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 Star Wars Customizable Card Game 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 Star Wars Customizable Card Game RULEBOOK 2.0, with figures from the original PDF.

Section Two: Glossary (Supplement takes precedence)

Preface

Version 2.0 — November 1998

This document is comprehensive; it contains all Star Wars™ Customizable Card Game™ rules and rulings as of November 1998. We recommend that you discard all rules documents (booklets, supplements, FAQs and Current Rulings) dated prior to November 1998 and refer to this Glossary for all rules questions.

How to use the Glossary

You do not need to read this document from cover to cover. (Thank the Maker!) Instead, use it as you would use a dictionary, to learn as you go. For example, if you have a gameplay question about a card, look up the card title first; if you don’t find 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 all players:

•Objective cards and generic sites create powerful new deck strategies.

•The rules for conducting battle have been more clearly defined, and improved to allow many different kinds of actions to occur during the weapons segment.

•Your characters, vehicles and starships may carry as many weapon and device cards as you like, even duplicates; see weapons — deploying and carrying.

•The operation of long-range weapons (those that may fire at adjacent sites) has been streamlined to make all such weapons more consistent.

•You place ‘insert’ cards face down when inserting them into your opponent’s Reserve Deck, and face 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 your creatures’ movements and which side of the Force they attack).

Entries are arranged alphabetically, ignoring punctuation symbols (e.g., the entry for Y-wing is sorted as “Ywing” and thus appears at the end of the Y’s rather than the beginning). Entries for specific cards are sorted according to exact card title (e.g., the entry for The Circle Is Now Complete occurs in the T’s, not the C’s).

Some Glossary entries provide revised game text for cards. In most cases, these revisions merely make the proper gameplay of a card more clear, or implement a rule or ruling directly on the card itself. In seventeen other cases, the game text revisions represent gameplay changes relative to earlier versions of the cards, in order to correct a wording error, address a gameplay concern or correct some other problem; these revisions are marked “Errata” and printed in gray type, 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 wordings for their unlimited (white-border) printings in Fall 1998. Cards from other sets will use the newer wordings in a future printing. In either case, the game text provided here defines the correct gameplay for all versions of the clarified cards as of November 1998.

Other cards have received very slight wording changes, primarily for consistency or brevity (for example, changing “shuffle, cut and replace” to “reshuffle”). Such wording improvements do not change a card’s gameplay or understandability, and thus did not need to be included in this

4-LOM

This droid adds 1 to total power for each pairing of one alien and one droid, neither of which may be used as part of another pair.

See may initiate battle and be battled.

4-LOM’s Concussion Rifle

Use 4 Force to deploy on your warrior, free on 4-LOM. May target a character or creature for free at same site or exterior site up to 2 sites away. Draw destiny. Add 1 if Blaster Scope attached. If total destiny – distance to target > defense value, target hit.

See long-range weapons.

ability

An attribute of characters, creature vehicles and cards with permanent pilots that represents their capability to use the Force. Ability represents defense value when a character is targeted by a weapon (unless that character has armor).

aboard

‘Aboard’ is synonymous with ‘on’ when used in the context of vehicles and starships. (See prepositions.)

Abyss

This Effect does not refer to different versions of a persona unless they share the 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 and your Lando is lost. Your opponent’s Lando has no immunity to attrition for the remainder of the turn, and your opponent must either lose 2 Force or lose his own Lando. (The opposite is true if your opponent draws his Lando as destiny and you have your Lando on table.)

Access Denied

Insert face up in your Reserve Deck. When Effect reaches top it is lost, along with all opponent’s ‘insert’ cards there. Reshuffle. (Immune to Alter.) OR Deploy between two mobile sites. Opponent’s characters may pass only if aboard a Lift Tube or opponent uses +1 Force each.

This ‘insert’ card, when found face-up in your Reserve Deck (whether by being inserted or because of a card such as Through The Force Things You Will See), is treated as a deployed Effect and does not count as part of your Life Force.

actions

Actions are the individual building blocks of gameplay. Actions occur quite naturally during the game; in fact, most of the time you don’t even need to think about actions (just as you 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 intricate details of actions — particularly in tournaments, where players want strict and definitive rules governing the specific timing of gameplay.

Almost everything you do in the game is an action. Examples of commonly occurring actions include

•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 a card 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., control of a location) are not actions. Everything else you do in the game — other than applying an automatic 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 is an action which typically causes the opponent to lose Force — another action. For a more complex 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 comprising many other actions, some of which contain still other actions within themselves.

actions — sequence of steps

Every action always has three steps that must occur in order:

1.initiation (meeting conditions, specifying targets and paying costs);

2.optional responses (attempts to specifically modify or cancel the action); and

3.result (gameplay consequences of the action). These three steps will be described in greater detail following the description of stacking below.

actions — stacking

Stacking is a conceptual tool designed to help you easily determine 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 for understanding the game’s underlying timing system.

An action is often suspended by another action. For example, if you initiate a battle and your opponent responds by ‘reacting,’ this temporarily suspends your battle until the ‘react’ is complete. When one action is suspended by another, you can visualize the second one as stacking on top of and covering the first one. Nothing else can happen to the first action until the second one has its result and is conceptually removed from the stack. If the second action is itself suspended by a third, the third action is stacked on top of the other two, and so on. After the third action has its result, it is removed from the stack and the second one resumes; after the second has its result, it is removed and the first resumes. Thus, at any time, there is never more than one action which is active, and this is defined as the ‘topmost’ action. After the topmost action is removed from the stack, the previously suspended action becomes the topmost action 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 of interrelated actions such as a classic “Sense/Alter war.” Even though many actions such as battle, movement and so on are not actually cards, you can imagine “virtual cards” on the stack representing such actions.

Sometimes (such as at the beginning of a turn or phase), there is no topmost action; that is, the stack is empty. At such times there is virtually no limit on the kinds of actions that may be initiated. However, whenever there are one or more actions already on the stack, no other action may 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, and you may not voluntarily interrupt or suspend an action with another action that is not specifically related 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 initiated only 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 following requirements, in this order:

•meeting conditions of rules and game text (e.g., location deployment restrictions; necessity to have 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 a starfighter 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; using Force to initiate a battle; drawing destiny and using Force to play Nabrun Leids; losing 2 Force to deploy Visage Of The Emperor).

actions — step 2: optional responses — After the topmost action has been initiated and before it has begun its result, responses are allowed. (Only the topmost action may be responded to.) For a response to be valid, it must specifically relate to the topmost action. Typically a response 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 Force drain 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 has its result.

actions — step 3: result — When an action begins to have its result, this will typically cause one or more other actions to occur. For example, the result of Beru Stew is that each player must activate 2 Force. Those actions of Force activation go through their own three steps, and thus 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 is currently having its result.

When the action’s result is complete, the action is removed from the stack. Sometimes the action (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 at the same time. In all other cases, when an action leaves the stack, the underlying action becomes topmost once again and resumes wherever it left off. actions — example 1 — deploying a card — It’s the Light Side player’s deploy phase, and there is no topmost action. Light Side deploys an Effect card, Crash Site Memorial (placing it on table 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 (Alter specifically says it can cancel an Effect). This suspends the deployment of Crash Site Memorial and 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 its result. It successfully cancels Alter and both Interrupt cards are removed from the stack. (Sense is placed in the Used Pile and then Alter in the Lost Pile.) The deployment of Crash Site Memorial becomes topmost once again, and Light Side now has the next opportunity to respond to it, since Dark Side made the previous response (Alter).

Neither player has another response to the Crash Site Memorial deployment (both players consecutively “pass” again), so it has its result and is placed with the Light Side’s other Effect cards (as described in game text). There is now no topmost action, and Dark Side has the next opportunity 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, you may 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 first opportunity to initiate a response, then (when that response is complete) you may initiate a response, and so on.

Thus, these two rules allow you to know, at any time and with any number of actions on the stack, 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 no actions on the stack and you play Set For Stun. Set For Stun is now the topmost action and begins 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 Force is the topmost action. After you’ve finished using Force, that action comes off the stack and Set For Stun is once again topmost, so you continue with its game text. Next you must target an opponent’s character, so this targeting becomes the topmost action, again suspending Set For Stun. Once you’ve selected your target, that action comes off the stack; Set For Stun is topmost again 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 responses and result. Suppose the result is that your opponent fails the destiny draw; the Sense card goes to 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 becomes the topmost action. Since the destiny draw is an action, it has its own initiation, optional responses 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 and opponent has Tauntaun Bones on table. This immediately triggers an automatic action for your opponent, who must activate 1 Force. This action is topmost until it is completed, at which time your destiny draw becomes topmost again. You place your destiny card on your Used Pile, and Set For Stun is now the topmost action once again. Assuming the character you targeted had ability of 2 or more, your destiny draw is not sufficient to return that character to opponent’s hand, 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.

actions — ‘just’

Some actions may be initiated only just after some other action or condition has occurred, before anything else can intervene. These are typically indicated by the word ‘just’ (or sometimes ‘immediately’) in game text. Usually such an action is a response to another action (e.g., “just initiated,” “just announced,” “just played”), but sometimes it is a new action 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 or require you to initiate an action when it would otherwise be your opponent’s turn to do so. For example, whenever you initiate a ‘just’ response to your own action, yours will be the first response 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 you just 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 is still considered to have “just occurred” (until both players consecutively pass the opportunity to initiate another ‘just’ action).

actions — time to respond

In the spirit of sportsmanship, at any time a player is allowed to request a brief pause to consider options. In actual play, of course, players rarely need to think about timing of actions. Typically the game flows smoothly from action to action, without complication. Occasionally, however, a player will feel that he didn’t have enough time to initiate an action or at least to request a brief pause. In these cases, the player is justified in asking the opponent 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 a destination 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 is placed 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 action again).

Neither player wishes to respond further to Nabrun Leids, so it has its result (the Light Side characters 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 of A 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 just completed a transport…”).

Dark Side’s ‘just’ action happens first (because it was actually Dark Side’s turn for the next action), so Light Side must momentarily return A Gift to his hand. (Note that A Gift is not suspended or canceled; rather, it was never really initiated at all. This is an example of a player having to “back up” so the opponent has time to initiate an action in the proper sequence.) After Double-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 a battle at a site, using 1 Force. (Since a battle has no card associated with it, picture a “virtual card” 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 of the stack. (Because this Interrupt is a ‘just’ response, it must occur before any regular responses to the battle.)

Neither player responds to this Interrupt, so You Overestimate Their Chances has its result (an automatic modifier is scheduled to triple battle damage for the eventual winner) and the Interrupt is placed on the Lost Pile. Light Side has the next opportunity to respond to the battle initiation, but does not wish to.

Dark Side responds to the battle initiation a second time by ‘reacting’ with a vehicle (Ubrikkian 9000 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 Side characters 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 to do so.

Dark Side has no more responses, so the battle proceeds to its result step, which begins with the weapons segment. (The weapons segment has the special property of allowing actions to occur even if they do not say they play during battle.) Light Side may initiate the first action of each segment; since the battle involves Luke and Han, Light Side declares Don’t Get Cocky. (Don’t Get Cocky is not a response to battle, but rather plays during battle, and thus must occur in the weapons segment.)

Dark Side responds to Don’t Get Cocky with Sense. Light Side responds to Sense with Alter. Dark Side responds to Alter with Control. At this point, the stack of actions looks like this: Control (topmost action) Alter Sense Don’t Get Cocky battle (in its weapons segment)

Neither player responds to Control, so it has its result (canceling Alter). Both cards are placed in the 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 cancel Don’t Get Cocky. Light Side has the next opportunity to respond to Don’t Get Cocky, but chooses not 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 successfully canceling Don’t Get Cocky. Now the battle is topmost again, and Dark Side has the next opportunity to initiate an action in the weapons segment.

After both players are finished initiating actions in the weapons segment, the battle proceeds to the power segment, to be followed by the damage segment. When the eventual winner is determined, the automatic action scheduled by You Overestimate Their Chances will initiate itself to triple the loser’s battle damage.

activate Force

See Force; see activate phase.

activate phase

This is the first phase of each of your turns, in which you activate Force 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 cards by transferring them, one at a time and face down, from the top of your Reserve Deck to the top of your Force Pile (see Force). Do not look at the cards or put them into your hand. You do not have 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 you have fewer than 10 or so cards remaining, you must be especially careful how you handle your Force. For example, if you activate all the cards in your Reserve Deck, you will not be able to draw destiny if a battle occurs. When you reach this point in the game, consider leaving some cards in your Reserve Deck so you can draw destiny, if necessary. In a close game, when both players have only a few cards left, the way you manage your remaining Life Force will be critical to your success!

activating Force

Moving any number of cards, one at a time, from your Reserve Deck to 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 you have 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 must activate 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 a time.

adjacent

Some cards refer to adjacent sites or sectors (systems cannot be adjacent). These are related sites or sectors that have been played next to each other. Cards may move from 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 are also adjacent to the planet site where the vehicle is located.) Locations can be physically next to each other on table without being adjacent (e.g., a system next to a sector).

Admiral Motti

Deploys –2 if at least two Imperial starships on table. Adds 2 to power of anything he pilots. Subtracts 1 from forfeit of Rebel pilots at same system.

Admiral Ozzel

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

Adds 2 to the power of anything he pilots. Subtracts 1 from deploy cost of each of your capital starships at same system. Lost if Vader on table and opponent 'reacts' to same location as Ozzel. See same system.

Advosze — Errata:

Adds 2 to power of anything he pilots. Whenever you deploy a weapon or device from hand at same location, activate 1 Force as a ‘kickback.’ Limit of one Advosze per location.

You may not voluntarily deploy or move an Advosze to the same location as another Advosze. (If this somehow occurs involuntarily, you must choose one to be lost.)

Affect Mind

This Effect does not change the individual ability of any card. Rather, it prevents the opponent’s cards from applying 2 of their ability toward total ability. For example, if your opponent has a lone character with ability 2 at the same location as Affect Mind, that character’s ability is not changed, but the opponent’s total ability there is zero (and thus opponent does not have total ability of 1 or more for presence).

alien

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 or Dark Side character, as indicated by the icon in the top left hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons.

All Too Easy

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

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

Alter

This Interrupt cancels Effects and Utinni Effects, but not Immediate Effects or Mobile Effects. To use Alter to cancel any card other than Sense, you must have a character with ability on table. Alter is a response to the deployment of an Effect or Utinni Effect, but it is not a response to a subsequent 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).

Alternatives To Fighting

Use 3 Force to cancel a battle just initiated at a system or sector. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site.

Ambush

This Interrupt can cause your opponent’s Undercover spies to go to the Used Pile. When comparing your total power with your opponent’s, the power of each player’s Undercover spies does count toward that player’s total.

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 where present. May target a character or creature for free. Draw two destiny. Target hit, 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 deploy upon Vader if he has "crossed over" to the Light Side, once again answering to the name of Anakin.

Anoat (Dark Side)

Starships using this system location’s game text to ‘react’ may move only

•from Anoat to the nearest related asteroid sector; or

•from the nearest related asteroid sector to Anoat.

Antipersonnel Laser Cannon

Use 3 Force to deploy on your transport vehicle. Your warrior present, if aboard, may target a character or creature using 3 Force. Draw destiny. Target hit if destiny +2 > defense value. May fire repeatedly for 2 Force each time.

See fire repeatedly.

apprentice

A non-droid, non-Jedi character of lesser ability than its mentor. (See Jedi training).

Arcona

This alien is not an operative.

Arleil Schous

When deployed, you may take one non-unique alien into hand from Reserve Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacent Tatooine site.

Armed And Dangerous

For a weapon to be “matching one of your… characters,” it must specifically name that character in its game text. (Anakin’s Lightsaber is considered to be a matching weapon for any Skywalker… Luke, Leia or Anakin.)

armor

An attribute generally used on capital starships, large vehicles and a few special characters as an indicator of resistance to weapon fire and other potential threats. When a card that 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 text which targets “armor or maneuver” refers to whichever of those attributes occurs on the affected card.

artillery weapons

A kind of weapon which is deployed on a site. Unlike other weapons, artillery weapons have a forfeit value. To fire your artillery weapon, you must have your own power source (a power droid or any fusion generator) present. The Hoth: Main Power Generators site 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.

Artoo

During each of your control phases, may take one Hero Of A Thousand Devices or A Gift into hand from Reserve Deck; reshuffle. If at a battleground site with C-3P0, may subtract 1 from each opponent’s battle destiny at same and related sites.

Assault Rifle

Use 3 Force to deploy on your warrior. May target a character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.

See long-range weapons.

asteroid destiny

Drawing asteroid destiny is mandatory. (See asteroid rules; see destiny.)

asteroid rules

Wherever “Asteroid Rules” are in effect, your starships there are continually subject to being hit by asteroids. During each of your control phases, for each such starship:

•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 matter how high its armor or maneuver.

Asteroid Sanctuary

Errata:

Deploy on any asteroid sector you control. During each of your control phases, opponent loses X Force, where X = total number of asteroid sectors at same system that are not occupied by opponent. Effect canceled if opponent controls this location.

You can consult Decipher’s web site (www.decipher.com) to get details on how to exchange your incorrect version of this card for the corrected one.

asteroid sectors

Asteroid sectors deploy to any planet system (even a “blown away” planet system). They are related to the system location, but not to the planet’s sites. They are not 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 the planet is “blown away,” asteroid sectors there are not destroyed.

Capital starships and starfighters may deploy, battle and move at asteroid sectors. Three types of regular moves (each requiring 1 Force) are allowed:

•System to sector — A capital starship or starfighter may move from a planet system location to the asteroid sector next to it (or vice versa).

•Sector to sector — A capital starship may move from one asteroid sector to an adjacent asteroid sector. 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 related Asteroid Cave or Space Slug Belly site.

See sectors and cloud sectors.

astromech

A kind of droid that allows starships to move through hyperspace (astromechs are programmed to function as nav computers).

Astromech droids count as passengers (and thus take up passenger capacity) unless astromech capacity is available. Multiple copies of the same astromech character do not cumulatively enhance a starship (see cumulative).

astromech icon

This obsolete term has been superseded by the term nav computer icon.

Astromech Shortage

Use 3 Force to deploy on opponent’s side of table. All opponent’s starships with a [nav computer] icon are deploy +1.

at

See prepositions.

at any time

This phrase is intended to indicate that an action may be used during any phase of either player’s turn. Actions that may be initiated “at any time” are not exceptions to the 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 weapons segment.)

at normal use of the Force

All actions are at normal use of the Force unless otherwise specified; thus, this redundant phrase is no longer used on cards.

AT-AT Cannon

Errata:

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 if targeting a character or creature, 2 if a vehicle. Target hit if total destiny > defense value.

See long-range weapons.

AT-ATs

Because of its bulk and mechanical limitations, an AT-AT may not increase its landspeed above 1. (This rule was incorporated into the game text of the Blizzard AT-AT cards in the revised white-border printing of the Hoth expansion set.)

Atgar Laser Cannon

Deploy on an exterior planet site. Your warrior present may target a 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.

Atmospheric Assault

If you just initiated a battle at a Cloud City sector, add one battle destiny. OR During your deploy phase, deploy one TIE Assault Squadron for free (no replacement is necessary).

attaching creatures

Instead of making an attack as normal, some creatures (e.g., vine snakes and mynocks) attach themselves to a host. When attached, a creature does not attack anything or move on its own, but instead moves automatically with the host. Attaching creatures may be attacked by other creatures, vehicles and characters present (and may be targeted by appropriate weapons) even when they are attached. If a host is ‘eaten’ (by any creature), all attached creatures detach. If a host is lost by other means, attached creatures are lost with the host.

Attack Run

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 Epic Event's card text is corrected to read:

  • Your Proton Torpedoes are immune to Overload. Starships may move into the Death Star: Trench only from the Death Star system location. Moving Light Side starfighters into the Trench is a regular move (see movement – regular). Only starfighters and TIE squadrons may go to the Trench, not other cards that “move like a starfighter.” If your lead starfighter is lost, you should identify a new lead starfighter. If all your starfighters have been eliminated, your Attack Run ends and any Dark Side starfighters in the Trench are moved back to the Death Star system. For purposes of this Epic Event, all squadrons with multiple permanent pilots (and no pilot characters aboard) are treated as if they have a "highest ability pilot" of 1, except the Death Star Assault Squadron which has a "highest ability pilot" of 6.

attacks

See creatures — attacks.

Attrition

Attrition represents inevitable losses in battle that occur regardless of who wins the battle. (For example, in The Empire Strikes Back™, the Dark Side clearly won the Battle of Hoth, yet they still lost some Imperial walkers to attrition.)

Attrition against you equals the total battle destiny drawn by your opponent. This attrition against you requires a mandatory forfeiture of your cards from that battle location. For example, if your opponent’s total battle destiny was 3, the attrition against you will be 3 and you will be required to 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 until your attrition has been satisfied. (If you have no cards left to forfeit, or if all your remaining cards 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; for example, if your attrition is 5 and your cards that participated in the battle each have a forfeit value of 3, to satisfy your attrition you will have to forfeit two of those cards for a total of 6 forfeit.

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

An automatic action is one that is triggered immediately by specific conditions (which may arise at any time). At the moment those conditions exist, the automatic action 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 automatic actions, 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 repeat this process if necessary.

automatic modifier

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, Force drain +1 here” (Alderaan) is an automatic modifier, whereas “may add 1 to a Force drain at a related 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.

Bacta Tank

This Effect can be used to save only non-droid characters which were lost from table. The moment a character is lost, any cards deployed on or targeting that character are also lost. Because the character is no longer “carrying” these cards, they cannot be placed in the 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.

Baniss Keeg

Deploy on your non-pilot character (except droids) to give that character pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1 to power of anything that character pilots. (Immune to Alter.)

battle

A conflict you initiate during your battle phase in an effort to deplete your opponent’s Life Force. Battle can occur at a location only if both players occupy that location — i.e., they both have presence there. (But note that if all presence is completely removed from either side before the battle’s power segment, the battle ends.)

Although weapon cards are useful during battle, weapons are not required for a battle to take 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 your characters, vehicles and starships may battle only once per turn, and those cards are considered to have participated in a battle from the moment it is initiated; even if they are somehow moved away from the battle or the battle is canceled, those cards may not participate in another battle that turn.

Other cards such as devices, artillery weapons, automated weapons, Interrupts and Effects may be used in more than one battle per turn (if applicable and subject to the rules on unique and restricted cards).

Battle is an action, and follows the normal timing rules for actions. However, the weapons segment of a battle allows many kinds of actions to be initiated that otherwise cannot occur when there is a topmost action (see below).

Initiating the battle

You must use 1 Force to initiate each battle. Your opponent may 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 be initiated now, before the battle begins its result. (Other actions that may occur during a battle may 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 three segments that must occur in order: weapons segment, power segment and damage segment. (The following entries on these three segments are comprehensive; for a more concise description, see battle — summary following.)

battle — weapons segment

Any weapons involved in the battle may be fired one at a 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 required for success and, if successful, the consequences for the target.

Most weapons specify that they ‘hit’ their target when successful. (Some weapons, instead of causing a ‘hit,’ specify some other kind of outcome.) Any ‘hit’ cards are turned sideways, but they still participate in the battle. For example, a card that is ‘hit’ can still fire its own weapon, if it has one. (Conceptually, the entire battle is happening simultaneously, although for game purposes 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 the battle. (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 weapons and/or the battle (e.g., playing Combined Attack, or using IG-88’s or Dr. Evazan’s game text), or it may be unrelated to both (e.g., playing Beru Stew or Gravel Storm, or peeking at your Reserve Deck with Electrobinoculars).

In fact, it is a special rule of the weapons segment that players may initiate actions even if they do not specify that they apply during a battle. More precisely, during the weapons segment, if the battle itself is the topmost action, the player who has the next opportunity to initiate an action may initiate any action that is allowable during the battle phase. Once players ‘pass’ consecutively, the weapons segment ends and each remaining action initiated during the battle must be either specifically required or allowed to occur during the power segment or damage segment, or must be a response to another action in one of those segments.

battle — power segment

To determine who wins the battle, add up the total power you have participating in the battle (plus any positive or negative modifiers to total power); your opponent does likewise. If the battle is taking place at a system or sector, add the power of each of your starship and vehicle cards; if at a site, add the power of each of your vehicle cards, and of each of your character cards except those aboard enclosed vehicles and starships. Don’t forget 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 forget that 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 who has 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 ability requirement, you may add up the ability numbers of any of your cards present at the battle location, as well as the ability of any drivers and pilots — but not passengers — aboard your vehicles and starships present at that location. (Some cards allow you to draw battle destiny even if you don’t have 4 ability, while others say to add destiny draws, letting you add two or more 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 drew any), then places their battle destiny card(s) on their Used Pile. (Battle destiny draws also create attrition in the damage segment, so make a mental note of the battle destiny totals.) The player with the higher overall total power (including battle destiny) wins the battle. If there is a tie, then the battle has no winner and no loser.

Occasionally a card will specify that you “add one destiny to power only.” Although you draw such a destiny at this time (before drawing any battle destiny), this is not considered a battle destiny and does not add to attrition.

battle — damage segment

In this segment, players typically lose cards because of three factors: weapon ‘hits,’ attrition and battle damage.

Weapon ‘hits’

Cards ‘hit’ during the weapons segment must be forfeited (lost) during the damage segment. Forfeiting a card causes everything on that card to be lost as well, so it’s usually best to forfeit the cards aboard a vehicle or starship before forfeiting the vehicle or starship itself.

battle damage

The amount of Force damage you incur when your opponent’s total power in a battle is greater than your own. Your battle damage is equal to the difference between the overall power totals (including battle destiny). You may satisfy battle damage by losing Force (1 lost Force satisfies 1 unit of battle damage) and/or by forfeiting cards you have participating in that battle (each card satisfies battle damage up to its forfeit value). Such forfeited cards may simultaneously satisfy weapon ‘hits,’ attrition and battle damage affecting you.

battle — summary

Following is a brief checklist of the steps to follow when you battle during your own turn.

Initiate the battle

•Use 1 Force.

•Both players must have presence at the location; each character, vehicle, starship and location is limited to one battle per turn.

•Responses such as ‘reacts’ and “start of battle” actions may occur now. Opponent may make the first response, then players alternate.

Weapons segment

•Fire weapons and/or initiate other actions such as Electrobinoculars and Beru Stew during this segment. Even actions not specifically related to battle may be initiated during the weapons segment.

•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 battle ends. (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 positive or negative modifiers to total power). Do not include power of characters aboard enclosed vehicles and starships.

•Each player with total ability of 4 or more in the battle (not counting ability of passengers aboard enclosed vehicles and starships) may draw one battle destiny — or more than one by using 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 recommended that 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 is affected by attrition must forfeit enough cards (including any ‘hit’ cards) to satisfy attrition. If you have no cards left to forfeit, or if all your cards remaining are immune to attrition, any remaining attrition is ignored.

•The loser of the battle suffers battle damage equal to the difference between the overall power totals (including battle destiny). The loser must forfeit cards and/or lose Force, one at a time in any sequence, to satisfy battle damage. Each card forfeited (including cards forfeited because of weapon ‘hits’ and attrition) satisfies battle damage up to its forfeit value; each card lost (from hand or Life Force) satisfies 1 unit of battle damage. The loser may not leave any battle damage unsatisfied.

battle — winner and loser

The winner and loser of a battle are determined during the power segment of the battle. At this time, initiate and/or complete all actions depending on this determination. (If there is a tie, there is no winner and no loser of the battle.)

battle destiny

One or more destiny draws made during the power segment of a battle. If you have 4 or more ability participating in the battle (not counting ability from passengers aboard enclosed vehicles and starships), you may draw one battle destiny. Special cards also allow you to draw one destiny when not otherwise able, or to add one or more destiny draws to your total battle destiny. Your total battle destiny (if greater than zero) increases your total power in the battle, and also causes attrition against your opponent regardless of who wins the battle. Drawing battle destiny is optional.

battle destiny modifiers

Actions that modify battle destiny (such as the first function 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 when battle 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 that character is lost before destiny is drawn, the battle destiny modifier still works because it has already been scheduled to occur.

If you begin a battle with multiple characters, and all but one of your characters are removed from the battle before the end of the weapons segment, you may then play any applicable ‘alone’ battle destiny modifiers.

battle phase

Fourth phase of each turn, in which you may initiate one or more battles against your opponent’s characters, vehicles and starships.

battleground

A battleground is any system, sector or site location where both players (1) have Force icons, (2) are able to deploy and (3) are not prevented from initiating battle by game text. For example, the following locations are not battlegrounds:

•Yavin 4: Docking Bay with a Sleen present (the Sleen cancels a Force icon).

•Shielded Hoth sites (Dark Side may not deploy there).

•Any site where Yoda is alone (“battles… happen not unless present a Dark Side character of ability > 3 there is”).

Such locations could become battlegrounds, assuming all other battleground criteria are met, by (in the examples above) moving the Sleen away from the Docking Bay, “blowing away” the Hoth: Main Power Generators or bringing a Dark Side character of ability > 3 to Yoda’s location.

Beggar

This Light Side Effect remains on table and allows you to use any amount of your opponent’s Dark Side Force during each of your turns. At the end of each of your turns, if you chose to use zero or 1 Dark Side Force that turn, the Beggar remains on table; if you chose to use 2 or more Dark Side Force, the Beggar is lost. Force used by your opponent never counts against your Beggar. For example, some Jawas require the use of Force by both players when deploying. The portion of the Jawa’s deploy cost that your Dark Side opponent is required to pay does not count against the Beggar; however, if you choose to use Dark Side Force to pay for your portion of the deploy cost, this does count against the Beggar.

beginning the game

See starting the game.

Beru Lars

Forfeit +2 when at same site as Owen Lars or a Hydroponics Station. If lost from table during opponent’s turn, Luke is power +3 until the end of your next turn.

Beru Stew

Errata: The title of this Interrupt has been revised to read, “•Beru Stew”; thus, it is now unique (•).

Activating Force is the result of this Interrupt, not a condition of initiation (see actions). If a player is unable to activate 2 Force, that player must activate 1 if possible.

Besieged

Deploy on a captured starship. Your characters present with captured starship may battle opponent’s characters aboard it (as if present together at a site). Effect canceled if starship escapes or is stolen.

This Effect allows your characters on a Star Destroyer, at Death Star: Docking Bay 327 or at Star Destroyer: Launch Bay to battle your opponent’s characters ‘trapped’ aboard a captured starship there. 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 group trapped on the starship, these two groups may not combine when Besieged is played. You may initiate a battle against one group or the other, but not both on the same turn. The characters on board the starship may not initiate battle, and do not participate in any battles other than those you 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 becomes stolen property, usable by the Dark Side.

If at any time you do not have any Dark Side characters present with a starship targeted by Besieged, that starship escapes to the Light Side of the appropriate system or sector (or to the Used Pile, if the Light Side player so desires). A permanent pilot on your Star Destroyer is not sufficient to prevent the captured starship from escaping.

Regardless of which side controls the starship, the Besieged card remains on the starship (and thus is not available to be retrieved from the Lost Pile) until that starship is no longer on table. See captured starships; see tractor beaming.

Bespin: Cloud City

This location is a cloud sector.

Bespin location deployment

See Cloud City.

Bespin Motors Void Spider THX 1138

May add 3 passengers. Permanent pilot provides ability of 1. May move as a ‘react.’ W Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. (The white-border version of this vehicle which reads “1 driver and 2 passengers” was misprinted.)

Biggs Darklighter

Adds 2 to power of anything he pilots. When piloting Red 3, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.

Bionic Hand

When this device is used with a character weapon and more than one card is drawn for weapon destiny, the character adds 1 to total weapon destiny.

Blast The Door Kid

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

If a battle was just initiated at an interior site, use 1 Force to exclude from that 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 has been played are also immediately excluded from the battle.

Blasted Droid

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 (for free) one of your blasters carried by a trooper or one of your automated weapons. Any 'hit' targets are immediately lost. See weapons – firing outside of the battle phase. ∆ Boba Fett (Cloud City) Adds 3 to power of anything he pilots. When piloting Slave I, also adds 2 to maneuver and may draw one battle destiny if not able to otherwise. When escorting a captive, captive is forfeit +5. May ‘fly’ (landspeed = 3). Immune to attrition < 3. When transferring a captive to a prison, Fett modifies that captive's forfeit value for the purposes of resolving any Bounty effects.

Blaster

Use 1 Force to deploy on your warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value.

Blaster Proficiency

The first function of this Interrupt adds 3 to total weapon destiny, not each destiny draw.

Blaster Rack

Deploy on your side of table. At any time, you may transfer one of your character weapons from any site to the Blaster Rack. During your deploy phase, weapon may be transferred to your character on table for an expenditure of Force equal to the weapon’s deploy cost.

