor more of in hand are lost.See the Light Side counterpart, Grimtaash.Large, quadrupedal ruminant mammal of the deer family. Long legs. Heavy antlers.
moose
Humped shoulders. Inhabits northern New- and Old-World forests. Also, a noun sometimessurreptitiously inserted into game text or rules by mischievous game designers as a test ofDecipher editorial staff thoroughness. The fact that you’ve never seen this word on a card isevidence of the editors’ dedication — but one of these days we’re gonna miss one!Use 1 Force to deploy on your alien warrior (free if on Tatooine). May
Mos Eisley Blaster
target a character for free. Draw destiny. Target is forfeit –2 for remainder of turn if destiny +2> defense value.When opponent is losing Force from Force drains at the same or an adjacent site,
Mosep
lost Force must come from Reserve Deck if possible.When this alien requires Force drain damage to come from your Reserve Deck, any portion thatcannot come from your Reserve Deck (because you have insufficient cards there) must comefrom another appropriate place (e.g., your hand, Force Pile or Used Pile).Use 1 Force to deploy on opponent’s side at any unoccupied site. Moves
Motti Seeker
during your control phase (like a character) at normal use of the Force. When present with Mottior a pilot of ability < 3, choose one to be lost. Seeker also lost.Deploy on Chewie if Han was just lost or just became missing. Opponent
Mournful Roar
cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end ofevery player’s turn. Effect canceled if Han is deployed again or found.Fifth phase of each turn, in which you may move your characters, vehicles,
move phase
starships etc.Movement is defined as any method of relocating a character, creature, vehicle
movement
or starship from one place to another on table. There are three kinds of movement: regularmoves, unlimited moves, and ‘reacting.’Each of your characters, creatures, vehicles and starships is limited to
Regular moves
one regular move per turn (which occurs during your move phase). A regular move requires youto use 1 Force. A regular move is defined as:•one card using its landspeed or hyperspeed (characters and creatures have landspeed = 1);•one character or vehicle shuttling;•a group of cards using docking bay transit;•one starship landing or taking off; or•one starfighter making an Attack Run.A vehicle or starship is allowed one location-to-location movement per turn, and this is one gameaction. Vehicles may not “reverse direction” in the middle of the move.Using the special movement provided by a site’s game text is also a regular move:•Cloud City: Upper Plaza Corridor•Death Star: Level 4 Military Corridor•Executor: Main Corridor•Hoth: Ice Plains•Tatooine: Mos Eisley (Light Side)An unlimited move is (1) any movement your opponent forces you to
Unlimited moves
make or (2) any movement which is not a regular move or a ‘react.’ A card may make anynumber of unlimited moves per turn. Unlimited moves occur in various phases and are free.Some examples include•characters embarking on or disembarking from vehicles;•starfighters embarking on or disembarking from capital starships;•a group of cards transferring from one starship to another (requires 1 Force);•characters and other cards being carried by a moving vehicle or starship;•interrupts (e.g., Elis Helrot, Nabrun Leids); and•special game text (e.g., Obi-Wan Kenobi, Chief Bast).Embarking or disembarking must be performed either before or after the carrying card performsany desired regular move.Characters, vehicles and cards that move like a character or vehicle may use movement rulessuch as shuttling and docking bay transit. Other cards (e.g., landed starfighters) may not.See react.
‘reacting’
This and
must have pilot aboard to use power, maneuver or hyperspeed
similar game text on some early cards is incorporated into the starship and vehicle rules, andthus does not appear on new cards.In addition to attacking normally, these creatures can attach themselves to a
Mynock
starfighter and chew on the power cables (‘meals’), draining power and reducing hyperspeed. (Ifthey detach, power and hyperspeed are restored.) Like other creatures, mynocks may move fromsite to site, but they may also move like a starfighter (e.g., landing, taking off, and flying to andfrom sectors). Because mynocks have no hyperspeed, to move from system to system they must‘hitchhike’ on a starfighter. Mynocks are not targeted like starships; however, you can land yourstarfighter and clean them off with weapons that target creatures.See attaching creatures and selective creatures.This alien may ‘regenerate’ to your Used Pile only if lost from table as a result of battle
Myo
(not lost from hand or Life Force).See the Dark Side counterpart, Elis Helrot.
Nabrun Leids
A symbol that indicates the navigation computer necessary for a
starship to move through hyperspace. Most capital starships and some starfighters have apermanent nav computer, and nav computers are also provided by astromech droids.“Astromech-nav computer icon” is an older term which has been superseded by “nav computericon.”Some cards instruct you to subtract numbers, in which case the final
negative numbers
result may not fall below zero.Dejarik hologram of a Ng’ok war beast. Foul temper gives rise to bad feelings. Has
Ng’ok
razor-sharp retractable claws. Used in many systems to frighten off potential attackers.See the Light Side counterpart, I Have A Very Bad Feeling About This.The phrase “add one destiny to power only” on this Effect means that the extra
Nightfall
destiny draw does not add to attrition. (Other destiny draws may still add to both power andattrition, if appropriate.)“Nighttime conditions” are established by specific cards (e.g.,
nighttime conditions
Nightfall, Sunsdown and the two sandcrawler sites).See undefined values.
no ability, no hyperdrive etc.
When using this Interrupt to target one of your characters “with the
Noble Sacrifice
same power” as an opponent’s character just deployed, use all relevant modifiers to computepower. For example, Dengar (power 2) is “power +1 for each opponent’s character present” andChewbacca (power 6) is “power +1 at same location as Han.” If the opponent deploys Dengar toa site where you have exactly five characters including Chewbacca and Han, Chewbacca canmake the Noble Sacrifice.Even if this Interrupt is canceled, the sacrificed character is still placed out of play as thesacrifice is part of the initiation.Any card with no dots or with two or more dots (••) is non-unique.
non-unique cards
Some characters can change certain unique (•) cards into non-unique cards. While such acharacter is captured, missing or lost, or has its game text canceled, any such changed cardsrevert to unique (•); however, copies of those cards already on table are allowed to remain (evenin multiple). If this occurs, any new copies of those card(s) are prevented from entering playwhile any others remain on table.When you use this Interrupt during an Epic Duel to lose Luke
NOOOOOOOOOOOO!
instead of crossing him to the Dark Side, you must still lose X Force (but not triple X) asspecified on Epic Duel.When a battle was just initiated where present, may use 1 Force to
Obi-Wan Kenobi
choose one opponent’s character of ability = 1 present to move away (for free), or thatcharacter is lost. Immune to attrition < 5.When this Rebel makes an opponent’s character move away, that character may use anymovement allowed by rules or cards on table (e.g., landspeed, docking bay transit, shuttling).Use 2 Force to deploy on your Rebel or alien. Character is immune to
Obi-Wan’s Cape
attrition < 5. Also, When a battle was just initiated where present, may use 1 Force to chooseone opponent’s character of ability = 1 present to move away (for free), or that character is lost.Deploy on Obi-Wan. May add 1 to Force drain where present.
Obi-Wan’s Lightsaber
May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, iftotal destiny > defense value.A type of card with game text on both sides. Objective cards represent
Objective cards
objectives or tasks to complete, and they flip over according to their game text (sometimes morethan once per game).You may only include one Objective card in your 60-card game deck, and if you choose toinclude one, you must deploy it instead of a starting location. (See starting the game.) AnObjective card always deploys with its front side (as indicated by the destiny value of zero)face up.•If you reveal an Objective card and your opponent reveals a starting location, your opponent’sstarting location is deployed first. You then deploy your Objective card and other cards itrequires or allows (for free).•If both players reveal an Objective card, the player who will go first in the game (usually theDark Side player) deploys cards first (for free), followed by the second player.In either case, the second player could possibly convert (cover up) locations deployed by the firstplayer (see converting locations).Your opponent may, at any time, examine both sides of your Objective card.A character at an adjacent site using this device to add power to
Observation Holocam
a battle does not otherwise participate in the battle, and is not eligible to be forfeited. Thus, ifthe character is Imperial Trooper Guard it would not be defending in the battle and would addzero to power.Deploy –1 at any cloud sector. Permanent pilot provides ability
Obsidian Squadron TIE
of 2 and adds 2 to power. Power +2 at non-unique cloud sectors. Boosted TIE Cannon maydeploy aboard and fires free aboard.Characters aboard a vehicle or starship fall
occupants of vehicles and starships
into three categories: pilots, drivers and passengers. Pilot characters may occupy passengercapacity, but while doing so they are not piloting the starship or vehicle.You occupy a location if you have presence there (regardless of whether the
occupy
opponent has presence at the same location).Adds 2 to power of anything he pilots. When at a Death Star site, Imperial
Officer Evax
starships may move to the Death Star system as a ‘react.’Cancel an attempt by opponent to target your droid to be stolen, ‘hit’ or
Oh, Switch Off
lost. Droid is protected from all such attempts for remainder of turn. OR Switch OFF any binarydroid for remainder of turn.Use 1 Force if any of your characters (except Obi-Wan) was just forfeited from a
Old Ben
Tatooine site. Mysterious “crazy wizard” steps in and revives (relocates) that character back tosame site.When this Interrupt revives a just-forfeited character, it does so just after that character has goneto the Lost Pile; thus, any cards that were on that character remain lost. Old Ben allows re-deployment of the exact same card only, not another copy of that card or persona.‘On’ is synonymous with ‘aboard’ when used in the context of vehicles and starships. (See
on
prepositions.)Your card is ‘on table’ if it is not currently in your hand, in your Life Force, in your
on table
Lost Pile, being played, being deployed or ‘out of play.’See one.
once
Actions that are limited by their game text to “once per game” may never
once per game
be initiated more than once per game, no matter how many copies of that card you use, andeven if the action fails or is canceled.Actions that are limited by their game text to
once per turn, phase, battle etc.
“once per turn,” “once during each of your control phases,” “once each battle” etc. may beinitiated once per that time period for each copy of the card that allows the action. For example,if you have two medical droids on table, each of those droids may save one character per turn,for a total of up to two characters per turn. (However, a once per game action is not repeatableby multiple copies of the card.)When a card that is on table, such as a character or Effect, allows you to perform an
one
action during a particular time frame (e.g., a turn, a phase, or a battle), and the context indicatesthat the action is singular (typically by use of the word “one,” “a” or “an”), then you mayperform that action only once during that time frame. For example, Baragwin says “During yourcontrol phase, may exchange one card in hand for one weapon or device in your Lost Pile.” Thus,the Baragwin may exchange only one card per control phase.Cards in play that do not specify a particular time frame for an action allow you to perform thataction as many times as you like. Also, you may play multiple copies of an Interrupt that allowsan action during a particular time frame in order to perform that action multiple times, subject tothe limitations on unique and restricted cards.See once per turn, phase, battle etc.If you are about to draw power harpoon weapon destiny, add ability of
One More Pass
one pilot aboard same vehicle.When this Interrupt captures Rebels, if you want to seize or
Oo-ta Goo-ta, Solo?
imprison them you must have one or more potential escorts at the site opponent is moving to, orthat site must be a prison. Any of the captured Rebels that you are unable to seize or imprisonsimply escape to your opponent’s Used Pile. (See capturing characters.)Any vehicle not identified in its lore as an enclosed vehicle is considered
open vehicles
‘open.’ Characters aboard an open vehicle are exposed to the surrounding environment; they arepresent at the site (and thus are vulnerable to cards which affect characters at the site). Allcharacters aboard an open vehicle may use personal power, ability, forfeit and game text (whenappropriate). They may also fire character weapons and may likewise be targeted by weapons.Any character with the word ‘Operative’ in its card title. (See
operative
matching operative.)See owner.
