Decipher Glossary Supplement

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The Star Wars CCG Glossary Supplement (updated 29 January 2002) is Decipher's official companion to Decipher Glossary 2.0 and Rulebook Version 2.0. Entries replace Glossary entries of the same name unless the Supplement says "See Glossary." Gameplay changes in this edition were official as of 4 February 2002.[1]

This is a Decipher document. It is not the Players Committee Advanced Rulebook.

Glossary Supplement

All Wrapped Up

When capturing a just forfeited character using this Dark Side Effect, thatcharacter is captured after applying forfeit value (and if that character was hitby a weapon that reduced it's forfeit, that forfeit is restored to normal at thispoint) but before being placed on the Lost Pile. In this way, cards deployedon that character (for example, Bounty or a weapon) are not placed in theLost Pile. This is a specific exception to the just lost ruling. See capturingcharacters, just lost.

Allegations Of Corruption

Refer to rulings on There'll Be Hell To Pay.

Alter & Collateral Damage

If you draw successfully for the Lost function of this card, you would still have tolose 2 Force to Do, Or Do Not or There Is No Try.

Alter & Friendly Fire

If you draw successfully for the Lost function of this card, you would still have tolose 2 Force to Do, Or Do Not or There Is No Try.

§ Amidala's Blaster

This weapon's results do not have a duration, and as such last until the end ofthe game (or until that card leaves play).

Anakin Skywalker

A card about to be placed out of play does not qualify as a card "about to belost from table". See just lost.

Anakin’s Lightsaber

Deploy on your Skywalker of ability > 3. May add 1 to Force drain wherepresent. May target a character or creature for free. Draw two destiny. Targethit, and its forfeit = 0, if total destiny > defense value.Anakin's Lightsaber is a matching weapon for any persona of a Skwalker,such as Luke or Leia, that meets the deploy conditions. It may only deployupon Vader if he has "crossed over" to the Light Side, once again answeringto the name of Anakin.

Anakin's Podracer

When drawing 2 race destiny instead of 1, the Light Side player is permittedto stack (use) both of them on Anakin's Podracer. The decision to use a racedestiny is made immediately after one is drawn. (See Section 3. podracer -race destiny and race total.)This Podracer will automatically "schedule" three race destiny draws ifAnakin's Podracer is behind at any time during the Light Side player's drawphase. Next turn, the Light Side player must draw three (see empty deck orpile) and must choose (use) two of them to stack on the Podracer. Thesescheduled race destiny draws can still be restricted by subsequent actions, forexample, the Dark Side playing Hit Racer.

Are You Brain Dead?!

This Interrupt card's Used function requires only a Light Side Episode I Jedi tobe defending a battle. The absence of a Dark Jedi is not part of the initiationconditions.

Arica

If Arica breaks cover at Luke's site using her gametext while There Is Good InHim is on table, Luke will be captured before she can complete the firing ofher weapon. See characters with dual icons.

Artoo & Threepio

While this combo character card is participating in a battle, Artoo andThreepio are considered to be "in a battle together" (for cards like Artoo, IHave A Bad Feeling About This.)When deploying with the Objective You Can Either Profit By This..., Artoo &Threepio deploys for 2 less force (not 4).Allowing all droids to be battled means that, for the purposes of initiating andcontinuing a battle only, all droids are considered to occupy their location.Thus a droid piloting a starship may also be battled. See may be battled.

ASP-707 (Ayesspee)

When this Light side droid is aboard a vehicle or starship, it may not relocateany weapons or devices that are deployed on that vehicle or starship.Similarly, the ASP droid may not relocate a non-creature vehicle it is aboard. Ifa non-creature vehicle is placed on the Reserve Deck by an ASP droid, allcards aboard it are lost. See leaves table. CCG G SLOSSARYUPPLEMENT

Attack Run

Bossk’s Mortar GunThe last line of this Epic Event's card text is corrected to read:This weapon affects only characters, creatures, weapons, devices, starships* Your Proton Torpedoes are immune to Overload.and vehicles. Unlike most weapons, the Mortar Gun targets after the weaponStarships may move into the Death Star: Trench only from the Death Stardestiny draw, but this is still to be considered "targeting with a weapon." Thus,system location. Moving Light Side starfighters into the Trench is a regularfor example, it is prevented from choosing an Undercover spy when firedmove (see movement – regular). Only starfighters and TIE squadrons may goduring a battle.to the Trench, not other cards that “move like a starfighter.” BuboIf your lead starfighter is lost, you should identify a new lead starfighter. If allyour starfighters have been eliminated, your Attack Run ends and any DarkThe Glossary entry for Bubo is deleted. It has been superseded by theSide starfighters in the Trench are moved back to the Death Star system.creature rules. See creatures.For purposes of this Epic Event, all squadrons with multiple permanent pilots Cane Adiss(and no pilot characters aboard) are treated as if they have a "highest abilitypilot" of 1, except the Death Star Assault Squadron which has a "highest abilityIf opponent just initiated a Force drain at a non-shielded planet location,pilot" of 6.deploy on that location. Your characters, vehicles and starships may deployhere regardless of presence and location deployment restrictions. (Immuneto Control.)

Aurra Sing

Being able to "use" a stolen lightsaber does not mean that a stolen lightsabermay be transferred to Aurra Sing (see stealing weapons and devices), unless Cantina Brawlthat lightsaber would normally be able to deploy upon her.See droid.

B'omarr Monk

Captive FuryThe Monk equalizes Force icons after all other automatic Force icon modifiersWhen using this Light Side interrupt, the captive is temporarily “not captured”have been applied (for example, Sleens, Presence Of The Force etc.).and is relocated to the Light Side of the site (even if enclosed) to participatenormally in this battle. This relocation does not count as being 'released'. If you

§ Bad Feeling Have I

have other characters at the same site they also participate in this battleDeployment of a single card that contains more than one of this card's listed(where applicable).personas does not incur the +2 deployment penalty more than once.All normal battling conditions must be observed. For example, characters canparticipate in only one battle per turn and presence is required on both sides

Ben Kenobi

of the location. For this reason, if the captive is a droid (or the escort is a droid,Deploys only on Tatooine. When in a duel, adds 2 to your total. Once perfor example IG-88 With Riot Gun) and no other ability is being provided, thenturn, if a battle just ended, may 'revive' (place here from Lost Pile) yourthe battle would end immediately.character forfeited from same site this turn. Immune to attrition <5.If the original escorting character and the captive (who was not captured orsent missing during the battle) survive, then the captive is returned to beingescorted by that character at the end of the battle.

Biker Scout Trooper

See biker scouts. Carbon Chamber Testing / My Favorite Decoration

Black Squadron TIE

When deploying a Rebel (as a prisoner) to the Security Tower at the start ofDeploy -2 to Death Star or same location as Vader. Permanent pilot aboardthe game, ignore any deployment restrictions listed in that character's gameprovides ability of 2 and adds 2 to power. Adds 1 to its weapon destiny draws.text.Prisoner 2187 is the only Rebel that cannot be used as the starting Rebel forthis objective. If the only Rebel in the opponent's deck at the start of the game is

Blast The Door Kid

Prisoner 2187, then this objective plays (for remainder of game) as if thereIf a battle was just initiated at an interior site, use 1 Force to exclude from thatwere no Rebels in the Light Side player's deck.battle all characters of ability > 2 and all leaders (on both sides).Characters of ability > 2 or leaders introduced to the battle after this Interrupt Careful Planninghas been played are also immediately excluded from the battle.The starting text of this card is intended to mean "deploy from Reserve Deckone battleground site or deploy from Reserve Deck two

Blasted Droid

The location (or locations) deployed must be battlegrounds immediately afterDuring your control phase, fire (for free) one of your blasters carried by ait's (their) deployment.trooper or one of your automated weapons. Any 'hit' targets are immediatelylost. ChewbaccaSee weapons – firing outside of the battle phase.Power +1 at same location as Han. Adds 2 to power of anything he pilots.When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and

Boba Fett (Cloud City)

droids at same site go to Used Pile (rather than Lost Pile) when they are ‘hit.’Adds 3 to power of anything he pilots. When piloting Slave I, also adds 2 toSee characters with dual icons.maneuver and may draw one battle destiny if not able to otherwise. Whenescorting a captive, captive is forfeit +5. May ‘fly’ (landspeed = 3). Immune to Chewie, Enragedattrition < 3.WookieeThis character is a When transferring a captive to a prison, Fett modifies that captive's forfeit valuefor the purposes of resolving any Bounty effects. Chief ChirpaEwokThis character is an

Bog—wing

Chief RetwinFerocity = destiny -1. Habitat: exterior sites on Dagobah. Attacks a character bygrabbing and carrying it as far as possible (up to two sites away).May use 3 Force to 'hide' (be excluded) from a battle. May use 2 Force totarget one device or weapon present which deploys on a site. Draw destiny.If destiny > target's deploy cost, target is lost.

Bombing Run

This Imperial may target any weapon or device deployed on a site (includingThis Mobile Effect defines a “target zone” and allows your piloted bombers to“movable” weapons and devices such as seekers), but may not target cardsmove and battle there. Such bombers are not landed, but rather aredeployed on a character, vehicle or starship at a site.conceptually flying in the atmosphere (much like a snowspeeder). Theirpermanent pilots have presence at the site and thus may block opponent’s Civil DisorderForce drains and participate in battle, even if they do not carry Proton Bombs.See card with ability.If it is not possible for the bomber to return to the system at the end of yourbattle phase (for example, the TIE Bomber is now unpiloted, or the Mobile Close Air SupportEffect is canceled), then the TIE Bomber is lost."[Y]our Z-95 occupies a system or cloud sector" means that you must occupySee movement – regular – bombing runs, Proton Bombs, bombing runthe location, and the Z-95 there must itself have presence (such as abattles.permanent pilot), or have presence aboard it (such as a character card).

Boonta Eve Podrace

Colonel SalmThe winner of a podracer is determined automatically when either playerSalm may only cancel and redraw a battle destiny of a battle he is participatinghas a race total > 24 at any time during any move phase.in.See podracer - race destiny and race total. Combat Readiness

Bossk With Mortar Gun

See Light Side counterpart Careful Planning.Unlike most weapons, the Mortar Gun targets after the weapon destiny draw,but this is still to be considered "targeting with a weapon." Thus, for example, itis prevented from choosing an Undercover spy when fired during a battle. CCGSection 1. Rulings By Card TitleAttack Run

Combat Response

You may only utilize this card's game text once during each of your turns. Seeone.Once an unpiloted starfighter (or pilot) is revealed, if no matching pilot (orunpiloted starfighter) is found, the opponent is permitted to verify. Seeverification.If a match has been found but the player does not have enough force todeploy the cards (or there is no location where they can be legally deployed),then the card revealed from hand is returned to hand, and the card takenfrom the Reserve Deck is placed back in the Reserve Deck; reshuffle.See matching pilot, matching starfighter.

Come With Me

Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If destiny >2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost).May add 1 pilot. (Immune to Alter.)This Effect increases pilot capacity of the targeted starfighter by one. AlthoughCome With Me may target either player’s starfighter, it does not allow theDark Side to deploy a pilot to a Light Side starfighter. This Effect does nottarget squadrons.If the target of this Effect has more than one permanent pilot, all permanentpilots are removed.

Commander Merrejk

This Imperial is considered to be an ISB agent for the Objective ISBOperations / Empire's Sinister Agents.

Computer Interface

To initiate this Interrupt, you must have at least one card each in your ReserveDeck, Force Pile and Used Pile. See empty deck or pile.

§ Conduct Your Search

Deploy on table. Once during your deploy phase, you may deploy anon-Interrupt card with "door" in title from your Reserve Deck;reshuffle. At Endor sites where you have a scout, Rebel scouts are power –1and forfeit –3. (Immune to Alter.)

Corporal Beezer

Beezer's text that allows a device to deploy to same location does not requirethat device to deploy 'on' that location. Thus you may deploy a device on acharacter at the same location as Beezer.

Corporal Drazin

See Special Delivery.

Coruscant: Imperial Square

battleground sites."Dark Side Text: Emperor deploys free here. If your moff here, all Imperials aredeploy -1 at sites.Light Side Text: Force drain +1 here. If you control, Emperor may not deployto Coruscant.

Counter Assault

The total power and number of destinies to be drawn is determinedimmediately when this Interrupt card begins resolving, and neither changesduring the resolution.Thus if a character, starship or vehicle is introduced to the location duringresolution of the Assault (such as via Tauntaun Bones) it does not add powerand does not permit an additional destiny draw. Similarly, if cards areremoved from the location during the resolution (such as by a ProgramTrap), they will still contribute power and still add a destiny draw for purposesof resolving the Counter Assault.

Counterattack

This card explicitly allows characters, vehicles and starships at the targetedlocation to battle again this turn as well as to use a weapon and/or deviceagain this turn. It does not allow any characters, vehicles or starships to 'react'a second time this turn.

Courage Of A Skywalker

See immune to attrition – gaining and losing.

Court Of The Vile Gangster / I Shall Enjoy Watching You Die

The frozen Han character deployed by the Light Side Objective Card YouCan Either Profit By This... / Or Be Destroyed will count as a captive towardsthe flip condition of this Objective card, but because a frozen character hasability of zero, frozen Han will not flip this Dark Side objective by himself. Seecaptives - frozen.If deploying an independent starship from Reserve Deck using the text onSide 0 of this objective, you may simultaneously deploy a pilot to it from hand.See starships - deployment.

Credits Will Do Fine

Both players get to see any card that is lost from hand before it is placed on thisEffect. CCG G SLOSSARYUPPLEMENT

Dagobah (Dark Side system)

Debris ZoneDARK: If you occupy, opponent may not Force drain at related locations.This card can only affect characters, creatures, weapons, devices, starshipsLIGHT: Neither player may Force drain here.and vehicles. See all cards. Deep Hatred

Dagobah (Light Side system)

The cards you may place under your Jedi must come from your hand.DARK: Neither player may Force drain here.This Epic Event allows combat cards to be used to replace a single lightsabercombat or duel destiny draw. Additional lightsaber combat or duel destinydraws may still be drawn normally (or substituted with another combat card,

Dagobah: Swamp

at the player's discretion).See leaves table. Dejarik Hologameboard

Dantooine Base Operations / More Dangerous Than

See dejarik rules.

You Realize

DemotionThe reference to squadron on this objective card refers only to the starshipUse 2 force to deploy on any Imperial except Vader, Emperor or aclass: squadron. It does not include starships such as Red Squadron X-wingstormtrooper. That Imperial is power -2 and its game text is canceled.and Gold Squadron Y-wing.

Dark Hours

§ Dengar With Blaster CarbineThe person who plays this card decides in what order to target the availableAdds 2 to power of anything he pilots. Permanentcharacters. When targeting a character, if the player who played this card hasweapon is •Dengar's Blaster Carbine (may target ano cards left in their Reserve Deck, then their opponent may choose whatcharacter, creature or vehicle for free; draw destiny;happens to that character: either put to 'sleep' or left 'awake.' A ‘sleeping’target hit, and its forfeit = 0, if destiny +1 > defensecharacter cannot move, drive or pilot.value; may be fired twice per battle).

Darklighter Spin

When targeting a starfighter’s maneuver number with this Interrupt, use all Descent Into The Darkapplicable modifications to that number. See modifiers, automatic modifier.During your turn, if either player just placed a card in a Used Pile, deploy on

Darth Maul

table. All Used Piles are immediately re-circulated. When any player placesThe loser of a duel initiated by Maul's game text is the character with theone or more cards in a Used Pile, Immediate Effect canceled.lowest total destiny. If tied, there is no winner or loser.

§ Darth Sidious

§ Desperate CounterDarth Sidious, Senator Palpatine, and Emperor Palpatine are three distinctBoth Combat Response and Imperial Arrest Order can be deployed in thepersonas. They are unrelated to each other for all game play purposes.same deploy phase using this card, although each deployment is a separateGame text will refer to these three personas as Sidious, Palpatine, andaction. See actions.Emperor respectively. Desperate Times

Darth Vader

The Episode I icon on this card is incorrect, and should be considered stricken.When in battle, adds 1 to each of your battle destiny draws. Adds 3 to powerThis card is not legal for Episode I only environment tournaments.of anything he pilots (or 4 to power and 3 to maneuver if Vader’s Custom Do They Have A Code Clearance?TIE). Immune to attrition < 5.This Imperial’s addition to battle destiny is an automatic modifier.The reduction this Effect applies to Force retrieval is an automatic modifier,and as such applies before any other comparisons or actions are made. This

Darth Vader’s Lightsaber

means that the value of X on Secret Plans is reduced by the number of cardsThis lightsaber must be 'thrown' before any duel destinies are drawn.stacked on this Effect.Note that a retrieving card is stacked on this Effect after the retrieval is

Dash Rendar

completed.This character card has the characteristic Corellian.A card that "retrieves" a specific card by name is still retrieval, and can bereduced. For example, Baragwin says "Once per turn, if the top card of your

Daughter Of Skywalker

Lost Pile is a weapon, device or transport vehicle, may use 1 Force to retrieveThis Rebel is permitted to deploy to Dagobah.it." If there is at least one Interrupt or Utinni Effect stacked upon Do They HaveDaughter Of Skywalker may only be targeted "as Luke" by Mind What YouA Code Clearance?, that will reduce the Baragwin retrieval from 1 card to noHave Learned, if she was deployed from Reserve Deck using that Objectivecards.card's game text. Don’t Tread On Me

Deactivate The Shield Generator

If your starting location (or a location you have deployed with an objective)When blown away, turn the Endor: Bunker (and Endor: Landing Platform if itwas a battleground when deployed, but is converted into awas on table at the time) face-down. All cards at those locations are lost.non-battleground, you may still use the starting text of this interrupt.These face-down locations are considered to be unnamed exterior Endorsites with no other remaining useable features. If blown away, the site cards Dragonsnakemay not be deployed again or converted, but other cards may still deployIf there are no adjacent sites to relocate to, droid is lost.(note that there are no Force icons on either side though) and move to orthrough the location as normal. Dresselian CommandoNote that if the Landing Platform was not on table when the Bunker wasA Dresselian adds one destiny to total power only, not to his own personalblown away, it is not considered destroyed and may still be deployed at thepower.end of the row of exterior sites (at the opposite end from Chief Chirpa's Hut). Droid Detector

Death Star Assault Squadron

See Glossary.Deploy at any interior site. Cannot be moved. Droids may not deploy to sameThis card utilizes persona rules as well as squadron rules. If these rulessite. Following the turn this device is deployed, all droids present are lost atconflict, the persona rules take precedence. Thus the Death Star Assaultend of any turn.Squadron may be taken into hand from the table for 4 Force with Hunt DownAnd Destroy The Jedi as that card may target any version of the •Vader Droid Merchantpersona. See personas, squadrons.Spaceport Speeders may be played at same site. Once per game, may do

Death Star: Detention Block Control Room (Light Side)

one of the following: activate 1 Force when you deploy a droid OR retrieve 1LIGHT: If you control, Force Drain +1 here and all imprisoned characters onForce when you deploy an astromech to a starfighter.Death Star are released. Echo Base Garrison

Death Star: Docking Control Room 327

See maintenance droid.Errata: This site has been revised to have Scomp link icons on both sides. Effective RepairsNote that since deploy actions are limited to owner's deploy phase (seedeploy), you may only deploy, at most, one docking bay during each of yourUSED: Cancel Limited Resources. LOST: Use 3 Force to retrieve into handdeploy phases using this site's Dark Side text (see one).one Effect of any kind. CCGSection 1. Rulings By Card TitleDagobah (Dark Side system)

Elis Helrot

At any time (except during battle), target any or all of your characters at onesite to ‘transport’ (relocate) to any one other site. Draw destiny. Use that muchForce to ‘transport,’ or place Interrupt in Lost Pile.This Interrupt may not relocate captives or their escorts. Transport may beperformed to any site which the characters could move to using normalmovement. (This includes interior mobile sites but not special sites such as theDeath Star: Trench, a holosite, a Dagobah site or a site protected by the HothEnergy 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 targetedcharacters).

§ Emperor Palpatine

Because Emperor Palpatine’s deployment restriction uses the word “never,”that restriction cannot be circumvented by cards such as Quarren and CaneAdiss.Darth Sidious, Senator Palpatine, and Emperor Palpatine are three distinctpersonas. They are unrelated to each other for all game play purposes.Game text will refer to these three personas as Sidious, Palpatine, andEmperor respectively.See Jedi Master, characters with dual icons.

Endor Operations / Imperial Outpost

See Force drains may not be modified or canceled by opponent.

Enter The Bureaucrat

See A Vergence In The Force.

Evader

USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: IfVader or Vader’s Custom TIE was just lost, relocate that card to Used Pile. ORRelocate to Used Pile one Imperial just lost from any Death Star location.This interrupt may relocate Death Star Assault Squadron (because itrelocates the persona of •Vader). See Death Star Assault Squadron,personas.

Expand The Empire

This Effect ‘expands’ game text to the adjacent sites, but it does not expandcard titles, marker numbers etc. Thus, for example, it does not allow dockingbay transit to 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 violate the cumulative rule. For example, if a site has “Force drain+1 here” in its game text and adds another copy of the same game text(‘expanded’ from an adjacent site), then Force drains are +2 at that site.If game text expanded to an adjacent location contradicts the existing locationgame text, then the existing game text takes precedence.

Explosive Charge

If the Explosive Charge goes off and removes all participating presence fromeither side of the battle, the battle will end. This is an exception to the normalremoving presence rules (see battle - summary) because the battle endsduring the power segment.

Failure At The Cave

Deploy on Dagobah: Cave. Target an apprentice on Dagobah. All Jedi Testgame text is suspended. If target present during any battle phase, opponentdraws destiny. If destiny<4, you retrieve 2 Force (also, if destiny=0, target islost). Otherwise, Utinni Effect canceled.When attempted, Jedi Test #5, It Is The Future You See, schedules anautomatic action to turn the apprentice right side up at end of the Light Sideplayer's next turn (completing the Jedi Test). Thus targeting an upside-downapprentice with Failure At The Cave will suspend the benefits of completedtests, but will not stop the apprentice completing the test as scheduled(although it will stop it having any effect once completed).

Fallen Portal

Target one creature or up to two characters present that just initiated anattack or battle against you at Back Door, Rancor Pit, Tatooine: Jabba’s Palaceor any docking bay. Draw destiny. Target(s) immediately lost if destiny +2 >total defense value.

Feltipern Trevagg

While no droid present with Trevagg, to initiate battles at same location asTrevagg, player must use X Force, where X = total number of [DS Force icon]and [LS Force icon] present.This alien redefines the cost of initiating battle according to the number ofForce icons present with him; thus, if no Force icons are present with Trevagg(e.g., at the Death Star: Trash Compactor or whenever Trevagg is in anenclosed vehicle or starship), battles may be initiated for zero Force. Thisvalue is unmodifiable, and thus cannot be affected by cards such as Wars NotMake One Great or Battle Order. See unmodifiable. CCG G SLOSSARYUPPLEMENT

Field Promotion

Great WarriorDeploy on an Imperial of ability < 5 present with Vader, Emperor or one ofTargeting a mentor, as well as targeting (or deploying) an apprentice isyour admirals, generals, or moffs. Imperial gains {leader} skill, is power +1,considered part of the initiation of this Jedi Test. Thus If a Dark Side playerand is immune to Demotion, Report to Lord Vader, and What is Thy Bidding,uses I'd Just As Soon As Kiss A Wookiee to return either the just-deployedMy Master?. (Immune to Alter).Great Warrior (or the apprentice just deployed with Great Warrior) to hand,See immune.both cards return to the Light Side player's hand. See actions — sequence ofsteps.

Floating Refinery

The last line of this Jedi test is revised (for consistency) to read:••Floating Refinery"{Place} on apprentice. All opponent's Force drain bonuses are canceled."Deploy on a cloud sector (limit one per sector). Force you activate may beSee Force drain bonus.drawn into hand (one per turn for each of your Floating Refineries on table).Each cloud sector or gas miner drawn in this way may be revealed to retrieve Grondorn Muse1 Force.While Grondorn is on Yavin 4, your Yavin Sentry is not unique (*), is doubled,deploys free, applies all three of its modifiers and is immune to Alter. Power -1

Focused Attack

when not on Yavin 4.See immunity to attrition – gaining and losing.

For Luck

Han, Chewie, and The FalconDeploy on table. If Counter Assault is played, may use 1 Force to add oneThis card represents a unique version of the starship persona •Falcon.destiny to your total. If Sense or Alter just played, may use X Force to exclude XThis starship card may not be played as a starting card for the objective YouDark Jedi from being the "highest-ability character."May Either Profit By This... (as a persona of Han) because a starfighter cannotSee the Dark Side counterpart, Dark Forces.be deployed to a non-exterior site.

Force Field

Han SeekerUSED: Cancel an attempt to target a Dark Jedi with a character weapon.This weapon may only target an alien of ability < 3 or a Han of ability < 3 (suchLOST: If one of your characters was just targeted by a weapon during aas the Han found in the Jedi Pack).battle, use 3 Force to cancel the targeting. Han With Heavy Blaster PistolCorellianThis character is a

Force Lightning

This Dark Side interrupt may not target a frozen captive. Han's ToolkitUse 1 force to deploy on one of you characters, vehicles or starships (free on

Force Push

Falcon or Han). While aboard a vehicle or starship, you may use 1 force toIf the revealed combat card is destiny 4 or less, you lose 1 Force, and thecancel any Interrupt or Effect of any kind which targets that vehicle or starship.combat card is returned to underneath the opponent's Jedi.

Forced Landing

He Is Not ReadyA starfighter targeted by this card may not move from the related system to anyThe second function of this card cannot be used to target a permanent pilot.other system or asteroid sector, may not move from any cloud sector to thesystem (or to any cloud sector of higher-altitude); and may not move to any site Heading For The Medical Frigateother than the docking bay where Forced Landing is deployed.Effects that are "always immune to Alter" means any Effect which isunconditionally immune to Alter according to it's own game text, as these

General Jar Jar

conditions must be met before such an Effect is on table. Therefore cards thatGunganThis character is a are immune to Alter based on a condition in their game text (such as Yarnad'al Gargan) cannot be deployed with this starting interrupt. Cards which are

General Solo

immune to Alter in their game text but can have that immunity canceled byThis Rebel is a Corellian. See characteristics.other cards may be deployed using this Interrupt. For example, Heading ForThe Medical Frigate could still be used to deploy Staging Areas even if

General Walex Blissex

Fanfare was on table.If deploying to a Home One site when Home One is not on table, Blissex doesnot deploy at -2 because you cannot establish that this site is aboard a "star Here We Go Againcruiser". See starship sites.See the Dark Side counterpart, Counterattack.

Ghhhk

Hidden Base / Systems Will Slip Through Your FingersIf you just forfeited all your cards that participated in a battle you lost, cancel all(front) Deploy Rendezvous Point. Place a planet system (with a parsecremaining battle damage. (Immune to Sense.) OR Cancel Nightfall.number from 1 to 8) from Reserve Deck face down on your side of table (notLore: Dejarik of creature from Clak’dor VII. Ghhhk rise with the dawn,in play); that card indicates the planet where your “Hidden Base” is located.screeching their mating calls across the jungle. Locals use their skin oils as aWhile this side up, once during each of your deploy phases, may deploy onehealing salve.system from Reserve Deck; reshuffle. Opponent loses no more than 1 ForceThe condition "just forfeited all your cards that participated in a battle" appliesfrom each of your Force drains at systems and sectors. Flip this card any timeonly to characters that were participating in the battle when the damageafter you have deployed five battleground systems and your “Hidden Base”segment began. Characters who may have participated earlier in the battlesystem.but are not participating at the start of the damage segment (such as anexcluded character) do not restrict the play of this card.(back) While this side up, to draw a card from Force Pile, opponent must firstuse 1 Force. For each battleground system you control, you may cancel one

Grand Moff Tarkin

opponent’s Force drain (limit twice per turn). You may not deploy any systems.Adds 2 to power of anything he pilots. When with Vader in a battle, once perAt each system opponent occupies during any deploy phase, opponent maybattle may cancel one opponent’s destiny just drawn.‘probe’ there by placing one card from hand face down beneath that system.This Imperial may cancel any one destiny draw that occurs after a battle isPlace out of play if “Hidden Base” system is ‘probed;’ Dark Side places ‘probe’initiated but before it is over, including (but not limited to) battle destiny,cards in Used Pile (and may retrieve 1 Force for each Probe Droid used toweapon destiny, destiny drawn for Sense etc. You may cancel only a destiny‘probe’).draw, not a destiny number from another source such as Smoke Screen or ItIf your Hidden Base is a battleground system, deploying it counts as one of theIs The Future You See.5 battleground systems you must deploy to meet the flip condition.Grand Moff Tarkin is “with Vader in a battle” if both characters areparticipating in the same battle (see prepositions). Hidden WeaponsThis character does not have the characteristic commander. See commander.This Interrupt card is not a weapon. Mandalorian Armor is a not acharacteristic (section 4 - List Of Characteristics), but refers to the device card.