You may place weapons in the Blaster Rack at any time between other actions. Thus, you may not 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.

Blaster Rifle

Use 2 Force to deploy on your warrior. May target a character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.

Blaster Scope

Deploy on your Imperial Blaster or Blaster Rifle. Scope allows that weapon to target at an adjacent site.

A Blaster Scope may deploy on an Imperial Blaster, a Blaster Rifle or any weapon that has either of those two characteristics, including the Assault Rifle and the Light Repeating Blaster Rifle (see characteristics). It may also deploy on 4-LOM’s Concussion Rifle, as indicated by the weapon’s lore and game text.

See long-range weapons.

Blizzard 1

May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. When using AT-AT cannon to Target The Main Generator, adds 1 to total.

Blizzard 2

May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 2.

Blizzard Scout 1

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

Blizzard Walker

May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not be increased.

blown away — Hoth: Main Power Generators

When the Hoth: Main Power 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 can still deploy, battle and move. Its only other remaining usable feature is its marker number. The site 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 it is lost in another way (such as when the Hoth system location is “blown away” by Commence Primary Ignition).

blown away — systems

Glossary Supplement adds to this Glossary 2.0 entry.

When a system is “blown away,”

•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), and all cards at such locations, are lost.

If the system you “blew away” was a Rebel Base or Death Star, your opponent loses Force equal to twice the total number of their Force icons which were at the destroyed locations (including modifications 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 any starships or mobile systems in orbit.

Turning the system card face-down identifies it as an unnamed system where cards can still deploy, battle and move. Its only other remaining usable feature is its parsec number. The system card may not be deployed again (or converted). No sites or cloud sectors may be deployed to the unnamed system (although asteroid sectors and their related sites may deploy there, if the system was formerly a planet system).

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

bluff rules

When playing the Dark Side, once during each of your turns (during any phase) you may place one card from your hand face-down on your side of the Tatooine: Bluffs site. This card is called a “bluff card” and it is not considered to be in play. Each bluff card allows you to cumulatively 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 normal uniqueness 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 the Empire is canceled, all bluff cards at the adjacent sites are lost.

•Revolution does not allow the Light Side player to place bluff cards.

BoShek

Adds 3 to power of anything he pilots. May make a Kessel Run in place of a smuggler. Immune to attrition < 3.

Boba Fett (Cloud City)

Adds 3 to power of anything he pilots. When piloting Slave I, also adds 2 to maneuver and may draw one battle destiny if not able to otherwise. When escorting a captive, captive is forfeit +5. May ‘fly’ (landspeed = 3). Immune to attrition < 3.

Boba Fett (Special Edition)

Adds 2 to power and 1 to maneuver of anything he pilots. 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.

Boba Fett’s Blaster Rifle

Use 1 Force to deploy on Boba Fett, or 3 on your other 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 fire repeatedly for 1 Force each time.

When you use this character weapon to fire repeatedly, you must use 2 Force for the first firing and 1 Force for each additional firing.

boldface type

Type style used in card lore to emphasize some characteristics that are relevant to gameplay.

Bombing Run

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

This Mobile Effect defines a “target zone” and allows your piloted bombers to move and battle there. Such bombers are not landed, but rather are conceptually flying in the atmosphere (much like a snowspeeder). Their permanent pilots have presence at the site and thus may block opponent’s Force drains and participate in battle, even if they do not carry Proton Bombs. If it is not possible for the bomber to return to the system at the end of your battle phase (for example, the TIE Bomber is now unpiloted, or the Mobile Effect is canceled), then the TIE Bomber is lost. See movement – regular – bombing runs, Proton Bombs, bombing run battles.

Boosted TIE Cannon

Use 1 Force to deploy on your TIE Advanced x1. May target a starship using 1 Force. Draw destiny. Subtract 1 if targeting a capital starship. Add 1 if targeting a starfighter. Target hit if total destiny > defense value.

Bossk

Adds 2 to power of anything he pilots. When piloting Hound’s Tooth, draws one battle destiny if not able to otherwise. Adds 1 to attrition against opponent in battles at same site. May reduce 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 1 to “no attrition” (i.e., no battle destiny draw).

Bounty

This Effect allows you to retrieve Force only if the bounty hunter who delivers the captive to a prison is the same bounty hunter who seized that character when it was captured.

Bowcaster

Use X Force to deploy on your warrior, where X = (7 – warrior’s power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value.

Bubo

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

The Glossary entry for Bubo is deleted. It has been superseded by the creature rules. See creatures.

but may move elsewhere

Cards with deployment restrictions such as “deploys only on Hoth” are generally allowed to move elsewhere unless otherwise specified; thus, this redundant phrase is no longer used on cards.

Brainiac

If you are confused about how to use this alien’s destiny number, consider the 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. He may provide nav computer capability on a starship as a passenger, but Brainiac is not an astromech and thus cannot occupy astromech capacity.

Brainiac’s destiny and power should not be rounded. For example, if Brainiac is drawn for battle destiny and a player must satisfy π attrition, that player must forfeit at least π points of forfeit value.

Imaginary numbers (which have a negative number within the square root) result in a minimum power of 1. Also, players must use the positive root (thus, the square root of 4 is 2, not –2).

C-3PO (See-Threepio)

This droid adds 2 to total power for each pairing of one Rebel and one droid, neither of which may be used as part of another pair.

cancel

Act of preventing an action (such as a card play or a battle) from having its result. Any costs paid to initiate that action remain paid. When you cancel an action that was limited to once during a particular time period (such as a turn, a control phase or a battle), that action may 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 a destiny draw is canceled, the card drawn goes to the Used Pile because only the destiny draw was canceled, not the actual card itself.

cannot be moved

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

This phrase is now synonymous with cannot move.

cannot fall below zero

See negative numbers.

cannot move

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

The phrase “cannot move” means that a card cannot make any regular move, unlimited move, or 'react'. See movement. This does not stop a card from being "carried." See movement – carrying cards. When an action attempts to move a group of cards, and one or some of those cards cannot move, the action is not canceled; simply move all cards in the group that are able to move.

Cantina Brawl

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

See droid.

capacity

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

Capacity is the limit that a vehicle or starship can carry, as defined on the vehicle or starship card. When a vehicle or starfighter’s capacity includes pilots, drivers and/or passengers, this capacity conceptually represents the bridge or cockpit. When its capacity includes other vehicles and starfighters, this capacity conceptually represents the cargo bay. Only characters which are conceptually “on the bridge” (or cockpit) take up capacity; those at a related starship or vehicle site do not occupy capacity on the "outer" starship or vehicle, and may not pilot, drive or otherwise enhance that vehicle or starship. Characters which remain aboard something in the cargo bay (such as a character aboard a AT-AT which is aboard a Star Destroyer), occupy capacity only on the "inner" starship or vehicle (in our example, the AT-AT) and are considered only to be passengers - that is they are not piloting or driving that "inner" starship or vehicle.

capital starships

Capital starships may deploy and move only to systems and asteroid sectors, unless the card says that it “moves like a starfighter.”

capitalization

The specific capitalization of card names, characteristics and other game terms is not relevant for gameplay purposes. For example, the words “Stormtrooper” and “stormtrooper” are interchangeable; both refer to any character with the characteristic of stormtrooper. (See characteristics.)

Captain Han Solo

Deploys only on Falcon, Hoth or Cloud City. Adds 3 to power of anything he pilots. When piloting Falcon, adds one battle destiny and 2 to maneuver. Once during each battle, may use 2 Force to cancel one opponent’s destiny just drawn and cause a re-draw.

Captain Khurgee

Once during each of your control phases, you may use 2 Force to take one Scanning Crew into hand from Reserve Deck; reshuffle.

Captain Lennox

Adds 2 to power of anything he pilots (3 if starship is Tyrant). When on a 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 control phase and once at the end of a battle.

Captain Needa

Adds 2 to power of anything he pilots. When piloting Avenger, that starship is also immune to attrition <4. You may re-target applicable Utinni Effects to Needa. If in a 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 because of weapon ‘hits’ are not by choice.

Captain Piett

Power +1 when at same site as Vader. Adds 2 to power of anything he pilots (3 if starship is Executor). May use 1 Force to take one Probe Droid into hand from Reserve Deck; reshuffle.

This Imperial may take a Probe Droid into hand any number of times during any player’s turn.

Captive Fury

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

When using this Light Side interrupt, the captive is temporarily “not captured” and is relocated to the Light Side of the site (even if enclosed) to participate normally in this battle. This relocation does not count as being 'released'. If you have other characters at the same site they also participate in this battle (where applicable). All normal battling conditions must be observed. For example, characters can participate in only one battle per turn and presence is required on both sides of the location. For this reason, if the captive is a droid (or the escort is a droid, for example IG-88 With Riot Gun) and no other ability is being provided, then the battle would end immediately. If the original escorting character and the captive (who was not captured or sent missing during the battle) survive, then the captive is returned to being escorted by that character at the end of the battle.

captives

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

See capturing characters, captives – frozen.

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.

capturing characters

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

Dark Side players can use special cards like Zuckuss’ Snare Rifle, All Wrapped Up, We Have A Prisoner and IG-88 With Riot Gun to capture Light Side characters. Only the Dark Side may capture; if the Light Side somehow controls a card which allows capturing, the Light Side may not use the capturing portion of that card. There are even some objective cards though that allow the Dark Side player to start the game with a captive (for example, Carbon Chamber Testing or the Light Side objectives Rescue The Princess and You Can Either Profit By This...). The Dark Side may capture only Light Side cards. (However, both players can steal the opponent’s cards, which is different from capturing.) Whenever a rule or card says that a character is captured, the Dark Side player must immediately choose one of these three options:

• Seizure — Your bounty hunters and/or warriors at the same location may seize (take into custody) one of the captured characters each; that character is now a captive and is placed face up beneath the bounty hunter or warrior who is now it's escort. See captives – escorting.

• Imprisonment — If the capture takes place at any prison, you may imprison any number of the captured characters there; those characters become a imprisoned captives and are placed face up beneath that prison. See captives – imprisoned.

• Escape — Any characters not seized or imprisoned will escape to the Light Side player’s Used Pile. A captured character is on table only for rules, actions, or conditions that specifically refer to captured cards. Additionally, a unique (•) or restricted (••,

•••) captured character still counts towards the restrictions specified by the uniqueness and persona rules. Any game text or rule that causes "all cards" (or "all characters") to be lost will also affect captured (including frozen) characters normally. For example, a captive may be lost to TIE Bombing, a Thermal Detonator, a Concussion Grenade, or an interrupt such as Debris Zone. See all cards. It should be noted that an imprisoned character is treated a little differently. See captives imprisoned. For all other purposes, a captured card is not considered to be on table. Any non-character cards deployed on or carried by a character who is captured will continue to count towards the restrictions specified by the uniqueness and persona rules, but are otherwise not considered to be on table. They are unusable and cannot be the subject of any other rule, action or condition. The exception to this is any cards that specifically operate while on a captive (for example, Bounty) which will continue to work normally. These cards will revert to their normal functions if that character is later released. Any character card being carried by a character that is captured (for example, Yoda is in Luke's Backpack when Luke is captured by IG-88's Riot Gun) is considered to be captured also, but is no longer considered to be "carried." Both captives would need to be assigned to different escorts and both would need to be rescued individually. Utinni Effects that targeted a captive before that character became captured continue to target that character normally. A completed or uncompleted Jedi Test targeting an apprentice (or mentor) will "remember" a captured apprentice (or mentor) such that if released, the apprentice (or mentor) may resume Jedi Training from where he or she left off. See captives – frozen.

Carbonite Chamber Console

Deploy on Carbonite Chamber. Adds 3 to Carbon- Freezing destiny. Also, once during each of your turns, you may use 1 Force to take one Ugnaught, Prepare The Chamber or Carbon-Freezing into hand from Reserve Deck; reshuffle.

card type

Whenever game text on a card uses the specific phrase “card type” (e.g., Hiding In The Garbage), such references refer to the icons used in the upper left-hand corners of the cards. Sites, systems and sectors, which have no upper left-hand icon, share the card type of “location.”

carrying

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Whenever one card is carrying another, you indicate this by placing the carried card underneath the carrying card.

cave rules

The Big One: Asteroid Cave or Space Slug Belly site is a special location which must deploy next to a Big One sector, as shown below.

planet Asteroid Asteroid Asteroid Big site system Cave Field Field Field One

Normally this location is an asteroid cave (planet site). However, when a Space Slug creature is present at the related Big One sector, the location slides next to the Space Slug and becomes a space slug belly (creature site).

planet Asteroid Asteroid Asteroid Big site system Field Field Field One Space Belly Slug

When 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 the belly are also lost and the site then slides next to the Big One, reverting to a cave. Whether the site is a cave or a belly, it is always ‘related’ to the Big One, and characters, vehicles and creatures may deploy there normally.

Chall Bekan

When deployed, you may take one non-unique alien into hand from Reserve Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy –1 to same or adjacent Tatooine site.

character

A type of Light Side or Dark Side card that represents a Rebel, Imperial, alien, droid or Jedi Master. A few characters represent more than one of these things; for example, Chewbacca (in the A New Hope expansion set) is both a Rebel and an alien. Characters have landspeed of 1 unless otherwise specified.

‘Character’ is a game term that refers only to cards of the character type. Although cards of other types (e.g., starships, creature vehicles) sometimes provide ability, these are not characters. (See permanent pilot.)

characteristics

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

In addition to common attributes (e.g., deploy cost, ability, icons), many cards have additional game-relevant features called characteristics (e.g., leader, trooper, Wookiee, female, dejarik). Characteristics are printed on the cards, either in card title, game text or lore. Capitalization, italics and boldfacing have no game play impact. Various other cards or rules will then refer to that characteristic (and sometimes, may even define it). For example, the rules regarding search parties refers to the characteristic scout, while the Objective card "ISB Operations" defines the characteristic ISB Agent. Context and card type determines whether a word actually defines a characteristic 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 a leader, as that is a characteristic specific to characters.) type they are specific to. If a referenced term is not a characteristic, a card attribute, 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 of characteristic, in this case the text is referring specifically to General Calrissian), and it is not the persona name either (Lando) - as such, it is referring specifically to the card title General Calrissian, and will only work with that card title (not any general, and not any version of the Lando persona).

Charming To The Last

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This Interrupt must target a Rebel of ability > 2 and thus may not target the •Leia card from the Jedi Pack.

Chasm

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See the Dark Side counterpart, Abyss.

Chewbacca

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

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 droids at same site go to Used Pile (rather than Lost Pile) when they are ‘hit.’ See characters with dual icons. ∆ Chewie, Enraged This character is a Wookiee. ∆ Chief Chirpa This character is an Ewok.

Chief Bast

Adds 2 to power of anything he pilots. Power +1 if at same site as Tarkin. If a battle was just initiated where Bast is aboard a starship, he may ‘evacuate’ (relocate) with one other non-droid character present to a related site.

This Imperial may not evacuate to a site by himself; he must accompany one other Dark Side character present. This evacuation is free.

Chief Retwin

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

May use 3 Force to 'hide' (be excluded) from a battle. May use 2 Force to target one device or weapon present which deploys on a site. Draw destiny. If destiny > target's deploy cost, target is lost. This Imperial may target any weapon or device deployed on a site (including “movable” weapons and devices such as seekers), but may not target cards deployed on a character, vehicle or starship at a site.

Clak’dor VII

LIGHT (1): If you occupy, each Bith character is destiny +2. DARK (0): If you 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.

Cloud City location deployment

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

All Cloud City sites are related to Bespin and thus 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. [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 East Platform or Platform 327) and the exterior sectors. If the second platform is deployed, it is placed at the “far” end of the interior sites so there are docking bays at both ends of the interior Cloud City sites. You may use docking bay transit to go from one platform to the other.

Cloud City Blaster

Use 2 Force to deploy on your warrior at a Cloud City site. May target a character or creature using 2 Force. Draw destiny. Target hit (and may not be used to satisfy attrition) if destiny > defense value.

This weapon may be transferred to another character only when that character is at a Cloud City site. (See weapons — transferring.)

Cloud City Sabacc

This Interrupt allows you to win one starfighter, not a squadron (see squadrons).

cloud sectors

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

Starfighters, shuttle vehicles, cloud cars and patrol craft may deploy, battle and move at cloud sectors. (Capital starships, except those that deploy and move like a starfighter, may not.) See movement – regular – sector movement, clouds. ∆ collapsed When an interior site is ‘collapsed’ (e.g., by Collapsing Corridor), all cards at that site are lost and its Force icons and game text are canceled. The site remains in play for other purposes; however, each deployment or movement to or from that site requires 1 additional Force. A collapsed site is ‘rebuilt’ if either player deploys a new copy of that site. Docking bay transit is permitted to and from a ‘collapsed’ docking bay. The cost is 0 (docking bay's text is canceled) +1 Force (as defined above) + any other modifiers (such as the text on the other docking bay). See movement - regular - docking bay transit. ∆ combat cards The Epic Event cards Inner Strength and Deep Hatred permit you to place combat cards under your Jedi. These cards provide you with extra options for lightsaber 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.

Clouds

This sector subtracts 2 from power and 2 from maneuver of each squadron present.

collapsed

When an interior site is ‘collapsed’ (e.g., by Collapsing Corridor), all cards at that site are lost and its Force icons and game text are canceled. The site remains in play for other purposes; however, each deployment or movement to or from that site requires 1 additional Force. A collapsed site is ‘rebuilt’ if either player deploys a new copy of that site.

A ‘collapsed’ docking bay still allows docking bay transit to that site, because the card’s title still indicates it is a docking bay. However, transit from the docking bay is not possible because the site’s game text is canceled.

Collision!

Use 1 Force if opponent has at least two starships present at same system or sector. Draw destiny. If destiny < number of those starships, opponent must lose one of them.

Colonel Wullf Yularen

This Imperial is power +1 with any or all of the three cards mentioned in its game text (not power +1 for each).

combat vehicles

A kind of vehicle which is specialized for battle. A combat vehicle must have a pilot to move and to use power, maneuver and landspeed. (However, it may be shuttled or transferred without a pilot aboard.)

Combined Attack

During a battle, target opponent’s starship present with two (or more) of your starship weapons. Add all weapon destiny draws together. Apply that total separately for each weapon.

This Interrupt combines the firing of two or more starship weapons into a single action. You may choose to fire any or all of your applicable weapons, at normal use of the Force.

Come With Me

Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot. (Immune to Alter.)

This Effect increases pilot capacity of the targeted starfighter by one. Although Come With Me may target either player’s starfighter, it does not allow the Dark Side to deploy a pilot to a Light Side starfighter. This Effect does not target squadrons.

Comm Chief

Adds 2 to power of anything he pilots, and that starship or vehicle moves for free.

Commander Brandei

Adds 2 to power of anything he pilots. Once during each of your control phases, when aboard a Star Destroyer or at any docking bay, may use 1 Force to take one TIE into hand from Reserve Deck; reshuffle.

Commander Desanne

Adds 2 to power of anything he pilots. Your shuttling, landing and taking off to or from same location is free. During your control phase, may take one Lambda shuttle or Landing Craft into hand from Reserve Deck; reshuffle.

Commander Luke Skywalker

Deploys only on Hoth. Adds 3 to power of anything he pilots. When piloting Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Adds 1 to forfeit of each other Rogue Squadron pilot or gunner at same Hoth site.

Commander Nemet

Adds 1 to power and maneuver of anything he pilots. Opponent may not ‘react’ to or from same location.

Commander Praji

Adds 2 to power of anything he pilots. When piloting Devastator, also adds 1 to hyperspeed. Where present, cancels game text of C-3PO or R2-D2.

Commander Vanden Willard

When at a war room you control, adds 1 to power of each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage.

Commence Recharging

Deploy on a superlaser. May not fire at a planet until ‘recharged.’ Opponent may use Force (stacking it here); accumulating 8 Force recharges superlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force is placed in Used Pile.

The 8 Force specified by this Effect must be stacked on the Effect itself and are separate from the X Force required by Commence Primary Ignition.

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 Reserve Deck, Force Pile and Used Pile. See empty deck or pile.

Concussion Grenade

Use 2 Force to deploy on your warrior. May ‘throw’ at same or adjacent site. Draw destiny. All characters, weapons and devices with that destiny number present at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade also lost.

See long-range weapons.

Conquest

May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, may peek at opponent’s hand.

control of a location

You control a location if you have presence there and your opponent does not.

Control of a location is checked whenever required, not just during the control phase. The condition is continuous.

control phase

Second phase of each turn, in which you may initiate Force drains.

converting characters

When you convert a character such as Lando (via persona replacement) or the Tonnika Sisters (via Double Agent) to your side of the Force, that card moves to your side of the table and is used as your own. The character retains their identity, and cards 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).

converting locations

When a location is converted, any applicable Effects and other cards there remain in play and affect the converted version of the location card. Cards that are not applicable are placed in the Lost Pile.

Corellia

LIGHT (1): Your Falcon (with one pilot) and your Corellian corvettes may deploy here as a ‘react.’ DARK (1): Each of your starships are hyperspeed +1 when moving from here.

Coruscant location deployment

See locations.

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 determined immediately when this Interrupt card begins resolving, and neither changes during the resolution. Thus if a character, starship or vehicle is introduced to the location during resolution of the Assault (such as via Tauntaun Bones) it does not add power and does not permit an additional destiny draw. Similarly, if cards are removed from the location during the resolution (such as by a Program Trap), they will still contribute power and still add a destiny draw for purposes of resolving the Counter Assault.

counting cards

At any time, you may count the cards in your own hand, pile or deck (but when counting your Lost Pile you must do so face down). You may request that your opponent count his own hand, pile or deck, and tell you the correct count. However, you may not count (or request a count of) any Reserve Deck if it contains any face-up cards (e.g., because of Through The 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 or requires the count (e.g., We’re Doomed). Also, any card which allows peeking at, or taking a card from, a hand, pile or deck also allows counting as part of the process (in this case, reshuffle only if required by that card or if necessary because of ‘insert’ cards).

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

If you have a piloted AT-AT present at a site, target opponent’s noncreature vehicle present at same or adjacent exterior site. Draw destiny. If AT-AT has a vehicle weapon, add 1 to destiny draw. Target ‘crashes’ if total destiny > 3.

Crash Site Memorial

This Effect can be used to save only vehicles, droids, weapons and devices which were lost from table. Also, for example, the moment a vehicle is lost, any characters, Utinni Effects etc. deployed on or targeting that vehicle are also lost. Because the vehicle 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 lost after 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 Memorial does not restrict your ability to exchange cards of any type.

crashed

Some cards can cause a vehicle to crash. A crashed vehicle has no landspeed, power or maneuver. If the vehicle has armor it is reduced to armor = 2 (see unmodifiable values). A crashed vehicle may not utilize game text, vehicle weapons or any cards which would logically 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 during your 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 not provide ability (or presence). (Remember, if presence is completely removed from one side during a battle, the battle ends.)

creature vehicles

Creature vehicles have ability and thus do not require drivers or pilots. If a creature vehicle is lost, any characters aboard it may “jump off” — disembark — at the same site and survive.

creatures

Creatures deploy and move only within their ‘habitat’ (as defined on each creature’s card). Neither presence nor Force icons are required for deployment. Creatures have a landspeed of 1, and may move during each of their owner’s move phases (for free).

creatures — attacks

Creatures do not participate in battles (and thus weapons cannot normally target a creature during a battle); instead, they participate in attacks. Cards that specifically affect battles do not affect attacks, and vice versa.

Creatures attack only when they are present with another creature, a creature vehicle or a nondroid character (even if missing or captured). However, characters aboard any non-creature vehicles (even open vehicles) are protected from creature attacks.

Ferocity — Creatures have a ferocity number which they use both offensively and defensively. If a creature has a variable ferocity, such as “3 + destiny,” draw such destiny each time the creature participates 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 either player.

Attacking other creatures — If at any time two creatures are present together, they immediately attack each other (unless they are the same kind of selective creature); this is an automatic action. Compare their ferocity numbers. The creature with the lower ferocity is ‘eaten’ (lost). If there 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 both players), each creature present with one or more non-droid characters and/or creature vehicles must 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 potential target 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 of being defeated.

Creatures being attacked

During each of your battle phases, your characters, vehicles and starships present with one or more creatures may initiate one attack against one of those creatures (your choice). All of your cards that could participate in a battle at that location participate in the attack. (Your characters, vehicles and starships may initiate one battle per location and/or one attack per location.)

Use 1 Force to initiate an attack against a creature. You may fire applicable weapons at that creature. (Weapons that target characters can also target creatures, as indicated by the revised weapon 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 a battle, including one destiny draw if you have 4 or more ability participating in the attack. If total power > ferocity + defense value, the creature is lost.

See attaching creatures.

crossing over

Glossary Supplement adds to this Glossary 2.0 entry.

Crossing over occurs when a character conceptually “gives in” to the opposite side of the Force. When you use Epic Duel to cause a character to cross over, that character moves to your side of the table and is used as your own (changing from Rebel to Imperial, or vice versa, if applicable).

A character who crosses to your side conceptually takes on a new identity, just as Anakin Skywalker gave in to the Dark Side and became Darth Vader. Your opponent may not deploy any more copies of that persona for the rest of the game. Also, any cards which affect that character by name do not apply (lose any such cards deployed on or targeting the character at the moment of crossing over).

For example, if Luke loses an Epic Duel and crosses over to the Dark Side, cards such as Don’t Get Cocky and Run Luke, Run! no longer work because the name “Luke Skywalker” no longer has any meaning for him, and I Have You Now no longer works because he’s neither Luke nor a Rebel any more. Also — like his father before him — he will abandon Anakin’s Lightsaber because it works only on a Skywalker. On the other hand, he could still use Luke’s Blaster Pistol because it works on any warrior, although he would not get any benefit from the Luke-specific portion of the blaster pistol’s game text.

When a character crosses over to the Dark Side, the benefits of any Jedi Tests that character has completed apply to the Dark Side player.

Lando and the Tonnika Sisters do not “cross over,” they convert (see converting characters).

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

cumulatively

A term used in game text to indicate that multiple copies of a card can increasingly modify the same thing. For example, Rebel Tech says, “Cumulatively adds 1 to the total of Attack Run.” Three Rebel Techs would therefore add 3 to Attack Run. Conversely, the Sandcrawler in the Premiere set says, “Each Jawa at same exterior site is forfeit +1.” The Sandcrawler 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 does not affect the meaning of the term.

Cyborg Construct

When you ‘store’ cards underneath this device, they are not part of your hand or Life Force, although you may view them at any time. If your opponent takes control of your Cyborg Construct, any cards underneath it are placed on top of your Used Pile.

Dack Ralter

Adds 1 to weapon destiny draws of anything he is aboard as a passenger (adds 3 if aboard Rogue 1 or with Luke).

The phrase “with Luke” on this character means whenever Dack has presence at the same location as Luke.

Dagobah

The sparse population and extreme remoteness of the planet Dagobah make deployment to this system and its swampy landscape unusually difficult. The thick atmosphere makes shuttling (and the use of transport cards) impossible. Thus, special deployment and movement restrictions apply to all Dagobah locations:

•Characters, vehicles and starships may not deploy to Dagobah unless specifically allowed by their game text (e.g., Yoda and Son Of Skywalker) or another card (e.g., Encampment and Dagobah: 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 by their game text.

•Shuttling rules and transport cards (e.g., Nabrun Leids and Elis Helrot) may not be used to move to or from Dagobah.

Creatures and all kinds of Effects (except Utinni Effects) may deploy directly to Dagobah locations, but they must obey any relevant deployment restrictions. Interrupts play normally at Dagobah.

“So, how do I get my characters and vehicles to Dagobah?” Normally you will use a card that allows this (such as You Will Go To The Dagobah System) or you will deploy your characters and vehicles elsewhere, then move them to the Dagobah system aboard a starship that can land at a Dagobah site.

Dagobah: Bog Clearing

Any Light Side starfighters may deploy at this site, even those with a permanent pilot.

Dagobah location deployment

See locations.

damage segment

See battle — damage segment.

Dannik Jerriko

Once per battle, may use 1 Force to “eat the soup” of (place out of play) one opposing non-droid character just lost or forfeited at same site. W Power = 1 + total ability of 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).

Danz Borin

Adds 3 to power of anything he pilots. Adds 1 to weapon destiny draws of 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 a warrior.

Dark Forces

When this Effect is deployed, and Alter is played as a response to cancel it, Dark Forces has not had its result yet and thus will not affect that Alter. (See actions.)

Dark Hours

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

The person who plays this card decides in what order to target the available characters. When targeting a character, if the player who played this card has no cards left in their Reserve Deck, then their opponent may choose what happens to that character: either put to 'sleep' or left 'awake.' A ‘sleeping’ character cannot move, drive or pilot.

Dark Jedi Lightsaber

Use X Force to deploy on your warrior where X = (7 – warrior’s ability). May add 1 to Force drain where present. May target a character or creature using X Force. Draw two destiny. Target hit if total destiny > defense value.

Dark Jedi Presence

Because this Interrupt requires a Dark Jedi to be present, it may not be used during a battle at a system or sector.

Dark Strike

This Interrupt adds 3 to the total weapon destiny for a lightsaber, not 3 to each destiny draw.

Darth Vader

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

When in battle, adds 1 to each of your battle destiny draws. Adds 3 to power of anything he pilots (or 4 to power and 3 to maneuver if Vader’s Custom TIE). Immune to attrition < 5. This Imperial’s addition to battle destiny is an automatic modifier.

Death Squadron

Deploy on any system. Adds X to total power of your starships at that system, where X = number of your starships present. Your troopers and combat vehicles may shuttle to related sites for free.

Death Star (Dark Side)

When this mobile system is deployed, its initial parsec number (indicated by X on the card) is zero. Using its hyperspeed of 1, you may move the Death Star system once each turn as a regular move. The Death Star may move to a parsec number even if there 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 planet system (on table) which has the same parsec number. Each time the Death Star system is moved, the Dark Side player must specify whether it is in deep space or orbiting a particular planet. For example, if the Death Star system moves to parsec 2, and both Alderaan and Kiffex are on table, the Dark Side player must specify whether the Death Star system is orbiting Alderaan, 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 move and requires 1 Force. Even if orbiting another system location, the Death Star is itself a separate system location. Remember that cards may only be present at one location at a time, so starships 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 as normal (even though there is no Light Side game text), although normal deployment restrictions must still be obeyed. If the Death Star is orbiting a planet, starships at the planet system can move to the Death Star system and vice versa at normal use of the Force (even without hyperdrive). 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.

Death Star Assault Squadron

Glossary Supplement adds to this Glossary 2.0 entry.

This squadron includes the personas of Darth Vader, DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3, but it may not replace or be replaced by any of those character or starship cards. The built-in Vader persona is not a Dark Jedi. (See permanent pilot.) Death Star Assault Squadron is deploy –6 at a Star Destroyer: Launch Bay.

Glossary Supplement: See Glossary. This card utilizes persona rules as well as squadron rules. If these rules conflict, the persona rules take precedence. Thus the Death Star Assault Squadron may be taken into hand from the table for 4 Force with Hunt Down And Destroy The Jedi as that card may target any version of the •Vader persona. See personas, squadrons.

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.

Errata: This site has been revised to have Scomp link icons on both sides. Note that since deploy actions are limited to owner's deploy phase (see deploy), you may only deploy, at most, one docking bay during each of your deploy phases using this site's Dark Side text (see one).

Death Star: Level 6 Core Shaft Corridor

If the Light Side controls this site, Luke and Obi-Wan are each power +2.

Death Star location deployment

See locations.

Death Star Tractor Beam

Use 2 Force to deploy on Docking Bay 327. At the end of a battle at Death Star system, may target an opponent’s starship present (except a Mon Calamari star cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value.

See tractor beam.

Defel

Each Defel on table can cause the loss of only 1 Force per turn.

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 are targeted by weapons. A character’s defense value is its ability, armor, or maneuver - whichever is higher. (Unarmored droids without maneuver have a defense value of zero.) A vehicle or starship’s defense value is its armor or maneuver. A creature’s defense value is indicated by a term that is unique to that creature, such as scales, slither, vicious howl etc. Occasionally, a weapon will be able to target some other kind of card (such as a seeker or artillery weapon). In that case, the weapon card itself will provide a defense value to be used.

dejarik battle

This term refers to a battle at a holosite.

dejarik rules

Glossary Supplement adds to this Glossary 2.0 entry.

‘Dejariks’ are small holographic gamepieces representing lifeforms from various planets in the galaxy. Dejariks and holograms may battle each other at a holosite (Dejarik Hologameboard or Imperial Holotable).