opponent’s cards
In a future expansion set, TIE Bombers will be able to deploy and defuse
Orbital Mines
Orbital Mines.LIGHT (1): If you control, each of opponent’s bounty hunters
Ord Mantell (Light Side)
is forfeit –2. DARK (1): Each of your bounty hunter pilots add an additional 1 to power ofstarships they pilot here.The term ‘steal’ on this Utinni Effect simply means
Organa’s Ceremonial Necklace
to place the Necklace on the target Imperial. In order to pass Organa’s Ceremonial Necklace toan adjacent site you control, you must immediately re-target (place it on) another one of yourImperials there.Since good sportsmanship is a hallmark of Decipher’s
orientation of card backs
Customizable Card Games, card orientation is not an issue ninety-nine percent of the time.However, to maintain the integrity of the game, Decipher’s tournament guidelines require everyplayer to keep all of the cards in any given deck or pile turned in the same direction (i.e., withthe Star Wars logos all facing the same way). This prevents cards from being ‘marked’ or‘tracked’ by the orientation of their card backs.If opponent just initiated a battle at a system or sector where you have a
Out Of Nowhere
starship with maneuver > 3, use 1 Force to add one battle destiny.Cards which are lost but, rather than going to the Lost Pile, are taken out of
out of play
the game entirely.When a unique character, vehicle or starship is placed out of play, all personas represented bythat card (including any starship and permanent pilot personas) may not be deployed again forthe remainder of the game.Example 1 — Noble Sacrifice places Dutch out of play, or Dannik Jerriko “eats his soup.” Noversions of the Dutch persona may be deployed for the remainder of the game, including GoldLeader In Gold 1 (because it includes the Dutch persona as its permanent pilot).Example 2 — Death Star Assault Squadron is randomly placed out of play by Out OfCommission. No versions of the following personas may be deployed for the remainder of thegame: Vader, DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3.The highest-numbered Hoth marker site that is currently on table.
outermost marker
This Interrupt may destroy artillery weapons. However, only the artillery weapon
Overload
itself is lost, because there is no character or starship “carrying” it.Deploys free at Lars’ Moisture Farm. Power +2 if at same site as Beru Lars or a
Owen Lars
Vaporator. If lost from table during opponent's turn, Luke is power +3 until the end of your nextturn.The owner of a card, when referenced in game text, is the player who played the
owner
card. Stolen cards exchange ownership until the end of the game. (See stealing.)Adds 2 to power of anything he pilots. While at Audience Chamber, all your
Palejo Reshad
Corellians are power and forfeit +1 (+2 if non-unique) and your Force generation at the Corelliasystem is +2.See the Dark Side counterpart, Emergency Deployment.
Panic
Number on system locations symbolizing the relative hyper-route
parsec numbers
distance between systems. (See starships — movement.)Unless otherwise specified, cards which participate in battle
participating in battle
include•all cards present at the location of the battle and•all cards on the bridge, cockpit or cargo bay of any vehicles and starships that are participatingin the battle.A card is considered to be participating in a battle as soon as the battle has been initiated, or assoon as that card ‘reacts’ to the battle. Cards which participate in one battle may not participatein another battle during the same turn.Because passengers at the bridge, cockpit or cargo bay participate in battles, actions that occurduring a battle (e.g., Skywalkers) may target such a passenger (e.g., Leia), if appropriate.Some game text and rules may specifically exclude cards from battle (e.g., Defel, Rebel Barrier,captured or missing characters). Such excluded cards are not present in that battle for purposesof targeting, forfeiture etc.A card that fires a long-range weapon into a battle from another location is not participating inthat battle for game purposes.Passengers are any characters aboard a starship or vehicle who are not acting
passengers
as a pilot or driver of that starship or vehicle.Passengers aboard a vehicle or starship (except characters “below decks” at vehicle or starshipsites) participate in battles at the location of that vehicle or starship, but may not apply theirability toward drawing battle destiny.When you peek at (examine, glance at, look at etc.) a card, you are
peeking at cards
entitled to see the entire card, and the intention is that you limit yourself to a reasonable amountof time to gather information.Most capital starships and some starfighters have a
permanent nav computer icon to indicate built-in nav computer capability. A permanent navcomputer is not a character (‘character’ is a game term referring to a card type) and does notincorporate any features of characters (such as droid, game text etc.).A “built-in” pilot aboard a starship, indicated by a pilot icon on the
permanent pilot
starship card. Permanent pilots are not characters (‘character’ is a game term referring to a cardtype) and do not incorporate any features of characters (such as Rebel, spy, ability, game textetc.) other than those specified. For example, the unique permanent pilot •Dutch on the GoldLeader In Gold 1 starship card does not automatically incorporate features of the Dutchcharacter card. (See pilots.)An icon on a character card indicating that the character has pilot skill, or on a
pilot icon
starship or vehicle card indicating that the starship or vehicle has a permanent pilot aboard.Different versions of a single character are all considered to be part of the same
personas
‘persona.’ No more than one version of the same unique persona may be on table at the sametime.Cards that reference ‘Luke’ (for example) apply to any version of the Luke persona (LukeSkywalker, Commander Luke Skywalker, Son of Skywalker etc.). Similarly, references to‘Chewbacca’ and ‘Chewie’ are considered interchangeable.During your deploy phase, you may replace one of your
persona replacement rule
characters on table with another version of the same persona from your hand (for free). The newversion (1) must have power and ability at least equal to those of the replaced card and (2)must obey its own deployment restrictions (if any). For example, Luke Skywalker (power 3,ability 4) may be replaced by Commander Luke Skywalker (power 4, ability 4), but only whenLuke is on Hoth (because Commander Luke Skywalker’s game text says “Deploys only onHoth”).Any weapons, devices, Effects, Utinni Effects etc. deployed on or targeting the character transferto the new version of that character (if applicable). Any cards which are not applicable areplaced in the Lost Pile, along with the replaced version of the character. For example, if LeiaOrgana (power 3, ability 3, spy) was Undercover and was replaced by Princess Leia (power 3,ability 4, non-spy), the Undercover card would not be applicable to Princess Leia and wouldtherefore be lost.Different versions of a single persona conceptually represent the same person or thing, but theyare different cards. For example, the Interrupt card Grimtaash affects “all cards opponent hastwo or more of” in hand. If you play Grimtaash on an opponent who is holding one LukeSkywalker and one Commander Luke Skywalker, those characters are unaffected by theInterrupt because it targets duplicate cards (not personas).Characteristic that allows a character (or permanent pilot) to control and move a
pilot
starship, combat vehicle or shuttle vehicle (indicated by a pilot icon on the character, starship orvehicle card).A starship, combat vehicle or shuttle vehicle must have a pilot to move and to use power,maneuver, hyperspeed/landspeed, weapons and devices.When a pilot character is deployed or moved aboard a vehicle or starship, that character isconsidered to be acting as a pilot if sufficient pilot capacity is available. You may designatewhich characters are acting as pilots (that is, you may transfer them between pilot andpassenger capacity) at any time during your deploy or move phase. Any pilots aboard a starshipor vehicle in excess of its pilot capacity are passengers and thus may not enhance the starshipor vehicle.Any modifiers to a pilot’s personal power do not increase the bonus that pilot grants to a starshipor vehicle.The term ‘planet’ includes a planet system location and all of its sites and cloud
planet
sectors. Phrases such as “at that planet” and “on that planet” have their normal Englishmeanings (see prepositions). Asteroid sectors grouped next to a planet are ‘related’ to the planet,but are not part of it (e.g., a starship in the asteroids is not ‘at’ the planet).Deploy on an exterior Rebel Base site. During a battle at
Planet Defender Ion Cannon
related system, may target a capital starship there using 2 Force. Draw destiny. If destiny +3 >armor, all starship weapons aboard target are lost, power = 0 and hyperspeed = 0.See ion weapons; see long-range weapons.The only cards that ‘play’ are Interrupts and Epic Events that do not deploy on table
played
(i.e., Commence Primary Ignition and Target The Main Generator). Such a card is ‘played’ when itis taken from hand, shown to the opponent and initiated as an action. All other types of cards‘deploy’ rather than ‘play.’Power +3 when battling at same site as Dr. Evazan, unless opponent has a
Ponda Baba
lightsaber present. Adds 2 to power of anything he pilots.Adds 2 to power of anything he pilots. When piloting Gold 5, also adds 1 to maneuver
Pops
and draws one battle destiny if not able to otherwise.Adding 1 to the power of one droid lasts until the droid is
Portable Fusion Generator
no longer present or you choose to turn off the enhancement.An attribute of characters, vehicles and starships that represents their overall
power
‘strength’ (symbolically represents experience, training, tactical skill, built-in weaponry etc.).Use 2 Force to deploy on your combat or shuttle vehicle. May target an
Power Harpoon
AT-AT or AT-ST for 1 Force. Draw destiny. Target crashes if destiny + your vehicle’s maneuver >8. Your vehicle crashes if destiny = 0.See battle — power segment.
power segment
See the Light Side counterpart, Combined Attack.
Precise Attack
Prepositions (at, on, aboard, to, with, from, in etc.) are used to express
prepositions
simple relationships between cards, and have their normal English language connotations. Thus,for example, Luke is “on Hoth” if he is•at any Hoth site (inside the Rebel Base or the wampa cave, outside in the snow or aboard avehicle or landed starship).Luke is “at Hoth” if he is•anywhere on Hoth or•aboard a starship (or Death Star) which is at (or orbiting) the Hoth system.See presence and present.Think of presence in the spiritual or mystical sense, as the Force emanating from
presence
an individual. Remember Vader saying, “I sense something. A presence I’ve not felt since....” Ingame terms, each of your characters with ability creates a ‘presence’ at one location that youropponent’s characters can sense (even when they are at the bridge, cockpit or cargo bay of anenclosed vehicle or starship).Having presence at a location is defined as (1) having total ability of 1 or higher present at thatlocation or (2) having a vehicle or starship present at that location that has total ability of 1 orhigher at its bridge, cockpit or cargo bay.No card may create presence at more than one location. For example, if the Executor is atDantooine with Ozzel on the bridge and Vader at the Executor: Main Corridor site, then Ozzel (andthe permanent pilots) create presence only at the Dantooine system, whereas Vader createspresence only at the corridor site.See prepositions.This Effect is not cumulative; if you play two at the same
Presence Of The Force
location, the second one has no result (see cumulative).Think of the term present as applying to something that is physically at a certain
present
place (e.g., a starship can be in physical contact with the ‘space’ at a system location, but acharacter cannot). No card is considered to be present at more than one place at the same time.There are four places where a card can be present in the game:•at a site location;•at a sector location;•at a system location; or•on an enclosed vehicle or starship card (at the bridge, cockpit or cargo bay).For example, if Red 5 is at the Hoth system with Luke aboard, then Red 5 is present at the Hothsystem and Luke is present aboard Red 5 (although Luke is at the Hoth system, he is not presentat the system).Two or more cards are present with one another if they are present at the same place.See prepositions.These three
present, presence and prepositions — a simple example
concepts, though closely related, have very important differences in the game. As explainedunder the corresponding entries, think of prepositions as relational, presence as spiritual andpresent as physical. These terms overlap somewhat, and are often used together to make a cardoperate in a specific manner. The three concepts are easy to understand if you take them one ata time.For example, if Bossk is aboard the Bespin Motors Void Spider at Tatooine: Lars’ Moisture Farm,the following are true:Prepositions•Bossk is at the farm, at Tatooine, on Tatooine and on (or aboard) the Void Spider.•The Void Spider is at the farm, at Tatooine and on Tatooine.Presence•Bossk creates presence at the farm.•The Void Spider does not create presence at the farm, but its permanent pilot does.Present•Bossk is present aboard the Void Spider.•The Void Spider is present at the farm.An important distinction in this example is that Bossk is at the farm but, because the Void Spideris enclosed, he is not present at the farm.This
present, presence and prepositions — more detailed example
example describes a complex game situation, and is provided primarily for reference. It is notnecessary for most players to concern themselves with this level of detail.Assume that the Death Star is orbiting Yavin 4 and the following starships are at the Death Starsystem:•Millennium Falcon — Han and C-3PO are in the cockpit.•Red 6 — Jek Porkins is in the cockpit.•Executor — Piett is on the bridge; also, Vader and Luke are at the Comm Station site, Tarkin isaboard a Lift Tube at the Comm Station and Leia is at the Main Corridor site.This example results in the following:Prepositions•The characters, vehicles and starships are all at the Death Star and at Yavin 4.•The characters are all on (also aboard) their respective starships.•Han is at same location as C-3PO, Jek and Piett.•Vader, Tarkin and Luke are at the Comm Station site, at same location and at same site.•The Lift Tube is at the Comm Station site.•Tarkin is on (also aboard) the Lift Tube.•Leia is at the Main Corridor site.•If a battle is occurring at the Death Star system, Han and Jek are in a battle together.•If a battle is occurring at the Comm Station site, Vader and Tarkin are in a battle together (thismay also be expressed as “Tarkin is with Vader in a battle”).Presence•Han, Jek, Piett and the Executor’s permanent pilots each create presence at the Death Starsystem. (The other characters do not.)•Vader, Tarkin and Luke each create presence at the Comm Station site.•Leia creates presence at the Main Corridor site.•C-3PO, the starships and the Lift Tube do not create presence anywhere.•None of these cards create presence at Yavin 4.Present•Han is present with C-3PO and both are present aboard the Falcon.•Piett is present aboard the Executor.•Vader is present with Luke and both are present at the Comm Station site.•The Lift Tube is present at the Comm Station site.•Tarkin is present aboard the Lift Tube.•Leia is present at the Main Corridor site.Deploys only on Hoth or Cloud City. Adds 1 to power of anything she pilots.