Gravity Shadow

See Mandalorian Armor.Gravity Shadow may target a starship whenever it attempts to move throughhyperspace, even during a battle (for example, using a card such as Hit And High AnxietyRun or Hyper Escape). This Interrupt targets a starship and its highest-abilityIf an opponent's character with ability > 2 has just become missing, deploy onpilot (whether a permanent pilot or a character acting as a pilot). For anya Rebel with ability > 2 on same planet. Rebel may not participate in battle.starship with multiple non-unique permanent pilots, calculate the ability ofImmediate Effect canceled if missing character is found or lost.each permanent pilot as equal to the total ability of the permanent pilotsThis Immediate Effect is canceled if the missing character is no longer missingdivided by the number of permanent pilots aboard (rounded up iffor any reason (found, lost, captured, placed in Used Pile, placed out of playnecessary). For example, all Light Side squadrons with multiple permanentetc.).pilots (and no pilot characters aboard) have a "highest ability pilot" of 1. CCGSection 1. Rulings By Card TitleField Promotion

Hindsight

Deploy on C-3PO. Eyes In The Dark, The Professor, Mantellian Savrip andHopping Mad are immune to Alter. Once during each draw phase, unlessC-3PO is present with a Wookiee, you may examine the cards in your UsedPile. (Immune to Alter.)

Holonet Transmission

USED: Cancel Transmission Terminated. LOST: Take one Imperial or VisageOf The Emperor into hand from Used Pile; reshuffle.This corrects an error in the game text of the white-border reprint of this card.

Houjix

If you just forfeited all your cards that participated in a battle you lost, cancel allremaining battle damage. (Immune to Sense.) OR Cancel Sunsdown.Dejarik creature. These ferocious-looking beasts are gentle, loyal, and oftendomesticated as guard animals or pets on Kinyen, the Gran homeworld.See Ghhhk. See Section 5.

Hunt Down And Destroy The Jedi / Their Fire Has Gone Out Of The Universe

You do not have to lose 2 Force to deploy Visage Of The Emperor whenstarting with this Objective (and deploying Visage as a starting card), or whenTheir Fire Has Gone Out Of The Universe is face up on table. Seebattlegrounds.

Hydroponics Station

Use 1 Force to deploy on any exterior Tatooine site. Cannot be moved. Thefirst Force you activate during your activate phase may be drawn into handinstead. If a Vaporator on table, the second Force you activate may also bedrawn into hand.

Hypo

See Glossary.The Hypo may be used on an imprisoned captive if IT-0 is present at thatprison location.

I Am Your Father

This card may not target a captured Luke, even if that Luke just dueled (suchas with Bring Him Before Me / Take Your Father's Place).

I Did It!

An empty Force Pile does not stop a player from 'placing' that pile on his(empty or non-empty) Used Pile.The Light Side player may only place his ontable Boonta Eve Podrace out ofplay, not his opponent's copy.

I Feel The Conflict

Both players get to see any card that is lost from hand before it is placed on thisEffect.

I Had No Choice

Deploy on an opponent's gambler. Cancels gambler's game text. If a battlewas just initiated, you may use X Force to exclude gambler from that battle,where X = gambler's ability.

I’d Just As Soon Kiss A Wookiee

Use 3 Force to place an opponent's just deployed character, starship,vehicle, weapon, or device in opponent's hand. On opponent's next turn, thatcard (or one card of same title) may deploy for free.No matter where the targeted card is being deployed from (from hand, fromReserve Deck, from Bargaining Table etc.), that card is “bounced” to itsowner’s hand.If the target card is a starship being deployed simultaneously with a pilot (orvice versa), or an apprentice being deployed simultaneously with Jedi Test#1, both cards are sent to the owner's hand.The card that is "bounced" has been deployed (immediately before beingbounced) for any triggers or automatic actions dependent upon that event.For example, an objective may flip when the character is deployed ifdependent upon controlling or occupy. Similarly, if Daughter of Skywalker isbeing deployed from Reserve Deck (using Mind What You Have Learned),Leia will be targeted by that objective for remainder of game, even ifsubsequently "bounced".

I’ve Got A Problem Here

Use 1 Force to target opponent’s starfighter with maneuver at a system orsector where a battle just finished. Draw destiny. Starfighter lost if destiny >maneuver.

If The Trace Was Correct

While deployed on I Will Find Them Quickly, Master, this Epic Event is stillconsidered to be on table.

IG-88 In IG-2000

See may initiate battle. CCG G SLOSSARYUPPLEMENT

IG-88 With Riot Gun

Jabba Desilijic TiureHuttIf stolen by the Light Side (with the Jawa Ion Cannon for example), the RiotThis character is a Gun may not be fired by the Light Side player (because the Light Side may Jabba The Huttnot use the capturing portion of any card). See capturing characters, mayinitiate battle.The phrase “to move requires +2 Force” on this alien applies only whenJabba is using his own landspeed.

Imperial Decree

Jedi PresenceDeploy on your side of table. Whenever you control any two Rebel Baselocations, or any one planet site and two systems, the effects of Revolution andThe Jedi targeted does not have to be a Rebel. Because this Interruptall opponent's Force drain bonuses are canceled.requires a Jedi to be present, it may not be used during a starship battle.The last part of this Effect is revised (for consistency) to read: Jodo Kast"..and all opponent's Force drain bonuses are canceled."See Force drain bonus.This Dark Side character allows its owner to cancel an opponent's just drawnbattle destiny (as long as it is not the first one drawn in this battle). If Kast isusing a repeating blaster, only the first shot is free and at +2 to weapon

Imperial Holotable

destiny. See Mandalorian Armor.See dejarik rules. Joh Yowza

Imperial Justice

When this alien ‘jams’ a card drawn for destiny, that destiny draw is notAt the time of it's deployment, the player deploying this Dark Side effect mustcanceled. Once Joh has ‘jammed’ a card, that card is not on table, and he maychoose whether the function before or after the "OR" is being used. Thatnot ‘jam’ another. See face down.function is then the only one that operates until that card leaves play. Juri Juice

Imperial Reinforcements

This Utinni Effect can be canceled by moving to a Jabba's Sail Barge site.If opponent has more total characters and starships on table than you have,use 1 Force to draw destiny. Retrieve that number of Stormtroopers and/or Kal’Falnl C’ndrosTIE/lns.When in a battle, if both players draw only one battle destiny and yours ishigher, reduces opponent’s destiny to zero. Landspeed = 3. Adds 2 to powerof anything she pilots. May not deploy to or board starfighters or enclosed

Incom Engineer

vehicles.See maintenance droid.This alien reduces your opponent’s total battle destiny as an automatic actionthat occurs just after both players have finished drawing their one battle

Inconsequential Losses

destiny. Modifiers to battle destiny are applied before the comparison, andThe game text "may forfeit one of its weapons" means that a character,modifiers to total battle destiny are applied before the reduction to zero takesstarship or vehicle may only forfeit a weapon deployed on that character,place.starship or vehicle. Thus a character cannot use this Effect to forfeit an artilleryweapon at the same location, a starship cannot forfeit an Orbital Mine at the Kessel (Dark Side)same system and so on.The game text that allows your forfeited weapons go to your Used PileDARK: Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. Ifapplies to any weapon you forfeit (including artillery weapons that alreadyyou control, Kessel Run is canceled.have a forfeit value). Kessel Run

Inner Strength

This Utinni Effect must be deployed upon the Kessel system location.The cards you may place under your Jedi must come from your hand.This Utinni Effect defines X at the time the smuggler is targeted, and X remainsThis Epic Event allows combat cards to be used to replace a single lightsaberthe same even if the parsec distance between the two systems subsequentlycombat or duel destiny draw. Additional lightsaber combat or duel destinychanges.draws may still be drawn normally (or substituted with another combat card,If moving your smuggler from Kessel to complete the Kessel Run also returnsat the player's discretion).control of the Kessel system (Dark side location) to Dark Side (thus the DarkSide location game text comes into effect) then the completion of the Kessel

Innocent Scoundrel

Run and the canceling of the Kessel Run are two automatic actions triggeredUSED: If your gambler was just targeted by a weapon, opponent mustat the same time, and are resolved as such. See automatic actions.choose to select a new target or lose 2 Force. LOST: Cancel any Effect (exceptthose immune to Alter) deployed on Han or your Lando. Knowledge And DefenseErratum: This card is now unique (•).Insert in opponent's Reserve Deck. When Effect reaches top it is lost and

Insertion Planning

opponent may not initiate any battles for remainder of turn. (Immune to Alter.)This card may target an open vehicle moving 'through' your scout's site. If theSee battleground.driver is removed form that vehicle, then it's movement will be halted at that Lana Dobreedsite.Refer to rulings on Elis Helrot.

Insignificant Rebellion

Landing Claw See Glossary.Both players get to see any card that is lost from hand before it is placed on thisEffect.A starfighter attached to a starship that lands is still considered attached. Ifdetached (or if the Landing Claw is canceled) the starfighter becomes

It Can Wait

landed at that location (if this is not possible, then starfighter is lost).Use 3 Force to place an opponent's just deployed character, starship,§ Lando with Vibro-Axvehicle, weapon, or device in opponent's hand. On opponent's next turn, thatcard (or one card of same title) may deploy for free.This Light Side character has a permanent weapon icon.See Dark Side counterpart I’d Just As Soon Kiss A Wookiee.The destiny drawn by the player whose character is being targeted by theVibro-Ax is not a weapon destiny.

It Is The Future You See

Legendary StarfighterGame text that requires you to "shuffle and draw destiny", such as AnakinSkywalker, can still have that destiny draw substituted by the card on Jedi TestIf opponent just lost a starship in a battle you won, deploy on your participating#5 (although you must still shuffle your Reserve Deck).starfighter. Once during each of opponent's move phases, opponent loses 1Force (2 if starfighter is Falcon or Red 5). Also, that starfighter is power +2

It’s Worse

(Immune to Control.)When this Interrupt increases your opponent’s Force loss, this is simply a•Legendary Starfightermodifier; it does not create a new, separate instance of Force loss. It Could Be Leia Seeker See Glossary.Worse is played during the result step of a Force loss action, and thereforethe chance for optional responses to that Force loss action has alreadyThis weapon may only target a warrior of ability < 3 or a Leia of ability < 3passed.(such as the Leia found in the Jedi Pack).For example: the Dark Side player Force drains for 2. The Light Side player Let The Wookiee Winhas no response to the Force drain (neither does the Dark Side player) andthe Force drain now has it’s result. The Light Side player now plays It CouldDuring a battle at a holosite, add one battle destiny. OR Play on anBe Worse and uses 2 Force. The Dark Side player responds to It Could Beopponent’s character of ability < 5 present with your Wookiee that justWorse by playing It’s Worse and using 5 Force. Neither player has anyparticipated in a battle you lost. Character is Disarmed (power –1 and mayresponses to the It’s Worse (the Light Side player doesn’t have his Sense inno longer carry weapons).hand) and thus it has its result. The Force drain loss is now 7 Force and LightWhen Disarming an opponent’s character, this Interrupt is placed on thatSide cannot play his Control because the optional response step to the Forcecharacter to indicate that the character is Disarmed. Therefore, once Let Thedrain is already over.Wookiee Win has had its result, it is “on table” but may not be targeted bySense because it is just used as an indicator that the character is Disarmed. CCGSection 1. Rulings By Card TitleIG-88 With Riot Gun

§ Let Them Make The First Move / At Last We Will Have Revenge

When losing a lightsaber combat by 5 or more, Force lost must come from theReserve Deck, but if this is not possible it may be lost from hand, Used or ForcePile.

Lieutenant Arnet

This Imperial does not have the characteristic commander. See commander.

Lone Rogue

If one of your pilots is at an exterior Hoth site, use 2 Force to search yourReserve Deck and take one T-47 into hand. OR If your piloted T-47 isdefending a battle alone at a site, add one battle destiny.See alone.

Luke Seeker

Use 1 Force to deploy on opponent's side at any unoccupied site. Movesduring your control phase, like a character, at normal use of the Force. Whenat same location as Luke of ability < 4 or pilot of ability <3, choose one to beimmediately lost. Seeker also lost.

Luke Skywalker, Jedi Knight

This Rebel's game text will subtract from the Dark Side's total destiny for anEpic Duel. This persona of Luke may not be an apprentice for any of the JediTests. See Jedi Tests.

Luke Skywalker, Rebel Scout

When Always Thinking With Your Stomach targets Luke's site, Luke still countsas a character at the site for determining the Dark Side destiny drawrequired, he just cannot be "chosen" if the draw is successful.

Magnetic Suction Tube

Deploy on your sandcrawler. Once during each of your control phases, maytarget one character present. Draw destiny. If destiny > character’s ability,“suck up” character (relocate to related interior Sandcrawler site or owner’sUsed Pile).See droid.

Main Course

The lost function of this card may not target a lone Chewbacca as a charactercannot be “together” with itself. See characters with dual icons.

Major Haash'n

If deploying to a Home One site when Home One is not on table, Haash'ndoes not deploy at -2 because you cannot establish that this site is aboard a"star cruiser". See starship sites.

Major Marquand

The game text “piloting a combat vehicle with Watts” means that both Wattsand Marquand must be piloting the same combat vehicle.

Mandalorian Armor

References to Mandalorian Armor (for example, the card Hidden Weapons)refers to this device card. It is not a characteristic.

Mantellian Savrip

This Effect allows you to forfeit cards that have a forfeit value directly from yourhand during the damage segment of a battle you have lost. This is treated thesame as normal forfeiture, satisfying battle damage and/or attrition(simultaneously if both need to be satisfied).Cards forfeited from hand with Mantellian Savrip must be placed in the LostPile regardless of any other game text. For example, a character may not beforfeited from hand to the Bacta Tank, and the Star Cruiser Liberty may not beforfeited from hand to the Used Pile.

Mara Jade, The Emperor's Hand

This Dark Side character may initiate a duel only with Vader's Obsession (withor without Epic Duel). See characters with dual icons.

Massassi Base Operations / One In A Million

The "For remainder of game" text on the front side of this Objective cardprevents the Light Side player from deploying Revolution anywhere.

Master Luke

See leaves table.

Medium Repeating Blaster Cannon

Deploy on a site. May be moved by two warriors for 1 additional Force. Yourwarrior present may target up to two characters or creatures at same oradjacent site using 2 Force. Draw two destiny. Target(s) hit if total destiny >total defense value.This card permits you to move two warriors using only their landspeed as asingle movement action (this weapon must move with them). If performed as anormal move, then both warriors are performing a regular move (seemovement - regular - using landspeed) and you must use 1 Force for each(plus 1 additional Force for the weapon). See weapon - long-rangeweapons. CCG G SLOSSARYUPPLEMENT

Meteor Impact?

No Match For A Sith See Section 3.A character targeted by this Utinni Effect may not move to any other system;An opponent's Jedi is an implied target for this card, and therefore this cardmay not move to any site of greater distance (number of adjacent sites) fromcannot be played unless a Jedi is on table to be targeted. See interrupts –the Utinni Effect than the current site; and may not move to the related systemtargeting.or cloud sector. Obi-Wan Kenobi

Mind What You Have Learned / Save You It Can

When a battle was just initiated where present, may use 1 Force to chooseThe Side 0 text on this card permits you to ignore location deploymentone opponent’s character of ability = 1 present to move away (for free), orrestrictions of any version of the Luke or Yoda persona when deploying themthat character is lost. Immune to attrition < 5.to Dagobah using the objective.See move away.If the apprentice is removed from the table while Mind What You Have Odin NesloorLearned (destiny 0 side) is face-up, then all Jedi Tests (whether completed bythat apprentice or targeting that apprentice) are lost. The only exception toRefer to rulings on Elis Helrot.this rule is that if an apprentice is captured or sent missing, the Jedi Tests on One-Armthe apprentice, as well as any uncompleted Jedi Tests targeting thatapprentice, remain on table. The uncompleted Tests will "remember" theThis creature is a Wampa. See creatures – selective.apprentice, such that if he is subsequently released or found, that apprentice Organized Attackcan continue his training from where he or she left off. See capturingcharacters, missing.When played, Organized Attack does not benefit landed starfighters in anyAn action whose result may be retrieval using cards on Dagobah can still beway, as landed starfighters cannot utilize any cards that would logicallyinitiated, but if the result is a retrieval action, no retrieval occurs. For example,require the starfighter to be moving. See starfighters - landed. Organizedthe Light Side may still initiate a battle on Dagobah against the Dark SideAttack may be played if there are no X-wings or Y-wings on the table.player even though Draw Their Fire is in play, but the Light player will not Ounee Taretrieve a Force. Similarly, Failure At The Cave will work normally, except thatif the destiny draw is < 4, the Dark Side does not retrieve 2 Force.If this Effect is deployed at the start of the game, it will not allow you to take yourstarting interrupt into hand because that interrupt will still be resolving, andthus not yet in the Lost Pile when this Effect is deployed.

Mirax Terrik

The foil version of this Light Side character has an incorrectly printed deploy Our Most Desperate Hournumber. Mirax's printed deploy cost should be 2.This Utinni Effect must be deployed upon the Alderaan system location.

Mon Mothma

OverloadThis Rebel has the characteristic senator.This Interrupt may destroy artillery weapons. However, only the artilleryweapon itself is lost, because there is no character or starship “carrying” it.

Motti Seeker

This interrupt may also target a character with a permanent weapon icon,This weapon may only target a pilot of ability < 3 or a Motti of ability < 3.however, it only has an effect if the destiny draw = 0 (character with weapon islost).

My Kind Of Scum / Fearless And Inventive

"Reps", as defined by My Kind Of Scum, are not on table when they are Overwhelmedplaced on this objective. Thus several copies can be on the objective, evenThis interrupt ignores a concealed starfighter attached with a Landing Claw.while one is on table.See on table, unique and restricted cards. Owen & Beru LarsThis combo character card is considered to have both the characteristics male

My Lord, Is That Legal? / I Will Make It Legal

and female. See gender of characters.The final sentence on Side 7 of this objective is an optional action that may beinitiated at the end of the turn (See end of turn). Any automatic actions Perimeter Patrolscheduled for the end of the turn (such as losing Force to Visage Of TheThe Light Side must lose 1 Force when deploying to an Endor: BunkerEmperor or the Effects of I Did It!) will happen before this optional action maycontrolled by Dark Side.be declared. See automatic actions. Plead My Case To The Senate / Sanity And

My Loyal Bodyguard

CompassionPadme cannot count as both a handmaiden and Amidala for the secondSee My Lord Is That Legal? / I Will Make It Legal.function of this card - another handmaiden must be at Padme's site to use thistext. Podrace Prep

Mynock

The starting function of this Interrupt may not be used to deploy an Effect thatlists any deploy cost in its game text (such as Beggar). See deploy cost.Habitat: unrestricted. Moves like a starfighter. May attack starfighters, and mustUsing the Lost function of this Interrupt card replaces a single race destinyattack one if present by attaching to cumulatively reduce power anddraw. Additional race destiny draws may still be drawn normally. This is ahyperspeed by 2 (detaches only when both < 1).reversal of a previous ruling.This creature may not deploy on your opponent's side of the location oraboard a starship or vehicle. Attacking a starfighter is still a normal creature Power Pivotattack, and thus may occur only during either player's battle phase. SeeThe first function of this interrupt allows you to reduce the power of onecreatures – attaching, creatures – selective.opponent’s starship for the remainder of the battle only.

Naboo: Theed Palace Throne Room

Prepared DefensesGame text or rule references to "Theed Palace Throne Room" refer to thisSee Heading For The Medical Frigate.Naboo location. References to "Throne Room" (such as on Bring HimBefore Me, or Emperor's Power) refer strictly to the Death Star II: Throne Pride Of The EmpireRoom.If opponent just lost a starship in a battle you won, deploy on your participatingstarfighter. Once during each of opponent's move phases, opponent loses 1

Narrow Escape

Force (2 if starfighter is a TIE/ln). Also, that starfighter is power +2 (Immune toIf opponent just initiated battle at a site where you have a Rebel of ability > 2Control.)present, move all of your cards with ability there away (using their landspeed•Pride Of The Empireat normal use of Force) and cancel battle.See move away. Princess LeiaThis Rebel has the characteristic senator.

Nebulon-B Frigate

This starship's game text is clarified to allow any starship weapon that meets Projective Telepathythe following criteria to deploy aboard:Cancel Anger, Fear, Aggression when it is inserted or revealed. OR If your• Has the characteristic turbolaser battery or the characteristic laser cannonopponent just initiated a battle or Force drain, opponent must choose to use 2andForce, or cancel that battle or Force drain.• By its own gametext, can deploy on a capital starship (even if it deploys onlyon a specific capital starship or a particular class of capital starship).

No Escape

If this Effect is deployed at the start of the game, it will not allow you to take yourstarting interrupt into hand because that interrupt will still be resolving, andthus not yet in the Lost Pile when this Effect is deployed. CCGSection 1. Rulings By Card TitleMeteor Impact?

Proton Bombs

Proton Bombs deploy on your bomber. They can be used repeatedly in oneof two different “bombing modes” depending on the kind of site beingtargeted:• Interior sites — You may perform “orbital bombardment” in an attempt to‘collapse’ a related interior site (as long as it is not protected by shields). Thisform of bombardment can only be performed from the system (or a cloudsector), and the bomber does not move from that location. The related sitemay be collapsed as a response to the initiation of the Force drain, but theLight player has first chance to respond. Therefore the Light player maycancel the drain (such as with Control) before the Dark Side gets a chance tocollapse a site.• Non-interior sites — You may perform “carpet bombing” in an attempt todestroy characters, vehicles and starships at a related non-interior site. SeeBombing Run.

Punch It!

If Han or your Lando is piloting a starfighter which is defending a battle at asystem, add one battle destiny (add two if starfighter is Falcon). Also, starfighteris immune to attrition for remainder of turn.

Put That Down

If one of your characters was just targeted by a weapon during battle, use 3Force to cancel that targeting. OR Cancel Double Back or Res Luk Ra'auf.

§ Qui-Gon Jinn, Jedi Master

See cancel - game text.

Quiet Mining Colony / Independent Operation

Your opponent may still cancel your Force drains with a 'react'. See Forcedrains may not be modified or canceled by opponent.

R3-T6 (Arthree-Teesix)

While aboard a capital starship, adds 1 to power and 2 to hyperspeed, andthat starship is immune to attrition < 4. While at Death Star: Central Core,hyperspeed of Death Star system = 2.

Rebel Commander

This Light Side character does not have the characteristic Corellian.

Rebel Strike Team / Garrison Destroyed

The third line on Side 0 of this Objective card is clarified to read: "Once duringeach of your deploy phases, may use 2 Force to take one Bunker orDeactivate The Shield Generator into hand from Reserve Deck; reshuffle."See Force drains may not be modified or canceled by opponent.

Red Squadron 1

This starship is a persona of Red 2. See personas - starships and weapons.

Relentless Pursuit

The first function of this interrupt allows you to reduce the power of oneopponent’s starship for the remainder of the battle only.

Rendezvous Point

LIGHT: Your starships deploy -2 here and are hyperspeed +2 when movingto or from here. Neither player may Force drain here.

Rep Been

GunganThis character is a

Report To Lord Vader

The target “Imperial involved in that battle” specified on this card may not beVader.

Rescue The Princess / Sometimes I Amaze Even Myself

The commands "Place out of play" and "you may not deploy Death Star Plansfor remainder of game" are both linked to a single condition: "if Leia is lostfrom table". Thus, even though the objective is not placed out of play if you areusing Prisoner 2187 and Leia is lost from table, Death Star Plans may still nolonger be played.On the destiny 7 side of this Objective, only the opponent’s just lost unique (•)characters, vehicles and starships are placed out of play. See immunity –gaining and losing.

Resistance

The text of this card comes into effect as an automatic action when you loseyour second Force (and meet all other requirements of the card).

Rise My Friend

The second function of this Dark Side interrupt may not be played to relocateVader from a Dagobah site. See Dagobah. CCG G SLOSSARYUPPLEMENT

Rogue Asteroid

Sith Probe DroidWhen targeted by starship weapons, this card may be targeted as if it was anyProbe Droid is a characteristic, and as such cards that target or deploy upon astarship - starfighter, squadron or capital. If a choice exists, firing playerProbe Droid may target or deploy upon the Sith Probe Droid.chooses which.The "limit 1 per location" text on this droid works as per the operative rules. Aplayer may not voluntarily deploy or move a Sith Probe Droid to or across a

Sandspeeder

location where another Sith Probe Droid is located. If this should everMay add 1 pilot or passenger. Permanent pilot provides ability of 1. May movehappen accidentally, the owner must choose one to be lost. If they belong toas a 'react' to Tatooine or desert sites.different owners, the droid lost is determined randomly. Slip Sliding Away

Scum and Villainy

This card may be used to move Frozen Assets from the top of your Force pileYou may not receive any of the benefits of this Effect if you do not already haveto the bottom.ability on table either provided by an alien or a pilot of an independentstarship. Sneak AttackThe Used function of this Interrupt card adds to total battle destiny for each spy

Secret Plans

and/or scout participating in that battle, including droids.See the Light Side counterpart, Aim High. Sniper

Self-Destruct Mechanism

During your control phase, fire one of your weapons. If URoRRuR’R’RLose a droid to cancel all attrition against you at same site this turn. ORfiring, may add 2 to each weapon destiny draw. (A seeker may be targeted byRetarget an opponent’s weapon to one of your droids at same site as target.a character weapon using defense value of 4.) Any ‘hit’ targets areIf droid is ‘hit’, use original target’s forfeit number.immediately lost.When this Interrupt retargets a weapon to a droid, that droid must be a validSee weapons – firing outside of the battle phase.target for the weapon (e.g., a Power Harpoon may not target droids).If 'hit' by the retargeted weapon, the droid inherits the target's forfeit value Snoovabefore any further weapon effects are applied (such as forfeit reduction text).See excluded from battle.

§ Senator Palpatine

SnowspeederDarth Sidious, Senator Palpatine, and Emperor Palpatine are three distinctMay add 1 pilot or passenger. Permanent pilot aboard provides ability of 1.personas. They are unrelated to each other for all game play purposes.May move as a 'react' to Hoth sites.Game text will refer to these three personas as Sidious, Palpatine, andEmperor respectively. Sorry About The Mess

Sergeant Brooks Carlson

During your control phase, fire one of your weapons. If Han firing, may add 1This Rebel modifies the movement cost and landspeed of other scouts. Heto each weapon destiny draw. (A seeker may be targeted by a characterdoes not actually permit other scouts to perform a movement action (regular,weapon using defense value of 4.) Any ‘hit’ targets are immediately lost.unlimited or 'react') if they are not entitled to one.See weapons – firing outside of the battle phase.

Sergeant Irol

Spaceport CityIrol adds 2 to the destiny draw for either function of High-speed Tactics.See spaceport sites.

Sergeant Major Bursk

Spaceport Docking BayThis character is considered to have the characteristic snowtrooper.See spaceport sites.

Sergeant Major Enfield

Spaceport Prefect's OfficeThis character is considered to have the characteristic Death Star trooper.See spaceport sites.

Sergeant Narthax

Spaceport SpeedersThis character is considered to have the characteristic snowtrooper, but notThe title of this Interrupt has been revised to read, “•••Spaceport Speeders”;commander. See commander.thus, it is now restricted (•••).

Sergeant Torent

Spaceport StreetThis character is considered to have the characteristic Death Star trooper.See spaceport sites.

Set Your Course For Alderaan / The Ultimate Power In

Special Delivery

The Universe

A Special Delivery can only be performed once per period of captivity for anycaptive. Thus, once Dark Side has "specially delivered" a character, Dark SideWhen the Yavin 4 system is blown away, the destiny 7 side of this Dark Sidecannot “special deliver” that character again unless the character escapes orObjective adds to the damage inflicted by the "blown away" rules. Therefore,is released and is subsequently recaptured.generic sites are not considered when calculating the requirements or theresults of the blown away action. See blown away - systems. Special Modifications

Shattered Hope

Use 1 Force to deploy on any starship to add 2 to its armor or maneuver. If onFalcon with Han, Lando or Chewie piloting, also adds 2 to power and forfeit.If a battle you won just ended at an interior site and you have a character ofability > 3 present there, relocate one opponent's character present to anadjacent site. (If on Cloud City, may relocate that character to Weather Vane Squadron Assignmentsinstead.)See Dark Side counterpart Combat Response. Staging Areas

Shocking Information

The "may deploy" text on this Light Side Effect overrides the deploymentThis card may only be played if a scomp link is on table (and able to berestrictions listed on a non-unique Star Cruiser card only. It does not, fortargeted). This card may target (or affect) a Scomp link aboard a starship orexample, permit the deployment of a non-unique Star Cruiser to Dagobah,vehicle at a location. The second function of this Interrupt affects cards thator 'behind' the Endor Shield.peek at one, some or all of the cards in your hand. Star Destroyer: Launch Bay

Shocking Revelation

This site is a launch bay, not a docking bay, but starships are permitted toSee Light Side counterpart, Shocking Information.deploy, land and takeoff to and from here as if it were a Docking Bay.

