Decipher Comprehensive Rules

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Decipher Comprehensive Rules is this wiki's single amalgamated document of Decipher's printed-era rules.

It is built from Decipher Rulebook 2.0 (November 1998), Decipher Glossary 2.0 (November 1998), the Decipher Glossary Supplement (29 January 2002), and later Decipher expansion rulesheets. Where the Supplement and Glossary share an entry name, the later document wins: the January 2002 Supplement replaces the 1998 Glossary entry, unless the Supplement says "See Glossary."[1]

This page contains no Players Committee modifications. For current PC tournament play see Players Committee Advanced Rulebook.

Section One: How to play

The Special Edition rules booklet (Version 2.0) is transcribed at Decipher Rulebook 2.0, with page figures from the original PDF.

Section Two: Glossary (Supplement takes precedence)

How to use the Glossary

(Thank the Maker!) Instead, use it as you would use a dictionary, to learn as you go. Forexample, if you have a gameplay question about a card, look up the card title first; if you don’tfind your answer there, look up the concept you are questioning (battle, asteroid rules, creatures,destiny etc.). In many cases, we have included cross-references to help you find your way.The following entries contain a few changes of particular importance, and should be read by allplayers:•Objective cards and generic sites create powerful new deck strategies.•The rules for conducting battle have been more clearly defined, and improved to allow manydifferent kinds of actions to occur during the weapons segment.•Your characters, vehicles and starships may carry as many weapon and device cards as youlike, even duplicates; see weapons — deploying and carrying.•The operation of long-range weapons (those that may fire at adjacent sites) has beenstreamlined to make all such weapons more consistent.•You place ‘insert’ cards face down when inserting them into your opponent’s Reserve Deck, andface up when inserting them into your own.•When Jedi training, each mentor is limited to training one apprentice at a time.•Overload treats artillery weapons the same as non-artillery weapons.•The rules for creatures have been clarified and enhanced (for example, you now control yourcreatures’ movements and which side of the Force they attack).Entries are arranged alphabetically, ignoring punctuation symbols (e.g., the entry for Y-wing issorted as “Ywing” and thus appears at the end of the Y’s rather than the beginning). Entries forspecific cards are sorted according to exact card title (e.g., the entry for The Circle Is NowComplete occurs in the T’s, not the C’s).Some Glossary entries provide revised game text for cards. In most cases, these revisions merelymake the proper gameplay of a card more clear, or implement a rule or ruling directly on thecard itself. In seventeen other cases, the game text revisions represent gameplay changesrelative to earlier versions of the cards, in order to correct a wording error, address a gameplayconcern or correct some other problem; these revisions are marked “Errata” and printed in graytype, with the most relevant change highlighted (or struck out in the case of a deletion).Cards from the A New Hope and Hoth expansion sets were updated to use the revised wordingsfor their unlimited (white-border) printings in Fall 1998. Cards from other sets will use the newerwordings in a future printing. In either case, the game text provided here defines the correctgameplay for all versions of the clarified cards as of November 1998.Other cards have received very slight wording changes, primarily for consistency or brevity (forexample, changing “shuffle, cut and replace” to “reshuffle”). Such wording improvements do notchange a card’s gameplay or understandability, and thus did not need to be included in thisThis droid adds 1 to total power for each pairing of one alien and one droid, neither

4-LOM

of which may be used as part of another pair.See may initiate battle and be battled.Use 4 Force to deploy on your warrior, free on 4-LOM. May

4-LOM’s Concussion Rifle

target a character or creature for free at same site or exterior site up to 2 sites away. Drawdestiny. Add 1 if Blaster Scope attached. If total destiny – distance to target > defense value,target hit.See long-range weapons. An attribute of characters, creature vehicles and cards with permanent pilots that

ability

represents their capability to use the Force. Ability represents defense value when a character istargeted by a weapon (unless that character has armor). ‘Aboard’ is synonymous with ‘on’ when used in the context of vehicles and starships.

aboard

(See prepositions.) This Effect does not refer to different versions of a persona unless they share the

Abyss

same card title. For example,•Lando Calrissian (Light Side) and Lando Calrissian (Dark Side) are duplicates; and•Boba Fett (Cloud City) and Boba Fett (Special Edition) are duplicates; but•R2-D2 (A New Hope) and Artoo (Jabba’s Palace) are not duplicates.If you draw Lando as destiny and your opponent has Lando on table, your destiny is zero andyour Lando is lost. Your opponent’s Lando has no immunity to attrition for the remainder of theturn, and your opponent must either lose 2 Force or lose his own Lando. (The opposite is true ifyour opponent draws his Lando as destiny and you have your Lando on table.)Insert face up in your Reserve Deck. When Effect reaches top it is lost,

Access Denied

along with all opponent’s ‘insert’ cards there. Reshuffle. (Immune to Alter.) OR Deploy betweentwo mobile sites. Opponent’s characters may pass only if aboard a Lift Tube or opponent uses +1Force each.This ‘insert’ card, when found face-up in your Reserve Deck (whether by being inserted orbecause of a card such as Through The Force Things You Will See), is treated as a deployedEffect and does not count as part of your Life Force.Actions are the individual building blocks of gameplay. Actions occur quite naturally

actions

during the game; in fact, most of the time you don’t even need to think about actions (just asyou rarely need to think about the individual steps of how you get dressed in the morning).Occasionally, however, situations will arise where it is desirable to understand the intricatedetails of actions — particularly in tournaments, where players want strict and definitive rulesgoverning the specific timing of gameplay.Almost everything you do in the game is an action. Examples of commonly occurring actionsinclude•playing or deploying one card;•performing one Force drain;•performing one regular move, ‘react’ or unlimited move;•conducting one battle;•firing one weapon;•drawing one destiny;•activating, using, losing, drawing or retrieving one unit of Force (or any other act of moving acard from one deck, pile or hand to another);•using optional game text on a card already in play;•taking one card from a deck or pile;•re-circulating your Used Pile; and•choosing to use an optional modifier (e.g., a lightsaber bonus to a Force drain).Automatic modifiers (e.g., “adds 2 to power of anything he pilots”) and conditions (e.g., controlof a location) are not actions. Everything else you do in the game — other than applying anautomatic modifier, checking a condition or announcing the beginning or end of a phase or turn— is an action.Many times, an action causes other actions to occur within itself. For example, a Force drain isan action which typically causes the opponent to lose Force — another action. For a morecomplex example, consider playing Nabrun Leids; this action includes several other actions:•targeting (selecting) the characters you wish to transport;•targeting (selecting) the destination site;•drawing destiny to determine Nabrun’s asking price;•choosing whether to accept or decline the transport;•using Force to pay the asking price (a separate action for each Force used);•transporting the group of characters to the destination site; and•placing the Nabrun Leids card on your Used Pile or Lost Pile.Perhaps the ultimate example of actions within an action is battle — a single action comprisingmany other actions, some of which contain still other actions within themselves.Every action always has three steps that must occur in

actions — sequence of steps

order:1.initiation (meeting conditions, specifying targets and paying costs);2.optional responses (attempts to specifically modify or cancel the action); and3.result (gameplay consequences of the action).These three steps will be described in greater detail following the description of stacking below.Stacking is a conceptual tool designed to help you easily determine

actions — stacking

the correct timing of gameplay (particularly in complex situations). Understanding how actions“stack up” in a single conceptual pile and then come back off the stack is important forunderstanding the game’s underlying timing system.An action is often suspended by another action. For example, if you initiate a battle and youropponent responds by ‘reacting,’ this temporarily suspends your battle until the ‘react’ iscomplete. When one action is suspended by another, you can visualize the second one asstacking on top of and covering the first one. Nothing else can happen to the first action until thesecond one has its result and is conceptually removed from the stack. If the second action isitself suspended by a third, the third action is stacked on top of the other two, and so on. Afterthe third action has its result, it is removed from the stack and the second one resumes; afterthe second has its result, it is removed and the first resumes. Thus, at any time, there is nevermore than one action which is active, and this is defined as the ‘topmost’ action. After thetopmost action is removed from the stack, the previously suspended action becomes the topmostaction once again.It can be helpful to visualize the action stack as a physical stack of cards on the table; in fact,some players actually stack their cards atop one another to help keep track of a long chain ofinterrelated actions such as a classic “Sense/Alter war.” Even though many actions such asbattle, movement and so on are not actually cards, you can imagine “virtual cards” on the stackrepresenting such actions.Sometimes (such as at the beginning of a turn or phase), there is no topmost action; that is, thestack is empty. At such times there is virtually no limit on the kinds of actions that may beinitiated. However, whenever there are one or more actions already on the stack, no other actionmay be initiated unless it is•part of the initiation of the topmost action;•a specific response to the topmost action;•part of the result of the topmost action; or•an automatic action.In other words, you may not interrupt or suspend an action that is below the topmost action, andyou may not voluntarily interrupt or suspend an action with another action that is not specificallyrelated to it (e.g., Collision! cannot interrupt a Force drain).This means that an action which is not a specific response to another action may be initiatedonly when the stack is empty (or when the topmost action is a battle in its weapons segment).actions — step 1: initiation — Initiating an action includes any or all of the followingrequirements, in this order:•meeting conditions of rules and game text (e.g., location deployment restrictions; necessity tohave presence or Force icons to deploy; game text such as “if a battle was just initiated”);•choosing targets (e.g., selecting characters and a destination site for Nabrun Leids; choosing astarfighter for Dark Maneuvers; identifying the outermost marker site for Ice Storm); and•paying costs required by rules and game text (e.g., using Force to deploy a character; usingForce to initiate a battle; drawing destiny and using Force to play Nabrun Leids; losing 2 Force todeploy Visage Of The Emperor).actions — step 2: optional responses — After the topmost action has been initiated andbefore it has begun its result, responses are allowed. (Only the topmost action may be respondedto.) For a response to be valid, it must specifically relate to the topmost action. Typically aresponse will be an attempt to modify or cancel the topmost action (e.g., It Can Wait or Sense).For example, if the topmost action is a Force drain, a response would be any action that says it“cancels a Force drain,” occurs “during a Force drain,” “may subtract 1 from a Force drain,”“Force drain +1” etc. Examples of cards that do not indicate that they are a response to a Forcedrain are Elis Helrot and Nabrun Leids; although they could affect the Force drain incidentally,they do not specifically indicate that they are related to it.When all responses are over, or if neither player chooses to respond, the topmost action hasits result.actions — step 3: result — When an action begins to have its result, this will typically causeone or more other actions to occur. For example, the result of Beru Stew is that each playermust activate 2 Force. Those actions of Force activation go through their own three steps, andthus they may be responded to. However, no more responses to the original action (Beru Stew)are allowed between those actions, because Beru Stew’s optional responses step is past and it iscurrently having its result.When the action’s result is complete, the action is removed from the stack. Sometimes theaction (e.g., Sense) results in canceling an underlying action it is responding to. In this case,when the responding action leaves the stack, the underlying canceled action leaves the stack atthe same time. In all other cases, when an action leaves the stack, the underlying actionbecomes topmost once again and resumes wherever it left off.actions — example 1 — deploying a card — It’s the Light Side player’s deploy phase, andthere is no topmost action. Light Side deploys an Effect card, Crash Site Memorial (placing it ontable to start a ‘stack’). This creates a topmost action.Dark Side responds with an Interrupt card, Alter, stacking it on top of Crash Site Memorial (Alterspecifically says it can cancel an Effect). This suspends the deployment of Crash Site Memorialand creates a new topmost action.Light Side responds to Alter with Sense, stacking it on top of Alter.Neither player responds to Sense (essentially, both players consecutively “pass”), so it has itsresult. It successfully cancels Alter and both Interrupt cards are removed from the stack. (Senseis placed in the Used Pile and then Alter in the Lost Pile.) The deployment of Crash Site Memorialbecomes topmost once again, and Light Side now has the next opportunity to respond to it, sinceDark Side made the previous response (Alter).Neither player has another response to the Crash Site Memorial deployment (both playersconsecutively “pass” again), so it has its result and is placed with the Light Side’s other Effectcards (as described in game text). There is now no topmost action, and Dark Side has the nextopportunity to initiate an action, since Light Side’s action just had its result.actions — taking turns — Players alternate turns initiating actions. When it is your turn, youmay initiate the first action of each phase. When your action has had its result or is canceled,then your opponent may initiate the next action, and so on.When an action you initiated is in its optional responses step, your opponent has the firstopportunity to initiate a response, then (when that response is complete) you may initiate aresponse, and so on.Thus, these two rules allow you to know, at any time and with any number of actions on thestack, whose turn it is to initiate the next action.Whenever it is your turn to initiate an action, if you do not wish to do so you may ‘pass.’Whenever both players pass consecutively, gameplay moves on as follows:•If the topmost action is in its optional responses step, that action proceeds to its result.•If the topmost action is a battle, the battle proceeds to its next segment.•If there is no topmost action, the turn proceeds to its next phase.actions — example 2 — triggered automatic action — Suppose there are currently noactions on the stack and you play Set For Stun. Set For Stun is now the topmost action andbegins its three steps of initiation, optional responses and result.Initiation — First you must use 2 Force; thus, Set For Stun is temporarily “covered up”(suspended) while using the first Force is the topmost action, then while using the second Forceis the topmost action. After you’ve finished using Force, that action comes off the stack and SetFor Stun is once again topmost, so you continue with its game text. Next you must target anopponent’s character, so this targeting becomes the topmost action, again suspending Set ForStun. Once you’ve selected your target, that action comes off the stack; Set For Stun is topmostagain and its initiation is now complete.Optional responses — Suppose your opponent responds to Set For Stun by playing Sense.Sense is now the topmost action, and goes through its own steps of initiation, optional responsesand result. Suppose the result is that your opponent fails the destiny draw; the Sense card goesto the Used Pile and Set For Stun is once again the topmost action.Result — The first part of Set For Stun’s result is its destiny draw. This destiny draw becomesthe topmost action. Since the destiny draw is an action, it has its own initiation, optionalresponses and result. If your opponent does not respond to the destiny draw, it has its result(which is you actually drawing the destiny card). Now, suppose you draw destiny of 2 andopponent has Tauntaun Bones on table. This immediately triggers an automatic action for youropponent, who must activate 1 Force. This action is topmost until it is completed, at which timeyour destiny draw becomes topmost again. You place your destiny card on your Used Pile, andSet For Stun is now the topmost action once again. Assuming the character you targeted hadability of 2 or more, your destiny draw is not sufficient to return that character to opponent’shand, so Set For Stun is placed on your Lost Pile, conceptually removing itself from the stack,and there is once again no topmost action — the stack is empty.Some actions may be initiated only just after some other action or

actions — ‘just’

condition has occurred, before anything else can intervene. These are typically indicated by theword ‘just’ (or sometimes ‘immediately’) in game text. Usually such an action is a response toanother action (e.g., “just initiated,” “just announced,” “just played”), but sometimes it is a newaction that simply follows the result of the other action (e.g., “just completed,” “just deployed,”“just moved,” “just forfeited,” “just lost”). Some players refer to these as ‘just’ responses and‘just’ actions.‘Just’ actions always take place before non-‘just’ actions; therefore, this will sometimes allow orrequire you to initiate an action when it would otherwise be your opponent’s turn to do so. Forexample, whenever you initiate a ‘just’ response to your own action, yours will be the firstresponse to that action (unless your opponent also has a ‘just’ response for that action).Likewise, if you move a droid and then wish to initiate a new action which begins with “If youjust moved a droid,” this comes before your opponent’s normal opportunity for the next action.Any action or condition may be responded to or followed by any number of applicable ‘just’actions; in other words, after one ‘just’ action has had its result, the prior action or condition isstill considered to have “just occurred” (until both players consecutively pass the opportunity toinitiate another ‘just’ action).In the spirit of sportsmanship, at any time a player is

actions — time to respond

allowed to request a brief pause to consider options. In actual play, of course, players rarely needto think about timing of actions. Typically the game flows smoothly from action to action, withoutcomplication. Occasionally, however, a player will feel that he didn’t have enough time to initiatean action or at least to request a brief pause. In these cases, the player is justified in asking theopponent to “back up” so that he may initiate his action in the proper sequence.actions — example 3 — ‘just’ actions and backing up — Light Side plays Nabrun Leids(temporarily placing it on table as the topmost action); verbally targets Luke, R2-D2 and adestination site (Jabba’s Palace: Audience Chamber); draws destiny to determine the cost (3);and uses 3 Force to pay Nabrun’s asking price. Nabrun Leids is now initiated.Dark Side responds with Tentacle, placing it on top of Nabrun Leids and using 1 Force.Neither player responds to the use of 1 Force or to Tentacle itself, so it has its result and isplaced on table. Nabrun Leids is now unique (•) and so no more may be initiated this turn.However, the current copy of Nabrun Leids is still played out (it is now the topmost actionagain).Neither player wishes to respond further to Nabrun Leids, so it has its result (the Light Sidecharacters are relocated). The Nabrun Leids card is placed on top of Tentacle.Now, it is Dark Side’s turn to initiate an action. However, Light Side quickly announces the play ofA Gift, which says “If you just moved a droid to Audience Chamber...” Since this is a ‘just’ action,it must come before any regular action by Dark Side. But Dark Side, not to be outdone,announces his own ‘just’ action: Double-Crossing, No-Good Swindler (“If Nabrun Leids justcompleted a transport…”).Dark Side’s ‘just’ action happens first (because it was actually Dark Side’s turn for the nextaction), so Light Side must momentarily return A Gift to his hand. (Note that A Gift is notsuspended or canceled; rather, it was never really initiated at all. This is an example of a playerhaving to “back up” so the opponent has time to initiate an action in the proper sequence.) AfterDouble-Crossing, No-Good Swindler has its result, Light Side has the next opportunity to initiate a‘just’ action and thus may decide whether or not to initiate A Gift.actions — example 4 — battle, ‘just’ responses and “Sense/Alter war” — Light Side initiates abattle at a site, using 1 Force. (Since a battle has no card associated with it, picture a “virtualcard” symbolically placed on the stack to represent the action.)Dark Side responds to the battle by playing You Overestimate Their Chances, placing it on top ofthe stack. (Because this Interrupt is a ‘just’ response, it must occur before any regular responsesto the battle.)Neither player responds to this Interrupt, so You Overestimate Their Chances has its result (anautomatic modifier is scheduled to triple battle damage for the eventual winner) and theInterrupt is placed on the Lost Pile. Light Side has the next opportunity to respond to the battleinitiation, but does not wish to.Dark Side responds to the battle initiation a second time by ‘reacting’ with a vehicle (Ubrikkian9000 Z001) from an adjacent site. (This is another ‘just’ response.)Neither player responds to the ‘react,’ so the Ubrikkian is moved, along with three Dark Sidecharacters aboard, to the site of the battle. Two of the characters then disembark as part of the‘react.’ Light Side has another opportunity to respond to the battle initiation, but again declines todo so.Dark Side has no more responses, so the battle proceeds to its result step, which begins with theweapons segment. (The weapons segment has the special property of allowing actions to occureven if they do not say they play during battle.) Light Side may initiate the first action of eachsegment; since the battle involves Luke and Han, Light Side declares Don’t Get Cocky. (Don’t GetCocky is not a response to battle, but rather plays during battle, and thus must occur in theweapons segment.)Dark Side responds to Don’t Get Cocky with Sense. Light Side responds to Sense with Alter. DarkSide responds to Alter with Control. At this point, the stack of actions looks like this:Control (topmost action)AlterSenseDon’t Get Cockybattle (in its weapons segment)Neither player responds to Control, so it has its result (canceling Alter). Both cards are placed inthe appropriate Lost Piles and Sense is again topmost.Neither player responds to Sense, so it has its result. Dark Side draws destiny but fails to cancelDon’t Get Cocky. Light Side has the next opportunity to respond to Don’t Get Cocky, but choosesnot to do so.Dark Side responds to Don’t Get Cocky with another Sense.Neither player responds, so Sense has its result. Dark Side draws destiny, this time successfullycanceling Don’t Get Cocky. Now the battle is topmost again, and Dark Side has the nextopportunity to initiate an action in the weapons segment.After both players are finished initiating actions in the weapons segment, the battle proceeds tothe power segment, to be followed by the damage segment. When the eventual winner isdetermined, the automatic action scheduled by You Overestimate Their Chances will initiate itselfto triple the loser’s battle damage.See Force; see activate phase.

activate Force

This is the first phase of each of your turns, in which you activate Force

activate phase

for subsequent use.Count the Force icons on your side of each location (and on each of your Jedi Masters) on table.Add 1 to represent the personal Force you generate yourself. Activate that total number of cardsby transferring them, one at a time and face down, from the top of your Reserve Deck to the topof your Force Pile (see Force). Do not look at the cards or put them into your hand. You do nothave to activate all the Force you are entitled to.Note that as your deck gets drained of Force by the opponent, your options diminish. When youhave fewer than 10 or so cards remaining, you must be especially careful how you handle yourForce. For example, if you activate all the cards in your Reserve Deck, you will not be able todraw destiny if a battle occurs. When you reach this point in the game, consider leaving somecards in your Reserve Deck so you can draw destiny, if necessary. In a close game, when bothplayers have only a few cards left, the way you manage your remaining Life Force will be criticalto your success!Moving any number of cards, one at a time, from your Reserve Deck to

activating Force

your Force Pile. Activating each unit of Force is a separate action.During your activate phase, presence is not required to generate Force at locations where youhave Force icons, and you are not required to activate all the Force to which you are entitled.However, when other cards or rules (e.g., Blue Milk) instruct you to activate Force, you mustactivate all of it (or as much as possible). Whenever Force activation is allowed by cards or rules,it is taken from the top of the Reserve Deck and placed on top of the Force Pile, one card at atime.Some cards refer to adjacent sites or sectors (systems cannot be adjacent).

adjacent

These are related sites or sectors that have been played next to each other. Cards may movefrom location to adjacent location like a sequence of connected spaces on a game board.Two location cards are adjacent only if they are (1) the same kind of location (site or sector), (2)physically next to each other and (3) part of the same system, starship etc. (Vehicle sites arealso adjacent to the planet site where the vehicle is located.) Locations can be physically next toeach other on table without being adjacent (e.g., a system next to a sector).Deploys –2 if at least two Imperial starships on table. Adds 2 to power of

Admiral Motti

anything he pilots. Subtracts 1 from forfeit of Rebel pilots at same system.Adds 2 to power of anything he pilots. Subtracts 1 from deploy cost of

Admiral Ozzel

each of your capital starships at same system. Lost if Vader is on table and opponent ‘reacts’ tosame location as Ozzel.Adds 2 to power of anything he pilots. Whenever you deploy a weapon or

Advosze — Errata:

device from hand at same location, activate 1 Force as a ‘kickback.’ Limit of one Advosze perlocation.You may not voluntarily deploy or move an Advosze to the same location as another Advosze. (Ifthis somehow occurs involuntarily, you must choose one to be lost.)This Effect does not change the individual ability of any card. Rather, it

Affect Mind

prevents the opponent’s cards from applying 2 of their ability toward total ability. For example, ifyour opponent has a lone character with ability 2 at the same location as Affect Mind, thatcharacter’s ability is not changed, but the opponent’s total ability there is zero (and thusopponent does not have total ability of 1 or more for presence).A kind of Light Side or Dark Side character other than Rebel, Imperial or droid.

alien

This Interrupt creates an unattended frozen captive if there is no available

All Too Easy

escort.Your character or permanent pilot is alone at a location if you have no other

alone

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Alter

Effects. To use Alter to cancel any card other than Sense, you must have a character with abilityon table.Alter is a response to the deployment of an Effect or Utinni Effect, but it is not a response to asubsequent use of that Effect’s or Utinni Effect’s game text (see actions).A card that is “immune to Alter” is not a valid target for Alter (see immune).Use 3 Force to cancel a battle just initiated at a system or

Alternatives To Fighting

sector. OR Cancel Besieged. OR Release (move for free) all your characters from a capturedstarship to your side of any docking bay site.This Interrupt can cause your opponent’s Undercover spies to go to the Used Pile.

Ambush

When comparing your total power with your opponent’s, the power of each player’s Undercoverspies does count toward that player’s total.Deploy on your Skywalker of ability > 3. May add 1 to Force drain

Anakin’s Lightsaber

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Anoat (Dark Side)

only•from Anoat to the nearest related asteroid sector; or•from the nearest related asteroid sector to Anoat.Use 3 Force to deploy on your transport vehicle. Your

Antipersonnel Laser Cannon

warrior present, if aboard, may target a character or creature using 3 Force. Draw destiny. Targethit if destiny +2 > defense value. May fire repeatedly for 2 Force each time.See fire repeatedly.A non-droid, non-Jedi character of lesser ability than its mentor. (See Jedi

apprentice

training).This alien is not an operative.