A holosite is placed by itself on table and is never adjacent to any other site. Holosites allow dejariks and holograms to deploy and battle there as if they were characters. Dejariks and holograms at a holosite are not considered to be characters, Interrupts and Effects, they are simply dejariks and holograms (e.g., Alter may not cancel Molator at the holosite). However, any card 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 if you have 4 or more ability present). If you control the holosite, you may Force drain there and you may also return any of your dejarik/hologram cards there to your hand at any time between other actions, except during battle.

Glossary Supplement: See Glossary. A dejarik deployed to the holotable counts as deploying a card (not a character!) 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.

Demotion

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

Use 2 force to deploy on any Imperial except Vader, Emperor or a stormtrooper. That Imperial is power -2 and its game text is canceled.

Dengar

Adds 2 to power of anything he pilots. Power +1 for each opponent’s character present. May reduce Han’s forfeit to zero while present.

Dengar’s Blaster Carbine

Use 1 Force to deploy on Dengar, 3 on your other warrior. 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.

Dengar’s Modified Riot Gun

Use 2 Force to deploy on Dengar, or 5 on your other bounty hunter. May target a non-droid character using 3 Force. Draw destiny. Character immediately captured if destiny +3 > defense value.

deploy

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

To bring a card such as a character, starship, site, Effect etc. into play by placing it on table, usually during your deploy phase. Most cards in the game deploy, although Interrupts (and some Epic Events) play rather than deploy. Actions that allow a card (or cards) to be deployed may only be initiated in the owner's deploy phase, unless the action lists a specific phase during which it can be played, or specifies an action that the deployment can be made as a valid response to. Cards that contain deployment conditions or modifiers may not necessarily specify when the card may be deployed. For example, "Deploys -1 to same site as...." adds a condition ("same site as") and a modifier ("-1") to deployment but does not add a specific timing and as such is limited to the owners deploy phase. Similarly, "once per game" details how often the action may be performed, but specifies no timing for that action, and may therefore only be initiated within the owner's deploy phase. Thus, for example, Mara Jade may only deploy a weapon on her from Reserve Deck during her owner's deploy phase. Similarly, We'll Find Han and Jabba's Palace: Audience Chamber (DS) may only be used during the owner's deploy phase. However,Bargaining Table says "If Effect canceled ... may immediately deploy" which has a specific timing (when the Effect is canceled) and as such can be performed outside of the deploy phase.

deploy cost

The amount of Force required to be used in order to deploy a card.

If a card that deploys does not have a deploy cost box, does not list a deploy cost in its game text and has not been given a cost by some other game function, that card is ‘free’ to deploy. (It may have other requirements, however.)

For information on how the deploy cost of a Jawa is affected by modifiers, see Jawas.

deploy phase

Third phase of each turn, in which you may deploy cards from your hand to the table.

You can deploy characters, vehicles and starships where you have presence or a Force icon on your 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 the appropriate number of Force cards face down, one at a time, from the top of your Force Pile to the top of your Used Pile. Then place the card or cards you are deploying on table. If a card does not specify a deploy cost, you can deploy it for free.

deploying cards on vehicles and starships

You may deploy cards directly aboard vehicles and starships at any location where you have presence or Force icons. Characters may be deployed directly aboard vehicles and starships with sufficient character capacity. Vehicles and starfighters may be deployed directly aboard capital starships with sufficient capacity. Weapons, devices, Effects and similar cards may be deployed wherever appropriate, with or without presence or Force icons.

deploys like a starfighter

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

Cards that "deploy like a starfighter" must follow all rules and game text that apply to the deployment of starfighters. For example, the Bright Hope can deploy to the clouds, but will only be able to deploy -1 to Light Side Dantooine (it does not get the choice to use the capital starship deployment reduction at that location).

Derek ‘Hobbie’ Klivian

Power +2 when at same site as Biggs. Adds 2 to power of anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2 to maneuver.

Descent Into The Dark

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

During your turn, if either player just placed a card in a Used Pile, deploy on table. All Used Piles are immediately re-circulated. When any player places one or more cards in a Used Pile, Immediate Effect canceled.

destiny draw

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

Represents the element of fate or chance involved in actions. Although destiny draws sometimes have special labels such as battle destiny, weapon destiny, asteroid destiny 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 top right corner of that card is the value of the destiny draw (location cards have destiny of zero). If a card has more than one destiny number, the player drawing it for destiny chooses which number to use.

• Apply all automatic modifiers (e.g., Darth Vader, Rogue Gunner). The final value of a destiny draw may not fall below zero.

• Opponent has the first opportunity to respond to this destiny draw by playing any valid response (text such as "If your opponent just drew destiny..". You then get the next opportunity to play a valid response, as per normal action rules (see actions).

• Place the card face down on your Used Pile. If instructed to draw two or more destiny, repeat the above steps for each draw. Add all the destiny values together to determine total destiny. Note that some modifiers only add or subtract to total destiny (not the destiny draws themselves) - they are applied now. The final value of total destiny cannot fall below zero. All destiny draws are mandatory, except battle destiny and destiny draws allowed by game text that says “may draw destiny” (e.g., 8D8, Yarkora, Lt. Pol Treidum). (Of course, it might be optional to initiate an action which requires a destiny draw, but once that action is initiated the destiny 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 the opponent, 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 battle destiny), 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.

Devaronian

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Power +2 at Mos Eisley, any mobile site or any docking bay. Adds 2 to power of anything he pilots. When playing sabacc, may use clone cards to ‘clone’ his own destiny number.

devices

Type of card that represents an item that can generally be carried or used by characters, starships or vehicles.

Devices are deployed, carried and transferred in much the same way as weapons. (see weapons — deploying and carrying; see weapons — transferring). However, devices are used rather than fired.

diamond (

◊) symbol — See unique and restricted cards.

Direct Hit

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

Disarmed

If both players have a character with a weapon present at same site, deploy on that opponent’s character during any control phase. Character loses all weapons, is power –1 and may no longer carry weapons. (Immune to Alter.)

This Effect causes the targeted character to lose all weapons being carried (including those represented by a permanent character weapon icon).

disembarking

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

See movement – unlimited – disembarking.

docking bay transit

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

See movement - regular - docking bay transit

Dodge

Some versions of this Interrupt were misprinted. The misprints play the same as the correct copies, which end with “… move that character away as a ‘react’ (for free).”

Don’t Get Cocky

If Luke and Han are in a battle together, you may add two battle destiny. OR If opponent just initiated a battle at a system or sector, choose one TIE/ln present to be lost.

Don’t Underestimate Our Chances

This Interrupt does not triple attrition. (See battle.)

dot (•) symbol

See unique and restricted cards.

Double Agent

If both players have a spy at same site, draw destiny. Add 2 if opponent’s spy is Undercover. Opponent’s spy is lost if destiny > 2. OR Opponent’s Tonnika Sisters present at a site cross to your side.

Double Back

This Interrupt does not require you to announce in advance which character 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.

Double Laser Cannon

Use 4 Force to deploy on Jabba’s Sail Barge or your sandcrawler; it is power +3 and immune to attrition < 5. Your warrior present, if aboard, may target a vehicle using 2 Force. Draw destiny. Target hit if destiny +2 > defense value.

Dr. Evazan

Adds 2 to power of anything he pilots. The not-so-good doctor may ‘operate’ on any other character present that was just ‘hit’ or just Disarmed; ‘patient’ is lost.

draw destiny

The action of revealing the top card from your Reserve Deck and using the destiny number in a variety of ways as described by rules or game text. Afterwards, the card is placed on top of your Used Pile. (See destiny draw.)

draw phase

Sixth and final phase of your turn. If you have some cards left in your Force Pile, you can draw any number of them into your hand, one by one. There is no limit to the size of your hand. (You also may want to leave some cards in your Force Pile; these can be expended to do such things as ‘reacting’ and playing Interrupts during your opponent’s turn.) When you are through, re-circulate your Used Pile under your Reserve Deck. Then announce to your opponent, “The Force is with you!” to end your turn.

drawing cards

Drawing each card during your draw phase is a separate action.

draws one battle destiny if not able to otherwise

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

See battle destiny – draws one battle destiny if not able to otherwise.

Dreadnaught-Class Heavy Cruiser

May add 3 pilots, 6 passengers and 4 TIEs. Has ship-docking capability. Permanent pilots provide total ability of 2. Turbolaser Battery may deploy aboard. Your TIEs present are each power +1.

drivers

A driver may be any non-droid character. If more than one character is aboard a transport vehicle, you must designate which one is driving (you may do so at any time during your deploy or move phase). A pilot who is serving as a driver is not ‘piloting’ and thus does not add a power bonus to the vehicle.

droid

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). Droids have no ability, thus they do not create presence. When a comparison or action requires a numerical value for a droid's ability, it is considered to be an unmodifiable zero. Droids without armor or maneuver have a defense value of zero. See highest-ability character, defense value, Ability, Ability, Ability.

Droid Detector

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

Deploy at any interior site. Cannot be moved. Droids may not deploy to same site. Following the turn this device is deployed, all droids present are lost at end of any turn.

Droid Shutdown

Cancel an attempt by opponent to target your droid to be stolen, ‘hit,’ 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.

DS-61-2

Adds 3 to power of anything he pilots. When piloting Black 2, also adds 1 to maneuver and may draw one battle destiny if not able to otherwise.

DS-61-3

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

DS-61-4

Adds 3 to power of anything he pilots. When piloting Black 4, also may draw one battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand from Reserve Deck; reshuffle.

Dual Laser Cannon

Use 2 Force to deploy on your T-47. May target a character, creature or vehicle using 1 Force. Draw destiny. Subtract 1 if targeting a character or creature. Add 2 if targeting a vehicle. Target hit if total destiny > defense value.

during battle

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The phrase “during battle” is equivalent to “when participating in battle.”

Dutch

Adds 2 to power of anything he pilots. When piloting Gold 1, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each other Gold Squadron pilot at same location.

This character is a leader. (See characteristics.)

E Chu Ta

When using the second function of this Interrupt, if your opponent ‘reacts’ by bringing ability or a spy to the battle, this does not cancel the battle.

Echo Base Trooper

Echo Base Troopers (and Echo Base Trooper Officers) are Rebel troopers (see characteristics).

Echo Trooper Backpack

Deploy on your trooper. May use any number of weapons and 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. It also does not override other restrictions (such as those for artillery weapons).

Effects

Type of card, initiated during the deploy phase, that modifies certain cards or 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 other cards (e.g., a specific Interrupt), in which case any cards or conditions the Effect was modifying revert 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 of the game, unless canceled. They can deploy on characters, vehicles, starships, locations or even just 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 are vulnerable 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 that location, in order to cancel a negative condition or to benefit from a positive one. If the target of an 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 it specifically mentions one or more of the others or it specifies an “Effect of any kind.”

EG-4 (Eegee-Four)

When this droid is drawn as battle destiny, it doubles total power (but not attrition) present at the location of the battle before adding any other battle destiny draws.

EG-6 (Eegee-Six)

This droid works just like EG-4, adding 1 to power of each of your droids present.

Egregious Pilot Error

During opponent’s control phase, if opponent has two or more capital starships at a system or sector together, draw destiny. If destiny –1 < number of those starships, they may not move or participate in battle until end of your next turn.

Eject! Eject!

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.)

See the Dark Side counterpart, Come With Me.

Electrobinoculars

Errata:

Use 1 Force to deploy on any warrior. At any time, you may peek at the top card of your Reserve Deck 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 is at least one card in your Reserve Deck.

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 one site to ‘transport’ (relocate) to any one other site. Draw destiny. Use that much Force to ‘transport,’ or place Interrupt in Lost Pile. This Interrupt may not relocate captives or their escorts. Transport may be performed to any site which the characters could move to using normal movement. (This includes interior mobile sites but not special sites such as the Death Star: Trench, a holosite, a Dagobah site or a site protected by the Hoth Energy Shield.) The following actions are part of the initiation of this Interrupt:

• targeting the characters to be moved;

• targeting the site to move them to;

• drawing destiny; and

• paying the cost (using the Force required to transport the targeted characters).

Ellorrs Madak

Deploy on your non-pilot character (except droids) to give that character pilot [P] skill. Adds 2 to power of anything that character pilots. OR Deploy on your pilot. Adds 1 to power of anything that character pilots. (Immune to Alter.)

embarking

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

See movement – unlimited – embarking, capacity.

Emergency Deployment

Although this card allows you to deploy ‘anywhere,’ it does not give you permission to ignore requirements such as presence, Force icons and location-specific restrictions. For example, the Hoth energy shield will still prevent Dark Side deployment to most Hoth sites.

enclosed vehicles

‘Enclosed’ vehicles are identified as such in their card lore. Characters aboard an enclosed vehicle function just as they would aboard a starship (because starships are also enclosed). They are sheltered from the environment and thus are not present at the location, preventing them from using their personal power, firing character weapons or being 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 not apply their ability toward drawing battle destiny.

See open vehicles.

End This Destructive Conflict

USED: During a battle at a site, instead of firing one 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.

Enhanced TIE Laser Cannon

Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if destiny > defense value.

Epic Duel

While this Epic Event is on table, whenever you initiate Vader’s Obsession or The Circle Is Now Complete you must declare whether you are using the game text of that Interrupt or the game text of Epic Duel. (If you use the game text of Epic Duel, disregard all game text on the Interrupt other than the name of the targeted persona.) Either way, your opponent has the opportunity to cancel your Interrupt (e.g., using Sense or Run, Luke, Run). Vader’s Obsession creates an epic duel only against Luke; The Circle Is Now Complete creates an epic duel only against Obi-Wan.

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 of a Rebel Base, the turning of Luke Skywalker etc.). Epic Events are identified by the icon in the upper left hand corner (see inside cover of Glossary or rulebook 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 be utilized more than once, whereas Commence Primary Ignition and Target The Main Generators play (like Interrupts) and are placed in the Used Pile or Lost Pile after use, according to their result.

Escape Pod

This Interrupt does not save devices or starship weapons currently deployed on the starship (or on a vehicle or starfighter aboard that starship).

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

See may Force drain.

Evacuate?

This Interrupt does not save devices or starship weapons currently deployed on 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 has sufficient capacity to hold all of them and they are all allowed to exist there. (Saved cards may not be relocated to starship sites.) Your opponent’s characters may not be relocated to one of your capital starship cards unless otherwise specified (e.g., a captive being escorted).

Evacuation Control

Deploy on your war room. Once during each of your move phases, your Planet Defender Ion Cannon at same planet may fire. Also, each of your medium transports at same planet is hyperspeed +2, is immune to attrition < 3 and may move for free.

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: If Vader or Vader’s Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location. This interrupt may relocate Death Star Assault Squadron (because it relocates the persona of •Vader). See Death Star Assault Squadron, personas.

examining cards

See peeking at cards.

E-web Blaster

Deploy on any site. May be moved with two warriors for 1 additional Force. Your warrior present may target a starfighter (use 5 as defense value), character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.

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 expand card titles, marker numbers etc. Thus, for example, it does not allow docking bay 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 location game text, then the existing game text takes precedence.

exterior site

A site location which is conceptually ‘outside’ (or partially outside); identified by an exterior icon.

Eyes In The Dark

This Effect causes cards lost from Life Force to be concealed during the process of relocating them to the affected Lost Pile. However, cards lost from hand (or from table) 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 top card to see if it is appropriate).

§ face up

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

Face-up cards on table must be visible to all players. Although many face-up cards in the game are allowed to be placed underneath other cards (e.g., a pilot character aboard a starship), they are not intended to be hidden from any player. Cards placed or stacked face up on or under any Effect (such as Bargaining Table, or There'll Be Hell To Pay), Objective (such as My Kind Of Scum), Defensive Shield (Do They Have A Code Clearance?) or Jedi Test, are not considered to be on table. Exceptions to this rule are listed under the individual card entries. See also face down, on table.

Fall Back!

If opponent just initiated a battle at an exterior site with more than double your total power, use 1 Force to cancel the battle and move all your characters there to an adjacent site (for free) where the opponent has no presence.

Fear Will Keep Them In Line

Deploy on any capital starship. When that starship is at a system or sector you control, your total power is +1 in battles at related sites.

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 as Trevagg, 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 of Force 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 an enclosed vehicle or starship), battles may be initiated for zero Force. This value is unmodifiable, and thus cannot be affected by cards such as Wars Not Make One Great or Battle Order. See unmodifiable.

Field Promotion

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

Deploy on an Imperial of ability < 5 present with Vader, Emperor or one of your admirals, generals, or moffs. Imperial gains {leader} skill, is power +1, and is immune to Demotion, Report to Lord Vader, and What is Thy Bidding, My Master?. (Immune to Alter). See immune.

Fire Extinguisher

Deploy on your astromech droid. Cancels Lateral Damage, an ‘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.

fire repeatedly

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

See weapons - fire repeatedly.

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. See weapon – firing or swinging (using).

firing into battle

See long-range weapons.

firing out of battle

Weapons no longer fire “out of battle.” For simplicity, consistency, 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 participating in a battle or attack has been revised to say that they may normally be fired only when the target is participating in a battle or attack, and several weapon and device cards have been revised to support this rule (see long-range weapons).

Flagship

Use 2 Force to deploy on your Star Destroyer. Your other starships may move as a ‘react’ to same system or sector (for free). If starship lost, you lose X Force, where X = starship’s armor. (Immune to your Alter.)

For Luck

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

Deploy on table. If Counter Assault is played, may use 1 Force to add one destiny to your total. If Sense or Alter just played, may use X Force to exclude X Dark Jedi from being the "highest-ability character." See the Dark Side counterpart, Dark Forces.

Force

An energy field generated by all living things and represented as the basic unit of measurement in the game (1 unit of Life Force = 1 card).

Since the game revolves around players offensively and defensively manipulating their Life Force, understanding how the Force is represented and used is extremely important. During play, your Force cards will circulate through your piles as shown in the diagram.

Life Force — Your Reserve Deck, Force Pile and Used Pile make up your Life Force. If these three piles are totally depleted, you lose the game! Cards in your hand, on table or in the Lost Pile are not counted as part of your Life Force. Your Life Force is like a flow of energy. How well you manage this Force is a key strategic factor.

Reserve Deck — The 60-card deck you use to play the game becomes your Reserve Deck and represents the total Force available to you throughout the game. After deploying your starting location or other starting card(s), shuffle the remaining cards and place them on table to form your Reserve Deck.

Force Pile — The first thing you do during your turn is ‘activate’ Force by counting cards from the top of your Reserve Deck and putting them face down in your Force Pile. Cards are only in the Force Pile temporarily. They represent the amount of Force energy that is available for you to use 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 your Force 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 are placed 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 the Lost Pile as the result of battle or at any time the opponent causes you to lose Force. These cards are generally not available for the rest of the game, but you can use certain cards to retrieve them.

Re-circulating — At the end of each player’s turn, you re-circulate your Used Pile by placing it beneath your Reserve Deck. These cards will work their way back to the top of the Reserve Deck during subsequent turns to be activated again. If you forget, your opponent can insist that you re-circulate.

Losing Force — When you are required to lose Force, you must discard cards face up to your Lost Pile, one at a time. You may choose cards to be lost from your hand or from the top of your Reserve Deck, Force Pile or Used Pile.

Force drain — Conceptually, if the Dark Side dominates a portion of a planet or an area of space, the Light Side Force in that area is diminished, and vice versa. Accordingly, at each location you control during your control phase, you may choose to cause your opponent to lose Life Force. This is called a “Force drain.”

During the control phase, initiate each Force drain one at a time. You may Force drain an amount equal to the number of Force icons on your opponent’s side of the location where you initiated the Force drain. (Some cards require or allow a modifier to be added to or subtracted from a Force drain.) Your opponent must lose that much Force, taking the lost cards from hand, Life Force or both.

A location without Force icons is considered to have ‘zero’ Force icons. Thus, you can actually drain there for zero Force, and you can use modifiers to increase that Force drain (see Force drains vs. Force generation).

All of your cards with ability at the location of the Force drain are considered to participate in that Force drain. Each of your cards with ability may participate in only one Force drain per turn.

Force drain bonus

This term refers to any positive Force drain modifier.

Force drain modifier

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

This term refers to any game text that directly adds to, subtracts from, or multiplies the amount of a Force drain. For example, Projection Of A Skywalker and Ralltiir Operations / In The Hands Of The Empire have game text that is considered a Force drain modifier. Harc Seff and It Could Be Worse do not provide Force drain modifiers as they affect the way the Force loss is satisfied, but not the amount itself. Similarly, Resistance and We’re Doomed also do not provide Force drain modifiers, as they simply limit the maximum loss to a Force drain, but do not modify the amount of the Force drain. See Force drains may not be modified or canceled by opponent.

Force drains vs. Force generation

The Force drains and Force generation allowed at a particular location may be modified independently or together. Cards that modify “Force drain” (e.g., Obi-Wan’s Lightsaber) or “Force generation” (e.g., Dagobah: Bog Clearing) affect one and not the other, whereas cards that modify Force icons (e.g., Sleen, Presence Of The Force) affect both.

Force Field

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

USED: Cancel an attempt to target a Dark Jedi with a character weapon. LOST: If one of your characters was just targeted by a weapon during a battle, use 3 Force to cancel the targeting.

Force generation

The amount of Force you may activate each turn during your activate 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 modified to allow Force generation (see Force drains vs. Force generation).

Force generation bonus

This refers to any positive Force generation modifier.

Force generation modifier

This term refers to any game text that adds to or subtracts from Force generated from Force icons.

Force icons

Symbols (lightsabers) that identify the amount of Force generated by a location. Force icons also indicate locations where you may deploy characters, vehicles and starships. The existence of Force icons on both sides of a location is the primary requirement for a location to be a battleground.

Force Pile

Pile from which Force cards are used or drawn into hand.

Force sensitivity

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

Force-Attuned

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

Force-Sensitive

Level of Force sensitivity that indicates an awareness of and some training in the use of the Force (represented in the game by an ability level of 4 or 5).

foreign-language cards and rules

To ensure consistent tournament play worldwide, one language (English) is used as the standard for all gameplay. Cards and rules printed in other languages are played and interpreted exactly the same as their English-language counterparts (and according to all current rulings, errata and clarifications). For example, different language versions 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.

forfeit

You may forfeit cards only during the damage segment of a battle. Other actions 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 is being forfeited from the location of a battle that it participated in to satisfy attrition or battle damage affecting you.

Any card which is still participating in battle during the damage segment is eligible to be forfeited, and is subject to attrition, even cards which have had their forfeit set to zero (see unmodifiable values). When a card has its forfeit reduced and no duration is specified, the reduction lasts until that card leaves play.

forfeit value

Number on a card representing the amount of attrition and/or battle damage that may be satisfied by losing that card during a battle.

forfeiting cards

A means of satisfying attrition and/or battle damage; see battle — damage segment.

Fozec

Adds 2 to power of anything he pilots. While at a site you control, Imperials are immune to Ke Chu Ke Kukuta? at that site.

frozen

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

See captives – frozen. Gold Squadron See squadron designations.

Frozen Assets

Although this Effect can prevent cards from being drawn or used from the Force Pile, it does not prevent them from being lost from the Force Pile or from being reordered by Shasa Tiel. (However, Shasa may not reorder a card from below Frozen Assets to above it, or vice versa.)

Frozen Dinner

Deploy on opponent’s character alone at Wampa Cave. Character is power = 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.

Frustration

During your control phase, peek at opponent’s hand and target one non- Interrupt card you find there that has a deploy cost < total number of [Light Side Force] icons on table. Opponent must deploy target by the end of your next turn, or it is lost (if still in hand).

Full Scale Alert

Cards that have their movement ‘blocked’ by this card cannot move.

Full Throttle

If your pilot (or permanent pilot) is defending a battle alone at a system or sector, add one battle destiny. OR If Luke is defending a battle alone at a system or sector, add 1 to power and add one battle destiny.

Fusion Generator Supply Tanks

Deploy on your starship at a system or sector where a related docking bay is on table. Adds 1 to hyperspeed, power and maneuver.

Gaderffii Stick

The use of the word “opponent” on this weapon refers to the Tusken Raider’s opponent in battle (not your Light Side opponent). Thus, if successful, the Gaderffii Stick prevents all weapons carried by one target character from being used in the battle.

Gailid

Deploys free to same site as Mosep. Adds 2 to power of anything he pilots. While at Audience Chamber, adds 1 to your Force drains at Jabba’s Palace sites.

game text

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

Gameplay information in the large text block located at the bottom of each card (or on each side of a location card).

Gamorrean Ax

Use 1 Force to deploy on your Gamorrean. Adds 1 to power. When present at a site, Gamorrean draws one battle destiny if not able to otherwise. May target a character or creature for free. Draw destiny. Target hit if destiny > defense value.

Garouf Lafoe

Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent’s characters at same Hoth site. Game text suspended if at same site as a tax collector.

gender of characters

Whenever a character’s gender is not indicated by the card’s image, game text, title or lore, that character is considered to be male.

General Dodonna

When this Rebel “increases Rebel Planners by 1,” he adds 1 to X; when he “doubles” it, he doubles X instead. General Dodonna does not affect the deploy cost of Rebel Planners.

General Veers

Power +1 when at same site as Admiral Ozzel. Adds 1 to power of each Imperial at same Hoth site. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, also adds 1 to armor and draws one battle destiny if not able to otherwise.

Generic sites

These locations represent environments found on a variety of different planets. They may be deployed as part of any planet system (except those excluded by their game 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 thus related to the system, its other sites and its cloud sectors. (This relationship begins after the site is deployed; thus, for example, the game text of the Dagobah system does not allow you to take a generic Swamp from your Reserve Deck.)

Each generic site has a single diamond (◊) symbol in its card title, indicating that only one copy of that site may be on table for each planet. All generic sites are exterior-only, and thus are grouped 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 or Jedi Test.

See spaceport sites.

Ghhhk

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 all remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. Lore: Dejarik of creature from Clak’dor VII. Ghhhk rise with the dawn, screeching their mating calls across the jungle. Locals use their skin oils as a healing salve. The condition "just forfeited all your cards that participated in a battle" applies only to characters that were participating in the battle when the damage segment began. Characters who may have participated earlier in the battle but are not participating at the start of the damage segment (such as an excluded character) do not restrict the play of this card.

glancing at cards

See peeking at cards.

Glancing Blow

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

Golan Laser Battery

Deploy on any exterior planet site. Your warrior present may target a creature, character or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 2 if targeting a creature or character. Target hit if destiny > defense value.

See long-range weapons.

Gold 2

May add 2 pilots or passengers. May forfeit in place of your other starfighter ‘hit’ in Death Star: Trench, restoring that starfighter to normal.

Gold Leader in Gold 1

This starship includes the persona of Dutch, but it may not replace or be replaced by the Dutch character card. This starship is not considered a leader for gameplay purposes, because leader is a characteristic that applies only to characters, not to starships or permanent pilots. (See characteristics and permanent pilot.)

Gold Squadron

A character is a member of Gold Squadron if indicated in title, lore or game text or if piloting a Gold Squadron starfighter (one whose title begins with the designation “Gold”).

Grand Moff Tarkin

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

Adds 2 to power of anything he pilots. When with Vader in a battle, once per battle may cancel one opponent’s destiny just drawn. This Imperial may cancel any one destiny draw that occurs after a battle is initiated but before it is over, including (but not limited to) battle destiny, weapon destiny, destiny drawn for Sense etc. You may cancel only a destiny draw, not a destiny number from another source such as Smoke Screen or It Is The Future You See. Grand Moff Tarkin is “with Vader in a battle” if both characters are participating in the same battle (see prepositions). This character does not have the characteristic commander. See commander.

Grappling Hook

Once this Immediate Effect has its result, it causes new copies of the targeted Interrupt to be unique (•) for both players. Because that Interrupt is now limited to one per 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 the Immediate Effect rather than going to the Lost Pile (although the interrupt’s result is still canceled).

There are four different Immediate Effects which target just-played interrupts in this manner (Grappling Hook, Tentacle, There’ll Be Hell To Pay and What’re You Tryin’ To Push On Us?). If two or more of these cards target the same interrupt, place the Immediate Effects next to each other on table, with the Interrupt partially covering all of them.

Gravel Storm

Strikes at Dune Sea, Jundland Wastes, Beggar’s Canyon, Lars’ Moisture Farm, Jawa Camp, or Mos Eisley. Target opponent’s character present at that site. Draw destiny. Target lost if destiny > ability.

Gravity Shadow

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

Gravity Shadow may target a starship whenever it attempts to move through hyperspace, even during a battle (for example, using a card such as Hit And Run or Hyper Escape). This Interrupt targets a starship and its highest-ability pilot (whether a permanent pilot or a character acting as a pilot). For any starship with multiple non-unique permanent pilots, calculate the ability of each permanent pilot as equal to the total ability of the permanent pilots divided by the number of permanent pilots aboard (rounded up if necessary). For example, all Light Side squadrons with multiple permanent pilots (and no pilot characters aboard) have a "highest ability pilot" of 1.

Grimtaash

USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent’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 condition of initiation (see actions). Thus, if you initiate Grimtaash, your opponent plays one or more cards as responses and those card plays reduce opponent’s hand size below 13, your Grimtaash still has its result.

When affecting cards that opponent has two or more of in hand, Grimtaash looks for multiple copies of the same card title (not different versions of the same persona).

Han Solo

Once during battle, may use 1 Force to cancel and re-draw your just drawn destiny. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 2 to maneuver and 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 involving him (not just battle destiny). He cannot cancel and redraw an already canceled destiny.

hand

Term for cards held in a player’s hand. Each player’s hand starts with 8 cards; thereafter, there are no limits to its size.

Han’s Heavy Blaster Pistol

Use 1 Force to deploy on Han, or 3 on your warrior. May 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.

He Hasn’t Come Back Yet

This Interrupt targets one of “your” exterior planet sites, and thus may play at a site only if you deployed that site card.

Hear Me Baby, Hold Together

If opponent just targeted your starship with a starship 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’s destiny draws during the same battle, attack or use of Sniper/Sorry About The Mess.

here

The word ‘here’ in game text means “at this location,” unless context indicates 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 “on this card,” although the revised printings of those cards will use the word ‘aboard’ instead.

Het Nkik

W Deploys only on Tatooine for 2 Force from each player’s Force Pile. Het is power +1 for each stormtrooper at same site, unless Reegesk is present.

Hiding In The Garbage

This Effect does not allow you to take cards from your opponent’s Force Pile, even with Beggar (because Beggar does not allow you to reveal your opponent’s cards).

High Anxiety

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

If an opponent's character with ability > 2 has just become missing, deploy on a Rebel with ability > 2 on same planet. Rebel may not participate in battle. Immediate Effect canceled if missing character is found or lost. This Immediate Effect is canceled if the missing character is no longer missing for any reason (found, lost, captured, placed in Used Pile, placed out of play etc.).

Higher Ground

USED: During a battle at a site, instead of firing one 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.

highest–ability character

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

Your “highest-ability character” must be a character card with an ability of greater than zero. Thus, droids (who do not have ability) and permanent pilots (who are not character 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 to target. See droid.

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 and Hopping Mad are immune to Alter. Once during each draw phase, unless C-3PO is present with a Wookiee, you may examine the cards in your Used Pile. (Immune to Alter.)

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 sideways until the damage segment of the battle, at which time the target must be forfeited. If the battle ends before the damage segment, then all "hit" cards are immediately lost. Any card "hit" when there is no battle occurring (for example, a weapon is fired using an Interrupt such as Sniper) 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 the weapon destiny draw.

H’nemthe

Adds 2 to power of anything she pilots. Adds 2 to deploy cost of each opponent’s male Imperial when that Imperial is deploying to same or adjacent site.

Hoth energy shield rules

Glossary Supplement adds to this Glossary 2.0 entry.

The Hoth: Main Power Generators site produces an energy shield which is “strong enough to withstand any bombardment.” This shield protects much of Hoth 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 marker number of 4 or more is needed to establish the shield’s boundary. Therefore, whenever you are about to deploy the Main Power Generators (even as your starting location), you must check to see 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 to deploy the North Ridge, you may not deploy the Main Power Generators). The same holds true if you 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 sites except the outermost exterior marker site and the Wampa Cave. At shielded sites, the Dark Side may 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 the energy 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 system location, 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 Rebels can activate and deactivate the shield to allow their own forces to pass). When the energy shield is not active, both sides can deploy and move to Hoth normally.

Glossary Supplement: See Glossary. Alter the Glossary entry to read: “Therefore, whenever you are about to deploy the Main Power Generators (even as your starting location), you must check to see if marker 4, 5, or 6 is on table.”

Hoth location deployment

See locations.