Shot In The Dark

Start Your EnginesDeploy on your side of table. Once per turn, you may lose 1 Force to draw theThe starting function of this Interrupt may not be used to deploy an Effect thattop card of your Reserve Deck into your hand. If that card is a space creature,lists any deploy cost in its game text. See deploy cost.you may immediately deploy it for free. Stay Sharp!

Sienar Fleet Systems

See weapons – firing outside of the battle phase.Deploying a TIE Squadron (such as The Emperor's Sword, or a TIE Stunning LeaderSquadron deployed with Atmospheric Assault) allows you to retrieve 3 Force.If a battle was just initiated at an interior site, use 1 Force to exclude from thatbattle all characters of ability > 2 and all leaders (on both sides).Characters of ability > 2 or leaders introduced to the battle after this Interrupthas been played are also immediately excluded from the battle. CCGSection 1. Rulings By Card TitleRogue Asteroid

Superficial Damage

See Dark Side counterpart, Inconsequential Losses.

Suppressive Fire

See weapons – firing outside of the battle phase.

Surface Defense

See Light Side Counterpart, Don’t Tread On Me.

Tagge Seeker

This weapon may only target a warrior of ability < 3 or a Tagge of ability < 3.

Take The Initiative

See Dark Side counterpart Sneak Attack.

Tarkin Seeker

This weapon may only target an alien of ability < 3 or a Tarkin of ability < 3(such as the Tarkin found in the Jedi Pack).

Tatooine: Jabba's Palace

This location is considered to be a Jabba's Palace site.

Tatooine: Podrace Arena

Any race destinies stacked upon the Arena are not considered to be on table,and are not "at that location". See podracer - race destiny and race total.

Taym Dren-garen

When on Tatooine, may cancel any result of Krayt Dragon Bones. While atAudience Chamber, all your Tusken Raiders are power = 3 and forfeit +2.See unmodifiable values.

That Thing's Operational

If the Light Side “blows away” Death Star II using this Epic Event’s game text,before the Sector and System Locations are lost, each piloted Starfighter atthe Death Star II: Reactor Core may immediately attempt to ‘escape’ asunlimited movement. That Starfighter moves toward the Death Star II System(moving one Sector at a time for free, and drawing each required movementdestiny, until it either reaches the System Location or is lost). The Light SideStarfighters all attempt to escape first, then the Dark Side Starfighters do thesame (drawing movement destiny using Light Side game text).As specified on this Epic Event, when the Death Star II is "blown away", theDark Side player loses double the normal "blown away" penalty - that is, 4 xtotal number of Dark Side Force icons at Death Star II locations.

That's One

This Effect adds to Chewie's weapon destiny draws (not Han's).

The Camp

The deploy modifiers listed within brackets all apply to your opponent's alienswhen they are deploying to Tatooine only.

The Circle Is Now Complete

If Vader and Obi-Wan are present at same site, use 1 Force to initiate a duelbetween them. Compare their power, and add 2 if that character is armedwith a lightsaber. Loser (lowest total) of duel is placed out of play.

The Emperor

This card is a version of the persona "Emperor". See Emperor Palpatine.

The Emperor's Prize

If Luke was just 'frozen,' deploy on Emperor or Detention Block Corridor.Target Luke and Vader. When reached by targets, place Utinni Effect onLuke and opponent must lose half of Life Force (round down). If Lukereleased, lose Utinni Effect. (Immune to Alter.)

The First Transport Is Away!

Once this Utinni Effect has been used to retrieve Force, it remains in play onlyas a marker for the Hoth site power bonus. It may not be used to retrieveForce again.

The Planet That It’s Farthest From

See Dark Side counterpart, A Bright Center To The Universe.

The Shield Doors Must Be Closed

This Effect stops movement from a non-Echo site to the Echo Docking Bay, orfrom Echo Docking Bay to a non-Echo site.

The Signal

This Light Side Interrupt may not be used to deploy an Effect that lists anydeploy cost in its game text (such as Beggar). See deploy cost.

There Is Good In Him / I Can Save Him

The capture action targeting Luke on the destiny 0 side of this Objective cardmay only be initiated if Luke can be seized by an Imperial. This is an exceptionto the normal capturing rules. See capturing characters.

There Is No Conflict

The card referenced by this interrupt's Used function is intended to be "I FeelThe Conflict". CCG G SLOSSARYUPPLEMENT

§ There'll Be Hell To Pay

U-3PO (Yoo-Threepio)This Immediate Effect, once it has had its result, causes subsequent copies ofThe Light Side player may choose to not accept this Dark side droid when it'san Interrupt with the same name (from either player) to have an additionalcover is broken, in which case it becomes a Dark Side non-Undercover droid.Force cost. UltimatumIf a response attempts to relocate an Interrupt placed on this card (e.g. Senseto cancel the interrupt and send it to the Lost Pile, A Jedi's Resilience to returnThe text of this card comes into effect as an automatic action when you losea duel-initiating interrupt to hand), it remains on the Immediate Effect ratheryour second Force (and meet all other requirements of the card).than being relocated.For example, if you are being drained for 5 Force and you satisfy theCards that stack a just played Interrupt upon them are referred to asbattleground requirements of Ultimatum as well as having It Could Be Worse"grabbers". Examples include Immediate Effects like Grappling Hook andin hand and 2 Force saved. If you choose to play It Could Be Worse to reduceWhat’re You Tryin’ To Push On Us?, as well Effects like Allegations Ofthe Force loss by 2, you have not lost any Force to the drain, and must still loseCorruption.2 Force before Ultimatum will take effect (and you then will not have to loseA just played Interrupt can be grabbed by only one grabber when played.any more Force).Once grabbed, another grabber cannot be played to grab it or subsequentcopies of that interrupt if they must be 'stacked'. UndercoverIf multiple copies of an Interrupt are being affected by more than one ofDeploy on your spy at a site and cross spy to opponent’s side. Spy is nowgrabber at the same time (the first copy is grabbed by a Tentacle for example,Undercover. During your deploy phase, may voluntarily “break cover” (losewhich does not require subsequent copies to be stacked), then the effects areEffect) if at a site. (Immune to Alter.)cumulative.See undercover spy rules.For example: Your opponent plays Sense, and you respond with Tentacle. Allcards of title Sense are now unique. Next turn, you play a Sense, and your Unfriendly Fireopponent uses 1 Force to stack it on A Tragedy Has Occurred. The next turn,This card can only affect characters, creatures, weapons, devices, starshipsyour opponent plays a Sense which is unique, must be stacked on A Tragedyand vehicles. See all cards.Has Occurred, and costs 2 Force to play. You cannot respond to the play ofthis Sense by playing There'll Be Hell To Pay, because the Interrupt is already§ Vibro-Axstacked.This weapon may target only characters. The destiny drawn by the playerwhose character is being targeted by the Vibro-Ax is not a weapon destiny.

§ They Will Be No Match For You

Vine SnakeAny Dark Side card that initiates a duel that Maul participates in is consideredto be "Maul initiating a duel". Thus Maul Strikes will not cancel Hunt DownHabitat: planet sites (except Hoth). Attacks a character by attaching. X starts atAnd Destroy The Jedi while this Effect is in play.0. Every move phase, draw destiny; each time destiny > ability, add 1 to X.Character is power -X (eaten if power = 0).

This Deal Is Getting Worse All The Time / Pray I Don't

When attacking a character, these snakes attach and attempt to gradually

Alter It Any Further

squeeze the life out of their victim. Vine snakes remain attached to their hostcharacter even if the host moves out of the creature’s habitat. However, if aSee Force drains may not be modified or canceled by opponent.vine snake detaches outside of its habitat, it is lost. See creatures – attaching,"Plays All Too Easy" means when All Too Easy is initiated. The Light Sidecreatures – selective.player loses Force even if All Too Easy is subsequently canceled.

Thok & Thug

Watch Your Step / This Place Can Be A Little RoughThis alien card is unique, and therefore cannot be targeted by cards thatWhen playing an interrupt from the Lost Pile, you do not need to state whichtarget non-unique aliens (such as Abyssin Ornament).interrupt you are playing, but you must state that you are using the Objective'sgame text and what you are using it in response to (if applicable).

Thok & Thug

If a valid interrupt (i.e. one that can legally be played in the declared timingGamorreanThis character is a 'window') cannot be found in the Lost Pile (if one can be found, it must beplayed), then the opponent may verify normally. See verification.

TIE Bomber

The Lost Pile should not be reordered during any of these searches orIn addition to participating in starship battles, TIE Bombers may be used inverifications. It is not reshuffled.conjunction with Proton Bombs and/or the Bombing Run Mobile Effect card toOnce resolved (whether successfully or not), the interrupt played from thebombard related planet sites. See bombing run battle.Lost Pile is put out of play regardless of where it was supposed to go. If"grabbed" (for example, by Tentacle or There'll Be Hell To Pay) the interrupt

Tonnika Sisters

stays on the grabbing card (because cards on the grabber are consideredTwice during each of your control phases, may use 2 Force to draw 2 destinyout of play).for 2 chances at a destiny = 2. If successful, may steal or destroy up to 2weapons or 2 devices present. Watto's Chance CubeThe Tonnika Sisters are now considered a combo card and falls under allSee even number.combo card rules. As such, this card counts as only one warrior, one thief, onespy, takes up only one capacity slot etc. See combo card. We Have A PrisonerThe Tonnika Sisters may destroy any weapon or device, but may steal onlyWhen capturing a just forfeited (or just lost) character using this Dark Sidesomething they can carry (such as a character weapon). The Tonnika SistersInterrupt, that character is captured after applying forfeit value (if applicable,may steal or destroy up to two weapons present or up to two devices presentand if that character was hit by a weapon that reduced it's forfeit, that forfeit is— not one of each. (See stealing.)restored to normal at this point) but before being placed on the Lost Pile. Inthis way, cards deployed on that character (for example, Bounty or a

Trample

weapon) are not placed in the Lost Pile. This is a specific exception to the justIf you have a piloted AT-AT or AT-ST present at a site, target opponent’slost ruling. See capturing characters, just lost.character, ‘crashed’ vehicle or unpiloted vehicle without armor present. DrawThis Interrupt’s first function may capture a character lost or forfeited from adestiny. Character lost if destiny > ability. Vehicle lost if destiny < 7.system or sector, if you have a potential escort available aboard a vehicle orSee unpiloted.starship at that location.

Treva Horme

§ We'll Handle This / Duel Of The FatesDuring your control phase, may 'sell' one Interrupt card from hand.When losing a lightsaber combat by 5 or more, Force lost must come from theOpponent must use X Force, where X = destiny of that card or entire ForceReserve Deck, but if this is not possible it may be lost from hand, Used or ForcePile (opponent's choice). Place sold card on opponent's Used Pile andPile.activate X Force. We're The BaitThis Utinni Effect may target Luke even if he is on Dagobah (as implied by the

Trooper Jerrol Blendin

Jedi Test restriction). We're The Bait is canceled if the captive or frozenDeploys only on Cloud City, but may move elsewhere. Power +2 whencharacter it is deployed on is released.participating in a battle you initiate. Opponent may use 2 Force to 'bribe'(exclude) Blendin from battle. Weapon LevitationThis character is considered to have the characteristic Cloud City trooper.You may not initiate a Weapon Levitation (Lost function) if the stealingcharacter is incapable of "carrying" a weapon. For example, a B'omarr Monk,

Tusken Raider

or a Disarmed character.Deploys only on Tatooine. W Power = 1, +1/2 for each other non-uniqueTusken Raider present (limit three other Tusken Raiders that may add topower).

Twi’lek Advisor

See the Light Side counterpart, The Signal. CCGSection 1. Rulings By Card TitleThere'll Be Hell To Pay

Weather Vane

Only the Dark Side player may capture characters here (see capturing).A character on the Weather Vane is on table only for rules, actions, orconditions that specifically refer to cards on the Weather Vane. Additionally, aunique (•) or restricted (••, •••) character on the Weather Vane still countstowards the restrictions specified by the uniqueness and persona rules.All cards targeting or deployed upon that character are treated as if thatcharacter has gone missing (see missing). If an escort is about to be relocatedto a Weather Vane, any captives that character is escorting are released.

WED-9-M1 'Bantha' Droid

When at a docking bay, this droid will cancel Lateral Damage at any system(not just the related system).

Weequay Marksman

Deploys only on Tatooine. May fire one weapon during your control phase(at double use of Force). May use 2 Force to 'assassinate' any character just'hit' by Weequay Marksman (victim is immediately lost).See hit.

Well Earned Command

This card is not considered to have the characteristic hologram.

WHAAAAAAAAAOOOOW!

This Interrupt card relocates a character after being defeated but beforebeing eaten.

What Is Thy Bidding, My Master?

Deploy on Emperor or any system. Target one character whose lore uses theword 'Emperor.' Target cannot use ability to draw battle destiny and isexcluded from being the "highest-ability character." Utinni Effect canceledwhen reached by target.

X-wing Laser Cannon

If this laser cannon is fired for free (for example, using an Interrupt such asStay Sharp!), X is zero.

Yade M'rak

Yade may only take your (Dark side's) just-drawn race destiny into hand, notyour opponent's.

Yoda

“Notice you will, on my card, an icon there is, yes. Jedi Master it means, and aLight Side Force icon it includes. While on table am I, one extra Force may youactivate.”A Dark Side character of ability > 3 is only required to initiate battle (or attack)at Yoda's location. Thus even if that character is later excluded, the battle willcontinue (assuming other Dark Side presence is still participating).See Jedi Master.

Yoda, Senior Council Member

Yoda may relocate only one other Jedi each Light Side move phase.

§ Yoda's Gimer Stick

The text permitting battles on this card supersedes only (Dagobah set) Yoda'stext that prevents initiation of battles at Yoda's location. It does not overcomeany other rule or card-based battle initiation restrictions (such as therequirement of presence, or the restrictive text on Duel Of Fates).

You Can Either Profit By This... / Or Be Destroyed

The version of Han that is deployed by the Light Side player must still observethat card's deployment restrictions. Thus TK-422 and Captain Solo are notlegal starting cards.Since frozen Han cannot be moved, he cannot be targeted by Trap Door orprisoner transferred. See movement – unlimited – relocating cards betweenlocations, movement – unlimited – prisoner transfers.If Chall Bekan is deployed by the Dark side player using the starting text of thisObjective card, then that player is still entitled to search their Reserve Deckand take a non-unique alien into hand.See captives – frozen.

You May Start Your Landing

"Occupy with an AT-AT" means that you must occupy the location, and theAT-AT must itself have presence (such as a permanent pilot), or havepresence aboard it (such as a character card).

You Must Confront Vader

This, the sixth and final Jedi Test, allows Luke (or Leia) to at last become a JediKnight by facing Vader and dueling him. Unlike the other Jedi Tests, this onedoes not require its target to be on Dagobah. Note that the destiny drawrequired when attempting the test is part of a duel, and thus is not “trainingdestiny” (it is not subject to training destiny modifiers).

You Want This, Don't You?

If Luke With Lightsaber Character card is on table, this card cancels only thetext on that card that is within parentheses. CCG G SLOSSARYUPPLEMENTSection 2. Rulings By Game Term

Your Destiny

While deployed on Bring Him Before Me, this Effect card is still considered to about to drawbe on table. This card is kept face up on table and will operate normally evenif Bring Him Before Me is flipped to it's destiny 7 side.Some cards such as Smoke Screen, Artoo I Have A Bad Feeling About This,Count Me In and Watch Your Back! allow a player to 'sacrifice' a destiny drawin order to substitute it with another value. Such game text can only be initiatedif:• the player is capable of making the draw (for example, you cannot useSmoke Screen if you are not capable of drawing battle destiny); and• the Reserve Deck has at least one card in it (see empty deck or pile).If such a card is canceled before resolving, then the player is still entitled todraw the destiny normally. actions — step 1: initiationInitiation of an action (such as a character's game text, or playing an Interruptcard) includes any or all of the following requirements, in this order:(1) meeting all conditions; (2) choosing all targets; (3) paying all costsIf all requirements for initiating an action cannot be met, that action may not beinitiated. actions — step 1a: initiation - meeting conditionsAn action cannot be initiated unless all of the applicable conditions of rulesand/or game text are satisfied.For example, to deploy a character by any means, location deploymentrestrictions listed in that character's game text must be satisfied. In addition,presence or a Force icon is required by the rules for all non-spy characters,as is observance of special rule-based deployment restrictions such as shieldrules or Dagobah rules.Similarly, an interrupt that plays “if a battle was just initiated” cannot be playedonce the weapon segment of a battle has commenced. actions — step 1b: initiation - choosing targetsAn action cannot be initiated (or an interrupt can not be played) unless all ofthe targets required by it's game text are able to be specified. That is, theyhave to be in play and 'targetable'.Targets are usually obvious, and are often explicitly stated in game text (forexample "Use 1 Force to target an opponent's Jedi." But sometimes actionscontain "implied targets" based on what the resolution of that action affects.For example, the Interrupt card Shocking Revelation says "Target a location.Scomp Links there cannot be used for remainder of turn." Location is anexplicit target, but at least one "scomp link there" is an implied target, and assuch Shocking Revelation cannot be played when there are no scomp links inplay.Another example would be attempting to play Vader's Obsession to duel acaptive Luke Skywalker. Captives cannot be targeted by cards that do notspecifically say they can target captives (see capturing characters), and as suchVader's Obsession could not be played as the required targets cannot betargeted (even though they are in play).Also, actions that cancel other cards (or actions) are considered to betargeting the card (or action) that they cancel. Thus you cannot play Evader ifthere were no Revolution cards on table.For rules regarding initiating actions that target a deck, pile or hand whenthat target is empty, refer to the entries "empty deck or pile" and "empty hand". actions — step 1c: initiation - paying costsAn action cannot be initiated unless all of the stated costs of rules and/or gametext are satisfied.Examples include using Force to deploy a character or initiate a battle, orlosing 2 Force to deploy Visage Of The Emperor. Nabrun Leids requires youto draw destiny to determine the cost of that transport action.Sometimes costs do not involve Force, but can involve another card, or evenforegoing another action. For example, Noble Sacrifice's cost is that you mustplace one of your character's out of play. Podrace Prep says "Instead ofdrawing race destiny, use a card from hand", so that it's cost is that you cannotdraw race destiny that turn (see also "about to draw"). actions — step 2: optional responsesIt Can Wait is not an example of a legal response to the initiation of an action,and should be deleted from the parenthetical list of examples shown in the agendaA character’s agenda(s) is listed in a sentence of their game text, immediatelyfollowing the bolded keyword “Agenda(s).” For example, Queen Amidala,Ruler Of Naboo has the agendas of ‘justice’ and ‘peace.’ Other game text canthen provide a benefit or disadvantage based on a condition relating to thatagenda. When referring to two characters, a matching agenda exists if eitherof them has one agenda that the other character also possesses. alienA type of Light Side or Dark Side character, as indicated by the icon in the topleft hand corner of the character card. Refer to your Glossary or Rulebookinside cover for a list of icons. CCGSection 1. Rulings By Card TitleYour Destiny

all cards

Any game text or rule that causes "all cards" (or "all characters") to be lost willalso affect undercover, missing or captured (including frozen) charactersnormally.Cards with such game text includes Cantina Brawl, Thermal Detonator,Proton Bombs, Program Trap and Debris Zone. Rules include those for"blown away" as well as "collapsed."Any game text that sends "all characters" missing will affect undercover spiesnormally. Escorted captives are considered released and follow normal"released" rules (they can be moved to the Light Side of that location, or can'escape' to the Used Pile). See captives - releasing. Frozen characters areunaffected by "missing" game text (although they may become unescorted iftheir escort is sent missing).It should be noted that an imprisoned character is treated a little differently.See captives - imprisoned.

all characters

See all cards.

alone

Your character or permanent pilot is alone at a location if you have no othercharacters and no other cards with ability at that location.A card that represents two or more persona (such as the Character cardArtoo & Threepio or Tonnika Sisters), or a permanent pilot of a starship orvehicle that has multiple permanent pilots (such as Executor or a TIESquadron), is not considered to be alone.Your starship or vehicle is alone at a location if the only characters, vehiclesand starships you have at that location are aboard the starship or vehicle inquestion.

alternate image cards

An alternate image card set is two or more cards with identical title, game text,lore statistics etc., only differing by their picture. For all game play purposes,two cards that make up an "alternate image" set are still considered to be thesame card. Thus, for example, both would be lost if in the player's hand whena Monnok is played.

astromech capacity

Some starfighters have passenger capacity specifically reserved for an"astromech." Astromech capacity on a starship is a type of passenger capacitythat can only be filled by an astromech droid (not Brainiac!). Of course, anycharacter that provides astromech capabilities can still work normally from anyregular passenger capacity slot.

attaching creature

See creature – attaching.

automated weapons

See weapons – automated

automatic modifiers

Any modifier which simply states that it occurs — without a word such as “may”to indicate that it is optional — is automatic. For example, “if you control, Forcedrain +1 here” (Alderaan) is an automatic modifier when the condition(controlling that location) is met. “May add 1 to a Force drain at a related site”(Clouds) is optional.As a rule of thumb, any time you choose to apply a modifier, it’s not automatic.In addition, interrupts are always played by choice, and as such they usuallyconstitute optional modifiers (dependent upon context).Automatic modifiers are considered to be instantaneous, and are includedbefore any further actions or comparisons can be made. See cumulatively.

battle destiny — conditions on drawing

If game text imposes conditions for drawing battle destiny (for example, abilityof 6 or more required to draw battle destiny here), then those conditionsaffect all battle destiny draws except those granted by the game text "if not ableto otherwise”.

battle destiny – draws one battle destiny if not able to

See Glossary.

otherwise

This game text is applicable only during the power segment of a battle, andonly if a battle destiny draw is not eligible to be drawn by any other means.Thus this text may never be used in combination with any other destinydrawing text to gain two or more destiny draws. The use of this game text isalways optional, because drawing battle destiny is always optional.This game text will override any battle destiny conditions such as "ability of 6 ormore required to draw battle destiny". This draw can still be canceled orreduced though. CCG G SLOSSARYUPPLEMENT

battle destiny modifiers - automatic

cancel — durationSome battle destiny modifiers are automatic. They provide the player with noSome game effects persist for a defined duration (for example, “untiloption, and usually 'activate' as soon as a set of specified conditions are met.beginning of your next turn,” “for remainder of battle” or “for remainder ofThey do not use the word "may", which indicates an optional action, or onegame”). If a card is canceled after beginning to provide such a game effectthe player can choose to initiate or not. For example, Leia With Blaster Rifle(e.g., you have used 1 Force to activate S-foils), that game effect will continuesays "Adds one battle destiny if with Han." This is an automatic battle destinyuntil the duration expires. See cancel.modifier. An interrupt is initiated by choice, so Skywalkers, for example, is not cancel - game textan automatic modifier.Automatic battle destiny modifiers initiate and resolve during the powerActions that suspend or stop the use of all game text on a card are consideredsegment, when battle destiny is drawn. As such, their conditions must beto be "canceling the game text" (and can be prevented by text that says "gamechecked immediately before their draw. In this case, Leia and Han must still betext may not be canceled").participating in the battle to gain the benefit of this modifier.Canceling game text effectively 'clears' the game text from the targeted cardfor a specific duration (or while the canceling card is in play). No actions ormodifiers may be initiated or triggered from the canceled card's game text.Statistics, card title, icons and other card information is unaffected, unless the

battle destiny modifiers - optional

game text of the card defines those statistics (see undefined values). A cardSome battle destiny modifying actions are optional. That is, they are initiated bywho's game text is canceled still remains on table - it is not placed in the Lostplayer choice. All interrupts are optional for example. Also, text such as "MayPile as a canceled card would be (see cancel). See also cancel – duration.add one battle destiny" is optional, because the choice to initiate this is up toWhen a card's game text "returns", if that card is then found to be performingthe player.an illegal operation (for example, Kal'Falnl C'ndros is found to be aboard aAny optional actions that are "top level" actions, that is, they are not responsesstarfighter), that card is immediately placed in the owner's Lost Pile (this doesto another action, can only be initiated during the weapons segment of battlenot count as being just lost).(*the only segment where top level actions are legal). The required initiationconditions for any optional actions is checked when that action is initiated. For cannot battleexample, if playing Skywalkers, the condition of Luke and Leia being in abattle together is checked at the time the interrupt is played.See excluded from battle.The result of a battle destiny modifier is to schedule an automatic modifier that cannot be movedwill occur when battle destiny is drawn. At that time, the conditions for initiatingthat action are not checked again. Using the Skywalkers example, if Leia wasThis phrase is now synonymous with cannot move.lost or captured after playing Skywalkers, but before battle destiny are drawn cannot movethe additional two destiny from Skywalkers would still be drawn.Observing the cumulative rule, playing more than one copy of the same cardThe phrase “cannot move” means that a card cannot make any regularhas no further effect.move, unlimited move, or 'react'. See movement. This does not stop a cardfrom being "carried." See movement – carrying cards.When an action attempts to move a group of cards, and one or some of those

battleground

cards cannot move, the action is not canceled; simply move all cards in theA battleground is any system, sector or site location where both players havegroup that are able to move.Force icons.It does not matter if these Force icons are provided by other cards such as capacityDaughter Of Skywalker or Presence Of The Force, as long as they are activeat that location (not canceled by a Sleen for example). The exception to this isCapacity is the limit that a vehicle or starship can carry, as defined on thethe Force icon supplied by a Jedi Master, which is not considered to be at thatvehicle or starship card.location for any purpose, and thus has no effect on a location's battlegroundWhen a vehicle or starfighter’s capacity includes pilots, drivers and/orstatus. See character - Jedi Master.passengers, this capacity conceptually represents the bridge or cockpit. WhenHowever, the following locations are not battlegrounds:its capacity includes other vehicles and starfighters, this capacity conceptually• holosites,represents the cargo bay. Only characters which are conceptually “on the• Dagobah locations,bridge” (or cockpit) take up capacity; those at a related starship or vehicle site• shielded Hoth or Death Star II locations,do not occupy capacity on the "outer" starship or vehicle, and may not pilot,• Jabba's Palace: Audience Chamber when Bo Shuda is deployed there.drive or otherwise enhance that vehicle or starship.• Tatooine: Podrace Arena while either player has a race total > 0.Characters which remain aboard something in the cargo bay (such as a• Coruscant: Galactic Senatecharacter aboard a AT-AT which is aboard a Star Destroyer), occupy capacityonly on the "inner" starship or vehicle (in our example, the AT-AT) and areconsidered only to be passengers - that is they are not piloting or driving that

beginning of turn

"inner" starship or vehicle.See start of turn.

biker scouts

captivesThe specialized Imperials known as biker scouts are considered to beSee capturing characters, captives – frozen.troopers, scouts, and stormtroopers in addition to being biker scouts for the captives – escortingpurposes of cards that reference any of these characteristics.When your bounty hunter or warrior takes a captive into custody (including by

§ blown away – Blockade Flagship

prisoner transfer) the bounty hunter or warrior becomes that captive’s escort.The starfighter Bravo Fighter details how to blow away the NeimoidianEach character may escort only one captive at a time. Unless specificallyBlockade Flagship. If blown away, the Blockade Flagship and any Flagshipallowed by a card, an escort may not give its captive to another bounty hunterlocations on table are placed out of play (and may not be redeployed thisor warrior.game). Any cards on the Flagship (or at a Flagship site) are placed in theirA captive moves with its escort automatically (at no additional use of the Force)owner’s Lost Pile.whenever the escort uses landspeed, shuttling, docking bay transit, embarks,disembarks, transfers between docked starships or uses the specialmovement text of a site location (for example, Cloud City: Upper PlazaCorridor). The captive occupies passenger capacity aboard vehicles and

blown away – Endor: Bunker

starships (regardless of whether the escort is a passenger or a pilot).See Deactivate The Shield Generator.See captives – prisoner transfers.

blown away — systems

See Glossary.When the Objective card Hidden Base / Systems Will Slip Through YourFingers is face up on table, any “blown away” system is considered to havebeen ‘probed.’Any ‘probe’ cards under a system when it is “blown away” remain there.

bomber

All starships of class B-wing or TIE/sa are considered to be "bombers" forgame text that refers to this characteristic.

bombing run battle

A Bombing Run battle is a battle at the same location as the Dark Side MobileEffect Bombing Run, where at least one TIE/sa is participating.

bounty hunter

Bounty hunter is a characteristic applicable to Character cards only. CCGSection 2. Rulings By Game Termbattle destiny modifiers - automatic

captives – frozen

This term refers to a captive who is encased in carbonite (via a Dark Side cardsuch as Carbon-Freezing or All Too Easy, or the Light Side Objective cardYou Can Either Profit By This... / Or Be Destroyed).A frozen captive is considered to be power, ability, and landspeed = 0 for anyaction or condition that targets these statistics of a captive.A frozen captive:• cannot be attacked by creatures (not even with the game text on Great Pit ofCarkoon)• cannot be tortured or interrogated in any way (using IT-0, Hypo, EV-9D9,Aiii! Aaa! Agggggggggg!, Interrogation Array, Sonic Bombardment andCloud City: Interrogation Room).• cannot be "hit", and cannot battle or fight their escort, so they cannot be usedwith Captive Fury, Human Shield, or Strangle.• cannot be escorted with Binders.• cannot be targeted by any card that freezes a character.Otherwise, a frozen captive is on table only for rules, actions, or conditions thatspecifically refer to captives or frozen captives. Additionally, a unique (•) orrestricted (••, •••) frozen captive still counts towards the restrictions specified bythe uniqueness and persona rules.See capturing characters.