Arcona

When deployed, you may take one non-unique alien into hand from Reserve

Arleil Schous

Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacentTatooine site.For a weapon to be “matching one of your… characters,” it

Armed And Dangerous

must specifically name that character in its game text. (Anakin’s Lightsaber is considered to be amatching weapon for any Skywalker… Luke, Leia or Anakin.)An attribute generally used on capital starships, large vehicles and a few special

armor

characters as an indicator of resistance to weapon fire and other potential threats. When a cardthat has armor is targeted by a weapon, it uses its armor as its defense value.Game text which specifically targets “armor” does not also affect maneuver; however, game textwhich targets “armor or maneuver” refers to whichever of those attributes occurs on theaffected card.A kind of weapon which is deployed on a site. Unlike other weapons,

artillery weapons

artillery weapons have a forfeit value. To fire your artillery weapon, you must have your ownpower source (a power droid or any fusion generator) present. The Hoth: Main Power Generatorssite also says that it can power Light Side artillery weapons.Artillery weapons may be destroyed by Overload. However, only the artillery weapon itself is lost,because there is no character or starship “carrying” it.An artillery weapon may not be moved unless it so specifies.During each of your control phases, may take one Hero Of A Thousand Devices or A

Artoo

Gift into hand from Reserve Deck; reshuffle. If at a battleground site with C-3P0, may subtract 1from each opponent’s battle destiny at same and related sites.Use 3 Force to deploy on your warrior. May target a character, creature or

Assault Rifle

vehicle at same or adjacent site using 2 Force. Draw destiny. Target hit if destiny +1 > defensevalue.See long-range weapons.Drawing asteroid destiny is mandatory. (See asteroid rules; see

asteroid destiny

destiny.)Wherever “Asteroid Rules” are in effect, your starships there are

asteroid rules

continually subject to being hit by asteroids. During each of your control phases, for each suchstarship:•Opponent draws one asteroid destiny.•Add 1 for each additional sector at that system that has “Asteroid Rules” in effect.•If total asteroid destiny > armor or maneuver, the starship is lost.•If the card drawn for asteroid destiny is itself an asteroid sector, the starship is lost, no matterhow high its armor or maneuver.Errata:

Asteroid Sanctuary

Deploy on any asteroid sector you control. During each of your control phases, opponent loses XForce, where X = total number of asteroid sectors at same system that are not occupied byopponent. Effect canceled if opponent controls this location.You can consult Decipher’s web site (www.decipher.com) to get details on how to exchange yourincorrect version of this card for the corrected one.Asteroid sectors deploy to any planet system (even a “blown away”

asteroid sectors

planet system). They are related to the system location, but not to the planet’s sites. They arenot part of the planet and thus do not take on its name (i.e., asteroid sectors at Dagobah are not“Dagobah locations” and thus are not affected by Dagobah’s deployment restrictions). If theplanet is “blown away,” asteroid sectors there are not destroyed.Capital starships and starfighters may deploy, battle and move at asteroid sectors. Three types ofregular moves (each requiring 1 Force) are allowed:•System to sector — A capital starship or starfighter may move from a planet system location tothe asteroid sector next to it (or vice versa).•Sector to sector — A capital starship may move from one asteroid sector to an adjacent asteroidsector. A starfighter may move up to two asteroid sectors at a time (for 1 Force).•Sector to site — A starfighter at a Big One sector may land at or take off from the relatedAsteroid Cave or Space Slug Belly site.See sectors and cloud sectors.A kind of droid that allows starships to move through hyperspace (astromechs

astromech

are programmed to function as nav computers).Astromech droids count as passengers (and thus take up passenger capacity) unless astromechcapacity is available. Multiple copies of the same astromech character do not cumulativelyenhance a starship (see cumulative).This obsolete term has been superseded by the term nav computer icon.

astromech icon

Use 3 Force to deploy on opponent’s side of table. All opponent’s

Astromech Shortage

starships with a [nav computer] icon are deploy +1.See prepositions.

at

This phrase is intended to indicate that an action may be used during any

at any time

phase of either player’s turn. Actions that may be initiated “at any time” are not exceptions tothe normal timing rules (see actions); that is, they may not respond to other unrelated actions.(To be more precise, “at any time” actions may be initiated only when there is no topmost action— that is, when the stack is empty — or when the topmost action is a battle in its weaponssegment.)All actions are at normal use of the Force unless otherwise

at normal use of the Force

specified; thus, this redundant phrase is no longer used on cards.Errata:

AT-AT Cannon

Use 2 Force to deploy on your AT-AT. May target a starfighter (use 3 as defense value),character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 1 iftargeting a character or creature, 2 if a vehicle. Target hit if total destiny > defense value.See long-range weapons.Because of its bulk and mechanical limitations, an AT-AT may not increase its

AT-ATs

landspeed above 1. (This rule was incorporated into the game text of the Blizzard AT-AT cards inthe revised white-border printing of the Hoth expansion set.)Deploy on an exterior planet site. Your warrior present may target a

Atgar Laser Cannon

vehicle at same or adjacent site using 2 Force. Draw destiny. Target crashes if destiny +2 >armor. Target hit if destiny +1 > maneuver.See long-range weapons.If you just initiated a battle at a Cloud City sector, add one battle

Atmospheric Assault

destiny. OR During your deploy phase, deploy one TIE Assault Squadron for free (no replacementis necessary).Instead of making an attack as normal, some creatures (e.g., vine

attaching creatures

snakes and mynocks) attach themselves to a host. When attached, a creature does not attackanything or move on its own, but instead moves automatically with the host. Attaching creaturesmay be attacked by other creatures, vehicles and characters present (and may be targeted byappropriate weapons) even when they are attached. If a host is ‘eaten’ (by any creature), allattached creatures detach. If a host is lost by other means, attached creatures are lost withthe host.Errata:

Attack Run

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.)

attacks

Gameplay mechanism that simulates battle casualties (mandatory forfeitures)

Attrition

the battle. (For example, in The Empire Strikes Back™, the Dark Side clearly won the Battle ofHoth, yet they still lost some Imperial walkers to attrition.)Attrition against you equals the total battle destiny drawn by your opponent. This attrition againstyou requires a mandatory forfeiture of your cards from that battle location. For example, if youropponent’s total battle destiny was 3, the attrition against you will be 3 and you will be requiredto forfeit (if possible) one or more cards whose forfeit values total at least 3.Your ‘hit’ cards may apply their forfeit values toward satisfying attrition. If forfeiting all your ‘hit’cards does not satisfy all of the attrition against you, then you must forfeit additional cards untilyour attrition has been satisfied. (If you have no cards left to forfeit, or if all your remainingcards are immune to attrition, any remaining attrition against you is ignored.)Sometimes you have to forfeit cards with a total forfeit value in excess of your attrition; forexample, if your attrition is 5 and your cards that participated in the battle each have a forfeitvalue of 3, to satisfy your attrition you will have to forfeit two of those cards for a total of 6forfeit.Unlike weapon ‘hits’ and attrition, battle damage applies only to the player

automated weapons

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See weapons – automated

automatic actions

conditions (which may arise at any time). At the moment those conditions exist, the automaticaction immediately becomes the topmost action. Examples include•retrieving 1 Force when opponent draws destiny of 4 and you have Tauntaun Bones on table;•resolving the game text of an ‘insert’ card when it comes to the top of the your Reserve Deck;•losing a seeker and its target the moment they are present together; and•completing (reaching) an Utinni Effect.When a condition arises during your turn that could potentially trigger two or more automaticactions, you must choose which one is triggered first. After this automatic action has its result,check to see if any conditions still exist that would trigger other automatic actions and repeatthis process if necessary.Any modifier which simply states that it occurs — without a word

automatic modifier

such as “may” to indicate that it is optional — is automatic. For example, “if you control, Forcedrain +1 here” (Alderaan) is an automatic modifier, whereas “may add 1 to a Force drain at arelated site” (Clouds) is optional. Automatic modifiers are mandatory.As a rule of thumb, any time you choose to apply a modifier, it’s not automatic.This Effect can be used to save only non-droid characters which were lost

Bacta Tank

from table. The moment a character is lost, any cards deployed on or targeting that characterare also lost. Because the character is no longer “carrying” these cards, they cannot be placed inthe Bacta Tank.When removing a character from the Bacta Tank whose deploy cost is defined by an asterisk (*),treat that deploy cost as zero. (See undefined values.)The Bacta Tank’s ‘patient’ is on table for purposes of uniqueness only. Thus, a unique (•)character in the Bacta Tank may not be duplicated elsewhere on table.Deploy on your non-pilot character (except droids) to give that character

Baniss Keeg

pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1to power of anything that character pilots. (Immune to Alter.)A conflict you initiate during your battle phase in an effort to deplete your opponent’s

battle

Life Force. Battle can occur at a location only if both players occupy that location — i.e., theyboth have presence there. (But note that if all presence is completely removed from either sidebefore the battle’s power segment, the battle ends.)Although weapon cards are useful during battle, weapons are not required for a battle totake place. Weapons simply allow you to target specific characters, vehicles, starships etc.You may battle more than once during a turn, but not twice at the same location. Each of yourcharacters, vehicles and starships may battle only once per turn, and those cards are consideredto have participated in a battle from the moment it is initiated; even if they are somehow movedaway from the battle or the battle is canceled, those cards may not participate in another battlethat turn.Other cards such as devices, artillery weapons, automated weapons, Interrupts and Effects maybe used in more than one battle per turn (if applicable and subject to the rules on unique andrestricted cards).Battle is an action, and follows the normal timing rules for actions. However, the weaponssegment of a battle allows many kinds of actions to be initiated that otherwise cannot occurwhen there is a topmost action (see below).You must use 1 Force to initiate each battle. Your opponent may

Initiating the battle

respond to the initiation with one or more responses (see actions), including any ‘reacts.’Responses that take place “if a battle was just initiated” or “at the start of a battle” may beinitiated now, before the battle begins its result. (Other actions that may occur during a battlemay not be initiated yet, because the battle has not begun its result).Once the battle is initiated and any responses are over, the battle has its result. There are threesegments that must occur in order: weapons segment, power segment and damage segment.(The following entries on these three segments are comprehensive; for a more concisedescription, see battle — summary following.)Any weapons involved in the battle may be fired one at a

battle — weapons segment

time, beginning with the player who initiated the battle and then alternating between the players;each use of a weapon is one action witxhin the battle. Each weapon describes how it works,including the kinds of cards it may target, the Force required to fire it, the destiny draw requiredfor success and, if successful, the consequences for the target.Most weapons specify that they ‘hit’ their target when successful. (Some weapons, instead ofcausing a ‘hit,’ specify some other kind of outcome.) Any ‘hit’ cards are turned sideways, butthey still participate in the battle. For example, a card that is ‘hit’ can still fire its own weapon, ifit has one. (Conceptually, the entire battle is happening simultaneously, although for gamepurposes the individual steps are carried out sequentially.) Later on during the damage segment,all ‘hit’ cards will have to be forfeited to their owners’ Lost Piles, regardless of who wins thebattle. (If the battle ends prematurely, ‘hit’ cards must still be lost.)During the weapons segment, other actions may also be initiated in place of firing a weapon,taking turns initiating actions as normal. Such an action may be specifically related to weaponsand/or the battle (e.g., playing Combined Attack, or using IG-88’s or Dr. Evazan’s game text), orit may be unrelated to both (e.g., playing Beru Stew or Gravel Storm, or peeking at your ReserveDeck with Electrobinoculars).In fact, it is a special rule of the weapons segment that players may initiate actions even if theydo not specify that they apply during a battle. More precisely, during the weapons segment, ifthe battle itself is the topmost action, the player who has the next opportunity to initiate anaction may initiate any action that is allowable during the battle phase.Once players ‘pass’ consecutively, the weapons segment ends and each remaining actioninitiated during the battle must be either specifically required or allowed to occur during thepower segment or damage segment, or must be a response to another action in one of thosesegments.To determine who wins the battle, add up the total power you

battle — power segment

have participating in the battle (plus any positive or negative modifiers to total power); youropponent does likewise. If the battle is taking place at a system or sector, add the power of eachof your starship and vehicle cards; if at a site, add the power of each of your vehicle cards, andof each of your character cards except those aboard enclosed vehicles and starships. Don’tforget modifiers to power from the game text of the battling cards themselves, the location card,other related location cards or even cards elsewhere on table, if applicable. (And don’t forgetthat your ‘hit’ cards still get to add to total power.)Often you can increase your total power in a battle by drawing battle destiny. Each player whohas a combined ability of 4 or more participating in the battle may make one destiny draw.(Having 8 ability present does not entitle you to draw two battle destiny.) To meet the 4 abilityrequirement, you may add up the ability numbers of any of your cards present at the battlelocation, as well as the ability of any drivers and pilots — but not passengers — aboard yourvehicles and starships present at that location. (Some cards allow you to draw battle destinyeven if you don’t have 4 ability, while others say to add destiny draws, letting you add two ormore destiny draws together to determine your total battle destiny.)Each player increases their total power by the amount of their total battle destiny (if they drewany), then places their battle destiny card(s) on their Used Pile. (Battle destiny draws also createattrition in the damage segment, so make a mental note of the battle destiny totals.) The playerwith the higher overall total power (including battle destiny) wins the battle. If there is a tie, thenthe battle has no winner and no loser.Occasionally a card will specify that you “add one destiny to power only.” Although you drawsuch a destiny at this time (before drawing any battle destiny), this is not considered a battledestiny and does not add to attrition.In this segment, players typically lose cards because of

battle — damage segment

three factors: weapon ‘hits,’ attrition and battle damage.Cards ‘hit’ during the weapons segment must be forfeited (lost) during the

Weapon ‘hits’

damage segment. Forfeiting a card causes everything on that card to be lost as well, so it’susually best to forfeit the cards aboard a vehicle or starship before forfeiting the vehicle orstarship itself.Attrition represents inevitable losses in battle that occur regardless of who wins

battle damage

in a battle is greater than your own. Your battle damage is equal to the difference between theoverall power totals (including battle destiny). You may satisfy battle damage by losing Force (1lost Force satisfies 1 unit of battle damage) and/or by forfeiting cards you have participating inthat battle (each card satisfies battle damage up to its forfeit value). Such forfeited cards maysimultaneously satisfy weapon ‘hits,’ attrition and battle damage affecting you.One or more destiny draws made during the power segment of a battle. If

battle — summary

during your own turn.Initiate the battle•Use 1 Force.•Both players must have presence at the location; each character, vehicle, starship and locationis limited to one battle per turn.•Responses such as ‘reacts’ and “start of battle” actions may occur now. Opponent may makethe first response, then players alternate.Weapons segment•Fire weapons and/or initiate other actions such as Electrobinoculars and Beru Stew during thissegment. Even actions not specifically related to battle may be initiated during the weaponssegment.•You initiate the first action, then alternate actions with your opponent.•‘Hit’ cards are turned sideways but continue to participate in the battle.If all presence is removed from either side of the battle (e.g., because of tauntauns ‘reacting’away from the battle, or a card play such as Hit And Run) prior to the power segment, the battleends. (However, any ‘hit’ cards must still be lost.)Power segment•Each player adds up the total power of their cards participating in the battle (plus any positiveor negative modifiers to total power). Do not include power of characters aboard enclosedvehicles and starships.•Each player with total ability of 4 or more in the battle (not counting ability of passengersaboard enclosed vehicles and starships) may draw one battle destiny — or more than one byusing special cards — and add that total battle destiny to total power. Make all your draws first,then your opponent does likewise.•The player with the higher overall total power (including battle destiny) wins the battle.Damage segment•All actions taken to satisfy weapon ‘hits,’ attrition and battle damage alternate between players,beginning with you. Although each player may take such actions in any order, it is recommendedthat new players follow the sequence below.•All cards ‘hit’ by weapons must be forfeited.•Each player’s total battle destiny causes attrition for the opposite player. Each player who isaffected by attrition must forfeit enough cards (including any ‘hit’ cards) to satisfy attrition. Ifyou have no cards left to forfeit, or if all your cards remaining are immune to attrition, anyremaining attrition is ignored.•The loser of the battle suffers battle damage equal to the difference between the overall powertotals (including battle destiny). The loser must forfeit cards and/or lose Force, one at a time inany sequence, to satisfy battle damage. Each card forfeited (including cards forfeited because ofweapon ‘hits’ and attrition) satisfies battle damage up to its forfeit value; each card lost (fromhand or Life Force) satisfies 1 unit of battle damage. The loser may not leave any battledamage unsatisfied.The winner and loser of a battle are determined during the

battle — winner and loser

power segment of the battle. At this time, initiate and/or complete all actions depending on thisdetermination. (If there is a tie, there is no winner and no loser of the battle.)The amount of Force damage you incur when your opponent’s total power

battle destiny

you have 4 or more ability participating in the battle (not counting ability from passengersaboard enclosed vehicles and starships), you may draw one battle destiny. Special cards alsoallow you to draw one destiny when not otherwise able, or to add one or more destiny draws toyour total battle destiny. Your total battle destiny (if greater than zero) increases your totalpower in the battle, and also causes attrition against your opponent regardless of who wins thebattle. Drawing battle destiny is optional.Actions that modify battle destiny (such as the first function

battle destiny modifiers

of Don’t Get Cocky) may be initiated during the weapons segment of a battle.The result of a battle destiny modifier is to schedule an automatic modifier that will occur whenbattle destiny is drawn. Multiple copies of the same battle destiny modifier are not cumulative.If the conditions for initiating the battle destiny modifier include a certain character, and thatcharacter is lost before destiny is drawn, the battle destiny modifier still works because it hasalready been scheduled to occur.If you begin a battle with multiple characters, and all but one of your characters are removedfrom the battle before the end of the weapons segment, you may then play any applicable ‘alone’battle destiny modifiers.Fourth phase of each turn, in which you may initiate one or more battles

battle phase

against your opponent’s characters, vehicles and starships.A battleground is any system, sector or site location where both players (1)

battleground

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Beggar

opponent’s Dark Side Force during each of your turns. At the end of each of your turns, if youchose to use zero or 1 Dark Side Force that turn, the Beggar remains on table; if you chose touse 2 or more Dark Side Force, the Beggar is lost.Force used by your opponent never counts against your Beggar. For example, some Jawasrequire the use of Force by both players when deploying. The portion of the Jawa’s deploy costthat your Dark Side opponent is required to pay does not count against the Beggar; however, ifyou choose to use Dark Side Force to pay for your portion of the deploy cost, this does countagainst the Beggar.See starting the game.

beginning the game

Forfeit +2 when at same site as Owen Lars or a Hydroponics Station. If lost from

Beru Lars

table during opponent’s turn, Luke is power +3 until the end of your next turn.Errata: The title of this Interrupt has been revised to read, “•Beru Stew”; thus,

Beru Stew

it is now unique (•).Activating Force is the result of this Interrupt, not a condition of initiation (see actions). If aplayer is unable to activate 2 Force, that player must activate 1 if possible.Deploy on a captured starship. Your characters present with captured starship

Besieged

may battle opponent’s characters aboard it (as if present together at a site). Effect canceled ifstarship escapes or is stolen.This Effect allows your characters on a Star Destroyer, at Death Star: Docking Bay 327 or at StarDestroyer: Launch Bay to battle your opponent’s characters ‘trapped’ aboard a captured starshipthere. This works like a battle at a site.If the Light Side has one group of characters in the docking bay or launch bay and another grouptrapped on the starship, these two groups may not combine when Besieged is played. You mayinitiate a battle against one group or the other, but not both on the same turn. The characters onboard the starship may not initiate battle, and do not participate in any battles other than thoseyou initiate against them using Besieged.If the trapped characters are eliminated (which might take several turns), you steal the starship.A permanent pilot is conceptually replaced by a Dark Side permanent pilot. Any cargo becomesstolen property, usable by the Dark Side.If at any time you do not have any Dark Side characters present with a starship targeted byBesieged, that starship escapes to the Light Side of the appropriate system or sector (or to theUsed Pile, if the Light Side player so desires). A permanent pilot on your Star Destroyer is notsufficient to prevent the captured starship from escaping.Regardless of which side controls the starship, the Besieged card remains on the starship (andthus is not available to be retrieved from the Lost Pile) until that starship is no longer on table.See captured starships; see tractor beaming.This location is a cloud sector.

Bespin: Cloud City

See Cloud City.

Bespin location deployment

May add 3 passengers. Permanent pilot

Bespin Motors Void Spider THX 1138

provides ability of 1. May move as a ‘react.’ W Landspeed = 3. OR Up to 3 characters mayshuttle to or from same site for free. (The white-border version of this vehicle which reads “1driver and 2 passengers” was misprinted.)Adds 2 to power of anything he pilots. When piloting Red 3, also adds

Biggs Darklighter

1 to maneuver and draws one battle destiny if not able to otherwise.When this device is used with a character weapon and more than one card is

Bionic Hand

drawn for weapon destiny, the character adds 1 to total weapon destiny.If a battle was just initiated at an interior site, use 1 Force to

Blast The Door Kid

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Blaster

using 1 Force. Draw destiny. Target hit if destiny > defense value.The first function of this Interrupt adds 3 to total weapon destiny,

Blaster Proficiency

not each destiny draw.Deploy on your side of table. At any time, you may transfer one of your

Blaster Rack

character weapons from any site to the Blaster Rack. During your deploy phase, weapon may betransferred to your character on table for an expenditure of Force equal to the weapon’s deploycost.You may place weapons in the Blaster Rack at any time between other actions. Thus, you maynot place cards in the Rack as a response to a character leaving the table.A Blaster Rack and cards inside are all on table. This means, for example, that a unique (•)weapon in the Blaster Rack may not be duplicated elsewhere on table.Use 2 Force to deploy on your warrior. May target a character, creature or

Blaster Rifle

vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.Deploy on your Imperial Blaster or Blaster Rifle. Scope allows that weapon

Blaster Scope

to target at an adjacent site.A Blaster Scope may deploy on an Imperial Blaster, a Blaster Rifle or any weapon that has eitherof those two characteristics, including the Assault Rifle and the Light Repeating Blaster Rifle (seecharacteristics). It may also deploy on 4-LOM’s Concussion Rifle, as indicated by the weapon’slore and game text.See long-range weapons.May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not

Blizzard 1

be increased. When using AT-AT cannon to Target The Main Generator, adds 1 to total.May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not

Blizzard 2

be increased. Permanent pilot provides ability of 2.May add 1 pilot or passenger. May move as a ‘react.’ Power +1 at any

Blizzard Scout 1

Hoth site. Permanent pilot provides ability of 1.May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed

Blizzard Walker

may not be increased.When the Hoth: Main Power

blown away — Hoth: Main Power Generators

Generators site is “blown away,”•the power generators are destroyed (turned face-down);•the Hoth energy shield is deactivated; and•all cards at that site are lost.Turning the site card face-down identifies it as an unnamed, exterior Hoth site where cards canstill deploy, battle and move. Its only other remaining usable feature is its marker number. Thesite card may not be deployed again (or converted).You lose 8 Force only when the site is “blown away” by Target The Main Generator, not when itis lost in another way (such as when the Hoth system location is “blown away” by CommencePrimary Ignition).When a system is “blown away,”

blown away — systems

Glossary Supplement adds to this Glossary 2.0 entry.

•the targeted planet or Death Star is destroyed (turned face-down); and•locations which are part of that planet or Death Star (i.e., related sites and cloud sectors), andall cards at such locations, are lost.If the system you “blew away” was a Rebel Base or Death Star, your opponent loses Force equalto twice the total number of their Force icons which were at the destroyed locations (includingmodifications by cards such as Presence Of The Force, Sleen and Yoda).The destruction of the planet or Death Star does not affect related asteroid sectors or anystarships or mobile systems in orbit.Turning the system card face-down identifies it as an unnamed system where cards can stilldeploy, battle and move. Its only other remaining usable feature is its parsec number. The systemcard may not be deployed again (or converted). No sites or cloud sectors may be deployed to theunnamed system (although asteroid sectors and their related sites may deploy there, if thesystem was formerly a planet system).When playing the Dark Side, once during each of your turns (during any phase)

Glossary Supplement: 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.

bluff rules

you may place one card from your hand face-down on your side of the Tatooine: Bluffs site. Thiscard is called a “bluff card” and it is not considered to be in play. Each bluff card allows you tocumulatively add 1 to your Force drains at the Bluffs.Your opponent can choose at any time to turn over one of your bluff cards.•If it is a character, it immediately deploys at the Bluffs for free (but must obey normaluniqueness and deployment restrictions, or is instead lost).•If it is not a character, it is lost and you lose an additional 2 Force.Bluff rules function as follows when Expand The Empire or Revolution is played:•Expand The Empire allows you to place bluff cards at sites adjacent to the Tatooine: Bluffs site,creating enhanced Force drains and/or free deployment at those sites as well. If Expand theEmpire is canceled, all bluff cards at the adjacent sites are lost.•Revolution does not allow the Light Side player to place bluff cards.Adds 3 to power of anything he pilots. May make a Kessel Run in place of a

BoShek

smuggler. Immune to attrition < 3.Adds 3 to power of anything he pilots. When piloting Slave I, also

Boba Fett (Cloud City)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Boba Fett (Special Edition)

May deploy –1 as a ‘react’ to same site as a gangster or smuggler. When firing weapons, any‘hit’ characters are forfeit = 0. May ‘fly’ (landspeed = 3). Immune to attrition <3.Use 1 Force to deploy on Boba Fett, or 3 on your other

Boba Fett’s Blaster Rifle

bounty hunter. May deploy as a ‘react.’ May target a character, creature or vehicle using 2 Force.Draw destiny. Add 1 if targeting a vehicle. Target hit if total destiny > defense value. May firerepeatedly for 1 Force each time.When you use this character weapon to fire repeatedly, you must use 2 Force for the first firingand 1 Force for each additional firing.Type style used in card lore to emphasize some characteristics that are

boldface type

relevant to gameplay.This Mobile Effect defines a “target zone” and allows your piloted bombers

Bombing Run

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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).

Boosted TIE Cannon

starship using 1 Force. Draw destiny. Subtract 1 if targeting a capital starship. Add 1 if targetinga starfighter. Target hit if total destiny > defense value.Adds 2 to power of anything he pilots. When piloting Hound’s Tooth, draws one battle

Bossk

destiny if not able to otherwise. Adds 1 to attrition against opponent in battles at same site. Mayreduce Chewie’s forfeit to zero while present.This alien adds 1 to attrition of zero (e.g., a location drawn for battle destiny), but cannot add 1to “no attrition” (i.e., no battle destiny draw).This Effect allows you to retrieve Force only if the bounty hunter who delivers the

Bounty

captive to a prison is the same bounty hunter who seized that character when it was captured.Use X Force to deploy on your warrior, where X = (7 – warrior’s power). X

Bowcaster

cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 iftargeting a character, 2 if targeting a creature. Target hit if total destiny > defense value.Although this creature does not attack your own characters, it does still consider them

Bubo

to be potential ‘meals’ and thus does not move away from them.Cards with deployment restrictions such as “deploys only on

but may move elsewhere

Hoth” are generally allowed to move elsewhere unless otherwise specified; thus, this redundantphrase is no longer used on cards.If you are confused about how to use this alien’s destiny number, consider the

Brainiac

words of Brainiac himself: “One cannot do less than is required, nor more than is allowed.”Brainiac counts as a card in hand when computing Y to determine his own deployment cost. Hemay provide nav computer capability on a starship as a passenger, but Brainiac is not anastromech and thus cannot occupy astromech capacity.Brainiac’s destiny and power should not be rounded. For example, if Brainiac is drawn for battledestiny and a player must satisfy attrition, that player must forfeit at least points of forfeitvalue.Imaginary numbers (which have a negative number within the square root) result in a minimumpower of 1. Also, players must use the positive root (thus, the square root of 4 is 2, not –2).This droid adds 2 to total power for each pairing of one Rebel

C-3PO (See-Threepio)

and one droid, neither of which may be used as part of another pair.Act of preventing an action (such as a card play or a battle) from having its result.

cancel

Any costs paid to initiate that action remain paid. When you cancel an action that was limited toonce during a particular time period (such as a turn, a control phase or a battle), that actionmay not be initiated again during that same time period.When a card is canceled, it is placed in the Lost Pile unless otherwise directed. However, if adestiny draw is canceled, the card drawn goes to the Used Pile because only the destiny drawwas canceled, not the actual card itself.The phrase “cannot be moved” means that a card may not make any

cannot be moved

regular move or unlimited move and may not move as a ‘react’ (although it may deploy as a‘react,’ if applicable, or may be placed in a Used Pile, Lost Pile, Crash Site Memorial etc.,because such actions are not movement).See negative numbers.

cannot fall below zero

The phrase “cannot move” is exactly like “cannot be moved,” with one

cannot move

exception: such cards may be moved when physically carried by a vehicle, starship or creature(e.g., Wampa or Bog-wing).Cards which “cannot move” cannot use transport cards such as Elis Helrot, Nabrun Leids, EscapePod, Evacuate? and Chief Bast.When an action attempts to move a group of cards, and one or some of those cards “cannotmove,” the action is not canceled; simply move all cards in the group that are able to move.Even when a character “cannot move,” you may choose whether that character is occupyingpilot capacity or passenger capacity on a vehicle or starship. This is not considered to bemovement.This Interrupt targets characters “with an ability number” and thus does

Cantina Brawl

not affect droids.Limit that a vehicle or starship can carry, as defined on the vehicle or starship

capacity

card.When a vehicle or starfighter’s capacity includes pilots, drivers and/or passengers, this capacityconceptually represents the bridge or cockpit. When its capacity includes other vehicles andstarfighters, this capacity conceptually represents the cargo bay. Only characters which areconceptually “on the bridge” (or cockpit) take up capacity; those remaining aboard something inthe cargo bay, or currently at a vehicle or starship site, do not occupy capacity and may notpilot, drive or otherwise enhance the vehicle or starship.Capital starships may deploy and move only to systems and asteroid

capital starships

sectors, unless the card says that it “moves like a starfighter.”The specific capitalization of card names, characteristics and other game

capitalization

terms is not relevant for gameplay purposes. For example, the words “Stormtrooper” and“stormtrooper” are interchangeable; both refer to any character with the characteristic ofstormtrooper. (See characteristics.)Deploys only on Falcon, Hoth or Cloud City. Adds 3 to power of

Captain Han Solo

anything he pilots. When piloting Falcon, adds one battle destiny and 2 to maneuver. Once duringeach battle, may use 2 Force to cancel one opponent’s destiny just drawn and cause a re-draw.Once during each of your control phases, you may use 2 Force to take

Captain Khurgee

one Scanning Crew into hand from Reserve Deck; reshuffle.Adds 2 to power of anything he pilots (3 if starship is Tyrant). When on a

Captain Lennox

Star Destroyer, may use its tractor beam once during each of your control phases.This Imperial allows you to utilize one Tractor Beam twice in a turn, once during the controlphase and once at the end of a battle.Adds 2 to power of anything he pilots. When piloting Avenger, that

Captain Needa

starship is also immune to attrition <4. You may re-target applicable Utinni Effects to Needa. If ina battle where you choose to forfeit characters, you must forfeit Needa first.You ‘choose’ to forfeit characters because of battle damage or attrition; those forfeited becauseof weapon ‘hits’ are not by choice.Power +1 when at same site as Vader. Adds 2 to power of anything he

Captain Piett

pilots (3 if starship is Executor). May use 1 Force to take one Probe Droid into hand fromReserve Deck; reshuffle.This Imperial may take a Probe Droid into hand any number of times during any player’s turn.When your escorted captive(s) use this Interrupt to initiate a battle, if you

Captive Fury

have other characters at the same site they also participate in that battle.See captured and missing cards; see escorting.

captives

Captured and missing cards function in the game in a

captured and missing cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See capturing characters, capturing starships, missing.

captured starships

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See capturing starships.

capturing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See capturing characters, capturing starships. CCG G SLOSSARYUPPLEMENT

capturing characters

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Carbonite Chamber Console

Freezing destiny. Also, once during each of your turns, you may use 1 Force to take oneUgnaught, Prepare The Chamber or Carbon-Freezing into hand from Reserve Deck; reshuffle.Whenever game text on a card uses the specific phrase “card type” (e.g., Hiding

card type

In The Garbage), such references refer to the icons used in the upper left-hand corners of thecards. Sites, systems and sectors, which have no upper left-hand icon, share the card type of“location.”Whenever one card is carrying another, you indicate this by placing the carried

carrying

page 34

card underneath the carrying card.The Big One: Asteroid Cave or Space Slug Belly site is a special location which

cave rules

must deploy next to a Big One sector, as shown below.planetAsteroidAsteroidBigAsteroidsitesystemCaveFieldFieldOneFieldNormally this location is an asteroid cave (planet site). However, when a Space Slug creature ispresent at the related Big One sector, the location slides next to the Space Slug and becomes aspace slug belly (creature site).planetAsteroidAsteroidAsteroidBigsitesystemFieldFieldFieldOneSpaceBellySlugWhen this site is a belly, starfighters may not land or take off if the Space Slug’s mouth is‘closed’ (as defined by the Space Slug’s game text). If the Space Slug is lost, all cards in thebelly are also lost and the site then slides next to the Big One, reverting to a cave. Whether thesite is a cave or a belly, it is always ‘related’ to the Big One, and characters, vehicles andcreatures may deploy there normally.When deployed, you may take one non-unique alien into hand from Reserve

Chall Bekan

Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacentTatooine site.A type of Light Side or Dark Side card that represents a Rebel, Imperial, alien,

character

droid or Jedi Master. A few characters represent more than one of these things; for example,Chewbacca (in the A New Hope expansion set) is both a Rebel and an alien. Characters havelandspeed of 1 unless otherwise specified.‘Character’ is a game term that refers only to cards of the character type. Although cards ofother types (e.g., starships, creature vehicles) sometimes provide ability, these are notcharacters. (See permanent pilot.)In addition to common attributes (e.g., deploy cost, power, ability), many

characteristics

page 35

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

Charming To The Last

not target the •Leia card from the Jedi Pack.See the Dark Side counterpart, Abyss.