Hoth: Main Power Generators

If you choose this site as your starting location (and if 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 are unable to do so, then you must set the Main Power Generators aside temporarily and choose a different starting location. (See Hoth energy shield rules.)

See blown away

Hoth: Main Power Generators.

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 all remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown. Dejarik creature. These ferocious-looking beasts are gentle, loyal, and often domesticated as guard animals or pets on Kinyen, the Gran homeworld. See Ghhhk.

Human Shield

This Interrupt allows you to take advantage of the full forfeit value of characters you have captured to satisfy attrition and battle damage, including forfeit modifiers from cards such as Lieutenant Sheckil.

Hyper Escape

Cancel a battle just initiated at any system or sector by moving all your starships and vehicles there away.

Hyperoute Navigation Chart

This chart is a game aid and is not considered a card for gameplay purposes.

hyperspeed

Maximum number of parsecs a piloted starship with hyperdrive and a nav computer can move each turn.

Hypo

Glossary Supplement adds to this Glossary 2.0 entry.

Deploy on your IT-O. Once during each of your control phases, if present with a captive: You may ask one yes-or-no question about cards in opponent’s hand. Opponent must answer truthfully or lose 1 Force. OR May add 1 to Force drain where present.

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

I Find Your Lack Of Faith Disturbing

See the Light Side counterpart, Affect Mind.

I Have A Bad Feeling About This

This interrupt’s first function may re-target only one of the targets of an Interrupt or Utinni Effect. For example, Elis Helrot specifies two targets: a group of characters and a destination site. Thus, you may select either a different destination of the same side of the Force as the original, or a different group of Dark Side characters together at 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 requirements of the card being retargeted or relocated.

The second function of this Interrupt does not relocate Utinni Effects, Mobile Effects or Immediate Effects.

I Have A Very Bad Feeling About This

This interrupt’s first function may be played 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’ to that battle, even though it is a response to such a ‘react.’

I Thought They Smelled Bad On The Outside

Sacrifice (lose) your creature vehicle to protect one character present from Exposure, Ice Storm, Frostbite and Gravel Storm for remainder of turn. (Two characters may be protected if sacrificing a ronto.) OR Double Tzizvvt’s power until he moves.

Ice Storm

This Mobile Effect deploys at the outermost marker, even if the outermost marker is the Wampa Cave. However, characters inside the cave (a non-exterior site) are protected from the Ice Storm.

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, that card (or one card of same title) may deploy for free. No matter where the targeted card is being deployed from (from hand, from Reserve Deck, from Bargaining Table etc.), that card is “bounced” to its owner’s hand. If the target card is a starship being deployed simultaneously with a pilot (or vice 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 being bounced) for any triggers or automatic actions dependent upon that event. For example, an objective may flip when the character is deployed if dependent upon controlling or occupy. Similarly, if Daughter of Skywalker is being deployed from Reserve Deck (using Mind What You Have Learned), Leia will be targeted by that objective for remainder of game, even if subsequently "bounced".

if within range

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

This term was used on older cards that moved as a 'react', but is now redundant. This term refers to (and only allows) movement utilizing landspeed or hyperspeed (whichever is applicable). It is not applicable to docking bay transit, shuttling etc. See movement.

IG-2000

May add 1 pilot (must be a smuggler or bounty hunter) and 2 passengers. Maneuver +3 and immune to attrition < 3 if IG-88 piloting. Ion Cannon may deploy aboard.

IG-88

Adds 2 to power of anything he pilots. May ‘assassinate’ any character at same site hit by IG-88 (victim is immediately lost). May use two different weapons. May initiate battle and be battled. Immune to Restraining Bolt and purchase.

Although this droid may carry and use two weapons, it counts as only one warrior. See may initiate battle and be battled.

IG-88’s Neural Inhibitor

This weapon may be deployed on and used by any bounty hunter, including Danz Borin.

IG-88’s Pulse Cannon

Use 1 Force to deploy on IG-88, 4 on your other warrior. Adds 2 to power. May target X non-droid characters or creatures using X Force. Draw destiny for each. If destiny = 0, character is power –1 and forfeit –1 until end of turn. If destiny –1 > defense value, target hit.

I’m Here To Rescue You

If you have a spy present at the Detention Block Corridor, target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive).

I’m On The Leader

Target opponent’s starfighter making an Attack Run. Draw destiny. 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.

Immediate Effect

A kind of Effect which plays during any phase of either player’s turn (like an interrupt), but stays on table (like an Effect). Immediate Effects are not vulnerable to Alter (see Effects).

immune

A card that is immune to an action is not a valid target for that action. If a card is made immune to another card already targeting (or deployed on) it, the other card is canceled.

immune to attrition

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

Some Characters, Vehicles and Starships are protected from varying levels of attrition, as listed on their cards. When forfeiting cards to satisfy attrition, you are not required to forfeit any card that has this immunity (unless the total attrition is greater than the card’s immunity level). Comparing total attrition against the immunity of all participating cards is performed at the beginning of the damage segment, before any forfeiture or other losses have taken place. Even if the conditions for immunity change during the damage segment (for example, forfeiture of character's now makes Luke Skywalker, Jedi Knight "alone", changing his immunity), the immunity is not rechecked or recalculated. 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 one source, it benefits only from the highest such immunity. Any card which is immune to attrition may still be voluntarily forfeited to satisfy attrition or battle damage.

immune to Control

This statement refers to the Interrupt card titled ‘Control,’ not to other uses of the word ‘control,’ such as the control phase or control of a site.

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 hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons.

Imperial Barrier

See cannot move.

Imperial Blaster

Use 1 Force to deploy on your warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value.

Imperial Gunner

Adds 1 to weapon destiny draws of anything he is aboard as a passenger.

Imperial Helmsman

Adds 2 to power of anything he pilots. When piloting a Star Destroyer, also draws one battle destiny if not able to otherwise.

Imperial Pilot

POWER 0

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 of the same starship they pilot. (See cumulative.)

Imperial Reinforcements

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

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 TIE/lns.

Imperial Squad Leader

Adds 1 to forfeit of your other troopers at same site. When moving with a ‘squad’ of exactly three other troopers, all four move for 1 Force. Imperial Trooper Guards 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. (See characteristics.)

Imperial starship

A Dark Side starship without an independent starship icon.

Imperial Trooper Guard

POWER 0

Power +4 when defending a battle. Cannot move.

See cannot move.

in a battle together

Two or more characters are “in a battle together” if they are participating in the same battle (see participating in battle).

in battle

This phrase is equivalent to participating in battle.

in battle with

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

independent starships

An independent starship is privately owned and thus is neither Rebel nor Imperial. Cards that refer specifically to ‘Rebel’ or ‘Imperial’ starships (such as Tallon Roll) do not apply to independent starships.

Infantry Mine

Deploy at same exterior site as your mining droid. ‘Explodes’ if a character 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 a group via a card such as Rebel Squad Leader), the player who deployed or buried the Infantry Mine may choose which character to target.

Informant

If a battle was just initiated at same site as your Undercover spy, your characters at adjacent sites may move there as a ‘react’ (for free). OR Cancel Sabotage.

innermost marker

A term used to indicate the lowest-numbered Hoth marker site that is currently on table.

insert

Term used for the action of sliding a card face down into your opponent’s Reserve Deck (or face up into your own), then reshuffling. (See ‘insert’ cards.)

‘insert’ cards

Glossary Supplement adds to this Glossary 2.0 entry.

An ‘insert’ card is any card which instructs you to insert it into a Reserve Deck. To be a valid target for an ‘insert’ card, a Reserve Deck must contain a minimum of two cards (otherwise there’s nothing to insert between).

When inserting a card in your opponent’s Reserve Deck, you must insert it face down. (Cards that insert into your own Reserve Deck, such as Access Denied and Restricted Access, specify that they are inserted face up.) The Reserve Deck is shuffled and cut (repeating the shuffle and cut 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 are considered 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 reveal it so that both players can see whether it is an ‘insert’ card. If it is not, return it to the top of your Reserve Deck.

If it is an ‘insert’ card, resolve it immediately as an automatic action. (However, if one of your opponent’s cards — or one of your own ‘insert’ cards — comes to the top when you are reshuffling for any reason, simply shuffle again.)

‘Insert’ cards can never be activated, lost to satisfy Force damage, used as a destiny draw etc.

Glossary Supplement: See Glossary. While an opponent's insert is in your Reserve Deck, you must declare to your opponent how much total Force you intend to activate for your normal activation of Force (during your Activate phase), or whenever any action allows you to activate a variable amount of Force. You are then required to activate exactly that amount (although other actions and valid responses may be played during that activation, as normally permitted). If all of the opponent's insert cards in your Reserve Deck are revealed during your activation action, after resolving all of them, you have the choice of then activating more than the amount you declared, up to the maximum you are permitted by that activation action. If an insert card is revealed during a "peek" at your Reserve Deck, it is not considered to have reached the top of your deck yet, and as such does not resolve. In addition, since an insert is not a card in your Reserve Deck, it does not 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 insert card. For example, Dark Side player uses The Dark Path. He peeks at the top two cards, but the third card down in his Reserve Deck has a Light Side back, and when revealed is shown to be Never Tell Me The Odds. He replaces it on the deck, and peeks at the card below it. He then places two of the three cards peeked at in his Lost Pile, and returns one card such that it is on top of the insert card.

interior sites

A site location which is conceptually ‘inside’ (or partially inside), identified 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 the vehicle’s occupants want to go into the Cantina they must disembark and move inside, leaving their vehicle at a nearby exterior site.

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 inside cover of Glossary or rulebook for a list of icons), played during any player’s turn that generally has a temporary impact on the game and is then discarded. An Interrupt may play at any time between other actions, or as a response to an action that the Interrupt specifically cancels or modifies. The exact conditions required are listed in the interrupt's game text. If no condition is stated, then then interrupt is a legal card play whenever a "top level" action is possible for that player (i.e. no other actions are resolving). To play one, say, “Interrupt!” and bring out the card. Interrupt cards play, have their result and then go to the Used Pile or the Lost Pile; they are not considered to be “on table” while they are executing. Interrupts play, they do not deploy. The following subtypes or Interrupts exist, and may even exist on the same interrupt card (this will be noted in their game text and their description box): Used, Lost and Starting. If an interrupt has multiple functions, the owner playing it chooses which function is being used at the time the interrupt is played.

involved in the same battle

page 75

The phrase “involved in the same battle” is equivalent to “participating in battle together.” (See participating in battle.)

Ion Cannon

Use 2 Force to deploy on your Star Destroyer. May target a starship using 1 Force. Draw destiny. If destiny +2 > defense value, all starship weapons deployed on target are lost, armor or maneuver = 0 and hyperspeed = 0.

Any reference to an “ion cannon” applies to any weapon with that characteristic, such as SW-4 Ion Cannon and Planet Defender Ion Cannon. See capitalization; see ion weapons.

ion weapons

An ion weapon conceptually disables electronic circuitry and mechanical systems of starships and droids, but does not cause a target to be ‘hit.’ The results of an ion weapon are immediate.

Most ion weapons are ion cannons, which can reduce power, armor, maneuver and/or hyperspeed to zero (see unmodifiable values). This reduction is permanent unless repaired by a card specifically able to do so (e.g., R5-D4, R5-A2, Fire Extinguisher). The phrase “all weapons aboard target are lost” refers only to weapons the targeted starship can use (i.e., starship weapons deployed on the starship, not weapons deployed on other cards inside the starship).

It Can Wait

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, that card (or one card of same title) may deploy for free. See Dark Side counterpart I’d Just As Soon Kiss A Wookiee.

IT-O (Eyetee-Oh)

In rare cases, as the Light Side player, you may be able to take (e.g., win, steal or purchase) this droid from the Dark Side, with or without a Hypo device. When this happens, you may not use any of IT-O’s or the Hypo’s game text that requires the presence of captives (because the Light Side cannot have captives).

It’s Worse

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

When this Interrupt increases your opponent’s Force loss, this is simply a modifier; it does not create a new, separate instance of Force loss. It Could Be Worse is played during the result step of a Force loss action, and therefore the chance for optional responses to that Force loss action has already passed. For example: the Dark Side player Force drains for 2. The Light Side player has no response to the Force drain (neither does the Dark Side player) and the Force drain now has it’s result. The Light Side player now plays It Could Be Worse and uses 2 Force. The Dark Side player responds to It Could Be Worse by playing It’s Worse and using 5 Force. Neither player has any responses to the It’s Worse (the Light Side player doesn’t have his Sense in hand) and thus it has its result. The Force drain loss is now 7 Force and Light Side cannot play his Control because the optional response step to the Force drain is already over. ∆ Jabba Desilijic Tiure This character is a Hutt.

I’ve Got A Bad Feeling About This

If you just initiated a battle at a location where you have less power than the opponent, double opponent’s battle damage if you win the battle (if Han is present at the battle location, triple opponent’s battle damage).

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 or sector where a battle just finished. Draw destiny. Starfighter lost if destiny > maneuver.

I’ve Lost Artoo!

Use 1 Force to target a starship’s [nav computer] or astromech. Draw destiny. If destiny > 1, [nav computer] or astromech is lost. If starship’s [nav computer] icon is lost, 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 removed by that Effect, the permanent nav computer is restored and astromech capacity returns to normal.

Jabba The Hutt

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

The phrase “to move requires +2 Force” on this alien applies only when Jabba is using his own landspeed.

Jabba’s Palace location deployment

See Tatooine location deployment.

Jabba’s Sail Barge

Deploys only on Tatooine; you may immediately deploy Passenger Deck from your Reserve Deck and reshuffle. May add 1 driver and 7 passengers. Your aliens deploy –1 aboard.

Jawas

Unless you are deploying to your own Jawa Camp, when you deploy a non-unique Jawa you must use 1 Force and your opponent must use 1 Force (each player uses 2 or more Force when Dathcha or Het Nkik is deployed). Your opponent’s use of Force is mandatory. If both players 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 gets canceled, the asterisk (*) in its deploy box becomes undefined and is treated as an “unmodifiable zero” (see undefined values).

Jawa Blaster

Deploy on your Jawa. May target a character or creature for free. Draw destiny. If destiny –1 > defense value, target hit. If destiny = 0, Jawa Blaster ‘explodes’ (weapon and character firing it are lost).

Jawa Ion Gun

Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a character using 1 Force. Draw destiny. Targeted droid stolen if destiny +1 > forfeit. Targeted non-droid character excluded from battle if destiny = defense value.

See ion weapons.

Jedi

A character is a Jedi if the word ‘Jedi’ appears in the Force Sensitivity box or if that character’s ability has been raised to 6 via Jedi training. (See characteristics.)

Jedi Knight

Level of Force sensitivity that indicates advanced Force capability (represented in the game by an ability level of 6).

Jedi Lightsaber

Use X Force to deploy on your warrior where X = (7 – warrior’s ability). 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.

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

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

The Jedi targeted does not have to be a Rebel. Because this Interrupt requires a Jedi to be present, it may not be used during a starship battle.

Jedi Tests

Glossary Supplement adds to this Glossary 2.0 entry.

A card type that allows you to train your characters on Dagobah in the ways of the Force.

The Light Side can train non-droid characters in the use of the Force using Jedi Test cards. Completing Jedi Tests gives you new capabilities that can have far-reaching consequences, and can also raise your character’s ability. Attempting Jedi Tests involves bringing an apprentice to a mentor on Dagobah and drawing training destiny.

Each Jedi Test card describes how to begin, attempt and complete the test. The following rules apply to Jedi Tests:

•For every Dagobah site on table, you may add 1 to each training destiny draw.

•Each time an apprentice completes a Jedi Test numbered higher than that character’s ability, the ability number increases to match the Jedi Test number. For example, completing test #4 raises the apprentice’s ability to 4.

•A mentor may train only one apprentice at a time.

•An apprentice may change mentors between Jedi Tests, if necessary.

•An apprentice may not attempt a test that is already placed on that apprentice.

•Once a character becomes an apprentice, that character’s persona remains an apprentice until becoming a Jedi (which will be possible with Jedi Test #6 — You Must Confront Vader — coming in the Death Star II expansion set).

•A character may not be an apprentice and a mentor at the same time.

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

Glossary Supplement: See Glossary. Only apprentices may attempt Jedi Tests. If an uncompleted Jedi Test is targeting 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

See Jedi Tests.

Jek Porkins

Adds 2 to power of anything he pilots. When piloting Red 6, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.

Jeroen Webb

Adds 2 to power of anything he pilots. When in battle with a Rebel leader, subtracts 1 from opponent’s total battle destiny.

Because this Rebel is both a spy and a pilot, you may deploy him simultaneously with a starfighter (if it does not have a permanent pilot) where you do not have presence or Force icons.

‘just’ actions

See actions — ‘just’.

just deployed

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

just played

A card is “just played” after the action is initiated but before it has had its result. Thus, an action which targets a card “just played” is a response to the card play.

‘just’ responses

See actions — ‘just’.

K-3PO (Kay-Threepio)

May initiate battle and be battled. K-3PO is power +1 for each of your other droids at same Hoth or Yavin 4 site. Functions as a leader if present with another of your droids.

See may initiate battle and be battled.

Kabe

See stealing.

Kal’Falnl C’ndros

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

When in a battle, if both players draw only one battle destiny and yours is higher, reduces opponent’s destiny to zero. Landspeed = 3. Adds 2 to power of anything she pilots. May not deploy to or board starfighters or enclosed vehicles. This alien reduces your opponent’s total battle destiny as an automatic action that occurs just after both players have finished drawing their one battle destiny. Modifiers to battle destiny are applied before the comparison, and modifiers to total battle destiny are applied before the reduction to zero takes place.

Kashyyyk (Light Side)

The deployment benefit from this system location affects each applicable character, not each characteristic. Thus, a Wookiee who is also a smuggler (e.g., Chewbacca) is deploy –2 here, not deploy –4.

Kessel Run

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. This Utinni Effect defines X at the time the smuggler is targeted, and X remains the same even if the parsec distance between the two systems subsequently changes. If moving your smuggler from Kessel to complete the Kessel Run also returns control of the Kessel system (Dark side location) to Dark Side (thus the Dark Side location game text comes into effect) then the completion of the Kessel Run and the canceling of the Kessel Run are two automatic actions triggered at the same time, and are resolved as such. See automatic actions.

Kiffex (Dark Side)

While this system location is doubling the Tonnika Sisters, their 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 4 chances at a destiny = 4. If successful, may steal or destroy up to 4 weapons or 4 devices present. (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 their unique dot or the cost to move them.

If you fail to occupy Kiffex with two starships, the doubling bonus is removed and the sisters return to normal (as if the Tonnika Sisters could ever be called ‘normal’!).

Kintan Strider

A dejarik hologram of a ferocious creature with incredible healing abilities. Extinct on their homeworld of Kintan, but used as guard beasts by many Hutt gangsters.

Kithaba

Deploys only on Tatooine. Adds 1 to power of anything he pilots. W Power = 1 + ability of opponent’s highest-ability character present.

K’lor’slug

This Effect increases your power according to your total ability present (and participating in the battle) and thus does not benefit from ability aboard enclosed vehicles and starships. Using multiple Force to raise total power may be performed only once per battle.

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

Glossary Supplement adds to this Glossary 2.0 entry.

This device allows your starfighter to attach itself to an opponent’s capital starship. To indicate that your starfighter is attached, place it across the table on the targeted capital 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, asteroid destiny 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.

Glossary Supplement: See Glossary. A starfighter attached to a starship that lands is still considered attached. If detached (or if the Landing Claw is canceled) the starfighter becomes landed at that location (if this is not possible, then starfighter is lost).

Lando

This persona has both Light Side and Dark Side versions. Accordingly, some cards 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, he has a weakness. “He’s got no love for the Empire” and thus is vulnerable to being replaced by Light Side Lando during your opponent’s deploy phase. The Cloud City deployment restriction does not apply, but otherwise this conversion follows the rules for persona replacement (any cards deployed on or targeting Lando transfer to the Light Side version, if applicable, and Dark Side Lando goes to the Lost Pile).

When any Lando is placed out of play, the persona rules prevent any other Lando from coming into play for the remainder of the game.

Lando Calrissian (Light Side)

Adds 2 to power of anything he pilots (3 if piloting Falcon). Power +1 for every Cloud City location you control. When playing Sabacc, may add 1 to or subtract 1 from your total.

Lando Calrissian (Dark Side)

Deploys only on Cloud City. Adds 2 to power of anything 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.

landspeed

This term refers to the number of adjacent sites a character, creature or vehicle can travel each turn. Characters and creatures have landspeed of 1.

Laser Gate

Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3; may be targeted by a character weapon from either site.

Laser Projector

Use 2 Force to deploy on an interior site. May target a seeker (use 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).

Lateral Damage

See unmodifiable values.

leader

See characteristics.

Leesub Sirln

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

Leia Organa

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

Leia Seeker

Glossary Supplement adds to this Glossary 2.0 entry.

Use 1 Force to deploy on opponent’s side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When present with Leia or a warrior of ability < 3, choose one to be lost. Seeker also lost.

Glossary Supplement: See Glossary. This weapon may only target a warrior of ability < 3 or a Leia of ability < 3 (such as the Leia found in the Jedi Pack).

Leia’s Sporting Blaster

Use 1 Force to deploy on Leia, or 2 on your warrior. May target a character, creature or vehicle for free. Draw destiny. Target hit if destiny –1 > defense value. If hit by Leia, target’s forfeit = 0.

Leslomy Tacema

Adds 3 to power of anything she pilots. While at Audience Chamber, adds 2 to the power bonus provided by Ellorrs Madak.

Let The Wookiee Win

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

During a battle at a holosite, add one battle destiny. OR Play on an opponent’s character of ability < 5 present with your Wookiee that just participated in a battle you lost. 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 indicate that the character is Disarmed. Therefore, once Let The Wookiee Win has had its result, it is “on table” but may not be targeted by Sense because it is just used as an indicator that the character is Disarmed.

Lieutenant Cabbel

Adds 2 to power of anything he pilots. On Tyrant, also adds 1 to armor. When in battle with an Imperial leader, subtracts 1 from opponent’s total battle destiny.

Lieutenant Sheckil

The name “Sumner” in this character’s game text is a misprint and should read “Sheckil.”

Lieutenant Tanbris

Deploy –1 for starship weapons of any starship he pilots. Adds 2 to power of anything he pilots. Subtracts 1 from maneuver of any starfighter he pilots.

Life Force

Your Life Force includes all of the cards in your Reserve Deck, Force Pile and Used Pile (but does not include cards in your hand).

Lift Tube

This vehicle does not require a driver to move, and thus may ‘react’ even when empty.

Light Repeating Blaster Rifle

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

Lightsaber Proficiency

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

lightsabers

A character with a lightsaber, whenever appropriate, may use it to add 1 to a 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 Force drains at such locations. Targeting with a lightsaber is considered ‘firing’ that lightsaber for game purposes (e.g., Sniper).

Limited Resources

Errata: The title of this Interrupt has been revised to read, “•Limited Resources”; thus, it is now unique (•).

LIN-V8K (Elleyein-Veeatekay)

At any time during your turn, may use 1 Force to ‘defuse’ (lose) any one mine at same site. This mining droid may defuse any number of mines per turn, whether ‘laid’ or ‘buried.’

LIN-V8M (Elleyein-Veeateemm)

See the Light Side counterpart, LIN-V8K.

Lirin Car’n

For each other musician present, adds a “cover charge” of 1 to the Force required to move or deploy each character to same site.

Lobot (Light Side)

This alien has two deployment restrictions, and both must be met simultaneously: (1) he deploys only as a ‘react,’ and (2) he deploys only to a Cloud City site or to where your Lando is present.

locations

page 84

Types of cards that represent places where Force is generated and where 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 locations in the same system are played next to each other to form a group. Locations belonging to different systems are separated by a gap.

system system E E E I/E I I I E E E I/E I I I location location

The cards are oriented so that, when deployed, the Light Side player is facing the side with the blue 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 you are 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, for free, 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 system may 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 deployed on the end of a row of ‘related’ site locations (if already in play). Otherwise a system may be deployed alone. A system card is related to all sites in the same system (e.g., the Tatooine system is related to all Tatooine sites). Sector locations represent different altitudes of airspace over a planet (for cloud sectors) or areas within an asteroid belt (for asteroid sectors). They are deployed on either side of a system location, and thus the system location card must already be on table or you to deploy sectors in that system.

Converting Locations — Many locations have both a Light Side and a Dark Side version. (Be aware that the game text and Force icons will vary!) Only one of each unique (•) location may be in play at a time. A location in play can be converted by deploying the opposing side’s version on top. It is possible for a location to change back and forth (Light to Dark, Dark to Light) several times during a game.

See starting locations.

locations — deployment

page 85

Site, system and sector locations are grouped into conceptual planetary systems. (A Death Star is a mobile system rather than a planet system, but its locations 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 of specifically 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’ sites such 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 visual separation between them and to leave room for site and sector location cards.

Sites are deployed in a manner which emulates natural planet topographies while allowing the players to actually create the layout of the planet as they play. In general, the sites for a given system are placed in a pattern where interior and exterior sites are separated from each other by a docking bay. After several turns of deployment, a typical system layout might appear as follows.

system I I I I/E E E E location Docking Interior Sites Exterior Sites Bay

As long as you maintain this pattern, when a new site is deployed to an existing system, it may be inserted between (or placed at the end of) the related sites. For example, in the diagram above, there are four places where you could deploy a new exterior site (inserted anywhere between the docking bay and the system location). Once deployed, locations may not be rearranged.

If any of these groups are not yet on table, the other groups are laid out adjacent to each other. As new groups come into play, they are inserted into the appropriate place. For example, before the docking bay was inserted in the above diagram, the interior site group would have been next to the exterior site group.

The special Hoth locations called “marker sites” are an exception. These sites represent areas outside Echo Base and have a special sequencing feature called “marker numbers.” Marker sites can be brought into play in any order but are laid out sequentially. Thus, marker numbers indicate 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:86

Tatooine Jabba’s Palace Sites Docking Jabba’s Entrance Rancor Tatooine Cantina Mos Eisley E E E I I I Bay 94 Palace Cavern Pit System Exterior Int/Ext Interior Underground Hoth Docking Wampa I I I 1st 2nd 3rd 4th 5th 6th S Bay Cave Marker Sites Death Star Docking Trench I I I I I I I I I S Bay

Yavin 4 Docking Massassi I I I I E E E S Bay HQ

Dagobah/Coruscant E E E S

Bespin Bespin: second first I I I E E E Cloud Bespin Clouds Clouds Clouds doc. bay doc. bay City ◊Sectors

System Asteroid Asteroid Asteroid Big Clouds Clouds Clouds Field Field Field One

There are also a few special locations that, according to text on the cards, deploy to unique positions on the table. Examples of these include the Death Star: Trench (deploys according to Trench 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).

lone

page 87

See alone.

Lone Pilot

If your pilot (or permanent pilot) is defending a battle alone at a system or sector, add one battle destiny. OR If Motti is defending a battle alone at a system or sector, add two battle destiny.

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 your Reserve Deck and take one T-47 into hand. OR If your piloted T-47 is defending a battle alone at a site, add one battle destiny. See alone.

Lone Warrior

This Interrupt must be played on your own lone warrior to add to your battle destiny.

long-range weapons

Some weapons (e.g., Assault Rifle) specify that they may target cards at locations other than the weapon’s location. Your warrior, vehicle etc. carrying such a weapon 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, Atgar Laser Cannon, Blaster Scope, Concussion Grenade, Golan Laser Battery, Medium Repeating Blaster Cannon and Superlaser. These cards now operate more consistently with other longrange weapons.

If a long-range weapon allows firing into and/or through an interior site, it is assumed to be conceptually firing through a door or window.

Long-range weapons may be used more than once per turn, although they are still limited to once per battle (like all other weapons).

looking at cards

See peeking at cards.

lore

This text, appearing on many card types, presents background information about the characters, starships, weapons etc. in the Star Wars universe. Lore sometimes contains terms that are relevant to gameplay. These terms are sometimes but not always identified by the use of boldface type.

loser of battle

See battle.

losing Force

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

Whenever you are required to lose Force, you must move the appropriate number of cards from your hand and/or Life Force to your Lost Pile. This is always written in the form of "lose [X] Force". When a card refers generally to “losing Force,” this applies to losing “cards as units of Force,” not to losing a specific card because of its name or some particular characteristic of that card. Thus, for example, Honor Of The Jedi or It Could Be Worse would not reduce the number of cards you must lose to a Monnok, or a loss you suffer due to sabacc.

Lost Interrupt

A kind of Interrupt that you place on your Lost Pile after you play it.

Lost Pile

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

A pile where lost cards are placed face up. (See Force.) Even though these cards are usually face up on table, a player may not look through the contents of his (or his opponent's) Lost Pile without explicit permission from game text or rule. See also counting a deck or pile.

Lt. Pol Treidum

While at Docking Control Room 327, adds 2 to your total power at 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.

Lucky Shot

See the Dark Side counterpart, Direct Hit.

Luke Skywalker

Errata:

You may activate 1 extra Force each turn if Luke is not at a Tatooine site. Adds 3 to power of anything he pilots. When piloting Red 5, also adds 2 to maneuver. Immune to attrition < 3.

Luke’s Blaster Pistol

Use 1 Force to deploy on Luke, 3 on your other warrior. May target a character, creature or vehicle using 2 Force. (If targeted by Luke, target loses immunity to attrition for remainder of turn.) Draw destiny. Add 1 if targeting a character or creature. Target hit if total destiny > defense value.

Luke’s Cape

Errata:

Use 2 Force to deploy on a Rebel or alien. You may activate 1 extra Force each turn if Luke’s Cape is not at a Tatooine location. That character is immune to attrition < 3.

Luke’s Hunting Rifle

Use 1 Force to deploy on Luke or Owen Lars, 3 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.

Luke’s X-34 Landspeeder

May add 1 driver and 2 passengers. Moves free if Luke aboard. May move as a ‘react.’

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, may target one character present. Draw destiny. If destiny > character’s ability, “suck up” character (relocate to related interior Sandcrawler site or owner’s Used Pile). See droid.

Major Bren Derlin

While on Hoth, opponent may not ‘react’ to any Echo site, and Derlin may use 1 Force to cancel Breached Defenses. While at Cantina, power +1 and may use 1 Force to cancel Local Trouble.

maneuver

An attribute generally used on starfighters and small vehicles as an indicator of how well it can evade weapon fire and other potential threats. When a card that has maneuver is targeted by a weapon, it uses its maneuver as its defense value.

Game text which specifically targets “maneuver” does not also affect armor; however, game text which targets “maneuver or armor” refers to whichever of those attributes occurs on the affected card.

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 your hand during the damage segment of a battle you have lost. This is treated the same 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 Lost Pile regardless of any other game text. For example, a character may not be forfeited from hand to the Bacta Tank, and the Star Cruiser Liberty may not be forfeited from hand to the Used Pile.

marker site

Any of the seven Hoth sites with a marker number.

matching operative

An operative is the matching operative for a planet if the character’s card title includes that planet’s name.

matching pilot

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

A character card is a matching pilot for a unique starship card if:

•that character is a pilot and

• that character card's game text refers to that unique starship (by card title or starship persona), OR that unique starship card's game text refers to that character (by card title or persona). Also, if deployed on a character who is piloting a starfighter, the device Rebel Flight Suit can make a pilot character into a matching pilot for that starfighter.

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

See capacity.

may Force drain

A droid with this phrase in its game text (e.g., EV-9D9, Probe Droid) can control its location only for the purpose of initiating and enhancing Force drains (unless that droid is Undercover).

may initiate battle and be battled

A droid with this phrase in its game text (e.g., K- 3PO, 4-LOM, IG-88, Probe Droid) occupies its location only for the purpose of battle (unless that droid is Undercover).

may move elsewhere

See but may move elsewhere.

may not be moved

This phrase is synonymous with cannot be moved.

may not move

This phrase is synonymous with cannot move.

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. Your warrior present may target up to two characters or creatures at same or adjacent 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 a single movement action (this weapon must move with them). If performed as a normal move, then both warriors are performing a regular move (see movement - regular - using landspeed) and you must use 1 Force for each (plus 1 additional Force for the weapon). See weapon - long-range weapons.

mentor

A character of ability > 2 who is targeted to train an apprentice. (See Jedi training).

Merc Sunlet

Deploy on your non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target’s destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)

M’iiyoom Onith

Once during each of your control phases, may reveal opponent’s hand by using X Force, where X = number of cards in opponent’s hand. All unique (•) male Rebels and unique (•) male aliens there are lost.