captives – frozen – releasing

Frozen captives may be released by special cards or game actions thatrelease captives (see captives – releasing). In addition, if the Light Sidecontrols a location where an unescorted frozen captive is (and that captive isnot imprisoned), then that captive may be released. A frozen captive releasedfrom carbonite must be moved to the Light Side of that location if at a site (ormay be placed in the Light Side players Used Pile if not at a site).

captives – imprisoned

An imprisoned captive should be treated as if 'enclosed' within that prison,and is not present with any other characters, vehicles, weapons or devices atthat prison location. In addition, an imprisoned character is unaffected by"area affect" cards such as a Thermal Detonator or Program Trap, but canbe lost to cards that 'destroy' the entire prison location such as by blowingaway the planet or collapsing the prison.

captives – prisoner transfers

See movement - unlimited - prisoner transfers, captives – escorting.

captives – releasing

When your characters are captives, you may release them using cards suchas 8D8, Arc Welder, Captive Pursuit, Cell 2187, Detention Block ControlRoom, I’m Here To Rescue You, Jedi Mind Trick and Someone Who LovesYou, as well as the Light Side game text of your opponent’s Cloud City:Security Tower or Jabba’s Palace: Dungeon.Besides special cards, a captive can also be released by removing the escort.Causing the escort to be forfeited, lost, missing, or removed from the table willall release the captive.An exception to this is when an escort and a captive are both to be lost by thesame action, that is, any action or rule that affects "all cards" or "all characters"such as blowing away the system, setting off a Thermal Detonator or ProgramTrap etc. In this case, the escort and the captive both suffer the effects of theaction (both of them are lost).Whenever a non-frozen captive is released from an escort, the Light Sideplayer may choose whether the released character:• be placed in the Light Side player's Used Pile or• if released at a site, be moved to the Light Side of the site locationA captive released from a prison must be moved to the Light Side of thatprison location.For information on a captive released during a battle, see participating inbattle.See captives – frozen – releasing.

captured and missing cards

See capturing characters, capturing starships, missing.

captured starships

See capturing starships.

capturing

See capturing characters, capturing starships. CCG G SLOSSARYUPPLEMENT

capturing characters

capturing starshipsDark Side players can use special cards like Zuckuss’ Snare Rifle, AllDark Side players can use tractor beams to capture Light Side starships. OnlyWrapped Up, We Have A Prisoner and IG-88 With Riot Gun to capture Lightthe Dark Side may capture; if the Light Side somehow controls a card whichSide characters. Only the Dark Side may capture; if the Light Side somehowallows capturing, the Light Side may not use the capturing portion of that card.controls a card which allows capturing, the Light Side may not use theThe Dark Side may capture only Light Side starships.capturing portion of that card. There are even some objective cards thoughWhen your tractor beam captures a starship, place it face-up beneath thethat allow the Dark Side player to start the game with a captive (for example,card on which the tractor beam is deployed. A captured starship is on tableCarbon Chamber Testing or the Light Side objectives Rescue The Princessonly for rules, actions, or conditions that specifically refer to captured starships.and You Can Either Profit By This...). The Dark Side may capture only LightAdditionally, a unique (•) or restricted (••, •••) captured starship still countsSide cards. (However, both players can steal the opponent’s cards, which istowards the restrictions specified by the uniqueness rules.different from capturing.)For all other purposes, a captured starship is not considered to be on table.Whenever a rule or card says that a character is captured, the Dark SideAny cards deployed on or carried by the captured starship (including uniqueplayer must immediately choose one of these three options:permanent pilots) are considered to be on table for purposes of persona• Seizure — Your bounty hunters and/or warriors at the same location mayand uniqueness rules only (unless they specifically refer to capturedseize (take into custody) one of the captured characters each; that character isstarships). These cards will revert to their normal functions if that starship isnow a captive and is placed face up beneath the bounty hunter or warriorreleased. Although no new cards may deploy on or target the capturedwho is now it's escort. See captives – escorting.starship, any Utinni Effects or other cards that targeted the starship (or cards• Imprisonment — If the capture takes place at any prison, you may imprisonaboard it) before it became captured continue to do so.any number of the captured characters there; those characters become aAny Light Side characters aboard the captured starship are simply ‘trapped'imprisoned captives and are placed face up beneath that prison. See captives(not captured). No characters (of either player) may embark on the captured– imprisoned.starship.• Escape — Any characters not seized or imprisoned will escape to the LightYou may use the Besieged card to attempt to eliminate Light Side charactersSide player’s Used Pile.aboard a captured starship. Whenever a captured starship has no Light SideA captured character is on table only for rules, actions, or conditions thatcharacters aboard (permanent pilots are not characters), you immediatelyspecifically refer to captured cards. Additionally, a unique (•) or restricted (••,steal it (relocate it to your side of the appropriate location card); see stealing.•••) captured character still counts towards the restrictions specified by theIf the captured starship is underneath a site (i.e., Death Star: Docking Bay 327uniqueness and persona rules.or Star Destroyer: Launch Bay), the characters trapped on the capturedAny game text or rule that causes "all cards" (or "all characters") to be lost willstarship can disembark there for free, but only if the Light Side controls thatalso affect captured (including frozen) characters normally. For example, asite. If all of the opponent’s characters aboard disembark, the Dark Side stealscaptive may be lost to TIE Bombing, a Thermal Detonator, a Concussionit.Grenade, or an interrupt such as Debris Zone. See all cards. It should beIf your tractor beam card is canceled, any cards which are being heldnoted that an imprisoned character is treated a little differently. See captives -underneath the related Star Destroyer, Star Destroyer: Launch Bay or Deathimprisoned.Star: Docking Bay 327 are released and return to the Light Side of the systemFor all other purposes, a captured card is not considered to be on table.or sector (or to the Used Pile, at your opponent’s option). If a card withAny non-character cards deployed on or carried by a character who iscaptured starships held underneath is removed from table (by any means),captured will continue to count towards the restrictions specified by thethose captured starships (and everything deployed on or aboard them) areuniqueness and persona rules, but are otherwise not considered to be onlost.table. They are unusable and cannot be the subject of any other rule, actionor condition. The exception to this is any cards that specifically operate while card with abilityon a captive (for example, Bounty) which will continue to work normally.A card with ability is any card that has an ability of greater than zero. SeeThese cards will revert to their normal functions if that character is laterdroid, highest-ability character.released.Any character card being carried by a character that is captured (for example, characteristicsYoda is in Luke's Backpack when Luke is captured by IG-88's Riot Gun) isIn addition to common attributes (e.g., deploy cost, ability, icons), many cardsconsidered to be captured also, but is no longer considered to be "carried."have additional game-relevant features called characteristics (e.g., leader,Both captives would need to be assigned to different escorts and both wouldtrooper, Wookiee, female, dejarik).need to be rescued individually.Characteristics are printed on the cards, either in card title, game text or lore.Utinni Effects that targeted a captive before that character became capturedCapitalization, italics and boldfacing have no game play impact. Various othercontinue to target that character normally. A completed or uncompleted Jedicards or rules will then refer to that characteristic (and sometimes, may evenTest targeting an apprentice (or mentor) will "remember" a captureddefine it). For example, the rules regarding search parties refers to theapprentice (or mentor) such that if released, the apprentice (or mentor) maycharacteristic scout, while the Objective card "ISB Operations" defines theresume Jedi Training from where he or she left off.characteristic ISB Agent.See captives – frozen.Context and card type determines whether a word actually defines acharacteristic or not (e.g., the phrase “Wingman of Gold Leader” in Pops’lore is a reference to a different character and does not make Pops a leader,and the starship card Red Leader In Red 1 does not make that starship aleader, as that is a characteristic specific to characters.)Section Four of this document contains a list of characteristics and which cardtype they are specific to. If a referenced term is not a characteristic, a cardattribute, or a persona name, then it is a reference to exact card title.For example, the card Nien Nunb refers to General Calrissian. A check ofSection Four shows that this is not a characteristic (although General is acharacteristic, in this case the text is referring specifically to General Calrissian),and it is not the persona name either (Lando) - as such, it is referringspecifically to the card title General Calrissian, and will only work with that cardtitle (not any general, and not any version of the Lando persona). Cloud City location deploymentAll Cloud City sites are related to Bespin and thus may be deployed even if theBespin system and the Bespin: Cloud City sector are not on table. The Bespinsystem layout is shown below.[DB2] [I] [DB1] [E] [B:CC] [Se] [S]DB1 = first Docking bay deployed, DB2 = second docking bay deployed, I =interior sites, [E] = exterior sites, [B:CC] = Bespin:Cloud City sector, [Se] =non-unique cloud sectors, [S] = system.Exterior sites are placed between the first docking bay site (either EastPlatform or Platform 327) and the exterior sectors. If the second platform isdeployed, it is placed at the “far” end of the interior sites so there are dockingbays at both ends of the interior Cloud City sites. You may use docking baytransit to go from one platform to the other. cloud sectorsStarfighters, shuttle vehicles, cloud cars and patrol craft may deploy, battle andmove at cloud sectors. (Capital starships, except those that deploy and movelike a starfighter, may not.) See movement – regular – sector movement,clouds. CCGSection 2. Rulings By Game Termcapturing characters

collapsed

When an interior site is ‘collapsed’ (e.g., by Collapsing Corridor), all cards atthat site are lost and its Force icons and game text are canceled. The siteremains in play for other purposes; however, each deployment or movementto or from that site requires 1 additional Force. A collapsed site is ‘rebuilt’ ifeither player deploys a new copy of that site.Docking bay transit is permitted to and from a ‘collapsed’ docking bay. The costis 0 (docking bay's text is canceled) +1 Force (as defined above) + any othermodifiers (such as the text on the other docking bay). See movement - regular- docking bay transit.

combat cards

The Epic Event cards Inner Strength and Deep Hatred permit you to placecombat cards under your Jedi. These cards provide you with extra options forlightsaber combat or even duels, and represent the reserves of strength,combat training and use of the Force that a Jedi can call upon during combat.You may look at the combat cards under your character at any time.

commander

A character has the characteristic commander if the word "commander"appears in title, game text or lore (see characteristic.) The words"commands", "commanded", etc. do not make a character a commander forgame play purposes.

counting a deck or Pile

A player may count their Reserve Deck, Used Pile, Force Pile or Lost Pile facedown at any time. Also, a player may request such a count from theiropponent also. You may not count your Reserve Deck (or request anopponent to count their own) if there is an insert card deployed in that deck.

crossing over

See Glossary.If Luke With Lightsaber is crossed to the Dark Side he is still capable of usinghis permanent weapon (as it is simply character game text).The first paragraph of the Glossary entry is corrected to read: "Crossing overoccurs when a character conceptually “gives in” to the opposite side of theForce. When game text causes a character to cross over, that character movesto your side of the table and is used as your own (changing from Rebel toImperial, or vice versa, if applicable)."

Dark Jedi Master

See character - Dark Jedi Master.

Death Star and Death Star II

The two Death Stars seen in A New Hope and Return of the Jedi arecompletely separate from each other in terms of gameplay; each has its ownsites, its own superlaser and its own enhancement cards. Thus, in game text,the term “Death Star” refers only to the first Death Star and the term “DeathStar II” refers only to the second one. (For example, the cards Put All SectionsOn Alert and Set Your Course For Alderaan, which refer to any card with“Death Star” in its title, work only with the first Death Star.)Although Death Star and Death Star II may be on table at the same time, eachplayer may deploy locations only from one of them. In other words, once youdeploy a Death Star location, you may not deploy a Death Star II location inthat game, and vice versa.

Death Star II location deployment

The sector locations depicting the interior of the second Death Star arerelated to the Death Star II System. The layout of these sectors and relatedDeath Star II sites is depicted below.[I] [I/E] [S] [Coolant Shaft] [Capacitors] [Reactor Core]I = Interior sites, I/E = interior/exterior sites, S = system.

Death Star II sectors

Neither player may deploy, battle or initiate Force drains at a Death Star IIsector.See Death Star II location deployment for layout of these sectors. Movementbetween these sectors is described under movement - regular - Death Star IIsectors and movement - unlimited - escaping the Death Star II.

defense value

A collective term which refers to the various attributes used when cards aretargeted by weapons. A character’s defense value is its ability, armor, ormaneuver - whichever is higher. (Unarmored droids without maneuverhave a defense value of zero.)A vehicle or starship’s defense value is its armor or maneuver. A creature’sdefense value is indicated by a term that is unique to that creature, such asscales, slither, vicious howl etc.Occasionally, a weapon will be able to target some other kind of card (such asa seeker or artillery weapon). In that case, the weapon card itself will providea defense value to be used.

dejarik rules

See Glossary.A dejarik deployed to the holotable counts as deploying a card (not acharacter!) with ability. Thus it will suspend the effects of Scum And Villainy,satisfy the requirements of Ability, Ability, Ability and so on.A holosite is never considered to be a battleground. CCG G SLOSSARYUPPLEMENT

deploy

destiny drawTo bring a card such as a character, starship, site, Effect etc. into play by placingRepresents the element of fate or chance involved in actions. Although destinyit on table, usually during your deploy phase. Most cards in the game deploy,draws sometimes have special labels such as battle destiny, weapon destiny,although Interrupts (and some Epic Events) play rather than deploy.asteroid destiny and training destiny, all destiny draws are accomplished inActions that allow a card (or cards) to be deployed may only be initiated in thethe same manner.owner's deploy phase, unless the action lists a specific phase during which itTo draw destiny:can be played, or specifies an action that the deployment can be made as a• you reveal the top card of your Reserve Deck. The destiny number in the topvalid response to.right corner of that card is the value of the destiny draw (location cards haveCards that contain deployment conditions or modifiers may not necessarilydestiny of zero). If a card has more than one destiny number, the playerspecify when the card may be deployed. For example, "Deploys -1 to samedrawing it for destiny chooses which number to use.site as...." adds a condition ("same site as") and a modifier ("-1") to• Apply all automatic modifiers (e.g., Darth Vader, Rogue Gunner). The finaldeployment but does not add a specific timing and as such is limited to thevalue of a destiny draw may not fall below zero.owners deploy phase. Similarly, "once per game" details how often the action• Opponent has the first opportunity to respond to this destiny draw by playingmay be performed, but specifies no timing for that action, and may thereforeany valid response (text such as "If your opponent just drew destiny..". Youonly be initiated within the owner's deploy phase.then get the next opportunity to play a valid response, as per normal actionThus, for example, Mara Jade may only deploy a weapon on her fromrules (see actions).Reserve Deck during her owner's deploy phase. Similarly, We'll Find Han• Place the card face down on your Used Pile.and Jabba's Palace: Audience Chamber (DS) may only be used during theIf instructed to draw two or more destiny, repeat the above steps for eachowner's deploy phase. However,Bargaining Table says "If Effect canceled ...draw.may immediately deploy" which has a specific timing (when the Effect isAdd all the destiny values together to determine total destiny. Note that somecanceled) and as such can be performed outside of the deploy phase.modifiers only add or subtract to total destiny (not the destiny drawsthemselves) - they are applied now. The final value of total destiny cannot fallbelow zero.

deployment restrictions

All destiny draws are mandatory, except battle destiny and destiny drawsAs a summary, the following lists the rules-based deployment restrictionsallowed by game text that says “may draw destiny” (e.g., 8D8, Yarkora, Lt. Pol(which are also covered in other Glossary or CRD sections), and how theyTreidum). (Of course, it might be optional to initiate an action which requires ainteract with card text:destiny draw, but once that action is initiated the destiny draw itself becomes[1] You can not deploy characters, vehicles and starships where you have nomandatory.) If it is not possible to make a destiny draw (e.g., because yourpresence and have no Force icon(s) on your side of a locationReserve Deck is empty), that destiny draw fails (is resolved in the favor of theUnless:opponent, often meaning the action that required the destiny draw has no• You have an Undercover spy there.result).• You are deploying a spy (or deploying a spy pilot simultaneously with anDuring your turn, when one or more destiny draws are made by bothunpiloted starfighter).players (such as battle destiny), you make all of your destiny draws, one at a• You are deploying a card that may "deploy even without presence" and/ortime, before your opponent."even without Force icons" (as appropriate).“Add one destiny” means that an additional destiny card is drawn and added[2] Characters, vehicles, starships, weapons, devices and Utinni Effects may notto the total destiny. “Add 1 to destiny” means that +1 is added to the totaldeploy to Dagobah locationsdestiny.Unless:• the card is specifically allowed to deploy due to the game text on the disembarkingDagobah location itself. E.g. Dagobah Bog Clearing.• the card is specifically permitted to "deploy to Dagobah" or is permitted toSee movement – unlimited – disembarking.deploy "regardless of location deployment restrictions." docking bay transit• the weapon or device is deploying on a card already at Dagobah.[3] Dark Side characters, vehicles, and starships may not deploy to a Hoth siteSee movement - regular - docking bay transitwhere Hoth Energy Shield rules are in effect draws one battle destiny if not able to otherwiseUnless:• the card is specifically permitted to "deploy to a shielded site".See battle destiny – draws one battle destiny if not able to otherwise.[4] Neither player may deploy at a Death Star II Sector. driverAny non-droid character (or vehicle droid) may drive a transport vehicle. If

deploys like a starfighter

more than one character is aboard a transport vehicle with driver capacity,Cards that "deploy like a starfighter" must follow all rules and game text thatyou must designate which one is driving (you may do so at any time duringapply to the deployment of starfighters. For example, the Bright Hope canyour deploy or move phase). A pilot who is serving as a driver is not ‘piloting’deploy to the clouds, but will only be able to deploy -1 to Light Side Dantooineand thus does not add a power bonus to the vehicle. All transport vehicles,(it does not get the choice to use the capital starship deployment reduction atexcept Lift tubes, must be driven to move, to use power, maneuver,that location).landspeed, to use vehicle weapons and devices, and to use game text that isnot related to deployment or capacity. droidType of character card indicated by the droid icon (see Glossary inside cover).Droids have no ability, thus they do not create presence. When a comparisonor action requires a numerical value for a droid's ability, it is considered to bean unmodifiable zero. Droids without armor or maneuver have a defensevalue of zero.See highest-ability character, defense value, Ability, Ability, Ability. eachAny time game text permits you to use, lose or retrieve Force "for each" (or"every") of a certain card or characteristic, that action is performed as oneaction for the full calculated amount. For example, if you occupy 3 Tatooinebattleground sites, then Tatooine Celebration will permit you to initiate anaction to retrieve 3 Force during your control phase (not three retrievalactions of one Force each). embarkingSee movement – unlimited – embarking, capacity. CCGSection 2. Rulings By Game Termdeploy

empty deck or pile

When a deck (Reserve Deck) or pile (Used Pile, Force Pile or Lost Pile) isempty, you may not:• initiate any action that deploys, takes, exchanges or steals a card (or cards)from that deck or pile;• initiate any action that searches, peeks, glances, examines, reveals, selects orlooks at a card (or cards) in that deck or pile; or• initiate any action that draws a card (or cards) from that deck or pile (thisdoes not apply to destiny draws). For example, you may not play How Did WeGet Into This Mess if your Reserve Deck is empty.• play Ommni Box or The Bith Shuffle to shuffle that deck or pile;• use any game text that says "if you are about to draw" when your ReserveDeck is empty. See about to draw.Any of these actions (even if they require multiple cards) may be initiated aslong as there is at least one card in the targeted deck(s) or pile(s). If there arean insufficient quantity of cards in the deck or pile to complete the action, simplycomplete what is possible and then end the action.An empty Reserve Deck does not stop you from drawing destiny. That destinydraw simply fails (is resolved in the favor of the opponent, often meaning theaction that required the destiny draw has no result). See also weapon -destiny.An empty Lost Pile does not stop a player from initiating an actions thatretrieves Force (or retrieves card(s)).An empty Force Pile does not stop a player from moving that pile, such asplacing it on an empty or non-empty Used Pile, with I Did It!

empty hand

Game text that scans, glances at, reveals, or otherwise looks at a player ‘shand (or a card or cards in hand) may not be initiated if the targeted playerhas no cards in hand.

enclosed

‘Enclosed’ is a characteristic of all starships and some vehicles. Enclosedvehicles are identified as such in their card lore. Characters aboard anenclosed vehicle or starship are sheltered from the environment and thus arenot present at the location, preventing them from using their personal power,firing character weapons or being targeted by weapons. On an enclosedvehicle or starship, all characters may use ability, forfeit and game text (whenappropriate), but only pilots and drivers — not passengers — may apply theirability toward drawing battle destiny.See open vehicles, starfighter - landed.

end of a battle

Any action that occurs at the "end of a battle" (for example, Tractor Beams)happens after all damage segment actions are completed by both players.The cards are still considered to be "in a battle", and any modifiers etc. that lastfor "remainder of battle" are still in effect.

end of turn

The “end of the turn” is after both players have recirculated their Used Piles(after the draw phase, not after recirculation due to any game text or card).Any mandatory actions are now initiated, and they resolve normally asautomatic actions. Any optional end of turn actions may then be initiated (theplayer who's turn it just was gets the first chance to initiate an optional "end ofturn" action, and players then take turns). Only end of turn actions (or validresponses) may be played at this time - no other actions are legal. Onceplayers have no end of turn actions to play or resolve, that turn ends.For example, losing Force to Visage Of The Emperor must occur before aplayer can perform an action like using 2 Force to remove cards from theirPolitical Effects, as shown on My Lord, Is That Legal? / I Will Make It Legal.See also start of turn.

Endor location deployment rules

The forest moon of Endor is occupied by both the indigenous Ewoks and anImperial garrison. The layout of the Endor sites is shown in the diagrambelow. Note that the Back Door may be placed anywhere in the grouping ofexterior sites (it does not have to be placed near the Bunker).[Bunker] [Landing Platform] [Ext sites] [Ewok Village] [Chirpa's Hut] [ENDORSystem]

escorting

See captives – escorting.

even number

For game play purposes, zero is defined as an even number.

excluded from battle

Excluding a card from battle removes a card from participating in the currentbattle in progress. Only a card currently participating in a battle is a suitabletarget for an exclusion action. Unless stated otherwise, this exclusion will existonly until the end of the current battle.Cards that are excluded may not:• add personal power or apply ability towards drawing battle destiny• fire or be targeted by weapons (see weapons - swinging or firing)• be forfeited• be targeted by any action that requires that card to be "in a battle"• modify or cancel battle destiny as part of a "with" condition (see with).See also may not participate in battle. CCG G SLOSSARYUPPLEMENT

face down

highest–ability characterCards deployed face down anywhere (except insert cards in a player’sYour “highest-ability character” must be a character card with an ability ofReserve Deck) are not considered to be on table. This includes cards held bygreater than zero. Thus, droids (who do not have ability) and permanentJoh Yowza, Hem Dazon or Stone Piles; cards placed at the Tatooine Bluffs;pilots (who are not character cards) can never be your highest-abilityand the Hidden Base indicator or probe cards placed under systems.character. If two or more of your characters are tied for highest ability, you mayHowever, an M—HYD Binary Droid turned off (placed face—down andchoose which one to target. See droid.considered out of play) may still be targeted in order to turn it back on. hitTerm for a target that has been successfully shot by any weapon that specifies

§ face up

"target hit" in it's game text. The target is marked by turning the card sidewaysFace-up cards on table must be visible to all players. Although many face-upuntil the damage segment of the battle, at which time the target must becards in the game are allowed to be placed underneath other cards (e.g., aforfeited. If the battle ends before the damage segment, then all "hit" cardspilot character aboard a starship), they are not intended to be hidden fromare immediately lost. Any card "hit" when there is no battle occurring (forany player.example, a weapon is fired using an Interrupt such as Sniper) is immediatelyCards placed or stacked face up on or under any Effect (such as Bargaininglost.Table, or There'll Be Hell To Pay), Objective (such as My Kind Of Scum),It should be noted that any other weapon effect besides "hit" (for example,Defensive Shield (Do They Have A Code Clearance?) or Jedi Test, are notcaptured, forfeit = 0, lost) is applied immediately upon resolution of theconsidered to be on table. Exceptions to this rule are listed under theweapon destiny draw.individual card entries. See also face down, on table. holosite

fire repeatedly

See dejarik rules.See weapons - fire repeatedly. Hoth energy shield rules See Glossary.

firing a weapon

See Section 3.Alter the Glossary entry to read: “Therefore, whenever you are about toSee weapon – firing or swinging (using).deploy the Main Power Generators (even as your starting location), you mustcheck to see if marker 4, 5, or 6 is on table.”

for each

See each. if within rangeThis term was used on older cards that moved as a 'react', but is now

for every

redundant. This term refers to (and only allows) movement utilizingSee each.landspeed or hyperspeed (whichever is applicable). It is not applicable todocking bay transit, shuttling etc. See movement.

Force drain

See Glossary.The last paragraph of this Glossary entry should be altered to read: “All of immune to attritionyour cards at the location of the Force drain are considered to participate inSome Characters, Vehicles and Starships are protected from varying levels ofthat Force drain. Unless stated otherwise (e.g. Organa’s Ceremonialattrition, as listed on their cards. When forfeiting cards to satisfy attrition, youNecklace), each of your cards may participate in only one Force drain perare not required to forfeit any card that has this immunity (unless the totalturn.”attrition is greater than the card’s immunity level).Comparing total attrition against the immunity of all participating cards is

Force drain modifier

performed at the beginning of the damage segment, before any forfeiture orThis term refers to any game text that directly adds to, subtracts from, orother losses have taken place. Even if the conditions for immunity changemultiplies the amount of a Force drain.during the damage segment (for example, forfeiture of character's nowFor example, Projection Of A Skywalker and Ralltiir Operations / In Themakes Luke Skywalker, Jedi Knight "alone", changing his immunity), theHands Of The Empire have game text that is considered a Force drainimmunity is not rechecked or recalculated.modifier. Harc Seff and It Could Be Worse do not provide Force drainAn enclosed Vehicle or Starship with immunity to attrition protects itself and allmodifiers as they affect the way the Force loss is satisfied, but not the amountcards aboard. Immunity is not cumulative; thus, if a card is granted immunity toitself. Similarly, Resistance and We’re Doomed also do not provide Forceattrition from more than one source, it benefits only from the highest suchdrain modifiers, as they simply limit the maximum loss to a Force drain, but doimmunity. Any card which is immune to attrition may still be voluntarily forfeitednot modify the amount of the Force drain.to satisfy attrition or battle damage.See Force drains may not be modified or canceled by opponent. immune to attrition - an example

Force drains may not be modified or canceled by

Your Lord Vader and one Stormtrooper (forfeit = 2) are in a battle and the

opponent

attrition against you is 4. You do not have to forfeit Vader because of his"May not be modified by opponent" prevents your opponent from utilizing anyimmunity to attrition less than 6, but you must still satisfy as much attrition asgame text (whether declared or automatic) that would directly modify (add,possible; thus you must forfeit the Stormtrooper. (Because you forfeited allsubtract, multiply) your Force drain. See Force drain modifier for examples.cards which were vulnerable to attrition, you may ignore the remaining"May not be canceled by opponent" prevents your opponent from initiatingattrition.)any action (in response to your initiated Force drain) that would directlyOn the other hand, if the attrition against you is 6 or more, your Vader is nocancel that drain. For example playing Control, placing a non-unique alienlonger protected. In this instance, he would have to be forfeited — even if youon the Den Of Thieves, or using the 'canceling' text on Hidden Base / Systemsforfeit the Stormtrooper first — because you do not have enough other cardsWill Slip Through Your Fingers.available to satisfy all attrition against you. (You cannot forfeit the StormtrooperThis text does not stop a player from canceling a Force drain using a 'react'.and then compare Vader’s immunity to the remaining unsatisfied attrition,This text does not prevent your opponent from canceling or modifying yourbecause immunity is only applicable against total attrition as compared at theForce drain modifiers. Thus it will not prevent Great Warrior, Imperialstart of the damage segment.)Decree, The Planet It's Furthest From or A Bright Center To the Universefrom working normally. In addition, it has no effect on game text that "limits" the immune to attrition - gaining and losingamount of a Force drain. Thus Ultimatum and Resistance would also workWhenever an action or game text that grants immunity to attrition is in conflictnormally.with an action or game text that removes immunity to attrition, the actions thatIt should also be noted that an 'preventing a drain' from being initiated (forremove the immunity have precedence, and the action or game text grantingexample, location text that says "You may not Force drain here") is not theimmunity is ignored.same as 'canceling a drain' Thus an undercover spy, or the game text on YouFor example, the Light Side player has flipped Rescue The PrincessCan Either Profit By This... (which prevents the Dark Side from Force draining(Sometimes I Amaze Even Myself is face-up), causing all Imperials to lose theirat the Audience Chamber) is unaffected.immunity to attrition. Thus a Stormtrooper alone at the (Dark side) Yavin 4:Jungle still has no immunity. In a battle there, Dark side plays Trooper Assault

frozen

which will provide a power bonus to the Stormtrooper, but will not provideSee captives – frozen.that trooper with any attrition immunity.Gold SquadronIf removing immunity to attrition is the cost of initiating the action (for example,See squadron designations.the first function of Courage Of A Skywalker or Focused Attack), then thataction may not target a card without immunity to attrition (or a card who's

game text

immunity to attrition has been removed).Gameplay information in the large text block located at the bottom of eachcard (or on each side of a location card). Imperial

game text - cancel

A type of Dark Side character, as indicated by the icon in the top left handSee cancel - game text.corner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons. CCGSection 2. Rulings By Game Termface down

'insert' cards

See Glossary.While an opponent's insert is in your Reserve Deck, you must declare to youropponent how much total Force you intend to activate for your normalactivation of Force (during your Activate phase), or whenever any actionallows you to activate a variable amount of Force. You are then required toactivate exactly that amount (although other actions and valid responses maybe played during that activation, as normally permitted).If all of the opponent's insert cards in your Reserve Deck are revealed duringyour activation action, after resolving all of them, you have the choice of thenactivating more than the amount you declared, up to the maximum you arepermitted by that activation action.If an insert card is revealed during a "peek" at your Reserve Deck, it is notconsidered to have reached the top of your deck yet, and as such does notresolve. In addition, since an insert is not a card in your Reserve Deck, it doesnot count as a card when peeking, and thus can be ignored. All "peeked at"cards that are returned are replaced such that they are on top of the insertcard.For example, Dark Side player uses The Dark Path. He peeks at the top twocards, but the third card down in his Reserve Deck has a Light Side back, andwhen revealed is shown to be Never Tell Me The Odds. He replaces it on thedeck, and peeks at the card below it. He then places two of the three cardspeeked at in his Lost Pile, and returns one card such that it is on top of theinsert card.

instead of drawing

See about to draw.

instead of firing

Some cards permit you to use a certain modifier or action "instead of firing" aweapon. For example, End This Destructive Conflict, Higher Ground,Coordinate Attack, Precise Hit. These cards cannot be played unless you arecapable of firing a weapon. You must choose your weapon in that battle thatyour card play is "instead of", and that weapon cannot be fired for theremainder of that battle (unless it is specifically permitted to "fire twice"). Even arepeating weapon (see fire repeatedly) is restricted from firing again unless itcan fire twice (because repeating weapons fire multiple shots in a single"firing" action).

instead of Force draining

Some cards permit you to perform a certain action "instead of Forcedraining". For example, Corporal Prescott or Cloud City: Security Chamber(Light Side). These texts cannot be used unless you are capable of Forcedraining. That is, you control the location and Force draining there would bea legal action in that phase. Using such text means you may not Force drain atthat location this turn.