Chasm

page 36

Power +1 at same location as Han. Adds 2 to power of anything he pilots.

Chewbacca

When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same sitego to Used Pile (rather than Lost Pile) when they are ‘hit.’Adds 2 to power of anything he pilots. Power +1 if at same site as Tarkin. If a

Chief Bast

battle was just initiated where Bast is aboard a starship, he may ‘evacuate’ (relocate) with oneother non-droid character present to a related site.This Imperial may not evacuate to a site by himself; he must accompany one other Dark Sidecharacter present. This evacuation is free.This Imperial may target any weapon or device deployed on a site (including

Chief Retwin

“movable” weapons and devices such as seekers), but may not target cards deployed on acharacter, vehicle or starship at a site.LIGHT (1): If you occupy, each Bith character is destiny +2. DARK (0): If you

Clak’dor VII

control, each Bith character is destiny –1 and Ghhhk is power +2 in battles at a holosite.The destiny modifiers on this system location affect all Bith character cards (of both players),whether on table or drawn for destiny.All Cloud City sites are related to Bespin and thus

Cloud City location deployment

may be deployed even if the Bespin system and the Bespin: Cloud City sector are not on table.The Bespin system layout is shown below.BespinsecondfirstCloud CityCloud CityCloud CityCloudCloudsCloudsCloudsBespindocking baydocking baysitesitesiteCity(platform)(platform)Cloud SectorsThe first docking bay site (either East Platform or Platform 327) is placed between the interiorsites and the exterior sectors. If the second platform is deployed, it is placed at the “far” end ofthe interior sites so there are docking bays at both ends of the Cloud City sites. You may usedocking bay transit to go from one platform to the other.Use 2 Force to deploy on your warrior at a Cloud City site. May target

Cloud City Blaster

a character or creature using 2 Force. Draw destiny. Target hit (and may not be used to satisfyattrition) if destiny > defense value.This weapon may be transferred to another character only when that character is at a Cloud Citysite. (See weapons — transferring.)This Interrupt allows you to win one starfighter, not a squadron

Cloud City Sabacc

(see squadrons).Cloud sectors deploy to any planet system (except a “blown away” planet

cloud sectors

system). They are placed between the system location and its related sites, and representvarious “altitudes” of airspace above the planet’s surface.Starfighters and cloud cars may deploy, battle and move at cloud sectors. (Capital starships,except those that deploy and move like a starfighter, may not.) Three types of regular moves(each requiring 1 Force) are allowed:•System to sector — A starfighter may move from a planet system location to the cloud sectornext to it (or vice versa).•Sector to sector — A starfighter or cloud car may move up to two cloud sectors at a time (for 1Force).•Sector to site — A starfighter or cloud car at the lowest-altitude cloud sector (the one closest tothe sites) may land at or take off from any related exterior site.Cloud sectors effectively increase the cost of landing, taking off and shuttling:•Starships may not land or take off directly between the system and its related sites (they must“fly through” the cloud sectors).•Each cloud sector cumulatively adds 1 to the cost of shuttling between the planet system andits related sites.Cloud sectors are related to the planet system where they are deployed and to that planet’s sites.They are part of the planet and thus take on its name (i.e., cloud sectors at Tatooine are Tatooinelocations, effectively becoming “Tatooine: Clouds”). If the planet is “blown away,” cloud sectorsthere are destroyed (lost).See sectors and asteroid sectors.This sector subtracts 2 from power and 2 from maneuver of each squadron present.

Clouds

When an interior site is ‘collapsed’ (e.g., by Collapsing Corridor), all cards at that

collapsed

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Collision!

sector. Draw destiny. If destiny < number of those starships, opponent must lose one of them.This Imperial is power +1 with any or all of the three cards

Colonel Wullf Yularen

mentioned in its game text (not power +1 for each).A kind of vehicle which is specialized for battle. A combat vehicle must

combat vehicles

have a pilot to move and to use power, maneuver and landspeed. (However, it may be shuttled ortransferred without a pilot aboard.)During a battle, target opponent’s starship present with two (or more)

Combined Attack

of your starship weapons. Add all weapon destiny draws together. Apply that total separately foreach weapon.This Interrupt combines the firing of two or more starship weapons into a single action. You maychoose to fire any or all of your applicable weapons, at normal use of the Force.Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If

Come With Me

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Comm Chief

free.Adds 2 to power of anything he pilots. Once during each of your

Commander Brandei

control phases, when aboard a Star Destroyer or at any docking bay, may use 1 Force to takeone TIE into hand from Reserve Deck; reshuffle.Adds 2 to power of anything he pilots. Your shuttling, landing and

Commander Desanne

taking off to or from same location is free. During your control phase, may take one Lambdashuttle or Landing Craft into hand from Reserve Deck; reshuffle.Deploys only on Hoth. Adds 3 to power of anything he

Commander Luke Skywalker

pilots. When piloting Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Adds 1 to forfeitof each other Rogue Squadron pilot or gunner at same Hoth site.Adds 1 to power and maneuver of anything he pilots. Opponent may

Commander Nemet

not ‘react’ to or from same location.Adds 2 to power of anything he pilots. When piloting Devastator, also

Commander Praji

adds 1 to hyperspeed. Where present, cancels game text of C-3PO or R2-D2.When at a war room you control, adds 1 to power of

Commander Vanden Willard

each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage.Deploy on a superlaser. May not fire at a planet until

Commence Recharging

‘recharged.’ Opponent may use Force (stacking it here); accumulating 8 Force rechargessuperlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force isplaced in Used Pile.The 8 Force specified by this Effect must be stacked on the Effect itself and are separate fromthe X Force required by Commence Primary Ignition.To initiate this Interrupt, you must have at least one card each in

Computer Interface

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Concussion Grenade

adjacent site. Draw destiny. All characters, weapons and devices with that destiny numberpresent at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade alsolost.See long-range weapons.May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking

Conquest

capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, maypeek at opponent’s hand.You control a location if you have presence there and your

control of a location

opponent does not.Control of a location is checked whenever required, not just during the control phase. Thecondition is continuous.Second phase of each turn, in which you may initiate Force drains.

control phase

When you convert a character such as Lando (via persona

converting characters

replacement) or the Tonnika Sisters (via Double Agent) to your side of the Force, that cardmoves to your side of the table and is used as your own. The character retains their identity, andcards deployed on or targeting the character continue to function normally.Note that Luke does not “convert” because of Epic Duel, he crosses over (see crossing over).When a location is converted, any applicable Effects and other

converting locations

cards there remain in play and affect the converted version of the location card. Cards that arenot applicable are placed in the Lost Pile.LIGHT (1): Your Falcon (with one pilot) and your Corellian corvettes may deploy

Corellia

here as a ‘react.’ DARK (1): Each of your starships are hyperspeed +1 when moving from here.See locations.

Coruscant location deployment

This Interrupt does not cause a battle and thus cards may not be

Counter Assault

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

counting cards

when counting your Lost Pile you must do so face down). You may request that your opponentcount his own hand, pile or deck, and tell you the correct count. However, you may not count (orrequest a count of) any Reserve Deck if it contains any face-up cards (e.g., because of ThroughThe Force Things You Will See) or if it contains cards from the opposite side of the Force (e.g.,an ‘insert’ card or a card that was won or stolen).You may count (or request a count of) any hand, pile or deck if using a card that allows orrequires the count (e.g., We’re Doomed). Also, any card which allows peeking at, or taking a cardfrom, a hand, pile or deck also allows counting as part of the process (in this case, reshuffle onlyif required by that card or if necessary because of ‘insert’ cards).The second function of this Interrupt may be used during any

Courage Of A Skywalker

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See immune to attrition – gaining and losing.

Crash Landing

creature vehicle present at same or adjacent exterior site. Draw destiny. If AT-AT has a vehicleweapon, add 1 to destiny draw. Target ‘crashes’ if total destiny > 3.This Effect can be used to save only vehicles, droids, weapons and

Crash Site Memorial

devices which were lost from table. Also, for example, the moment a vehicle is lost, anycharacters, Utinni Effects etc. deployed on or targeting that vehicle are also lost. Because thevehicle is no longer “carrying” these cards, they cannot be placed in the Crash Site Memorial.When it is deployed, Crash Site Memorial does not save any already lost cards, only cards lostafter the Memorial is deployed.A Crash Site Memorial and cards inside are all on table. This means, for example, that a unique(•) droid in the Memorial may not be duplicated elsewhere on table.The “vehicles, droids, weapons and devices” limitation on adding lost cards to your Memorialdoes not restrict your ability to exchange cards of any type.Some cards can cause a vehicle to crash. A crashed vehicle has no landspeed,

crashed

power or maneuver. If the vehicle has armor it is reduced to armor = 2 (see unmodifiablevalues). A crashed vehicle may not utilize game text, vehicle weapons or any cards which wouldlogically require the vehicle to be operational (Trample, Attack Pattern Delta etc.).Characters aboard a vehicle that is crashed are not automatically lost and may disembark duringyour move phase. However, if the ‘crashed’ vehicle is enclosed,•embarking or disembarking requires 1 Force per character and•any character remaining aboard may not use power, ability or game text that applies to battle.Because a crashed vehicle may not utilize game text, any permanent pilot aboard does notprovide ability (or presence). (Remember, if presence is completely removed from one sideduring a battle, the battle ends.)Creature vehicles have ability and thus do not require drivers or pilots.

creature vehicles

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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,

creatures

creature’s card). Neither presence nor Force icons are required for deployment. Creatures have alandspeed of 1, and may move during each of their owner’s move phases (for free).Creatures do not participate in battles (and thus weapons cannot

creatures — attacks

normally target a creature during a battle); instead, they participate in attacks. Cards thatspecifically affect battles do not affect attacks, and vice versa.Creatures attack only when they are present with another creature, a creature vehicle or a non-droid character (even if missing or captured). However, characters aboard any non-creaturevehicles (even open vehicles) are protected from creature attacks.Ferocity — Creatures have a ferocity number which they use both offensively and defensively. If acreature has a variable ferocity, such as “3 + destiny,” draw such destiny each time the creatureparticipates in an attack, or when its ferocity is required by a card (e.g., Yaggle Gakkle).There are three kinds of attacks:•creatures attacking other creatures;•creatures attacking non-droid characters and creature vehicles; and •creatures being attacked.Attacks do not create battle damage, attrition or forfeiting, and thus no Force is lost by eitherplayer.Attacking other creatures — If at any time two creatures are present together, they immediatelyattack each other (unless they are the same kind of selective creature); this is an automaticaction. Compare their ferocity numbers. The creature with the lower ferocity is ‘eaten’ (lost). Ifthere is a tie, both creatures are lost.If there are more than two creatures present, choose two randomly to attack each other.Continue the process of creatures attacking each other until there are fewer than two present(or until they are all the same kind of selective creature).Attacking non-droid characters and creature vehicles — During every battle phase (of bothplayers), each creature present with one or more non-droid characters and/or creature vehiclesmust initiate one attack. If there are targets for the creature to attack on both sides of the Force,the creature’s owner decides which side will be attacked. If there is more than one potentialtarget on that side, choose one randomly. Compare the creature’s ferocity to the target’s power(plus one destiny if the target has 4 or more ability). If ferocity > power, the target is defeated.Normally, this means the target is ‘eaten’ (lost), although certain cards specify other results ofbeing defeated.During each of your battle phases, your characters, vehicles

Creatures being attacked

and starships present with one or more creatures may initiate one attack against one of thosecreatures (your choice). All of your cards that could participate in a battle at that locationparticipate in the attack. (Your characters, vehicles and starships may initiate one battle perlocation and/or one attack per location.)Use 1 Force to initiate an attack against a creature. You may fire applicable weapons at thatcreature. (Weapons that target characters can also target creatures, as indicated by the revisedweapon game text presented in this Glossary.) Each creature has its own defense value, such as“SLITHER 5” or “VICIOUS HOWL 3.” If the creature is ‘hit,’ it is lost and the attack is over.If the creature is not ‘hit’ by a weapon, calculate your total power in the same manner as for abattle, including one destiny draw if you have 4 or more ability participating in the attack. If totalpower > ferocity + defense value, the creature is lost.See attaching creatures.Crossing over occurs when a character conceptually “gives in” to the

crossing over

Glossary Supplement adds to this Glossary 2.0 entry.

opposite side of the Force. When you use Epic Duel to cause a character to cross over, thatcharacter moves to your side of the table and is used as your own (changing from Rebel toImperial, or vice versa, if applicable).A character who crosses to your side conceptually takes on a new identity, just as AnakinSkywalker gave in to the Dark Side and became Darth Vader. Your opponent may not deploy anymore copies of that persona for the rest of the game. Also, any cards which affect that characterby name do not apply (lose any such cards deployed on or targeting the character at themoment of crossing over).For example, if Luke loses an Epic Duel and crosses over to the Dark Side, cards such as Don’tGet Cocky and Run Luke, Run! no longer work because the name “Luke Skywalker” no longerhas any meaning for him, and I Have You Now no longer works because he’s neither Luke nor aRebel any more. Also — like his father before him — he will abandon Anakin’s Lightsaber becauseit works only on a Skywalker. On the other hand, he could still use Luke’s Blaster Pistol becauseit works on any warrior, although he would not get any benefit from the Luke-specific portion ofthe blaster pistol’s game text.When a character crosses over to the Dark Side, the benefits of any Jedi Tests that character hascompleted apply to the Dark Side player.Lando and the Tonnika Sisters do not “cross over,” they convert (see converting characters).A term used in game text to indicate that multiple copies of a card can

Glossary Supplement: 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)."

cumulatively

increasingly modify the same thing. For example, Rebel Tech says, “Cumulatively adds 1 to thetotal of Attack Run.” Three Rebel Techs would therefore add 3 to Attack Run. Conversely, theSandcrawler in the Premiere set says, “Each Jawa at same exterior site is forfeit +1.” TheSandcrawler is not cumulative, and thus a Jawa present with three Sandcrawlers is only forfeit+1, not forfeit +3. (No modifiers are cumulative unless they specifically say they are.)The term “cumulatively” was printed in boldface type on some early cards; however, this doesnot affect the meaning of the term.When you ‘store’ cards underneath this device, they are not part of

Cyborg Construct

your hand or Life Force, although you may view them at any time. If your opponent takes controlof your Cyborg Construct, any cards underneath it are placed on top of your Used Pile.Adds 1 to weapon destiny draws of anything he is aboard as a passenger

Dack Ralter

(adds 3 if aboard Rogue 1 or with Luke).The phrase “with Luke” on this character means whenever Dack has presence at the samelocation as Luke.The sparse population and extreme remoteness of the planet Dagobah make

Dagobah

deployment to this system and its swampy landscape unusually difficult. The thick atmospheremakes shuttling (and the use of transport cards) impossible. Thus, special deployment andmovement restrictions apply to all Dagobah locations:•Characters, vehicles and starships may not deploy to Dagobah unless specifically allowed bytheir game text (e.g., Yoda and Son Of Skywalker) or another card (e.g., Encampment andDagobah: Bog Clearing).•Devices and weapons may not deploy directly to Dagobah (but may deploy on characters,vehicles and starships already there, if applicable).•Utinni Effects may not deploy to (or target a card at) Dagobah unless specifically allowed bytheir game text.•Shuttling rules and transport cards (e.g., Nabrun Leids and Elis Helrot) may not be used tomove to or from Dagobah.Creatures and all kinds of Effects (except Utinni Effects) may deploy directly to Dagobahlocations, but they must obey any relevant deployment restrictions. Interrupts play normally atDagobah.“So, how do I get my characters and vehicles to Dagobah?” Normally you will use a card thatallows this (such as You Will Go To The Dagobah System) or you will deploy your characters andvehicles elsewhere, then move them to the Dagobah system aboard a starship that can land at aDagobah site.Any Light Side starfighters may deploy at this site, even those

Dagobah: Bog Clearing

with a permanent pilot.See locations.

Dagobah location deployment

See battle — damage segment.

damage segment

Once per battle, may use 1 Force to “eat the soup” of (place out of play)

Dannik Jerriko

one opposing non-droid character just lost or forfeited at same site. W Power = 1 + total abilityof all victims whose soup was eaten.Dantooine (Dark Side) — This system location’s Dark Side game text is subject to the ‘react’ rules(‘reacts’ may be done only in response to a battle or Force drain that the opponent initiates).Adds 3 to power of anything he pilots. Adds 1 to weapon destiny draws of

Danz Borin

anything he is aboard as a passenger.(The white-border version of this character which reads “any starship he pilots” was misprinted.)Weapons that deploy on bounty hunters may deploy on this alien, even though he is not awarrior.When this Effect is deployed, and Alter is played as a response to cancel it,

Dark Forces

Dark Forces has not had its result yet and thus will not affect that Alter. (See actions.)This Effect targets all non-droid characters (of both players) at one site. A

Dark Hours

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

§ 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).

Dark Jedi Lightsaber

ability). May add 1 to Force drain where present. May target a character or creature using XForce. Draw two destiny. Target hit if total destiny > defense value.Because this Interrupt requires a Dark Jedi to be present, it may

Dark Jedi Presence

not be used during a battle at a system or sector.This Interrupt adds 3 to the total weapon destiny for a lightsaber, not 3 to

Dark Strike

each destiny draw.When in battle, adds 1 to each of your battle destiny draws. Adds 3 to power

Darth Vader

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Death Squadron

system, where X = number of your starships present. Your troopers and combat vehicles mayshuttle to related sites for free.When this mobile system is deployed, its initial parsec number

Death Star (Dark Side)

(indicated by X on the card) is zero. Using its hyperspeed of 1, you may move the Death Starsystem once each turn as a regular move. The Death Star may move to a parsec number even ifthere is no system on table with that parsec number.At each parsec number, the Death Star system is either in deep space or ‘orbiting’ a planetsystem (on table) which has the same parsec number. Each time the Death Star system ismoved, the Dark Side player must specify whether it is in deep space or orbiting a particularplanet. For example, if the Death Star system moves to parsec 2, and both Alderaan and Kiffexare on table, the Dark Side player must specify whether the Death Star system is orbitingAlderaan, is orbiting Kiffex or is in deep space.Moving the Death Star from deep space to orbit a system at the same parsec is a regular moveand requires 1 Force. Even if orbiting another system location, the Death Star is itself a separatesystem location. Remember that cards may only be present at one location at a time, sostarships at the Death Star do not have presence at the orbited system.Light Side and Dark Side starships move to, deploy to and control the Death Star system asnormal (even though there is no Light Side game text), although normal deployment restrictionsmust still be obeyed. If the Death Star is orbiting a planet, starships at the planet system canmove to the Death Star system and vice versa at normal use of the Force (even withouthyperdrive). When the Death Star system moves, all cards there (starships, pilots, Effects etc.)are considered to be moved along with it automatically.Shuttling to and from a starship at the Death Star system can only occur via Docking Bay 327.The Death Star system is not a starship, and cannot be targeted as such.This squadron includes the personas of Darth Vader,

Death Star Assault Squadron

Glossary Supplement adds to this Glossary 2.0 entry.

DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3, but it may not replace or bereplaced by any of those character or starship cards. The built-in Vader persona is not a DarkJedi. (See permanent pilot.) Death Star Assault Squadron is deploy –6 at a Star Destroyer:Launch Bay.Errata: This site has been revised to have

Glossary Supplement: 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: Docking Control Room 327

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

Death Star: Level 6 Core Shaft Corridor

and Obi-Wan are each power +2.See locations.

Death Star location deployment

Use 2 Force to deploy on Docking Bay 327. At the end of a

Death Star Tractor Beam

battle at Death Star system, may target an opponent’s starship present (except a Mon Calamaristar cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value.See tractor beam.Each Defel on table can cause the loss of only 1 Force per turn.

Defel

A collective term which refers to the various attributes used when cards

defense value

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 battle

‘Dejariks’ are small holographic gamepieces representing lifeforms from

dejarik rules

Glossary Supplement adds to this Glossary 2.0 entry.

various planets in the galaxy. Dejariks and holograms may battle each other at a holosite (DejarikHologameboard or Imperial Holotable).A holosite is placed by itself on table and is never adjacent to any other site. Holosites allowdejariks and holograms to deploy and battle there as if they were characters. Dejariks andholograms at a holosite are not considered to be characters, Interrupts and Effects, they aresimply dejariks and holograms (e.g., Alter may not cancel Molator at the holosite). However, anycard which specifically names a dejarik or hologram card may still affect that card (e.g.,Grimtaash specifically cancels Molator).Vehicles, characters, starships, Utinni Effects etc. cannot be deployed or moved to a holosite.Only dejarik and hologram cards can exist at a holosite.When you deploy a dejarik or hologram card to a holosite, use its destiny number as its deploy,forfeit, power and ability numbers. While at the holosite, the card’s normal game text is inactive.Dejariks and holograms must obey uniqueness restrictions regardless of where they are on table.Battles at holosites are similar to battles at other sites (including destiny draws and attrition ifyou have 4 or more ability present). If you control the holosite, you may Force drain there andyou may also return any of your dejarik/hologram cards there to your hand at any time betweenother actions, except during battle.See game text — canceled, cannot use, cannot utilize etc.

Glossary Supplement: 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

Demotion

Adds 2 to power of anything he pilots. Power +1 for each opponent’s character

Dengar

present. May reduce Han’s forfeit to zero while present.Use 1 Force to deploy on Dengar, 3 on your other warrior.

Dengar’s Blaster Carbine

May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1> defense value. If hit by Dengar, target’s forfeit = 0.Use 2 Force to deploy on Dengar, or 5 on your other

Dengar’s Modified Riot Gun

bounty hunter. May target a non-droid character using 3 Force. Draw destiny. Characterimmediately captured if destiny +3 > defense value.To bring a card such as a character, starship, site, Effect etc. into play by placing it

deploy

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

deploy cost

If a card that deploys does not have a deploy cost box, does not list a deploy cost in its gametext and has not been given a cost by some other game function, that card is ‘free’ to deploy. (Itmay have other requirements, however.)For information on how the deploy cost of a Jawa is affected by modifiers, see Jawas.Third phase of each turn, in which you may deploy cards from your hand to

deploy phase

the table.You can deploy characters, vehicles and starships where you have presence or a Force icon onyour side of a location. (Spies can deploy even where there are no Force icons or presence.)Weapons, devices, Effects, creatures and similar cards may be deployed wherever appropriate,with or without presence or Force icons.Card deployment usually requires the expenditure of Force. This is achieved by moving theappropriate number of Force cards face down, one at a time, from the top of your Force Pile tothe top of your Used Pile. Then place the card or cards you are deploying on table. If a card doesnot specify a deploy cost, you can deploy it for free.You may deploy cards directly aboard

deploying cards on vehicles and starships

vehicles and starships at any location where you have presence or Force icons. Characters maybe deployed directly aboard vehicles and starships with sufficient character capacity. Vehiclesand starfighters may be deployed directly aboard capital starships with sufficient capacity.Weapons, devices, Effects and similar cards may be deployed wherever appropriate, with orwithout presence or Force icons.Cards that deploy like a starfighter (e.g., squadrons,

deploys like a starfighter

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Derek ‘Hobbie’ Klivian

anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2to maneuver.This Immediate Effect schedules re-circulation to occur as an

Descent Into The Dark

automatic action whenever cards are placed in any Used Pile.Represents the element of fate or chance involved in actions. Although

destiny draw

destiny draws sometimes have special labels such as battle destiny, weapon destiny, asteroiddestiny and training destiny, all destiny draws are accomplished in the same manner.To draw destiny, you reveal the top card of your Reserve Deck. The destiny number in the topright corner of that card is the value of the destiny draw (location cards have destiny of zero).Afterwards, place the card face down on your Used Pile. When instructed to draw two or moredestiny, add the numbers together to determine total destiny.All destiny draws are mandatory, except battle destiny and destiny draws allowed by game textthat says “may draw destiny” (e.g., 8D8, Yarkora, Lt. Pol Treidum). (Of course, it might beoptional to initiate an action which requires a destiny draw, but once that action is initiated thedestiny draw itself becomes mandatory.) If it is not possible to make a destiny draw (e.g.,because your Reserve Deck is empty), that destiny draw fails (is resolved in the favor of theopponent, often meaning the action that required the destiny draw has no result).During your turn, when one or more destiny draws are made by both players (such as battledestiny), you make all of your destiny draws, one at a time, before your opponent.“Add one destiny” means that an additional destiny card is drawn and added to the total destiny.“Add 1 to destiny” means that +1 is added to the total destiny.Automatic modifiers to a destiny draw (e.g., Darth Vader, Rogue Gunner) or to total destinyhappen instantaneously before any actions may be initiated or any comparisons may be made.If a card has more than one destiny number, the player drawing it for destiny chooses whichnumber to use.Power +2 at Mos Eisley, any mobile site or any docking bay. Adds 2 to power

Devaronian

page 50

of anything he pilots. When playing sabacc, may use clone cards to ‘clone’ his own destinynumber.Type of card that represents an item that can generally be carried or used by

devices

characters, starships or vehicles.Devices are deployed, carried and transferred in much the same way as weapons. (see weapons— deploying and carrying; see weapons — transferring). However, devices are used rather thanfired.See unique and restricted cards.

diamond (

) symbol

This Interrupt works with any weapon that can target a combat vehicle, including

Direct Hit

a Vehicle Mine.If both players have a character with a weapon present at same site, deploy on

Disarmed

that opponent’s character during any control phase. Character loses all weapons, is power –1and may no longer carry weapons. (Immune to Alter.)This Effect causes the targeted character to lose all weapons being carried (including thoserepresented by a permanent character weapon icon).See embarking.

disembarking

During your move phase, as a regular move you may relocate any or

docking bay transit

all of your characters and vehicles as a group from one docking bay to another docking bay (bythe symbolic use of starships for hire) for an expenditure of Force as listed on the docking baycard.Some versions of this Interrupt were misprinted. The misprints play the same as the

Dodge

correct copies, which end with “… move that character away as a ‘react’ (for free).”If Luke and Han are in a battle together, you may add two battle destiny.