This alien refers to Rebels and aliens and thus affects only characters (not permanent pilots). To determine which Rebels and aliens are male, see gender of characters.

minimum zero

See negative numbers.

mining droid rules

When your mining droid is present at any site, it may ‘lay’ (deploy) mines face up there. If the droid is on a planet, it may also ‘bury’ (place) mines face down there to simulate creation of a minefield.

If you have a mining droid present at an exterior planet site during your deploy phase, you may bury (place) any number of cards from your hand face down underneath that site. You may choose 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 cards there are ‘tripped’ (revealed). Any duds are simply lost. Any mines ‘explode,’ targeting the card that tripped them if applicable (see Timer Mine).

Buried cards are not considered to be on table. If buried mines are tripped during your turn and you have a mining droid present, you may choose to ‘defuse’ any or all of them (at normal use of the Force) before they explode.

missing

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

A missing character is on table only for rules, actions, or conditions that specifically refer to missing cards. Additionally, a unique (•) or restricted (••,

•••) missing character still counts towards the restrictions specified by the uniqueness and persona rules. A missing character may be affected by text that specifies "all cards" or "all characters" because these cards do not "choose" the missing character as a target. For example, a missing character may be lost to TIE Bombing, a Thermal Detonator, a Concussion Grenade, or an interrupt such as Debris Zone. See all cards. Any non-character cards deployed on or carried by a character who becomes missing will continue to count towards the restrictions specified by the uniqueness and persona rules, but are otherwise not considered to be on table. They are unusable and cannot be the subject of any other rule, action or condition. These cards will revert to their normal functions if that character is later found. Any character card (except captives being escorted) being carried by a character that goes missing (for example, Yoda is in Luke's Backpack when Luke goes missing) is considered to be missing also. If either missing character is found (or captured, lost) then both would be found (or captured, lost). Utinni Effects that targeted a missing character before that character became missing continue to target that character normally. Any completed or uncompleted Jedi Tests targeting an apprentice or mentor will "remember" a missing apprentice (or mentor) such that if found, the apprentice (or mentor) may resume Jedi Training from where he or she left off. Example: After being released from Carbonite (flipping the objective You Can Either Profit By This... / Or Be Destroyed to it's destiny 7 side), getting his Heavy Blaster Pistol and then having a Death Mark placed on him, the unfortunate Han Solo steps into a Sandwhirl and goes missing.

• The objective You Can Either Profit By This... / Or Be Destroyed flips back to it's destiny 0 side because Han is no longer on table.

• Death Mark is a Utinni Effect that targeted Han before he went missing, so the Light Side would continue to lose 1 Force at the start of each of their control phases while Han is missing.

• No cards can be deployed on the missing Han (he is not on table for such purposes).

• If Leia With Blaster Rifle is in a battle at the same site that Han is missing, she would not get to add a battle destiny because her destiny adding text does not specifically refer to a missing Han. Han will not participate in the battle because he is not on table for those purposes.

• The Dark Side cannot target Han's Heavy Blaster Pistol with Overload.

• The Light Side player may not: deploy another version of Han, deploy another copy of Han's Heavy Blaster Pistol, or persona replace the missing Han (Han and the cards deployed on him are on table for uniqueness only).

Mobile Effect

A kind of card that has a built-in movement function. Mobile Effects are not vulnerable to Alter, as indicated by the wording of the Alter card.

Mobquet A-1 Deluxe Floater

May add 1 driver and 1 passenger. Moves free if Jabba or any bounty hunter aboard. May move for free as a ‘react’ to a battle where your thief, smuggler or bounty hunter is participating.

Molator

See the Light Side counterpart, K’lor’slug.

Momaw Nadon

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

Moment Of Triumph

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

Monnok

USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent’s hand. All cards opponent has two or more of in hand are lost.

See the Light Side counterpart, Grimtaash.

moose

Large, quadrupedal ruminant mammal of the deer family. Long legs. Heavy antlers. Humped shoulders. Inhabits northern New- and Old-World forests. Also, a noun sometimes surreptitiously inserted into game text or rules by mischievous game designers as a test of Decipher editorial staff thoroughness. The fact that you’ve never seen this word on a card is evidence of the editors’ dedication — but one of these days we’re gonna miss one!

Mos Eisley Blaster

Use 1 Force to deploy on your alien warrior (free if on Tatooine). May target a character for free. Draw destiny. Target is forfeit –2 for remainder of turn if destiny +2 > defense value.

Mosep

When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck if possible.

When this alien requires Force drain damage to come from your Reserve Deck, any portion that cannot come from your Reserve Deck (because you have insufficient cards there) must come from another appropriate place (e.g., your hand, Force Pile or Used Pile).

Motti 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 pilot of ability < 3 or a Motti of ability < 3.

Mournful Roar

Deploy on Chewie if Han was just lost or just became missing. Opponent cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end of every player’s turn. Effect canceled if Han is deployed again or found.

move phase

Fifth phase of each turn, in which you may move your characters, vehicles, starships etc.

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 regular move or an unlimited move is not considered movement, and therefore is not restricted by game conditions that restrict, modify, cancel or suspend movement.

Regular moves

Each of your characters, creatures, vehicles and starships is limited to one regular move per turn (which occurs during your move phase). A regular move requires you to 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 game action. 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)

Unlimited moves

An unlimited move is (1) any movement your opponent forces you to make or (2) any movement which is not a regular move or a ‘react.’ A card may make any number 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 performs any desired regular move.

Characters, vehicles and cards that move like a character or vehicle may use movement rules such as shuttling and docking bay transit. Other cards (e.g., landed starfighters) may not.

‘reacting’

See react.

must have pilot aboard to use power, maneuver or hyperspeed

This and similar game text on some early cards is incorporated into the starship and vehicle rules, and thus does not appear on new cards.

Mynock

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

Habitat: unrestricted. Moves like a starfighter. May attack starfighters, and must attack one if present by attaching to cumulatively reduce power and hyperspeed by 2 (detaches only when both < 1). This creature may not deploy on your opponent's side of the location or aboard a starship or vehicle. Attacking a starfighter is still a normal creature attack, and thus may occur only during either player's battle phase. See creatures – attaching, creatures – selective.

Myo

This alien may ‘regenerate’ to your Used Pile only if lost from table as a result of battle (not lost from hand or Life Force).

Nabrun Leids

See the Dark Side counterpart, Elis Helrot.

nav computer icon

A symbol that indicates the navigation computer necessary for a starship to move through hyperspace. Most capital starships and some starfighters have a permanent 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 computer icon.”

negative numbers

Some cards instruct you to subtract numbers, in which case the final result may not fall below zero.

Ng’ok

Dejarik hologram of a Ng’ok war beast. Foul temper gives rise to bad feelings. Has 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.

Nightfall

The phrase “add one destiny to power only” on this Effect means that the extra destiny draw does not add to attrition. (Other destiny draws may still add to both power and attrition, if appropriate.)

nighttime conditions

“Nighttime conditions” are established by specific cards (e.g., Nightfall, Sunsdown and the two sandcrawler sites).

no ability, no hyperdrive etc.

See undefined values.

Noble Sacrifice

When using this Interrupt to target one of your characters “with the same power” as an opponent’s character just deployed, use all relevant modifiers to compute power. For example, Dengar (power 2) is “power +1 for each opponent’s character present” and Chewbacca (power 6) is “power +1 at same location as Han.” If the opponent deploys Dengar to a site where you have exactly five characters including Chewbacca and Han, Chewbacca can make the Noble Sacrifice.

Even if this Interrupt is canceled, the sacrificed character is still placed out of play as the sacrifice is part of the initiation.

non-unique cards

Any card with no dots or with two or more dots (••) is non-unique.

Some characters can change certain unique (•) cards into non-unique cards. While such a character is captured, missing or lost, or has its game text canceled, any such changed cards revert to unique (•); however, copies of those cards already on table are allowed to remain (even in multiple). If this occurs, any new copies of those card(s) are prevented from entering play while any others remain on table.

NOOOOOOOOOOOO!

When you use this Interrupt during an Epic Duel to lose Luke instead of crossing him to the Dark Side, you must still lose X Force (but not triple X) as specified on Epic Duel.

Obi-Wan Kenobi

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 choose one opponent’s character of ability = 1 present to move away (for free), or that character is lost. Immune to attrition < 5. See move away.

Obi-Wan’s Cape

Use 2 Force to deploy on your Rebel or alien. Character is immune to attrition < 5. Also, When a battle was just initiated where present, may use 1 Force to choose one opponent’s character of ability = 1 present to move away (for free), or that character is lost.

Obi-Wan’s Lightsaber

Deploy on Obi-Wan. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value.

Objective cards

Glossary Supplement adds to this Glossary 2.0 entry.

A type of card with game text on both sides. Objective cards represent objectives or tasks to complete, and they flip over according to their game text (sometimes more than once per game).

You may only include one Objective card in your 60-card game deck, and if you choose to include one, you must deploy it instead of a starting location. (See starting the game.) An Objective 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’s starting location is deployed first. You then deploy your Objective card and other cards it requires or allows (for free).

•If both players reveal an Objective card, the player who will go first in the game (usually the Dark 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 first player (see converting locations).

Your opponent may, at any time, examine both sides of your Objective card.

Glossary Supplement: See Glossary. Whenever you are prevented from deploying the cards in the “deploy placed out of play leaving you with no starting location and no Objective.

Observation Holocam

A character at an adjacent site using this device to add power to a battle does not otherwise participate in the battle, and is not eligible to be forfeited. Thus, if the character is Imperial Trooper Guard it would not be defending in the battle and would add zero to power.

Obsidian Squadron TIE

Deploy –1 at any cloud sector. Permanent pilot provides ability of 2 and adds 2 to power. Power +2 at non-unique cloud sectors. Boosted TIE Cannon may deploy aboard and fires free aboard.

occupants of vehicles and starships

Characters aboard a vehicle or starship fall into three categories: pilots, drivers and passengers. Pilot characters may occupy passenger capacity, but while doing so they are not piloting the starship or vehicle.

occupy

You occupy a location if you have presence there (regardless of whether the opponent has presence at the same location).

Officer Evax

Adds 2 to power of anything he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a ‘react.’

Oh, Switch Off

Cancel an attempt by opponent to target your droid to be stolen, ‘hit’ or lost. Droid is protected from all such attempts for remainder of turn. OR Switch OFF any binary droid for remainder of turn.

Old Ben

Use 1 Force if any of your characters (except Obi-Wan) was just forfeited from a Tatooine site. Mysterious “crazy wizard” steps in and revives (relocates) that character back to same site.

When this Interrupt revives a just-forfeited character, it does so just after that character has gone to the Lost Pile; thus, any cards that were on that character remain lost. Old Ben allows redeployment of the exact same card only, not another copy of that card or persona.

on

‘On’ is synonymous with ‘aboard’ when used in the context of vehicles and starships. (See prepositions.)

on table

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

On table is a term used to describe a specific "state" of a card in play. In general, all face up cards are usually considered to be on table. The exceptions to this are any cards that are face up in a Deck or Pile (for example, in a Lost Pile), or any cards that are out of play. In addition, some cards allow other cards to be stacked on or under them. Whether or not these stacked cards are on table or not depends upon the card they are stacked upon. See face up and face down. Sometimes a card is on table only for specific purposes. For example, a character that has been captured is considered to be on table for "purposes of uniqueness only". This means that they are on table only for rules or game text related to uniqueness, but for no other purpose. Cards not on table can still be targeted by rules or game text. Generally they must be targeted based on where they are (for example, "deploy Luke from hand"), or the "state" they are in (for example, "initiate a duel against Luke, even if a captive").

once

See one.

once per game

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

Actions that are limited by their game text to “once per game” may never be initiated more than once per game (even if it fails or is canceled). Once initiated, a card's "once per game" function may not be initiated again by either 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" are still limited to the owner's deploy phase (unless specifically stated otherwise). See deploy.

once per turn, phase, battle etc.

Actions that are limited by their game text to “once per turn,” “once during each of your control phases,” “once each battle” etc. may be initiated 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 repeatable by multiple copies of the card.)

one

When a card that is on table, such as a character or Effect, allows you to perform an action during a particular time frame (e.g., a turn, a phase, or a battle), and the context indicates that the action is singular (typically by use of the word “one,” “a” or “an”), then you may perform that action only once during that time frame. For example, Baragwin says “During your control 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 that action as many times as you like. Also, you may play multiple copies of an Interrupt that allows an action during a particular time frame in order to perform that action multiple times, subject to the limitations on unique and restricted cards.

See once per turn, phase, battle etc.

One More Pass

If you are about to draw power harpoon weapon destiny, add ability of one pilot aboard same vehicle.

Oo-ta Goo-ta, Solo?

When this Interrupt captures Rebels, if you want to seize or imprison them you must have one or more potential escorts at the site opponent is moving to, or that site must be a prison. Any of the captured Rebels that you are unable to seize or imprison simply escape to your opponent’s Used Pile. (See capturing characters.)

open vehicles

Any vehicle not identified in its lore as an enclosed vehicle is considered ‘open.’ Characters aboard an open vehicle are exposed to the surrounding environment; they are present at the site (and thus are vulnerable to cards which affect characters at the site). All characters aboard an open vehicle may use personal power, ability, forfeit and game text (when appropriate). They may also fire character weapons and may likewise be targeted by weapons.

operative

Any character with the word ‘Operative’ in its card title. (See matching operative.)

opponent’s cards

See owner.

Orbital Mines

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

Ord Mantell (Light Side)

LIGHT (1): If you control, each of opponent’s bounty hunters is forfeit –2. DARK (1): Each of your bounty hunter pilots add an additional 1 to power of starships they pilot here.

Organa’s Ceremonial Necklace

The term ‘steal’ on this Utinni Effect simply means to place the Necklace on the target Imperial. In order to pass Organa’s Ceremonial Necklace to an adjacent site you control, you must immediately re-target (place it on) another one of your Imperials there.

orientation of card backs

Since good sportsmanship is a hallmark of Decipher’s 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 every player to keep all of the cards in any given deck or pile turned in the same direction (i.e., with the Star Wars logos all facing the same way). This prevents cards from being ‘marked’ or ‘tracked’ by the orientation of their card backs.

Out Of Nowhere

If opponent just initiated a battle at a system or sector where you have a starship with maneuver > 3, use 1 Force to add one battle destiny.

out of play

Glossary Supplement adds to this Glossary 2.0 entry.

Cards which are lost but, rather than going to the Lost Pile, are taken out of the game entirely.

When a unique character, vehicle or starship is placed out of play, all personas represented by that card (including any starship and permanent pilot personas) may not be deployed again for the remainder of the game.

Example 1 — Noble Sacrifice places Dutch out of play, or Dannik Jerriko “eats his soup.” No versions of the Dutch persona may be deployed for the remainder of the game, including Gold Leader 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 Of Commission. No versions of the following personas may be deployed for the remainder of the game: Vader, DS-61-2, DS-61-3, Vader’s Custom TIE, Black 2 and Black 3.

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

outermost marker

The highest-numbered Hoth marker site that is currently on table.

Overload

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

This Interrupt may destroy artillery weapons. However, only the artillery weapon itself is lost, because there is no character or starship “carrying” it. This interrupt may also target a character with a permanent weapon icon, however, it only has an effect if the destiny draw = 0 (character with weapon is lost).

Owen Lars

Deploys free at Lars’ Moisture Farm. Power +2 if at same site as Beru Lars or a Vaporator. If lost from table during opponent's turn, Luke is power +3 until the end of your next turn.

§ 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 played the card. Stolen cards, sold cards (by Treva Horme) or cards won in sabacc change ownership until the end of the game, or until they change owners again. (See stealing.)

Palejo Reshad

Adds 2 to power of anything he pilots. While at Audience Chamber, all your Corellians are power and forfeit +1 (+2 if non-unique) and your Force generation at the Corellia system is +2.

Panic

See the Dark Side counterpart, Emergency Deployment.

parsec numbers

Number on system locations symbolizing the relative hyper-route distance between systems. (See starships — movement.)

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 the bridge, cockpit, or in the cargo bay of any vehicles and starships at that location) 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 has been initiated, or as soon as that card is introduced to the battle location as long as that card is introduced before the Power Segment begins. Any card introduced after the power segment has begun is not participating. For example, a character introduced to a battle in progress by a 'react', game text such as Sergeant Wallen or perhaps even Tauntaun Bones triggered by a weapon destiny draw would be immediately considered to be participating and may act accordingly. But a captive released during the Damage Segment (because the escort is forfeited) and moved to the Light Side of the location, or a character brought back to the battle location by Old Ben after being forfeited would not be considered to be participating again, and as such would not be eligible to be forfeited etc. A card that fires a long-range weapon into a battle from another location is not participating in that battle for game purposes. All cards meeting the above criteria would be considered to have participated in a battle, even if that battle is canceled before reaching its normal conclusion. Cards which participate in one battle may not normally participate in another battle 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 battle destiny 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 not acting 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 of that vehicle or starship normally, except that they may not apply their ability toward 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 (and only you) to look at that card and then place it back where it came from (unless stated otherwise). When you peek at (examine, glance at, look at etc.) a card, you are entitled to see the entire card, and the intention is that you limit yourself to a reasonable amount of time to gather information. See empty deck or pile, empty hand.

permanent nav computer

Most capital starships and some starfighters have a permanent nav computer icon to indicate built-in nav computer capability. A permanent nav computer is not a character (‘character’ is a game term referring to a card type) and does not incorporate any features of characters (such as droid, game text etc.).

permanent pilot

A “built-in” pilot aboard a starship, indicated by a pilot icon on the starship card. Permanent pilots are not characters (‘character’ is a game term referring to a card type) and do not incorporate any features of characters (such as Rebel, spy, ability, game text etc.) other than those specified. For example, the unique permanent pilot •Dutch on the Gold Leader In Gold 1 starship card does not automatically incorporate features of the Dutch character card. (See pilots.)

pilot icon

An icon on a character card indicating that the character has pilot skill, or on a starship or vehicle card indicating that the starship or vehicle has a permanent pilot aboard.

personas

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

Different versions of a single character are all considered to be part of the same ‘persona (even if they are on different sides of the Force).’ No more than one version of the same unique persona may be on table at the same time. Any card or action that targets or manipulates a persona may target or manipulate any card that contains that persona. For example: Lando In Millennium Falcon is considered a wild card for Cloud City Sabacc because it contains the persona of •Lando. The Dark Side may deploy Boba Fett In Slave 1 for free to a Docking Bay where Lyn Me is present, because it contains the persona of •Boba Fett. Similarly, the Light Side may deploy Uncontrollable Fury on the Death Star Assault Squadron since it has the persona of •Vader aboard. The exceptions to this rule are:

• Weapon and device text that allows that weapon or device to deploy upon a character persona may only use that text to deploy upon a character card. For example, Vader's Lightsaber may not deploy upon the Death Star Assault Squadron.

• The persona replacement rule applies only to character cards. That is only a character card can be replaced, and only by another applicable character card of that persona. Different versions of a single persona conceptually represent the same person or thing, but they are different cards. For example, the Interrupt card Grimtaash affects "all cards opponent has two or more of" in hand. If you play Monnok on an opponent who is holding one Luke Skywalker and one Commander Luke Skywalker, those characters are unaffected by the Interrupt because it targets duplicate card titles (not personas).

persona replacement rule

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

During your deploy phase, you may replace any of your unique Character cards on table with another Character card that represents a different version of that persona from your hand (for free). Also, some character cards have game text that allows your opponent to replace them (or allows you to replace your opponents Character card). For example, Dark Side Lando Calrissian. You may only replace a persona during your deploy phase, and the new version (1) must have power and ability at least equal to those of the replaced character and (2) must obey any deployment restrictions listed on its card (if any). For example, Luke Skywalker (power 3, ability 4) may be replaced by Commander Luke Skywalker (power 4, ability 4), but only when Luke is on Hoth (because Commander Luke Skywalker’s game text says "Deploys only on Hoth"). When replacing a persona, apply all modifiers to power for the card already on table before comparing it with the power of the card in hand (which is unaffected by modifiers on table). Thus, for example, Darth Vader, Dark Lord Of The Sith with Uncontrollable Fury deployed upon him is power = 8 (assuming no other modifiers), and as such cannot be replaced by Lord Vader whom is only power 7. Persona replacement is not deployment though, and as such is not permitted or restricted by other deployment rules or game text. For example, you do not need presence or Force icons on your side of a location to replace a persona there. Similarly, you do not need to observe Dagobah deployment rules for replacement purposes (unless the newer version of the persona has a Dagobah related deployment restriction in it's game text). Similarly, you may not replace a persona because an Interrupt or Effect allows you to deploy, persona replacement is unaffected by the out of play rule, and replacing a persona does not allow any "just deployed" actions to be initiated. Any cards deployed on or targeting the character (or any 'residual' game play effects such as being the target of Imperial Barrier) transfer to the new version of that character (if applicable). Any cards which are not applicable are placed in the owner's Lost Pile, along with the replaced version of the character. For example, if Boba Fett was targeted by Clash Of Sabers and then persona replaced, the new version would still be under the effects of Clash Of Sabers. You may persona replace an Undercover spy with a non-spy character or vice versa, as long as you follow the replacement rules given above. For example, TK-422 may replace Han Solo as long as TK-422's deployment restrictions are observed - that is, there is an Imperial at that location, the location is a site, and TK-422 must go Undercover. Similarly, an Undercover Leia Organa may be replaced by Princess Leia, although the Undercover card would not be applicable to Princess Leia (she is not a spy) and would therefore be lost.

pilot

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

Characteristic that allows a character to control and move a starship, combat vehicle or shuttle vehicle (indicated by a pilot icon on the character card). In addition, many starships, combat vehicles and shuttle vehicles have inbuilt permanent pilots as indicated by the pilot icon on their card. See permanent pilot. A starship, combat vehicle or shuttle vehicle must be piloted to move, to use power, maneuver, hyperspeed or landspeed, to use starship or vehicle weapons and devices, and to use game text that is not related to deployment or capacity. When a pilot character is deployed or moved aboard a vehicle or starship, that character is considered to be acting as a pilot if sufficient pilot capacity is available. You may designate which characters are acting as pilots (that is, you may relocate them between pilot and passenger capacity) at any time during your deploy or your move phase. Any pilots aboard a starship or vehicle in excess of its pilot capacity are passengers and thus may not enhance the starship or vehicle. Any modifiers to a pilot’s personal power do not increase the bonus that pilot grants to a starship or vehicle. See starfighter - landed.

planet

The term ‘planet’ includes a planet system location and all of its sites and cloud sectors. Phrases such as “at that planet” and “on that planet” have their normal English meanings (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).

Planet Defender Ion Cannon

Deploy on an exterior Rebel Base site. During a battle at 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.

played

The only cards that ‘play’ are Interrupts and Epic Events that do not deploy on table (i.e., Commence Primary Ignition and Target The Main Generator). Such a card is ‘played’ when it is taken from hand, shown to the opponent and initiated as an action. All other types of cards ‘deploy’ rather than ‘play.’

Ponda Baba

Power +3 when battling at same site as Dr. Evazan, unless opponent has a lightsaber present. Adds 2 to power of anything he pilots.

Pops

Adds 2 to power of anything he pilots. When piloting Gold 5, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.

Portable Fusion Generator

Adding 1 to the power of one droid lasts until the droid is no longer present or you choose to turn off the enhancement.

power

An attribute of characters, vehicles and starships that represents their overall ‘strength’ (symbolically represents experience, training, tactical skill, built-in weaponry etc.).

Power Harpoon

Use 2 Force to deploy on your combat or shuttle vehicle. May target an 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.

power segment

See battle — power segment.

Precise Attack

See the Light Side counterpart, Combined Attack.

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 simple relationships between cards, and have their normal English language connotations. A character, starship, vehicle weapon or device is at a location if it is "on" a planet if it is: (1) Present at any site, cloud or Death Star II sector related to that planet name. (2) At the bridge, cockpit or cargo bay of a starship or vehicle that is present at any 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 Command Center, 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 at the Hoth system. A character, starship, vehicle, weapon or device is "aboard" (or "on") a starship 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 Hoth system. In this case, Luke is at the Home One Docking Bay, and aboard Home One. Similarly, Tarkin at the Death Star: War Room while the Death Star orbits Alderaan is not "at Alderaan", but the Death Star is. See presence and present.

presence

Think of presence in the spiritual or mystical sense, as the Force emanating from an individual. Remember Vader saying, “I sense something. A presence I’ve not felt since....” In game terms, each of your characters with ability creates a ‘presence’ at one location that your opponent’s characters can sense (even when they are at the bridge, cockpit or cargo bay of an enclosed vehicle or starship).

Having presence at a location is defined as (1) having total ability of 1 or higher present at that location or (2) having a vehicle or starship present at that location that has total ability of 1 or higher at its bridge, cockpit or cargo bay.

No card may create presence at more than one location. For example, if the Executor is at Dantooine with Ozzel on the bridge and Vader at the Executor: Main Corridor site, then Ozzel (and the permanent pilots) create presence only at the Dantooine system, whereas Vader creates presence only at the corridor site.

See prepositions.

Presence Of The Force

This Effect is not cumulative; if you play two at the same location, the second one has no result (see cumulative).

present

Think of the term present as applying to something that is physically at a certain place (e.g., a starship can be in physical contact with the ‘space’ at a system location, but a character 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 Hoth system and Luke is present aboard Red 5 (although Luke is at the Hoth system, he is not present at the system).

Two or more cards are present with one another if they are present at the same place.

See prepositions.

present, presence and prepositions — a simple example

These three concepts, though closely related, have very important differences in the game. As explained under the corresponding entries, think of prepositions as relational, presence as spiritual and present as physical. These terms overlap somewhat, and are often used together to make a card operate in a specific manner. The three concepts are easy to understand if you take them one at a 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 Spider is enclosed, he is not present at the farm.

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 primarily for reference. It is not necessary for most players to concern themselves with this level of detail. Assume that the Death Star is orbiting Yavin 4 and the following starships are at the Death Star system: Millennium Falcon (with Han and C-3PO in the cockpit), Red 6 (with Jek Porkins piloting) and the Executor (with Piett on the bridge; also, Vader and Luke are at the Comm Station site, Tarkin is aboard a Lift Tube at the Comm Station and Leia is at the Main Corridor site). This example results in the following: Prepositions The characters are all on (also aboard) their respective starships. The Death Star is at Yavin 4, and the starships are all at the Death Star. Han, C-3PO, Jek and Piett are all at the Death Star. Han is at same location as C-3PO, Jek and Piett. Vader, Tarkin, the Lift Tube and 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-3PO and Jek (aboard Falcon and Red 6) are in a battle together, against Piett and the Executor. If a battle is occurring at the Comm Station site, Vader and Tarkin are in a battle together (this may also be expressed as “Tarkin is with Vader in a battle”). Presence Han, Jek, Piett and the Executor’s permanent pilots each create presence at the Death Star system. (The other characters do not.) Vader, Tarkin and Luke each create presence at the Comm Station site. Leia creates presence at the Main Corridor site. C-3PO, the starships and the Lift Tube do not create presence anywhere. None of these cards create presence at Yavin 4. Present Han is present with C-3PO and both are present aboard the Falcon. Piett is present aboard the Executor. Vader is present with Luke and both are present at the Comm Station site. The Lift Tube is present at the Comm Station site. Tarkin is present aboard the Lift Tube. Leia is present at the Main Corridor site.

Princess Leia

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

This Rebel has the characteristic senator.

Princess Leia Organa

This version of the Leia persona enters play either by deploying as 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).

prisoner transfers

During your move phase, you may perform 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 there into custody.

prisons

Three sites are defined as prisons:

•Death Star: Detention Block Corridor,

•Cloud City: Security Tower and

•Jabba’s Palace: Dungeon.

Probe Antennae

Deploy on your Probe Droid. Adds 2 to X for that droid. OR Use 1 Force to deploy on one of your other droids. When at a site you control, once during each of your control phases, you may peek at one card randomly selected from opponent’s hand.

Probe Droid

Deploys only if a Star Destroyer on table. Once during each of your control 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.

Probe Droid Laser

Deploy on your probe droid. May target an artillery weapon (use 5 as defense value), character or creature for free. Draw destiny. Artillery weapon lost if destiny > defense value. Character or creature hit if destiny > defense value.

Program Trap

Although this Effect is triggered according to the number of characters at same site, only those characters present are lost when it explodes. For example, Program Trap is deployed on a droid with Lando aboard an enclosed vehicle at a site. Veers and Chewie are standing outside the vehicle; thus, there are four characters at that site. If either player draws a destiny of 4 (anywhere), the droid explodes, causing itself and Lando (the only other character present) to be lost.

Although Program Trap may be deployed on a droid anywhere, it may explode only when that droid is at a site.

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 one of two different “bombing modes” depending on the kind of site being targeted:

• Interior sites — You may perform “orbital bombardment” in an attempt to ‘collapse’ a related interior site (as long as it is not protected by shields). This form of bombardment can only be performed from the system (or a cloud sector), and the bomber does not move from that location. The related site may be collapsed as a response to the initiation of the Force drain, but the Light player has first chance to respond. Therefore the Light player may cancel the drain (such as with Control) before the Dark Side gets a chance to collapse a site.

• Non-interior sites — You may perform “carpet bombing” in an attempt to destroy characters, vehicles and starships at a related non-interior site. See Bombing Run.

Proton Torpedoes

Use 1 Force to deploy on your X-wing, Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. Target hit if destiny > defense value.

Pucumir Thryss

While on Cloud City, adds 1 to your Force drains at Cloud City sites and adds 4 to destiny of each of your miners drawn for battle destiny. During your deploy phase, may deploy one non-unique Rebel to same Cloud City site from Reserve Deck; reshuffle.

Punishing One

May add 1 pilot (must be a smuggler or bounty hunter) and 1 passenger. Immune to attrition < 3 if Dengar piloting. Deploy –3 when deploying with Dengar. Boosted TIE Cannon may deploy aboard.

Quad Laser Cannon

Use 2 Force to deploy on your Corellian corvette or Falcon. May target a starship using 1 Force. Draw destiny. Add 1 if targeting a starfighter. Target hit if total destiny > defense value.

R2-D2 (Artoo-Detoo)

This droid has a variable destiny number (either 2 or 5) which is chosen by the player controlling that card whenever needed (including as a destiny draw).

R2-Q2 (Artoo-Kyootoo)

While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at top three cards of your Reserve Deck.

R-3PO (Ar-Threepio)

This droid does not fall under the short-hand term “R-unit droid” because it is not an astromech or vehicle droid. (See R-unit droids.)

R4-E1 (Arfour-Eeone)

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

R4-M9 (Arfour-Emmnine)

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

R5-A2 (Arfive-Aytoo)

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

R5-D4 (Arfive-Defour)

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

RA-7 (Aray-Seven)

May transfer character weapons (for free) to or from your other 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 astromech or vehicle droid. (See R-unit droids.)

Rayc Ryjerd

Adds 2 to power of anything he pilots (or 4 if trained by Rycar Ryjerd). Any starfighter Rayc pilots is immune to Tallon Roll and is not lost if an asteroid sector is drawn for asteroid destiny.

reaches

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

A target "reaches" an Utinni Effect that is deployed on a location when:

• the target is present at the location; or

• the target is in a pilot, passenger or astromech slot of a starship that is present at that location or

• the target is in a pilot, driver or passenger slot of a vehicle that is present at that location. For example: Our Most Desperate Hour is deployed on the Alderaan system targeting Leia on Tatooine. Leia moves from Docking Bay 94 to the Home One: Docking Bay (the starship Home One is present at the Alderaan system). Leia has not yet "reached" the Utinni Effect, as she is not in a pilot or passenger slot. To trigger the Utinni Effect, she would need to use her regular move next turn to move from the Docking Bay to the "bridge" of Home One. (see movement - regular - starship and vehicle sites).

react

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

This is a special form of deployment or movement (granted by cards that say ‘react’) that may occur during your opponent’s turn. A ‘react’ occurs just after your opponent initiates a battle or Force drain, and allows you to deploy or move one or more cards to the location of the battle or Force drain (at normal use of the Force). To deploy as a ‘react,’ a card must comply with all deployment rules. For rules regarding cards that move as a ‘react,’ see movement – react. Each card that deploys or moves is a separate ‘react,’ regardless of which card allowed them to ‘react.’ Cards such as CZ-3 are not intended to imply that all of the movements or deployments are one big ‘react.’ Thus, each opponent’s Sense card may cancel only one card’s deployment or movement. All Force costs required to move or deploy as a react are considered to be part of the initiation of the react action, and thus cannot be recovered even if the 'react' is canceled. ‘Reacting’ to a Force drain cancels the Force drain if you bring presence to the location. All cards involved in a ‘react’ (including cards deployed as a 'react', or cards that embarked on or disembarked from a card moving as a 'react') are prevented from being involved in another 'react' during the same turn, even if that ‘react’ is canceled.