Interrupt — targeting

See actions - step 1b: initiation - choosing targets

Jabba's Palace locations

All Jabba's Palace (including Tatooine: Jabba's Palace) locations areconsidered to be Tatooine locations as well as Jabba's Palace locations.

Jedi Master

See character - Jedi Master.

Jedi Tests

See Glossary.Only apprentices may attempt Jedi Tests. If an uncompleted Jedi Test istargeting a character (as the apprentice) that then loses "apprentice status"(e.g. replaced with a Jedi version of that persona), then that Jedi Test is lost.

just lost

Some actions are dependent upon the condition "just lost" (a valid responseto a card being lost). A card that has been "just lost" is already in the Lost Pile,and as such all cards aboard, deployed on, or targeting that just lost cardhave already been placed in the Lost Pile also. Thus when an actionrelocates a "just lost" card to place other than the Lost Pile, only that card isrelocated (no other cards that were connected to that card before becominglost are relocated unless specifically stated). For example, if Luke wearingLuke's Backpack and armed with Anakin's Lightsaber is lost from table, he canbe relocated from the Lost Pile to the Bacta Tank, but his weapons anddevices stay lost.The exception to this rule are the cards All Wrapped Up and We Have APrisoner. Refer to their individual entries.

landed starfighter

See Section 3.See starfighter - landed.

landing and taking off

See movement - regular. See starfighter - landed.

leaves table

If a card leaves the table by being relocated to a deck or pile, or by beingreturned to hand (for example, due to cards like Master Luke, ASP-707,Revealed or As Good As Gone) then all cards deployed on, carried by, oraboard that card must be placed in their owner's Lost Pile (unless specifiedotherwise). CCG G SLOSSARYUPPLEMENT

lightsaber combat

may initiate battleLightsaber combat depicts the type of extended battles where aA card without ability that has this phrase in its game text (IG-88 With Riot Gun,lightsaber-wielding Jedi attempts to wear down his foe through a series ofIG-88 in IG-2000) occupies its location only for the purposes of:thrusts and parries. Only the strongest of attacks will be enough to defeat your• the player controlling the card initiating a battleopponent. Lightsaber combat is not a “duel,” and as such is not affected by• participating in battles that are initiated by the player controlling the cardany cards or rules that affect duels (and vice-versa).(unless that card is excluded from the battle by other game actions such asThe objective cards We’ll Handle This / Duel Of The Fates and Let Thembeing targeted by Clash Of Sabers, being Undercover and so on).Make The First Move / At Last We Will Have Revenge detail the conditions,That card continues to occupy the location for purposes of that battle untiltargets, resolution and effects of a lightsaber combat. Other cards can affectremoved from that battle, or until that battle ends.your lightsaber combat total, Force loss from lightsaber combat, or even howyou draw lightsaber combat destiny. may not participate in battleSome game actions may restrict a card, from participating in battle. A card that

losing Force

"may not participate" cannot contribute presence towards the initiation of aWhenever you are required to lose Force, you must move the appropriatebattle. If a battle is initiated at that card's location (because there are othernumber of cards from your hand and/or Life Force to your Lost Pile. This iscards that allow battle to be initiated), or a card is subject to a "may notalways written in the form of "lose [X] Force".participate" effect while participating in a battle, then that card is consideredWhen a card refers generally to “losing Force,” this applies to losing “cards asexcluded from that battle. See excluded from battle.units of Force,” not to losing a specific card because of its name or someparticular characteristic of that card. Thus, for example, Honor Of The Jedi or missingIt Could Be Worse would not reduce the number of cards you must lose to aA missing character is on table only for rules, actions, or conditions thatMonnok, or a loss you suffer due to sabacc.specifically refer to missing cards. Additionally, a unique (•) or restricted (••,•••) missing character still counts towards the restrictions specified by the

Lost Pile

uniqueness and persona rules.A pile where lost cards are placed face up. (See Force.) Even though theseA missing character may be affected by text that specifies "all cards" or "allcards are usually face up on table, a player may not look through the contentscharacters" because these cards do not "choose" the missing character as aof his (or his opponent's) Lost Pile without explicit permission from game texttarget. For example, a missing character may be lost to TIE Bombing, aor rule. See also counting a deck or pile.Thermal Detonator, a Concussion Grenade, or an interrupt such as DebrisZone. See all cards.

maintenance cards

Any non-character cards deployed on or carried by a character whoSome cards use symbols in their game text to indicate a “maintenance” costbecomes missing will continue to count towards the restrictions specified by thethat must be satisfied. Not all cards with maintenance costs will show alluniqueness and persona rules, but are otherwise not considered to be onsymbols, but the “sacrifice” (skull and crossbones symbol) option will always betable. They are unusable and cannot be the subject of any other rule, actionoffered. Next to the symbol will be “Use X” or “Lose X” which indicates that aor condition. These cards will revert to their normal functions if that character isplayer must use X Force or lose X Force to pay the cost of this option. There islater found. Any character card (except captives being escorted) beingno cost associated with sacrificing the card, and as such it is the default option ifcarried by a character that goes missing (for example, Yoda is in Luke'sno costs can be paid.Backpack when Luke goes missing) is considered to be missing also. If eitherThe player may choose any provided option, but must choose one of them.missing character is found (or captured, lost) then both would be found (orMaintain – star symbol followed by a cost – Pay this cost and the card remainscaptured, lost).on table until the next maintenance is due.Utinni Effects that targeted a missing character before that character becameRecycle – downward bent arrow followed by a cost – Pay this cost to placemissing continue to target that character normally. Any completed orthat card (and any cards on it) in their owner’s Used Pile. If that card wasuncompleted Jedi Tests targeting an apprentice or mentor will "remember" aescorting a captive, the captive is released.missing apprentice (or mentor) such that if found, the apprentice (or mentor)Sacrifice – skull and crossbones symbol – Place the card out of play. Any cardsmay resume Jedi Training from where he or she left off.on that card are lost. If that card was escorting a captive, the captive isExample: After being released from Carbonite (flipping the objective Youreleased.Can Either Profit By This... / Or Be Destroyed to it's destiny 7 side), getting hisHeavy Blaster Pistol and then having a Death Mark placed on him, theunfortunate Han Solo steps into a Sandwhirl and goes missing.

maintenance droid

• The objective You Can Either Profit By This... / Or Be Destroyed flips back toMaintenance droid is a subtype of droid, as shown next to the power box onit's destiny 0 side because Han is no longer on table.cards like WED15-1662 'Treadwell' Droid. It is not a characteristic, and as• Death Mark is a Utinni Effect that targeted Han before he went missing, sosuch droids such as 2X-7KPR that refer to "maintenance" in their lore are notthe Light Side would continue to lose 1 Force at the start of each of theirmaintenance droids.control phases while Han is missing.• No cards can be deployed on the missing Han (he is not on table for such

matching pilot

purposes).A character card is a matching pilot for a unique starship card if:• If Leia With Blaster Rifle is in a battle at the same site that Han is missing, she•that character is a pilotwould not get to add a battle destiny because her destiny adding text does notandspecifically refer to a missing Han. Han will not participate in the battle• that character card's game text refers to that unique starship (by card title orbecause he is not on table for those purposes.starship persona), OR that unique starship card's game text refers to that• The Dark Side cannot target Han's Heavy Blaster Pistol with Overload.character (by card title or persona).• The Light Side player may not: deploy another version of Han, deployAlso, if deployed on a character who is piloting a starfighter, the device Rebelanother copy of Han's Heavy Blaster Pistol, or persona replace the missingFlight Suit can make a pilot character into a matching pilot for that starfighter.Han (Han and the cards deployed on him are on table for uniqueness only).

matching starship

modifiersA starship card is a matching starship for a character card if:A modifier is anything that adds to, subtracts from, or multiplies a 'base value'.•That starship is (•) unique.For example, Anakin's Lightsaber modifies a Force drain ("May add 1 to yourandForce drain where present) while Jedi Presence modifies a Rebel's power• That starship card's game text refers to the character (by card title or("battle at double power"). Multiple copies of the same card cannotcharacter persona) OR that character card's game text lists that starship cardcumulatively modify the same 'base value' unless they specifically state that theyby card title or starship persona).are cumulative. See cumulatively.When any card value is checked by a game action or rule, that targeted value

matching weapon

is modified by any game text that is in effect. For example: to take Yoda intoFor a weapon to be matching one of your characters, it must specifically namehand from the Bacta Tank when Bad Feeling Have I is on the table willthat character (or persona) in its game text. For example, Anakin’s Lightsaberrequire the Light Side player to use 7 Force. If the Dark Side occupiesis a matching weapon for any Skywalker: Luke; Leia; or Anakin.Fondor, then a Corellian Corvette forfeited from hand with Mantellian Savripwill have a forfeit value of 4 etc.

may be battled

See also automatic modifiers, battle destiny modifiers and Force drainA card without ability that has this phrase in its game text (such as Artoo &modifiers.Threepio) occupies its location only for the purposes of:• the opponent of the player controlling the card initiating a battle at that cardslocation• participating in battles that are initiated by the opponent of the playercontrolling the card.That card continues to occupy the location for purposes of that battle untilremoved from that battle, or until that battle ends. CCGSection 2. Rulings By Game Termlightsaber combat

move away

For a character to "move away" (by cards such as Obi-Wan Kenobi, MoveAlong..., Neb Dulo, Dodge), that character must use personal landspeed(although that character must disembark from a vehicle or landed starshipfirst).For a vehicle to move away (Keep Your Eyes Open, Hyper Escape), thatvehicle must move using landspeed, or any regular sector movement.For a starship to move away (Keep Your Eyes Open, Hit And Run, HyperEscape), that starship must move away using hyperspeed, or any regularsector movement.See Forced Landing, Meteor Impact?

movement

There are three distinct types of movement defined for characters, creatures,starships, vehicles and mobile Death Star systems. They are regular moves;unlimited moves; and 'reacts'. See movement – react, movement – regular,movement – unlimited.Any form of relocation of cards during the game that is not a react, a regularmove or an unlimited move is not considered movement, and therefore is notrestricted by game conditions that restrict, modify, cancel or suspendmovement.

movement – carrying cards

Many cards can "carry" other cards, such as starships and vehicles, a bountyhunter escorting a captive or even Luke carrying Yoda in Luke's Backpack.When the carrying card performs a permitted move, all carried cards arerelocated with it. This is not considered to be movement for the carried card.Thus a card that cannot move is not restricted from being carried.Note that a character "carrying" another character (such as escorting acaptive) cannot move aboard a vehicle or starship unless there is sufficientcapacity for the carrying character and the carried character. See capacity.

movement - moving through locations

A character, vehicle etc. moving ‘through’ (or across) a location (a landspeed> 1) is considered to be at that location as it passes through it. This can triggerautomatic actions (for example, a Utinni Effect) and can satisfy conditions (forexample, control of a location).If any of these triggered actions or conditions force the vehicle to stop (forexample, a Sandwhirl makes the skiff driver go missing), the movement endsat that location.It should be noted that new (non-automatic) actions may not be initiated untilthe movement action is finished. For example, a Dark Side player can onlyplay The Circle Is Now Complete if Vader ends his movement at Obi-Wan’slocation, not if Vader simply “passes” Obi-Wan.

movement – react

Cards that move as a ‘react' are permitted to move to the location of anopponent's just-initiated battle or Force drain. Unless specifically statedotherwise, moving as a 'react' must always be to the location of the opponent'sbattle or Force drain. Arcona and Tauntaun are examples of cards who'sgame text specifically allows them to move away from the opponent's battle orForce drain location.When moving as a 'react', the reacting cards must observe all normalmovement rules or game text, such as being within range, having a pilot ordriver aboard before the 'react' can be initiated (if it is a starship ornon-creature vehicle, and a nav computer if moving through hyperspace),paying normal costs (unless stated otherwise) and so on.A card that may move as a 'react' to the location of a battle or Force drain maynot 'react' if it is already at that location.If the 'react' movement brings presence to the Force drain location, then thiswill cancel the Force drain. Similarly, if 'reacting' away from a battle removesall your presence at that location, the battle will end.It should be noted that paying the movement cost is considered part of theinitiation of the react. Thus if the react is canceled, the Force used cannot berecovered.The following forms of movement are legal moves for the 'reacting' card:• using its landspeed or hyperspeed;• landing or taking off;• embarking on or disembarking from a vehicle or starship;• performing any regular sector move. See movement – regular – sectormovement.Other cards may embark on the 'reacting' card just before it leaves, anddisembark just after it arrives.All cards involved in a ‘react’ (including cards that embarked on ordisembarked from the reacting card) are prevented from being involved inanother 'react' during the same turn, even if that ‘react’ is canceled.Some cards also deploy as a 'react'. See react. CCG G SLOSSARYUPPLEMENT

movement – regular

movement - regular - landingThe following moves are regular moves for the card making the move actionDuring your move phase, your piloted starfighter (piloted squadron oras long as the movement is not part of a 'react': using landspeed, usingpiloted capital starship that "moves like a starfighter") may "land" by movinghyperspeed, moving between sectors (or sectors and the related system),from a system location to a related exterior site (or moving from the Big Oneusing the movement text on a location, Docking Bay Transit, landing, taking off,sector to the related Big One site).shuttling, moving between a starship/vehicle card and the relatedLanding costs 1 Force, unless landing at a Docking Bay which is free.starship/vehicle site, a Light side starfighter moving into the Death Star: TrenchTIEs require docking bay facilities and may land only at docking bay sites.to start an Attack Run, moving the Death Star, moving starships to or from anIf cloud sectors are deployed at that system, applicable starships may not landorbiting Death Star, moving to start (or finish) a TIE Bombing Run.directly between the system and its related sites - they must "fly through" theA card is only permitted one regular move per turn. Some regular moves arecloud sectors first and may only land from the lowest-altitude cloud sector to apermitted by rules (generally during the owner's move phase only, seerelated exterior site.descriptions below), while others are allowed due to game text.See starfighter - landed, movement – regular – sector movement.

movement – regular – Attack Runs

movement – regular – moving to or from a Death StarMoving a piloted Light Side starfighter from the Death Star system into theDuring its owner's move phase, a piloted starship may move from a DeathDeath Star: Trench using the Epic Event Attack Run is free. It does not requireStar to a planet the Death Star is orbiting (or vice versa) for 1 Force. This doeshyperspeed, but does require a pilot. It should be noted that moving the Lightnot require hyperspeed (or an astromech or nav computer).Side starfighters out of the Trench, or following with Dark Side TIEs (into or movement – regular – sector movement, asteroidsout of the Trench) are both unlimited moves (see movement - unlimited -relocating cards between locations).Any piloted starship may conduct any of the following moves for 1 Forceduring the owner's move phase:• from the system to the nearest related asteroid sector or vice versa.

movement – regular – bombing runs

• from an asteroid sector to any adjacent asteroid sector (a piloted starfighterDuring the owner's move phase, a TIE Bomber may swoop down from amay move up to two asteroid sectors per move).system to a related exterior site where the Bombing Run Mobile Effect is for 1• between the Big One site and Big One sector or vice versa (see movement –Force as a regular move. This cost is increased by 1 Force for each cloudregular – landing, movement – regular – taking off)sector that the TIE Bomber must pass through to reach that site.Returning to the related system is free (and also a regular move, even movement – regular – sector movement, cloudsthough this happens during the battle phase), and not modifiable by cloudsectors or similar.Any piloted starfighter (or cloud car, shuttle vehicle or patrol craft that is pilotedIf it is not possible for the bomber to return to the system at the end of yourand has a landspeed of greater than zero) may conduct any of the followingbattle phase (for example, the TIE Bomber is now unpiloted), then the TIEmoves for 1 Force during the owner's move phase:Bomber 'crashes' and is lost.• from the system to the highest-altitude related cloud sector or vice versa.• from a cloud sector up to two related cloud sectors away per move).• between the lowest-altitude cloud sector and a related exterior site (see

movement – regular – Death Star II sectors

movement – regular – landing, movement – regular – taking off).Starfighters may move to Death Star II sectors, but squadrons and capitalstarships may not (even those that move like starfighters). Two types of regular movement - regular - shuttlingmoves (each requiring 1 Force) are allowed at Death Star II sectors:• System to Sector — A starfighter may move from Death Star II System toA character or vehicle may shuttle from an exterior site to a capital starship atDeath Star II: Coolant Shaft (or vice versa).the related system (or vice versa) for 1 Force. Characters may also be carried• Sector to Sector — A starfighter may move from a sector to an adjacentaboard a vehicle as it shuttles (see movement - carrying cards). The cost ofsector.shuttling is cumulatively increased by 1 for each cloud sector between theDark Side starfighters may move to a Death Star II sector only if there is a Lightplanet system and its related sites.Side Starfighter at one of those sectors. Whenever there are no Light SideA piloted shuttle vehicle like the Bespin Motors Void Spider or the T-16starfighters at any Death Star II sectors during the Dark Side’s move phase,Skyhopper can shuttle characters to or from any starship (even a starfighter,any Dark Side starfighters at those sectors must move back toward the Deaththese vehicles are specially equipped to deal with smaller starships) at theStar II System (for free, one sector per turn).related system. In this case, this is considered to be the characters’ regularSee also movement - unlimited - escaping the Death Star II.move) . This movement is free (and unaffected by intervening cloud sectors).The shuttle vehicle conceptually makes a round trip, and thus remains at the

movement - regular - Death Star orbiting and deep

site. See shuttle vehicle.It should be noted that undercover spies may not move aboard a starship or

space

vehicle, unless moving to a a starship site or vehicle site. See undercover spyBoth Death Stars have a few special types of regular move available to them.rules.The hyperspeed and starting parsec number of a Death Star is definedwithin it's game text. Whenever a Death Star moves, it carries with it all cards movement – regular – starship and vehicle sitesthat are at the Death Star's location.During your move phase, you may move between your starship/vehicle cardA Dark Side player may use 1 Force during his move phase to:(conceptually the "bridge" or "cargo bay") and a related starship/vehicle site• move a Death Star between parsec numbers (up to the Death Star's(conceptually "below decks" ) for 1 Force. There must be sufficienthyperspeed), even if there is no system on table with that parsec number.pilot/passenger capacity to move to the starship/vehicle card. See capacity.When moving to a parsec number where there is no system currently ontable, the Death Star is considered to be in "deep space." When moving to a movement – regular – starship and vehicle sitesparsec number shared by one or more systems on table, the Dark SideDuring your move phase, you may move between your starship/vehicle cardplayer must specify whether the Death Star is in "deep space" or "orbiting"(conceptually the "bridge" or "cargo bay") and a related starship/vehicle siteone of the planet systems (if more than one planet is on the table with that(conceptually "below decks" ) for 1 Force. There must be sufficientparsec number, specify which system is being orbited).pilot/passenger capacity to move to the starship/vehicle card. See capacity.• move a Death Star from "deep space" to "orbit" a planet system at the sameMoving a piloted starship from a starship docking bay site to the system whereparsec number (or vice versa)the "holding" starship is present is a regular move. See movement - regular -• move a Death Star from orbiting one planet system to orbiting another at thetaking off.same parsec number.Movement between a vehicle site and the outer site where the vehicle ispresent is free unless stated otherwise on the site card.

movement - regular - Docking Bay Transit

You may perform Docking Bay Transit during your move phase. Docking Bay movement - regular - taking offTransit allows you to relocate any or all of your characters and vehicles as agroup from one docking bay to any other docking bay on table (by theDuring your move phase, your piloted starfighter (piloted squadron orsymbolic use of starships for hire) for an expenditure of Force as listed on thepiloted capital starship that "moves like a starfighter") may "take off" bydocking bay card(s).• moving from an exterior site, where it is landed to the related system.If a vehicle that has characters aboard moves using Docking Bay Transit, this is• moving from a starship docking bay site to the system the starship is presentnot considered a move for those characters aboard. See movement –at.carrying cards.• moving from the Big One site to the related Big One sector.If a docking bay has no cost listed, docking bay transit is still possible, and theIf cloud sectors are deployed at that system, applicable starships may not takecost is considered zero (although the docking bay at the other end may modifyoff directly to the related system - they must "fly through" the cloud sectors firstthis cost).and may only take off from the exterior site to the lowest-altitude cloud sector.See landed starfighter, movement – regular – sector movement.Taking off costs 1 Force, unless taking off from a Docking Bay which is free. CCGSection 2. Rulings By Game Termmovement – regular

movement - regular - using hyperspeed

A piloted starship with an astromech or nav computer aboard may utilize it'shyperspeed to travel the galaxy.During your move phase, you may use 1 Force to move your starship fromany one system card on table to any other system card on table who'sdifference in parsec numbers is less than or equal to the starship'shyperspeed.Moving between systems at the same parsec number still requires a pilot andan astromech or nav computer, as well as hyperspeed greater than zero (theexception here is moving between the Death Star and a system it orbits, seemovement – regular – moving to or from the Death Star).This movement is strictly from one system to one other, and does not allow"stop-offs" or multiple "jumps."

movement - regular - using landspeed

A character, creature or vehicle may use it's landspeed to traverse adjacentsite locations (vehicles may only traverse exterior sites) as a regular move foran expenditure of 1 Force during the owner's move phase.To do this, a combat or shuttle vehicle must be piloted, while a transportvehicle requires a driver (excepting the Lift Tube). Creature vehicles canmove by themselves. While vehicles have their landspeed indicated on theircard, characters and creatures have a landspeed of 1, unless statedotherwise.A card's landspeed indicates how many adjacent sites that card may move (atmost as a single move). Thus a vehicle with a landspeed of two may move upto two exterior sites in one move. It should be noted that some locationsrequire extra landspeed to move to or from (for example, the Tatooine:Desert) and this will reduce the landspeed "range" of cards movingfrom/to/through it by that amount.When using landspeed, a character, creature or vehicle may not reversedirection, and once stopped, that regular move is considered completed. Seealso movement - moving through locations.Even though it does not utilize landspeed, a vehicle with a landspeed of zeromay not perform any cloud sector movement (see movement - regular -sector movement, clouds).

movement - regular - using the movement text on a location card

Many locations allow one or more cards to utilize special movement betweenspecific sites. For example: Light Side Tatooine: Mos Eisley, the Cloud City:Upper Plaza Walkway or the Endor: Back Door. These are all consideredregular moves (unless they are listed as a 'react'), and the cost, timing andconditions of these moves are specified on the location cards in question.

movement – unlimited

The following moves are unlimited moves: embarking, disembarking, movingbetween docked starships, moving between pilot/passenger capacity slots,relocating cards between locations, prisoner transfers.

movement – unlimited – disembarking

During your move phase you may disembark for free by:• moving your character or vehicle aboard your vehicle (or landed starship)to the site that vehicle (or landed starship) is present at.• moving your starship from a "cargo hold" capacity slot to the system that theholding starship is present at (the disembarking starship does not require apilot to be aboard).• moving a permitted character from Luke's Backpack.• moving a character from aboard a starship or vehicle in the cargo bay of a"carrying" starship to the "bridge" of that starship (pilot/passenger capacitypermitting).See capacity.A card may also disembark at the end of a react. See movement – react.

movement – unlimited – embarking

During your move phase you may embark for free by:• moving your character or vehicle aboard your vehicle or landed starshippresent.• moving your starship at a system aboard another of your starships present.• moving a permitted character into Luke's Backpack.• moving your character at the "bridge" of your starship aboard your vehicleor starship in the "cargo hold" of that starship.In all cases, the card you are embarking aboard must have sufficient capacity.To indicate that the card is now aboard, place the embarking card under thecard it just moved onto. Once embarked, one card will be "carrying" the other.See movement - carrying cards.A character aboard a vehicle or landed starship that is itself embarkedaboard another starship (for example, a pilot in a TIE aboard a StarDestroyer) does not take up any capacity on the holding starship (e.g., theStar Destroyer). See capacity.Note also that cards may embark aboard a reacting card at the start of a reactmovement. See movement - react.Undercover spies may not embark aboard a vehicle or starship. Seeundercover spy rules. CCG G SLOSSARYUPPLEMENT movement – unlimited – relocating cards between

movement – unlimited – embarking

locationsDuring your move phase you may embark for free by:• moving your character or vehicle aboard your vehicle or landed starshipSome cards initiate actions that will allow (or force) a character to relocatepresent.from one location to another location. For example, Nabrun Leids moves a• moving your starship at a system aboard another of your starships presentgroup of characters from one location to another, Hit And Run allows a(your embarking starship does not need to be piloted).starship to move through hyperspace to another system location, Trap Door• moving a permitted character into Luke's Backpack.will relocate a character from the Audience Chamber to the Rancor Pit, and• moving your character at the "bridge" of your starship aboard your vehiclePath Of Least Resistance allows a character to move between interior mobileor starship in the "cargo hold" of that starship.sites when played.In all cases, the card you are embarking aboard must have sufficient capacity.All of these relocations are considered to be unlimited moves, meaning thatTo indicate that the card is now aboard, place the embarking card under thethe card is considered to be "moving." Thus a card which "cannot move" is notcard it just moved onto. Once embarked, one card will be "carrying" the other.permitted to perform this type of relocation.See movement - carrying cards.If a card is relocated but does not change actual locations, then it is notA character aboard a vehicle or landed starship that is itself embarkedconsidered to have performed any move. For example, sending your spyaboard another starship (for example, a pilot in a TIE aboard a Starundercover (or attaching with a Landing Claw) relocates your card fromDestroyer) does not take up any capacity on the holding starship (e.g., theyour side of the table to the opponent's side of the table, but this is notStar Destroyer). See capacity."changing locations" so is not considered to be movement. Similarly, forfeitingNote also that cards may embark aboard a reacting card at the start of a reacta character from a battle location to the Lost Pile does not move that card frommovement. See movement - react.one location to another, and is not considered to be any type of movement.Undercover spies may not embark aboard a vehicle or starship. SeeIt should be noted that a card being "carried" aboard another card is notundercover spy rules.considered to be moving. See movement – carrying cards.