Don’t Get Cocky

OR If opponent just initiated a battle at a system or sector, choose one TIE/ln present to be lost.This Interrupt does not triple attrition. (See

Don’t Underestimate Our Chances

battle.)See unique and restricted cards.

dot (•) symbol

If both players have a spy at same site, draw destiny. Add 2 if opponent’s

Double Agent

spy is Undercover. Opponent’s spy is lost if destiny > 2. OR Opponent’s Tonnika Sisters present ata site cross to your side.This Interrupt does not require you to announce in advance which character

Double Back

you are taking or retrieving, but once you make your choice you must reveal it to your opponent.See taking cards from a deck or pile.Use 4 Force to deploy on Jabba’s Sail Barge or your sandcrawler;

Double Laser Cannon

it is power +3 and immune to attrition < 5. Your warrior present, if aboard, may target a vehicleusing 2 Force. Draw destiny. Target hit if destiny +2 > defense value.Adds 2 to power of anything he pilots. The not-so-good doctor may ‘operate’ on

Dr. Evazan

any other character present that was just ‘hit’ or just Disarmed; ‘patient’ is lost.The action of revealing the top card from your Reserve Deck and using the

draw destiny

destiny number in a variety of ways as described by rules or game text. Afterwards, the card isplaced on top of your Used Pile. (See destiny draw.)Sixth and final phase of your turn. If you have some cards left in your Force

draw phase

Pile, you can draw any number of them into your hand, one by one. There is no limit to the sizeof your hand. (You also may want to leave some cards in your Force Pile; these can be expendedto do such things as ‘reacting’ and playing Interrupts during your opponent’s turn.) When you arethrough, re-circulate your Used Pile under your Reserve Deck. Then announce to your opponent,“The Force is with you!” to end your turn.Drawing each card during your draw phase is a separate action.

drawing cards

This game text is applicable

draws one battle destiny if not able to otherwise

only during the battle destiny segment of a battle, and only if a battle destiny draw is not eligibleto be drawn by any other means. (See actions.) The use of this game text is always optional,because drawing battle destiny is always optional.May add 3 pilots, 6 passengers and 4 TIEs. Has

Dreadnaught-Class Heavy Cruiser

ship-docking capability. Permanent pilots provide total ability of 2. Turbolaser Battery may deployaboard. Your TIEs present are each power +1.A driver may be any non-droid character. If more than one character is aboard a

drivers

transport vehicle, you must designate which one is driving (you may do so at any time duringyour deploy or move phase). A pilot who is serving as a driver is not ‘piloting’ and thus does notadd a power bonus to the vehicle.Type of character card that can be Light Side or Dark Side.

droid

Droids have no ability; thus they do not create presence and cannot be targeted as your“highest-ability character” or as a “character with ability.” Droids without armor have a defensevalue of zero.All droids, even astromech droids, count as passengers on starships, except when occupyingastromech capacity on a starfighter.Deploy at any interior site. Cannot be moved. All droids present must move

Droid Detector

away by the end of opponent’s next turn, or they are lost. Droids may not deploy to same siteand are lost if present at end of any turn.Cancel an attempt by opponent to target your droid to be stolen, ‘hit,’

Droid Shutdown

lost or captured. Droid is protected from all such attempts for remainder of turn.This Interrupt protects only a droid character, not a permanent nav computer icon.Adds 3 to power of anything he pilots. When piloting Black 2, also adds 1 to

DS-61-2

maneuver and may draw one battle destiny if not able to otherwise.Adds 3 to power of anything he pilots. When piloting Black 3, also adds 1 to

DS-61-3

maneuver and may draw one battle destiny if not able to otherwise.Adds 3 to power of anything he pilots. When piloting Black 4, also may draw one

DS-61-4

battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand fromReserve Deck; reshuffle.Use 2 Force to deploy on your T-47. May target a character, creature

Dual Laser Cannon

or vehicle using 1 Force. Draw destiny. Subtract 1 if targeting a character or creature. Add 2 iftargeting a vehicle. Target hit if total destiny > defense value.The phrase “during battle” is equivalent to “when participating in battle.”

during battle

page 53

Adds 2 to power of anything he pilots. When piloting Gold 1, also adds 1 to maneuver

Dutch

and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each other GoldSquadron pilot at same location.This character is a leader. (See characteristics.)When using the second function of this Interrupt, if your opponent ‘reacts’ by

E Chu Ta

bringing ability or a spy to the battle, this does not cancel the battle.Echo Base Troopers (and Echo Base Trooper Officers) are Rebel

Echo Base Trooper

troopers (see characteristics).Deploy on your trooper. May use any number of weapons and

Echo Trooper Backpack

devices. Trooper is immune to attrition < 3 when at a planet site.This device does not allow a character to use weapons that the character cannot normally use. Italso does not override other restrictions (such as those for artillery weapons).Type of card, initiated during the deploy phase, that modifies certain cards or

Effects

aspects of the game that generally have a lasting impact.Effects are deployed on table or on characters, locations etc. Effects can be canceled by othercards (e.g., a specific Interrupt), in which case any cards or conditions the Effect was modifyingrevert to their previous status.There are four different kinds of Effects:•Effects are cards that are deployed during your deploy phase and remain in play for the rest ofthe game, unless canceled. They can deploy on characters, vehicles, starships, locations or evenjust on table. The Alter card specifically cancels Effect cards.•Immediate Effects are usually deployed in response to an action performed by the opponent,rather than during your deploy phase. They are not vulnerable to the Alter card but arevulnerable to the Control card.•Mobile Effects are deployed like normal Effect cards, but have a built-in movement function.Mobile Effects are not vulnerable to Alter but are vulnerable to Control.•Utinni Effects are usually played on one location to cause a specific character to move to thatlocation, in order to cancel a negative condition or to benefit from a positive one. If the target ofan Utinni Effect is lost, the Utinni Effect is also lost. Utinni Effects are vulnerable to Alter.A card that targets ‘Effects’ targets only the first kind of Effect, not the other three, unless itspecifically mentions one or more of the others or it specifies an “Effect of any kind.”When this droid is drawn as battle destiny, it doubles total power

EG-4 (Eegee-Four)

(but not attrition) present at the location of the battle before adding any other battle destinydraws.This droid works just like EG-4, adding 1 to power of each of your

EG-6 (Eegee-Six)

droids present.During opponent’s control phase, if opponent has two or more

Egregious Pilot Error

capital starships at a system or sector together, draw destiny. If destiny –1 < number of thosestarships, they may not move or participate in battle until end of your next turn.Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If destiny

Eject! Eject!

> 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot.(Immune to Alter.)See the Dark Side counterpart, Come With Me.Errata:

Electrobinoculars

Use 1 Force to deploy on any warrior. At any time, you may peek at the top card of your ReserveDeck by using 2 Force. You may choose to move that card to the top of your Force Pile.This device targets the top card of your Reserve Deck and thus may be used only when there isat least one card in your Reserve Deck.At any time (except during battle), target any or all of your characters at one

Elis Helrot

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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).

Ellorrs Madak

pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1to power of anything that character pilots. (Immune to Alter.)Your characters ‘embark’ on and ‘disembark’ from your vehicles and

embarking

starfighters. Similarly, your vehicles and starfighters embark on and disembark from your capitalstarships with starfighter capacity.Embarking and disembarking is a free unlimited move, and may occur during your move phaseor at the beginning or end of a ‘react.’When a starfighter or vehicle is aboard a capital starship, it is considered to be in a cargo bayand is not present at the system location. Its occupants may disembark to the capital starship(capacity permitting) and vice versa. Characters aboard the starfighter or vehicle do not counttoward the capacity of the capital starship and may not pilot (or otherwise enhance) thecapital starship.Although this card allows you to deploy ‘anywhere,’ it does not

Emergency Deployment

give you permission to ignore requirements such as presence, Force icons and location-specificrestrictions. For example, the Hoth energy shield will still prevent Dark Side deployment to mostHoth sites.‘Enclosed’ vehicles are identified as such in their card lore.

enclosed vehicles

Characters aboard an enclosed vehicle function just as they would aboard a starship (becausestarships are also enclosed). They are sheltered from the environment and thus are not presentat the location, preventing them from using their personal power, firing character weapons orbeing targeted by weapons. On an enclosed vehicle or starship, all characters may use ability,forfeit and game text (when appropriate), but only pilots and drivers — not passengers — may notapply their ability toward drawing battle destiny.See open vehicles.USED: During a battle at a site, instead of firing one

End This Destructive Conflict

character weapon, cause one opponent’s character present to be power –4 until end of turn.LOST: During a battle at a site, use 3 Force to cancel one battle destiny just drawn.Use 1 Force to deploy on your TIE. May target a starship

Enhanced TIE Laser Cannon

using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if destiny >defense value.While this Epic Event is on table, whenever you initiate Vader’s Obsession or The

Epic Duel

Circle Is Now Complete you must declare whether you are using the game text of that Interruptor the game text of Epic Duel. (If you use the game text of Epic Duel, disregard all game text onthe Interrupt other than the name of the targeted persona.) Either way, your opponent has theopportunity to cancel your Interrupt (e.g., using Sense or Run, Luke, Run). Vader’s Obsessioncreates an epic duel only against Luke; The Circle Is Now Complete creates an epic duel onlyagainst Obi-Wan.A card type which represents a major storyline occurrence (the destruction of

Epic Events

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Escape Pod

on the starship (or on a vehicle or starfighter aboard that starship).When your bounty hunter or warrior takes a captive into custody, the bounty

escorting

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See captives – escorting.

EV-9D9

This Interrupt does not save devices or starship weapons currently deployed on

Evacuate?

the starship (or on a vehicle or starfighter aboard that starship).Saved cards may not be relocated to one of your capital starship cards unless that starship hassufficient capacity to hold all of them and they are all allowed to exist there. (Saved cards maynot be relocated to starship sites.) Your opponent’s characters may not be relocated to one ofyour capital starship cards unless otherwise specified (e.g., a captive being escorted).Deploy on your war room. Once during each of your move phases,

Evacuation Control

your Planet Defender Ion Cannon at same planet may fire. Also, each of your medium transportsat same planet is hyperspeed +2, is immune to attrition < 3 and may move for free.USED: Cancel all Revolutions in play (owner loses 1 Force for each).

Evader

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

examining cards

Deploy on any site. May be moved with two warriors for 1 additional Force.

E-web Blaster

Your warrior present may target a starfighter (use 5 as defense value), character, creature orvehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.This Effect ‘expands’ game text to the adjacent sites, but it does not

Expand The Empire

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

exterior site

by an exterior icon.This Effect causes cards lost from Life Force to be concealed during

Eyes In The Dark

the process of relocating them to the affected Lost Pile. However, cards lost from hand (or fromtable) should still be shown to both players before being placed face down on that Lost Pile.Eyes In The Dark does not affect taking or retrieving cards from the Lost Pile in any way (e.g.,whenever you wish to retrieve a card using a Baragwin’s game text, you may look at the topcard to see if it is appropriate).Face-up cards on table must be visible to all players. Although many face-up cards

§ face up

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

"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

Fall Back!

total power, use 1 Force to cancel the battle and move all your characters there to an adjacentsite (for free) where the opponent has no presence.Deploy on any capital starship. When that starship is at a

Fear Will Keep Them In Line

system or sector you control, your total power is +1 in battles at related sites.This alien redefines the cost of initiating battle according to the

Feltipern Trevagg

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Fire Extinguisher

‘exploding’ Program Trap or result of an ion cannon where present. Also, if deployed on R2-D2,may lose Fire Extinguisher to cancel a battle just initiated where present at a site.A weapon that says it may “fire repeatedly” (e.g., Antipersonnel Laser

fire repeatedly

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

firing a weapon

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.”

firing into battle

Weapons no longer fire “out of battle.” For simplicity, consistency,

firing out of battle

and improved storyline, the cards that used to allow this now fire into a battle or attack instead.In other words, the rule that weapons may normally be fired only when the firer is participatingin a battle or attack has been revised to say that they may normally be fired only when thetarget is participating in a battle or attack, and several weapon and device cards have beenrevised to support this rule (see long-range weapons).Use 2 Force to deploy on your Star Destroyer. Your other starships may move as a

Flagship

‘react’ to same system or sector (for free). If starship lost, you lose X Force, where X =starship’s armor. (Immune to your Alter.)See the Dark Side counterpart, Dark Forces.

For Luck

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

measurement in the game (1 unit of Life Force = 1 card).Since the game revolves around players offensively and defensively manipulating their Life Force,understanding how the Force is represented and used is extremely important. During play, yourForce cards will circulate through your piles as shown in the diagram.Life Force — Your Reserve Deck, Force Pile and Used Pile make up your Life Force. If thesethree piles are totally depleted, you lose the game! Cards in your hand, on table or in the LostPile are not counted as part of your Life Force. Your Life Force is like a flow of energy. How wellyou manage this Force is a key strategic factor.Reserve Deck — The 60-card deck you use to play the game becomes your Reserve Deck andrepresents the total Force available to you throughout the game. After deploying your startinglocation or other starting card(s), shuffle the remaining cards and place them on table to formyour Reserve Deck.Force Pile — The first thing you do during your turn is ‘activate’ Force by counting cards fromthe top of your Reserve Deck and putting them face down in your Force Pile. Cards are only inthe Force Pile temporarily. They represent the amount of Force energy that is available for you touse performing various game actions. During your turn, any or all Force cards can be used,drawn into your hand (during the Draw Phase) or left to accumulate for future use.Used Pile — Deploying a card to the table often requires you to use Force; cards from yourForce Pile are moved face down, one at a time, to your Used Pile to represent this expenditure.As the name implies, this temporary pile holds cards ‘used’ during a turn. Sometimes cards areplaced here from table or in other ways.Lost Pile — This is a pile where lost cards are placed face up. Usually cards are discarded to theLost Pile as the result of battle or at any time the opponent causes you to lose Force. Thesecards are generally not available for the rest of the game, but you can use certain cards toretrieve them.Re-circulating — At the end of each player’s turn, you re-circulate your Used Pile by placing itbeneath your Reserve Deck. These cards will work their way back to the top of the Reserve Deckduring subsequent turns to be activated again. If you forget, your opponent can insist that youre-circulate.Losing Force — When you are required to lose Force, you must discard cards face up to yourLost Pile, one at a time. You may choose cards to be lost from your hand or from the top of yourReserve Deck, Force Pile or Used Pile.Force drain — Conceptually, if the Dark Side dominates a portion of a planet or an area ofspace, the Light Side Force in that area is diminished, and vice versa. Accordingly, at eachlocation you control during your control phase, you may choose to cause your opponent to loseLife Force. This is called a “Force drain.”During the control phase, initiate each Force drain one at a time. You may Force drain an amountequal to the number of Force icons on your opponent’s side of the location where you initiatedthe Force drain. (Some cards require or allow a modifier to be added to or subtracted from aForce drain.) Your opponent must lose that much Force, taking the lost cards from hand, LifeForce or both.A location without Force icons is considered to have ‘zero’ Force icons. Thus, you can actuallydrain there for zero Force, and you can use modifiers to increase that Force drain (see Forcedrains vs. Force generation).All of your cards with ability at the location of the Force drain are considered to participate inthat Force drain. Each of your cards with ability may participate in only one Force drain per turn.This term refers to any positive Force drain modifier.

Force drain bonus

This term refers to any game text that adds to or subtracts from

Force drain modifier

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 vs. Force generation

at a particular location may be modified independently or together. Cards that modify “Forcedrain” (e.g., Obi-Wan’s Lightsaber) or “Force generation” (e.g., Dagobah: Bog Clearing) affectone and not the other, whereas cards that modify Force icons (e.g., Sleen, Presence Of TheForce) affect both.This interrupt’s second function refers to anything that targets one of your

Force Field

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 generation

phase. Your Force is generated by three primary sources:•the Force icons on your side of the locations deployed on table;•the Force icon on your Jedi Master; and•the personal Force you generate yourself.A location without Force icons is considered to have ‘zero’ Force icons; thus, it can be modifiedto allow Force generation (see Force drains vs. Force generation).This refers to any positive Force generation modifier.

Force generation bonus

This term refers to any game text that adds to or subtracts

Force generation modifier

from Force generated from Force icons.Symbols (lightsabers) that identify the amount of Force generated by a

Force icons

location. Force icons also indicate locations where you may deploy characters, vehicles andstarships. The existence of Force icons on both sides of a location is the primary requirement fora location to be a battleground.Pile from which Force cards are used or drawn into hand.

Force Pile

Describes a character’s level of ability to use the Force.

Force sensitivity

A level of Force sensitivity that indicates minimal awareness of and

Force-Attuned

strength in the Force, but no training (represented in the game by an ability level of 3).Level of Force sensitivity that indicates an awareness of and some

Force-Sensitive

training in the use of the Force (represented in the game by an ability level of 4 or 5).To ensure consistent tournament play worldwide,

foreign-language cards and rules

one language (English) is used as the standard for all gameplay. Cards and rules printed in otherlanguages are played and interpreted exactly the same as their English-language counterparts(and according to all current rulings, errata and clarifications). For example, different languageversions of the same card, such as Vader’s Lightsaber (English) and Sable De Luz De Vader(Spanish), are considered to have the same title for all gameplay purposes.You may forfeit cards only during the damage segment of a battle. Other actions

forfeit

might cause a card to be lost, but this is not the same as forfeiting. (A forfeited card is always‘lost,’ but a lost card is not always ‘forfeited.’)You may forfeit a card only if it has a forfeit value, and only if it was ‘hit’ by a weapon or if it isbeing forfeited from the location of a battle that it participated in to satisfy attrition or battledamage affecting you.Any card which is still participating in battle during the damage segment is eligible to beforfeited, and is subject to attrition, even cards which have had their forfeit set to zero (seeunmodifiable values). When a card has its forfeit reduced and no duration is specified, thereduction lasts until that card leaves play.Number on a card representing the amount of attrition and/or battle damage

forfeit value

that may be satisfied by losing that card during a battle.A means of satisfying attrition and/or battle damage; see battle —

forfeiting cards

damage segment.Adds 2 to power of anything he pilots. While at a site you control, Imperials are

Fozec

immune to Ke Chu Ke Kukuta? at that site.This term refers to a captive you have encased in carbonite (via a Dark Side card

frozen

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Frozen Assets

Force Pile, it does not prevent them from being lost from the Force Pile or from being reorderedby Shasa Tiel. (However, Shasa may not reorder a card from below Frozen Assets to above it, orvice versa.)Deploy on opponent’s character alone at Wampa Cave. Character is power

Frozen Dinner

= 0 and may not move. May be canceled if opponent has a lightsaber or total ability > 4 present.If character eaten by a creature, cumulatively adds 2 to ferocity.During your control phase, peek at opponent’s hand and target one non-

Frustration

Interrupt card you find there that has a deploy cost < total number of [Light Side Force] iconson table. Opponent must deploy target by the end of your next turn, or it is lost (if still in hand).Cards that have their movement ‘blocked’ by this card cannot move.

Full Scale Alert

If your pilot (or permanent pilot) is defending a battle alone at a system or

Full Throttle

sector, add one battle destiny. OR If Luke is defending a battle alone at a system or sector, add 1to power and add one battle destiny.Deploy on your starship at a system or sector where

Fusion Generator Supply Tanks

a related docking bay is on table. Adds 1 to hyperspeed, power and maneuver.The use of the word “opponent” on this weapon refers to the Tusken

Gaderffii Stick

Raider’s opponent in battle (not your Light Side opponent). Thus, if successful, the Gaderffii Stickprevents all weapons carried by one target character from being used in the battle.Deploys free to same site as Mosep. Adds 2 to power of anything he pilots. While at

Gailid

Audience Chamber, adds 1 to your Force drains at Jabba’s Palace sites.Gameplay information in the large text block located at the bottom of each card

game text

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Gamorrean Ax

at a site, Gamorrean draws one battle destiny if not able to otherwise. May target a character orcreature for free. Draw destiny. Target hit if destiny > defense value.Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your

Garouf Lafoe

characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent’s characters atsame Hoth site. Game text suspended if at same site as a tax collector.Whenever a character’s gender is not indicated by the card’s

gender of characters

image, game text, title or lore, that character is considered to be male.When this Rebel “increases Rebel Planners by 1,” he adds 1 to X;

General Dodonna

when he “doubles” it, he doubles X instead. General Dodonna does not affect the deploy cost ofRebel Planners.Power +1 when at same site as Admiral Ozzel. Adds 1 to power of each

General Veers

Imperial at same Hoth site. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, alsoadds 1 to armor and draws one battle destiny if not able to otherwise.These locations represent environments found on a variety of different

Generic sites

planets. They may be deployed as part of any planet system (except those excluded by theirgame text) that is already represented on table by a system location or a non-generic site.Once deployed to a planet system, a generic site takes on the name of that planet and is thusrelated to the system, its other sites and its cloud sectors. (This relationship begins after the siteis deployed; thus, for example, the game text of the Dagobah system does not allow you to takea generic Swamp from your Reserve Deck.)Each generic site has a single diamond () symbol in its card title, indicating that only one copyof that site may be on table for each planet. All generic sites are exterior-only, and thus aregrouped with the other exterior sites on the planet.Generic sites do not add or subtract anything to the requirements or results of any Epic Event orJedi Test.See spaceport sites.Dejarik hologram of creature from Clak’dor VII. Ghhhk rise with the dawn, screeching

Ghhhk

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

glancing at cards

This Interrupt reduces Vader’s power to zero only for the duration of the

Glancing Blow

current battle.Deploy on any exterior planet site. Your warrior present may target

Golan Laser Battery

a creature, character or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 2 iftargeting a creature or character. Target hit if destiny > defense value.See long-range weapons.May add 2 pilots or passengers. May forfeit in place of your other starfighter ‘hit’ in

Gold 2

Death Star: Trench, restoring that starfighter to normal.This starship includes the persona of Dutch, but it may not

Gold Leader in Gold 1

replace or be replaced by the Dutch character card. This starship is not considered a leader forgameplay purposes, because leader is a characteristic that applies only to characters, not tostarships or permanent pilots. (See characteristics and permanent pilot.)A character is a member of Gold Squadron if indicated in title, lore or

Gold Squadron

game text or if piloting a Gold Squadron starfighter (one whose title begins with the designation“Gold”).Adds 2 to power of anything he pilots. When with Vader in a battle,

Grand Moff Tarkin

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Grappling Hook

targeted Interrupt to be unique (•) for both players. Because that Interrupt is now limited to oneper turn, no additional cards with the same name may be played this turn.If an Interrupt is grappled and then canceled by another response (e.g. Sense), it remains on theImmediate Effect rather than going to the Lost Pile (although the interrupt’s result is stillcanceled).There are four different Immediate Effects which target just-played interrupts in this manner(Grappling Hook, Tentacle, There’ll Be Hell To Pay and What’re You Tryin’ To Push On Us?). If twoor more of these cards target the same interrupt, place the Immediate Effects next to each otheron table, with the Interrupt partially covering all of them.Strikes at Dune Sea, Jundland Wastes, Beggar’s Canyon, Lars’ Moisture

Gravel Storm

Farm, Jawa Camp, or Mos Eisley. Target opponent’s character present at that site. Draw destiny.Target lost if destiny > ability.This Interrupt targets a starship and its highest-ability pilot (whether a

Gravity Shadow

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Grimtaash

selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to revealopponent’s hand. All cards opponent has two or more of in hand are lost.When this Interrupt targets your opponent’s hand containing 13 or more cards, this a conditionof initiation (see actions). Thus, if you initiate Grimtaash, your opponent plays one or more cardsas responses and those card plays reduce opponent’s hand size below 13, your Grimtaash stillhas its result.When affecting cards that opponent has two or more of in hand, Grimtaash looks for multiplecopies of the same card title (not different versions of the same persona).Once during battle, may use 1 Force to cancel and re-draw your just drawn

Han Solo

destiny. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 2 to maneuverand may draw one battle destiny if not able to otherwise.Han may cancel and redraw any one of your destiny draws performed during a battle involvinghim (not just battle destiny). He cannot cancel and redraw an already canceled destiny.Term for cards held in a player’s hand. Each player’s hand starts with 8 cards;

hand

thereafter, there are no limits to its size.Use 1 Force to deploy on Han, or 3 on your warrior. May

Han’s Heavy Blaster Pistol

target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 >defense value. If hit by Han, target’s forfeit = 0.This Interrupt targets one of “your” exterior planet sites,

He Hasn’t Come Back Yet

and thus may play at a site only if you deployed that site card.If opponent just targeted your starship with a starship

Hear Me Baby, Hold Together

weapon, subtract 2 from each of that weapon’s destiny draws.When targeting a weapon that may fire repeatedly, this Interrupt reduces all of that weapon’sdestiny draws during the same battle, attack or use of Sniper/Sorry About The Mess.The word ‘here’ in game text means “at this location,” unless context indicates

here

otherwise. (For example, Bacta Tank, Commence Recharging and Cyborg Construct use the word‘here’ to mean “on this card.”)Seven starship cards (Dreadnaught-Class Heavy Cruiser, IG-2000, Obsidian Squadron TIE,Punishing One, Red Squadron X-wing, Redemption and TIE Avenger) also use ‘here’ to mean “onthis card,” although the revised printings of those cards will use the word ‘aboard’ instead.W Deploys only on Tatooine for 2 Force from each player’s Force Pile. Het is

Het Nkik

power +1 for each stormtrooper at same site, unless Reegesk is present.This Effect does not allow you to take cards from your

Hiding In The Garbage

opponent’s Force Pile, even with Beggar (because Beggar does not allow you to reveal youropponent’s cards).This Immediate Effect is canceled if the missing character is no longer

High Anxiety

missing for any reason (found, lost, placed in Used Pile, placed out of play etc.).USED: During a battle at a site, instead of firing one character weapon,

Higher Ground

cause one opponent’s character present to be power –4 until end of turn.LOST: During a battle at a site, use 3 Force to cancel one battle destiny just drawn.Your “highest-ability character” must be a character card

highest-ability character

and must have ability. Thus, droids (who do not have ability) and permanent pilots (who are notcharacter cards) can never be your highest-ability character.If two or more of your characters are tied for highest ability, you may choose which one totarget.Hold this card in front of a mirror and “through the Force things you will see.”