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 hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons.

Rebel Barrier

See cannot move.

Rebel base

Any Yavin 4 or Hoth location is a Rebel Base location. This includes related cloud sectors but not asteroid sectors in the same system. For the purpose of Commence Primary Ignition, cloud sectors increase the potential damage but do not decrease the chance for success.

The planet indicated by the Hidden Base card is conceptually unknown to the Empire and thus is not considered a Rebel Base for gameplay purposes.

Rebel Flight Suit

Deploy on your pilot character. While piloting any starfighter, combat vehicle or shuttle vehicle, that character is considered to be the “matching pilot” (pilot adds at least 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. For example, if Chewie is wearing the flight suit and piloting Red 5, he does not make Red 5 immune to attrition (because Chewie is not Luke). However, he is the “matching pilot” for cards that use this term, and thus allows Astromech Translator to make the starfighter immune to attrition < 6.

Rebel Guard

POWER 0

Power +4 when defending a battle. Cannot move.

This Rebel is not a trooper. See cannot move.

Rebel Pilot

POWER 0

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 same starship they pilot. (See cumulative.)

Rebel Planners

Use 1 Force to deploy at Massassi War Room or any docking bay. Adds X to total power of your starships at the related system and related sectors, where X = the number of your starships present.

Rebel Scout

May move as a ‘react’ (for free) to a battle where you have a Rebel of ability > 2 or a leader.

Rebel Squad Leader

Adds 1 to forfeit of your other troopers and Rebel Guards at same site. When moving with a ‘squad’ of exactly three other troopers and/or Rebel Guards, all four move for 1 Force. Rebel Guards at same site may move.

This character suspends the “cannot move” restriction of Rebel Guards, allowing them to move normally while present. Rebel Squad Leader is a trooper and a leader. (See characteristics.)

Rebel starship

A Light Side starship without an independent starship icon.

Rebel Tech

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

Rebel troopers

Any reference to “Rebel Trooper(s)” or “Rebel trooper(s)” includes the card titled Rebel Trooper as well as any character who is both a Rebel and a trooper, such as Echo Base Trooper and Shawn Valdez. (See capitalization and characteristics.)

re-circulating

Moving the cards in the Used Pile, as a group, to the bottom of the Reserve Deck. Re-circulating both Used Piles at the end of every player’s turn is mandatory. A player who forgets (and is not reminded by the opponent before the next action has its result) may not recirculate until the end of the next turn.

Rectenna

Use 1 Force to deploy on your starship. You may deploy cards as a ‘react’ to a battle at same system or sector.

See ‘react.’

Red Leader

Adds 2 to power of anything he pilots. When piloting Red 1, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. Adds 1 to forfeit of each other Red Squadron pilot at same location.

This character is a leader. (See characteristics.)

Red Leader In Red 1

This starship includes the persona of Red Leader, but it may not replace or be replaced by the Red Leader character card. This starship is not considered a leader for gameplay purposes, because leader is a characteristic that applies only to characters, not to starships or permanent pilots. (See characteristics and permanent pilot.)

Red Squadron

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

See squadron designations.

Red Squadron X-wing

Deploy –2 at Yavin 4 or to same location as Red Leader. Permanent pilot provides ability of 2 and adds 2 to power. Proton Torpedoes deploy and fire free aboard.

Redemption

May add 4 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 1. Your medical droids and Bacta Tank ‘patients’ may deploy aboard for free.

Characters must obey deployment restrictions when deploying from the Bacta Tank to the Redemption.

regular move

See movement.

related locations

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

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

• related to that system;

• related to other sites and cloud sectors deployed to that system; and

• part of that system. Asteroid sectors that are deployed to the same system are

• related to that system;

• related to each other; but

• not part of that system (e.g., an asteroid sector at the Dagobah system is not a Dagobah location) and not related to normal sites or cloud sectors in that system. The Big One Cave is related only to the Big One. A location is not related to itself.

releasing captives

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

See captives – releasing.

relocation

Relocation is movement, but it does not require the relocated card to be “within range,” nor does it require any expenditure of Force unless specifically stated.

Remote

Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select one character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present.

replacing cards

Replacing cards with squadrons or different persona versions (see personas) happens only during the deploy phase.

Replacing a card is not the same as deployment. Although deployment restrictions must be obeyed, you do not pay a normal deploy cost and the cards may not be targeted by actions that target “just deployed” cards.

Captured and missing cards may not be replaced.

Res Luk Ra’auf

This Interrupt must be played on your own lone bounty hunter to add to your battle destiny.

Reserve Deck

Your primary card resource throughout the game; see Force.

Reserve Pilot

Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise.

reshuffle

When directed to reshuffle a deck or pile, you must shuffle it and then allow the opponent an opportunity to ‘cut’ (take a portion of the deck or pile from the top and place it underneath the remainder). Return the deck or pile to its appropriate place on table. This term is equivalent to the phrase “shuffle, cut and replace” on older cards.

Responsibility Of Command

Errata:

Use 2 Force to deploy on any war room at a Rebel Base. Target a Rebel with forfeit > 4 or an opponent’s leader. Opponent may not initiate a battle or a Force drain at same location as target. Utinni Effect canceled when reached by target.

Restraining Bolt

See game text — canceled, cannot use, cannot utilize etc.

Restricted Access

See the Light Side counterpart, Access Denied.

restricted cards

See unique and restricted cards.

Retract The Bridge

This Interrupt allows you to rearrange Death Star sites in any order. 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 be relocated between any two interior Death Star sites.

retrieve

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

Retrieving a card (or retrieving 1 Force) is defined as taking the top card of your Lost Pile and placing it face down on your Used Pile. To retrieve multiple cards, simply retrieve multiple times (this is all one action). If game text allows you to retrieve 1 Force for each of a specific card on table (or some similar condition), count up all copies of that card as specified and then retrieve for that total number (as one action). To randomly retrieve a card, shuffle, cut and replace the Lost Pile and then retrieve normally. To retrieve a specific card, search the Lost Pile; if a copy of the card is there you must place it face down on your Used Pile (do not reshuffle unless instructed to do so). A retrieved card is always revealed to both players, even when the Lost Pile is face down (see Eyes In The Dark).

Revolution

This Effect causes Force icons on the revolved location to switch color as well as side. Although the game text switches sides, the individual words are not transposed (e.g., you should not substitute ‘Imperial’ for ‘Rebel’ or vice versa).

Rodian

Adds 1 to power of each of your bounty hunters and smugglers (but subtracts 1 from Greedo’s power) at same site. Adds 1 to power of anything he pilots.

Rogue 2

May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. May add 2 to search party destiny draw if all pilots aboard are part of that search party.

Rogue Bantha

May add 2 ‘riders’ (passengers). Bantha ability = 1/2. May move as a ‘react.’ Whenever a battle was just initiated at same site, one Tusken Raider present (your choice) is ‘trampled’ (immediately lost).

Rogue Gunner

Adds 1 to weapon destiny draws of anything he is aboard as a passenger.

Rogue Squadron

A character is a member of Rogue Squadron if indicated in title, lore or game text or if piloting a Rogue Squadron snowspeeder (one whose title begins with the designation “Rogue”). Any gunner aboard a Rogue Squadron snowspeeder is a Rogue Squadron gunner (see Commander Luke Skywalker).

Romas “Lock” Navander

Adds 1 to power and maneuver of anything he pilots. Opponent may not ‘react’ to or from same location.

R-unit droids

Astromech and vehicle droids whose model numbers begin with the letter ‘R’ are collectively referred to using the short-hand term “R-unit droids.” For example, R2-D2 and R4-M9 are both R-unit droids, whereas R-3PO (a protocol droid) and RA-7 (a servant droid) are not.

Rycar’s Run

This Utinni Effect defines a value for X at the time the Utinni Effect is initiated, not when it is resolved.

sabacc

In the Star Wars universe, sabacc is a high-stakes card game commonly played by gamblers, cutthroats and other rough characters. Many different variants exist throughout the galaxy. The Star Wars Customizable Card Game allows you and your opponent to play sabacc as a “side game” by using special sabacc Interrupt cards. The following rules apply to all sabacc variants.

The object of the game is to draw two to six sabacc cards which have a total value as close to 11 as possible (without going over). To initiate sabacc, you must target one of your characters that meets the requirements on the sabacc Interrupt (it is not necessary for an opposing character to be present; conceptually, your character can play against an unseen adversary). Your opponent may also target one of his characters if he has one who meets the requirements. For example, in Cloud City Sabacc, targeting a gambler can be helpful to either player.

Both players temporarily set aside their regular hands while playing sabacc.

Playing sabacc

Each player draws the top two cards from his Reserve Deck (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 player must pass if he has no cards remaining in his Reserve Deck or if he already has six cards in his sabacc 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 (which are defined on the sabacc Interrupt):

•Each wild card must be assigned a value within the range shown on the sabacc Interrupt. (You may 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 value assigned 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 entire sabacc 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 for number 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 one such 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 regular gameplay resumes.

Perfect sabacc

If a player’s first two sabacc cards total exactly 11 (with no wild cards or clone cards), that player announces “sabacc!” and immediately wins double: the loser must give up each of his two sabacc cards (stakes to the winner’s Used Pile; others to the loser’s Lost Pile). 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 as R2-D2 or Tauntaun Bones.

Apply all standard modifications to the destiny numbers of cards drawn during sabacc. For example, 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 hand may 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 becomes a Rebel starship (and vice versa).

If you use Lando’s game text to modify your total, you cannot have a perfect sabacc.

Sabotage

This Interrupt allows the destruction of any kind of weapon, device or vehicle. However, it does not give you permission to steal cards that cannot normally be stolen.

Sandcrawler

Deploys only to a Tatooine site. May add 1 driver and 7 passengers. May 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 to non-planet sites (but it can board a capital starship which has sufficient vehicle capacity).

Sandcrawler: Droid Junkheap

LIGHT (0): Your characters may enter/exit here for 1 Force each. “Nighttime conditions” here. DARK (0): Deploy on your sandcrawler. Each Jawa is forfeit +2 here. “Nighttime conditions” here.

Sandcrawler: Loading Bay

LIGHT (0): Deploy on your sandcrawler. Each Jawa is forfeit +2 here. “Nighttime conditions” here. DARK (0): Your characters may enter/exit here for 1 Force each. “Nighttime conditions” here.

sandcrawler sites

The Sandcrawler: Droid Junkheap and Sandcrawler: Loading Bay sites are both vehicle sites.

sandtrooper

Sandtrooper is a subcategory of stormtrooper. All sandtroopers are stormtroopers (and also troopers); thus, a sandtrooper may be affected by anything that affects a stormtrooper or a trooper. (See characteristics.)

scomp link icon

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

Represents a computer connection on a site or starship; referenced by various Interrupts and other cards. A scomp link on an enclosed vehicle or starship is present only to characters aboard that vehicle or starship (although it is still a scomp link at that location). Similarly, a scomp link on a location card is not present to a character aboard an enclosed vehicle or starship at that location. While canceled, a scomp link cannot be the subject of any other action or condition.

search party

During your control phase, you may attempt to find missing characters by 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 be members 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 party character is a scout).

4.If total destiny > 5, one of your missing characters there (random selection) is found and joins the search party.

You may only search where you have one or more characters missing (you may not search for your 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.

searching

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See taking cards from a deck or pile.

sectors

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

Vertically oriented location where starfighters and other cards can deploy, battle 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 thus cannot be used for hyperspeed movement.

• Vehicles and characters may not deploy or move to a sector unless aboard a vehicle or starship which is allowed at that sector. Cards which affect a starship at a system may not necessarily affect a starship at a sector. Refer to the latest game text of the card in question and check if it mentions sectors. Asteroid sectors and cloud sectors (except Bespin: Cloud City) deploy next to any planet system or another sector of the same type, as shown below. Sectors may be inserted in any order, as long as you maintain the following pattern: [Sites] [Cloud Sectors] [System ] [Asteroid Field (Sectors)] [Big One] Sectors which deploy only to one particular system (e.g., Bespin: Cloud City) may deploy even if that 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. In addition, certain regular moves are allowed at sectors, depending on the kind of sector (see asteroid sectors and cloud sectors). Currently, the only sector with a related site is the Big One.

seekers

Targeting a character with one of these automated weapons is an automatic action which will affect any one applicable character regardless of which side it is on, including Undercover spies. If multiple potential targets are present, the player controlling the seeker may choose 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 the movement costs that affect the side of the table they are on. Your seekers may board your opponent’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.

selective creatures

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

See creatures – selective.

Self-Destruct Mechanism

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

Lose a droid to cancel all attrition against you at same site this turn. OR Retarget an opponent’s weapon to one of your droids at same site as target. If droid is ‘hit’, use original target’s forfeit number. When this Interrupt retargets a weapon to a droid, that droid must be a valid 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 before any further weapon effects are applied (such as forfeit reduction text).

Sense

When you use this Interrupt to attempt to cancel another Interrupt (except Alter) or a ‘react,’ you must target your highest-ability character on table. Thus, if you do not have a character 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 only one of those deployments or movements.

For more general rules on using Sense, see Alter.

Shawn Valdez

Whenever you just initiated a battle at same site as Shawn, your troopers at adjacent sites who have not already battled this turn may immediately move to same site.

ship-docking capability

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

Feature of some starships that allows two starships to dock in order to move pilots, passengers and cargo between them, capacity permitting. See movement – unlimited – moving between docked starships.

Shocking Information

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

This card may only be played if a scomp link is on table (and able to be targeted). This card may target (or affect) a Scomp link aboard a starship or vehicle at a location. The second function of this Interrupt affects cards that peek at one, some or all of the cards in your hand.

Shocking Revelation

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

See Light Side counterpart, Shocking Information.

shuffle, cut and replace

This phrase is equivalent to the term reshuffle.

shuttle vehicles

A shuttle vehicle must have a pilot to move and to use power, maneuver and landspeed. (However, it may be shuttled or transferred without a pilot aboard.) Shuttle vehicles 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 a round trip, and thus remains at the site.

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

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

Skiff

Deploy –1 to a Tatooine site. May add 1 driver and 5 passengers. May move as a ‘react.’ If lost, any characters aboard may “jump off” (disembark).

Skywalker

This term refers to Luke, Leia and Anakin (i.e., Darth Vader crossed to the Light Side, which will be possible in a future expansion set).

sleeping

A ‘sleeping’ character cannot move, drive or pilot.

Sniper

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’R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any ‘hit’ targets are immediately lost. See weapons – firing outside of the battle phase.

Snowtrooper

Deploys only on Hoth. Power –1 when not at a Hoth site.

Snowtrooper is a subcategory of stormtrooper. All snowtroopers are stormtroopers (and also troopers); thus, a snowtrooper may be affected by anything that affects a stormtrooper or a trooper. (See characteristics.)

Solo Han

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

Solomahal

Deploy on your warrior to give that warrior scout skill. That warrior may move as a ‘react.’ OR Deploy on your scout. When that scout ‘reacts,’ it is power +2 for remainder of turn. (Immune to Alter.)

Son Of Skywalker

Deploys only on Dagobah or Cloud City. Adds 2 to power of anything 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.

SoroSuub V-35 Landspeeder

May add 1 driver and 3 passengers. Moves free if Owen Lars, Beru Lars or Luke aboard. May move as a ‘react’.

Sorry About The Mess

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 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any ‘hit’ targets are immediately lost. See weapons – firing outside of the battle phase.

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 spaceport site to a planet, you must place it adjacent to another of that planet’s spaceport sites (if any). Spaceport sites on the same planet may not be separated by any other non—Spaceport sites.

Spice Mines of Kessel

With this Utinni Effect, a captive moves along with the trooper escort at no extra cost. The captive occupies passenger capacity on starships and vehicles, but cannot be transported via Elis Helrot because it is not one of ‘your’ characters.

spy

Characteristic (referenced in card lore) that allows your character to deploy even where you do not have presence or Force icons.

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

May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Probe droids deploy free to sites related to same system.

Star Destroyer: Launch Bay

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 to deploy, land and takeoff to and from here as if it were a Docking Bay.

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 sequence and insertion) and create locations aboard a starship where characters may deploy, battle and move. For convenience, each group of starship sites is placed on table separately from other sites. However, the group is related to one particular starship (which must be specified at the time of deployment). Sites which are related to a unique starship (e.g., Executor sites) may deploy even if that starship is not on table (just as Death Star sites may deploy when a Death Star is not on table). These sites inherit the characteristics of the actual starship card if (and only if) the starship is also on table. For example, Home One: Docking Bay is only established as a Star Cruiser site (for game text such as 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., Star Destroyer: Launch Bay) may deploy only to a starship card already on table. Characters at a starship site are “aboard the starship” but not ‘present’ at the bridge. 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 starship site 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 to the 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 also lost.

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

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Type of card that includes capital starships, starfighters and squadrons. Characters use starships to travel and battle throughout the galaxy.

A starship must have a pilot aboard to use its power and maneuver, and to move. It must have both a pilot and a nav computer aboard to use its hyperspeed.

If a starship is lost or otherwise leaves the table, any cards aboard it are lost.

starships — deployment

Starships deploy only to locations where you have presence or 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 (which counts 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 a system location.

You may deploy characters, vehicles and starfighters directly aboard your starships at any location where you have presence or Force icons and the starship has sufficient capacity.

starships — movement

A starship that has a pilot, a nav computer and hyperspeed can move from one system to another system for an expenditure of 1 Force. The starship’s hyperspeed must be at least equal to the difference between the parsec numbers of the two systems. (The starship must have hyperspeed even if the difference between the two parsec numbers 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 to move aboard starships with appropriate capacity.

starting interrupts

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

See Section 3. See Interrupt - Starting.

starting locations

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

A player may choose to use a starting location from their deck (but if they have an Objective card in their deck, they must start with that). See starting the game. Locations that cannot be used as a starting location includes any location that could not be deployed to an "empty table". That is, any location that requires another card or location to be on table before it can be deployed. Thus Asteroid Fields, Clouds, Death Star: Trench, Star Destroyer: Launch Bay and generic sites (see generic sites) cannot be chosen as a player's starting location. If a player selects an illegal starting location at the beginning of the game, that player begins the game without a starting location. If both players are using a starting location, then it is possible that both may choose the same unique location. If this happens, they set them aside temporarily and choose again following the same procedure. If one player (or both) has no other location to choose from, that player(s) must start the game without an initial location. Once two acceptable starting locations have been selected, any locations set aside are added back into the decks.

starting the game

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

Starting the game consists of three steps: Step 1 - STARTING LOCATION OR OBJECTIVE Each player chooses one starting location or one Objective card from their deck; both players simultaneously reveal their choices. A player who has an Objective in their deck must start with it. If you reveal an Objective card and your opponent reveals a starting location, your opponent’s starting location is deployed first. You then deploy your Objective card and other cards it requires or allows (for free). If both players reveal an Objective card, the player who will go first in the game (usually the Dark Side player) deploys card(s) first (for free), followed by the second player. In either of the above cases, the second player could possibly convert (cover up) locations deployed by the first player (see converting locations). See starting location for rules regarding legal starting location choices and resolving duplicate choices. Step 2 - STARTING INTERRUPT Each player may choose a starting interrupt from their deck (this is optional); both players simultaneously reveal their choices. The player who goes first in the game resolves their starting interrupt first (if any), followed by the second player if required. Step 3 - SHUFFLE AND DRAW STARTING HAND Remaining cards must be shuffled, and your opponent may briefly shuffle or cut as required. The remaining cards are placed face down in front of each player to form that player's Reserve Deck. Each player then draws 8 cards which 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 player and use it as his own. The opponent may not take ownership of one of your cards unless a card or rule allows it to be stolen (or ‘won’ in the case of sabacc). For example, an empty landed starfighter cannot be stolen simply by having 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 your opponent’s cards comes to the top of your Reserve Deck, you must reveal it so that both players can see whether it is an ‘insert’ card. If it is not, then return it to the top of your Reserve Deck. At the end of the game, stolen cards count towards their owner's Life Force total. 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 insert cards. 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 not be stolen if the opponent has characters aboard (but a permanent pilot or astromech is not sufficient to prevent theft). When you steal a vehicle or starship, any cargo aboard it is stolen as well (as long as there are no characters aboard that cargo). If the vehicle or starship has a ‘generic’ permanent pilot, it is conceptually replaced by a permanent pilot of the opposite side of the Force. However, if it has a unique permanent pilot (or a unique permanent astromech), that permanent pilot (or astromech) is lost instead. A single capacity slot (“May add 1 pilot” or "May add 1 astromech") is created for each unique permanent pilot or astromech lost. If returned to the original owner, it is restored to its original game text unless that unique persona is in play, in which case that starship capacity slot will remain empty.

stealing weapons and devices

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

A character who has the capability to steal a weapon 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 or a Light Repeating Blaster Cannon, but may not steal Proton Torpedoes, a Laser Gate, a Hydroponics Station or the Planet Defender Ion Cannon. The thief does not have to actually be able to use the weapon or device, just carry it. Cards with deployment restrictions (e.g., Obi-Wan’s Lightsaber) may be stolen and carried by any character who is able to steal and carry them, but may be transferred to and used by only those characters who meet the deployment restrictions. See weapons - transferring.

stormtrooper

The term stormtrooper includes regular stormtroopers, as well as special troops designated sandtroopers and snowtroopers. All stormtroopers are affected by anything that affects troopers. (See characteristics.)

Stormtrooper Backpack

See the Light Side counterpart, Echo Trooper Backpack.

Stunning Leader

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

If a battle was just initiated at an interior site, use 1 Force to exclude from that 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 has been played are also immediately excluded from the battle.

subtracting

See negative numbers.

Sunsdown

See the Light Side counterpart, Nightfall.

Superlaser

Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if total destiny > defense value.

See long-range weapons.

Surface Defense Cannon

Use 1 Force to deploy on your starfighter, free on Falcon. May target a character or creature at same site using 1 Force. Draw destiny. Target hit if destiny +1 > defense value.

Surprise

See the Light Side counterpart, I Have A Bad Feeling About This.

Surprise Assault

See the Dark Side counterpart, Counter Assault.

SW-4 Ion Cannon

Use 1 Force to deploy on your Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. If destiny > target’s defense value, all starship weapons deployed on target are lost, armor or maneuver = 0 and hyperspeed = 0.

See ion weapons.

Swilla Corey

Deploy on any non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target’s destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.)

system

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

Takeel

This Interrupt may be initiated only after all destiny draws are performed by both 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 or modifiers 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.

Tallon Roll

Errata:

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’s power and TIE’s maneuver. Lowest total loses starfighter.

You may use this Interrupt to target an unpiloted starfighter; however, because an unpiloted starfighter may not use its power and maneuver, they are treated as zero.

If both players have the same total, neither starfighter is lost.

Talz

During the damage segment of a battle, you may forfeit this alien in place of a ‘hit’ character. This capability may be used even if Talz has been ‘hit’ (the forfeiture of Talz satisfies both ‘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.”

Tamizander Rey

Adds 2 to power of anything he pilots. Your starships may move from same exterior site for free. While at Echo Docking Bay, once every turn, may allow one character on Hoth to be immune to The Shield Doors Must Be Closed.

Tamtel Skreej

Deploys only on Tatooine. Adds 2 to power of anything he pilots. Once per game, Undercover may deploy on Tamtel from Reserve Deck; reshuffle. While at a site you control, Rebels are immune to None Shall Pass at that site.

Tantive IV

page 128

CAPITAL: CORELLIAN CORVETTE

May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 2.

target

Act of selecting and identifying a particular thing such as a card, pile, hand, player, 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 which affects a target affects only that target (e.g., Lateral Damage reduces to zero the forfeit of a starship, but not any characters aboard).

Targeting Computer

Using this device to fire a weapon twice requires normal use of the Force for both firings. When firing separately, you may fire at the same target twice or at two different 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 Sites Docking Jabba’s Entrance Rancor Tatooine Cantina Mos Eisley E E E I I I Bay 94 Palace Cavern Pit System Exterior Int/Ext Interior Underground

To keep the three sites that represent the Mos Eisley spaceport together, the Tatooine: Mos Eisley site has a special deployment rule: it may not be separated from the Cantina or Docking Bay 94 by any other exterior sites.

Tatooine: Desert

This non-unique location’s game text prevents characters with landspeed less than 2 from moving away; however, it does not affect the movement of vehicles or other kinds of movement such as shuttling, landing and taking off. Characters with landspeed greater than 1 (e.g., Kal’Falnl C’ndros, Boba Fett) can move away from the desert, but the average character needs some kind of assistance. (For example, a vehicle could be deployed to rescue characters trapped in the desert, and some Interrupt cards temporarily add landspeed.)

Tatooine: Lars’ Moisture Farm (Light Side)

Beru Lars and Luke deploy –1 here.

Tauntaun

May add 1 ‘rider’ (passenger). Deploy only on Hoth. Ability = 1/4. May move as a ‘react’ from a battle. May be ‘sacrificed’ (lost) to make rider immune to Exposure this turn.

Tauntaun Handler

Adds 2 to power of any creature vehicle he rides. When riding a tauntaun, also draws one battle destiny if not able to otherwise.

Tech Mo’r

This character is not a gambler. (See characteristics.)

Tedn Dahai

This alien’s capability to prevent Dark Side aliens from using their game text lasts for “remainder of turn” even if Tedn is lost.

Tentacle

See the Light Side counterpart, Grappling Hook.

Thank The Maker

The phrase “drained of at least 5 Force” on this Interrupt means that you lost a total of 5 or more Force during the same control phase as a result of one or more Force drains.

That’s It, The Rebels Are There!

If you have a probe droid at a site during your control phase, move one of your starships to the related system. That starship cannot move again this turn.

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 duel between them. Compare their power, and add 2 if that character is armed with a lightsaber. Loser (lowest total) of duel is placed out of play.

The Empire’s Back

See Double Back.

§ 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.

This Immediate Effect, once it has had its result, causes subsequent copies of an Interrupt with the same name (from either player) to have an additional Force cost. If a response attempts to relocate an Interrupt placed on this card (e.g. Sense to cancel the interrupt and send it to the Lost Pile, A Jedi's Resilience to return a duel-initiating interrupt to hand), it remains on the Immediate Effect rather than being relocated. Cards that stack a just played Interrupt upon them are referred to as "grabbers". Examples include Immediate Effects like Grappling Hook and What’re You Tryin’ To Push On Us?, as well Effects like Allegations Of Corruption. A just played Interrupt can be grabbed by only one grabber when played. Once grabbed, another grabber cannot be played to grab it or subsequent copies of that interrupt if they must be 'stacked'. If multiple copies of an Interrupt are being affected by more than one of grabber at the same time (the first copy is grabbed by a Tentacle for example, which does not require subsequent copies to be stacked), then the effects are cumulative. For example: Your opponent plays Sense, and you respond with Tentacle. All cards of title Sense are now unique. Next turn, you play a Sense, and your opponent uses 1 Force to stack it on A Tragedy Has Occurred. The next turn, your opponent plays a Sense which is unique, must be stacked on A Tragedy Has Occurred, and costs 2 Force to play. You cannot respond to the play of this Sense by playing There'll Be Hell To Pay, because the Interrupt is already stacked.

This Is All Your Fault

See the Dark Side counterpart, Self-Destruct Mechanism.

This Is Just Wrong

To determine which characters are male and which are female, see gender of characters.

Thul Fain

Deploys free to your [Independent] starship. Adds 2 to power of anything he pilots. When with Lieutenant Tanbris in a battle at a system, adds 2 to each of your battle destiny draws.

TIE Avenger

Deploy –1 to same system as any Imperial capital starship. May add 1 pilot. Boosted TIE Cannon may deploy aboard.

TIE Bomber

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

In addition to participating in starship battles, TIE Bombers may be used in conjunction with Proton Bombs and/or the Bombing Run Mobile Effect card to bombard related planet sites. See bombing run battle.

TIE Vanguard

Permanent pilot provides ability of 1. You may deploy cards to same system 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 With Me or Eject! Eject!).

Tight Squeeze

Your starfighter or vehicle is ‘lone’ in a battle if all of your characters and ability participating in that battle are aboard that starfighter or vehicle.

Tigran Jamiro

See cannot move.

Timer Mine

The phrase “owner’s choice” on this automated weapon refers to the owner of 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 your opponent, it ‘explodes’; draw destiny to determine how many opponent’s characters present are lost. However, if you trip your own buried Timer Mine it is simply discarded (your Timer Mine is not applicable to your own characters).

timing

See actions.

Tiree

Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run.

Tonnika Sisters

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

Twice during each of your control phases, may use 2 Force to draw 2 destiny for 2 chances at a destiny = 2. If successful, may steal or destroy up to 2 weapons or 2 devices present. The Tonnika Sisters are now considered a combo card and falls under all combo card rules. As such, this card counts as only one warrior, one thief, one spy, takes up only one capacity slot etc. See combo card. The Tonnika Sisters may destroy any weapon or device, but may steal only something they can carry (such as a character weapon). The Tonnika Sisters may steal or destroy up to two weapons present or up to two devices present — not one of each. (See stealing.)

topmost action

Actions are initiated one at a time. Although many actions can interrupt other actions, or occur ‘within’ other actions, when this happens the previous action is suspended while 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 are suspended 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.”

Toryn Farr

Adds 2 to power of anything she pilots. When at any war room, adds 1 to weapon destiny draws of your Planet Defender Ion Cannon on same planet.

Tractor Beam

Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent’s starship present (except Mon Calamari Star Cruiser) 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 that characteristic, such as Death Star Tractor Beam.

tractor beaming

Tractor beaming allows you to seize a Rebel starship and “pull it aboard” your Star Destroyer or Death Star. (See captured starships.) Normally you may use each tractor beam only once per battle, but from turn to turn it might capture and hold multiple starships.

Trample

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

If you have a piloted AT-AT or AT-ST present at a site, target opponent’s character, ‘crashed’ vehicle or unpiloted vehicle without armor present. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7. See unpiloted.

transferring captives

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

See captives – prisoner transfers.

transferring

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

This form of movement is renamed as "moving between docked starships." See movement – unlimited – moving between docked starships.

transferring weapons and devices

page 132

See weapons — transferring.

Transmission Terminated

This Interrupt cancels any card on table or just played that has the word ‘hologram’ boldfaced in its lore; it does not cancel dejarik cards.

transport vehicles

A transport vehicle must have a driver to move and to use power, maneuver and landspeed. (However, it may be shuttled or transferred without a driver aboard.)

trench rules

The Death Star: Trench is an exterior mobile site with some special 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 your Hyperspeed = 1. Immune to Revolution. If this is your TM & © 1998 LUCASFILM LTD. X = parsec of current position. Deploys only at parsec 0. X = parsec of current position. Deploys only at parsec 0. X X

•DEATH STAR

•DEATH 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: TRENCH

•DEATH STAR: WAR ROOM

•DEATH STAR: TRASH COMPACTOR

•DEATH STAR: DOCKING BAY 327 TM & © 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 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. “Trench Rules” in effect and each of your starfighters is maneuver –2 here.

Players may not deploy or move any cards to the trench unless a specific card allows them to do so (e.g., Attack Run, Maneuver Check and the Death Star: Trench itself).

Treva Horme

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

During your control phase, may 'sell' one Interrupt card from hand. Opponent must use X Force, where X = destiny of that card or entire Force Pile (opponent's choice). Place sold card on opponent's Used Pile and activate X Force.

trooper

The term ‘trooper’ includes all stormtroopers (and thus all sandtroopers and snowtroopers). See characteristics.

Trooper Davin Felth

This character is a sandtrooper. (See characteristics.)

Turbolaser Battery

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

turn

Six consecutive phases of play (activate, control, deploy, battle, move and draw) executed by one player.

Tusken Raider

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

Deploys only on Tatooine. W Power = 1, +1/2 for each other non-unique Tusken Raider present (limit three other Tusken Raiders that may add to power).

Tzizvvt

This alien may use his landspeed only during your deploy phase. However, he may make other kinds of regular moves and unlimited moves normally.

U-3PO (Yoo-Threepio)

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

The Light Side player may choose to not accept this Dark side droid when it's cover is broken, in which case it becomes a Dark Side non-Undercover droid.

Ubrikkian 9000 Z001

May add 1 driver and 2 passengers. May move as a ‘react.’

undefined values

Treat any undefined numerical value as zero. The only exceptions are 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 of an 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 meaning the action that required the destiny draw has no result).

Undefined values are not modifiable. (See unmodifiable values.)

Under Attack

During your control phase, target a vehicle with armor present with your 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.