Princess Leia
May deploy (on Hoth or Cloud City) or move as a ‘react’ to same site as Han or Luke. Immune toattrition < 3.This version of the Leia persona enters play either by deploying as
Princess Leia Organa
a captive or, on rare occasion, by replacing a different Leia using the persona replacement rule(only if that other Leia is a captive of Jabba or a bounty hunter).During your move phase, you may perform prisoner transfers
prisoner transfers
(unlimited moves) with your captives as follows:•An escort present at a prison may transfer (deliver) its captive to that prison.•A bounty hunter or warrior present at a prison may take a captive imprisoned thereinto custody.Three sites are defined as prisons:
prisons
•Death Star: Detention Block Corridor,•Cloud City: Security Tower and•Jabba’s Palace: Dungeon.Deploy on your Probe Droid. Adds 2 to X for that droid. OR Use 1 Force
Probe Antennae
to deploy on one of your other droids. When at a site you control, once during each of yourcontrol phases, you may peek at one card randomly selected from opponent’s hand.Deploys only if a Star Destroyer on table. Once during each of your control
Probe Droid
phases, may peek at X cards randomly selected from opponent’s hand, where X = number of[Light Side Force] icons at same site. May Force drain, initiate battle and be battled.See may Force drain; see may initiate battle and be battled.Deploy on your probe droid. May target an artillery weapon (use 5 as
Probe Droid Laser
defense value), character or creature for free. Draw destiny. Artillery weapon lost if destiny >defense value. Character or creature hit if destiny > defense value.Although this Effect is triggered according to the number of characters at
Program Trap
same site, only those characters present are lost when it explodes. For example, Program Trap isdeployed on a droid with Lando aboard an enclosed vehicle at a site. Veers and Chewie arestanding outside the vehicle; thus, there are four characters at that site. If either player draws adestiny of 4 (anywhere), the droid explodes, causing itself and Lando (the only other characterpresent) to be lost.Although Program Trap may be deployed on a droid anywhere, it may explode only when thatdroid is at a site.Proton Bombs deploy on your bomber. They can be used repeatedly in one
Proton Bombs
of two different “bombing modes” depending on the kind of site being targeted:•Interior sites — You may perform “orbital bombardment” in an attempt to ‘collapse’ a relatedinterior site. Because the bombs are dropped from orbit, the bomber does not move from thesystem.•Non-interior sites — You may perform “carpet bombing” in an attempt to destroy characters,vehicles and starships at a related non-interior site. To accomplish this, the bomber brieflyswoops down to the site by using the Bombing Run Mobile Effect.Use 1 Force to deploy on your X-wing, Y-wing or B-wing. May target a
Proton Torpedoes
starship using 1 Force. Draw destiny. Target hit if destiny > defense value.While on Cloud City, adds 1 to your Force drains at Cloud City sites and
Pucumir Thryss
adds 4 to destiny of each of your miners drawn for battle destiny. During your deploy phase, maydeploy one non-unique Rebel to same Cloud City site from Reserve Deck; reshuffle.May add 1 pilot (must be a smuggler or bounty hunter) and 1 passenger.
Punishing One
Immune to attrition < 3 if Dengar piloting. Deploy –3 when deploying with Dengar. Boosted TIECannon may deploy aboard.Use 2 Force to deploy on your Corellian corvette or Falcon. May
Quad Laser Cannon
target a starship using 1 Force. Draw destiny. Add 1 if targeting a starfighter. Target hit if totaldestiny > defense value.This droid has a variable destiny number (either 2 or 5) which is
R2-D2 (Artoo-Detoo)
chosen by the player controlling that card whenever needed (including as a destiny draw).While aboard any starfighter, adds 1 to power, maneuver and
R2-Q2 (Artoo-Kyootoo)
hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at topthree cards of your Reserve Deck.This droid does not fall under the short-hand term “R-unit droid”
R-3PO (Ar-Threepio)
because it is not an astromech or vehicle droid. (See R-unit droids.)While aboard a non-creature vehicle, adds 1 to power, maneuver
R4-E1 (Arfour-Eeone)
and landspeed. May drive transport vehicles.While aboard a non-creature vehicle, adds 1 to power,
R4-M9 (Arfour-Emmnine)
maneuver and landspeed. May drive transport vehicles.While aboard any starship, adds 1 to power and maneuver. During
R5-A2 (Arfive-Aytoo)
your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuverand hyperspeed.While aboard any starship, adds 1 to power and maneuver.
R5-D4 (Arfive-Defour)
During your control phase, if aboard your starship damaged by an ion cannon, restoresarmor/maneuver and hyperspeed.May transfer character weapons (for free) to or from your other
RA-7 (Aray-Seven)
characters present. May carry up to four such weapons at one time.This droid does not fall under the short-hand term “R-unit droid” because it is not an astromechor vehicle droid. (See R-unit droids.)Adds 2 to power of anything he pilots (or 4 if trained by Rycar Ryjerd). Any
Rayc Ryjerd
starfighter Rayc pilots is immune to Tallon Roll and is not lost if an asteroid sector is drawn forasteroid destiny.A card ‘reaches’ an Utinni Effect when the two are at the same location.
reaches
This is a special form of deployment or movement (granted by cards that say ‘react’)
react
that may occur during your opponent’s turn. A ‘react’ occurs just after your opponent initiates abattle or Force drain, and allows you to deploy or move one or more cards to the location of thebattle or Force drain (at normal use of the Force).To deploy as a ‘react,’ a card must comply with all deployment rules.To move as a ‘react,’ a card must comply with all movement rules and must be within range ofthe battle or Force drain location. If it is a starship or non-creature vehicle, it must have a pilot ordriver aboard (and a nav computer if moving through hyperspace). The ‘reacting’ card may useits landspeed or hyperspeed; may land or take off; and may embark on or disembark from avehicle or starship. Other cards may embark on and disembark from the reacting card just beforeit departs and just after it arrives. (Embarking and disembarking is possible even if the ‘reacting’card is already at the battle or Force drain location.)Each card that deploys or moves is a separate ‘react,’ regardless of which card allowed them to‘react.’ Cards such as CZ-3 are not intended to imply that all of the movements or deploymentsare one big ‘react.’ Thus, each opponent’s Sense card may cancel only one card’s deployment ormovement.‘Reacting’ to a Force drain cancels the Force drain if you bring presence to the location.‘Reacting’ away from a battle (e.g., using a tauntaun) cancels the battle if you remove yourpresence from the battle location.Cards involved in a ‘react’ are prevented from ‘reacting’ again during the same turn, even if the‘react’ is canceled.Type of Light Side character other than alien or droid.
Rebel
See cannot move.
Rebel Barrier
Any Yavin 4 or Hoth location is a Rebel Base location. This includes related
Rebel base
cloud sectors but not asteroid sectors in the same system. For the purpose of CommencePrimary Ignition, cloud sectors increase the potential damage but do not decrease the chance forsuccess.The planet indicated by the Hidden Base card is conceptually unknown to the Empire and thus isnot considered a Rebel Base for gameplay purposes.Deploy on your pilot character. While piloting any starfighter, combat
Rebel Flight Suit
vehicle or shuttle vehicle, that character is considered to be the “matching pilot” (pilot adds atleast 2 to maneuver and draws one battle destiny if not able to otherwise).Rebel Flight Suit does not automatically let a pilot make a starship immune to attrition. Forexample, if Chewie is wearing the flight suit and piloting Red 5, he does not make Red 5 immuneto attrition (because Chewie is not Luke). However, he is the “matching pilot” for cards that usethis term, and thus allows Astromech Translator to make the starfighter immune to attrition < 6.POWER 0
Rebel Guard
Power +4 when defending a battle. Cannot move.This Rebel is not a trooper. See cannot move.POWER 0
Rebel Pilot
Adds 2 to power of anything he pilots.Two or more copies of this Rebel do not cumulatively add more than 2 to power of the samestarship they pilot. (See cumulative.)Use 1 Force to deploy at Massassi War Room or any docking bay. Adds X
Rebel Planners
to total power of your starships at the related system and related sectors, where X = the numberof your starships present.May move as a ‘react’ (for free) to a battle where you have a Rebel of ability
Rebel Scout
> 2 or a leader.Adds 1 to forfeit of your other troopers and Rebel Guards at same
Rebel Squad Leader
site. When moving with a ‘squad’ of exactly three other troopers and/or Rebel Guards, all fourmove for 1 Force. Rebel Guards at same site may move.This character suspends the “cannot move” restriction of Rebel Guards, allowing them to movenormally while present. Rebel Squad Leader is a trooper and a leader. (See characteristics.)A Light Side starship without an independent starship icon.
Rebel starship
When at your war room: Cumulatively adds 1 to total of Attack Run. OR Once
Rebel Tech
during each of your control phases, may send this tech to your Used Pile and take Death Star:Trench into hand from Reserve Deck; reshuffle.Any reference to “Rebel Trooper(s)” or “Rebel trooper(s)” includes the
Rebel troopers
card titled Rebel Trooper as well as any character who is both a Rebel and a trooper, such asEcho Base Trooper and Shawn Valdez. (See capitalization and characteristics.)Moving the cards in the Used Pile, as a group, to the bottom of the Reserve
re-circulating
Deck. Re-circulating both Used Piles at the end of every player’s turn is mandatory. A player whoforgets (and is not reminded by the opponent before the next action has its result) may not re-circulate until the end of the next turn.Use 1 Force to deploy on your starship. You may deploy cards as a ‘react’ to a
Rectenna
battle at same system or sector.See ‘react.’Adds 2 to power of anything he pilots. When piloting Red 1, also adds 1 to
Red Leader
maneuver and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each otherRed Squadron pilot at same location.This character is a leader. (See characteristics.)This starship includes the persona of Red Leader, but it may not
Red Leader In Red 1
replace or be replaced by the Red Leader character card. This starship is not considered a leaderfor gameplay purposes, because leader is a characteristic that applies only to characters, not tostarships or permanent pilots. (See characteristics and permanent pilot.)A character is a member of Red Squadron if indicated in title, lore or game
Red Squadron
text or if piloting a Red Squadron starfighter (one whose title begins with the designation“Red”). (See characteristics.)Deploy –2 at Yavin 4 or to same location as Red Leader.