Hindsight

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.)

hit

turning the card sideways until the damage segment of the battle, at which time the target mustbe forfeited.Adds 2 to power of anything she pilots. Adds 2 to deploy cost of each opponent’s

H’nemthe

male Imperial when that Imperial is deploying to same or adjacent site.The Hoth: Main Power Generators site produces an energy

Hoth energy shield rules

shield which is “strong enough to withstand any bombardment.” This shield protects much ofHoth for the Light Side by preventing many forms of Dark Side deployment and movement;however, the Dark Side may deploy or land beyond the shield and “march in” to Echo Base.The energy shield will extend at least as far as the 3rd marker, so an exterior site with a markernumber of 4 or more is needed to establish the shield’s boundary. Therefore, whenever you areabout to deploy the Main Power Generators (even as your starting location), you must check tosee if marker 4, 5, 6 or 7 is on table. If not, you must immediately deploy your 4th marker site —the North Ridge — from hand or Reserve Deck, reshuffling as necessary (if you are unable todeploy the North Ridge, you may not deploy the Main Power Generators). The same holds true ifyou select the Main Power Generators as your starting location.When the Main Power Generators site is face up on table, the energy shield covers all Hoth sitesexcept the outermost exterior marker site and the Wampa Cave. At shielded sites, the Dark Sidemay not•deploy vehicles, starships or characters (not even spies);•take off or land;•use shuttling, docking bay transit or any other movement that logically would be stopped by theenergy shield (such as Elis Helrot or Bombing Run); or•add power to battles as a result of starships controlling the system (e.g., from the Hoth systemlocation, a Victory-Class Star Destroyer or Fear Will Keep Them In Line).The energy shield does not protect the Light Side from a ground assault “underneath the shield.”At shielded sites, the Dark Side may•move vehicles and characters from site to site;•deploy and use creatures, weapons, Effects, and other cards normally; and•perform any actions not otherwise prohibited by these rules.The energy shield does not restrict the Light Side in any way (because conceptually the Rebelscan activate and deactivate the shield to allow their own forces to pass). When the energy shieldis not active, both sides can deploy and move to Hoth normally.See locations.

Hoth location deployment

If you choose this site as your starting location (and if

Hoth: Main Power Generators

your opponent did not choose the 4th, 5th or 6th marker site as the Dark Side starting location)you must immediately deploy the Hoth: North Ridge site from your Reserve Deck. If you areunable to do so, then you must set the Main Power Generators aside temporarily and choose adifferent starting location. (See Hoth energy shield rules.)Hoth: Main Power Generators.

See blown away

Dejarik hologram creature. These ferocious-looking beasts are gentle, loyal, and often

Houjix

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Human Shield

characters you have captured to satisfy attrition and battle damage, including forfeit modifiersfrom cards such as Lieutenant Sheckil.Cancel a battle just initiated at any system or sector by moving all your

Hyper Escape

starships and vehicles there away.This chart is a game aid and is not considered a card for

Hyperoute Navigation Chart

gameplay purposes.Maximum number of parsecs a piloted starship with hyperdrive and a nav

hyperspeed

computer can move each turn.Deploy on your IT-O. Once during each of your control phases, if present with a

Hypo

Glossary Supplement adds to this Glossary 2.0 entry.

captive: You may ask one yes-or-no question about cards in opponent’s hand. Opponent mustanswer truthfully or lose 1 Force. OR May add 1 to Force drain where present.See the Light Side counterpart, Affect Mind.

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

I Find Your Lack Of Faith Disturbing

This interrupt’s first function may re-target only one

I Have A Bad Feeling About This

of the targets of an Interrupt or Utinni Effect. For example, Elis Helrot specifies two targets: agroup of characters and a destination site. Thus, you may select either a different destination ofthe same side of the Force as the original, or a different group of Dark Side characters togetherat any site (which may not include any of those originally targeted), but not both.An “appropriate” target or location is one which meets the targeting or deployment requirementsof the card being retargeted or relocated.The second function of this Interrupt does not relocate Utinni Effects, Mobile Effects orImmediate Effects.This interrupt’s first function may be played

I Have A Very Bad Feeling About This

just after your opponent deploys a fourth character, a fifth character etc. (See actions — ‘just.’)When the second function of this Interrupt cancels a battle, it does not cancel any ‘reacts’ tothat battle, even though it is a response to such a ‘react.’Sacrifice (lose) your creature

I Thought They Smelled Bad On The Outside

vehicle to protect one character present from Exposure, Ice Storm, Frostbite and Gravel Stormfor remainder of turn. (Two characters may be protected if sacrificing a ronto.) OR DoubleTzizvvt’s power until he moves.This Mobile Effect deploys at the outermost marker, even if the outermost

Ice Storm

marker is the Wampa Cave. However, characters inside the cave (a non-exterior site) areprotected from the Ice Storm.Errata:

I’d Just As Soon Kiss A Wookiee

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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".

if within range

May add 1 pilot (must be a smuggler or bounty hunter) and 2 passengers.

IG-2000

Maneuver +3 and immune to attrition < 3 if IG-88 piloting. Ion Cannon may deploy aboard.Adds 2 to power of anything he pilots. May ‘assassinate’ any character at same site

IG-88

hit by IG-88 (victim is immediately lost). May use two different weapons. May initiate battle andbe battled. Immune to Restraining Bolt and purchase.Although this droid may carry and use two weapons, it counts as only one warrior. See mayinitiate battle and be battled.This weapon may be deployed on and used by any bounty

IG-88’s Neural Inhibitor

hunter, including Danz Borin.Use 1 Force to deploy on IG-88, 4 on your other warrior. Adds 2

IG-88’s Pulse Cannon

to power. May target X non-droid characters or creatures using X Force. Draw destiny for each. Ifdestiny = 0, character is power –1 and forfeit –1 until end of turn. If destiny –1 > defense value,target hit.If you have a spy present at the Detention Block Corridor,

I’m Here To Rescue You

target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target isreleased. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targetedcaptive).Target opponent’s starfighter making an Attack Run. Draw destiny.

I’m On The Leader

Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost.OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn.A kind of Effect which plays during any phase of either player’s turn

Immediate Effect

(like an interrupt), but stays on table (like an Effect). Immediate Effects are not vulnerable toAlter (see Effects).A card that is immune to an action is not a valid target for that action. If a card is

immune

made immune to another card already targeting (or deployed on) it, the other card is canceled.Some characters, vehicles and starships are protected from varying

immune to attrition

levels of attrition, as listed on their cards. When forfeiting cards to satisfy attrition, you are notrequired to forfeit any card that has this immunity (unless the total attrition is greater than thecard’s immunity level).For example, suppose your Darth Vader (“immune to attrition < 5”) and one Stormtrooper(forfeit = 2) are in a battle and the attrition against you is 4. You do not have to forfeit Vaderbecause of his immunity to attrition less than 5, but you must still satisfy as much attrition aspossible; thus you must forfeit the Stormtrooper. (Because you forfeited all cards which werevulnerable to attrition, you may ignore the remaining attrition.)On the other hand, if the attrition against you is 5 or more, your Vader is no longer protected. Inthis instance, he would have to be forfeited — even if you forfeit the Stormtrooper first — becauseyou do not have enough other cards available to satisfy all attrition against you. (You cannotforfeit the Stormtrooper and then compare Vader’s immunity to the remaining unsatisfiedattrition, because immunity is only applicable against total attrition.)An enclosed vehicle or starship with immunity to attrition protects itself and all cards aboard.Immunity is not cumulative; thus, if a card is granted immunity to attrition from more than onesource, it benefits only from the highest such immunity. Any card which is immune to attritionmay still be voluntarily forfeited to satisfy attrition or battle damage.This statement refers to the Interrupt card titled ‘Control,’ not to

immune to Control

other uses of the word ‘control,’ such as the control phase or control of a site.Type of Dark Side character other than alien or droid.

Imperial

See cannot move.

Imperial Barrier

Use 1 Force to deploy on your warrior. May target a character, creature

Imperial Blaster

or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value.Adds 1 to weapon destiny draws of anything he is aboard as a

Imperial Gunner

passenger.Adds 2 to power of anything he pilots. When piloting a Star

Imperial Helmsman

Destroyer, also draws one battle destiny if not able to otherwise.POWER 0

Imperial Pilot

Adds 2 to power of anything he pilots.Two or more copies of this non-unique Imperial do not cumulatively add more than 2 to power ofthe same starship they pilot. (See cumulative.)The phrase “TIE fighters” on this Interrupt is inclusive of the

Imperial Reinforcements

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Imperial Squad Leader

moving with a ‘squad’ of exactly three other troopers, all four move for 1 Force. Imperial TrooperGuards at same site may move.This character suspends the “cannot move” restriction of all Imperial trooper guards present,allowing them to move normally. Imperial Squad Leader is a sandtrooper and a leader. (Seecharacteristics.)A Dark Side starship without an independent starship icon.

Imperial starship

POWER 0

Imperial Trooper Guard

Power +4 when defending a battle. Cannot move.See cannot move.Two or more characters are “in a battle together” if they are

in a battle together

participating in the same battle (see participating in battle).This phrase is equivalent to participating in battle.

in battle

This phrase has the same gameplay meaning as in a battle together.

in battle with

An independent starship is privately owned and thus is neither

independent starships

Rebel nor Imperial. Cards that refer specifically to ‘Rebel’ or ‘Imperial’ starships (such as TallonRoll) do not apply to independent starships.Deploy at same exterior site as your mining droid. ‘Explodes’ if a character

Infantry Mine

deploys or moves (without using a vehicle or starfighter) to or across same site. Draw destiny.Character lost if destiny +2 > ability. Infantry Mine is also lost.If two or more characters simultaneously trigger this automated weapon (e.g., when moving as agroup via a card such as Rebel Squad Leader), the player who deployed or buried the InfantryMine may choose which character to target.If a battle was just initiated at same site as your Undercover spy, your

Informant

characters at adjacent sites may move there as a ‘react’ (for free). OR Cancel Sabotage.A term used to indicate the lowest-numbered Hoth marker site that is

innermost marker

currently on table.Term used for the action of sliding a card face down into your opponent’s Reserve

insert

Deck (or face up into your own), then reshuffling. (See ‘insert’ cards.)An ‘insert’ card is any card which instructs you to insert it into a Reserve

‘insert’ cards

Glossary Supplement adds to this Glossary 2.0 entry.

Deck. To be a valid target for an ‘insert’ card, a Reserve Deck must contain a minimum of twocards (otherwise there’s nothing to insert between).When inserting a card in your opponent’s Reserve Deck, you must insert it face down. (Cardsthat insert into your own Reserve Deck, such as Access Denied and Restricted Access, specifythat they are inserted face up.) The Reserve Deck is shuffled and cut (repeating the shuffle andcut as needed until no ‘insert’ card is on top of the deck), then replaced.‘Insert’ cards are not considered to be a part of the opponent’s Reserve Deck (but instead areconsidered to be on table). If the deck is shuffled, ‘insert’ cards are shuffled along with it.Whenever one of your opponent’s cards comes to the top of your Reserve Deck, you must revealit so that both players can see whether it is an ‘insert’ card. If it is not, return it to the top ofyour Reserve Deck.If it is an ‘insert’ card, resolve it immediately as an automatic action. (However, if one of youropponent’s cards — or one of your own ‘insert’ cards — comes to the top when you arereshuffling for any reason, simply shuffle again.)‘Insert’ cards can never be activated, lost to satisfy Force damage, used as a destiny draw etc.A site location which is conceptually ‘inside’ (or partially inside), identified

Glossary Supplement: 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.

interior sites

by an interior icon.At sites that are interior-only (i.e., those without an exterior icon),•characters and vehicles may not shuttle; and•vehicles may not deploy or move unless specifically allowed to on the card.For example, a vehicle may move to Docking Bay 94 but may not enter the Cantina. If thevehicle’s occupants want to go into the Cantina they must disembark and move inside, leavingtheir vehicle at a nearby exterior site.Type of card played during any player’s turn that generally has a temporary

Interrupt

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

involved in the same battle

page 75

“participating in battle together.” (See participating in battle.)Use 2 Force to deploy on your Star Destroyer. May target a starship using 1

Ion Cannon

Force. Draw destiny. If destiny +2 > defense value, all starship weapons deployed on target arelost, armor or maneuver = 0 and hyperspeed = 0.Any reference to an “ion cannon” applies to any weapon with that characteristic, such as SW-4Ion Cannon and Planet Defender Ion Cannon. See capitalization; see ion weapons.An ion weapon conceptually disables electronic circuitry and mechanical

ion weapons

systems of starships and droids, but does not cause a target to be ‘hit.’ The results of an ionweapon are immediate.Most ion weapons are ion cannons, which can reduce power, armor, maneuver and/orhyperspeed to zero (see unmodifiable values). This reduction is permanent unless repaired by acard specifically able to do so (e.g., R5-D4, R5-A2, Fire Extinguisher). The phrase “all weaponsaboard target are lost” refers only to weapons the targeted starship can use (i.e., starshipweapons deployed on the starship, not weapons deployed on other cards inside the starship).Errata:

It Can Wait

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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-O (Eyetee-Oh)

win, steal or purchase) this droid from the Dark Side, with or without a Hypo device. When thishappens, you may not use any of IT-O’s or the Hypo’s game text that requires the presence ofcaptives (because the Light Side cannot have captives).When this Interrupt increases your opponent’s Force loss, this is simply a

It’s Worse

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

(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

I’ve Got A Bad Feeling About This

you have less power than the opponent, double opponent’s battle damage if you win the battle (ifHan is present at the battle location, triple opponent’s battle damage).Use 1 Force to target opponent’s starfighter at a system or

I’ve Got A Problem Here

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

I’ve Lost Artoo!

destiny. If destiny > 1, [nav computer] or astromech is lost. If starship’s [nav computer] icon islost, place Effect on starship (may add 1 astromech); otherwise, Effect lost.If this Effect is later canceled, and a permanent nav computer had been conceptually removedby that Effect, the permanent nav computer is restored and astromech capacity returns tonormal.The phrase “to move requires +1 Force” on this alien applies only when

Jabba The Hutt

Jabba is using his own landspeed.See Tatooine location deployment.

Jabba’s Palace location deployment

Deploys only on Tatooine; you may immediately deploy Passenger

Jabba’s Sail Barge

Deck from your Reserve Deck and reshuffle. May add 1 driver and 7 passengers. Your aliensdeploy –1 aboard.Unless you are deploying to your own Jawa Camp, when you deploy a non-unique

Jawas

Jawa you must use 1 Force and your opponent must use 1 Force (each player uses 2 or moreForce when Dathcha or Het Nkik is deployed). Your opponent’s use of Force is mandatory. If bothplayers do not have sufficient Force available, the Jawa may not be deployed.Any modifier to such a Jawa’s deploy cost affects both players. If a Jawa’s game text getscanceled, the asterisk (*) in its deploy box becomes undefined and is treated as an“unmodifiable zero” (see undefined values).Deploy on your Jawa. May target a character or creature for free. Draw

Jawa Blaster

destiny. If destiny –1 > defense value, target hit. If destiny = 0, Jawa Blaster ‘explodes’ (weaponand character firing it are lost).Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a

Jawa Ion Gun

character using 1 Force. Draw destiny. Targeted droid stolen if destiny +1 > forfeit. Targetednon-droid character excluded from battle if destiny = defense value.See ion weapons.A character is a Jedi if the word ‘Jedi’ appears in the Force Sensitivity box or if that

Jedi

character’s ability has been raised to 6 via Jedi training. (See characteristics.)Level of Force sensitivity that indicates advanced Force capability (represented

Jedi Knight

in the game by an ability level of 6).Use X Force to deploy on your warrior where X = (7 – warrior’s ability).

Jedi Lightsaber

May add 1 to Force drain where present. May target a character or creature by using X Force.Draw two destiny. Target hit if total destiny > defense value.Level of Force sensitivity that indicates mastery of Jedi ability (represented in

Jedi Master

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See character - Jedi Master.

Jedi Presence

during a starship battle.A card type that allows you to train your characters on Dagobah in the ways of

Jedi Tests

Glossary Supplement adds to this Glossary 2.0 entry.

the Force.The Light Side can train non-droid characters in the use of the Force using Jedi Test cards.Completing Jedi Tests gives you new capabilities that can have far-reaching consequences, andcan also raise your character’s ability. Attempting Jedi Tests involves bringing an apprentice to amentor on Dagobah and drawing training destiny.Each Jedi Test card describes how to begin, attempt and complete the test. The following rulesapply to Jedi Tests:•For every Dagobah site on table, you may add 1 to each training destiny draw.•Each time an apprentice completes a Jedi Test numbered higher than that character’s ability,the ability number increases to match the Jedi Test number. For example, completing test #4raises the apprentice’s ability to 4.•A mentor may train only one apprentice at a time.•An apprentice may change mentors between Jedi Tests, if necessary.•An apprentice may not attempt a test that is already placed on that apprentice.•Once a character becomes an apprentice, that character’s persona remains an apprentice untilbecoming a Jedi (which will be possible with Jedi Test #6 — You Must Confront Vader — comingin the Death Star II expansion set).•A character may not be an apprentice and a mentor at the same time.If a character is replaced by a different version of the same persona, all benefits he or sheearned from Jedi training apply to the new version. This is also true if that character converts orcrosses over to the other side of the Force.See Jedi Tests.

Glossary Supplement: 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.

Jedi training

Adds 2 to power of anything he pilots. When piloting Red 6, also adds 1 to

Jek Porkins

maneuver and draws one battle destiny if not able to otherwise.Adds 2 to power of anything he pilots. When in battle with a Rebel leader,

Jeroen Webb

subtracts 1 from opponent’s total battle destiny.Because this Rebel is both a spy and a pilot, you may deploy him simultaneously with astarfighter (if it does not have a permanent pilot) where you do not have presence or Forceicons.See actions — ‘just’.

‘just’ actions

A card is “just deployed” after the action of deployment has had its result

just deployed

(and the card is thus on table). An action which targets a card “just deployed” is not a response;it is a new action which follows the deployment.A card is “just played” after the action is initiated but before it has had its

just played

result. Thus, an action which targets a card “just played” is a response to the card play.See actions — ‘just’.

‘just’ responses

May initiate battle and be battled. K-3PO is power +1 for each of

K-3PO (Kay-Threepio)

your other droids at same Hoth or Yavin 4 site. Functions as a leader if present with another ofyour droids.See may initiate battle and be battled.See stealing.

Kabe

When in a battle, if both players draw only one battle destiny and yours

Kal’Falnl C’ndros

is higher, reduces opponent’s destiny to zero. Landspeed = 3. Adds 2 to power of anything shepilots. May not deploy to or board starfighters or enclosed vehicles.This alien’s ability to reduce your opponent’s battle destiny draw is an automatic action thatoccurs just after both players have finished drawing battle destiny.The deployment benefit from this system location affects each

Kashyyyk (Light Side)

applicable character, not each characteristic. Thus, a Wookiee who is also a smuggler (e.g.,Chewbacca) is deploy –2 here, not deploy –4.This Utinni Effect defines X at the time the smuggler is targeted, and X

Kessel Run

remains the same even if the parsec distance between the two systems subsequently changes.While this system location is doubling the Tonnika Sisters, their

Kiffex (Dark Side)

destiny, power, ability, deploy and forfeit are 4 each and their game text works as follows:Four times each turn during your control phase, you may use 4 Force to draw 4 destiny for 4chances at a destiny = 4. If successful, may steal or destroy up to 4 weapons or 4 devicespresent. (Sisters are targeted as one character, but require double Force to move.)Doubling the Tonnika Sisters does not turn them into four characters and does not double theirunique dot or the cost to move them.If you fail to occupy Kiffex with two starships, the doubling bonus is removed and the sistersreturn to normal (as if the Tonnika Sisters could ever be called ‘normal’!).A dejarik hologram of a ferocious creature with incredible healing abilities.

Kintan Strider

Extinct on their homeworld of Kintan, but used as guard beasts by many Hutt gangsters.Deploys only on Tatooine. Adds 1 to power of anything he pilots. W Power = 1 +

Kithaba

ability of opponent’s highest-ability character present.This Effect increases your power according to your total ability present (and

K’lor’slug

participating in the battle) and thus does not benefit from ability aboard enclosed vehicles andstarships. Using multiple Force to raise total power may be performed only once per battle.A landed starfighter (or squadron) has no landspeed, power or

landed starfighter

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Section 3.See starfighter - landed.

landing and taking off

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See movement - regular. See starfighter - landed.

Landing Claw

starship. To indicate that your starfighter is attached, place it across the table on the targetedcapital starship card.When attached, your starfighter is conceptually concealed and thus it•does not participate in battles;•may not move on its own (and may not shuttle or transfer other cards);•may not have cards deployed on it;•may not be targeted by either player (e.g., by weapons, Interrupts, Utinni Effects, asteroiddestiny etc.); and•is treated as if it has no presence, yet still blocks your opponent’s Force drains.If the capital starship is lost, the attached starfighter is also lost.This persona has both Light Side and Dark Side versions. Accordingly, some cards

Lando

target “your Lando,” others target “opponent’s Lando” and still others target “any Lando.”Because Lando is unique (•), only one player may have him on table at a time.As the Dark Side player, you can exploit Dark Side Lando in many powerful ways. However, hehas a weakness. “He’s got no love for the Empire” and thus is vulnerable to being replaced byLight Side Lando during your opponent’s deploy phase. The Cloud City deployment restrictiondoes not apply, but otherwise this conversion follows the rules for persona replacement (anycards deployed on or targeting Lando transfer to the Light Side version, if applicable, and DarkSide Lando goes to the Lost Pile).When any Lando is placed out of play, the persona rules prevent any other Lando from cominginto play for the remainder of the game.Adds 2 to power of anything he pilots (3 if piloting

Lando Calrissian (Light Side)

Falcon). Power +1 for every Cloud City location you control. When playing Sabacc, may add 1 toor subtract 1 from your total.Deploys only on Cloud City. Adds 2 to power of anything

Lando Calrissian (Dark Side)

he pilots. When playing Sabacc, may subtract 1 from or add 1 to your total. If present at a site,can be replaced by opponent with any Light Side Lando.This term refers to the number of adjacent sites a character, creature or vehicle

landspeed

can travel each turn. Characters and creatures have landspeed of 1.Deploy between any two interior mobile sites. To pass, a character must have

Laser Gate

(power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defensevalue = 3; may be targeted by a character weapon from either site.Use 2 Force to deploy on an interior site. May target a seeker (use

Laser Projector

defense value = 1), character or creature for free. Draw destiny. Target hit if destiny –1 >defense value. Laser Projector may be targeted by any weapon (use defense value = 1).See unmodifiable values.

Lateral Damage

See characteristics.

leader

This alien is female. (See gender of characters.)

Leesub Sirln

This character is not an Imperial. (See characteristics.)

Leia Organa

Use 1 Force to deploy on opponent’s side at any unoccupied site. Moves

Leia Seeker

during your control phase, like a character, at normal use of the Force. When present with Leiaor a warrior of ability < 3, choose one to be lost. Seeker also lost.Use 1 Force to deploy on Leia, or 2 on your warrior. May target

Leia’s Sporting Blaster

a character, creature or vehicle for free. Draw destiny. Target hit if destiny –1 > defense value. Ifhit by Leia, target’s forfeit = 0.Adds 3 to power of anything she pilots. While at Audience Chamber,

Leslomy Tacema

adds 2 to the power bonus provided by Ellorrs Madak.During a battle at a holosite, add one battle destiny. OR If a

Let The Wookiee Win

Wookiee survived a battle you just lost, deploy on one opponent’s character of ability < 5present. Character is Disarmed (power –1 and may no longer carry weapons).When Disarming an opponent’s character, this Interrupt is placed on that character to indicatethat the character is Disarmed. Therefore, once Let The Wookiee Win has had its result, it is “ontable” but may not be targeted by Sense because it is just used as an indicator that thecharacter is Disarmed.Adds 2 to power of anything he pilots. On Tyrant, also adds 1 to

Lieutenant Cabbel

armor. When in battle with an Imperial leader, subtracts 1 from opponent’s total battle destiny.The name “Sumner” in this character’s game text is a misprint and

Lieutenant Sheckil

should read “Sheckil.”Deploy –1 for starship weapons of any starship he pilots. Adds 2 to

Lieutenant Tanbris

power of anything he pilots. Subtracts 1 from maneuver of any starfighter he pilots.Your Life Force includes all of the cards in your Reserve Deck, Force Pile and

Life Force

Used Pile (but does not include cards in your hand).This vehicle does not require a driver to move, and thus may ‘react’ even when

Lift Tube

empty.Use 2 Force to deploy on your warrior. If your power

Light Repeating Blaster Rifle

droid or fusion generator present, may target a character, creature or vehicle using 2 Force.Draw destiny. Target hit if destiny +1 > defense value. May fire repeatedly for 2 Force each time.See fire repeatedly.A character with this Effect, whenever appropriate, may add 1

Lightsaber Proficiency

to a Force drain and may battle with power +3 (possibly both in the same turn). This Effect islost if, for any reason, the character is no longer carrying at least one lightsaber.A character with a lightsaber, whenever appropriate, may use it to add 1 to a

lightsabers

Force drain and may use it to target a character or creature (possibly both in the same turn).Because a lightsaber is not present at a system or sector location, it cannot enhance Forcedrains at such locations. Targeting with a lightsaber is considered ‘firing’ that lightsaber for gamepurposes (e.g., Sniper).Errata: The title of this Interrupt has been revised to read, “•Limited

Limited Resources

Resources”; thus, it is now unique (•).At any time during your turn, may use 1 Force to

LIN-V8K (Elleyein-Veeatekay)

‘defuse’ (lose) any one mine at same site. This mining droid may defuse any number of minesper turn, whether ‘laid’ or ‘buried.’See the Light Side counterpart, LIN-V8K.

LIN-V8M (Elleyein-Veeateemm)

For each other musician present, adds a “cover charge” of 1 to the Force

Lirin Car’n

required to move or deploy each character to same site.This alien has two deployment restrictions, and both must be met

Lobot (Light Side)

simultaneously: (1) he deploys only as a ‘react,’ and (2) he deploys only to a Cloud City site or towhere your Lando is present.Types of cards that represent places where Force is generated and where

locations

page 84

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

locations — deployment

page 85

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

lone

page 87

If your pilot (or permanent pilot) is defending a battle alone at a system or

Lone Pilot

sector, add one battle destiny. OR If Motti is defending a battle alone at a system or sector, addtwo battle destiny.Your T-47 is “defending a battle alone” if all of your characters and ability

Lone Rogue

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Lone Warrior

battle destiny.Some weapons (e.g., Assault Rifle) specify that they may target

long-range weapons

cards at locations other than the weapon’s location. Your warrior, vehicle etc. carrying such aweapon does not have to be participating in a battle or attack in order to fire that weapon.However, you must be•targeting something that is participating in a battle; or•targeting a creature that you are attacking; or•using a special card such as Sniper, Blasted Droid or Target The Main Generator.This ruling streamlines and improves the gameplay of the following cards: AT-AT Cannon, AtgarLaser Cannon, Blaster Scope, Concussion Grenade, Golan Laser Battery, Medium RepeatingBlaster Cannon and Superlaser. These cards now operate more consistently with other long-range weapons.If a long-range weapon allows firing into and/or through an interior site, it is assumed to beconceptually firing through a door or window.Long-range weapons may be used more than once per turn, although they are still limited toonce per battle (like all other weapons).See peeking at cards.

looking at cards

This text, appearing on many card types, presents background information about the

lore

characters, starships, weapons etc. in the Star Wars universe. Lore sometimes contains termsthat are relevant to gameplay. These terms are sometimes but not always identified by the use ofboldface type.See battle.

loser of battle

Whenever you are required to lose Force, you must move the appropriate

losing Force

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

"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 Interrupt

A pile where lost cards are placed face up. (See Force.)