Undercover — Errata:

Deploy on your spy at a site and cross spy to opponent’s side. Spy is now Undercover. During your deploy phase, may voluntarily “break cover” (lose Effect) if at a site. (Immune to Alter.)

A special characteristic of spies activated by the Effect card Undercover (and certain other cards). Your Undercover spy operates with unique capabilities. It has no presence, but prevents your opponent from Force draining where present and allows deployment of your cards to the same location. (Even Undercover droid spies provide this benefit.) An Undercover spy does not participate 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 same site. Your Undercover spy moves during your opponent’s move phase (under your control and at normal 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 first chance to fill that capacity. If your Undercover spy is a pilot, it can operate an opponent’s unpiloted 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’s characters, 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 hallway or corridor, the spy uses the text on your side of the card. This also means that your opponent’s Undercover 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 “cover is 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 Force drains or allow further deployment. An Undercover spy does not allow you to deploy aboard your opponent’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.

underground site

A kind of site indicated by an underground icon.

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: (a) the number of cards of that title that are allowed on table at any given time, and (b) the number of cards of that title that may be played or deployed each turn (even if one is canceled, returned to hand, if it has already resolved and been placed in the Used Pile or Lost Pile, etc). Some unique or restricted cards are available to both sides of the Force (such as •Ice Storm), but this restriction is still applicable, regardless of the fact that it is being played by a different player. Some cards have one or more diamond (◊) symbols in the card title. The number of diamonds indicates the number of copies that both players together can have on table at any given system. (There is no limitation on the number of systems where such a card may be used.) For example, the ◊◊◊Asteroid Field card has three diamonds. Therefore, both players together are limited to a total of three Asteroid Field locations at each planet system. A starship with ◊ uniqueness may not be deployed to a location where another copy of that ◊ starship already exists. Similarly, a ◊ starship may not move to the same location as another copy of that ◊ starship. If a condition that allows a unique or restricted card to legally be on table in excess of its normal on table limit is later removed, then all extra copies of that card are placed in the owner’s Used Pile (owner’s choice as to which copies are removed). For example, the character card Kalit allows multiple copies of Jawa Siesta to be on table at once. If Kalit is lost (or has his game text canceled, or is missing, etc.), with three Jawa Siestas on table, they are returned to being unique (as Kalit’s game text is continuous only while he is on table). The owner of the Jawa Siestas then decides which two copies of Jawa Siesta to place in the owner’s Used Pile. It should be noted that this rule does not affect the jurisdiction of Tournament Directors in the handling of illegal misplays. See cancel — duration, personas.

unlimited move

See movement.

unmodifiable values

When a value is set to a another specific value by a card (e.g., ion cannons, crashed vehicles, weapons that set forfeit = 0, Lateral Damage), that value is unmodifiable until restored to normal.

unoccupied

An unoccupied location is a location where no player has presence. An Undercover spy at a location prevents that location from being unoccupied.

URoRRuR’R’R

This alien is a Tusken Raider.

URoRRuR’R’R’s Hunting Rifle

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

use Force

See Force.

Used Interrupt

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

Used Or Lost Interrupt

Kind of Interrupt which may be played as a Used Interrupt or a Lost Interrupt (player’s choice).

Used Pile

See Force.

using Force

See Force.

Utinni Effect

Kind of Effect generally compelling a character, vehicle or starship to move to a specific location in order to cancel a negative condition or initiate a positive one.

Vader’s Lightsaber

Deploy on Vader. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value.

Vader’s Obsession

This Interrupt initiates a duel (not a battle), so no battle destiny is drawn. When using this card in conjunction with Epic Duel, Vader does not have to move from an adjacent location.

Vehicle Mine

Deploy at same exterior site as your mining droid. ‘Explodes’ if starfighter (use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Draw destiny. Target lost if destiny +2 > defense value. Vehicle Mine is also lost.

vehicle sites

A vehicle site is played by itself on table; however, it is related to one particular vehicle (which must be specified at the time of deployment) and is considered to be adjacent to the planet site wherever the related vehicle is located at any given time. The vehicle site is nevertheless a separate site; if the vehicle is enclosed, any cards at the vehicle site are not present at the planet site. To move the vehicle, a driver is required to be actually aboard the vehicle card, not at the interior site.

Movement between a vehicle site and the outer site where the vehicle is present is free for the owner. The opponent, however, has a movement cost as stated on the card. Cards at a vehicle site 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 not present 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 vehicle card (capacity permitting), or vice versa. This movement requires 1 Force per card and is a regular move. If the vehicle is aboard a starship, the owner’s characters may embark and disembark between the vehicle and the starship normally.

If a vehicle leaves the table, its vehicle site and all cards located there are lost.

vehicle weapons

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

vehicles

Card type that includes transport vehicles, creature vehicles, combat vehicles and 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 (as indicated 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 a creature vehicle is lost, any characters aboard it may “jump off” — disembark — at the same site and survive.

vehicles — deployment

page 137

Vehicles deploy only to exterior sites where you have presence or Force icons.

You may deploy characters directly aboard your vehicles at any location where you have presence or Force icons and the vehicle has sufficient capacity.

vehicles — movement

A vehicle that has a driver or pilot (as appropriate), or any creature vehicle even without a driver, can move from one exterior site to another related exterior site for an expenditure of 1 Force. The vehicle’s landspeed determines the maximum number 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 landed starships, but not for shuttling up to a capital starship.

Characters may use embarking to move aboard vehicles with appropriate capacity.

verification

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

If you permitted to search your deck or pile (see taking cards from a deck or pile) and do not find a card that you can take or deploy, your opponent may look through the same deck or pile (before the reshuffle, if any) to verify that any applicable card(s) you searched for were not there. In addition, when the card or card type you searched for was not found and your opponent has verified this, you may not use that searching card (or any card of the same name) to search or look through the same deck or pile again this turn.

Vine Snake

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

Habitat: planet sites (except Hoth). Attacks a character by attaching. X starts at

0. Every move phase, draw destiny; each time destiny > ability, add 1 to X. Character is power -X (eaten if power = 0). When attacking a character, these snakes attach and attempt to gradually squeeze the life out of their victim. Vine snakes remain attached to their host character even if the host moves out of the creature’s habitat. However, if a vine snake detaches outside of its habitat, it is lost. See creatures – attaching, creatures – selective.

Vul Tazaene

Adds 2 to power of anything he pilots. Twice during battle at same system, may use 2 Force to add 2 to any destiny of 2. If present with Tonnika Sisters, Vul and Tonnika Sisters are lost.

Walker Barrage

If you have a piloted AT-AT present at a site, target opponent’s artillery 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.

Wall Of Fire

If you have a piloted AT-AT present at a site, target any number of opponent’s troopers present at same or adjacent exterior site. Draw destiny. If destiny > number of troopers targeted, they are lost.

Warrant Officer M’Kae

Adds 2 to power of anything he pilots. May use 1 Force to take one tractor beam, Our First Catch Of The Day or Besieged into hand from Reserve Deck; reshuffle.

warrior

Characteristic identified by a warrior icon on a character card. Although many character weapons specify that they deploy only on warriors, other character weapons deploy on bounty hunters, Jawas etc. and thus do not require a warrior.

warrior icon

An icon used on a character card to indicate that the character has warrior skill.

Warrior’s Courage

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

We Have A Prisoner

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 (or just lost) character using this Dark Side Interrupt, that character is captured after applying forfeit value (if applicable, and if that character was hit by a weapon that reduced it's forfeit, that forfeit is restored to normal at this point) but before being placed on the Lost Pile. In this way, cards deployed on that character (for example, Bounty or a weapon) are not placed in the Lost Pile. This is a specific exception to the just lost ruling. See capturing characters, just lost. This Interrupt’s first function may capture a character lost or forfeited from a system or sector, if you have a potential escort available aboard a vehicle or starship at that location.

weapon - destiny

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

Weapon destiny is any destiny drawn when firing a weapon (different from battle destiny). Drawing weapon destiny is mandatory once you fire the weapon. If the weapon specifies more than one destiny draw, you must draw the required number. Any weapon destiny draws that cannot be drawn count as zero (and may be modified). A weapon destiny draw is considered to be "at" the location of the weapon. Thus for any location text that says "Your weapon destinies here are +1", it refers to any weapons at that site (even if the target is at another location).

weapons

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

weapons — deploying and carrying

page 139

Each weapon (and device) specifies who or what it may be deployed on and what the deploy cost is (if any). Although many character weapons specify that they deploy only on warriors, other character weapons deploy on bounty hunters, Jawas etc. and thus do not require a warrior. You may not deploy weapons or devices on 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 and one device per turn. Capital starships and characters with Backpacks may use any number of weapons 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 weapons that they cannot use.

A weapon or device providing a continuous modifier (e.g., Tatooine Utility Belt, Hoth Survival Gear) does not count as ‘using’ that weapon or device for purposes of the carrying rules.

weapons — firing

You may fire a weapon only when you are

•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-range weapons allow you to target something at a different location; in this case, both the weapon and target must be present at their respective locations.

You may not fire weapons at your own characters, vehicles or starships, even if they have been captured. However, you may fire weapons at cards which were once yours but are now being used by your opponent (crossed over, stolen, won in sabacc etc.).

Automated weapons such as seekers and mines target cards as specified on the cards, rather than during a battle or attack.

weapons — transferring

During your deploy phase, you may transfer a weapon (or device) from one of your characters, vehicles or starships to another such card present by using Force equal to the deploy cost of the weapon (or device). Although this is not considered deployment, you must obey all relevant deployment restrictions.

weapons phase

This term has been superseded by the term weapons segment.

weapons segment

See battle — weapons segment.

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, or conditions that specifically refer to cards on the Weather Vane. Additionally, a unique (•) or restricted (••, •••) character on the Weather Vane still counts towards the restrictions specified by the uniqueness and persona rules. All cards targeting or deployed upon that character are treated as if that character has gone missing (see missing). If an escort is about to be relocated to a Weather Vane, any captives that character is escorting are released.

WED-1016 ‘Techie’ Droid

While at an exterior planet site or docking bay, once per turn may lose 1 Force to place a ‘hit’ starship or vehicle at same site, adjacent site, related system or related cloud sector in Used Pile instead of Lost Pile.

WED15-I662 ‘Treadwell’ Droid

Adds immunity to attrition < 2 to all your vehicles and 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.

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

Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take one Corellian 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 Denis Lawson appears on the Commander Wedge Antilles card.

We’re Doomed

This Interrupt is not a response to a Force drain.

We're The Bait

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

This Utinni Effect may target Luke even if he is on Dagobah (as implied by the Jedi Test restriction). We're The Bait is canceled if the captive or frozen character it is deployed on is released.

Wes Janson

Adds 1 to weapon destiny draws of anything he is aboard as a passenger (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 the same location as Wedge or Jek.

What’re You Tryin’ To Push On Us?

See the Dark Side counterpart, There’ll Be Hell To Pay.

winner of battle

See battle — winner and loser.

Wiorkettle

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

Wioslea

Errata:

During your control phase, may use 1 Force to target an opponent’s unoccupied transport vehicle or droid present. Draw destiny. If destiny > target’s destiny number, use Force equal to target’s deploy cost to ‘purchase’ target (use as if stolen).

Wooof

Deploys only at Tatooine. Power +2 when defending a battle at a Jabba’s Palace site. Adds 2 to power of anything he pilots (3 if piloting an [Independent] starship or if Jabba is aboard).

Wuher

This alien’s capability to cause weapons and droids to be lost is an automatic action.

Wyron Serper

Once during each of your control phases, may peek at X cards randomly 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.

Yavin 4 location deployment

See locations.

Yerka Mig

This Utinni Effect is not a character and may not be targeted as a character. Yerka Mig deploys and moves like a character, but does not require presence or Force icons and does not count toward vehicle or starship capacity. While at a system or sector location, Yerka Mig does not affect the opponent’s power.

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 a Light Side Force icon it includes. While on table am I, one extra Force may you activate.” 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 will continue (assuming other Dark Side presence is still participating). See Jedi Master.

You Overestimate Their Chances

This Interrupt does not triple attrition. (See battle.) your cards — See owner.

Your Eyes Can Deceive You

See the Light Side counterpart, Eyes In The Dark.

Zev Senesca

Adds 2 to power of anything he pilots. When piloting Rogue 2, also adds 3 to maneuver and may draw one battle destiny if not able to otherwise.

Zuckuss

Adds 2 to power of anything he pilots. May move for free as a ‘react.’ Once during each battle, may use 1 Force to cause one alien of ability < 3 at same site to be forfeit = 0 for remainder of turn. Immune to attrition < 3.

Zuckuss’ Snare Rifle

Deploy on Zuckuss, or use 1 Force to deploy on any other bounty hunter. May target a character or creature using 2 Force. Draw destiny. Character captured if destiny –1 > defense value. Creature lost if destiny +1 > defense value.

© 1998 Lucasfilm Ltd. & TM. All Rights Reserved. Used under authorization. TM, ® & © 1998 Decipher Inc. All Rights Reserved.

8D8

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

May cancel Torture, Aiiii! Aaa! Aggggggggggggg! or Sonic Bombardment targeting a character at same site. Once during each of your turns, if with any imprisoned captive, may draw destiny: if destiny > 3, randomly select one captive there to be released.

A Bright Center To The Universe

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

This Effect cancels the opponent’s Force drain modifiers (coming from the opponent’s cards) to the opponent’s Force drains only. See Force drain modifier.

A Disturbance In The Force

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

Once per game, during your deploy phase, 'insert' (face down) into opponent's Reserve Deck; reshuffle. When effect reaches top it is immediately lost, but opponent may not activate any more Force that turn. (Immune to Alter.)

A Jedi's Resilience

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

If you just lost a duel opponent initiated (before duel has any result) lose 1 Force to cancel the duel and return Interrupt (if any) used to initiate duel to owner’s hand. OR If you just lost a character armed with a lightsaber, take that character into hand.

A New Secret Base

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

This Light Side Effect allows you to take the following cards into hand from your Reserve Deck, once during each of owner's turns:

• one site with "Echo" in it's title

• two sites, both with "Echo" in their titles

• one Effect with "Echo" in it's title

• one Effect and one site, both with "Echo" in their titles

• one planet system with two Light Side Force icons.

A Step Backward

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 card may be played as long as at least one podracer has at least one race destiny stacked upon it. This card targets "Podracers", which is a card type (see section 3 - Podracer). It cannot remove a race destiny stacked upon the Podrace Arena.

A Tragedy Has Occurred

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.

A Tremor In The Force

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

Once per game, during your deploy phase, 'insert' (face down) into opponent's Reserve Deck; reshuffle. When effect reaches top it is immediately lost, but opponent may not activate any more Force that turn. (Immune to Alter.)

A Vergence In The Force

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

You may only draw 2 cards by placing in Used Pile a copy of this card that is ontable. This last sentence of this Immediate Effect does not permit you to perform that function using a copy in hand.

Ability, Ability, Ability

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

See card with ability.

§ Agents In The Court / No Love For The Empire

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

"Reps", as defined by Agents In The Court, are not on table when they are placed on this objective. Thus several copies can be on the objective, even while one is on table. See on table, unique and restricted cards. A character who's species is defined in the Glossary or Glossary Supplement may be revealed normally as a Rep as if that species was defined in that card's lore.

Agents Of Black Sun / Vengeance Of The Dark Prince

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

When this Objective card is (or has been) in play, the following all have the characteristic Black Sun agent: all cards with 'Black Sun agent' in lore. (such as Guri); all aliens with 'Black Sun' in lore. (such as Makurth); all information brokers (such as Labria); all bounty hunters (such as Boba Fett).

Aim High

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

The amount of Force used (X) must be equal to the full amount of the initiated retrieval, even if the retrieving player’s Lost Pile does not contain that many cards.

All Power To Weapons

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.

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, that character is captured after applying forfeit value (and if that character was hit by a weapon that reduced it's forfeit, that forfeit is restored to normal at this point) but before being placed on the Lost Pile. In this way, cards deployed on that character (for example, Bounty or a weapon) are not placed in the Lost Pile. This is a specific exception to the just lost ruling. See capturing characters, 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 to lose 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 to lose 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 of the 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 be lost 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 permitted to stack (use) both of them on Anakin's Podracer. The decision to use a race destiny 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 if Anakin's Podracer is behind at any time during the Light Side player's draw phase. Next turn, the Light Side player must draw three (see empty deck or pile) and must choose (use) two of them to stack on the Podracer. These scheduled race destiny draws can still be restricted by subsequent actions, for example, 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 to be defending a battle. The absence of a Dark Jedi is not part of the initiation conditions.

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 In Him is on table, Luke will be captured before she can complete the firing of her 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 and Threepio are considered to be "in a battle together" (for cards like Artoo, I Have 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 and continuing 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 relocate any 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. If a non-creature vehicle is placed on the Reserve Deck by an ASP droid, all cards aboard it are lost. See leaves table.

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 lightsaber may be transferred to Aurra Sing (see stealing weapons and devices), unless that lightsaber would normally be able to deploy upon her.

B'omarr Monk

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

The Monk equalizes Force icons after all other automatic Force icon modifiers have been applied (for example, Sleens, Presence Of The Force etc.).

§ Bad Feeling Have I

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

Deployment of a single card that contains more than one of this card's listed personas does not incur the +2 deployment penalty more than once.

Ben Kenobi

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

Deploys only on Tatooine. When in a duel, adds 2 to your total. Once per turn, if a battle just ended, may 'revive' (place here from Lost Pile) your character forfeited from same site this turn. Immune to attrition <5.

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.

Black Squadron TIE

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

Deploy -2 to Death Star or same location as Vader. Permanent pilot aboard provides ability of 2 and adds 2 to power. Adds 1 to its weapon destiny draws.

Bog—wing

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

Ferocity = destiny -1. Habitat: exterior sites on Dagobah. Attacks a character by grabbing and carrying it as far as possible (up to two sites away).

Boonta Eve Podrace

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

The winner of a podracer is determined automatically when either player has a race total > 24 at any time during any move phase. See podracer - race destiny and race total.

Bossk With Mortar Gun

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

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, it is prevented from choosing an Undercover spy when fired during a battle.

Bossk’s Mortar Gun

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

This weapon affects only characters, creatures, weapons, devices, starships and vehicles. 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, it is prevented from choosing an Undercover spy when fired during a battle.

Cane Adiss

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

If opponent just initiated a Force drain at a non-shielded planet location, deploy on that location. Your characters, vehicles and starships may deploy here regardless of presence and location deployment restrictions. (Immune to Control.)

Carbon Chamber Testing / My Favorite Decoration

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 of the game, ignore any deployment restrictions listed in that character's game text. Prisoner 2187 is the only Rebel that cannot be used as the starting Rebel for this objective. If the only Rebel in the opponent's deck at the start of the game is Prisoner 2187, then this objective plays (for remainder of game) as if there were no Rebels in the Light Side player's deck.

Careful Planning

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

The starting text of this card is intended to mean "deploy from Reserve Deck one battleground site or deploy from Reserve Deck two ◊ battleground sites." The location (or locations) deployed must be battlegrounds immediately after it's (their) deployment.

Civil Disorder

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

See card with ability.

Close Air Support

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

"[Y]our Z-95 occupies a system or cloud sector" means that you must occupy the location, and the Z-95 there must itself have presence (such as a permanent pilot), or have presence aboard it (such as a character card).

Colonel Salm

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

Salm may only cancel and redraw a battle destiny of a battle he is participating in.

Combat Readiness

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.

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. See one. Once an unpiloted starfighter (or pilot) is revealed, if no matching pilot (or unpiloted starfighter) is found, the opponent is permitted to verify. See verification. If a match has been found but the player does not have enough force to deploy 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 taken from the Reserve Deck is placed back in the Reserve Deck; reshuffle. See matching pilot, matching starfighter. ∆ Come With Me Use 1 Force to target a starfighter’s permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot. (Immune to Alter.) This Effect increases pilot capacity of the targeted starfighter by one. Although Come With Me may target either player’s starfighter, it does not allow the Dark Side to deploy a pilot to a Light Side starfighter. This Effect does not target squadrons. If the target of this Effect has more than one permanent pilot, all permanent pilots are removed.

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 ISB Operations / 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 a non-Interrupt card with "door" in title from your Reserve Deck; reshuffle. At Endor sites where you have a scout, Rebel scouts are power –1 and 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 require that device to deploy 'on' that location. Thus you may deploy a device on a character 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.

Dark Side Text: Emperor deploys free here. If your moff here, all Imperials are deploy -1 at sites. Light Side Text: Force drain +1 here. If you control, Emperor may not deploy to 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 targeted location to battle again this turn as well as to use a weapon and/or device again 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 You Can Either Profit By This... / Or Be Destroyed will count as a captive towards the flip condition of this Objective card, but because a frozen character has ability of zero, frozen Han will not flip this Dark Side objective by himself. See captives - frozen. If deploying an independent starship from Reserve Deck using the text on Side 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 this Effect.

Dagobah (Dark Side system)

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

DARK: If you occupy, opponent may not Force drain at related locations. LIGHT: Neither player may Force drain here.

Dagobah (Light Side system)

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

DARK: Neither player may Force drain here.

Dagobah: Swamp

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

See leaves table.

Dantooine Base Operations / More Dangerous Than You Realize

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

The reference to squadron on this objective card refers only to the starship class: squadron. It does not include starships such as Red Squadron X-wing 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 applicable modifications to that number. See modifiers, automatic modifier.

Darth Maul

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

The loser of a duel initiated by Maul's game text is the character with the 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.

Darth Sidious, Senator Palpatine, and Emperor Palpatine are three distinct personas. They are unrelated to each other for all game play purposes. Game text will refer to these three personas as Sidious, Palpatine, and Emperor respectively.

Darth Vader’s Lightsaber

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

This lightsaber must be 'thrown' before any duel destinies are drawn.

Dash Rendar

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

This character card has the characteristic Corellian.

Daughter Of Skywalker

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

This Rebel is permitted to deploy to Dagobah. Daughter Of Skywalker may only be targeted "as Luke" by Mind What You Have Learned, if she was deployed from Reserve Deck using that Objective card's game text.

Deactivate The Shield Generator

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

When blown away, turn the Endor: Bunker (and Endor: Landing Platform if it was on table at the time) face-down. All cards at those locations are lost. These face-down locations are considered to be unnamed exterior Endor sites with no other remaining useable features. If blown away, the site cards may not be deployed again or converted, but other cards may still deploy (note that there are no Force icons on either side though) and move to or through the location as normal. Note that if the Landing Platform was not on table when the Bunker was blown away, it is not considered destroyed and may still be deployed at the end of the row of exterior sites (at the opposite end from Chief Chirpa's Hut).

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.

LIGHT: If you control, Force Drain +1 here and all imprisoned characters on Death Star are released.

Debris Zone

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

This card can only affect characters, creatures, weapons, devices, starships and vehicles. See all cards.

Deep Hatred

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. This Epic Event allows combat cards to be used to replace a single lightsaber combat or duel destiny draw. Additional lightsaber combat or duel destiny draws may still be drawn normally (or substituted with another combat card, at the player's discretion).

Dejarik Hologameboard

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

See dejarik rules.

§ Dengar With Blaster Carbine

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

Adds 2 to power of anything he pilots. Permanent weapon is •Dengar's Blaster Carbine (may target a character, creature or vehicle for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value; may be fired twice per battle).

§ Desperate Counter

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

Both Combat Response and Imperial Arrest Order can be deployed in the same deploy phase using this card, although each deployment is a separate action. See actions.

Desperate Times

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. This card is not legal for Episode I only environment tournaments.

Do They Have A Code Clearance?

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

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 means that the value of X on Secret Plans is reduced by the number of cards stacked on this Effect. Note that a retrieving card is stacked on this Effect after the retrieval is completed. A card that "retrieves" a specific card by name is still retrieval, and can be reduced. For example, Baragwin says "Once per turn, if the top card of your Lost Pile is a weapon, device or transport vehicle, may use 1 Force to retrieve it." If there is at least one Interrupt or Utinni Effect stacked upon Do They Have A Code Clearance?, that will reduce the Baragwin retrieval from 1 card to no cards.

Don’t Tread On Me

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) was a battleground when deployed, but is converted into a non-battleground, you may still use the starting text of this interrupt.

Dragonsnake

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

If there are no adjacent sites to relocate to, droid is lost.

Dresselian Commando

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

A Dresselian adds one destiny to total power only, not to his own personal power.

Droid Merchant

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

Spaceport Speeders may be played at same site. Once per game, may do one of the following: activate 1 Force when you deploy a droid OR retrieve 1 Force when you deploy an astromech to a starfighter.

Echo Base Garrison

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

See maintenance droid.

Effective Repairs

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

USED: Cancel Limited Resources. LOST: Use 3 Force to retrieve into hand one Effect of any kind.

§ 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 Cane Adiss. Darth Sidious, Senator Palpatine, and Emperor Palpatine are three distinct personas. They are unrelated to each other for all game play purposes. Game text will refer to these three personas as Sidious, Palpatine, and Emperor 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 from either side of the battle, the battle will end. This is an exception to the normal removing presence rules (see battle - summary) because the battle ends during 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 Test game text is suspended. If target present during any battle phase, opponent draws destiny. If destiny<4, you retrieve 2 Force (also, if destiny=0, target is lost). Otherwise, Utinni Effect canceled. When attempted, Jedi Test #5, It Is The Future You See, schedules an automatic action to turn the apprentice right side up at end of the Light Side player's next turn (completing the Jedi Test). Thus targeting an upside-down apprentice with Failure At The Cave will suspend the benefits of completed tests, 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 an attack or battle against you at Back Door, Rancor Pit, Tatooine: Jabba’s Palace or 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.

••Floating Refinery Deploy on a cloud sector (limit one per sector). Force you activate may be 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 1 Force.

Focused Attack

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

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.

Force Push

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

If the revealed combat card is destiny 4 or less, you lose 1 Force, and the 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.

A starfighter targeted by this card may not move from the related system to any other system or asteroid sector, may not move from any cloud sector to the system (or to any cloud sector of higher-altitude); and may not move to any site other than the docking bay where Forced Landing is deployed. ∆ General Jar Jar This character is a Gungan.

General Solo

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

This Rebel is a Corellian. See characteristics.

General Walex Blissex

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, Blissex does not deploy at -2 because you cannot establish that this site is aboard a "star cruiser". See starship sites.

Great Warrior

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

Targeting a mentor, as well as targeting (or deploying) an apprentice is considered part of the initiation of this Jedi Test. Thus If a Dark Side player uses I'd Just As Soon As Kiss A Wookiee to return either the just-deployed Great Warrior (or the apprentice just deployed with Great Warrior) to hand, both cards return to the Light Side player's hand. See actions — sequence of steps. The last line of this Jedi test is revised (for consistency) to read: "{Place} on apprentice. All opponent's Force drain bonuses are canceled." See Force drain bonus.

Grondorn Muse

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

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 when not on Yavin 4.

Han, Chewie, and The Falcon

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

See Section 5. This card represents a unique version of the starship persona •Falcon. This starship card may not be played as a starting card for the objective You May Either Profit By This... (as a persona of Han) because a starfighter cannot be deployed to a non-exterior site.

Han 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 Han of ability < 3 (such as the Han found in the Jedi Pack). ∆ Han With Heavy Blaster Pistol This character is a Corellian.

Han's Toolkit

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 one of you characters, vehicles or starships (free on Falcon or Han). While aboard a vehicle or starship, you may use 1 force to cancel any Interrupt or Effect of any kind which targets that vehicle or starship.

He Is Not Ready

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 card cannot be used to target a permanent pilot.

Heading For The Medical Frigate

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

Effects that are "always immune to Alter" means any Effect which is unconditionally immune to Alter according to it's own game text, as these conditions must be met before such an Effect is on table. Therefore cards that are immune to Alter based on a condition in their game text (such as Yarna d'al Gargan) cannot be deployed with this starting interrupt. Cards which are immune to Alter in their game text but can have that immunity canceled by other cards may be deployed using this Interrupt. For example, Heading For The Medical Frigate could still be used to deploy Staging Areas even if Fanfare was on table.

Here We Go Again

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

See the Dark Side counterpart, Counterattack.

Hidden Base / Systems Will Slip Through Your Fingers

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

(front) Deploy Rendezvous Point. Place a planet system (with a parsec number from 1 to 8) from Reserve Deck face down on your side of table (not in play); that card indicates the planet where your “Hidden Base” is located. While this side up, once during each of your deploy phases, may deploy one system from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at systems and sectors. Flip this card any time after you have deployed five battleground systems and your “Hidden Base” system. (back) While this side up, to draw a card from Force Pile, opponent must first use 1 Force. For each battleground system you control, you may cancel one opponent’s Force drain (limit twice per turn). You may not deploy any systems. At each system opponent occupies during any deploy phase, opponent may ‘probe’ there by placing one card from hand face down beneath that system. Place out of play if “Hidden Base” system is ‘probed;’ Dark Side places ‘probe’ cards in Used Pile (and may retrieve 1 Force for each Probe Droid used to ‘probe’). If your Hidden Base is a battleground system, deploying it counts as one of the 5 battleground systems you must deploy to meet the flip condition.

Hidden Weapons

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

This Interrupt card is not a weapon. Mandalorian Armor is a not a characteristic (section 4 - List Of Characteristics), but refers to the device card. See Mandalorian Armor.

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 Visage Of 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 when starting with this Objective (and deploying Visage as a starting card), or when Their Fire Has Gone Out Of The Universe is face up on table. See battlegrounds.

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. The first Force you activate during your activate phase may be drawn into hand instead. If a Vaporator on table, the second Force you activate may also be drawn 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 (such as with Bring Him Before Me / Take Your Father's Place). ∆ I Did It! An empty Force Pile does not stop a player from 'placing' that pile on his (empty or non-empty) Used Pile. The Light Side player may only place his ontable Boonta Eve Podrace out of play, 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 this Effect.

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 battle was 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 still considered 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.

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.

If stolen by the Light Side (with the Jawa Ion Cannon for example), the Riot Gun may not be fired by the Light Side player (because the Light Side may not use the capturing portion of any card). See capturing characters, may initiate battle.

Imperial Decree

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

Deploy on your side of table. Whenever you control any two Rebel Base locations, or any one planet site and two systems, the effects of Revolution and all opponent's Force drain bonuses are canceled. The last part of this Effect is revised (for consistency) to read: "..and all opponent's Force drain bonuses are canceled." See Force drain bonus.

Imperial Holotable

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

See dejarik rules.

Imperial Justice

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

At the time of it's deployment, the player deploying this Dark Side effect must choose whether the function before or after the "OR" is being used. That function is then the only one that operates until that card leaves play.

Incom Engineer

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

See maintenance droid.

Inconsequential Losses

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

The game text "may forfeit one of its weapons" means that a character, starship or vehicle may only forfeit a weapon deployed on that character, starship or vehicle. Thus a character cannot use this Effect to forfeit an artillery weapon at the same location, a starship cannot forfeit an Orbital Mine at the same system and so on. The game text that allows your forfeited weapons go to your Used Pile applies to any weapon you forfeit (including artillery weapons that already have a forfeit value).

Inner Strength

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. This Epic Event allows combat cards to be used to replace a single lightsaber combat or duel destiny draw. Additional lightsaber combat or duel destiny draws may still be drawn normally (or substituted with another combat card, at the player's discretion).

Innocent Scoundrel

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

USED: If your gambler was just targeted by a weapon, opponent must choose to select a new target or lose 2 Force. LOST: Cancel any Effect (except those immune to Alter) deployed on Han or your Lando. Erratum: This card is now unique (•).

Insertion Planning

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

This card may target an open vehicle moving 'through' your scout's site. If the driver is removed form that vehicle, then it's movement will be halted at that site.

Insignificant Rebellion

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 this Effect.

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.

Game text that requires you to "shuffle and draw destiny", such as Anakin Skywalker, can still have that destiny draw substituted by the card on Jedi Test #5 (although you must still shuffle your Reserve Deck).

Jodo Kast

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

This Dark Side character allows its owner to cancel an opponent's just drawn battle destiny (as long as it is not the first one drawn in this battle). If Kast is using a repeating blaster, only the first shot is free and at +2 to weapon destiny. See Mandalorian Armor.

Joh Yowza

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 not canceled. Once Joh has ‘jammed’ a card, that card is not on table, and he may not ‘jam’ another. See face down.

Juri Juice

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.

Kessel (Dark Side)

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

DARK: Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. If you control, Kessel Run is canceled.

Knowledge And Defense

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

Insert in opponent's Reserve Deck. When Effect reaches top it is lost and opponent may not initiate any battles for remainder of turn. (Immune to Alter.) See battleground.