Red Squadron X-wing
Permanent pilot provides ability of 2 and adds 2 to power. Proton Torpedoes deploy and fire freeaboard.May add 4 pilots and 4 passengers. Has ship-docking capability. Permanent
Redemption
pilot provides ability of 1. Your medical droids and Bacta Tank ‘patients’ may deploy aboard forfree.Characters must obey deployment restrictions when deploying from the Bacta Tank to theRedemption.See movement.
regular move
Sites and cloud sectors that are deployed to the same system are
•related to that system;•related to each other; and•part of that system.Asteroid sectors that are deployed to the same system are•related to that system;•related to each other; but•not part of that system (e.g., an asteroid sector at the Dagobah system is not a Dagobahlocation) and not related to normal sites or cloud sectors in that system.The Big One Cave is related only to the Big One.When your characters are captives, you may release them using
releasing captives
cards such as 8D8, Arc Welder, Captive Pursuit, Cell 2187, Detention Block Control Room, I’mHere To Rescue You, Jedi Mind Trick and Someone Who Loves You, as well as the Light Sidegame text of your opponent’s Cloud City: Security Tower or Jabba’s Palace: Dungeon.Your released captive(s) are normally moved to your side of the table at the release site. In rarecases (e.g., with Spice Mines Of Kessel), it may not be possible to move a released character tothe Light Side of the table. In such cases, the character goes to your Used Pile instead.Relocation is movement, but it does not require the relocated card to be “within
relocation
range,” nor does it require any expenditure of Force unless specifically stated.Use 1 Force to deploy at any site. Moves like a character at normal use of the
Remote
Force. Once during each of your control phases, may: Select one character present to be poweror forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present.Replacing cards with squadrons or different persona versions (see
replacing cards
personas) happens only during the deploy phase.Replacing a card is not the same as deployment. Although deployment restrictions must beobeyed, you do not pay a normal deploy cost and the cards may not be targeted by actions thattarget “just deployed” cards.Captured and missing cards may not be replaced.This Interrupt must be played on your own lone bounty hunter to add to
Res Luk Ra’auf
your battle destiny.Your primary card resource throughout the game; see Force.
Reserve Deck
Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or
Reserve Pilot
Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.When directed to reshuffle a deck or pile, you must shuffle it and then allow the
reshuffle
opponent an opportunity to ‘cut’ (take a portion of the deck or pile from the top and place itunderneath the remainder). Return the deck or pile to its appropriate place on table. This term isequivalent to the phrase “shuffle, cut and replace” on older cards.Errata:
Responsibility Of Command
Use 2 Force to deploy on any war room at a Rebel Base. Target a Rebel with forfeit > 4 or anopponent’s leader. Opponent may not initiate a battle or a Force drain at same location as target.Utinni Effect canceled when reached by target.See game text — canceled, cannot use, cannot utilize etc.
Restraining Bolt
See the Light Side counterpart, Access Denied.
Restricted Access
See unique and restricted cards.
restricted cards
This Interrupt allows you to rearrange Death Star sites in any order.
Retract The Bridge
However, the sites must still conform to the pattern specified in the location deployment rules(i.e., Docking Bay 327 must remain at the end). Each Laser Gate on the Death Star may berelocated between any two interior Death Star sites.Retrieving a card (or retrieving 1 Force) is defined as taking the top card of your
retrieve
Lost Pile and placing it face down on your Used Pile. To retrieve multiple cards, simply retrievemultiple times (this is all one action). To randomly retrieve a card, shuffle, cut and replace theLost Pile and then retrieve normally. To retrieve a specific card, search the Lost Pile; if a copy ofthe card is there you must place it face down on your Used Pile (do not reshuffle unlessinstructed to do so).A retrieved card is always revealed to both players, even when the Lost Pile is face down (seeEyes In The Dark).This Effect causes Force icons on the revolved location to switch color as well
Revolution
as side. Although the game text switches sides, the individual words are not transposed (e.g., youshould not substitute ‘Imperial’ for ‘Rebel’ or vice versa).Adds 1 to power of each of your bounty hunters and smugglers (but subtracts 1
Rodian
from Greedo’s power) at same site. Adds 1 to power of anything he pilots.May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. May add 2
Rogue 2
to search party destiny draw if all pilots aboard are part of that search party.May add 2 ‘riders’ (passengers). Bantha ability = 1/2. May move as a
Rogue Bantha
‘react.’ Whenever a battle was just initiated at same site, one Tusken Raider present (yourchoice) is ‘trampled’ (immediately lost).Adds 1 to weapon destiny draws of anything he is aboard as a passenger.
Rogue Gunner
A character is a member of Rogue Squadron if indicated in title, lore or
Rogue Squadron
game text or if piloting a Rogue Squadron snowspeeder (one whose title begins with thedesignation “Rogue”). Any gunner aboard a Rogue Squadron snowspeeder is a Rogue Squadrongunner (see Commander Luke Skywalker).Adds 1 to power and maneuver of anything he pilots.
Opponent may not ‘react’ to or from same location.Astromech and vehicle droids whose model numbers begin with the letter
R-unit droids
‘R’ are collectively referred to using the short-hand term “R-unit droids.” For example, R2-D2 andR4-M9 are both R-unit droids, whereas R-3PO (a protocol droid) and RA-7 (a servant droid) arenot.This Utinni Effect defines a value for X at the time the Utinni Effect is
Rycar’s Run
initiated, not when it is resolved.In the Star Wars universe, sabacc is a high-stakes card game commonly played by
sabacc
gamblers, cutthroats and other rough characters. Many different variants exist throughout thegalaxy. The Star Wars Customizable Card Game allows you and your opponent to play sabacc asa “side game” by using special sabacc Interrupt cards. The following rules apply to all sabaccvariants.The object of the game is to draw two to six sabacc cards which have a total value as close to 11as possible (without going over). To initiate sabacc, you must target one of your characters thatmeets the requirements on the sabacc Interrupt (it is not necessary for an opposing character tobe present; conceptually, your character can play against an unseen adversary). Your opponentmay also target one of his characters if he has one who meets the requirements. For example, inCloud City Sabacc, targeting a gambler can be helpful to either player.Both players temporarily set aside their regular hands while playing sabacc.Each player draws the top two cards from his Reserve Deck (sabacc
Playing sabacc
cannot be initiated unless this is possible). Players may then choose to draw additional cards.Beginning with your opponent, each player in turn may either draw a card or “pass.” (A playermust pass if he has no cards remaining in his Reserve Deck or if he already has six cards in hissabacc hand.) After a player passes, that player may not draw any more sabacc cards.Each card’s value is equal to its destiny number, except for wild cards and clone cards (whichare defined on the sabacc Interrupt):•Each wild card must be assigned a value within the range shown on the sabacc Interrupt. (Youmay choose a different value for each of your wild cards.)•Each clone card must “clone” (duplicate) the value of any other card in that hand (even a valueassigned to a wild card). A hand containing nothing but clone cards has a total value of zero.Players choose the values of their wild cards and clone cards (if any), then reveal their entiresabacc hands to determine the winner.•The player who is closest to 11 (without going over) wins.•If both players go over, the player who is closest to 11 wins.•In the case of a tie, the player with the fewest sabacc cards wins. (If players also tie fornumber of sabacc cards, the game is a draw — there is no winner or loser.)The loser must give up one sabacc card as follows:•If any cards in the loser’s sabacc hand are listed among the stakes, the winner chooses onesuch card and places it in his Used Pile as if stolen (see stealing).•Otherwise, the winner chooses any card there to be lost.All remaining sabacc cards are then placed in their owners’ Used Piles and regulargameplay resumes.If a player’s first two sabacc cards total exactly 11 (with no wild cards or
Perfect sabacc
clone cards), that player announces “sabacc!” and immediately wins double: the loser must giveup each of his two sabacc cards (stakes to the winner’s Used Pile; others to the loser’s LostPile). If both players have a perfect sabacc, the game is a draw.Each hand of sabacc is a single action initiated by the play of the appropriate Interrupt card.Sabacc may not be initiated during battle.Sabacc draws are not destiny draws, and thus do not trigger the game text of cards such asR2-D2 or Tauntaun Bones.Apply all standard modifications to the destiny numbers of cards drawn during sabacc. Forexample, conditions at Kiffex could cause the Tonnika Sisters card to have a sabacc value of four.Your sabacc hand is considered part of your Life Force. As such, cards from your sabacc handmay be lost to satisfy required Force losses that might occur during sabacc (such as from an‘insert’ card).When the Light Side player wins an Imperial starship as a stake in sabacc, that starship becomesa Rebel starship (and vice versa).If you use Lando’s game text to modify your total, you cannot have a perfect sabacc.This Interrupt allows the destruction of any kind of weapon, device or vehicle.
Sabotage
However, it does not give you permission to steal cards that cannot normally be stolen.Deploys only to a Tatooine site. May add 1 driver and 7 passengers. May
Sandcrawler
relocate only to planet sites. Adds 1 to forfeit of each Jawa at same exterior site.The phrase “may relocate only to planet sites” on this vehicle means that it cannot relocate tonon-planet sites (but it can board a capital starship which has sufficient vehicle capacity).LIGHT (0): Your characters may enter/exit here for 1
Sandcrawler: Droid Junkheap
Force each. “Nighttime conditions” here. DARK (0): Deploy on your sandcrawler. Each Jawa isforfeit +2 here. “Nighttime conditions” here.LIGHT (0): Deploy on your sandcrawler. Each Jawa is
Sandcrawler: Loading Bay
forfeit +2 here. “Nighttime conditions” here. DARK (0): Your characters may enter/exit here for1 Force each. “Nighttime conditions” here.The Sandcrawler: Droid Junkheap and Sandcrawler: Loading Bay
sandcrawler sites
sites are both vehicle sites.Sandtrooper is a subcategory of stormtrooper. All sandtroopers are
sandtrooper
stormtroopers (and also troopers); thus, a sandtrooper may be affected by anything that affectsa stormtrooper or a trooper. (See characteristics.)Represents a computer connection on a site or starship; referenced by
Scomp link icon
various Interrupts and other cards.During your control phase, you may attempt to find missing characters by
search party
forming and using a search party as follows:1.Designate one or more of your characters at the same site as the missing character(s) to bemembers of the search party.2.Draw destiny.3.Add 1 to the destiny draw for each member of the search party (2 if that search partycharacter is a scout).4.If total destiny > 5, one of your missing characters there (random selection) is found and joinsthe search party.You may only search where you have one or more characters missing (you may not search foryour opponent’s characters). Members of a search party (including any characters they find)may not move, search again or participate in a battle you initiate for the remainder of that turn.See taking cards from a deck or pile.