movement – unlimited – escaping the Death Star II

moves like a characterIf the Light Side “blows away” Death Star II using this Epic Event’s game text,Cards which move like a character are not characters, but may move likebefore the sector and system locations are lost, each piloted starfighter at thecharacters utilizing a landspeed of 1, docking bay transit, embarking,Death Star II: Reactor Core may immediately attempt to ‘escape’ as unlimiteddisembarking, moving between docked starships and shuttling wheremovement. That starfighter moves toward the Death Star II system (movingappropriate. These cards do not take up passenger capacity. These cardsone sector at a time for free, and drawing each required movement destiny,may not be moved or affected by other cards which work on characters. Foruntil it either reaches the system location or is lost). The Light Side starfightersexample they cannot be transported with Nabrun Leids.all attempt to escape first, then the Dark Side starfighters do the sameSee also seekers, Yerka Mig, movement.(drawing movement destiny using Light Side game text). must have pilot aboard to use ...

movement – unlimited – moving between capacity

This and similar game text on some early cards is incorporated into the

slots

starship and vehicle rules, and thus does not appear on new cards. See pilot.During your deploy phase and your move phase, you may 'move' any Naboo location deploymentcharacter aboard your starship, combat vehicle or shuttle vehicle from a pilotThe peaceful planet of Naboo includes the locations of Naboo, as well ascapacity slot to a passenger capacity slot or vice versa (capacity permitting).those of the Royal Theed Palace. The layout of Naboo locations is (in order):See pilot.Theed Palace Throne RoomSimilarly, anytime during your deploy or move phase you may designate anyInterior Theed Palace sitescharacter aboard your creature vehicle or transport vehicle as the driver orTheed Palace Docking bayas a passenger. See driver.Theed Palace Courtyard

movement – unlimited – moving between docked

Exterior Naboo sitesUnderwater Naboo sites

starships

Naboo SystemDuring your move phase, you may "dock" two of your starships present at thesame system or sector with the intention of moving cargo or personnel back Objective cards See Glossary.and forth between the two.Whenever you are prevented from deploying the cards in the “deployThis movement can only be performed if at least one of the starships hassection”(in italics on the front) of the Objective Card, then that Objective is"ship-docking capability" and at least one of the starships is being piloted. Forplaced out of play leaving you with no starting location and no Objective.1 Force your two starships dock, relocate any number of characters, vehiclesor starships between the two docked starships (capacity permitting), and then on tableundock.On table is a term used to describe a specific "state" of a card in play. InCharacters moved must be pilots or passengers moving from (or to) thegeneral, all face up cards are usually considered to be on table. The'bridge'. Starships or vehicles moved can only move between the starshipsexceptions to this are any cards that are face up in a Deck or Pile (for example,"cargo" capacity. No characters, vehicles or starships can be moved to or fromin a Lost Pile), or any cards that are out of play. In addition, some cards allowstarship sites in this way.other cards to be stacked on or under them. Whether or not these stackedcards are on table or not depends upon the card they are stacked upon. See

movement – unlimited – prisoner transfers

face up and face down.During the Dark Side's move phase, the Dark Side player may perform any ofSometimes a card is on table only for specific purposes. For example, athe following "prisoner transfers." These are unlimited moves for both thecharacter that has been captured is considered to be on table for "purposesescort and the captive:of uniqueness only". This means that they are on table only for rules or game• An escort present at a prison may transfer (deliver) its captive to that prison.text related to uniqueness, but for no other purpose.Place that captive face-up below the prison. That captive is 'delivered' and isCards not on table can still be targeted by rules or game text. Generally they'imprisoned'. See captives – imprisoned.must be targeted based on where they are (for example, "deploy Luke from• A bounty hunter or warrior present at a prison may take a captivehand"), or the "state" they are in (for example, "initiate a duel against Luke,imprisoned there into custody. See captives – escorting.even if a captive").• An escort present at any site may leave a frozen captive he is escorting at thatsite. That frozen character is now "unattended" and is no longer considered once per gameto be escorted. See captives – frozen.• An unattended frozen captive may be taken into custody by any Dark SideActions that are limited by their game text to “once per game” may never bebounty hunter or Dark Side warrior present. See captives – escorting.initiated more than once per game (even if it fails or is canceled). Onceinitiated, a card's "once per game" function may not be initiated again byeither player, whether with that card or any other card with the same title,regardless of card back. Actions that allow you to deploy "once per game" arestill limited to the owner's deploy phase (unless specifically stated otherwise).See deploy. CCGSection 2. Rulings By Game Termmovement – unlimited – embarking

operative rules

An 'operative' is any character with the word ‘Operative’ in its card title.Operatives are restricted by special rules as follows:• You may not voluntarily deploy or move your operative to (or through) alocation on its matching planet where you already have an operative (even ifmissing or captured) of the same card title.• If, at any time, two of your Operatives (even if missing or captured) of thesame card title are at the same location on their matching planet, you mustchoose one to be lost (you may choose a missing or captive operative to belost).• Your operative character on its matching planet may not apply its abilitytoward drawing battle destiny.• Your operative may not control a location on its matching planet for anyreason unless you have other cards with total ability of 1 or higher at thatlocation. Your operatives still occupy that location (and may battle or bebattled), but may not Force drain or flip the objective alone.See matching operative.

out of play

See Glossary.A card just placed out of play is not considered to be "just lost" or "justforfeited." Thus if Obi-Wan loses an Epic Duel or is targeted by NobleSacrifice he may not go to the Bacta Tank or a Weather Vane.

§ owner

The owner of a card, when referenced in game text, is the player who playedthe card. Stolen cards, sold cards (by Treva Horme) or cards won in sabaccchange ownership until the end of the game, or until they change ownersagain. (See stealing.)

participating in battle

Unless restricted from participating, all cards present at a location (or on thebridge, cockpit, or in the cargo bay of any vehicles and starships at thatlocation) are considered to be participating in a battle initiated at that location.A card is considered to be participating in a battle as soon as the battle hasbeen initiated, or as soon as that card is introduced to the battle location aslong as that card is introduced before the Power Segment begins. Any cardintroduced after the power segment has begun is not participating.For example, a character introduced to a battle in progress by a 'react', gametext such as Sergeant Wallen or perhaps even Tauntaun Bones triggered bya weapon destiny draw would be immediately considered to be participatingand may act accordingly.But a captive released during the Damage Segment (because the escort isforfeited) and moved to the Light Side of the location, or a character broughtback to the battle location by Old Ben after being forfeited would not beconsidered to be participating again, and as such would not be eligible to beforfeited etc.A card that fires a long-range weapon into a battle from another location isnot participating in that battle for game purposes.All cards meeting the above criteria would be considered to have participatedin a battle, even if that battle is canceled before reaching its normal conclusion.Cards which participate in one battle may not normally participate in anotherbattle during the same turn.Because passengers at the bridge, cockpit or cargo bay participate in battles,actions that occur during a battle (e.g., Han With Heavy Blaster Pistol's battledestiny adding text) may be used by, or target a passenger.See battle, excluded from battle, with, may not participate in battle.

passengers

Passengers are any characters aboard a starship or vehicle who are notacting as a pilot or driver of that starship or vehicle.Passengers aboard an enclosed vehicle or starship (except characters“below decks” at vehicle or starship sites) participate in battles at the location ofthat vehicle or starship normally, except that they may not apply their abilitytoward drawing battle destiny.Astromech is a specific type of passenger. See astromech.

peeking at cards

A game action that allows you to peek at a card (or cards) allows you (andonly you) to look at that card and then place it back where it came from (unlessstated otherwise).When you peek at (examine, glance at, look at etc.) a card, you are entitled tosee the entire card, and the intention is that you limit yourself to a reasonableamount of time to gather information.See empty deck or pile, empty hand. CCG G SLOSSARYUPPLEMENT

permanent weapon

personasSome character cards are armed with a permanent character weapon, asDifferent versions of a single character are all considered to be part of theindicated by the permanent weapon icon. Such a weapon may not besame ‘persona (even if they are on different sides of the Force).’ No moreseparated from the character (lost, stolen, transferred, retrieved etc.) exceptthan one version of the same unique persona may be on table at the sameby cards that deploy on the character as a marker (e.g., Disarmed). If such atime.marker card is removed, the weapon is restored.Any card or action that targets or manipulates a persona may target orGame text that relocates weapons (e.g., to or from a pile) may not be used tomanipulate any card that contains that persona. For example: Lando Inrelocate this character card, unless that action also relocates the character.Millennium Falcon is considered a wild card for Cloud City Sabacc because itIf the game text of a character with a permanent weapon is canceled orcontains the persona of •Lando. The Dark Side may deploy Boba Fett Insuspended, that character is still considered to be in possession of theSlave 1 for free to a Docking Bay where Lyn Me is present, because it containsweapon that is specified within the character’s game text (although thatthe persona of •Boba Fett. Similarly, the Light Side may deploy Uncontrollablecharacter is incapable of utilizing the weapons text).Fury on the Death Star Assault Squadron since it has the persona of •Vader‘Scanning’ or copying the game text of a character with a permanent weaponaboard.does not enable the scanning character to use that weapon, and theThe exceptions to this rule are:scanning character is not considered to be possessing that weapon.• Weapon and device text that allows that weapon or device to deploy upon aA permanent weapon is considered to be a matching weapon only if thecharacter persona may only use that text to deploy upon a character card. Forcharacter’s name (or persona name) is contained in the title of that weapon.example, Vader's Lightsaber may not deploy upon the Death Star AssaultSee matching weapon.Squadron.• The persona replacement rule applies only to character cards. That is only acharacter card can be replaced, and only by another applicable character

persona replacement rule

card of that persona.During your deploy phase, you may replace any of your unique CharacterDifferent versions of a single persona conceptually represent the samecards on table with another Character card that represents a differentperson or thing, but they are different cards. For example, the Interrupt cardversion of that persona from your hand (for free). Also, some character cardsGrimtaash affects "all cards opponent has two or more of" in hand. If you playhave game text that allows your opponent to replace them (or allows you toMonnok on an opponent who is holding one Luke Skywalker and onereplace your opponents Character card). For example, Dark Side LandoCommander Luke Skywalker, those characters are unaffected by theCalrissian.Interrupt because it targets duplicate card titles (not personas).You may only replace a persona during your deploy phase, and the newversion (1) must have power and ability at least equal to those of the replaced personas - starships and weaponscharacter and (2) must obey any deployment restrictions listed on its card (ifany).Some unique starships and weapons are represented on more than oneFor example, Luke Skywalker (power 3, ability 4) may be replaced bycard.Commander Luke Skywalker (power 4, ability 4), but only when Luke is onFor example, the Light Side starship Millennium Falcon is represented by theHoth (because Commander Luke Skywalker’s game text says "Deploys onlyPremiere card Millennium Falcon as well as being contained in theon Hoth").Enhanced Cloud City card, Lando In Millennium Falcon. It should be notedWhen replacing a persona, apply all modifiers to power for the card alreadythat the context by which a card refers to a unique object is important. Foron table before comparing it with the power of the card in hand (which isexample, although the Light Side Effect "Special Modifications" refers to theunaffected by modifiers on table). Thus, for example, Darth Vader, Dark LordMillennium Falcon, this card does not represent a persona of that starship.Of The Sith with Uncontrollable Fury deployed upon him is power = 8These cards may not always be of the same card type either. For example, the(assuming no other modifiers), and as such cannot be replaced by LordDark Side Weapon card Vader's Lightsaber represents a unique lightsaberVader whom is only power 7.in the Star Wars universe, and this weapon is also represented on thePersona replacement is not deployment though, and as such is not permittedCharacter card Darth Vader With Lightsaber where it is specificallyor restricted by other deployment rules or game text. For example, you do notmentioned in the game text.need presence or Force icons on your side of a location to replace a personaCards such as these conceptually represent multiple versions of the samethere. Similarly, you do not need to observe Dagobah deployment rules forunique object. As such, the uniqueness rule applies to the object rather thanreplacement purposes (unless the newer version of the persona has athe specific card. That is, only one card representing a unique (•) object mayDagobah related deployment restriction in it's game text). Similarly, you maybe on table at any one time.not replace a persona because an Interrupt or Effect allows you to deploy,See unique and restricted cards, out of play.persona replacement is unaffected by the out of play rule, and replacing apersona does not allow any "just deployed" actions to be initiated. pilotAny cards deployed on or targeting the character (or any 'residual' gameCharacteristic that allows a character to control and move a starship, combatplay effects such as being the target of Imperial Barrier) transfer to the newvehicle or shuttle vehicle (indicated by a pilot icon on the character card). Inversion of that character (if applicable). Any cards which are not applicableaddition, many starships, combat vehicles and shuttle vehicles have inbuiltare placed in the owner's Lost Pile, along with the replaced version of thepermanent pilots as indicated by the pilot icon on their card. See permanentcharacter. For example, if Boba Fett was targeted by Clash Of Sabers andpilot.then persona replaced, the new version would still be under the effects ofA starship, combat vehicle or shuttle vehicle must be piloted to move, to useClash Of Sabers.power, maneuver, hyperspeed or landspeed, to use starship or vehicleYou may persona replace an Undercover spy with a non-spy character orweapons and devices, and to use game text that is not related to deploymentvice versa, as long as you follow the replacement rules given above. Foror capacity.example, TK-422 may replace Han Solo as long as TK-422's deploymentWhen a pilot character is deployed or moved aboard a vehicle or starship,restrictions are observed - that is, there is an Imperial at that location, thethat character is considered to be acting as a pilot if sufficient pilot capacity islocation is a site, and TK-422 must go Undercover. Similarly, an Undercoveravailable. You may designate which characters are acting as pilots (that is, youLeia Organa may be replaced by Princess Leia, although the Undercovermay relocate them between pilot and passenger capacity) at any time duringcard would not be applicable to Princess Leia (she is not a spy) and wouldyour deploy or your move phase. Any pilots aboard a starship or vehicle intherefore be lost.excess of its pilot capacity are passengers and thus may not enhance thestarship or vehicle.Any modifiers to a pilot’s personal power do not increase the bonus that pilotgrants to a starship or vehicle.See starfighter - landed. place in [deck or pile]See leaves table. politicsSome characters have a numerical value entitled Politics. This indicates theirrelative political power when ‘voting’ (battling) at the Galactic Senate. Acharacter whose politics = 0 (even if temporarily reduced) is a characterwithout politics. A character without politics can have his politics added to byother game actions. CCGSection 2. Rulings By Game Termpermanent weapon

prepositions

Prepositions (at, on, aboard, to, with, from, in etc.) are used to express simplerelationships between cards, and have their normal English languageconnotations.A character, starship, vehicle weapon or device is at a location if it is "on" aplanet if it is:(1) Present at any site, cloud or Death Star II sector related to that planetname.(2) At the bridge, cockpit or cargo bay of a starship or vehicle that is present atany site, cloud or Death Star II sector related to that planet name.Thus, for example, Luke is “on Hoth” if he is present at the Echo CommandCenter, inside the Wampa Cave, or piloting Rogue 1 at the Ice Plains.A character, starship, vehicle, weapon or device is "at" a planet if(1) it is on that planet(2) At the bridge, cockpit or cargo bay of a starship that is present at (orbiting)that system.For example, Luke is “at Hoth” if he is piloting Red 5 and Red 5 is present atthe Hoth system.A character, starship, vehicle, weapon or device is "aboard" (or "on") astarship or vehicle if it is:(1) Present at any site related to that starship or vehicle.(2) At the bridge, cockpit or cargo bay of that starship or vehicle.This means that Luke would not be at Hoth if he was at the Home One:Docking Bay while the Star Cruiser Home One was present at the Hothsystem. In this case, Luke is at the Home One Docking Bay, and aboard HomeOne. Similarly, Tarkin at the Death Star: War Room while the Death Starorbits Alderaan is not "at Alderaan", but the Death Star is.See presence and present.

presence icon

The icon depicting a battle droid is used to indicate a unit (such as a battledroid or droid starfighter) that is optimized for terrain acquisition and control.A card with this icon has presence at its location for all purposes, even thoughit does not have ability. Thus, a Destroyer Droid may occupy and control alocation, Force drain, block an opponent’s Force drain, battle, be battled, etc.Additionally, a card with this icon may not be the target of a Restraining Bolt,and may not be ‘purchased’ by Wioslea.

present, presence and prepositions — more detailed example

This example describes a complex game situation, and is provided primarilyfor reference. It is not necessary for most players to concern themselves withthis level of detail.Assume that the Death Star is orbiting Yavin 4 and the following starships areat the Death Star system: Millennium Falcon (with Han and C-3PO in thecockpit), Red 6 (with Jek Porkins piloting) and the Executor (with Piett on thebridge; also, Vader and Luke are at the Comm Station site, Tarkin is aboard aLift Tube at the Comm Station and Leia is at the Main Corridor site). Thisexample results in the following:PrepositionsThe characters are all on (also aboard) their respective starships. The DeathStar is at Yavin 4, and the starships are all at the Death Star. Han, C-3PO, Jekand Piett are all at the Death Star.Han is at same location as C-3PO, Jek and Piett. Vader, Tarkin, the Lift Tubeand Luke are at the Comm Station site, at same location and at same site.Tarkin is on (also aboard) the Lift Tube, and Leia is at the Main Corridor site.Battle:A battle is initiated at the Death Star system, which means that Han, C-3POand Jek (aboard Falcon and Red 6) are in a battle together, against Piettand the Executor.If a battle is occurring at the Comm Station site, Vader and Tarkin are in abattle together (this may also be expressed as “Tarkin is with Vader in abattle”).PresenceHan, Jek, Piett and the Executor’s permanent pilots each create presence atthe Death Star system. (The other characters do not.) Vader, Tarkin and Lukeeach create presence at the Comm Station site. Leia creates presence at theMain Corridor site. C-3PO, the starships and the Lift Tube do not createpresence anywhere. None of these cards create presence at Yavin 4.PresentHan is present with C-3PO and both are present aboard the Falcon. Piett ispresent aboard the Executor. Vader is present with Luke and both arepresent at the Comm Station site. The Lift Tube is present at the Comm Stationsite. Tarkin is present aboard the Lift Tube. Leia is present at the MainCorridor site. CCG G SLOSSARYUPPLEMENT

reaches

retrieveA target "reaches" an Utinni Effect that is deployed on a location when:Retrieving a card (or retrieving 1 Force) is defined as taking the top card of• the target is present at the location; oryour Lost Pile and placing it face down on your Used Pile.• the target is in a pilot, passenger or astromech slot of a starship that isTo retrieve multiple cards, simply retrieve multiple times (this is all one action). Ifpresent at that location orgame text allows you to retrieve 1 Force for each of a specific card on table (or• the target is in a pilot, driver or passenger slot of a vehicle that is present atsome similar condition), count up all copies of that card as specified and thenthat location.retrieve for that total number (as one action).For example: Our Most Desperate Hour is deployed on the Alderaan systemTo randomly retrieve a card, shuffle, cut and replace the Lost Pile and thentargeting Leia on Tatooine. Leia moves from Docking Bay 94 to the Homeretrieve normally. To retrieve a specific card, search the Lost Pile; if a copy ofOne: Docking Bay (the starship Home One is present at the Alderaanthe card is there you must place it face down on your Used Pile (do notsystem). Leia has not yet "reached" the Utinni Effect, as she is not in a pilot orreshuffle unless instructed to do so).passenger slot. To trigger the Utinni Effect, she would need to use herA retrieved card is always revealed to both players, even when the Lost Pile isregular move next turn to move from the Docking Bay to the "bridge" of Homeface down (see Eyes In The Dark).One. (see movement - regular - starship and vehicle sites). return to handSee leaves table.

react

Rogue SquadronThis is a special form of deployment or movement (granted by cards that saySee squadron designations.‘react’) that may occur during your opponent’s turn. A ‘react’ occurs just after same systemyour opponent initiates a battle or Force drain, and allows you to deploy ormove one or more cards to the location of the battle or Force drain (at normalUnless specifically noted otherwise, “same system” refers directly to the systemuse of the Force).location and does not extend to the related sites or sectors of that system.To deploy as a ‘react,’ a card must comply with all deployment rules. scomp link iconFor rules regarding cards that move as a ‘react,’ see movement – react.Each card that deploys or moves is a separate ‘react,’ regardless of whichRepresents a computer connection on a site or starship; referenced bycard allowed them to ‘react.’ Cards such as CZ-3 are not intended to implyvarious Interrupts and other cards.that all of the movements or deployments are one big ‘react.’ Thus, eachA scomp link on an enclosed vehicle or starship is present only to charactersopponent’s Sense card may cancel only one card’s deployment or movement.aboard that vehicle or starship (although it is still a scomp link at that location).All Force costs required to move or deploy as a react are considered to beSimilarly, a scomp link on a location card is not present to a character aboardpart of the initiation of the react action, and thus cannot be recovered even ifan enclosed vehicle or starship at that location.the 'react' is canceled.While canceled, a scomp link cannot be the subject of any other action or‘Reacting’ to a Force drain cancels the Force drain if you bring presence tocondition.the location.All cards involved in a ‘react’ (including cards deployed as a 'react', or cards scoutthat embarked on or disembarked from a card moving as a 'react') areScout is a characteristic applicable to characters only (see section 4 - List Ofprevented from being involved in another 'react' during the same turn, even ifCharacteristics). Unlike a spy, a scout has no "inherent" abilities, but is simplythat ‘react’ is canceled.used as a keyword reference by other cards and game text. The only rulespertaining specifically to scouts are those for searching for a missing character

Rebel

(see search party).A type of Light Side character, as indicated by the icon in the top left hand sectorscorner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons.Vertically oriented location where starfighters and other cards can deploy,battle and move. There are planet and space sectors.

Red Squadron

All sectors share the following features:See squadron designations.• Sectors are oriented vertically, like systems; however, they have no parsecnumber and thus cannot be used for hyperspeed movement.

related locations

• Vehicles and characters may not deploy or move to a sector unless aboard aSites and cloud sectors that are deployed to the same system arevehicle or starship which is allowed at that sector.• related to that system;Cards which affect a starship at a system may not necessarily affect a starship at• related to each other; anda sector. Refer to the latest game text of the card in question and check if it• part of that system.mentions sectors.Asteroid sectors that are deployed to the same system areAsteroid sectors and cloud sectors (except Bespin: Cloud City) deploy next to• related to that system;any planet system or another sector of the same type, as shown below.• related to each other; butSectors may be inserted in any order, as long as you maintain the following• not part of that system (e.g., an asteroid sector at the Dagobah system is not apattern:Dagobah location) and not related to normal sites or cloud sectors in that[Sites] [Cloud Sectors] [System ] [Asteroid Field (Sectors)] [Big One]system.Sectors which deploy only to one particular system (e.g., Bespin: Cloud City)The Big One Cave is related only to the Big One.may deploy even if that system location is not on table. However, sectors whichThe exception to these rules is that a starship site or a Death Star or Deathdeploy to any planet system (e.g., Clouds, Asteroid Field, Big One) may deployStar II site is not a related site to the system that the starship (or Death Star) isonly where a system location is already on table.orbiting, and similarly the system is not a related system to that starship (orAt sector locations, you may make any applicable ‘reacts’ and any applicableDeath Star) site.unlimited moves. In addition, certain regular moves are allowed at sectors,For a vehicle at a site with it's own vehicle site(s), those vehicle site(s) aredepending on the kind of sector (see asteroid sectors and cloud sectors).related to the sites of the planet where that vehicle is located.Currently, the only sector with a related site is the Big One.A starship, Death Star, Death Star II or vehicle site is related to it's otherstarship, Death Star, Death Star II or vehicle sites. selective creaturesSee creatures – selective.

related locations

senate majoritySites and cloud sectors that are deployed to the same system are• related to that system;A player has a "senate majority" when his or her total politics at the Galactic• related to other sites and cloud sectors deployed to that system; andSenate is greater than the opponent's total politics there. If neither player has• part of that system.politics greater than zero at the Galactic Senate, then neither side maintains aAsteroid sectors that are deployed to the same system aresenate majority.• related to that system; senate majority• related to each other; but• not part of that system (e.g., an asteroid sector at the Dagobah system is not aIf one player's total politics at the Galactic Senate is greater than theirDagobah location) and not related to normal sites or cloud sectors in thatopponent's total politics there, that player has a senate majority. All thatsystem.player's characters at the Galactic Senate are then "in a senate majority".The Big One Cave is related only to the Big One. ship-docking capabilityA location is not related to itself.Feature of some starships that allows two starships to dock in order to movepilots, passengers and cargo between them, capacity permitting. See

releasing captives

movement – unlimited – moving between docked starships.See captives – releasing. CCGSection 2. Rulings By Game Termreaches

shuttle vehicle

A kind of vehicle which is specialized for short hops from a planet site to anorbiting capital starship. A shuttle vehicle must have a pilot aboard to use mostof it's game functions (see pilot), however, it may be shuttled or movedbetween docked starships without a pilot aboard.Shuttle vehicles may deploy and operate at cloud sectors.A piloted shuttle vehicle may use its regular move to either make any normalvehicle move (including being shuttled) or to shuttle characters to or from anystarship. See movement – regular – shuttling.

shuttling

See movement - regular - shuttling.

spaceport sites

Some generic sites include the word ‘spaceport’ in their title (e.g.,SPACEPORT DOCKING BAY). Whenever you deploy a generic spaceportsite to a planet, you must place it adjacent to another of that planet’s spaceportsites (if any). Spaceport sites on the same planet may not be separated by anyother non—Spaceport sites.

squadron class starships

See Section 3.See starship - squadron class.

squadron class starships - deployment and replacement

See Section 3.See starship - squadron class - deployment, starship - squadron class -replacement.

squadron designations

Squadron designations (for example, Red, Rogue or Black) are contained intitle, lore or game text. Game text conditions based upon a squadrondesignation require a particular squadron designation as well as somesecondary requirement (such as being a pilot, gunner or TIE). For example,Black 4 is a Black Squadron TIE and Red Leader is a Red Squadron pilot(both due to title). Commander Luke Skywalker is a Rogue Squadron pilotdue to his game text.In addition, a character piloting a starship that belongs to a squadron is a pilotfor that squadron (a permanent pilot never counts as a squadrondesignation pilot). For example, Officer Evax is a Black Squadron pilot whilepiloting Black 2. A similar definition exists for a gunner and a starship thatbelongs to a squadron.

squadrons

See Section 3.See starship - squadron class.

starship – movement

See movement.

starship sites

Starship sites obey location deployment rules (e.g., interior/exterior sequenceand insertion) and create locations aboard a starship where characters maydeploy, battle and move.For convenience, each group of starship sites is placed on table separatelyfrom other sites. However, the group is related to one particular starship(which must be specified at the time of deployment).Sites which are related to a unique starship (e.g., Executor sites) may deployeven if that starship is not on table (just as Death Star sites may deploy when aDeath Star is not on table). These sites inherit the characteristics of the actualstarship card if (and only if) the starship is also on table. For example, HomeOne: Docking Bay is only established as a Star Cruiser site (for game text suchas General Walex Blissex) if the starship card Home One is also on table.However, sites which work with any starship of a given kind (e.g., StarDestroyer: 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 thebridge. Although such characters participate normally in battles at these sites,because they are below decks they do not participate in starship battles.A starship site is related to other starship sites on that same starship. A starshipsite is not related to the system that starship is orbiting. See related locations.The player controlling the starship may move his cards from a starship site tothe related starship card (capacity permitting), or vice versa. See movement -regular - starship and vehicle sites.If a starship is lost, all related sites (and all cards located at those sites) are alsolost.

starship weapons

See weapon - firing starship weapons.

start of turn

Once both players have no end of turn actions to play or resolve, that turnends.Any mandatory start of turn actions are now initiated, and they resolvenormally as automatic actions. Any optional start of turn actions may now beinitiated (the player who's turn it is gets the first chance to initiate an optional'start of turn' action, and players then take turns). Only start of turn actions (orvalid responses) may be played at this time - no other actions are legal.Once all start of turn actions are resolved and both players have passed ontheir right to initiate any other start of turn actions, the player who's turn it isnow begins their activate phase. CCG G SLOSSARYUPPLEMENT

starting interrupts

stealing weapons and devices See Section 3.See Interrupt - Starting.A character who has the capability to steal a weapon or device may do so onlyif that weapon or device says it can be deployed on (or moved by) characters.