Lost Pile

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Lt. Pol Treidum

Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy,may draw destiny. Spy’s “cover is broken” if destiny = spy’s ability.See the Dark Side counterpart, Direct Hit.

Lucky Shot

Errata:

Luke Skywalker

You may activate 1 extra Force each turn if Luke is not at a Tatooine site. Adds 3 to power ofanything he pilots. When piloting Red 5, also adds 2 to maneuver. Immune to attrition < 3.Use 1 Force to deploy on Luke, 3 on your other warrior. May

Luke’s Blaster Pistol

target a character, creature or vehicle using 2 Force. (If targeted by Luke, target loses immunityto attrition for remainder of turn.) Draw destiny. Add 1 if targeting a character or creature. Targethit if total destiny > defense value.Errata:

Luke’s Cape

Use 2 Force to deploy on a Rebel or alien. You may activate 1 extra Force each turn if Luke’sCape is not at a Tatooine location. That character is immune to attrition < 3.Use 1 Force to deploy on Luke or Owen Lars, 3 on your non-droid

Luke’s Hunting Rifle

character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targetinga character. Add 2 if targeting a creature. Target hit if total destiny > defense value.May add 1 driver and 2 passengers. Moves free if Luke

Luke’s X-34 Landspeeder

aboard. May move as a ‘react.’Deploy on your sandcrawler. Once during each of your control

Magnetic Suction Tube

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Major Bren Derlin

may use 1 Force to cancel Breached Defenses. While at Cantina, power +1 and may use 1 Forceto cancel Local Trouble.An attribute generally used on starfighters and small vehicles as an indicator of

maneuver

how well it can evade weapon fire and other potential threats. When a card that has maneuver istargeted by a weapon, it uses its maneuver as its defense value.Game text which specifically targets “maneuver” does not also affect armor; however, game textwhich targets “maneuver or armor” refers to whichever of those attributes occurs on theaffected card.This Effect allows you to forfeit cards directly from your hand to

Mantellian Savrip

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

marker site

An operative is the matching operative for a planet if the

matching operative

character’s card title includes that planet’s name.If a pilot has game text that refers to a unique starship (or vice versa),

matching pilot

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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).

may add __ pilots (passengers, astromechs, vehicles, starfighters etc.)

See capacity.A droid with this phrase in its game text (e.g., EV-9D9, Probe Droid) can

may Force drain

control its location only for the purpose of initiating and enhancing Force drains (unless thatdroid is Undercover).A droid with this phrase in its game text (e.g., K-

may initiate battle and be battled

3PO, 4-LOM, IG-88, Probe Droid) occupies its location only for the purpose of battle (unless thatdroid is Undercover).See but may move elsewhere.

may move elsewhere

This phrase is synonymous with cannot be moved.

may not be moved

This phrase is synonymous with cannot move.

may not move

Errata:

Medium Repeating Blaster Cannon

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

mentor

training).Deploy on your non-thief to give that character thief skill. Once during each

Merc Sunlet

of your control phases, may target one device at same site. Draw destiny. If destiny < target’sdestiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)Once during each of your control phases, may reveal opponent’s hand by

M’iiyoom Onith

using X Force, where X = number of cards in opponent’s hand. All unique (•) male Rebels andunique (•) male aliens there are lost.This alien refers to Rebels and aliens and thus affects only characters (not permanent pilots). Todetermine which Rebels and aliens are male, see gender of characters.See negative numbers.

minimum zero

When your mining droid is present at any site, it may ‘lay’ (deploy)

mining droid rules

mines face up there. If the droid is on a planet, it may also ‘bury’ (place) mines face down thereto simulate creation of a minefield.If you have a mining droid present at an exterior planet site during your deploy phase, you maybury (place) any number of cards from your hand face down underneath that site. You maychoose to bury ‘real’ mines, ‘duds’ (non-mine cards buried as a bluff) or a mixture of the two.When any character, vehicle or starship deploys or moves to or across that site, all buried cardsthere are ‘tripped’ (revealed). Any duds are simply lost. Any mines ‘explode,’ targeting the cardthat tripped them if applicable (see Timer Mine).Buried cards are not considered to be on table. If buried mines are tripped during your turn andyou have a mining droid present, you may choose to ‘defuse’ any or all of them (at normal use ofthe Force) before they explode.Several cards cause characters to become disoriented or lost (in the normal sense

missing

of the word, not to the Lost Pile). This condition is defined in game terms as ‘missing.’ To indicatethat a character is missing, place that character face up beneath the site where it becamemissing.A missing character is still on table. However, because conceptually nobody knows exactly wherea missing character is at the site, the character is not considered to have presence, does notparticipate in battles, may not move, may not be forfeited and may not have new cards deployedon it. Likewise, missing characters cannot be targeted by weapons or any other cards that do notspecifically target missing characters (Utinni Effects and other cards that targeted the characterbefore he or she became missing still continue to do so).Missing characters can be found by playing special cards or by using the search party rule.See captured and missing cards.A kind of card that has a built-in movement function. Mobile Effects are not

Mobile Effect

vulnerable to Alter, as indicated by the wording of the Alter card.May add 1 driver and 1 passenger. Moves free if Jabba

Mobquet A-1 Deluxe Floater

or any bounty hunter aboard. May move for free as a ‘react’ to a battle where your thief,smuggler or bounty hunter is participating.See the Light Side counterpart, K’lor’slug.

Molator

This character is a leader. (See characteristics and stealing.)

Momaw Nadon

This Interrupt must be played on your own lone alien to add to your

Moment Of Triumph

battle destiny.USED: If opponent has 13 or more cards in hand, place all but 8 (random

Monnok

selection) in Used Pile. LOST: Use 4 Force to reveal opponent’s hand. All cards opponent has twoor more of in hand are lost.See the Light Side counterpart, Grimtaash.Large, quadrupedal ruminant mammal of the deer family. Long legs. Heavy antlers.

moose

Humped shoulders. Inhabits northern New- and Old-World forests. Also, a noun sometimessurreptitiously inserted into game text or rules by mischievous game designers as a test ofDecipher editorial staff thoroughness. The fact that you’ve never seen this word on a card isevidence of the editors’ dedication — but one of these days we’re gonna miss one!Use 1 Force to deploy on your alien warrior (free if on Tatooine). May

Mos Eisley Blaster

target a character for free. Draw destiny. Target is forfeit –2 for remainder of turn if destiny +2> defense value.When opponent is losing Force from Force drains at the same or an adjacent site,

Mosep

lost Force must come from Reserve Deck if possible.When this alien requires Force drain damage to come from your Reserve Deck, any portion thatcannot come from your Reserve Deck (because you have insufficient cards there) must comefrom another appropriate place (e.g., your hand, Force Pile or Used Pile).Use 1 Force to deploy on opponent’s side at any unoccupied site. Moves

Motti Seeker

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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).

Mournful Roar

cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end ofevery player’s turn. Effect canceled if Han is deployed again or found.Fifth phase of each turn, in which you may move your characters, vehicles,

move phase

starships etc.Movement is defined as any method of relocating a character, creature, vehicle

movement

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Regular moves

one regular move per turn (which occurs during your move phase). A regular move requires youto use 1 Force. A regular move is defined as:•one card using its landspeed or hyperspeed (characters and creatures have landspeed = 1);•one character or vehicle shuttling;•a group of cards using docking bay transit;•one starship landing or taking off; or•one starfighter making an Attack Run.A vehicle or starship is allowed one location-to-location movement per turn, and this is one gameaction. Vehicles may not “reverse direction” in the middle of the move.Using the special movement provided by a site’s game text is also a regular move:•Cloud City: Upper Plaza Corridor•Death Star: Level 4 Military Corridor•Executor: Main Corridor•Hoth: Ice Plains•Tatooine: Mos Eisley (Light Side)An unlimited move is (1) any movement your opponent forces you to

Unlimited moves

make or (2) any movement which is not a regular move or a ‘react.’ A card may make anynumber of unlimited moves per turn. Unlimited moves occur in various phases and are free.Some examples include•characters embarking on or disembarking from vehicles;•starfighters embarking on or disembarking from capital starships;•a group of cards transferring from one starship to another (requires 1 Force);•characters and other cards being carried by a moving vehicle or starship;•interrupts (e.g., Elis Helrot, Nabrun Leids); and•special game text (e.g., Obi-Wan Kenobi, Chief Bast).Embarking or disembarking must be performed either before or after the carrying card performsany desired regular move.Characters, vehicles and cards that move like a character or vehicle may use movement rulessuch as shuttling and docking bay transit. Other cards (e.g., landed starfighters) may not.See react.

‘reacting’

This and

must have pilot aboard to use power, maneuver or hyperspeed

similar game text on some early cards is incorporated into the starship and vehicle rules, andthus does not appear on new cards.In addition to attacking normally, these creatures can attach themselves to a

Mynock

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Myo

(not lost from hand or Life Force).See the Dark Side counterpart, Elis Helrot.

Nabrun Leids

A symbol that indicates the navigation computer necessary for a

nav computer icon

starship to move through hyperspace. Most capital starships and some starfighters have apermanent nav computer, and nav computers are also provided by astromech droids.“Astromech-nav computer icon” is an older term which has been superseded by “nav computericon.”Some cards instruct you to subtract numbers, in which case the final

negative numbers

result may not fall below zero.Dejarik hologram of a Ng’ok war beast. Foul temper gives rise to bad feelings. Has

Ng’ok

razor-sharp retractable claws. Used in many systems to frighten off potential attackers.See the Light Side counterpart, I Have A Very Bad Feeling About This.The phrase “add one destiny to power only” on this Effect means that the extra

Nightfall

destiny draw does not add to attrition. (Other destiny draws may still add to both power andattrition, if appropriate.)“Nighttime conditions” are established by specific cards (e.g.,

nighttime conditions

Nightfall, Sunsdown and the two sandcrawler sites).See undefined values.

no ability, no hyperdrive etc.

When using this Interrupt to target one of your characters “with the

Noble Sacrifice

same power” as an opponent’s character just deployed, use all relevant modifiers to computepower. For example, Dengar (power 2) is “power +1 for each opponent’s character present” andChewbacca (power 6) is “power +1 at same location as Han.” If the opponent deploys Dengar toa site where you have exactly five characters including Chewbacca and Han, Chewbacca canmake the Noble Sacrifice.Even if this Interrupt is canceled, the sacrificed character is still placed out of play as thesacrifice is part of the initiation.Any card with no dots or with two or more dots (••) is non-unique.

non-unique cards

Some characters can change certain unique (•) cards into non-unique cards. While such acharacter is captured, missing or lost, or has its game text canceled, any such changed cardsrevert to unique (•); however, copies of those cards already on table are allowed to remain (evenin multiple). If this occurs, any new copies of those card(s) are prevented from entering playwhile any others remain on table.When you use this Interrupt during an Epic Duel to lose Luke

NOOOOOOOOOOOO!

instead of crossing him to the Dark Side, you must still lose X Force (but not triple X) asspecified on Epic Duel.When a battle was just initiated where present, may use 1 Force to

Obi-Wan Kenobi

choose one opponent’s character of ability = 1 present to move away (for free), or thatcharacter is lost. Immune to attrition < 5.When this Rebel makes an opponent’s character move away, that character may use anymovement allowed by rules or cards on table (e.g., landspeed, docking bay transit, shuttling).Use 2 Force to deploy on your Rebel or alien. Character is immune to

Obi-Wan’s Cape

attrition < 5. Also, When a battle was just initiated where present, may use 1 Force to chooseone opponent’s character of ability = 1 present to move away (for free), or that character is lost.Deploy on Obi-Wan. May add 1 to Force drain where present.

Obi-Wan’s Lightsaber

May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, iftotal destiny > defense value.A type of card with game text on both sides. Objective cards represent

Objective cards

objectives or tasks to complete, and they flip over according to their game text (sometimes morethan once per game).You may only include one Objective card in your 60-card game deck, and if you choose toinclude one, you must deploy it instead of a starting location. (See starting the game.) AnObjective card always deploys with its front side (as indicated by the destiny value of zero)face up.•If you reveal an Objective card and your opponent reveals a starting location, your opponent’sstarting location is deployed first. You then deploy your Objective card and other cards itrequires or allows (for free).•If both players reveal an Objective card, the player who will go first in the game (usually theDark Side player) deploys cards first (for free), followed by the second player.In either case, the second player could possibly convert (cover up) locations deployed by the firstplayer (see converting locations).Your opponent may, at any time, examine both sides of your Objective card.A character at an adjacent site using this device to add power to

Observation Holocam

a battle does not otherwise participate in the battle, and is not eligible to be forfeited. Thus, ifthe character is Imperial Trooper Guard it would not be defending in the battle and would addzero to power.Deploy –1 at any cloud sector. Permanent pilot provides ability

Obsidian Squadron TIE

of 2 and adds 2 to power. Power +2 at non-unique cloud sectors. Boosted TIE Cannon maydeploy aboard and fires free aboard.Characters aboard a vehicle or starship fall

occupants of vehicles and starships

into three categories: pilots, drivers and passengers. Pilot characters may occupy passengercapacity, but while doing so they are not piloting the starship or vehicle.You occupy a location if you have presence there (regardless of whether the

occupy

opponent has presence at the same location).Adds 2 to power of anything he pilots. When at a Death Star site, Imperial

Officer Evax

starships may move to the Death Star system as a ‘react.’Cancel an attempt by opponent to target your droid to be stolen, ‘hit’ or

Oh, Switch Off

lost. Droid is protected from all such attempts for remainder of turn. OR Switch OFF any binarydroid for remainder of turn.Use 1 Force if any of your characters (except Obi-Wan) was just forfeited from a

Old Ben

Tatooine site. Mysterious “crazy wizard” steps in and revives (relocates) that character back tosame site.When this Interrupt revives a just-forfeited character, it does so just after that character has goneto the Lost Pile; thus, any cards that were on that character remain lost. Old Ben allows re-deployment of the exact same card only, not another copy of that card or persona.‘On’ is synonymous with ‘aboard’ when used in the context of vehicles and starships. (See

on

prepositions.)Your card is ‘on table’ if it is not currently in your hand, in your Life Force, in your

on table

Lost Pile, being played, being deployed or ‘out of play.’See one.

once

Actions that are limited by their game text to “once per game” may never

once per game

be initiated more than once per game, no matter how many copies of that card you use, andeven if the action fails or is canceled.Actions that are limited by their game text to

once per turn, phase, battle etc.

“once per turn,” “once during each of your control phases,” “once each battle” etc. may beinitiated once per that time period for each copy of the card that allows the action. For example,if you have two medical droids on table, each of those droids may save one character per turn,for a total of up to two characters per turn. (However, a once per game action is not repeatableby multiple copies of the card.)When a card that is on table, such as a character or Effect, allows you to perform an

one

action during a particular time frame (e.g., a turn, a phase, or a battle), and the context indicatesthat the action is singular (typically by use of the word “one,” “a” or “an”), then you mayperform that action only once during that time frame. For example, Baragwin says “During yourcontrol phase, may exchange one card in hand for one weapon or device in your Lost Pile.” Thus,the Baragwin may exchange only one card per control phase.Cards in play that do not specify a particular time frame for an action allow you to perform thataction as many times as you like. Also, you may play multiple copies of an Interrupt that allowsan action during a particular time frame in order to perform that action multiple times, subject tothe limitations on unique and restricted cards.See once per turn, phase, battle etc.If you are about to draw power harpoon weapon destiny, add ability of

One More Pass

one pilot aboard same vehicle.When this Interrupt captures Rebels, if you want to seize or

Oo-ta Goo-ta, Solo?

imprison them you must have one or more potential escorts at the site opponent is moving to, orthat site must be a prison. Any of the captured Rebels that you are unable to seize or imprisonsimply escape to your opponent’s Used Pile. (See capturing characters.)Any vehicle not identified in its lore as an enclosed vehicle is considered

open vehicles

‘open.’ Characters aboard an open vehicle are exposed to the surrounding environment; they arepresent at the site (and thus are vulnerable to cards which affect characters at the site). Allcharacters aboard an open vehicle may use personal power, ability, forfeit and game text (whenappropriate). They may also fire character weapons and may likewise be targeted by weapons.Any character with the word ‘Operative’ in its card title. (See

operative

matching operative.)See owner.

opponent’s cards

In a future expansion set, TIE Bombers will be able to deploy and defuse

Orbital Mines

Orbital Mines.LIGHT (1): If you control, each of opponent’s bounty hunters

Ord Mantell (Light Side)

is forfeit –2. DARK (1): Each of your bounty hunter pilots add an additional 1 to power ofstarships they pilot here.The term ‘steal’ on this Utinni Effect simply means

Organa’s Ceremonial Necklace

to place the Necklace on the target Imperial. In order to pass Organa’s Ceremonial Necklace toan adjacent site you control, you must immediately re-target (place it on) another one of yourImperials there.Since good sportsmanship is a hallmark of Decipher’s

orientation of card backs

Customizable Card Games, card orientation is not an issue ninety-nine percent of the time.However, to maintain the integrity of the game, Decipher’s tournament guidelines require everyplayer to keep all of the cards in any given deck or pile turned in the same direction (i.e., withthe Star Wars logos all facing the same way). This prevents cards from being ‘marked’ or‘tracked’ by the orientation of their card backs.If opponent just initiated a battle at a system or sector where you have a

Out Of Nowhere

starship with maneuver > 3, use 1 Force to add one battle destiny.Cards which are lost but, rather than going to the Lost Pile, are taken out of

out of play

Glossary Supplement adds to this Glossary 2.0 entry.

the game entirely.When a unique character, vehicle or starship is placed out of play, all personas represented bythat card (including any starship and permanent pilot personas) may not be deployed again forthe remainder of the game.Example 1 — Noble Sacrifice places Dutch out of play, or Dannik Jerriko “eats his soup.” Noversions of the Dutch persona may be deployed for the remainder of the game, including GoldLeader In Gold 1 (because it includes the Dutch persona as its permanent pilot).Example 2 — Death Star Assault Squadron is randomly placed out of play by Out OfCommission. No versions of the following personas may be deployed for the remainder of thegame: Vader, DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3.The highest-numbered Hoth marker site that is currently on table.

Glossary Supplement: 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.

outermost marker

This Interrupt may destroy artillery weapons. However, only the artillery weapon

Overload

itself is lost, because there is no character or starship “carrying” it.Deploys free at Lars’ Moisture Farm. Power +2 if at same site as Beru Lars or a

Owen Lars

Vaporator. If lost from table during opponent's turn, Luke is power +3 until the end of your nextturn.The owner of a card, when referenced in game text, is the player who played the

§ owner

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.)

Palejo Reshad

Corellians are power and forfeit +1 (+2 if non-unique) and your Force generation at the Corelliasystem is +2.See the Dark Side counterpart, Emergency Deployment.

Panic

Number on system locations symbolizing the relative hyper-route

parsec numbers

distance between systems. (See starships — movement.)Unless otherwise specified, cards which participate in battle

participating in battle

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 nav computer

permanent nav computer icon to indicate built-in nav computer capability. A permanent navcomputer is not a character (‘character’ is a game term referring to a card type) and does notincorporate any features of characters (such as droid, game text etc.).A “built-in” pilot aboard a starship, indicated by a pilot icon on the

permanent pilot

starship card. Permanent pilots are not characters (‘character’ is a game term referring to a cardtype) and do not incorporate any features of characters (such as Rebel, spy, ability, game textetc.) other than those specified. For example, the unique permanent pilot •Dutch on the GoldLeader In Gold 1 starship card does not automatically incorporate features of the Dutchcharacter card. (See pilots.)An icon on a character card indicating that the character has pilot skill, or on a

pilot icon

starship or vehicle card indicating that the starship or vehicle has a permanent pilot aboard.Different versions of a single character are all considered to be part of the same

personas

‘persona.’ No more than one version of the same unique persona may be on table at the sametime.Cards that reference ‘Luke’ (for example) apply to any version of the Luke persona (LukeSkywalker, Commander Luke Skywalker, Son of Skywalker etc.). Similarly, references to‘Chewbacca’ and ‘Chewie’ are considered interchangeable.During your deploy phase, you may replace one of your

persona replacement rule

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

pilot

starship, combat vehicle or shuttle vehicle (indicated by a pilot icon on the character, starship orvehicle card).A starship, combat vehicle or shuttle vehicle must have a pilot to move and to use power,maneuver, hyperspeed/landspeed, weapons and devices.When a pilot character is deployed or moved aboard a vehicle or starship, that character isconsidered to be acting as a pilot if sufficient pilot capacity is available. You may designatewhich characters are acting as pilots (that is, you may transfer them between pilot andpassenger capacity) at any time during your deploy or move phase. Any pilots aboard a starshipor vehicle in excess of its pilot capacity are passengers and thus may not enhance the starshipor vehicle.Any modifiers to a pilot’s personal power do not increase the bonus that pilot grants to a starshipor vehicle.The term ‘planet’ includes a planet system location and all of its sites and cloud

planet

sectors. Phrases such as “at that planet” and “on that planet” have their normal Englishmeanings (see prepositions). Asteroid sectors grouped next to a planet are ‘related’ to the planet,but are not part of it (e.g., a starship in the asteroids is not ‘at’ the planet).Deploy on an exterior Rebel Base site. During a battle at

Planet Defender Ion Cannon

related system, may target a capital starship there using 2 Force. Draw destiny. If destiny +3 >armor, all starship weapons aboard target are lost, power = 0 and hyperspeed = 0.See ion weapons; see long-range weapons.The only cards that ‘play’ are Interrupts and Epic Events that do not deploy on table

played

(i.e., Commence Primary Ignition and Target The Main Generator). Such a card is ‘played’ when itis taken from hand, shown to the opponent and initiated as an action. All other types of cards‘deploy’ rather than ‘play.’Power +3 when battling at same site as Dr. Evazan, unless opponent has a

Ponda Baba

lightsaber present. Adds 2 to power of anything he pilots.Adds 2 to power of anything he pilots. When piloting Gold 5, also adds 1 to maneuver

Pops

and draws one battle destiny if not able to otherwise.Adding 1 to the power of one droid lasts until the droid is

Portable Fusion Generator

no longer present or you choose to turn off the enhancement.An attribute of characters, vehicles and starships that represents their overall

power

‘strength’ (symbolically represents experience, training, tactical skill, built-in weaponry etc.).Use 2 Force to deploy on your combat or shuttle vehicle. May target an

Power Harpoon

AT-AT or AT-ST for 1 Force. Draw destiny. Target crashes if destiny + your vehicle’s maneuver >8. Your vehicle crashes if destiny = 0.See battle — power segment.

power segment

See the Light Side counterpart, Combined Attack.

Precise Attack

Prepositions (at, on, aboard, to, with, from, in etc.) are used to express

prepositions

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

an individual. Remember Vader saying, “I sense something. A presence I’ve not felt since....” Ingame terms, each of your characters with ability creates a ‘presence’ at one location that youropponent’s characters can sense (even when they are at the bridge, cockpit or cargo bay of anenclosed vehicle or starship).Having presence at a location is defined as (1) having total ability of 1 or higher present at thatlocation or (2) having a vehicle or starship present at that location that has total ability of 1 orhigher at its bridge, cockpit or cargo bay.No card may create presence at more than one location. For example, if the Executor is atDantooine with Ozzel on the bridge and Vader at the Executor: Main Corridor site, then Ozzel (andthe permanent pilots) create presence only at the Dantooine system, whereas Vader createspresence only at the corridor site.See prepositions.This Effect is not cumulative; if you play two at the same

Presence Of The Force

location, the second one has no result (see cumulative).Think of the term present as applying to something that is physically at a certain

present

place (e.g., a starship can be in physical contact with the ‘space’ at a system location, but acharacter cannot). No card is considered to be present at more than one place at the same time.There are four places where a card can be present in the game:•at a site location;•at a sector location;•at a system location; or•on an enclosed vehicle or starship card (at the bridge, cockpit or cargo bay).For example, if Red 5 is at the Hoth system with Luke aboard, then Red 5 is present at the Hothsystem and Luke is present aboard Red 5 (although Luke is at the Hoth system, he is not presentat the system).Two or more cards are present with one another if they are present at the same place.See prepositions.These three

present, presence and prepositions — a simple example

concepts, though closely related, have very important differences in the game. As explainedunder the corresponding entries, think of prepositions as relational, presence as spiritual andpresent as physical. These terms overlap somewhat, and are often used together to make a cardoperate in a specific manner. The three concepts are easy to understand if you take them one ata time.For example, if Bossk is aboard the Bespin Motors Void Spider at Tatooine: Lars’ Moisture Farm,the following are true:Prepositions•Bossk is at the farm, at Tatooine, on Tatooine and on (or aboard) the Void Spider.•The Void Spider is at the farm, at Tatooine and on Tatooine.Presence•Bossk creates presence at the farm.•The Void Spider does not create presence at the farm, but its permanent pilot does.Present•Bossk is present aboard the Void Spider.•The Void Spider is present at the farm.An important distinction in this example is that Bossk is at the farm but, because the Void Spideris enclosed, he is not present at the farm.This

present, presence and prepositions — more detailed example

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Princess Leia

May deploy (on Hoth or Cloud City) or move as a ‘react’ to same site as Han or Luke. Immune toattrition < 3.This version of the Leia persona enters play either by deploying as

Princess Leia Organa

a captive or, on rare occasion, by replacing a different Leia using the persona replacement rule(only if that other Leia is a captive of Jabba or a bounty hunter).During your move phase, you may perform prisoner transfers

prisoner transfers

(unlimited moves) with your captives as follows:•An escort present at a prison may transfer (deliver) its captive to that prison.•A bounty hunter or warrior present at a prison may take a captive imprisoned thereinto custody.Three sites are defined as prisons:

prisons

•Death Star: Detention Block Corridor,•Cloud City: Security Tower and•Jabba’s Palace: Dungeon.Deploy on your Probe Droid. Adds 2 to X for that droid. OR Use 1 Force

Probe Antennae

to deploy on one of your other droids. When at a site you control, once during each of yourcontrol phases, you may peek at one card randomly selected from opponent’s hand.Deploys only if a Star Destroyer on table. Once during each of your control

Probe Droid

phases, may peek at X cards randomly selected from opponent’s hand, where X = number of[Light Side Force] icons at same site. May Force drain, initiate battle and be battled.See may Force drain; see may initiate battle and be battled.Deploy on your probe droid. May target an artillery weapon (use 5 as

Probe Droid Laser

defense value), character or creature for free. Draw destiny. Artillery weapon lost if destiny >defense value. Character or creature hit if destiny > defense value.Although this Effect is triggered according to the number of characters at

Program Trap

same site, only those characters present are lost when it explodes. For example, Program Trap isdeployed on a droid with Lando aboard an enclosed vehicle at a site. Veers and Chewie arestanding outside the vehicle; thus, there are four characters at that site. If either player draws adestiny of 4 (anywhere), the droid explodes, causing itself and Lando (the only other characterpresent) to be lost.Although Program Trap may be deployed on a droid anywhere, it may explode only when thatdroid is at a site.Proton Bombs deploy on your bomber. They can be used repeatedly in one

Proton Bombs

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Proton Torpedoes

starship using 1 Force. Draw destiny. Target hit if destiny > defense value.While on Cloud City, adds 1 to your Force drains at Cloud City sites and

Pucumir Thryss

adds 4 to destiny of each of your miners drawn for battle destiny. During your deploy phase, maydeploy one non-unique Rebel to same Cloud City site from Reserve Deck; reshuffle.May add 1 pilot (must be a smuggler or bounty hunter) and 1 passenger.