searching

Vertically oriented location where starfighters and other cards can deploy, battle
sectors
and move. There are planet and space sectors.All sectors share the following features:•Sectors are oriented vertically, like systems; however, they have no parsec number and thuscannot be used for hyperspeed movement.•Vehicles and characters may not deploy or move to a sector unless aboard a vehicle or starshipwhich is allowed at that sector.•Cards which affect starships at a system can also affect starships at a sector.Asteroid sectors and cloud sectors (except Bespin: Cloud City) deploy next to any planet systemor another sector of the same type, as shown below. Sectors may be inserted in any order, aslong as you maintain the following pattern:planetAsteroidAsteroidAsteroidBigCloudsCloudsCloudssitesitesystemFieldFieldFieldOneCloud SectorsAsteriod SectorsSectors which deploy only to one particular system (e.g., Bespin: Cloud City) may deploy even ifthat system location is not on table. However, sectors which deploy to any planet system (e.g.,Clouds, Asteroid Field, Big One) may deploy only where a system location is already on table.At sector locations, you may make any applicable ‘reacts’ and any applicable unlimited moves. Inaddition, certain regular moves are allowed at sectors, depending on the kind of sector (seeasteroid sectors and cloud sectors).Currently, the only sector with a related site is the Big One.Targeting a character with one of these automated weapons is an automatic action
seekers
which will affect any one applicable character regardless of which side it is on, includingUndercover spies. If multiple potential targets are present, the player controlling the seeker maychoose which character to target.Although your seekers are not characters, they may move like characters, utilizing landspeed,docking bay transit, embarking, disembarking, transferring and shuttling where appropriate.When movement costs are different for each player (e.g, docking bay transit), seekers use themovement costs that affect the side of the table they are on. Your seekers may board youropponent’s vehicles and starships (but not your own); they do not take up passenger capacity.Otherwise, seekers may not be moved or affected by other cards which work on characters.Seekers cannot move outside the control phase; for example, they cannot use corridor game text.Many of the smaller, less ferocious creatures in the Star Wars
selective creatures
universe are selective in their eating habits and thus do not attack their own kind. Selectivecreatures attack characters, creature vehicles or other species of creatures (those with a cardtitle different from their own). However, selective creatures with the same card title simplyignore each other for purposes of movement and attack.Lose a droid to cancel all attrition against you at same site
Self-Destruct Mechanism
this turn. OR Re-target an opponent’s weapon to one of your droids at same site. If droid is ‘hit’,use original target’s forfeit number.When this Interrupt re-targets a weapon to a droid, that droid must be a valid target for theweapon (e.g., a Power Harpoon may not target droids).When you use this Interrupt to attempt to cancel another Interrupt (except Alter) or a
Sense
‘react,’ you must target your highest-ability character on table. Thus, if you do not have acharacter with ability on table, you may not initiate Sense (unless canceling Alter).When multiple cards are moving or deploying as a ‘react,’ each Sense played may cancel onlyone of those deployments or movements.For more general rules on using Sense, see Alter.Whenever you just initiated a battle at same site as Shawn, your troopers
Shawn Valdez
at adjacent sites who have not already battled this turn may immediately move to same site.Feature of some starships that allows shuttling and
ship-docking capability
transferring of appropriate characters and vehicles by symbolic ‘docking’ (unrelated to dockingbays).The second function of this Interrupt affects cards that peek at
Shocking Information
one, some or all of the cards in your hand.See the Light Side counterpart, Shocking Information.
Shocking Revelation
This phrase is equivalent to the term reshuffle.
shuffle, cut and replace
A shuttle vehicle must have a pilot to move and to use power, maneuver
shuttle vehicles
and landspeed. (However, it may be shuttled or transferred without a pilot aboard.) Shuttlevehicles may deploy and operate at cloud sectors.A piloted shuttle vehicle may use its regular move either•to make any normal vehicle move (including being shuttled), at normal use of the Force, or•to shuttle characters to or from any starship (even a starfighter) with ship-docking capability(this is also the characters’ regular move), for free. The shuttle vehicle conceptually makes around trip, and thus remains at the site.A character or vehicle may shuttle from an exterior site to a capital starship with
shuttling
ship-docking capability at the related system (or vice versa) for 1 Force. This is a regular move.(Capital starships are assumed to have dedicated shuttles for this purpose. Because starfightersare not large enough to carry shuttles, shuttling is not allowed to or from a starfighter, even if ithas ship-docking capability.)Horizontally oriented location where characters and other cards can deploy, battle and
site
move. There are planet, space, mobile, vehicle and starship sites.Deploy –1 to a Tatooine site. May add 1 driver and 5 passengers. May move as a ‘react.’
Skiff
If lost, any characters aboard may “jump off” (disembark).This term refers to Luke, Leia and Anakin (i.e., Darth Vader crossed to the Light
Skywalker
Side, which will be possible in a future expansion set).A ‘sleeping’ character cannot move, drive or pilot.
sleeping
During your control phase, fire one of your weapons. If URoRRuR’R’R firing, may add
Sniper
2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defensevalue of 4.) Any ‘hit’ targets are immediately lost.When you use this Interrupt to fire a weapon, the following apply:•The normal requirement for the weapon’s target to be participating in a battle or attack doesnot apply.•A weapon that targets characters may target an Undercover spy.•A long-range weapon may use its full range.•A weapon that can fire repeatedly may do so with a single Sniper card.•If the weapon is involved in a battle later that same turn, it is not prevented from firing in thatbattle.The phrase “Any ‘hit’ targets are immediately lost” applies only to weapons which actually ‘hit’targets. Other weapons may be used with Sniper, and have their normal result.Deploys only on Hoth. Power –1 when not at a Hoth site.
Snowtrooper
Snowtrooper is a subcategory of stormtrooper. All snowtroopers are stormtroopers (and alsotroopers); thus, a snowtrooper may be affected by anything that affects a stormtrooper or atrooper. (See characteristics.)This Interrupt must be played on your own lone alien to add to your battle
Solo Han
destiny.Deploy on your warrior to give that warrior scout skill. That warrior may move
Solomahal
as a ‘react.’ OR Deploy on your scout. When that scout ‘reacts,’ it is power +2 for remainder ofturn. (Immune to Alter.)Deploys only on Dagobah or Cloud City. Adds 2 to power of anything
Son Of Skywalker
he pilots. Once per game, during your deploy phase, a lightsaber may deploy on Luke (for free)from Reserve Deck; reshuffle. Immune to attrition < 4.May add 1 driver and 3 passengers. Moves free if Owen
SoroSuub V-35 Landspeeder
Lars, Beru Lars or Luke aboard. May move as a ‘react’.During your control phase, fire one of your weapons. If Han
Sorry About The Mess
firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a characterweapon using defense value of 4.) Any ‘hit’ targets are immediately lost.See the Dark Side counterpart, Sniper.Some generic sites include the word ‘spaceport’ in their title (e.g.,
Spaceport sites
SPACEPORT DOCKING BAY). Whenever you deploy a generic spaceport site to a planet, youmust place it adjacent to another of that planet’s spaceport sites (if any).With this Utinni Effect, a captive moves along with the trooper
Spice Mines of Kessel
escort at no extra cost. The captive occupies passenger capacity on starships and vehicles, butcannot be transported via Elis Helrot because it is not one of ‘your’ characters.Characteristic (referenced in card lore) that allows your character to deploy even where
spy
you do not have presence or Force icons.Squadron is a kind of starship card, separate from starfighter and capital
squadrons
starship. Most squadrons do not actually deploy but instead replace three starfighters at thesame location. The three starfighters and all cards deployed on them go to their owner’s UsedPile except for characters, weapons and devices, which may transfer to the squadron (for free,capacity permitting). Each squadron requires three pilots to use power and maneuver (plus threenav computers to use hyperspeed).A squadron is treated as one card and one starship, but counts as three X-wings, Y-wings, TIEsetc. A squadron is considered a starfighter only for purposes of deployment and movement(cards that specify ‘starfighter’ for any other purpose do not affect squadrons).Following are some examples of how these few rules determine which cards work withsquadrons:•Dagobah: Bog Clearing allows a Light Side squadron to deploy there, but because the squadronis not a starfighter it is not immune to Awwww, Cannot Get Your Ship Out.•Any Star Destroyer that can carry three or more ‘TIEs’ can carry a TIE squadron.•Mon Calamari Star Cruiser carries ‘starfighters,’ not squadrons.•Proton Torpedoes and SW-4 Ion Cannon may deploy on an ‘Y-wing;’ thus a Y-wing squadronmay fire up to three of these weapon cards per turn.•The Death Star Assault Squadron, each turn, may fire one weapon that is applicable to a TIEadvanced x1 as well as up to two weapons that are applicable to TIE/lns.•Surface Defense Cannon, Landing Claw and Astromech Translator work only on a ‘starfighter’and thus are not usable by squadrons.•Fusion Generator Supply Tanks and Targeting Computer deploy on a ‘starship’ and thus enhancethe squadron by 1, not by 3.•Imperial Reinforcements can retrieve a TIE squadron if the destiny draw is 3 or more (or twoTIE squadrons if it’s 6 or more).•Commander Brandei can take only one TIE, not a squadron, from Reserve Deck.•Attack Run specifies “up to 3 TIEs” and thus allows a single TIE squadron to Enter Trench;however, X-wing and Y-wing squadrons may not make an Attack Run because the Epic Eventrequires ‘starfighters’. (Perhaps a future squadron card could have special game text allowingthis to happen.)Any card that causes one of the squadron’s components (X-wings, Y-wings, TIEs etc.) to be lost,captured, placed out of play, etc. affects the entire card. For example, Don’t Get Cocky candestroy an entire TIE squadron.May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability.
Stalker
Permanent pilot provides ability of 1. Probe droids deploy free to sites related to same system.This site is a launch bay, not a docking bay.
Star Destroyer: Launch Bay
Starship sites obey location deployment rules (e.g., interior/exterior
starship sites
sequence and insertion) and create locations aboard a starship where characters may deploy,battle and move.For convenience, each group of starship sites is placed on table separately from other sites.However, the group is related to one particular starship (which must be specified at the time ofdeployment).Sites which are related to a particular starship (e.g., Executor sites) may deploy even if thatstarship is not on table (just as Death Star sites may deploy when a Death Star is not on table).However, sites which work with any starship of a given kind (e.g., Star Destroyer: Launch Bay)may deploy only to a starship card already on table.Characters at a starship site are “aboard the starship” but not ‘present’ at the bridge. Althoughsuch characters participate normally in battles at these sites, because they are below decks theymay not use their game text to enhance the starship card and they may not participate instarship battles (may not use power, ability, game text or forfeit). The player controlling the starship may move his cards from a starship site to the relatedstarship card (capacity permitting), or vice versa. This movement requires 1 Force per card andis a regular move.If a starship is lost, all related sites (and cards located at those sites) are also lost.Your starship may fire its weapons if you have a permanent pilot or
starship weapons

any non-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOM can also firestarship weapons.Type of card that includes capital starships, starfighters and squadrons.