starting locations

For example, a character may steal a lightsaber or a Light Repeating BlasterA player may choose to use a starting location from their deck (but if they haveCannon, but may not steal Proton Torpedoes, a Laser Gate, a Hydroponicsan Objective card in their deck, they must start with that). See starting theStation or the Planet Defender Ion Cannon. The thief does not have togame.actually be able to use the weapon or device, just carry it.Locations that cannot be used as a starting location includes any location thatCards with deployment restrictions (e.g., Obi-Wan’s Lightsaber) may becould not be deployed to an "empty table". That is, any location that requiresstolen and carried by any character who is able to steal and carry them, butanother card or location to be on table before it can be deployed. Thusmay be transferred to and used by only those characters who meet theAsteroid Fields, Clouds, Death Star: Trench, Star Destroyer: Launch Bay anddeployment restrictions. See weapons - transferring.generic sites (see generic sites) cannot be chosen as a player's startinglocation. taking cards from a deck or pileIf a player selects an illegal starting location at the beginning of the game, thatMany cards allow you to directly access your deck or pile, usually to take a cardplayer begins the game without a starting location.into hand, or to deploy a card from that pile directly.If both players are using a starting location, then it is possible that both mayWhenever a card or rule allows you to take a card from a deck or pile, andchoose the same unique location. If this happens, they set them asidethere are any criteria for what kind of card you may take, you must reveal thattemporarily and choose again following the same procedure. If one playercard after it is obtained. In this way, your opponent can check that you took a(or both) has no other location to choose from, that player(s) must start thecard matching the criteria specified.game without an initial location. Once two acceptable starting locations haveHowever, when allowed to take “any card” you do not have to reveal thebeen selected, any locations set aside are added back into the decks.card chosen, unless you retrieve that card from your Lost Pile.If the initiating text provides more than one candidate card that may be taken

starting the game

from the same deck or pile, you are permitted to declare the action specifyingStarting the game consists of three steps:only the card you are using to search. You may then look through that deck orStep 1 - STARTING LOCATION OR OBJECTIVEpile before choosing which of the cards you wish to take.Each player chooses one starting location or one Objective card from theirOnce the search has been initiated, a player must take a card if possible.deck; both players simultaneously reveal their choices. A player who has anIf your search fails to find any card matching the criteria given, your opponentObjective in their deck must start with it.is permitted to verify that deck or pile in order to prove that no candidate couldIf you reveal an Objective card and your opponent reveals a starting location,have been taken. See verification.your opponent’s starting location is deployed first. You then deploy yourAfter searching, you should replace the deck or pile without shuffling, unlessObjective card and other cards it requires or allows (for free).otherwise instructed.If both players reveal an Objective card, the player who will go first in thegame (usually the Dark Side player) deploys card(s) first (for free), followed titleby the second player.Game text that searches for a word “in the title” of a card cannot be matched ifIn either of the above cases, the second player could possibly convert (coverthat word is part of another word. If the action depends upon more than oneup) locations deployed by the first player (see converting locations).word in the card title then all the search keywords must also be in the sameSee starting location for rules regarding legal starting location choices andorder and without any other words in between.resolving duplicate choices.Step 2 - STARTING INTERRUPT transferringEach player may choose a starting interrupt from their deck (this is optional);This form of movement is renamed as "moving between docked starships."both players simultaneously reveal their choices.See movement – unlimited – moving between docked starships.The player who goes first in the game resolves their starting interrupt first (ifany), followed by the second player if required. transferring captivesStep 3 - SHUFFLE AND DRAW STARTING HANDSee captives – prisoner transfers.Remaining cards must be shuffled, and your opponent may briefly shuffle orcut as required. The remaining cards are placed face down in front of each transport vehicleplayer to form that player's Reserve Deck. Each player then draws 8 cardsSee vehicle - transport vehiclewhich is their starting hand.By default, the Dark Side player takes the first turn of the game.

stealing

A card is stolen when one player is able to take the card from the other playerand use it as his own. The opponent may not take ownership of one of yourcards unless a card or rule allows it to be stolen (or ‘won’ in the case ofsabacc). For example, an empty landed starfighter cannot be stolen simply byhaving an opponent’s pilot walk up to it.Stolen cards that are placed in the new owner's Life Force can be activated,used, lost, deployed, etc. as if it was that player's card. Whenever one of youropponent’s cards comes to the top of your Reserve Deck, you must reveal it sothat both players can see whether it is an ‘insert’ card. If it is not, then return it tothe top of your Reserve Deck.At the end of the game, stolen cards count towards their owner's Life Forcetotal. This is different from a card your opponent inserts in your Reserve Deck,which is not considered stolen (and is still your opponent's card). See insertcards.Stolen cards are returned to their rightful owners at the end of the game.

stealing vehicles and starships

Even when a card allows stealing, an opponent’s starship or vehicle may notbe stolen if the opponent has characters aboard (but a permanent pilot orastromech is not sufficient to prevent theft).When you steal a vehicle or starship, any cargo aboard it is stolen as well (aslong as there are no characters aboard that cargo). If the vehicle or starshiphas a ‘generic’ permanent pilot, it is conceptually replaced by a permanentpilot of the opposite side of the Force. However, if it has a unique permanentpilot (or a unique permanent astromech), that permanent pilot (orastromech) is lost instead. A single capacity slot (“May add 1 pilot” or "May add1 astromech") is created for each unique permanent pilot or astromech lost. Ifreturned to the original owner, it is restored to its original game text unlessthat unique persona is in play, in which case that starship capacity slot willremain empty. CCGSection 2. Rulings By Game Termstarting interrupts

undercover spy rules

Certain cards can make your character into an "undercover spy", such as theEffect card Undercover or the Immediate Effect A Gift. To indicate that your spyis Undercover, place it on your opponent’s side of the table at the same site.Even if the spy was enclosed, relocate such that it is present at the opponent'sside of the site.While undercover, your undercover spy :• has no presence (thus even though present, they do not occupy a location)• does not participate in battles (but may still attack and be attacked bycreatures).• cannot be targeted by an opponent’s weapons during battle. Note thoughan undercover spy may be affected by text that specifies "all cards" or "allcharacters" because these cards do not "choose" the spy as a target. Forexample, a spy may be lost to a Thermal Detonator or Concussion Grenadethat explodes during a battle. See all cards.• cannot move onto a vehicle or starship card (this does not restrictUndercover spies from moving to a vehicle site or starship site).• cannot initiate an action that may directly result in capture. For example, yourundercover Imperial will not capture Luke, even when There Is Good In Himis on table.• cannot escort captives (a spy who is escorting a captive cannot be sentundercover).• move differently to normal characters (see below).Your undercover spy (even if an undercover spy droid) has the followingspecial capabilities:• prevents your opponent from Force draining where present.• allows you to deploy to the undercover spies location without presence orForce icons.Your Undercover spy may use any movement rules (except moving aboardvehicles or starships) available to your characters such as using landspeedand performing Docking Bay Transit, but may only perform these rule-basedmoves during your opponent's move phase.If you are moving your undercover spy using your interrupt (such as ElisHelrot or Path Of Least Resistance) or your other game text (such as CloudCity: Upper Plaza Corridor), then this movement occurs as specified on theappropriate card.Despite being on the opponent’s side of a location and moving during youropponent’s move phase, your Undercover spy is still your character. Thus, forexample, when using docking bay transit or the special movement feature of ahallway or corridor, your undercover spy uses the text on your side of thecard. This also means that your opponent’s Undercover spy cannot “tagalong” when you plays Elis Helrot or Nabrun Leids, who relocates only“your” cards.During your deploy phase, your Undercover spy may voluntarily “breakcover” if at a site. If your spy’s “cover is broken,” (either voluntarily, or by a cardof your opponents)it loses all Undercover-related cards and returns to yourside of the table.If your Undercover spy ceases to be a spy (for example, loses the PlastoidArmor), then all undercover-related cards are lost.Undercover spies (including U-3PO, TK-422 or Boushh) with canceledgame text are still considered to be Undercover and a spy.Undercover spies do not affect conditions during battle such as being alone(for either side), although it does affect such conditions outside of battle.

§ underwater icon

This icon ( a graduated blue square) represents sites that are submerged.There are no additional rules for such sites, although some cards have gametext that affects underwater sites. CCG G SLOSSARYUPPLEMENTSection 3. Rulings By Card Type

unique and restricted cards

If a card is unique (•) or restricted (e.g., •••), the number of dots restricts: Admiral's Order(a) the number of cards of that title that are allowed on table at any given time,andA new card type introduced in the Death Star II expansion. Your Admiral’s(b) the number of cards of that title that may be played or deployed each turnOrder cards deploy on table for free, but only during your deploy phase and(even if one is canceled, returned to hand, if it has already resolved and beenonly if you occupy a battleground system. There can be only one Admiral’splaced in the Used Pile or Lost Pile, etc).Order on table at any time; when a new one is deployed, the previous oneSome unique or restricted cards are available to both sides of the Force (such(no matter which player it belongs to) is placed in its owner’s Used Pile. Noteas •Ice Storm), but this restriction is still applicable, regardless of the fact that it isthat you may not deploy an Admiral's Order if a unique (•) one of the samebeing played by a different player.name is already on table Many functions listed in the game text of Admiral’sSome cards have one or more diamond () symbols in the card title. TheOrder cards apply to both players, instead of just to you or your opponent; if anumber of diamonds indicates the number of copies that both playersparticular sentence does not specifically apply to one player, then it applies totogether can have on table at any given system. (There is no limitation on theboth.number of systems where such a card may be used.) For example, theAsteroid Field card has three diamonds. Therefore, both players character - alientogether are limited to a total of three Asteroid Field locations at each planetA type of Light Side or Dark Side character, as indicated by the icon in the topsystem.left hand corner of the character card. Refer to your Glossary or RulebookA starship with uniqueness may not be deployed to a location whereinside cover for a list of icons.another copy of that starship already exists. Similarly, a starship may notmove to the same location as another copy of that starship. character - Dark JediIf a condition that allows a unique or restricted card to legally be on table inA Dark Jedi is the subtype used to represent Dark Side characters of ability 6excess of its normal on table limit is later removed, then all extra copies of thator greater. This collective term thus includes all cards of type "Dark Jedi" ascard are placed in the owner’s Used Pile (owner’s choice as to which copieswell as all "Dark Jedi Masters".are removed).It should be noted that a Dark Jedi is not a "Jedi", and cannot be targeted byFor example, the character card Kalit allows multiple copies of Jawa Siesta totext that targets only Jedi. (such as a revolved Tatooine: City Outskirts). If yourbe on table at once. If Kalit is lost (or has his game text canceled, or is missing,Dark Jedi is crossed to the Dark Side (such as with Anakin Skywalker), it willetc.), with three Jawa Siestas on table, they are returned to being unique (asthen be a Jedi.Kalit’s game text is continuous only while he is on table). The owner of theJawa Siestas then decides which two copies of Jawa Siesta to place in the character - Dark Jedi Masterowner’s Used Pile.It should be noted that this rule does not affect the jurisdiction of TournamentA type of Dark Side character, as indicated by the icon in the top left handDirectors in the handling of illegal misplays. See cancel — duration, personas.corner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons.

unpiloted

Dark Jedi Master represents a level of Force sensitivity that indicates mastery ofDark Jedi ability (represented in the game by an ability level of 7).An unpiloted vehicle is clarified to mean any combat or shuttle vehicle withoutThe distinctive round Dark Force icon indicates that a Dark Jedi Master canan acting pilot, or any transport vehicle without a driver. Lift Tubes andchannel the flow of the Force, and is a valuable ally for the Dark Side. Such ancreature vehicles are never considered to be unpiloted.icon means that when you activate Force during the Activation Phase, each

verification

Dark Jedi Master you have in play adds 1 to the Force you normally generatefor yourself (that is, modifies the 1 'extra' Force you get above and beyond allIf you permitted to search your deck or pile (see taking cards from a deck orlocation based Force icons) . This icon is not connected to any location in anypile) and do not find a card that you can take or deploy, your opponent mayway, and as such is not affected by a Nudj's ability to cancel Force icons, cannotlook through the same deck or pile (before the reshuffle, if any) to verify thatbe 'equaled' by B'omarr Monks, and does not affect a locationsany applicable card(s) you searched for were not there."battleground" status.In addition, when the card or card type you searched for was not found andyour opponent has verified this, you may not use that searching card (or any character - deploymentcard of the same name) to search or look through the same deck or pileagain this turn.During your deploy phase, you may deploy a Character card from your handto a location if there are Force icons on your side of that location, or if you

weapon - destiny

already have presence at that location.A character can deploy to a site, or aboard a vehicle or starship (with sufficientWeapon destiny is any destiny drawn when firing a weapon (different fromcapacity) at a site following these rules. A character may only deploy to abattle destiny). Drawing weapon destiny is mandatory once you fire thesystem or cloud or asteroid sector if it deploys aboard a starship or vehicle atweapon. If the weapon specifies more than one destiny draw, you must drawthat location (see starship - deploying on or aboard).the required number. Any weapon destiny draws that cannot be drawnSome card texts or characteristics (example, a spy) allow you to deploycount as zero (and may be modified).characters to a place where you do not have presence and do not haveA weapon destiny draw is considered to be "at" the location of the weapon.Force icons on your side of the location. Many cards permit you to deploy fromThus for any location text that says "Your weapon destinies here are +1", itsomewhere other than your hand, such as your Reserve Deck. These arerefers to any weapons at that site (even if the target is at another location).exceptions to the general rules. character - droid

with

Type of character card indicated by the droid icon (see Glossary inside cover).Unless specifically noted otherwise, any battle destiny modifier (or battleDroids have no ability, thus they do not create presence. When a comparisondestiny canceler) that is dependent on two or more characters being “with”or action requires a numerical value for a droid's ability, it is considered to beeach other cannot be initiated unless all of those characters are participatingan unmodifiable zero. Droids without armor or maneuver have a defensein the battle.value of zero.

zero

See highest-ability character, defense value, Ability, Ability, Ability.See even number. character - dual character type iconsSome characters have more than one character type icon. For example,Chewbacca from the A New Hope expansion set is both an alien and aRebel. Also, Mara Jade, The Emperor's Hand from the Enhanced Jabba'sPalace product is both an alien and an Imperial. When any action checks forthe specific character type of such cards, simply check the necessary card forthe required character icon only.For example, the Dark Side Effect Scum And Villainy says "While all your abilityon table is provided by aliens." If Mara Jade is on table she is a card withability. The check then simply becomes "is Mara an alien?" She is, so Scumand Villainy can work normally while Mara is on the table.None Shall Pass, on the other hand, says "and you have no Imperials at aJabba's Palace site." With Mara Jade at a Jabba's Palace site in this case, thecheck would be "is Mara Jade an Imperial?" She is, so None Shall Passcannot be played.Note that a dual-icon character does not count as two characters. Thus, forexample, the Dark Side player cannot play Main Course (which says "Ifopponent's alien and Rebel are in battle together") against a loneChewbacca. CCGSection 2. Rulings By Game Termunique and restricted cards

character - Imperial

A type of Dark Side character, as indicated by the icon in the top left handcorner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons.

character - Jedi

A Jedi is the subtype used to represent Light Side characters of ability 6 orgreater. This collective term thus includes all cards of type "Jedi Knight" as wellas all "Jedi Masters".If your Jedi is crossed to the Dark Side (such as with Join Me!), it will then be aDark Jedi.

character - Jedi Knight

Level of Force sensitivity that indicates advanced Force capability(represented in the game by an ability level of 6).It should be noted that a Jedi Knight is not a "Dark Jedi", and cannot betargeted by text that targets only Dark Jedi. If your Jedi Knight is crossed to theDark Side (such as with Epic Duel, or Join Me!), it is now a Dark Jedi.

character - Jedi Master

A type of Light Side character, as indicated by the icon in the top left handcorner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons. Jedi Master represents a level of Force sensitivity that indicatesmastery of Jedi ability (represented in the game by an ability level of 7).The distinctive round Light Force icon indicates that a Jedi Master can channelthe flow of the Force, and is a valuable ally for your side. Such an icon meansthat when you activate Force during the Activation Phase, each Jedi Masteryou have in play adds 1 to the Force you normally generate for yourself (thatis, modifies the 1 'extra' Force you get above and beyond all location basedForce icons) . This icon is not connected to any location in any way, and assuch is not affected by a Sleen's ability to cancel Force icons, cannot be'equaled' by B'omarr Monks, and does not affect a locations "battleground"status.

character - Rebel

A type of Light Side character, as indicated by the icon in the top left handcorner of the character card. Refer to your Glossary or Rulebook inside coverfor a list of icons.

combo card

Introduced in the Reflections II product, a “combo card” is one that combinesthe functions of two cards of the same card type (such as two Interrupts, twoEffects, or two Characters). Combo cards are great for any deck, addinggameplay flexibility and greater card efficiency.Combo card is not the card type, as these cards still have a card type icon intheir upper left hand corner (such as Effect or Rebel). Combo card describesa category of cards, and is identified by the ampersand (“&”) in its card title thatseparates the two individual card titles (an exception is that Slayn & KorpilFacilities is not a combo card). Each separate card title also includes its ownuniqueness icon (if applicable). All such cards must be played under thefollowing combo card rules:You do not need to own or remember any of the game text of the previous“single card” versions of a combo card. Just play the combo card exactly as itreads (which may be different from the way the individual card plays).The following rules apply to combo cards:• A combo card counts as both cards in its title for all purposes, includinguniqueness.• When any portion of a combo card is targeted or referenced by anothercard, game text, or a rule, it targets or references the entire combo card.Some combo cards combine well-known pairs of characters into a one-cardteam. Each of these combo card characters follows all the combo card rules,and is treated as one card, one character, one Rebel, one droid, or onealien — it costs 1 Force to use its landspeed, it takes up one capacity ‘slot’ on astarship or vehicle, and so on. These cards may not be included in anypersona replacement.

creature

Type of card as indicated by the icon in the upper-left corner of the card (seeinside cover of rulebook or Glossary a list of icons). Creatures represent thereal-life threats that wild alien environments can pose to an unwary traveler.

creature – attaching

When some creatures (e.g., vine snakes and mynocks) attack, they attack byattaching themselves to a host. When attached, a creature does not attackanything or move on its own, but instead is "carried" automatically with thehost. Even when attached, attaching creatures may still be attacked normallyby other creatures, vehicles and characters present (including the host) aswell as be targeted by weapons. If a host is ‘eaten’ (by any creature), allattached creatures detach. If a host is lost by other means, attached creaturesare lost with the host. CCG G SLOSSARYUPPLEMENT

creature — attacking non-droid characters and

Defensive Shields

creature vehicles

Cards with the Gungan Warrior Shield icon are Defensive Shields. Thesecards, combined with the new Starting Effects for each side, provide the playerDuring every battle phase (of both players), each creature present with onewith a suite of defensive options to assist their deck.or more non-droid characters and/or creature vehicles must initiate oneYou may play one Defensive Shield card at any time that you are permitted toattack (this attack is free). If there are targets for the creature to attack on bothtake an action, as long as no other action is currently resolving (and as limitedsides of the Force, the creature’s owner decides which side will be attacked. Ifby the Starting Effect game text). For example, a Defensive Shield could bethere is more than one potential target on that side, choose one randomly.played during your deploy phase, during the opponent’s turn, or evenCompare the creature’s ferocity to the target’s power (plus one destiny if theduring the weapons segment of a battle (following the above rules). Youtarget has 4 or more ability). If ferocity > power, the target is defeated.could not play Do, Or Do Not in response to an opponent initiating a SenseNormally, this means the target is ‘eaten’ (lost), although certain cards specifycard though, because playing a Defensive Shield is not a valid response toother results of being defeated (see also creature - attaching). Note that if theany other action.creature's ferocity is lower than the target's, this simply means that the target isMany Defensive Shield cards replicate the name of a previously printed card.not eaten - this does not defeat the creature. You must initiate an attackFor example, Your Insight Serves You Well is an Effect from the Death Star IIagainst the creature to defeat it.expansion, and is replicated as a Defensive Shield. Despite this similarity,these cards are in no way interchangeable. They are different card types,

creature — attacking other creatures

and often have an altered or reduced game function compared to theIf at any time two creatures are present together, they immediately attack eachoriginal card. The only rule that ties two such cards together is the “uniqueother (unless they are the same kind of selective creature); this is an automaticand restricted cards” rule (see sidebar), since many Defensive Shield cardsaction. Compare their ferocity numbers. The creature with the lower ferocity isoften share the same card title as an existing Effect card.‘eaten’ (lost). If there is a tie, both creatures are lost.If there are more than two creatures present, choose two randomly to attack§ Effecteach other (choose again if they are selective creatures of the same species).Continue the process of creatures attacking each other until there are fewerType of card, as indicated by the icon in the upper left corner (see inside coverthan two present (or until they are all the same kind of selective creature).of Glossary or rulebook for a list of icons) that generally have a lasting impacton certain cards or aspects of the gameThere are six different kinds, or subtypes, of Effects: Effects, Immediate Effects,

creature — attacks

Mobile Effects, Utinni Effects, Political Effects and Starting Effects.Creatures do not participate in battles (and thus weapons cannot normallyA card that targets ‘Effects’ (or an Effect) targets only the first subtype of Effect (ittarget a creature during a battle); instead, they participate in attacks. Cardsis not targeting the card type Effect), not the other three, unless it specificallythat specifically affect battles do not affect attacks, and vice versa. Attacks do notmentions one or more of the others. Game text that targets or cancels ancreate battle damage, attrition or forfeiting, and thus no Force is lost by either“Effect of any kind.” can target any subtype of Effect.player.Creatures attack only when they are present with another creature, a Effect - Immediate Effectscreature vehicle or a non-droid character (even if missing or a non-frozencaptive). However, characters aboard any non-creature vehicles (even openImmediate Effects are identified by their Effect icon in the upper-left corner ofvehicles) are protected from creature attacks.their card, and the keywords "Immediate Effect" in their description box (justFerocity — Creatures have a ferocity number which they use both offensivelybelow the picture).and defensively. If a creature has a variable ferocity, such as “3 + destiny,”Immediate Effects are usually deployed in response to another action, whichdraw such destiny each time the creature participates in an attack, or when itscould mean any phase. Where they deploy is specified within their game text.ferocity is required by a card (e.g., Yaggle Gakkle). Effect - Mobile EffectsThere are three kinds of attacks: creatures attacking other creatures;creatures attacking non-droid characters and creature vehicles; andImmediate Effects are identified by their Effect icon in the upper-left corner ofcreatures being attacked.their card, and the keywords "Mobile Effect" in their description box (justbelow the picture).Mobile Effects are deployed during your deploy phase like normal Effect

creature — creatures being attacked

cards, but have a built-in movement function. Where they deploy and howDuring each of your battle phases, your characters, vehicles and starshipsthey move is specified within their game text.present with one or more creatures may initiate one attack against one ofthose creatures (your choice). All of your cards that could participate in a battle Effect - normal Effectsat that location participate in the attack. (Your characters, vehicles andstarships may initiate one battle per location and/or one attack per location.)"Normal" Effects are identified by their Effect icon in the upper-left corner ofUse 1 Force to initiate an attack against a creature. You may fire applicabletheir card, and the single keyword "Effect" in their description box (just belowweapons at that creature. (Weapons that target characters can also targetthe picture).creatures, as indicated by the revised weapon game text presented in thisThese Effects are deployed during your deploy phase. Where they deploy isGlossary.) Each creature has its own defense value, such as “SLITHER 5” orspecified within their game text.“VICIOUS HOWL 3.” If the creature is ‘hit,’ it is lost and the attack is over. Effect - Political EffectsIf the creature is not ‘hit’ by a weapon, calculate your total power in the samemanner as for a battle, including one destiny draw if you have 4 or moreA Political Effect is deployed just like a normal Effect, and can be canceled byability participating in the attack. If total power > ferocity + defense value, thegame text that cancels Political Effects (see the Coruscant card "Alter"). Cardscreature is lost.placed on a Political Effect (as described in their game text) are not on table. Effect - Starting Effects

creature - deployment

The Starting Effects Fear Is My Ally and An Unusual Amount Of Fear provideCreatures deploy only within their ‘habitat’ (as defined on each creature’splayers a way to start their game with a “reserve” of Defensive Shield cards.card). Neither presence nor Force icons are required for deployment.This provides valuable additional defense against an opponent’s nastierstrategies while only sacrificing one “card slot” of your regular 60-card deck.

creature - movement

As stated in their game text, Starting Effects deploy before any starting locationCreatures move only within their ‘habitat’ (as defined on each creature’sor objectives are revealed. They may not be deployed at any other time, but ifcard). Creatures have a landspeed of 1, and may move once during each ofthey are found in a deck, hand, or pile, they may be used normally like anytheir owner’s move phases (for free).other card or unit of Force.Cards placed under your Starting Effect must be of the same allegiance as the

creature – selective

deck you are playing, and do not count against your “deck limit”. That is, theyMany of the smaller, less ferocious creatures in the Star Wars universe areare considered permissible extra cards above the normal 60 cards of aselective in their eating habits and thus do not attack their own kind. Selectivestandard game deck. The Starting Effect itself does count as one card of yourcreatures attack characters, creature vehicles or other species of creaturesgame deck, and therefore is calculated against your deck limit.(those with a card title different from their own and not of the same species).For tournament play, when offering your shuffled deck for an opponent toHowever, selective creatures of the same species simply ignore each other forcount and cut, provide your opponent with two piles. One pile will be yourpurposes of attack.Starting Effect (face-up) on top of the cards (face-down) that will go beneathit. The other pile is the rest of your game deck (face-down). Your opponentcan then verify that you have no more than 10 cards under your Starting Effect(your opponent will see your Starting Effect, but will see only the card backsunder that Starting Effect), and that your deck contains exactly 59 cards (theStarting Effect is the 60th card). Once counted, the cards under your StartingEffect may only be removed from there using the text of that Starting Effect.Cards under your Starting Effect are not on table, and can only bemanipulated as instructed by the Starting Effect. You may look through thecards under your Starting Effect at any time, replacing them in any order aslong as the Starting Effect is always returned face-up to the top of that pile.Your opponent is not permitted to look through any of the cards under yourStarting Effect. CCGSection 3. Rulings By Card Type

creature — attacking non-droid characters and creature

vehicles

Effect - Utinni Effects

Immediate Effects are identified by their Effect icon in the upper-left corner oftheir card, and the keywords "Utinni Effect" in their description box (just belowthe picture).Utinni Effects are deployed during your deploy phase like normal Effect cards,but deploy upon a location and usually require you to choose a specific ontable card that the Utinni Effect is targeting. They have text that generallycompels a targeted character, vehicle or starship to move to a specific location(usually the one where the Utinni Effect is deployed) in order to cancel anegative condition or initiate a positive one. Where they deploy and how theyact is specified within their game text.If the target of an Utinni Effect is lost, the Utinni Effect is also lost.

Epic Events

A card type which represents a major story line occurrence (the destruction ofa Rebel Base, the turning of Luke Skywalker etc.). Epic Events are identified bythe icon in the upper left hand corner (see inside cover of Glossary orrulebook for a list of icons) and that they have text on only one side of the card.These cards play and deploy in different ways, as described in their game text:Attack Run and Epic Duel deploy on table (like Effects) and thus may beutilized more than once, whereas Commence Primary Ignition and TargetThe Main Generators play (like Interrupts) and are placed in the Used Pile orLost Pile after use, according to their result.

Interrupt

Type of card, as indicated by the icon in the upper left hand corner (see insidecover of Glossary or rulebook for a list of icons), played during any player’sturn that generally has a temporary impact on the game and is thendiscarded.An Interrupt may play at any time between other actions, or as a response toan action that the Interrupt specifically cancels or modifies. The exact conditionsrequired are listed in the interrupt's game text. If no condition is stated, thenthen interrupt is a legal card play whenever a "top level" action is possible forthat player (i.e. no other actions are resolving). To play one, say, “Interrupt!”and bring out the card.Interrupt cards play, have their result and then go to the Used Pile or the LostPile; they are not considered to be “on table” while they are executing.Interrupts play, they do not deploy.The following subtypes or Interrupts exist, and may even exist on the sameinterrupt card (this will be noted in their game text and their description box):Used, Lost and Starting. If an interrupt has multiple functions, the ownerplaying it chooses which function is being used at the time the interrupt isplayed.

Interrupt - Lost

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

Interrupt - Starting

This type of interrupt is indicated by the Interrupt icon in the upper left corneror the card, and the word "Starting" in it's description box (just below it'spicture).Starting interrupts (or interrupts with a Starting function) are played after bothplayers’ starting locations (or objective and objective starting cards) havebeen deployed, and before Reserve Decks have been shuffled to drawopening hands, each player may play one starting Interrupt. See starting thegame.Both players reveal their starting interrupt simultaneously. If both playerschoose to use a starting interrupt, the player who goes first in the game mustresolve his starting interrupt first, then the opponent must resolve her startinginterrupt. The player going second thus has an opportunity to view the cardsher opponent has chosen before searching for her own.For purposes of resolving starting interrupts at the start of the game, theReserve Deck is considered to be all cards in your deck, excluding yourchosen starting interrupt, and any cards already deployed or played.Where the Starting interrupt is placed after it resolves is stated on the actualinterrupt card.