Punishing One

Immune to attrition < 3 if Dengar piloting. Deploy –3 when deploying with Dengar. Boosted TIECannon may deploy aboard.Use 2 Force to deploy on your Corellian corvette or Falcon. May

Quad Laser Cannon

target a starship using 1 Force. Draw destiny. Add 1 if targeting a starfighter. Target hit if totaldestiny > defense value.This droid has a variable destiny number (either 2 or 5) which is

R2-D2 (Artoo-Detoo)

chosen by the player controlling that card whenever needed (including as a destiny draw).While aboard any starfighter, adds 1 to power, maneuver and

R2-Q2 (Artoo-Kyootoo)

hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at topthree cards of your Reserve Deck.This droid does not fall under the short-hand term “R-unit droid”

R-3PO (Ar-Threepio)

because it is not an astromech or vehicle droid. (See R-unit droids.)While aboard a non-creature vehicle, adds 1 to power, maneuver

R4-E1 (Arfour-Eeone)

and landspeed. May drive transport vehicles.While aboard a non-creature vehicle, adds 1 to power,

R4-M9 (Arfour-Emmnine)

maneuver and landspeed. May drive transport vehicles.While aboard any starship, adds 1 to power and maneuver. During

R5-A2 (Arfive-Aytoo)

your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuverand hyperspeed.While aboard any starship, adds 1 to power and maneuver.

R5-D4 (Arfive-Defour)

During your control phase, if aboard your starship damaged by an ion cannon, restoresarmor/maneuver and hyperspeed.May transfer character weapons (for free) to or from your other

RA-7 (Aray-Seven)

characters present. May carry up to four such weapons at one time.This droid does not fall under the short-hand term “R-unit droid” because it is not an astromechor vehicle droid. (See R-unit droids.)Adds 2 to power of anything he pilots (or 4 if trained by Rycar Ryjerd). Any

Rayc Ryjerd

starfighter Rayc pilots is immune to Tallon Roll and is not lost if an asteroid sector is drawn forasteroid destiny.A card ‘reaches’ an Utinni Effect when the two are at the same location.

reaches

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

(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.

Rebel Barrier

Any Yavin 4 or Hoth location is a Rebel Base location. This includes related

Rebel base

cloud sectors but not asteroid sectors in the same system. For the purpose of CommencePrimary Ignition, cloud sectors increase the potential damage but do not decrease the chance forsuccess.The planet indicated by the Hidden Base card is conceptually unknown to the Empire and thus isnot considered a Rebel Base for gameplay purposes.Deploy on your pilot character. While piloting any starfighter, combat

Rebel Flight Suit

vehicle or shuttle vehicle, that character is considered to be the “matching pilot” (pilot adds atleast 2 to maneuver and draws one battle destiny if not able to otherwise).Rebel Flight Suit does not automatically let a pilot make a starship immune to attrition. Forexample, if Chewie is wearing the flight suit and piloting Red 5, he does not make Red 5 immuneto attrition (because Chewie is not Luke). However, he is the “matching pilot” for cards that usethis term, and thus allows Astromech Translator to make the starfighter immune to attrition < 6.POWER 0

Rebel Guard

Power +4 when defending a battle. Cannot move.This Rebel is not a trooper. See cannot move.POWER 0

Rebel Pilot

Adds 2 to power of anything he pilots.Two or more copies of this Rebel do not cumulatively add more than 2 to power of the samestarship they pilot. (See cumulative.)Use 1 Force to deploy at Massassi War Room or any docking bay. Adds X

Rebel Planners

to total power of your starships at the related system and related sectors, where X = the numberof your starships present.May move as a ‘react’ (for free) to a battle where you have a Rebel of ability

Rebel Scout

> 2 or a leader.Adds 1 to forfeit of your other troopers and Rebel Guards at same

Rebel Squad Leader

site. When moving with a ‘squad’ of exactly three other troopers and/or Rebel Guards, all fourmove for 1 Force. Rebel Guards at same site may move.This character suspends the “cannot move” restriction of Rebel Guards, allowing them to movenormally while present. Rebel Squad Leader is a trooper and a leader. (See characteristics.)A Light Side starship without an independent starship icon.

Rebel starship

When at your war room: Cumulatively adds 1 to total of Attack Run. OR Once

Rebel Tech

during each of your control phases, may send this tech to your Used Pile and take Death Star:Trench into hand from Reserve Deck; reshuffle.Any reference to “Rebel Trooper(s)” or “Rebel trooper(s)” includes the

Rebel troopers

card titled Rebel Trooper as well as any character who is both a Rebel and a trooper, such asEcho Base Trooper and Shawn Valdez. (See capitalization and characteristics.)Moving the cards in the Used Pile, as a group, to the bottom of the Reserve

re-circulating

Deck. Re-circulating both Used Piles at the end of every player’s turn is mandatory. A player whoforgets (and is not reminded by the opponent before the next action has its result) may not re-circulate until the end of the next turn.Use 1 Force to deploy on your starship. You may deploy cards as a ‘react’ to a

Rectenna

battle at same system or sector.See ‘react.’Adds 2 to power of anything he pilots. When piloting Red 1, also adds 1 to

Red Leader

maneuver and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each otherRed Squadron pilot at same location.This character is a leader. (See characteristics.)This starship includes the persona of Red Leader, but it may not

Red Leader In Red 1

replace or be replaced by the Red Leader character card. This starship is not considered a leaderfor gameplay purposes, because leader is a characteristic that applies only to characters, not tostarships or permanent pilots. (See characteristics and permanent pilot.)A character is a member of Red Squadron if indicated in title, lore or game

Red Squadron

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Red Squadron X-wing

Permanent pilot provides ability of 2 and adds 2 to power. Proton Torpedoes deploy and fire freeaboard.May add 4 pilots and 4 passengers. Has ship-docking capability. Permanent

Redemption

pilot provides ability of 1. Your medical droids and Bacta Tank ‘patients’ may deploy aboard forfree.Characters must obey deployment restrictions when deploying from the Bacta Tank to theRedemption.See movement.

regular move

Sites and cloud sectors that are deployed to the same system are

related locations

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

relocation

range,” nor does it require any expenditure of Force unless specifically stated.Use 1 Force to deploy at any site. Moves like a character at normal use of the

Remote

Force. Once during each of your control phases, may: Select one character present to be poweror forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present.Replacing cards with squadrons or different persona versions (see

replacing cards

personas) happens only during the deploy phase.Replacing a card is not the same as deployment. Although deployment restrictions must beobeyed, you do not pay a normal deploy cost and the cards may not be targeted by actions thattarget “just deployed” cards.Captured and missing cards may not be replaced.This Interrupt must be played on your own lone bounty hunter to add to

Res Luk Ra’auf

your battle destiny.Your primary card resource throughout the game; see Force.

Reserve Deck

Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or

Reserve Pilot

Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.When directed to reshuffle a deck or pile, you must shuffle it and then allow the

reshuffle

opponent an opportunity to ‘cut’ (take a portion of the deck or pile from the top and place itunderneath the remainder). Return the deck or pile to its appropriate place on table. This term isequivalent to the phrase “shuffle, cut and replace” on older cards.Errata:

Responsibility Of Command

Use 2 Force to deploy on any war room at a Rebel Base. Target a Rebel with forfeit > 4 or anopponent’s leader. Opponent may not initiate a battle or a Force drain at same location as target.Utinni Effect canceled when reached by target.See game text — canceled, cannot use, cannot utilize etc.

Restraining Bolt

See the Light Side counterpart, Access Denied.

Restricted Access

See unique and restricted cards.

restricted cards

This Interrupt allows you to rearrange Death Star sites in any order.

Retract The Bridge

However, the sites must still conform to the pattern specified in the location deployment rules(i.e., Docking Bay 327 must remain at the end). Each Laser Gate on the Death Star may berelocated between any two interior Death Star sites.Retrieving a card (or retrieving 1 Force) is defined as taking the top card of your

retrieve

Lost Pile and placing it face down on your Used Pile. To retrieve multiple cards, simply retrievemultiple times (this is all one action). To randomly retrieve a card, shuffle, cut and replace theLost Pile and then retrieve normally. To retrieve a specific card, search the Lost Pile; if a copy ofthe card is there you must place it face down on your Used Pile (do not reshuffle unlessinstructed to do so).A retrieved card is always revealed to both players, even when the Lost Pile is face down (seeEyes In The Dark).This Effect causes Force icons on the revolved location to switch color as well

Revolution

as side. Although the game text switches sides, the individual words are not transposed (e.g., youshould not substitute ‘Imperial’ for ‘Rebel’ or vice versa).Adds 1 to power of each of your bounty hunters and smugglers (but subtracts 1

Rodian

from Greedo’s power) at same site. Adds 1 to power of anything he pilots.May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. May add 2

Rogue 2

to search party destiny draw if all pilots aboard are part of that search party.May add 2 ‘riders’ (passengers). Bantha ability = 1/2. May move as a

Rogue Bantha

‘react.’ Whenever a battle was just initiated at same site, one Tusken Raider present (yourchoice) is ‘trampled’ (immediately lost).Adds 1 to weapon destiny draws of anything he is aboard as a passenger.

Rogue Gunner

A character is a member of Rogue Squadron if indicated in title, lore or

Rogue Squadron

game text or if piloting a Rogue Squadron snowspeeder (one whose title begins with thedesignation “Rogue”). Any gunner aboard a Rogue Squadron snowspeeder is a Rogue Squadrongunner (see Commander Luke Skywalker).Adds 1 to power and maneuver of anything he pilots.

Romas “Lock” Navander

Opponent may not ‘react’ to or from same location.Astromech and vehicle droids whose model numbers begin with the letter

R-unit droids

‘R’ are collectively referred to using the short-hand term “R-unit droids.” For example, R2-D2 andR4-M9 are both R-unit droids, whereas R-3PO (a protocol droid) and RA-7 (a servant droid) arenot.This Utinni Effect defines a value for X at the time the Utinni Effect is

Rycar’s Run

initiated, not when it is resolved.In the Star Wars universe, sabacc is a high-stakes card game commonly played by

sabacc

gamblers, cutthroats and other rough characters. Many different variants exist throughout thegalaxy. The Star Wars Customizable Card Game allows you and your opponent to play sabacc asa “side game” by using special sabacc Interrupt cards. The following rules apply to all sabaccvariants.The object of the game is to draw two to six sabacc cards which have a total value as close to 11as possible (without going over). To initiate sabacc, you must target one of your characters thatmeets the requirements on the sabacc Interrupt (it is not necessary for an opposing character tobe present; conceptually, your character can play against an unseen adversary). Your opponentmay also target one of his characters if he has one who meets the requirements. For example, inCloud City Sabacc, targeting a gambler can be helpful to either player.Both players temporarily set aside their regular hands while playing sabacc.Each player draws the top two cards from his Reserve Deck (sabacc

Playing sabacc

cannot be initiated unless this is possible). Players may then choose to draw additional cards.Beginning with your opponent, each player in turn may either draw a card or “pass.” (A playermust pass if he has no cards remaining in his Reserve Deck or if he already has six cards in hissabacc hand.) After a player passes, that player may not draw any more sabacc cards.Each card’s value is equal to its destiny number, except for wild cards and clone cards (whichare defined on the sabacc Interrupt):•Each wild card must be assigned a value within the range shown on the sabacc Interrupt. (Youmay choose a different value for each of your wild cards.)•Each clone card must “clone” (duplicate) the value of any other card in that hand (even a valueassigned to a wild card). A hand containing nothing but clone cards has a total value of zero.Players choose the values of their wild cards and clone cards (if any), then reveal their entiresabacc hands to determine the winner.•The player who is closest to 11 (without going over) wins.•If both players go over, the player who is closest to 11 wins.•In the case of a tie, the player with the fewest sabacc cards wins. (If players also tie fornumber of sabacc cards, the game is a draw — there is no winner or loser.)The loser must give up one sabacc card as follows:•If any cards in the loser’s sabacc hand are listed among the stakes, the winner chooses onesuch card and places it in his Used Pile as if stolen (see stealing).•Otherwise, the winner chooses any card there to be lost.All remaining sabacc cards are then placed in their owners’ Used Piles and regulargameplay resumes.If a player’s first two sabacc cards total exactly 11 (with no wild cards or

Perfect sabacc

clone cards), that player announces “sabacc!” and immediately wins double: the loser must giveup each of his two sabacc cards (stakes to the winner’s Used Pile; others to the loser’s LostPile). If both players have a perfect sabacc, the game is a draw.Each hand of sabacc is a single action initiated by the play of the appropriate Interrupt card.Sabacc may not be initiated during battle.Sabacc draws are not destiny draws, and thus do not trigger the game text of cards such asR2-D2 or Tauntaun Bones.Apply all standard modifications to the destiny numbers of cards drawn during sabacc. Forexample, conditions at Kiffex could cause the Tonnika Sisters card to have a sabacc value of four.Your sabacc hand is considered part of your Life Force. As such, cards from your sabacc handmay be lost to satisfy required Force losses that might occur during sabacc (such as from an‘insert’ card).When the Light Side player wins an Imperial starship as a stake in sabacc, that starship becomesa Rebel starship (and vice versa).If you use Lando’s game text to modify your total, you cannot have a perfect sabacc.This Interrupt allows the destruction of any kind of weapon, device or vehicle.

Sabotage

However, it does not give you permission to steal cards that cannot normally be stolen.Deploys only to a Tatooine site. May add 1 driver and 7 passengers. May

Sandcrawler

relocate only to planet sites. Adds 1 to forfeit of each Jawa at same exterior site.The phrase “may relocate only to planet sites” on this vehicle means that it cannot relocate tonon-planet sites (but it can board a capital starship which has sufficient vehicle capacity).LIGHT (0): Your characters may enter/exit here for 1

Sandcrawler: Droid Junkheap

Force each. “Nighttime conditions” here. DARK (0): Deploy on your sandcrawler. Each Jawa isforfeit +2 here. “Nighttime conditions” here.LIGHT (0): Deploy on your sandcrawler. Each Jawa is

Sandcrawler: Loading Bay

forfeit +2 here. “Nighttime conditions” here. DARK (0): Your characters may enter/exit here for1 Force each. “Nighttime conditions” here.The Sandcrawler: Droid Junkheap and Sandcrawler: Loading Bay

sandcrawler sites

sites are both vehicle sites.Sandtrooper is a subcategory of stormtrooper. All sandtroopers are

sandtrooper

stormtroopers (and also troopers); thus, a sandtrooper may be affected by anything that affectsa stormtrooper or a trooper. (See characteristics.)Represents a computer connection on a site or starship; referenced by

Scomp link icon

various Interrupts and other cards.During your control phase, you may attempt to find missing characters by

search party

forming and using a search party as follows:1.Designate one or more of your characters at the same site as the missing character(s) to bemembers of the search party.2.Draw destiny.3.Add 1 to the destiny draw for each member of the search party (2 if that search partycharacter is a scout).4.If total destiny > 5, one of your missing characters there (random selection) is found and joinsthe search party.You may only search where you have one or more characters missing (you may not search foryour opponent’s characters). Members of a search party (including any characters they find)may not move, search again or participate in a battle you initiate for the remainder of that turn.See taking cards from a deck or pile.

searching

page 117

Vertically oriented location where starfighters and other cards can deploy, battle

sectors

and move. There are planet and space sectors.All sectors share the following features:•Sectors are oriented vertically, like systems; however, they have no parsec number and thuscannot be used for hyperspeed movement.•Vehicles and characters may not deploy or move to a sector unless aboard a vehicle or starshipwhich is allowed at that sector.•Cards which affect starships at a system can also affect starships at a sector.Asteroid sectors and cloud sectors (except Bespin: Cloud City) deploy next to any planet systemor another sector of the same type, as shown below. Sectors may be inserted in any order, aslong as you maintain the following pattern:planetAsteroidAsteroidAsteroidBigCloudsCloudsCloudssitesitesystemFieldFieldFieldOneCloud SectorsAsteriod SectorsSectors which deploy only to one particular system (e.g., Bespin: Cloud City) may deploy even ifthat system location is not on table. However, sectors which deploy to any planet system (e.g.,Clouds, Asteroid Field, Big One) may deploy only where a system location is already on table.At sector locations, you may make any applicable ‘reacts’ and any applicable unlimited moves. Inaddition, certain regular moves are allowed at sectors, depending on the kind of sector (seeasteroid sectors and cloud sectors).Currently, the only sector with a related site is the Big One.Targeting a character with one of these automated weapons is an automatic action

seekers

which will affect any one applicable character regardless of which side it is on, includingUndercover spies. If multiple potential targets are present, the player controlling the seeker maychoose which character to target.Although your seekers are not characters, they may move like characters, utilizing landspeed,docking bay transit, embarking, disembarking, transferring and shuttling where appropriate.When movement costs are different for each player (e.g, docking bay transit), seekers use themovement costs that affect the side of the table they are on. Your seekers may board youropponent’s vehicles and starships (but not your own); they do not take up passenger capacity.Otherwise, seekers may not be moved or affected by other cards which work on characters.Seekers cannot move outside the control phase; for example, they cannot use corridor game text.Many of the smaller, less ferocious creatures in the Star Wars

selective creatures

universe are selective in their eating habits and thus do not attack their own kind. Selectivecreatures attack characters, creature vehicles or other species of creatures (those with a cardtitle different from their own). However, selective creatures with the same card title simplyignore each other for purposes of movement and attack.Lose a droid to cancel all attrition against you at same site

Self-Destruct Mechanism

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Sense

‘react,’ you must target your highest-ability character on table. Thus, if you do not have acharacter with ability on table, you may not initiate Sense (unless canceling Alter).When multiple cards are moving or deploying as a ‘react,’ each Sense played may cancel onlyone of those deployments or movements.For more general rules on using Sense, see Alter.Whenever you just initiated a battle at same site as Shawn, your troopers

Shawn Valdez

at adjacent sites who have not already battled this turn may immediately move to same site.Feature of some starships that allows shuttling and

ship-docking capability

transferring of appropriate characters and vehicles by symbolic ‘docking’ (unrelated to dockingbays).The second function of this Interrupt affects cards that peek at

Shocking Information

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

shuffle, cut and replace

A shuttle vehicle must have a pilot to move and to use power, maneuver

shuttle vehicles

and landspeed. (However, it may be shuttled or transferred without a pilot aboard.) Shuttlevehicles may deploy and operate at cloud sectors.A piloted shuttle vehicle may use its regular move either•to make any normal vehicle move (including being shuttled), at normal use of the Force, or•to shuttle characters to or from any starship (even a starfighter) with ship-docking capability(this is also the characters’ regular move), for free. The shuttle vehicle conceptually makes around trip, and thus remains at the site.A character or vehicle may shuttle from an exterior site to a capital starship with

shuttling

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See movement - regular - shuttling.

site

move. There are planet, space, mobile, vehicle and starship sites.Deploy –1 to a Tatooine site. May add 1 driver and 5 passengers. May move as a ‘react.’

Skiff

If lost, any characters aboard may “jump off” (disembark).This term refers to Luke, Leia and Anakin (i.e., Darth Vader crossed to the Light

Skywalker

Side, which will be possible in a future expansion set).A ‘sleeping’ character cannot move, drive or pilot.

sleeping

During your control phase, fire one of your weapons. If URoRRuR’R’R firing, may add

Sniper

2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defensevalue of 4.) Any ‘hit’ targets are immediately lost.When you use this Interrupt to fire a weapon, the following apply:•The normal requirement for the weapon’s target to be participating in a battle or attack doesnot apply.•A weapon that targets characters may target an Undercover spy.•A long-range weapon may use its full range.•A weapon that can fire repeatedly may do so with a single Sniper card.•If the weapon is involved in a battle later that same turn, it is not prevented from firing in thatbattle.The phrase “Any ‘hit’ targets are immediately lost” applies only to weapons which actually ‘hit’targets. Other weapons may be used with Sniper, and have their normal result.Deploys only on Hoth. Power –1 when not at a Hoth site.

Snowtrooper

Snowtrooper is a subcategory of stormtrooper. All snowtroopers are stormtroopers (and alsotroopers); thus, a snowtrooper may be affected by anything that affects a stormtrooper or atrooper. (See characteristics.)This Interrupt must be played on your own lone alien to add to your battle

Solo Han

destiny.Deploy on your warrior to give that warrior scout skill. That warrior may move

Solomahal

as a ‘react.’ OR Deploy on your scout. When that scout ‘reacts,’ it is power +2 for remainder ofturn. (Immune to Alter.)Deploys only on Dagobah or Cloud City. Adds 2 to power of anything

Son Of Skywalker

he pilots. Once per game, during your deploy phase, a lightsaber may deploy on Luke (for free)from Reserve Deck; reshuffle. Immune to attrition < 4.May add 1 driver and 3 passengers. Moves free if Owen

SoroSuub V-35 Landspeeder

Lars, Beru Lars or Luke aboard. May move as a ‘react’.During your control phase, fire one of your weapons. If Han

Sorry About The Mess

firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a characterweapon using defense value of 4.) Any ‘hit’ targets are immediately lost.See the Dark Side counterpart, Sniper.Some generic sites include the word ‘spaceport’ in their title (e.g.,

spaceport sites

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Spice Mines of Kessel

escort at no extra cost. The captive occupies passenger capacity on starships and vehicles, butcannot be transported via Elis Helrot because it is not one of ‘your’ characters.Characteristic (referenced in card lore) that allows your character to deploy even where

spy

you do not have presence or Force icons.Squadron is a kind of starship card, separate from starfighter and capital

squadrons

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Section 3.See starship - squadron class.

Stalker

Permanent pilot provides ability of 1. Probe droids deploy free to sites related to same system.This site is a launch bay, not a docking bay.

Star Destroyer: Launch Bay

Starship sites obey location deployment rules (e.g., interior/exterior

starship sites

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See weapon - firing starship weapons.

starships

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

starships — deployment

page 123

Force icons.Capital starships may deploy to system locations and asteroid sectors.Starfighters (and squadrons) that have permanent pilots aboard may deploy to (1) docking bays,(2) your capital starships with sufficient capacity and (3) system and sector locations.A starfighter that does not have a permanent pilot aboard may deploy•to any of the three places listed above if it is deployed simultaneously with a pilot (whichcounts as a single action), at normal use of the Force; or•‘empty’ to a docking bay or one of your capital starships with starfighter capacity — not to asystem location.You may deploy characters, vehicles and starfighters directly aboard your starships at anylocation where you have presence or Force icons and the starship has sufficient capacity.A starship that has a pilot, a nav computer and hyperspeed can

starships — movement

move from one system to another system for an expenditure of 1 Force. The starship’shyperspeed must be at least equal to the difference between the parsec numbers of the twosystems. (The starship must have hyperspeed even if the difference between the two parsecnumbers is zero.) This is a regular move for the starship.Starships require a pilot — but not a nav computer — for•landing and taking off,•movement to and from asteroid sectors and cloud sectors, and•embarking and disembarking on capital starships.Characters, vehicles, starfighters and squadrons may use shuttling, transferring and embarking tomove aboard starships with appropriate capacity.After both players’ starting locations have been deployed, and before

starting interrupts

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Stealing weapons and devices

or device may do so only if that weapon or device says it can be deployed on (or moved by)characters. For example, a character may steal a lightsaber, an E-web Blaster or a LightRepeating Blaster Cannon, but may not steal Proton Torpedoes, a Laser Gate, a HydroponicsStation or the Planet Defender Ion Cannon. The thief does not have to actually be able to use theweapon or device, just carry it.Cards with deployment restrictions (e.g., Obi-Wan’s Lightsaber) may be stolen and carried by anycharacter who is able to steal and carry them, but may be transferred to and used by only thosecharacters who meet the deployment restrictions.The term stormtrooper includes regular stormtroopers, as well as special

stormtrooper

troops designated sandtroopers and snowtroopers. All stormtroopers are affected by anythingthat affects troopers. (See characteristics.)See the Light Side counterpart, Echo Trooper Backpack.

Stormtrooper Backpack

If a battle was just initiated at an interior site, use 1 Force to exclude

Stunning Leader

from that battle all characters of ability > 2 and all leaders (on both sides).See negative numbers.

subtracting

See the Light Side counterpart, Nightfall.

Sunsdown

Deploy on Death Star system at parsec 0. May target a capital starship at

Superlaser

Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if totaldestiny > defense value.See long-range weapons.Use 1 Force to deploy on your starfighter, free on Falcon.

Surface Defense Cannon

May target a character or creature at same site using 1 Force. Draw destiny. Target hit if destiny+1 > defense value.See the Light Side counterpart, I Have A Bad Feeling About This.

Surprise

See the Dark Side counterpart, Counter Assault.

Surprise Assault

Use 1 Force to deploy on your Y-wing or B-wing. May target a starship

SW-4 Ion Cannon

using 1 Force. Draw destiny. If destiny > target’s defense value, all starship weapons deployedon target are lost, armor or maneuver = 0 and hyperspeed = 0.See ion weapons.Deploy on any non-thief to give that character thief skill. Once during each of

Swilla Corey

your control phases, may target one device at same site. Draw destiny. If destiny < target’sdestiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)Vertically oriented location where starships and other cards can deploy, battle and

system

move. Systems use the same card template as sectors but also have a parsec number. There areplanet, space and mobile systems.This Interrupt may be initiated only after all destiny draws are performed by both

Takeel

players. Thus, this action requires that both players draw exactly one battle destiny each.For all intents and purposes, the two destiny numbers trade places. Any further actions ormodifiers which affect a player’s destiny (e.g., Han’s Dice) will affect that player’s new number.taking cards from a deck or pile — See verification.Errata:

Tallon Roll

Target two starfighters (your TIE/ln and any Rebel starfighter) present at same system or sector.Each player draws destiny. Opponent totals destiny and starship’s power. You total destiny, TIE’spower and TIE’s maneuver. Lowest total loses starfighter.You may use this Interrupt to target an unpiloted starfighter; however, because an unpilotedstarfighter may not use its power and maneuver, they are treated as zero.If both players have the same total, neither starfighter is lost.During the damage segment of a battle, you may forfeit this alien in place of a ‘hit’

Talz

character. This capability may be used even if Talz has been ‘hit’ (the forfeiture of Talz satisfiesboth ‘hits’). Neither the Talz nor the original target is affected by any other results of the weapon,such as “forfeit = 0” or “may not be used to satisfy attrition.”Adds 2 to power of anything he pilots. Your starships may move from

Tamizander Rey

same exterior site for free. While at Echo Docking Bay, once every turn, may allow one characteron Hoth to be immune to The Shield Doors Must Be Closed.Deploys only on Tatooine. Adds 2 to power of anything he pilots. Once per

Tamtel Skreej

game, Undercover may deploy on Tamtel from Reserve Deck; reshuffle. While at a site youcontrol, Rebels are immune to None Shall Pass at that site.CAPITAL: CORELLIAN CORVETTE

Tantive IV

page 128

May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Hasship-docking capability. Permanent pilot provides ability of 2.Act of selecting and identifying a particular thing such as a card, pile, hand, player,

target

icon etc. for a purpose specified by a card or rule. Also, a synonym for the thing that is targeted.A card does not have to explicitly use the word “target” to target something. An action whichaffects a target affects only that target (e.g., Lateral Damage reduces to zero the forfeit of astarship, but not any characters aboard).Using this device to fire a weapon twice requires normal use of the

Targeting Computer

Force for both firings. When firing separately, you may fire at the same target twice or at twodifferent targets. When combined, add both destiny totals together against a single target.Tatooine location deployment — The layout of Tatooine sites is shown below.Jabba’s Palace SitesDockingJabba’sEntranceRancorTatooineCantinaMos EisleyEEEIIISystemBay 94PalaceCavernPitExteriorInt/ExtInteriorUndergroundTo keep the three sites that represent the Mos Eisley spaceport together, the Tatooine: MosEisley site has a special deployment rule: it may not be separated from the Cantina or DockingBay 94 by any other exterior sites.This non-unique location’s game text prevents characters with

Tatooine: Desert

landspeed less than 2 from moving away; however, it does not affect the movement of vehiclesor other kinds of movement such as shuttling, landing and taking off. Characters with landspeedgreater than 1 (e.g., Kal’Falnl C’ndros, Boba Fett) can move away from the desert, but theaverage character needs some kind of assistance. (For example, a vehicle could be deployed torescue characters trapped in the desert, and some Interrupt cards temporarily add landspeed.)Beru Lars and Luke deploy –1 here.