starships
Characters use starships to travel and battle throughout the galaxy.A starship must have a pilot aboard to use its power and maneuver, and to move. It must haveboth a pilot and a nav computer aboard to use its hyperspeed.If a starship is lost or otherwise leaves the table, any cards aboard it are lost.Starships deploy only to locations where you have presence or
starships — deployment
Force icons.Capital starships may deploy to system locations and asteroid sectors.Starfighters (and squadrons) that have permanent pilots aboard may deploy to (1) docking bays,(2) your capital starships with sufficient capacity and (3) system and sector locations.A starfighter that does not have a permanent pilot aboard may deploy•to any of the three places listed above if it is deployed simultaneously with a pilot (whichcounts as a single action), at normal use of the Force; or•‘empty’ to a docking bay or one of your capital starships with starfighter capacity — not to asystem location.You may deploy characters, vehicles and starfighters directly aboard your starships at anylocation where you have presence or Force icons and the starship has sufficient capacity.A starship that has a pilot, a nav computer and hyperspeed can
starships — movement
move from one system to another system for an expenditure of 1 Force. The starship’shyperspeed must be at least equal to the difference between the parsec numbers of the twosystems. (The starship must have hyperspeed even if the difference between the two parsecnumbers is zero.) This is a regular move for the starship.Starships require a pilot — but not a nav computer — for•landing and taking off,•movement to and from asteroid sectors and cloud sectors, and•embarking and disembarking on capital starships.Characters, vehicles, starfighters and squadrons may use shuttling, transferring and embarking tomove aboard starships with appropriate capacity.After both players’ starting locations have been deployed, and before
starting Interrupts
Reserve Decks have been shuffled to draw opening hands, each player may play one startingInterrupt. If both players choose to do so, the player who goes first in the game is the playerwhose starting Interrupt will have its result first.At the beginning of the game, each player deploys one location card
starting locations
(chosen from that player’s 60-card game deck) to the table. Both players reveal their startinglocations at the same time. Whenever both players choose the same unique starting location,they set them aside temporarily and choose again. This reselection process must be repeateduntil two different unique locations are chosen, two copies of the same non-unique location arechosen, or one player has no other locations to choose from and must start the game without aninitial location. Once two acceptable starting locations have been selected, any locations setaside are added back into the decks.Any location can be used as a starting location, unless rules or game text require it to deployrelative to a card already on table. Cards which may not be used as starting locations include:•Asteroid Field•Big One•Big One: Asteroid Cave or Space Slug Belly•Clouds•Death Star: Trench•Sandcrawler: Droid Junkheap•Sandcrawler: Loading Bay•Star Destroyer: Launch BayIf a player intentionally selects an illegal starting location at the beginning of the game, thatplayer begins the game without a starting location.You may choose to deploy an Objective card instead of a starting location.Starting the game consists of four steps:
starting the game
1.Each player chooses one starting location or one Objective card from Reserve Deck; bothplayers simultaneously reveal their choices.2.Both players simultaneously play their starting Interrupts (if any).3.Remaining cards are shuffled to form the Reserve Decks.4.Each player draws a starting hand of 8 cards.The Dark Side player takes the first turn of the game.A card is stolen when one player is able to take the card from the other player and
stealing
use it as his own (generally moving the card from the Light Side to the Dark Side or vice versa).Stolen cards are returned to their rightful owners at the end of the game.Although you normally steal things from your opponent, your characters are also allowed to stealcards which are already on your side of the table (e.g., an Imperial stealing Organa’s CeremonialNecklace; Kabe stealing a Jedi Lightsaber from Bo Shek so it may be transferred to Obi-Wan).The opponent may not take ownership of one of your cards unless a card allows it to be stolen(or ‘won’ in the case of sabacc). For example, an empty landed starfighter cannot be stolensimply by having an opponent’s pilot walk up to it. Even when a card allows stealing, anopponent’s starship or vehicle may not be stolen if the opponent has characters aboard (but apermanent pilot is not sufficient to prevent theft).Being Undercover does not prevent a spy from stealing.When you steal a vehicle or starship, any cargo
Stealing vehicles and starships
aboard it is stolen as well. If the vehicle or starship has a ‘generic’ permanent pilot, it isconceptually replaced by a permanent pilot of the opposite site of the Force. However, if it has aunique permanent pilot, that permanent pilot is lost instead. A single pilot capacity (“May add 1pilot”) is created for each unique permanent pilot lost. If returned to the original owner, it isrestored to its original game text unless that unique persona is in play.A character who has the capability to steal a weapon
Stealing weapons and devices
or device may do so only if that weapon or device says it can be deployed on (or moved by)characters. For example, a character may steal a lightsaber, an E-web Blaster or a LightRepeating Blaster Cannon, but may not steal Proton Torpedoes, a Laser Gate, a HydroponicsStation or the Planet Defender Ion Cannon. The thief does not have to actually be able to use theweapon or device, just carry it.Cards with deployment restrictions (e.g., Obi-Wan’s Lightsaber) may be stolen and carried by anycharacter who is able to steal and carry them, but may be transferred to and used by only thosecharacters who meet the deployment restrictions.The term stormtrooper includes regular stormtroopers, as well as special
stormtrooper
troops designated sandtroopers and snowtroopers. All stormtroopers are affected by anythingthat affects troopers. (See characteristics.)See the Light Side counterpart, Echo Trooper Backpack.
Stormtrooper Backpack
If a battle was just initiated at an interior site, use 1 Force to exclude
Stunning Leader
from that battle all characters of ability > 2 and all leaders (on both sides).See negative numbers.
subtracting
See the Light Side counterpart, Nightfall.
Sunsdown
Deploy on Death Star system at parsec 0. May target a capital starship at
Superlaser
Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if totaldestiny > defense value.See long-range weapons.Use 1 Force to deploy on your starfighter, free on Falcon.
Surface Defense Cannon
May target a character or creature at same site using 1 Force. Draw destiny. Target hit if destiny+1 > defense value.See the Light Side counterpart, I Have A Bad Feeling About This.
Surprise
See the Dark Side counterpart, Counter Assault.
Surprise Assault
Use 1 Force to deploy on your Y-wing or B-wing. May target a starship
SW-4 Ion Cannon
using 1 Force. Draw destiny. If destiny > target’s defense value, all starship weapons deployedon target are lost, armor or maneuver = 0 and hyperspeed = 0.See ion weapons.Deploy on any non-thief to give that character thief skill. Once during each of
Swilla Corey
your control phases, may target one device at same site. Draw destiny. If destiny < target’sdestiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)Vertically oriented location where starships and other cards can deploy, battle and
system
move. Systems use the same card template as sectors but also have a parsec number. There areplanet, space and mobile systems.This Interrupt may be initiated only after all destiny draws are performed by both
Takeel
players. Thus, this action requires that both players draw exactly one battle destiny each.For all intents and purposes, the two destiny numbers trade places. Any further actions ormodifiers which affect a player’s destiny (e.g., Han’s Dice) will affect that player’s new number.taking cards from a deck or pile — See verification.Errata:
Tallon Roll
Target two starfighters (your TIE/ln and any Rebel starfighter) present at same system or sector.Each player draws destiny. Opponent totals destiny and starship’s power. You total destiny, TIE’spower and TIE’s maneuver. Lowest total loses starfighter.You may use this Interrupt to target an unpiloted starfighter; however, because an unpilotedstarfighter may not use its power and maneuver, they are treated as zero.If both players have the same total, neither starfighter is lost.During the damage segment of a battle, you may forfeit this alien in place of a ‘hit’
Talz
character. This capability may be used even if Talz has been ‘hit’ (the forfeiture of Talz satisfiesboth ‘hits’). Neither the Talz nor the original target is affected by any other results of the weapon,such as “forfeit = 0” or “may not be used to satisfy attrition.”Adds 2 to power of anything he pilots. Your starships may move from
Tamizander Rey
same exterior site for free. While at Echo Docking Bay, once every turn, may allow one characteron Hoth to be immune to The Shield Doors Must Be Closed.Deploys only on Tatooine. Adds 2 to power of anything he pilots. Once per
Tamtel Skreej
game, Undercover may deploy on Tamtel from Reserve Deck; reshuffle. While at a site youcontrol, Rebels are immune to None Shall Pass at that site.CAPITAL: CORELLIAN CORVETTE
Tantive IV

May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Hasship-docking capability. Permanent pilot provides ability of 2.Act of selecting and identifying a particular thing such as a card, pile, hand, player,
target
icon etc. for a purpose specified by a card or rule. Also, a synonym for the thing that is targeted.A card does not have to explicitly use the word “target” to target something. An action whichaffects a target affects only that target (e.g., Lateral Damage reduces to zero the forfeit of astarship, but not any characters aboard).Using this device to fire a weapon twice requires normal use of the
Targeting Computer
Force for both firings. When firing separately, you may fire at the same target twice or at twodifferent targets. When combined, add both destiny totals together against a single target.Tatooine location deployment — The layout of Tatooine sites is shown below.Jabba’s Palace SitesDockingJabba’sEntranceRancorTatooineCantinaMos EisleyEEEIIISystemBay 94PalaceCavernPitExteriorInt/ExtInteriorUndergroundTo keep the three sites that represent the Mos Eisley spaceport together, the Tatooine: MosEisley site has a special deployment rule: it may not be separated from the Cantina or DockingBay 94 by any other exterior sites.This non-unique location’s game text prevents characters with
Tatooine: Desert
landspeed less than 2 from moving away; however, it does not affect the movement of vehiclesor other kinds of movement such as shuttling, landing and taking off. Characters with landspeedgreater than 1 (e.g., Kal’Falnl C’ndros, Boba Fett) can move away from the desert, but theaverage character needs some kind of assistance. (For example, a vehicle could be deployed torescue characters trapped in the desert, and some Interrupt cards temporarily add landspeed.)Beru Lars and Luke deploy –1 here.
Tatooine: Lars’ Moisture Farm (Light Side)
May add 1 ‘rider’ (passenger). Deploy only on Hoth. Ability = 1/4. May move as a
Tauntaun
‘react’ from a battle. May be ‘sacrificed’ (lost) to make rider immune to Exposure this turn.Adds 2 to power of any creature vehicle he rides. When riding a
Tauntaun Handler
tauntaun, also draws one battle destiny if not able to otherwise.This character is not a gambler. (See characteristics.)
Tech Mo’r
This alien’s capability to prevent Dark Side aliens from using their game text
Tedn Dahai
lasts for “remainder of turn” even if Tedn is lost.See the Light Side counterpart, Grappling Hook.
Tentacle
The phrase “drained of at least 5 Force” on this Interrupt means that
Thank The Maker
you lost a total of 5 or more Force during the same control phase as a result of one or moreForce drains.If you have a probe droid at a site during your
That’s It, The Rebels Are There!
control phase, move one of your starships to the related system. That starship cannot move againthis turn.If Vader and Obi-Wan are present at same site, use 1
The Circle Is Now Complete
Force to initiate a duel between them. Either Jedi is power +2 if they have a lightsaber. Loser ofduel is placed out of play.This Interrupt initiates a duel, not a battle, so no battle destiny is drawn. See out of play.See Double Back.
The Empire’s Back
This Immediate Effect, once it has had its result, causes
There’ll Be Hell To Pay
subsequent copies of an Interrupt with the same name (from either player) to have an additionalForce cost.If an Interrupt is placed on this card and then canceled by another response (e.g. Sense), itremains on the Immediate Effect rather than going to the Lost Pile (although the Interrupt’sresult is still canceled).There are four different Immediate Effects which target just-played Interrupts in this manner(Grappling Hook, Tentacle, There’ll Be Hell To Pay and What’re You Tryin’ To Push On Us?). If twoor more of these cards target the same Interrupt, place the Immediate Effects next to each otheron table, with the Interrupt partially covering all of them.See the Dark Side counterpart, Self-Destruct Mechanism.
This Is All Your Fault
To determine which characters are male and which are female, see
This Is Just Wrong
gender of characters.Deploys free to your [Independent] starship. Adds 2 to power of anything he
Thul Fain
pilots. When with Lieutenant Tanbris in a battle at a system, adds 2 to each of your battledestiny draws.Deploy –1 to same system as any Imperial capital starship. May add 1 pilot.
TIE Avenger
Boosted TIE Cannon may deploy aboard.In addition to participating in starship battles, TIE Bombers may be used in
TIE Bomber
conjunction with Proton Bombs and/or the Bombing Run Mobile Effect card to bombard relatedplanet sites.Permanent pilot provides ability of 1. You may deploy cards to same system
TIE Vanguard
or sector as a ‘react’.This starship does not allow you to ‘react’ if it does not have a pilot (e.g., because of Come WithMe or Eject! Eject!).Your starfighter or vehicle is ‘lone’ in a battle if all of your characters and
Tight Squeeze
ability participating in that battle are aboard that starfighter or vehicle.See cannot move.