Interrupt - Used

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

Objective

starshipA type of card identified by the icon in the upper left hand corner, and gameType of card as indicated by the icon in the upper-left corner of the card (seetext on both sides of the card. Objective cards represent game long goals orinside cover of rulebook or Glossary a list of icons). Characters use starships totasks to complete and often influence the architecture of the entire deck that istravel and battle throughout the galaxy.built around them.Starships are divided into three distinct subtypes - capital starships, starfightersA player may only include one Objective card in a deck, and if you choose toand squadrons.include one, you must deploy it instead of a starting location. An Objective cardalways deploys with its front side (as indicated by the destiny value of zero)face up (and thus "on table"). See starting the game. starship - capitalYour opponent may, at any time, examine both sides of your Objective card.Capital starships represent the larger fleet style starships of the Star WarsItalicized text on the front side of an Objective (beginning with the termgalaxy, such as Imperial Star Destroyers or Mon Calamari Cruisers. Capital"Deploy") specifies actions and deployment taken at the start of the game. Allstarships are identified by their starship icon in the upper-left corner of theirsuch actions or deployment are free. Whenever you are prevented from (orcard, and the keyword "Capital" in their description box (just below thefail to) deploy or execute any mandatory actions stated in this section, then thatpicture).Objective is placed out of play leaving you with no starting location and noObjective. starship - capital - deploymentThe bold-faced terms "For", "While" and "Flip" on Objective cards containYou may deploy Capital starship from your hand during your deploy phase togame actions that apply to that entire clause, until the next bold-faced term.any system or any asteroid sector where you have presence or at least oneThus a 'For remainder of game" section condition will apply to all game textForce icon on your side of that location.(including more than one sentence) until the "While this side up" or "Flip"The exception is Capital starships that "deploy like a starfighter". These morekeyword is found.maneuverable starships follow all the deployment rules for starfightersWhen an Objective card flips is stated in that section of it's game text. Unlessinstead.stated as an optional action ("flips anytime after..."), Objective flip actions areautomatic and mandatory actions. The face up side of an Objective is the only starship - capital - movementside that is currently ontable (and thus currently 'active'). Many objective cardsSee movement.can also flip back to their destiny 0 side, while some cannot be flipped back.This is shown within the actual game text on each side of the Objective. starship — deploying on or aboardYou may deploy characters, vehicles and starfighters directly aboard your

podracer

starships at any location where you have presence or at least one Force icon,The Tatooine expansion includes a new card type, the Podracer, indicated byand the starship has sufficient capacity.an icon depicting an engine of a podracer. They represent one of theWeapons, devices, Effects and similar cards may be deployed whereverrenowned machines that Podracer pilots use to compete in the dangerousappropriate, with or without presence or Force icons.high-speed sport of Podracing.The mechanics for a Podrace are contained on the Epic Event card Boonta starship - landedEve Podrace. Although you can participate in a race without a Podracer cardA starfighter (or squadron, or starship that "moves like a starfighter") that has(the Epic Event permits you to place race destiny on the Podrace Arena), you’lllanded at a site location (or has embarked aboard a capital starship and isfind your chances of winning are greatly enhanced when using cards likebeing held in it's "cargo bay") has:Sebulba’s Podracer or Anakin’s Podracer.• no landspeed, hyperspeed, power or maneuver.All references to Podracer target a card of type Podracer. This means that• may not utilize starship weapons (unless they indicate they work at a site,cards such as A Step Backwards cannot be played against race destiny that issuch as the Surface Defense Cannon)stacked on the Podrace Arena.• may not utilize any card that would logically require the starfighter to bemoving (e.g., Dark Maneuvers, Organized Attack).• may not move to an adjacent site or use docking bay transit.

podracer - damage and repair

The landed starfighter may not utilize any of its game text except game textDuring a race, your Podracer may become ‘damaged’ by cards such as Hitrelated toRacer and Losing Track. To indicate this, rotate the Podracer 180° such that it• deployment (e.g., “Deploy –2… to same location as Red Leader”; “Ionis upside down with respect to its owner (note that damaging an alreadyCannon may deploy here”);damaged Podracer has no effect). While damaged, you may draw race• capacity (e.g., “May add 2 pilots or passengers, and 1 astromech”); anddestiny normally, but if you choose to use a race destiny (by placing it on your• identity of its permanent pilot or permanent astromech.damaged Podracer) you must first lose 1 Force. This Force loss is considered• ability of the permanent pilot. This ability counts towards occupying orto be Force loss from your card (where your card is your damagedcontrolling that location but may not be used to apply towards drawing battlePodracer), and cannot be reduced by Honor Of The Jedi. If your damageddestiny.Podracer is ‘repaired’ (such as by a Pit Droid) return it to its normal• taking off or movement.orientation.Pilots and passengers aboard a landed starfighter (whether character cardsor permanent pilots or astromechs) still operate normally, except that they areall considered to be passengers only. Thus they may still be forfeited and use

podracer - deploy

game text, but are not considered to be piloting, may not apply ability towardsPodracer cards deploy during your Deploy Phase (for free unless specifieddrawing battle destiny and so on. The only "piloting" function a pilot in aotherwise) to your side of the race location indicated in their game text. Youlanded starfighter may perform is to let the starfighter take off (or disembarkdo not need presence or Force icons to deploy your Podracer.from a holding capital starship).Your podracer is considered to be present, and "at" that location.See capacity.

podracer - race destiny and race total

starship - leaves tableThe Epic Event indicates when you may draw race destiny. Race destinydraws that you decide to use are stacked face-up on your Podracer (or onIf a starship is lost or otherwise leaves the table, any cards aboard it are lost.the Podrace Arena if you have no Podracer there) in the order they areSee leaves table.drawn, and your race total is the sum of all race destiny stacked on a particular starship - occupantsPodracer (as well as any modifiers). Either player may look through any racedestiny stack at any time (being careful not to change the order of the cardsCharacters aboard a starship (but not when at a related vehicle site orthere).starship site) fall into two categories: pilots, and passengers. See astromech,Once used (or "stacked"), a race destiny is no longer considered to be acapacity, passenger, pilot.destiny draw, and as such is unaffected by anything that would cancel, modify starship - pilotedor replace a destiny draw.If you draw a card with multiple possible destiny values (such as R2-D2) youStarships may be piloted by specific character cards (a character with pilotmust declare the value you are using for that card if you decide to use thatability in a pilot capacity slot) or a permanent pilot (as indicated by an pilot iconcard as part of your race total (stacking it). This value cannot change while thison the actual starship card - basically a "built in" pilot). A starship must have acard is stacked on your podracer (or on the Arena).pilot aboard to use its power and maneuver, and to move. It must have both aRace destinies placed on the Podrace Arena or on a Podracer are notpilot and a nav computer aboard to use its hyperspeed.considered to be at that location, and are not on table. Thus, for example, theyA starship must have a pilot aboard to use most of it's game functions (seecannot be affected by actions that target "all cards at a location", such as apilot), and it must have both a pilot and a nav computer aboard to use itsThermal Detonator.hyperspeed (see movement). The exception is that a squadron requiresthree pilots and three nav computers.

podracer - using multiple podracers in a race

You can deploy more than one type of Podracer for a single race (althoughat this time, Light Side has only Anakin’s Podracer available.) As specified onthe Epic Event, you are only normally entitled to draw one race destiny perControl Phase, so if you have more than one Podracer at the Arena, you muststate which Podracer you are drawing for before you draw the destiny. CCGSection 3. Rulings By Card TypeObjective

starship - squadron class

A squadron is a class of starship card, separate from starfighter and capitalstarship, that represents more than one starship (usually of the same class) onone card.Squadron class starships are identified by their starship icon in the upper-leftcorner of their card, and the keyword "Squadron" in their description box(just below the picture). It should be noted that not all starships with Squadronin their title are squadron class starships! Some titles, such as Gold Squadron1, simply represents their flight squadron designations, and does not makethem a squadron class starship.A squadron is treated as• one card• one starship• multiples of it's starship class(es). For example, a B-Wing Squadron isconsidered to be 3 B-Wings, while the Death Star Assault Squadron countsas three TIEs (one TIE Advanced x1, 2 TIE/lns).A squadron is NOT targeted or treated as a starfighter in any way.Any game action that takes or places a squadron component (X-wings,Y-wings, TIEs etc.) to or from a Deck or pile (retrieve, deploy from Reserve,place in Used Pile etc.) can only work with a squadron if it affects all three ofthe starfighters depicted on the squadron card. Similarly, an action that movesa component of a squadron (such as You're All Clear Kid, which moves a TIE)can only move the squadron if it can move all of it's components.The only exception to this rule is that any game action that causes one of thesquadron’s components to be lost, captured, or placed out of play affects theentire card.

starship - squadron class - deployment

Squadrons that have a deploy cost, such as The Emperor's Shield or theDeath Star Assault Squadron, may deploy to:(1) docking bays, (2) your capital starships with sufficient capacity and (3)system and sector locations.Normal deployment rules, that is you need presence or at least one Forceicon on your side of the location, must be observed.

starship - squadron class examples.

The following examples illustrate the squadron class starship rules, oftendemonstrating the difference between a squadron c;lass starship and astarfighter.• An A-wing Squadron cannot board a Mon Calamari Cruiser (it hascapacity only for starfighters) but a Star Destroyer may carry a TIE Squadron(which takes up the capacity of 3 TIEs).• Imperial Reinforcements may retrieve a TIE Squadron if the destiny draw is3 or more (or 2 TIE squadrons if it is a 6 or more), while Seinar Fleet Systemscannot place a just-lost TIE Squadron in the Used Pile (it can only relocateone TIE).• Don’t Get Cocky can destroy an entire TIE squadron.• Proton Torpedoes and SW-4 Ion Cannon may deploy on an ‘Y-wing;’ thusa Y-wing squadron may fire up to three of these weapon cards per turn.• The Death Star Assault Squadron, each turn, may fire one weapon that isapplicable to a TIE advanced x1 as well as up to two weapons that areapplicable to TIE/lns.• Surface Defense Cannon, Landing Claw and Astromech Translator workonly on a ‘starfighter’ and thus are not usable by squadrons.• Fusion Generator Supply Tanks and Targeting Computer deploy on a‘starship’ and thus enhance the squadron by 1 (not by 3).• Commander Brandei can take only one TIE, not a squadron, from ReserveDeck.• Attack Run specifies “up to 3 TIEs” and thus allows a single TIE squadron toEnter Trench; however, X-wing and Y-wing squadrons may not make anAttack Run because the Epic Event requires ‘starfighters’.

starship - squadron class - movement

See movement.

starship - squadron class - replacement

Some squadrons do not have a deploy cost, but instead replace threestarfighters of a certain class (or classes) at the same location.A squadron cannot replace another squadron.The three 'replaced' starfighters and all cards deployed on them go to theirowner’s Used Pile except for characters, weapons and devices, which maytransfer to the squadron (for free, capacity permitting). Any cards targeting areplaced starship transfer that targeting to the squadron, unless they are notapplicable (for example, they only target starfighters) in which case they arelost.Replacement is not deployment, and may be performed irrespective ofdeployment rules or restrictions.See starships - squadron class.

starship - starfighter

Starfighters represent the smaller snub-class of starships, often manned byonly a single pilot, or a small number of crew. Examples include the TIEFighter and the Alliance's X-wing Fighter. Starfighters are identified by theirstarship icon in the upper-left corner of their card, and the keyword"Starfighter" in their description box (just below the picture). CCG G SLOSSARYUPPLEMENT

starship — starfighter - deployment

vehicle - transport vehicle - deploymentStarships deploy only to locations where you have presence or Force icons.In addition to normal vehicle deployment rules, a transport vehicle with the titleStarfighters that have a permanent pilot aboard may deploy to (1) dockingPatrol Craft may also deploy to a cloud sector where you have presence or atbays, (2) your capital starships with sufficient capacity and (3) system andleast one Force icon on your side of the location. Since the Patrol Craft vehiclenon-Death Star II sector locations.has no permanent pilot, it may be deployed there simultaneously with a pilotA starfighter that does not have a permanent pilot aboard may deploycharacter (as one action, at normal use of Force). These type of deployment• to any of the three places listed above if it is deployed simultaneously with aactions are also valid as a 'react' (due to the game text of the Patrol Craft).pilot character card aboard (which counts as a single action), at normal use ofthe Force; or weapon• ‘empty’ to a docking bay or one of your capital starships with starfighterType of card as indicated by the icon in the upper-left corner of the card (seecapacity — not to a system location.inside cover of rulebook or Glossary a list of icons). Weapon cards indicate thehardware utilized by characters, starships, vehicles or even a Death Star

starship - starfighter - movement

during battle in order to inflict specific damage against an opponent's forces.See movement.You do not need a weapon to initiate a battle, but they provide advantages toyour side if you have them!

vehicle

Weapons are divided into distinct subtypes that describe where the deployType of card as indicated by the icon in the upper-left corner of the card (seeand in some cases, how they operate. Subtypes include - artillery weapons,inside cover of rulebook or Glossary a list of icons). Characters use vehicles toautomated weapons, character weapons, Death Star weapon, Death Star IImove faster across the ground and through the clouds.weapon, starship weapons and vehicle weapons.Vehicles are divided into the following distinct subtypes - combat vehicles,creature vehicles, shuttle vehicles and transport vehicles. weapon - artilleryA kind of weapon which is deployed on a site. Unlike most other weapons,

vehicle - combat vehicle

artillery weapons usually have deploy and forfeit boxes. To fire your artilleryCombat vehicles represent the class of vehicles which is specialized for battle.weapon, you must have your own power source (a power droid or anyCombat vehicles are identified by their vehicle icon in the upper-left corner offusion generator) present. The Hoth: Main Power Generators site also saystheir card, and the keyword "Combat" in their description box (just below thethat it can power Light Side artillery weapons.picture).An artillery weapon may not be moved unless it so specifies. If an artilleryA combat vehicle must have a pilot aboard to use most of it's game functionsweapon that can be carried is destroyed (such as, by Overload) while being(see pilot). However, it may be shuttled or moved between docked starshipscarried, cards carrying that weapon will be lost also.without a pilot aboard. weapon – automated

vehicle - combat vehicle - deployment

Most automated weapons specify when they may be 'fired' (or when theyIn addition to normal vehicle deployment rules, a combat vehicle of the'explode') within their game text. If an automated weapon does not specifysubtype Cloud Car may also deploy to a cloud sector where you havethis, then it may be fired during battle like any other weapon. Because theypresence or at least one Force icon on your side of the location.are ‘automated,’ you do not need a character present to use them.Cards that allow you to fire a weapon outside of the battle phase (for

vehicle - creature vehicles

example Sniper, Sorry About The Mess, Blasted Droid or Suppressive Fire)Creature vehicles represent the class of vehicles which are actuallymay only be used to 'fire' an automated weapon that contains no otherdomesticated animals used as transport of people and goods. Creaturespecific timing for its firing action. Thus you may not use Sniper to 'fire' a seeker,vehicles are identified by their vehicle icon in the upper-left corner of theira mine or an Explosive Charge, but it may be used to fire a Laser Projector.card, and the keyword "Creature" in their description box (just below thepicture). weapon – deploying and carryingCreature vehicles have ability, and thus do not require drivers or pilots. ForEach weapon (and device) specifies who or what it may be deployed on andthis reason, a creature vehicle is never considered "unpiloted". If a creaturewhat the deploy cost is (if any). Although many character weapons specify thatvehicle is lost, any characters aboard it may “jump off” — disembark — at thethey deploy only on warriors, other character weapons deploy on bountysame site and survive.hunters, Jawas, Han etc. and thus do not require a warrior. You may notdeploy weapons or devices on your opponent’s characters (unless specifically

vehicle - deployment

allowed to by the card itself).Vehicles deploy only to locations where you have presence or at least oneYou may deploy as many weapons and devices as you like on your character,Force icon on your side of that location.vehicle or starship — even duplicates, but you are restricted as to how manyAll vehicles may deploy to a site, or to the cargo bay" of a starship or vehicle ifweapons can be used in battle. See weapon – firing or swinging (using).sufficient capacity exists.Some characters, such as Kabe and RA-7, have game text that allows them tocarry weapons that they cannot use.

vehicle - leaves table

If a vehicle is lost or otherwise leaves the table, any cards aboard it are lost. weapon - fire repeatedlyThe rule exception to this is creature vehicles, whereby any passengers mayA weapon that says it may “fire repeatedly” (e.g., Antipersonnel Laserimmediately disembark before the creature vehicle is lost. See leaves table.Cannon, Boba Fett’s Blaster Rifle, Light Repeating Blaster Rifle) must make

vehicle - movement

all of its firings in succession, as one action. In other words, you may not fire thatweapon, then fire a different weapon, then come back to the first weapon toSee movement.make use of its repeat firing capability. You must complete all of the firings you

vehicle - shuttle vehicle

wish to make with that weapon before passing the opportunity to fire aweapon to your opponent. See weapons - firing or swinging (using).Shuttle vehicles represent the class of vehicles specialized for short hops fromEach individual firing is a separate action within the main action of firinga planet site to an orbiting capital starship. Shuttle vehicles are identified byrepeatedly.their vehicle icon in the upper-left corner of their card, and the keywordThese weapons may fire repeatedly whenever they are permitted to fire,"Shuttle" in their description box (just below the picture).even with cards such as Sniper and Blasted Droid. If a weapon that firesA shuttle vehicle must have a pilot aboard to use most of it's game functionsrepeatedly has it's firing cost modified (for example, a character wearing(see pilot), however, it may be shuttled or moved between docked starshipsMercenary Armor may fire blasters for free), that modifier will only apply to thewithout a pilot aboard.first shot fired in a repeated firing sequence. All subsequent shots fired are atShuttle vehicles may deploy and operate at cloud sectors.normal cost.A piloted shuttle vehicle may use its regular move to either make any normalvehicle move (including being shuttled) or to shuttle characters to or from anystarship. See movement – regular – shuttling.

vehicle - shuttle vehicle - deployment

In addition to normal vehicle deployment rules, a shuttle vehicle may alsodeploy to a cloud sector where you have presence or at least one Force iconon your side of the location. If the shuttle vehicle has no permanent pilot, it maybe deployed there simultaneously with a pilot character (as one action, atnormal use of Force).

vehicle - transport vehicle

Transport vehicles represent the class of vehicles used for groundtransportation, such as the landspeeder. Transport vehicles are identified bytheir vehicle icon in the upper-left corner of their card, and the keyword"Transport" in their description box (just below the picture).A transport vehicle (except a Lift Tube) must have a driver to use most of it'sfunctions (see driver), but it may be shuttled or moved between dockedstarships without a driver aboard. CCGSection 3. Rulings By Card Typestarship — starfighter - deployment

weapon – firing or swinging (using)

‘Firing’ is a general term that applies to the act of targeting any weapon,including swinging a lightsaber, ax or Gaffi Stick.Unless specified otherwise, each character, vehicle or starfighter may use onlyone weapon and one device per turn. Squadron-class starships may usethree different weapons and three devices per turn. Capital starships mayuse any number of weapons and devices per turn. Any single weapon mayonly be fired once per battle and once per attack (unless it can firerepeatedly).A weapon or device being carried by a character, starship or vehicle thatcannot normally have that weapon or device deployed on itself is on tableonly for uniqueness, actions that remove that weapon from the character, andactions that target stolen weapons or devices (if they were, indeed, stolen!).For example, Vader carrying a stolen Obi-Wan Kenobi's Lightsaber isconsidered to be 'carrying' a stolen weapon (lightsaber), but is not "armed","using" or "with" a weapon. Vader may not swing it, may not gain a Forcedrain bonus from it, does not get a bonus during an Epic Duel, and may notreceive a power bonus at the Cloud City: Lower Corridor, but the Light Sidemay target that saber to steal (for example, Weapon Levitation) it back.Although starship, vehicle and artillery weapons may require a pilot, driver ora character present or 'aboard' in order to be fired, firing such a weapondoes not count as "using a weapon" for that character (although it does countas weapon use for the vehicle or starship involved). Thus a Biker Scoutpiloting a Speeder Bike may fire the Speeder Bike Cannon and his characterweapon in the same battle.A weapon or device providing a continuous modifier (e.g., Tatooine UtilityBelt, a lightsaber's "Add to Force drain" text) does not count as ‘using’ thatweapon or device against the "may use only one weapon (device) per turn"rule. Thus Qui-Gon may add to a Force drain with Qui-Gon Jinn'sLightsaber, and still fire a blaster during battle. Additionally, applying suchmodifiers is not counted as firing or swinging that weapon either.Weapons fire occurs as follows:(1) Choose your weapon to fire - your weapon and the card it is deployedon must be participating in a battle to begin the firing action. A weapon mayonly fire once per battle and once per attack, and remember that yourcharacter, vehicle and non-capital starships are may only use one weaponper turn. All firing costs are paid.(2) Select your target - you may only target an opponent's card thatparticipating in the battle, and that is present with your firing weapon.(3) Resolve weapon fire - draw destiny (if applicable) and apply anyweapon effects.(4) Repeat 1 to 3 if your weapon "may fire repeatedly". See weapons - firerepeatedly. The exceptions to these rules are:• some weapons (such as mines) and some card text (such as Sniper), allowa weapon to fire when not in battle. See weapon – firing outside of the battlephase, and weapon - automated.• some weapons (and some cards) allow you to target a card in battle at adifferent location (not present with the weapon). In this case, both theweapon and target must be present at their respective locations (that is,neither can be enclosed). The firing weapon does not have to beparticipating in battle, but the target must be. See long-range weapons.

weapon – firing outside of the battle phase

Some interrupts (such as Sniper) or character game text (such as theWeequay Marksman) allow you to fire a weapon outside of the battle phase.When firing a weapon in this way:• The normal requirement for the weapon’s target to be participating in abattle or attack does not 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, but if the Interrupt or game textallows the weapon to "fire for free", only the first shot taken with a repeatingweapon is free - all other shots are at normal use of Force.The phrase “Any ‘hit’ targets are immediately lost” applies only to weaponswhich actually ‘hit’ targets. Other weapons have their normal result.

weapon - firing starship weapons

Your starship may fire its weapons if you have a permanent pilot or anynon-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOMcan also fire starship weapons.

weapon - firing vehicle weapons

Your vehicle may fire its weapons if you have a permanent pilot or anynon-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOMcan also fire vehicle weapons.

§ weapon - hit

Term for a target that has been successfully shot by any weapon that specifies"target hit" in it's game text. The target is marked by turning the card sidewaysuntil the damage segment of the battle, at which time the target must beforfeited. If the battle ends before the damage segment, then "hit" cards areimmediately lost. Any card "hit" but not participating in a battle (for example, aweapon is fired using an Interrupt such as Sniper, or the character isexcluded) is immediately lost.It should be noted that any other weapon effect besides "hit" (for example,captured, forfeit = 0, lost) is applied immediately upon resolution of theweapon destiny draw. CCG G SLOSSARYUPPLEMENTSection 4. List Of Characteristics

weapon - ion weapons

An ion weapon conceptually disables electronic circuitry and mechanicalsystems of starships and droids, but does not cause a target to be ‘hit.’ Theresults of an ion weapon are immediate.The following listing shows which keyword(s) are characteristics, and whatMost ion weapons are ion cannons, which can reduce power, armor,card category they are applicable to. Most recent additions are underlined.maneuver and/or hyperspeed to zero (see unmodifiable values). ThisRefer to the entry "characteristics" for further description. Note also, that thereduction is permanent unless repaired by a card specifically able to do so"non-" of any characteristic may also be referenced.(e.g., R5-D4, R5-A2, Fire Extinguisher). The phrase “all weapons aboardtarget are lost” refers only to weapons the targeted starship can use (i.e.,admiralstarship weapons deployed on the starship, not weapons deployed on otherbiker scout troopercards inside the starship).Black Sun agent (see objective Agents Of Black Sun)blaster rifle

weapon - long-range weapons

blasterbomberSome weapons (e.g., Assault Rifle) specify that they may target cards atbounty hunterlocations other than the weapon’s location. Your warrior, vehicle etc. carryingcannonsuch a weapon does not have to be participating in a battle or attack in orderCloud City trooperto fire that weapon. However, you must becommander• targeting something that is participating in a battle; orCoruscant Guard• targeting a creature that you are attacking; orDeath Star trooper• using a special card text such as Sniper, Blasted Droid or Target The MaindejarikGenerator.Droid Control ShipLong-range weapons may be used more than once per turn, although theyEcho Base trooperare still limited to once per battle (like all other weapons).enclosed (all starships are considered to be enclosed)enclosed

weapon — transferring

female (see entry "gender")During your deploy phase, you may transfer a weapon (or device) from onegamblerof your characters, vehicles or starships to another such card present by usinggangsterForce equal to the deploy cost of the weapon (or device). Although this is notgeneralconsidered deployment, you must obey all relevant deployment restrictions.gunnerhandmaidenhologramImperial (starship)information brokerion cannonISB agent (see objective ISB Operations)Jedi Council memberlaser cannonlaser cannon batteryleaderlightsabermale (see entry "gender")miner (gas miner, Tibanna Gas miner)missilemoffmusicianoperative (see Glossary definition)proton torpedoesrace (Jawa, Tusken Raider, Wookiee, Corellian, Ewok, Ugnaught, Abyssin,etc.)Rebel (starship)rebel trooperrenegade planet (see Objective Local Uprising / Liberation)rifleRoyal Naboo Securityr-unit (see Glossary definition)sandtroopersenatorscoutship-docking capabilitysmugglersnowtrooperspysquadron designations (refer to CRD entry)Character, Starship, Vehiclestormtroopersubjugated planet (see Objective Local Uprising / Liberation)Locationtax collectorthiefTrade Federationtrooper guardtrooperturbolaser batteryThe following card attributes may also be referenced by game text.* card back (Light Side, Dark Side)* card category (character, weapon, starship, Admiral's Order, location etc.).* card type (same as card category, except for characters which are alien,Imperial, Rebel, and droid and locations which are system, sites and sectors)* card subtype (Jedi, dark Jedi master, astromech, artillery, TIE, TIE/ln, X-wing,bantha, AT-ST, cloud car, freighter, lambda shuttle, maintenance droid,asteroid sector, etc.)* icons (pilot, permanent weapon, force icons, scomp link, exterior, expansionset etc. )* unique or restricted (found in card title)* statistics (destiny, deploy, power, ability, forfeit, parsec number etc.)* card state (missing, undercover, captured, just lost, just forfeited etc.). CCGSection 3. Rulings By Card Typeweapon - ion weaponsSection 5. List Of Persona NamesMost of the time, a shorthand reference to a particular Star Wars character oritem is obvious, usually utilizing only the first name or the last name. Forexample, any reference to Vader is obviously referring to all cardsrepresenting the persona of Darth Vader. Similarly, Vader's Lightsaber andDarth Vader's Lightsaber are the same weapon, and thus only one can beCharacteron table at any one time. Piett is the persona name for either Captain Piett orCharacterAdmiral Piett, and, Boba Fett is represented by Boba Fett, Boba Fett WithCharacterBlaster Rifle, and Boba Fett in Slave I.Weapon (or permanent weapon)Weapon (or permanent weapon)The following list shows the standard names for various "personas" of theStarshipCharactername. Whenever any card or rule text refers to the standard persona name,Weaponit is referring to ANY card that represents that persona. For example, aCharacterreference to 'Lando' would affect all cards that 'contain' a persona of LandoCharacterCalrissian, such as the Dark or Light side character card Lando Calrissian,CharacterLando With Blaster Pistol, Tamtel Skreej, and Lando In Millennium Falcon.CharacterInterrupt or EffectAmidala (also depicted in her handmaiden disguise as Padmé)StarshipC-3PO (also represented as Threepio, See-Threepio etc.).CharacterChewie (the Wookiee, Chewbacca)StarshipDofine (the Neimoidian, Daultay Dofine)VehicleEmperor (all cards representing Emperor Palpatine, as depicted in EpisodesCharacterIV - VI).CharacterFalcon (the Millennium Falcon, also Gold Squadron 1 at the Battle Of Endor)CharacterGunray (the Neimoidian, Nute Gunray)CharacterHaako (the Neimoidian, Rune Haako)CharacterHan (also seen disguised as stormtrooper TK-422)CharacterHow (the Neimoidian, Tey How))Interrupt or EffectLando (also seen disguised in Jabba's court, Tamtel Skreej)StarshipLeia (also seen disguised in Jabba's court as Boushh, and referred to asCharacterDaughter Of Skywalker)WeaponLuke (also referred to as Son Of Skywalker)CharacterMaul (Darth Maul)CharacterMaul's Lightsaber (also depicted as Maul's Double-Bladed Lightsaber)WeaponMara Jade (also depicted as Arica)WeaponObi-Wan (includes all Ben Kenobi)CharacterPalpatine (all cards representing the Senator for the Naboo, as depicted inWeapon (or permanent weapon)Episode I: The Phantom Menace).CharacterR2-D2 (also referred to as Artoo, Artoo-Detoo etc.)CharacterRed 2 (Wedge's starship, also called Red Squadron 1)WeaponSkywalker (refers to any version of Luke, Leia, Shmi, or a 'crossed' VaderCharacter[Anakin]).CharacterCharacterWeaponCharacterThe information in this document isStarshipcopyrighted by Decipher Inc. 2001;Characterhowever, it can be freely disseminatedLocationonline or by traditional publishing meansWeapon (or permanent weapon)as long as it is not altered and thisCharactercopyright notice is attached.Character(c) Lucasfilm Ltd. & TM. All rightsCharacterreserved. Used under authorization.CharacterTM, (r) & (c) 2001 Decipher Inc. AllCharacterrights reserved.StarshipCharacterCharacterCharacterCharacterCharacterCharacterCharacterCharacterCharacterWeapon


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