Tatooine: Lars’ Moisture Farm (Light Side)

May add 1 ‘rider’ (passenger). Deploy only on Hoth. Ability = 1/4. May move as a

Tauntaun

‘react’ from a battle. May be ‘sacrificed’ (lost) to make rider immune to Exposure this turn.Adds 2 to power of any creature vehicle he rides. When riding a

Tauntaun Handler

tauntaun, also draws one battle destiny if not able to otherwise.This character is not a gambler. (See characteristics.)

Tech Mo’r

This alien’s capability to prevent Dark Side aliens from using their game text

Tedn Dahai

lasts for “remainder of turn” even if Tedn is lost.See the Light Side counterpart, Grappling Hook.

Tentacle

The phrase “drained of at least 5 Force” on this Interrupt means that

Thank The Maker

you lost a total of 5 or more Force during the same control phase as a result of one or moreForce drains.If you have a probe droid at a site during your

That’s It, The Rebels Are There!

control phase, move one of your starships to the related system. That starship cannot move againthis turn.If Vader and Obi-Wan are present at same site, use 1

The Circle Is Now Complete

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 Empire’s Back

This Immediate Effect, once it has had its result, causes

§ There'll Be Hell To Pay

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

This Is All Your Fault

To determine which characters are male and which are female, see

This Is Just Wrong

gender of characters.Deploys free to your [Independent] starship. Adds 2 to power of anything he

Thul Fain

pilots. When with Lieutenant Tanbris in a battle at a system, adds 2 to each of your battledestiny draws.Deploy –1 to same system as any Imperial capital starship. May add 1 pilot.

TIE Avenger

Boosted TIE Cannon may deploy aboard.In addition to participating in starship battles, TIE Bombers may be used in

TIE Bomber

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

TIE Vanguard

or sector as a ‘react’.This starship does not allow you to ‘react’ if it does not have a pilot (e.g., because of Come WithMe or Eject! Eject!).Your starfighter or vehicle is ‘lone’ in a battle if all of your characters and

Tight Squeeze

ability participating in that battle are aboard that starfighter or vehicle.See cannot move.

Tigran Jamiro

The phrase “owner’s choice” on this automated weapon refers to the owner of

Timer Mine

the affected characters, not the owner of the Timer Mine.Like other mines, your Timer Mine may be buried (see mining droid rules). If tripped by youropponent, it ‘explodes’; draw destiny to determine how many opponent’s characters present arelost. However, if you trip your own buried Timer Mine it is simply discarded (your Timer Mine isnot applicable to your own characters).See actions.

timing

Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver

Tiree

and (when in Death Star: Trench) adds 1 to total of Attack Run.Twice during each of your control phases, may use 2 Force to draw 2

Tonnika Sisters

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

topmost action

other actions, or occur ‘within’ other actions, when this happens the previous action is suspendedwhile the new action is occurring. A good way to visualize actions is like a stack of cards;whichever card is on top is the action that is currently executing; all other actions below it aresuspended and waiting for the action(s) above them to resolve before they can resume.Accordingly, the one action that is executing at any given time is called the “topmost action.”Adds 2 to power of anything she pilots. When at any war room, adds 1 to

Toryn Farr

weapon destiny draws of your Planet Defender Ion Cannon on same planet.Use 2 Force to deploy on your Star Destroyer. At the end of a battle at

Tractor Beam

same system or sector, may target an opponent’s starship present (except Mon Calamari StarCruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value.Any reference to a “tractor beam” (e.g., on Out Of Commission) applies to any device with thatcharacteristic, such as Death Star Tractor Beam.Tractor beaming allows you to seize a Rebel starship and “pull it

tractor beaming

aboard” your Star Destroyer or Death Star. (See captured starships.) Normally you may use eachtractor beam only once per battle, but from turn to turn it might capture and hold multiplestarships.If you have a piloted AT-AT or AT-ST present at a site, target opponent’s character,

Trample

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

transferring captives

Any number of characters and vehicles may transfer from one starship to

transferring

another at the same system or sector location for 1 Force if at least one of those starships (evenif a starfighter) is piloted and has ship-docking capability. This is a regular move.See weapons — transferring.

transferring weapons and devices

page 132

This Interrupt cancels any card on table or just played that

Transmission Terminated

has the word ‘hologram’ boldfaced in its lore; it does not cancel dejarik cards.A transport vehicle must have a driver to move and to use power,

transport vehicles

maneuver and landspeed. (However, it may be shuttled or transferred without a driver aboard.)The Death Star: Trench is an exterior mobile site with some special

trench rules

properties. It must deploy next to the Death Star system as shown below.starting location, Light Side goes first in game.starting location, Light Side goes first in game.TM, ® & © 1998 DECIPHER INC.Hyperspeed = 1. Immune to Revolution. If this is yourHyperspeed = 1. Immune to Revolution. If this is yourTM & © 1998 LUCASFILM LTD.X = parsec of current position. Deploys only at parsec 0.X = parsec of current position. Deploys only at parsec 0.XXDEATH STARDEATH STAR“Trench Rules” in effect, your weapons fire free and Turbolaser Battery may deploy here.“Trench Rules” in effect, your weapons fire free and Turbolaser Battery may deploy here.If you control, with a leader here, all Rebel Troopers and Y-wings on table are forfeit -1.Your docking bay transit from here is free.•DEATH STAR: TRENCH•DEATH STAR: TRENCHDEATH STAR: WAR ROOM•DEATH STAR: TRASH COMPACTORDEATH STAR: DOCKING BAY 327TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1995 LUCASFILM LTD. TM, ® & © 1995 DECIPHER INC.TM & © 1998 LUCASFILM LTD. TM, ® & © 1998 DECIPHER INC.•DEATH STAR: TRENCH•DEATH STAR: WAR ROOM•DEATH STAR: TRASH COMPACTOR•DEATH STAR: DOCKING BAY 327“Trench Rules” in effect and each of your starfighters is maneuver –2 here.If you initiate a battle here, add one battle destiny.You may deploy here without presence. If you control, Force drain +1 here.Your docking bay transit from here requires 2 Force.Players may not deploy or move any cards to the trench unless a specific card allows them to doso (e.g., Attack Run, Maneuver Check and the Death Star: Trench itself).This alien may not ‘sell’ your opponent a unique (•) ‘insert’ card if there is

Treva Horme

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

§ 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

snowtroopers). See characteristics.This character is a sandtrooper. (See characteristics.)

Trooper Davin Felth

Use 3 Force to deploy on your Star Destroyer or any mobile system.

Turbolaser Battery

May target a starship using 2 Force. Draw two destiny. Subtract 2 if targeting a capital starship.Otherwise, subtract 5. Target hit if total destiny > defense value.Six consecutive phases of play (activate, control, deploy, battle, move and draw)

turn

executed by one player.Deploys only on Tatooine. W Power = 1, +1/2 for each other non-unique

Tusken Raider

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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).

Tzizvvt

make other kinds of regular moves and unlimited moves normally.This droid must deploy to a place that your Undercover spies are

U-3PO (Yoo-Threepio)

allowed to move to, such as to your opponent’s side of a site or to your opponent’s vehicle orstarship with available passenger capacity.U-3PO becomes Undercover the moment it is deployed, and remains so even if its game text iscanceled or suspended (e.g., by Restraining Bolt). If stolen while Undercover (e.g., by a Caller),U-3PO moves to your side of the location and becomes an Undercover spy for your opponent.While Undercover, U-3PO adds power to the Light Side during battles (regardless of which playercontrols the droid), but does not otherwise participate in battles.U-3PO behaves like other Undercover spies, and thus may have its cover broken (voluntarily if ata site during your deploy phase, or by cards that break cover). Once its cover is broken, U-3POceases to be Undercover (but remains a spy), is controlled by the opposite player, andparticipates in battles normally. (U-3PO remains a non-Undercover spy even if stolen back. Tomake it Undercover again, U-3PO would have to be deployed again or targeted by theUndercover card.)May add 1 driver and 2 passengers. May move as a ‘react.’

Ubrikkian 9000 Z001

Treat any undefined numerical value as zero. The only exceptions are

undefined values

those values which literally do not exist. For example,•“No hyperdrive” is not hyperspeed of zero and so it cannot be increased through the addition ofan astromech droid.•When a destiny draw is required but the player does not have any cards in the Reserve Deck,the destiny does not exist and thus fails (is resolved in the favor of the opponent, often meaningthe action that required the destiny draw has no result).Undefined values are not modifiable. (See unmodifiable values.)During your control phase, target a vehicle with armor present with your

Under Attack

warrior. Draw destiny. If warrior has a Concussion Grenade or a lightsaber, add 3 to destiny draw(7 if both). Vehicle (and grenade) lost if total destiny > armor.Deploy on your spy at a site and cross spy to opponent’s side. Spy is

Undercover — Errata:

now Undercover. During your deploy phase, may voluntarily “break cover” (lose Effect) if at asite. (Immune to Alter.)A special characteristic of spies activated by the Effect card Undercover (and certain othercards). Your Undercover spy operates with unique capabilities. It has no presence, but preventsyour opponent from Force draining where present and allows deployment of your cards to thesame location. (Even Undercover droid spies provide this benefit.) An Undercover spy does notparticipate in battles and may not be targeted by an opponent’s weapons in battle.To indicate that your spy is Undercover, place it on your opponent’s side of the table at the samesite. Your Undercover spy moves during your opponent’s move phase (under your control and atnormal use of your Force). An Undercover spy can board an opponent’s starship or vehicle(embark, shuttle, transfer etc.) if there is sufficient capacity; however, the opponent has the firstchance to fill that capacity. If your Undercover spy is a pilot, it can operate an opponent’sunpiloted starship. Your Undercover spy may not board your own vehicle or starship card(although it may go to a vehicle or starship site).Despite being on the opponent’s side of a location and moving like one of your opponent’scharacters, your Undercover spy is still your character, and is affected as one of your characters.Thus, for example, when using docking bay transit or the special movement feature of a hallwayor corridor, the spy uses the text on your side of the card. This also means that your opponent’sUndercover spy cannot “tag along” when you play Elis Helrot or Nabrun Leids, who relocates only“your” cards.During your deploy phase, your spy may voluntarily “break cover” if at a site. If your spy’s “coveris broken,” it loses all Undercover-related cards and returns to your side of the table.Undercover spies (including U-3PO) with canceled game text are still Undercover.An Undercover spy is not present at a system or sector location, and thus may not block Forcedrains or allow further deployment. An Undercover spy does not allow you to deploy aboard youropponent’s starship card.Undercover spies do not affect conditions during battle such as being alone (for either side),although it does affect such conditions outside of battle.Undercover spies cannot escort captives.A kind of site indicated by an underground icon.

underground site

If a card is unique (•) or restricted (e.g., •••), the

unique and restricted cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

unlimited move

When a value is set to a another specific value by a card (e.g., ion

unmodifiable values

cannons, crashed vehicles, weapons that set forfeit = 0, Lateral Damage), that value isunmodifiable until restored to normal.An unoccupied location is a location where no player has presence. An

unoccupied

Undercover spy at a location prevents that location from being unoccupied.This alien is a Tusken Raider.

URoRRuR’R’R

Use 1 Force to deploy on URoRRuR’R’R or Chief Bast, 3

URoRRuR’R’R’s Hunting Rifle

on your non-droid character. May target a character or creature using 1 Force. Draw destiny.Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny >defense value.See Force.

use Force

Kind of Interrupt that is placed on the Used Pile after it is played.

Used Interrupt

Kind of Interrupt which may be played as a Used Interrupt or a

Used Or Lost Interrupt

Lost Interrupt (player’s choice).See Force.

Used Pile

See Force.

using Force

Kind of Effect generally compelling a character, vehicle or starship to move

Utinni Effect

to a specific location in order to cancel a negative condition or initiate a positive one.Deploy on Vader. May add 1 to Force drain where present. May

Vader’s Lightsaber

target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if totaldestiny > defense value.This Interrupt initiates a duel (not a battle), so no battle destiny is

Vader’s Obsession

drawn. When using this card in conjunction with Epic Duel, Vader does not have to move from anadjacent location.Deploy at same exterior site as your mining droid. ‘Explodes’ if starfighter

Vehicle Mine

(use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Drawdestiny. Target lost if destiny +2 > defense value. Vehicle Mine is also lost.A vehicle site is played by itself on table; however, it is related to one

vehicle sites

particular vehicle (which must be specified at the time of deployment) and is considered to beadjacent to the planet site wherever the related vehicle is located at any given time. The vehiclesite is nevertheless a separate site; if the vehicle is enclosed, any cards at the vehicle site arenot present at the planet site. To move the vehicle, a driver is required to be actually aboard thevehicle card, not at the interior site.Movement between a vehicle site and the outer site where the vehicle is present is free for theowner. The opponent, however, has a movement cost as stated on the card. Cards at a vehiclesite do not count against the capacity of the vehicle.Characters at a vehicle site are aboard the vehicle and present at the vehicle site (but are notpresent at the vehicle’s bridge or the surrounding site).The player controlling the vehicle may move his cards from the vehicle site to the related vehiclecard (capacity permitting), or vice versa. This movement requires 1 Force per card and is aregular move. If the vehicle is aboard a starship, the owner’s characters may embark anddisembark between the vehicle and the starship normally.If a vehicle leaves the table, its vehicle site and all cards located there are lost.Your vehicle may fire its weapons if you have a permanent pilot or any

vehicle weapons

non-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOM can also fire vehicleweapons.Card type that includes transport vehicles, creature vehicles, combat vehicles and

vehicles

shuttle vehicles. Characters use vehicles to move from site to site along the surface of a planet(or among related mobile sites). A non-creature vehicle must have a driver or pilot aboard (asindicated by the vehicle’s game text) to use its power and maneuver, and to move.If a non-creature vehicle is lost or otherwise leaves the table, any cards aboard it are lost. If acreature vehicle is lost, any characters aboard it may “jump off” — disembark — at the same siteand survive.Vehicles deploy only to exterior sites where you have presence

vehicles — deployment

page 137

or Force icons.You may deploy characters directly aboard your vehicles at any location where you havepresence or Force icons and the vehicle has sufficient capacity.A vehicle that has a driver or pilot (as appropriate), or any

vehicles — movement

creature vehicle even without a driver, can move from one exterior site to another relatedexterior site for an expenditure of 1 Force. The vehicle’s landspeed determines the maximumnumber of adjacent sites it may travel. This is a regular move for the vehicle.Non-creature vehicles require a driver or pilot for embarking and disembarking on landedstarships, but not for shuttling up to a capital starship.Characters may use embarking to move aboard vehicles with appropriate capacity.Whenever a card or rule allows you to take a card from a deck or pile, and

verification

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Vine Snake

out of their victim. Vine snakes remain attached to their host even if the host moves out of thecreature’s habitat. However, if a vine snake detaches outside of its habitat, it is lost. Vine Snakesattack only characters, and thus they ignore creatures and creature vehicles as potential meals.Vine snakes will defend themselves if attacked.See attaching creatures; see selective creatures.Adds 2 to power of anything he pilots. Twice during battle at same system,

Vul Tazaene

may use 2 Force to add 2 to any destiny of 2. If present with Tonnika Sisters, Vul and TonnikaSisters are lost.If you have a piloted AT-AT present at a site, target opponent’s artillery

Walker Barrage

weapon at same or adjacent exterior site. Draw destiny. Target lost if destiny +1 > forfeit. Also,one opponent’s character at same site as target (random selection) lost if destiny +1 > 6.If you have a piloted AT-AT present at a site, target any number of opponent’s

Wall Of Fire

troopers present at same or adjacent exterior site. Draw destiny. If destiny > number of trooperstargeted, they are lost.Adds 2 to power of anything he pilots. May use 1 Force to take

Warrant Officer M’Kae

one tractor beam, Our First Catch Of The Day or Besieged into hand from Reserve Deck;reshuffle.Characteristic identified by a warrior icon on a character card. Although many

warrior

character weapons specify that they deploy only on warriors, other character weapons deploy onbounty hunters, Jawas etc. and thus do not require a warrior.An icon used on a character card to indicate that the character has warrior

warrior icon

skill.This Interrupt must be played on your lone warrior to add to your

Warrior’s Courage

battle destiny.This Interrupt’s first function may capture a character lost or

We Have A Prisoner

forfeited from a system or sector, if you have a potential escort available aboard a vehicle orstarship at that location.Destiny drawn when firing a weapon (different from battle destiny).

weapon - destiny

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

weapons

opponent, usually during a battle or attack. (However, weapons are not required for a battle orattack to take place.)Each weapon (and device) specifies who or

weapons — deploying and carrying

page 139

what it may be deployed on and what the deploy cost is (if any). Although many characterweapons specify that they deploy only on warriors, other character weapons deploy on bountyhunters, Jawas etc. and thus do not require a warrior. You may not deploy weapons or deviceson your opponent’s characters (unless specifically allowed to by the card itself).You may deploy as many weapons and devices as you like on your character, vehicle or starship— even duplicates. However, each character, vehicle or starfighter may use only one weapon andone device per turn. Capital starships and characters with Backpacks may use any number ofweapons and devices per turn. Note that the cumulative rule still applies. So, for example,multiple Jedi Lightsabers will not give more than one Force drain +1 bonus.Some characters, such as Kabe and RA-7, have game text that allows them to carry weaponsthat they cannot use.A weapon or device providing a continuous modifier (e.g., Tatooine Utility Belt, Hoth SurvivalGear) does not count as ‘using’ that weapon or device for purposes of the carrying rules.You may fire a weapon only when you are

weapons — firing

•targeting something that is participating in a battle; or•targeting a creature that you are attacking; or•using a special card such as Sniper or Target The Main Generator.Normally, the weapon and target must be present with one another. However, long-rangeweapons allow you to target something at a different location; in this case, both the weapon andtarget must be present at their respective locations.You may not fire weapons at your own characters, vehicles or starships, even if they have beencaptured. However, you may fire weapons at cards which were once yours but are now beingused by your opponent (crossed over, stolen, won in sabacc etc.).Automated weapons such as seekers and mines target cards as specified on the cards, ratherthan during a battle or attack.During your deploy phase, you may transfer a weapon (or

weapons — transferring

device) from one of your characters, vehicles or starships to another such card present by usingForce equal to the deploy cost of the weapon (or device). Although this is not considereddeployment, you must obey all relevant deployment restrictions.This term has been superseded by the term weapons segment.

weapons phase

See battle — weapons segment.

weapons segment

This Effect may be used to capture characters only by the Dark Side (see

Weather Vane

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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-1016 ‘Techie’ Droid

may lose 1 Force to place a ‘hit’ starship or vehicle at same site, adjacent site, related system orrelated cloud sector in Used Pile instead of Lost Pile.Adds immunity to attrition < 2 to all your vehicles and

WED15-I662 ‘Treadwell’ Droid

droids at same location. Also, if ‘treadwell’ droid is at a docking bay, adds immunity to attrition <3 to all your starfighters at the related system and related sectors.Adds immunity to attrition < 2 to all your vehicles and

WED-9-M1 'Bantha' Droid

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Wedge Antilles

to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take oneCorellian Slip into hand from Reserve Deck; reshuffle.According to Lucasfilm Ltd., the character of Wedge Antilles was played by two different actors:first Jack Klaff and then Denis Lawson. Jack Klaff appears on the Wedge Antilles card and DenisLawson appears on the Commander Wedge Antilles card.This Interrupt is not a response to a Force drain.

We’re Doomed

This Interrupt is intended to target Luke even if he is on Dagobah (as

We’re The Bait

implied by the Jedi Test restriction).Adds 1 to weapon destiny draws of anything he is aboard as a passenger

Wes Janson

(adds 3 if aboard Rogue 3 or with Wedge or Jek).The phrase “with Wedge or Jek” on this character means whenever Dack has presence at thesame location as Wedge or Jek.See the Dark Side counterpart, There’ll Be Hell

What’re You Tryin’ To Push On Us?

To Pay.See battle — winner and loser.

winner of battle

This alien is male. (See gender of characters.)

Wiorkettle

Errata:

Wioslea

During your control phase, may use 1 Force to target an opponent’s unoccupied transport vehicleor droid present. Draw destiny. If destiny > target’s destiny number, use Force equal to target’sdeploy cost to ‘purchase’ target (use as if stolen).Deploys only at Tatooine. Power +2 when defending a battle at a Jabba’s Palace site.

Wooof

Adds 2 to power of anything he pilots (3 if piloting an [Independent] starship or if Jabba isaboard).This alien’s capability to cause weapons and droids to be lost is an automatic action.

Wuher

Once during each of your control phases, may peek at X cards randomly

Wyron Serper

selected from opponent’s hand, where X = number of [Dark Side Force] icons at same site. Also,when you are drawing destiny, adds 2 to the destiny of any card with ‘scan’ in the title.See locations.

Yavin 4 location deployment

This Utinni Effect is not a character and may not be targeted as a character.

Yerka Mig

Yerka Mig deploys and moves like a character, but does not require presence or Force icons anddoes not count toward vehicle or starship capacity. While at a system or sector location, YerkaMig does not affect the opponent’s power.“Notice you will, on my card, an icon there is, yes. Jedi Master it means, and a Light

Yoda

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

“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.

You Overestimate Their Chances

your cards — See owner.See the Light Side counterpart, Eyes In The Dark.

Your Eyes Can Deceive You

Adds 2 to power of anything he pilots. When piloting Rogue 2, also adds 3 to

Zev Senesca

maneuver and may draw one battle destiny if not able to otherwise.Adds 2 to power of anything he pilots. May move for free as a ‘react.’ Once during

Zuckuss

each battle, may use 1 Force to cause one alien of ability < 3 at same site to be forfeit = 0 forremainder of turn. Immune to attrition < 3.Deploy on Zuckuss, or use 1 Force to deploy on any other bounty

Zuckuss’ Snare Rifle

hunter. May target a character or creature using 2 Force. Draw destiny. Character captured ifdestiny –1 > defense value. Creature lost if destiny +1 > defense value.© 1998 Lucasfilm Ltd. & TM. All Rights Reserved. Used under authorization. TM, ® & © 1998 Decipher Inc. All Rights Reserved.

All Wrapped Up

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Alter & Collateral Damage

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 Podracer

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Aurra Sing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See biker scouts. Carbon Chamber Testing / My Favorite Decoration

Black Squadron TIE

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Bog—wing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Boonta Eve Podrace

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Commander Merrejk

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

§ Conduct Your Search

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Special Delivery.

Coruscant: Imperial Square

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Counterattack

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Dantooine Base Operations / More Dangerous Than

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See dejarik rules.

You Realize

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Darklighter Spin

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

§ 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’s Lightsaber

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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: Detention Block Control Room (Light Side)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

§ Emperor Palpatine

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Enter The Bureaucrat

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See A Vergence In The Force.

Explosive Charge

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Floating Refinery

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Force Lightning

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Holonet Transmission

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

I Am Your Father

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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!

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

I Had No Choice

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

If The Trace Was Correct

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

IG-88 In IG-2000

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See may initiate battle. CCG G SLOSSARYUPPLEMENT

IG-88 With Riot Gun

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Imperial Justice

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Incom Engineer

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 Is The Future You See

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Luke Seeker

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Main Course

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Mandalorian Armor

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Mara Jade, The Emperor's Hand

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Master Luke

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See leaves table.

Meteor Impact?

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

My Kind Of Scum / Fearless And Inventive

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

"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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Naboo: Theed Palace Throne Room

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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?

Punch It!

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See cancel - game text.

Quiet Mining Colony / Independent Operation

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

This Light Side character does not have the characteristic Corellian.

Rebel Strike Team / Garrison Destroyed

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Relentless Pursuit

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Rep Been

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

GunganThis character is a

Report To Lord Vader

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Rescue The Princess / Sometimes I Amaze Even Myself

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

§ Senator Palpatine

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Sergeant Major Bursk

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Sergeant Major Enfield

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Sergeant Narthax

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Set Your Course For Alderaan / The Ultimate Power In

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

Special Delivery

The Universe

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Shot In The Dark

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Dark Side counterpart, Inconsequential Losses.

Suppressive Fire

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See weapons – firing outside of the battle phase.

Surface Defense

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Tagge Seeker

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Take The Initiative

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Dark Side counterpart Sneak Attack.

Tarkin Seeker

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Tatooine: Podrace Arena

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

The Camp

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

The Emperor

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

The Emperor's Prize

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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!

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

The Shield Doors Must Be Closed

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

§ They Will Be No Match For You

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Alter It Any Further

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Trooper Jerrol Blendin

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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,

Twi’lek Advisor

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Weequay Marksman

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

This card is not considered to have the characteristic hologram.

WHAAAAAAAAAOOOOW!

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

What Is Thy Bidding, My Master?

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Yade M'rak

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

Yoda, Senior Council Member

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

§ Yoda's Gimer Stick

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

"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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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?

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See all cards.

alternate image cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See creature – attaching.

automatic modifiers

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Glossary.

otherwise

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

beginning of turn

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

biker scouts

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

bomber

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

bombing run battle

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

captives – frozen

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

captives – releasing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

combat cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Dark Jedi Master

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See character - Dark Jedi Master.

Death Star and Death Star II

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

deployment restrictions

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

empty deck or pile

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

‘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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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]

even number

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

excluded from battle

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

for each

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

for every

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 drains may not be modified or canceled by

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

opponent

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

game text - cancel

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

instead of drawing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See about to draw.

instead of firing

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See actions - step 1b: initiation - choosing targets

Jabba's Palace locations

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

just lost

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

leaves table

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

maintenance cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

• 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 starship

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 – carrying cards

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

• 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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

space

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

slots

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

Exterior Naboo sitesUnderwater Naboo sites

movement – unlimited – prisoner transfers

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

permanent weapon

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

presence icon

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

shuttle vehicle

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

squadron class starships

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See Section 3.See starship - squadron class.

squadron class starships - deployment and replacement

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

squadron designations

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

starship – movement

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See movement.

start of turn

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

undercover spy rules

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

unpiloted

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

with

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

Defensive Shields

creature — attacking other creatures

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

vehicles

Effect - Utinni Effects

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

Interrupt - Lost

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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 entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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.

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

See movement.

starship - squadron class - replacement

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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)

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

‘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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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

This entry is from the January 2002 Glossary Supplement and replaces the Glossary 2.0 entry of the same name.

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


Section Three: Later Decipher rulesheets

These sheets were published after Glossary 2.0. Full-page scans are included because the diagrams are part of the ruling.

Enhanced Premiere rulesheet
Endor location deployment
Death Star II rulesheet
Reflections II rulesheet
Tatooine Podracer rules
Coruscant rule cards
Reflections III Starting Effects / Defensive Shields
Theed Palace card list / rule cards

Sources

References