Tigran Jamiro
The phrase “owner’s choice” on this automated weapon refers to the owner of
Timer Mine
the affected characters, not the owner of the Timer Mine.Like other mines, your Timer Mine may be buried (see mining droid rules). If tripped by youropponent, it ‘explodes’; draw destiny to determine how many opponent’s characters present arelost. However, if you trip your own buried Timer Mine it is simply discarded (your Timer Mine isnot applicable to your own characters).See actions.
timing
Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver
Tiree
and (when in Death Star: Trench) adds 1 to total of Attack Run.Twice during each of your control phases, may use 2 Force to draw 2
Tonnika Sisters
destiny for 2 chances at a destiny = 2. If successful, may steal or destroy up to 2 weapons or 2devices present. (Targeted as one character, but requires double Force to use landspeed.)The Tonnika sisters are treated as one card and one alien character of 2 ability, but the sisterscount as two spies, two thieves, two warriors and two passengers. Following are some examplesof how cards work with the Tonnika Sisters:•As two spies or two thieves, they receive forfeit +2 from Tatooine: Mos Eisley.•As one alien, they receive forfeit +1 from Tatooine: Cantina.•As two warriors, they may use up to two Imperial Blasters per turn.•As one character, they receive power +1 from Cloud City: Lower Corridor (if armed with one ormore lightsabers).The Tonnika Sisters may destroy any weapon or device, but may steal only something they cancarry (such as a character weapon). The Tonnika Sisters may steal or destroy up to two weaponspresent or up to two devices present — not one of each. (See stealing.)Any card that causes one of the sisters to be lost, captured, missing, Undercover, Disarmed,placed out of play etc. affects the entire card.Actions are initiated one at a time. Although many actions can interrupt
topmost action
other actions, or occur ‘within’ other actions, when this happens the previous action is suspendedwhile the new action is occurring. A good way to visualize actions is like a stack of cards;whichever card is on top is the action that is currently executing; all other actions below it aresuspended and waiting for the action(s) above them to resolve before they can resume.Accordingly, the one action that is executing at any given time is called the “topmost action.”Adds 2 to power of anything she pilots. When at any war room, adds 1 to
Toryn Farr
weapon destiny draws of your Planet Defender Ion Cannon on same planet.Use 2 Force to deploy on your Star Destroyer. At the end of a battle at
Tractor Beam
same system or sector, may target an opponent’s starship present (except Mon Calamari StarCruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value.Any reference to a “tractor beam” (e.g., on Out Of Commission) applies to any device with thatcharacteristic, such as Death Star Tractor Beam.Tractor beaming allows you to seize a Rebel starship and “pull it
tractor beaming
aboard” your Star Destroyer or Death Star. (See captured starships.) Normally you may use eachtractor beam only once per battle, but from turn to turn it might capture and hold multiplestarships.If you have a piloted AT-AT or AT-ST present at a site, target opponent’s character,
Trample
‘crashed’ vehicle or unpiloted vehicle with maneuver present. Draw destiny. Character lost ifdestiny > ability. Vehicle lost if destiny < 7.See prisoner transfers.
transferring captives
Any number of characters and vehicles may transfer from one starship to
transferring
another at the same system or sector location for 1 Force if at least one of those starships (evenif a starfighter) is piloted and has ship-docking capability. This is a regular move.See weapons — transferring.
transferring weapons and devices

This Interrupt cancels any card on table or just played that
Transmission Terminated
has the word ‘hologram’ boldfaced in its lore; it does not cancel dejarik cards.A transport vehicle must have a driver to move and to use power,
transport vehicles
maneuver and landspeed. (However, it may be shuttled or transferred without a driver aboard.)The Death Star: Trench is an exterior mobile site with some special
trench rules
properties. It must deploy next to the Death Star system as shown below.starting location, Light Side goes first in game.starting location, Light Side goes first in game.TM, ® & © 1998 DECIPHER INC.Hyperspeed = 1. Immune to Revolution. If this is yourHyperspeed = 1. Immune to Revolution. If this is yourTM & © 1998 LUCASFILM LTD.X = parsec of current position. Deploys only at parsec 0.X = parsec of current position. Deploys only at parsec 0.XXDEATH STARDEATH STAR“Trench Rules” in effect, your weapons fire free and Turbolaser Battery may deploy here.“Trench Rules” in effect, your weapons fire free and Turbolaser Battery may deploy here.If you control, with a leader here, all Rebel Troopers and Y-wings on table are forfeit -1.Your docking bay transit from here is free.•DEATH STAR: TRENCH•DEATH STAR: TRENCHDEATH STAR: WAR ROOM•DEATH STAR: TRASH COMPACTORDEATH STAR: DOCKING BAY 327TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1998 LUCASFILM LTD. TM, ® & © 1998 DECIPHER INC.•DEATH STAR: TRENCH•DEATH STAR: WAR ROOM•DEATH STAR: TRASH COMPACTOR•DEATH STAR: DOCKING BAY 327“Trench Rules” in effect and each of your starfighters is maneuver –2 here.If you initiate a battle here, add one battle destiny.You may deploy here without presence. If you control, Force drain +1 here.Your docking bay transit from here requires 2 Force.Players may not deploy or move any cards to the trench unless a specific card allows them to doso (e.g., Attack Run, Maneuver Check and the Death Star: Trench itself).This alien may not ‘sell’ your opponent a unique (•) ‘insert’ card if there is
Treva Horme
already a copy of that card in the opponent’s Reserve Deck.The term ‘trooper’ includes all stormtroopers (and thus all sandtroopers and
trooper
snowtroopers). See characteristics.This character is a sandtrooper. (See characteristics.)
Trooper Davin Felth
Use 3 Force to deploy on your Star Destroyer or any mobile system.
Turbolaser Battery
May target a starship using 2 Force. Draw two destiny. Subtract 2 if targeting a capital starship.Otherwise, subtract 5. Target hit if total destiny > defense value.Six consecutive phases of play (activate, control, deploy, battle, move and draw)
turn
executed by one player.Deploys only on Tatooine. W Power = 1, +1/2 for each other non-unique
Tusken Raider
Tusken Raider present (limit three other Tusken Raiders).This alien may use his landspeed only during your deploy phase. However, he may
Tzizvvt
make other kinds of regular moves and unlimited moves normally.This droid must deploy to a place that your Undercover spies are
U-3PO (Yoo-Threepio)
allowed to move to, such as to your opponent’s side of a site or to your opponent’s vehicle orstarship with available passenger capacity.U-3PO becomes Undercover the moment it is deployed, and remains so even if its game text iscanceled or suspended (e.g., by Restraining Bolt). If stolen while Undercover (e.g., by a Caller),U-3PO moves to your side of the location and becomes an Undercover spy for your opponent.While Undercover, U-3PO adds power to the Light Side during battles (regardless of which playercontrols the droid), but does not otherwise participate in battles.U-3PO behaves like other Undercover spies, and thus may have its cover broken (voluntarily if ata site during your deploy phase, or by cards that break cover). Once its cover is broken, U-3POceases to be Undercover (but remains a spy), is controlled by the opposite player, andparticipates in battles normally. (U-3PO remains a non-Undercover spy even if stolen back. Tomake it Undercover again, U-3PO would have to be deployed again or targeted by theUndercover card.)May add 1 driver and 2 passengers. May move as a ‘react.’
Ubrikkian 9000 Z001
Treat any undefined numerical value as zero. The only exceptions are
undefined values
those values which literally do not exist. For example,•“No hyperdrive” is not hyperspeed of zero and so it cannot be increased through the addition ofan astromech droid.•When a destiny draw is required but the player does not have any cards in the Reserve Deck,the destiny does not exist and thus fails (is resolved in the favor of the opponent, often meaningthe action that required the destiny draw has no result).Undefined values are not modifiable. (See unmodifiable values.)During your control phase, target a vehicle with armor present with your
Under Attack
warrior. Draw destiny. If warrior has a Concussion Grenade or a lightsaber, add 3 to destiny draw(7 if both). Vehicle (and grenade) lost if total destiny > armor.Deploy on your spy at a site and cross spy to opponent’s side. Spy is
Undercover — Errata:
now Undercover. During your deploy phase, may voluntarily “break cover” (lose Effect) if at asite. (Immune to Alter.)A special characteristic of spies activated by the Effect card Undercover (and certain othercards). Your Undercover spy operates with unique capabilities. It has no presence, but preventsyour opponent from Force draining where present and allows deployment of your cards to thesame location. (Even Undercover droid spies provide this benefit.) An Undercover spy does notparticipate in battles and may not be targeted by an opponent’s weapons in battle.To indicate that your spy is Undercover, place it on your opponent’s side of the table at the samesite. Your Undercover spy moves during your opponent’s move phase (under your control and atnormal use of your Force). An Undercover spy can board an opponent’s starship or vehicle(embark, shuttle, transfer etc.) if there is sufficient capacity; however, the opponent has the firstchance to fill that capacity. If your Undercover spy is a pilot, it can operate an opponent’sunpiloted starship. Your Undercover spy may not board your own vehicle or starship card(although it may go to a vehicle or starship site).Despite being on the opponent’s side of a location and moving like one of your opponent’scharacters, your Undercover spy is still your character, and is affected as one of your characters.Thus, for example, when using docking bay transit or the special movement feature of a hallwayor corridor, the spy uses the text on your side of the card. This also means that your opponent’sUndercover spy cannot “tag along” when you play Elis Helrot or Nabrun Leids, who relocates only“your” cards.During your deploy phase, your spy may voluntarily “break cover” if at a site. If your spy’s “coveris broken,” it loses all Undercover-related cards and returns to your side of the table.Undercover spies (including U-3PO) with canceled game text are still Undercover.An Undercover spy is not present at a system or sector location, and thus may not block Forcedrains or allow further deployment. An Undercover spy does not allow you to deploy aboard youropponent’s starship card.Undercover spies do not affect conditions during battle such as being alone (for either side),although it does affect such conditions outside of battle.Undercover spies cannot escort captives.A kind of site indicated by an underground icon.
underground site
If a card is unique (•) or restricted (e.g., •••), the
unique and restricted cards
number of dots restricts the number of copies allowed on table at any given time as well as thenumber of copies that may be played or deployed each turn (even if one is canceled). Thus, forexample, if you deploy •Darth Vader and the opponent plays It Can Wait to send him back toyour hand, you may not deploy another copy of •Darth Vader this turn (although you may deployanother card representing the Vader persona if it has a different card title).Some unique (•) cards are available to both sides of the Force (e.g., •Ice Storm). Only one copyof any unique card may be on table at a time, regardless of which side of the Force it is on.For Interrupts, only one copy may be played in a turn.Some cards have one or more diamond () symbols in the card title. The number of diamondsindicates the number of copies that both players together can have on table at any given system.(There is no limitation on the number of systems where such a card may be used.) For example,the Asteroid Field card has three diamonds. Therefore, both players together are limited to atotal of three Asteroid Field locations at each planet system.See personas.See movement.
unlimited move
When a value is set to a another specific value by a card (e.g., ion
unmodifiable values
cannons, crashed vehicles, weapons that set forfeit = 0, Lateral Damage), that value isunmodifiable until restored to normal.An unoccupied location is a location where no player has presence. An
unoccupied
Undercover spy at a location prevents that location from being unoccupied.This alien is a Tusken Raider.
URoRRuR’R’R
Use 1 Force to deploy on URoRRuR’R’R or Chief Bast, 3
URoRRuR’R’R’s Hunting Rifle
on your non-droid character. May target a character or creature using 1 Force. Draw destiny.Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny >defense value.See Force.
use Force
Kind of Interrupt that is placed on the Used Pile after it is played.
Used Interrupt
Kind of Interrupt which may be played as a Used Interrupt or a
Used Or Lost Interrupt
Lost Interrupt (player’s choice).See Force.
Used Pile
See Force.
using Force
Kind of Effect generally compelling a character, vehicle or starship to move
Utinni Effect
to a specific location in order to cancel a negative condition or initiate a positive one.Deploy on Vader. May add 1 to Force drain where present. May
Vader’s Lightsaber
target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if totaldestiny > defense value.This Interrupt initiates a duel (not a battle), so no battle destiny is
Vader’s Obsession
drawn. When using this card in conjunction with Epic Duel, Vader does not have to move from anadjacent location.Deploy at same exterior site as your mining droid. ‘Explodes’ if starfighter
Vehicle Mine
(use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Drawdestiny. Target lost if destiny +2 > defense value. Vehicle Mine is also lost.A vehicle site is played by itself on table; however, it is related to one
vehicle sites
particular vehicle (which must be specified at the time of deployment) and is considered to beadjacent to the planet site wherever the related vehicle is located at any given time. The vehiclesite is nevertheless a separate site; if the vehicle is enclosed, any cards at the vehicle site arenot present at the planet site. To move the vehicle, a driver is required to be actually aboard thevehicle card, not at the interior site.Movement between a vehicle site and the outer site where the vehicle is present is free for theowner. The opponent, however, has a movement cost as stated on the card. Cards at a vehiclesite do not count against the capacity of the vehicle.Characters at a vehicle site are aboard the vehicle and present at the vehicle site (but are notpresent at the vehicle’s bridge or the surrounding site).The player controlling the vehicle may move his cards from the vehicle site to the related vehiclecard (capacity permitting), or vice versa. This movement requires 1 Force per card and is aregular move. If the vehicle is aboard a starship, the owner’s characters may embark anddisembark between the vehicle and the starship normally.If a vehicle leaves the table, its vehicle site and all cards located there are lost.Your vehicle may fire its weapons if you have a permanent pilot or any
vehicle weapons
non-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOM can also fire vehicleweapons.Card type that includes transport vehicles, creature vehicles, combat vehicles and
vehicles
shuttle vehicles. Characters use vehicles to move from site to site along the surface of a planet(or among related mobile sites). A non-creature vehicle must have a driver or pilot aboard (asindicated by the vehicle’s game text) to use its power and maneuver, and to move.If a non-creature vehicle is lost or otherwise leaves the table, any cards aboard it are lost. If acreature vehicle is lost, any characters aboard it may “jump off” — disembark — at the same siteand survive.Vehicles deploy only to exterior sites where you have presence
vehicles — deployment

or Force icons.You may deploy characters directly aboard your vehicles at any location where you havepresence or Force icons and the vehicle has sufficient capacity.A vehicle that has a driver or pilot (as appropriate), or any
vehicles — movement
creature vehicle even without a driver, can move from one exterior site to another relatedexterior site for an expenditure of 1 Force. The vehicle’s landspeed determines the maximumnumber of adjacent sites it may travel. This is a regular move for the vehicle.Non-creature vehicles require a driver or pilot for embarking and disembarking on landedstarships, but not for shuttling up to a capital starship.Characters may use embarking to move aboard vehicles with appropriate capacity.Whenever a card or rule allows you to take a card from a deck or pile, and
verification
there are any criteria for what kind of card you may take, you must reveal that card after it isobtained. However, when allowed to take “any card” you do not have to reveal the card chosen,unless you retrieve that card from your Lost Pile. If there are two or more target cards to choosefrom, you may look at all of the possible candidates before choosing. Replace the deck or pilewithout shuffling, unless otherwise instructed.If you perform such a search and do not find a proper card, your opponent may look through thesame deck or pile (before the reshuffle, if any) to verify that the card you searched for wasindeed not there.These creatures attach themselves to a character, gradually squeezing the life
Vine Snake
out of their victim. Vine snakes remain attached to their host even if the host moves out of thecreature’s habitat. However, if a vine snake detaches outside of its habitat, it is lost. Vine Snakesattack only characters, and thus they ignore creatures and creature vehicles as potential meals.Vine snakes will defend themselves if attacked.See attaching creatures; see selective creatures.Adds 2 to power of anything he pilots. Twice during battle at same system,
Vul Tazaene
may use 2 Force to add 2 to any destiny of 2. If present with Tonnika Sisters, Vul and TonnikaSisters are lost.If you have a piloted AT-AT present at a site, target opponent’s artillery
Walker Barrage
weapon at same or adjacent exterior site. Draw destiny. Target lost if destiny +1 > forfeit. Also,one opponent’s character at same site as target (random selection) lost if destiny +1 > 6.If you have a piloted AT-AT present at a site, target any number of opponent’s
Wall Of Fire
troopers present at same or adjacent exterior site. Draw destiny. If destiny > number of trooperstargeted, they are lost.Adds 2 to power of anything he pilots. May use 1 Force to take
Warrant Officer M’Kae
one tractor beam, Our First Catch Of The Day or Besieged into hand from Reserve Deck;reshuffle.Characteristic identified by a warrior icon on a character card. Although many
warrior
character weapons specify that they deploy only on warriors, other character weapons deploy onbounty hunters, Jawas etc. and thus do not require a warrior.An icon used on a character card to indicate that the character has warrior
warrior icon
skill.This Interrupt must be played on your lone warrior to add to your
Warrior’s Courage
battle destiny.This Interrupt’s first function may capture a character lost or
We Have A Prisoner
forfeited from a system or sector, if you have a potential escort available aboard a vehicle orstarship at that location.Destiny drawn when firing a weapon (different from battle destiny).
weapon destiny
Drawing weapon destiny is mandatory once you fire the weapon. If the weapon specifies morethan one destiny draw, you must draw the required number.Type of card used to fire at specific characters, vehicles, starships etc. of your
weapons
opponent, usually during a battle or attack. (However, weapons are not required for a battle orattack to take place.)Each weapon (and device) specifies who or
weapons — deploying and carrying

what it may be deployed on and what the deploy cost is (if any). Although many characterweapons specify that they deploy only on warriors, other character weapons deploy on bountyhunters, Jawas etc. and thus do not require a warrior. You may not deploy weapons or deviceson your opponent’s characters (unless specifically allowed to by the card itself).You may deploy as many weapons and devices as you like on your character, vehicle or starship— even duplicates. However, each character, vehicle or starfighter may use only one weapon andone device per turn. Capital starships and characters with Backpacks may use any number ofweapons and devices per turn. Note that the cumulative rule still applies. So, for example,multiple Jedi Lightsabers will not give more than one Force drain +1 bonus.Some characters, such as Kabe and RA-7, have game text that allows them to carry weaponsthat they cannot use.A weapon or device providing a continuous modifier (e.g., Tatooine Utility Belt, Hoth SurvivalGear) does not count as ‘using’ that weapon or device for purposes of the carrying rules.You may fire a weapon only when you are
weapons — firing
•targeting something that is participating in a battle; or•targeting a creature that you are attacking; or•using a special card such as Sniper or Target The Main Generator.Normally, the weapon and target must be present with one another. However, long-rangeweapons allow you to target something at a different location; in this case, both the weapon andtarget must be present at their respective locations.You may not fire weapons at your own characters, vehicles or starships, even if they have beencaptured. However, you may fire weapons at cards which were once yours but are now beingused by your opponent (crossed over, stolen, won in sabacc etc.).Automated weapons such as seekers and mines target cards as specified on the cards, ratherthan during a battle or attack.During your deploy phase, you may transfer a weapon (or
weapons — transferring
device) from one of your characters, vehicles or starships to another such card present by usingForce equal to the deploy cost of the weapon (or device). Although this is not considereddeployment, you must obey all relevant deployment restrictions.This term has been superseded by the term weapons segment.
weapons phase
See battle — weapons segment.
weapons segment
This Effect may be used to capture characters only by the Dark Side (see
Weather Vane
capturing).While at an exterior planet site or docking bay, once per turn
WED-1016 ‘Techie’ Droid
may lose 1 Force to place a ‘hit’ starship or vehicle at same site, adjacent site, related system orrelated cloud sector in Used Pile instead of Lost Pile.Adds immunity to attrition < 2 to all your vehicles and
WED15-I662 ‘Treadwell’ Droid
droids at same location. Also, if ‘treadwell’ droid is at a docking bay, adds immunity to attrition <3 to all your starfighters at the related system and related sectors.Adds immunity to attrition < 2 to all your vehicles and
WED-9-M1 ‘Bantha’ Droid
droids at same location. Also, if ‘bantha’ droid is at a docking bay, adds immunity to attrition < 3to all your starfighters at the related system and related sectors and may cancel Lateral Damage.This droid is not a bantha (creature vehicle) and may not be targeted as such.Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2
Wedge Antilles
to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take oneCorellian Slip into hand from Reserve Deck; reshuffle.According to Lucasfilm Ltd., the character of Wedge Antilles was played by two different actors:first Jack Klaff and then Denis Lawson. Jack Klaff appears on the Wedge Antilles card and DenisLawson appears on the Commander Wedge Antilles card.This Interrupt is not a response to a Force drain.
We’re Doomed
This Interrupt is intended to target Luke even if he is on Dagobah (as
We’re The Bait
implied by the Jedi Test restriction).Adds 1 to weapon destiny draws of anything he is aboard as a passenger
Wes Janson
(adds 3 if aboard Rogue 3 or with Wedge or Jek).The phrase “with Wedge or Jek” on this character means whenever Dack has presence at thesame location as Wedge or Jek.See the Dark Side counterpart, There’ll Be Hell
What’re You Tryin’ To Push On Us?
To Pay.See battle — winner and loser.
winner of battle
This alien is male. (See gender of characters.)
Wiorkettle
Errata:
Wioslea
During your control phase, may use 1 Force to target an opponent’s unoccupied transport vehicleor droid present. Draw destiny. If destiny > target’s destiny number, use Force equal to target’sdeploy cost to ‘purchase’ target (use as if stolen).Deploys only at Tatooine. Power +2 when defending a battle at a Jabba’s Palace site.
Wooof
Adds 2 to power of anything he pilots (3 if piloting an [Independent] starship or if Jabba isaboard).This alien’s capability to cause weapons and droids to be lost is an automatic action.
Wuher
Once during each of your control phases, may peek at X cards randomly
Wyron Serper
selected from opponent’s hand, where X = number of [Dark Side Force] icons at same site. Also,when you are drawing destiny, adds 2 to the destiny of any card with ‘scan’ in the title.See locations.
Yavin 4 location deployment
This Utinni Effect is not a character and may not be targeted as a character.
Yerka Mig
Yerka Mig deploys and moves like a character, but does not require presence or Force icons anddoes not count toward vehicle or starship capacity. While at a system or sector location, YerkaMig does not affect the opponent’s power.“Notice you will, on my card, an icon there is, yes. Jedi Master it means, and a Light
Yoda
Side Force icon it includes. While on table am I, one extra Force may you activate.”This Interrupt does not triple attrition. (See battle.)
You Overestimate Their Chances
your cards — See owner.See the Light Side counterpart, Eyes In The Dark.
Your Eyes Can Deceive You
Adds 2 to power of anything he pilots. When piloting Rogue 2, also adds 3 to
Zev Senesca
maneuver and may draw one battle destiny if not able to otherwise.Adds 2 to power of anything he pilots. May move for free as a ‘react.’ Once during
Zuckuss
each battle, may use 1 Force to cause one alien of ability < 3 at same site to be forfeit = 0 forremainder of turn. Immune to attrition < 3.Deploy on Zuckuss, or use 1 Force to deploy on any other bounty
Zuckuss’ Snare Rifle
hunter. May target a character or creature using 2 Force. Draw destiny. Character captured ifdestiny –1 > defense value. Creature lost if destiny +1 > defense value.© 1998 Lucasfilm Ltd. & TM. All Rights Reserved. Used under authorization. TM, ® & © 1998 Decipher Inc. All Rights Reserved.
Sources
- Glossary Version 2.0 (Decipher PDF, archive 21 December 2008)
- Glossary Version 2.0 (working copy)
- Star Wars CCG rules index at Decipher.com (archive)