Lana Dobreed

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

Refer to rulings on Elis Helrot.

§ Lando with Vibro-Ax

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

This Light Side character has a permanent weapon icon. The destiny drawn by the player whose character is being targeted by the Vibro-Ax is not a weapon destiny.

Legendary Starfighter

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

If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is Falcon or Red 5). Also, that starfighter is power +2 (Immune to Control.)

•Legendary Starfighter

§ 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 the Reserve Deck, but if this is not possible it may be lost from hand, Used or Force Pile.

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. Moves during your control phase, like a character, at normal use of the Force. When at same location as Luke of ability < 4 or pilot of ability <3, choose one to be immediately 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 an Epic Duel. This persona of Luke may not be an apprentice for any of the Jedi Tests. 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 counts as a character at the site for determining the Dark Side destiny draw required, 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 character cannot 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'n does 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 Watts and 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 (with or 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 card prevents 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.

A character targeted by this Utinni Effect may not move to any other system; may not move to any site of greater distance (number of adjacent sites) from the Utinni Effect than the current site; and may not move to the related system or cloud sector.

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.

The Side 0 text on this card permits you to ignore location deployment restrictions of any version of the Luke or Yoda persona when deploying them to Dagobah using the objective. If the apprentice is removed from the table while Mind What You Have Learned (destiny 0 side) is face-up, then all Jedi Tests (whether completed by that apprentice or targeting that apprentice) are lost. The only exception to this rule is that if an apprentice is captured or sent missing, the Jedi Tests on the apprentice, as well as any uncompleted Jedi Tests targeting that apprentice, remain on table. The uncompleted Tests will "remember" the apprentice, such that if he is subsequently released or found, that apprentice can continue his training from where he or she left off. See capturing characters, missing. An action whose result may be retrieval using cards on Dagobah can still be initiated, but if the result is a retrieval action, no retrieval occurs. For example, the Light Side may still initiate a battle on Dagobah against the Dark Side player even though Draw Their Fire is in play, but the Light player will not retrieve a Force. Similarly, Failure At The Cave will work normally, except that if the destiny draw is < 4, the Dark Side does not retrieve 2 Force.

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 number. Mirax's printed deploy cost should be 2.

Mon Mothma

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

This Rebel has the characteristic senator.

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 placed on this objective. Thus several copies can be on the objective, even while one is on table. See on table, unique and restricted cards.

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.

The final sentence on Side 7 of this objective is an optional action that may be initiated at the end of the turn (See end of turn). Any automatic actions scheduled for the end of the turn (such as losing Force to Visage Of The Emperor or the Effects of I Did It!) will happen before this optional action may be declared. See automatic actions.

My Loyal Bodyguard

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

Padme cannot count as both a handmaiden and Amidala for the second function of this card - another handmaiden must be at Padme's site to use this text.

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.

Game text or rule references to "Theed Palace Throne Room" refer to this Naboo location. References to "Throne Room" (such as on Bring Him Before Me, or Emperor's Power) refer strictly to the Death Star II: Throne Room.

Narrow Escape

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

If opponent just initiated battle at a site where you have a Rebel of ability > 2 present, move all of your cards with ability there away (using their landspeed at normal use of Force) and cancel battle. See move away.

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 the following criteria to deploy aboard:

• Has the characteristic turbolaser battery or the characteristic laser cannon and

• By its own gametext, can deploy on a capital starship (even if it deploys only on 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 your starting interrupt into hand because that interrupt will still be resolving, and thus not yet in the Lost Pile when this Effect is deployed.

No Match For A Sith

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

See Section 3. An opponent's Jedi is an implied target for this card, and therefore this card cannot be played unless a Jedi is on table to be targeted. See interrupts – targeting.

Odin Nesloor

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

Refer to rulings on Elis Helrot.

One-Arm

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

This creature is a Wampa. See creatures – selective.

Organized Attack

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

When played, Organized Attack does not benefit landed starfighters in any way, as landed starfighters cannot utilize any cards that would logically require the starfighter to be moving. See starfighters - landed. Organized Attack may be played if there are no X-wings or Y-wings on the table.

Ounee Ta

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 your starting interrupt into hand because that interrupt will still be resolving, and thus not yet in the Lost Pile when this Effect is deployed.

Our Most Desperate Hour

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 Alderaan system location.

Overwhelmed

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

This interrupt ignores a concealed starfighter attached with a Landing Claw.

Owen & Beru Lars

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

This combo character card is considered to have both the characteristics male and female. See gender of characters.

Perimeter Patrol

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

The Light Side must lose 1 Force when deploying to an Endor: Bunker controlled by Dark Side.

Plead My Case To The Senate / Sanity And Compassion

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

See My Lord Is That Legal? / I Will Make It Legal.

Podrace Prep

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 that lists any deploy cost in its game text (such as Beggar). See deploy cost. Using the Lost function of this Interrupt card replaces a single race destiny draw. Additional race destiny draws may still be drawn normally. This is a reversal of a previous ruling.

Power Pivot

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 one opponent’s starship for the remainder of the battle only.

Prepared Defenses

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

See Heading For The Medical Frigate.

Pride Of The Empire

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

If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is a TIE/ln). Also, that starfighter is power +2 (Immune to Control.)

•Pride Of The Empire

Projective Telepathy

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

Cancel Anger, Fear, Aggression when it is inserted or revealed. OR If your opponent just initiated a battle or Force drain, opponent must choose to use 2 Force, or cancel that battle or Force drain.

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 a system, add one battle destiny (add two if starfighter is Falcon). Also, starfighter is 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 3 Force 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 Force drains 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, and that 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 during each of your deploy phases, may use 2 Force to take one Bunker or Deactivate 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 one opponent’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 moving to or from here. Neither player may Force drain here. ∆ Rep Been This character is a Gungan.

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 be Vader.

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 Plans for remainder of game" are both linked to a single condition: "if Leia is lost from table". Thus, even though the objective is not placed out of play if you are using Prisoner 2187 and Leia is lost from table, Death Star Plans may still no longer 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 lose your 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 relocate Vader from a Dagobah site. See Dagobah.

Rogue Asteroid

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

When targeted by starship weapons, this card may be targeted as if it was any starship - starfighter, squadron or capital. If a choice exists, firing player chooses which.

Sandspeeder

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

May add 1 pilot or passenger. Permanent pilot provides ability of 1. May move as a 'react' to Tatooine or desert sites.

Scum and Villainy

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

You may not receive any of the benefits of this Effect if you do not already have ability on table either provided by an alien or a pilot of an independent starship.

Secret Plans

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, Aim High.

§ Senator Palpatine

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

Darth Sidious, Senator Palpatine, and Emperor Palpatine are three distinct personas. They are unrelated to each other for all game play purposes. Game text will refer to these three personas as Sidious, Palpatine, and Emperor respectively.

Sergeant Brooks Carlson

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

This Rebel modifies the movement cost and landspeed of other scouts. He does not actually permit other scouts to perform a movement action (regular, unlimited or 'react') if they are not entitled to one.

Sergeant Irol

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

Irol adds 2 to the destiny draw for either function of High-speed Tactics.

Sergeant Major Bursk

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

This character is considered to have the characteristic snowtrooper.

Sergeant Major Enfield

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

This character is considered to have the characteristic Death Star trooper.

Sergeant Narthax

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

This character is considered to have the characteristic snowtrooper, but not commander. See commander.

Sergeant Torent

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

This character is considered to have the characteristic Death Star trooper.

Set Your Course For Alderaan / The Ultimate Power In The Universe

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

When the Yavin 4 system is blown away, the destiny 7 side of this Dark Side Objective adds to the damage inflicted by the "blown away" rules. Therefore, generic sites are not considered when calculating the requirements or the results of the blown away action. See blown away - systems.

Shattered Hope

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

If a battle you won just ended at an interior site and you have a character of ability > 3 present there, relocate one opponent's character present to an adjacent site. (If on Cloud City, may relocate that character to Weather Vane instead.)

Shot In The Dark

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

Deploy on your side of table. Once per turn, you may lose 1 Force to draw the top card of your Reserve Deck into your hand. If that card is a space creature, you may immediately deploy it for free.

Sienar Fleet Systems

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

Deploying a TIE Squadron (such as The Emperor's Sword, or a TIE Squadron deployed with Atmospheric Assault) allows you to retrieve 3 Force.

Sith Probe Droid

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

Probe Droid is a characteristic, and as such cards that target or deploy upon a Probe Droid may target or deploy upon the Sith Probe Droid. The "limit 1 per location" text on this droid works as per the operative rules. A player may not voluntarily deploy or move a Sith Probe Droid to or across a location where another Sith Probe Droid is located. If this should ever happen accidentally, the owner must choose one to be lost. If they belong to different owners, the droid lost is determined randomly.

Slip Sliding Away

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 pile to the bottom.

Sneak Attack

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

The Used function of this Interrupt card adds to total battle destiny for each spy and/or scout participating in that battle, including droids.

Snoova

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

See excluded from battle.

Snowspeeder

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

May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. May move as a 'react' to Hoth sites.

Spaceport City

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

See spaceport sites.

Spaceport Docking Bay

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

See spaceport sites.

Spaceport Prefect's Office

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

See spaceport sites.

Spaceport Speeders

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

The title of this Interrupt has been revised to read, “•••Spaceport Speeders”; thus, it is now restricted (•••).

Spaceport Street

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

See spaceport sites.

Special Delivery

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 any captive. Thus, once Dark Side has "specially delivered" a character, Dark Side cannot “special deliver” that character again unless the character escapes or is released and is subsequently recaptured.

Special Modifications

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 on Falcon with Han, Lando or Chewie piloting, also adds 2 to power and forfeit.

Squadron Assignments

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

See Dark Side counterpart Combat Response.

Staging Areas

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 deployment restrictions listed on a non-unique Star Cruiser card only. It does not, for example, permit the deployment of a non-unique Star Cruiser to Dagobah, or 'behind' the Endor Shield.

Start Your Engines

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 that lists any deploy cost in its game text. See deploy cost.

Stay Sharp!

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.

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 at Audience 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 at the Death Star II: Reactor Core may immediately attempt to ‘escape’ as unlimited movement. That Starfighter moves toward the Death Star II System (moving one Sector at a time for free, and drawing each required movement destiny, until it either reaches the System Location or is lost). The Light Side Starfighters all attempt to escape first, then the Dark Side Starfighters do the same (drawing movement destiny using Light Side game text). As specified on this Epic Event, when the Death Star II is "blown away", the Dark Side player loses double the normal "blown away" penalty - that is, 4 x total 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 aliens when 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 on Luke and opponent must lose half of Life Force (round down). If Luke released, 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 only as a marker for the Hoth site power bonus. It may not be used to retrieve Force 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, or from 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 any deploy 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 card may only be initiated if Luke can be seized by an Imperial. This is an exception to 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 Feel The Conflict".

§ 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.

Any Dark Side card that initiates a duel that Maul participates in is considered to be "Maul initiating a duel". Thus Maul Strikes will not cancel Hunt Down And Destroy The Jedi while this Effect is in play.

This Deal Is Getting Worse All The Time / Pray I Don't Alter It Any Further

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. "Plays All Too Easy" means when All Too Easy is initiated. The Light Side 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.

This alien card is unique, and therefore cannot be targeted by cards that target non-unique aliens (such as Abyssin Ornament). ∆ Thok & Thug This character is a Gamorrean.

Trooper Jerrol Blendin

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

Deploys only on Cloud City, but may move elsewhere. Power +2 when participating in a battle you initiate. Opponent may use 2 Force to 'bribe' (exclude) Blendin from battle. This character is considered to have the characteristic Cloud City trooper.

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.

Ultimatum

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 lose your second Force (and meet all other requirements of the card). For example, if you are being drained for 5 Force and you satisfy the battleground requirements of Ultimatum as well as having It Could Be Worse in hand and 2 Force saved. If you choose to play It Could Be Worse to reduce the Force loss by 2, you have not lost any Force to the drain, and must still lose 2 Force before Ultimatum will take effect (and you then will not have to lose any more Force).

Undercover

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

Deploy on your spy at a site and cross spy to opponent’s side. Spy is now Undercover. During your deploy phase, may voluntarily “break cover” (lose Effect) if at a site. (Immune to Alter.) See undercover spy rules.

Unfriendly Fire

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

This card can only affect characters, creatures, weapons, devices, starships and vehicles. See all cards.

§ Vibro-Ax

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

This weapon may target only characters. The destiny drawn by the player whose character is being targeted by the Vibro-Ax is not a weapon destiny.

Watch Your Step / This Place Can Be A Little Rough

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

When playing an interrupt from the Lost Pile, you do not need to state which interrupt you are playing, but you must state that you are using the Objective's game text and what you are using it in response to (if applicable). If a valid interrupt (i.e. one that can legally be played in the declared timing 'window') cannot be found in the Lost Pile (if one can be found, it must be played), then the opponent may verify normally. See verification. The Lost Pile should not be reordered during any of these searches or verifications. It is not reshuffled. Once resolved (whether successfully or not), the interrupt played from the 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 stays on the grabbing card (because cards on the grabber are considered out of play).

Watto's Chance Cube

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

See even number.

§ We'll Handle This / Duel Of The Fates

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 the Reserve Deck, but if this is not possible it may be lost from hand, Used or Force Pile.

Weapon Levitation

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

You may not initiate a Weapon Levitation (Lost function) if the stealing character is incapable of "carrying" a weapon. For example, a B'omarr Monk, or a Disarmed character.

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 before being 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 the word 'Emperor.' Target cannot use ability to draw battle destiny and is excluded from being the "highest-ability character." Utinni Effect canceled when 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 as Stay 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, not your 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's text that prevents initiation of battles at Yoda's location. It does not overcome any other rule or card-based battle initiation restrictions (such as the requirement 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 observe that card's deployment restrictions. Thus TK-422 and Captain Solo are not legal starting cards. Since frozen Han cannot be moved, he cannot be targeted by Trap Door or prisoner transferred. See movement – unlimited – relocating cards between locations, movement – unlimited – prisoner transfers. If Chall Bekan is deployed by the Dark side player using the starting text of this Objective card, then that player is still entitled to search their Reserve Deck and 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 the AT-AT must itself have presence (such as a permanent pilot), or have presence 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 Jedi Knight by facing Vader and dueling him. Unlike the other Jedi Tests, this one does not require its target to be on Dagobah. Note that the destiny draw required when attempting the test is part of a duel, and thus is not “training destiny” (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 the text on that card that is within parentheses.

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 be on table. This card is kept face up on table and will operate normally even if Bring Him Before Me is flipped to it's destiny 7 side.

about to draw

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

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 draw in order to substitute it with another value. Such game text can only be initiated if:

• the player is capable of making the draw (for example, you cannot use Smoke 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 to draw the destiny normally.

actions — step 1: initiation

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

Initiation of an action (such as a character's game text, or playing an Interrupt card) includes any or all of the following requirements, in this order: (1) meeting all conditions; (2) choosing all targets; (3) paying all costs If all requirements for initiating an action cannot be met, that action may not be initiated.

actions — step 1a: initiation - meeting conditions

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

An action cannot be initiated unless all of the applicable conditions of rules and/or game text are satisfied. For example, to deploy a character by any means, location deployment restrictions 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 shield rules or Dagobah rules. Similarly, an interrupt that plays “if a battle was just initiated” cannot be played once the weapon segment of a battle has commenced.

actions — step 1b: initiation - choosing targets

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

An action cannot be initiated (or an interrupt can not be played) unless all of the targets required by it's game text are able to be specified. That is, they have to be in play and 'targetable'. Targets are usually obvious, and are often explicitly stated in game text (for example "Use 1 Force to target an opponent's Jedi." But sometimes actions contain "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 an explicit target, but at least one "scomp link there" is an implied target, and as such Shocking Revelation cannot be played when there are no scomp links in play. Another example would be attempting to play Vader's Obsession to duel a captive Luke Skywalker. Captives cannot be targeted by cards that do not specifically say they can target captives (see capturing characters), and as such Vader's Obsession could not be played as the required targets cannot be targeted (even though they are in play). Also, actions that cancel other cards (or actions) are considered to be targeting the card (or action) that they cancel. Thus you cannot play Evader if there were no Revolution cards on table. For rules regarding initiating actions that target a deck, pile or hand when that target is empty, refer to the entries "empty deck or pile" and "empty hand".

actions — step 1c: initiation - paying costs

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

An action cannot be initiated unless all of the stated costs of rules and/or game text are satisfied. Examples include using Force to deploy a character or initiate a battle, or losing 2 Force to deploy Visage Of The Emperor. Nabrun Leids requires you to draw destiny to determine the cost of that transport action. Sometimes costs do not involve Force, but can involve another card, or even foregoing another action. For example, Noble Sacrifice's cost is that you must place one of your character's out of play. Podrace Prep says "Instead of drawing race destiny, use a card from hand", so that it's cost is that you cannot draw race destiny that turn (see also "about to draw").

actions — step 2: optional responses

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

See Glossary. It 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

agenda

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

A character’s agenda(s) is listed in a sentence of their game text, immediately following the bolded keyword “Agenda(s).” For example, Queen Amidala, Ruler Of Naboo has the agendas of ‘justice’ and ‘peace.’ Other game text can then provide a benefit or disadvantage based on a condition relating to that agenda. When referring to two characters, a matching agenda exists if either of them has one agenda that the other character also possesses.

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 will also affect undercover, missing or captured (including frozen) characters normally. 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 spies normally. 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 are unaffected by "missing" game text (although they may become unescorted if their 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 the same card. Thus, for example, both would be lost if in the player's hand when a 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 capacity that can only be filled by an astromech droid (not Brainiac!). Of course, any character that provides astromech capabilities can still work normally from any regular 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, Force drain +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 usually constitute optional modifiers (dependent upon context). Automatic modifiers are considered to be instantaneous, and are included before 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, ability of 6 or more required to draw battle destiny here), then those conditions affect all battle destiny draws except those granted by the game text "if not able to otherwise”.

battle destiny – draws one battle destiny if not able to 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, and only 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 destiny drawing text to gain two or more destiny draws. The use of this game text is always optional, because drawing battle destiny is always optional. This game text will override any battle destiny conditions such as "ability of 6 or more required to draw battle destiny". This draw can still be canceled or reduced though.

battle destiny modifiers - automatic

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

Some battle destiny modifiers are automatic. They provide the player with no option, and usually 'activate' as soon as a set of specified conditions are met. They do not use the word "may", which indicates an optional action, or one the player can choose to initiate or not. For example, Leia With Blaster Rifle says "Adds one battle destiny if with Han." This is an automatic battle destiny modifier. An interrupt is initiated by choice, so Skywalkers, for example, is not an automatic modifier. Automatic battle destiny modifiers initiate and resolve during the power segment, when battle destiny is drawn. As such, their conditions must be checked immediately before their draw. In this case, Leia and Han must still be participating in the battle to gain the benefit of this modifier.

battle destiny modifiers - optional

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

Some battle destiny modifying actions are optional. That is, they are initiated by player choice. All interrupts are optional for example. Also, text such as "May add one battle destiny" is optional, because the choice to initiate this is up to the player. Any optional actions that are "top level" actions, that is, they are not responses to another action, can only be initiated during the weapons segment of battle (*the only segment where top level actions are legal). The required initiation conditions for any optional actions is checked when that action is initiated. For example, if playing Skywalkers, the condition of Luke and Leia being in a battle together is checked at the time the interrupt is played. The result of a battle destiny modifier is to schedule an automatic modifier that will occur when battle destiny is drawn. At that time, the conditions for initiating that action are not checked again. Using the Skywalkers example, if Leia was lost or captured after playing Skywalkers, but before battle destiny are drawn the additional two destiny from Skywalkers would still be drawn. Observing the cumulative rule, playing more than one copy of the same card has no further effect. ∆ battleground A battleground is any system, sector or site location where both players have Force icons. It does not matter if these Force icons are provided by other cards such as Daughter Of Skywalker or Presence Of The Force, as long as they are active at that location (not canceled by a Sleen for example). The exception to this is the Force icon supplied by a Jedi Master, which is not considered to be at that location for any purpose, and thus has no effect on a location's battleground status. See character - Jedi Master. However, the following locations are not battlegrounds:

• holosites,

• Dagobah locations,

• shielded Hoth or Death Star II locations,

• Jabba's Palace: Audience Chamber when Bo Shuda is deployed there.

• Tatooine: Podrace Arena while either player has a race total > 0.

• Coruscant: Galactic Senate

beginning of turn

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

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.

The specialized Imperials known as biker scouts are considered to be troopers, scouts, and stormtroopers in addition to being biker scouts for the purposes of cards that reference any of these characteristics.

§ blown away – Blockade Flagship

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

The starfighter Bravo Fighter details how to blow away the Neimoidian Blockade Flagship. If blown away, the Blockade Flagship and any Flagship locations on table are placed out of play (and may not be redeployed this game). Any cards on the Flagship (or at a Flagship site) are placed in their owner’s Lost Pile.

blown away – Endor: Bunker

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

See Deactivate The Shield Generator.

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" for game 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 Mobile Effect 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.

cancel — duration

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

Some game effects persist for a defined duration (for example, “until beginning of your next turn,” “for remainder of battle” or “for remainder of game”). If a card is canceled after beginning to provide such a game effect (e.g., you have used 1 Force to activate S-foils), that game effect will continue until the duration expires. See cancel. ∆ cancel - game text Actions that suspend or stop the use of all game text on a card are considered to be "canceling the game text" (and can be prevented by text that says "game text may not be canceled"). Canceling game text effectively 'clears' the game text from the targeted card for a specific duration (or while the canceling card is in play). No actions or modifiers may be initiated or triggered from the canceled card's game text. Statistics, card title, icons and other card information is unaffected, unless the game text of the card defines those statistics (see undefined values). A card who's game text is canceled still remains on table - it is not placed in the Lost Pile as a canceled card would be (see cancel). See also cancel – duration. When a card's game text "returns", if that card is then found to be performing an illegal operation (for example, Kal'Falnl C'ndros is found to be aboard a starfighter), that card is immediately placed in the owner's Lost Pile (this does not count as being just lost).

cannot battle

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

See excluded from battle.

captives – escorting

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

When your bounty hunter or warrior takes a captive into custody (including by prisoner transfer) the bounty hunter or warrior becomes that captive’s escort. Each character may escort only one captive at a time. Unless specifically allowed by a card, an escort may not give its captive to another bounty hunter or warrior. A captive moves with its escort automatically (at no additional use of the Force) whenever the escort uses landspeed, shuttling, docking bay transit, embarks, disembarks, transfers between docked starships or uses the special movement text of a site location (for example, Cloud City: Upper Plaza Corridor). The captive occupies passenger capacity aboard vehicles and starships (regardless of whether the escort is a passenger or a pilot). See captives – prisoner transfers.

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 card such as Carbon-Freezing or All Too Easy, or the Light Side Objective card You Can Either Profit By This... / Or Be Destroyed). A frozen captive is considered to be power, ability, and landspeed = 0 for any action 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 of Carkoon)

• cannot be tortured or interrogated in any way (using IT-0, Hypo, EV-9D9, Aiii! Aaa! Agggggggggg!, Interrogation Array, Sonic Bombardment and Cloud City: Interrogation Room).

• cannot be "hit", and cannot battle or fight their escort, so they cannot be used with 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 that specifically refer to captives or frozen captives. Additionally, a unique (•) or restricted (••, •••) frozen captive still counts towards the restrictions specified by the 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 that release captives (see captives – releasing). In addition, if the Light Side controls a location where an unescorted frozen captive is (and that captive is not imprisoned), then that captive may be released. A frozen captive released from carbonite must be moved to the Light Side of that location if at a site (or may 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 at that prison location. In addition, an imprisoned character is unaffected by "area affect" cards such as a Thermal Detonator or Program Trap, but can be lost to cards that 'destroy' the entire prison location such as by blowing away 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 such as 8D8, Arc Welder, Captive Pursuit, Cell 2187, Detention Block Control Room, I’m Here To Rescue You, Jedi Mind Trick and Someone Who Loves You, 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 will all release the captive. An exception to this is when an escort and a captive are both to be lost by the same 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 Program Trap etc. In this case, the escort and the captive both suffer the effects of the action (both of them are lost). Whenever a non-frozen captive is released from an escort, the Light Side player 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 location A captive released from a prison must be moved to the Light Side of that prison location. For information on a captive released during a battle, see participating in battle. See captives – frozen – releasing.

capturing starships

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

Dark Side players can use tractor beams to capture Light Side starships. Only the Dark Side may capture; if the Light Side somehow controls a card which allows capturing, the Light Side may not use the capturing portion of that card. The Dark Side may capture only Light Side starships. When your tractor beam captures a starship, place it face-up beneath the card on which the tractor beam is deployed. A captured starship is on table only for rules, actions, or conditions that specifically refer to captured starships. Additionally, a unique (•) or restricted (••, •••) captured starship still counts towards the restrictions specified by the uniqueness rules. For all other purposes, a captured starship is not considered to be on table. Any cards deployed on or carried by the captured starship (including unique permanent pilots) are considered to be on table for purposes of persona and uniqueness rules only (unless they specifically refer to captured starships). These cards will revert to their normal functions if that starship is released. Although no new cards may deploy on or target the captured starship, any Utinni Effects or other cards that targeted the starship (or cards aboard it) before it became captured continue to do so. Any Light Side characters aboard the captured starship are simply ‘trapped' (not captured). No characters (of either player) may embark on the captured starship. You may use the Besieged card to attempt to eliminate Light Side characters aboard a captured starship. Whenever a captured starship has no Light Side characters aboard (permanent pilots are not characters), you immediately steal it (relocate it to your side of the appropriate location card); see stealing. If the captured starship is underneath a site (i.e., Death Star: Docking Bay 327 or Star Destroyer: Launch Bay), the characters trapped on the captured starship can disembark there for free, but only if the Light Side controls that site. If all of the opponent’s characters aboard disembark, the Dark Side steals it. If your tractor beam card is canceled, any cards which are being held underneath the related Star Destroyer, Star Destroyer: Launch Bay or Death Star: Docking Bay 327 are released and return to the Light Side of the system or sector (or to the Used Pile, at your opponent’s option). If a card with captured starships held underneath is removed from table (by any means), those captured starships (and everything deployed on or aboard them) are lost.

card with ability

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

A card with ability is any card that has an ability of greater than zero. See droid, highest-ability character.

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 for game 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 face down at any time. Also, a player may request such a count from their opponent also. You may not count your Reserve Deck (or request an opponent 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 are completely separate from each other in terms of gameplay; each has its own sites, 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 “Death Star II” refers only to the second one. (For example, the cards Put All Sections On 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, each player may deploy locations only from one of them. In other words, once you deploy a Death Star location, you may not deploy a Death Star II location in that 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 are related to the Death Star II System. The layout of these sectors and related Death 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 II sector. See Death Star II location deployment for layout of these sectors. Movement between these sectors is described under movement - regular - Death Star II sectors 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.

As a summary, the following lists the rules-based deployment restrictions (which are also covered in other Glossary or CRD sections), and how they interact with card text: [1] You can not deploy characters, vehicles and starships where you have no presence and have no Force icon(s) on your side of a location Unless:

• You have an Undercover spy there.

• You are deploying a spy (or deploying a spy pilot simultaneously with an unpiloted starfighter).

• You are deploying a card that may "deploy even without presence" and/or "even without Force icons" (as appropriate). [2] Characters, vehicles, starships, weapons, devices and Utinni Effects may not deploy to Dagobah locations Unless:

• the card is specifically allowed to deploy due to the game text on the Dagobah location itself. E.g. Dagobah Bog Clearing.

• the card is specifically permitted to "deploy to Dagobah" or is permitted to deploy "regardless of location deployment restrictions."

• 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 site where Hoth Energy Shield rules are in effect Unless:

• the card is specifically permitted to "deploy to a shielded site". [4] Neither player may deploy at a Death Star II Sector.

driver

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

Any non-droid character (or vehicle droid) may drive a transport vehicle. If more than one character is aboard a transport vehicle with driver capacity, you must designate which one is driving (you may do so at any time during your deploy or move phase). A pilot who is serving as a driver is not ‘piloting’ and thus does not add a power bonus to the vehicle. All transport vehicles, except Lift tubes, must be driven to move, to use power, maneuver, landspeed, to use vehicle weapons and devices, and to use game text that is not related to deployment or capacity.

each

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

Any 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 one action for the full calculated amount. For example, if you occupy 3 Tatooine battleground sites, then Tatooine Celebration will permit you to initiate an action to retrieve 3 Force during your control phase (not three retrieval actions of one Force each).

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) is empty, 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 or looks 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 (this does not apply to destiny draws). For example, you may not play How Did We Get 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 Reserve Deck is empty. See about to draw. Any of these actions (even if they require multiple cards) may be initiated as long as there is at least one card in the targeted deck(s) or pile(s). If there are an insufficient quantity of cards in the deck or pile to complete the action, simply complete what is possible and then end the action. An empty Reserve Deck does not stop you from drawing destiny. That destiny draw simply fails (is resolved in the favor of the opponent, often meaning the action 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 that retrieves Force (or retrieves card(s)). An empty Force Pile does not stop a player from moving that pile, such as placing 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 ‘s hand (or a card or cards in hand) may not be initiated if the targeted player has 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. Enclosed vehicles are identified as such in their card lore. Characters aboard an enclosed vehicle or starship are sheltered from the environment and thus are not present at the location, preventing them from using their personal power, firing character weapons or being 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 apply their ability 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 last for "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 as automatic actions. Any optional end of turn actions may then be initiated (the player who's turn it just was gets the first chance to initiate an optional "end of turn" action, and players then take turns). Only end of turn actions (or valid responses) may be played at this time - no other actions are legal. Once players 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 a player can perform an action like using 2 Force to remove cards from their Political 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 an Imperial garrison. The layout of the Endor sites is shown in the diagram below. Note that the Back Door may be placed anywhere in the grouping of exterior sites (it does not have to be placed near the Bunker). [Bunker] [Landing Platform] [Ext sites] [Ewok Village] [Chirpa's Hut] [ENDOR System]

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 current battle in progress. Only a card currently participating in a battle is a suitable target for an exclusion action. Unless stated otherwise, this exclusion will exist only 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.

face down

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

Cards deployed face down anywhere (except insert cards in a player’s Reserve Deck) are not considered to be on table. This includes cards held by Joh Yowza, Hem Dazon or Stone Piles; cards placed at the Tatooine Bluffs; and the Hidden Base indicator or probe cards placed under systems. However, an M—HYD Binary Droid turned off (placed face—down and considered out of play) may still be targeted in order to turn it back on.

for each

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

See each.

for every

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

See each.

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 your cards at the location of the Force drain are considered to participate in that Force drain. Unless stated otherwise (e.g. Organa’s Ceremonial Necklace), each of your cards may participate in only one Force drain per turn.”

Force drains may not be modified or canceled by opponent

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

"May not be modified by opponent" prevents your opponent from utilizing any game text (whether declared or automatic) that would directly modify (add, subtract, multiply) your Force drain. See Force drain modifier for examples. "May not be canceled by opponent" prevents your opponent from initiating any action (in response to your initiated Force drain) that would directly cancel that drain. For example playing Control, placing a non-unique alien on the Den Of Thieves, or using the 'canceling' text on Hidden Base / Systems Will Slip Through Your Fingers. This text does not stop a player from canceling a Force drain using a 'react'. This text does not prevent your opponent from canceling or modifying your Force drain modifiers. Thus it will not prevent Great Warrior, Imperial Decree, The Planet It's Furthest From or A Bright Center To the Universe from working normally. In addition, it has no effect on game text that "limits" the amount of a Force drain. Thus Ultimatum and Resistance would also work normally. It should also be noted that an 'preventing a drain' from being initiated (for example, location text that says "You may not Force drain here") is not the same as 'canceling a drain' Thus an undercover spy, or the game text on You Can Either Profit By This... (which prevents the Dark Side from Force draining at the Audience Chamber) is unaffected.

game text - cancel

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

See cancel - game text.

holosite

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

See dejarik rules.

immune to attrition - an example

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 attrition against you is 4. You do not have to forfeit Vader because of his immunity to attrition less than 6, but you must still satisfy as much attrition as possible; thus you must forfeit the Stormtrooper. (Because you forfeited all cards which were vulnerable to attrition, you may ignore the remaining attrition.) On the other hand, if the attrition against you is 6 or more, your Vader is no longer protected. In this instance, he would have to be forfeited — even if you forfeit the Stormtrooper first — because you do not have enough other cards available to satisfy all attrition against you. (You cannot forfeit the Stormtrooper and then compare Vader’s immunity to the remaining unsatisfied attrition, because immunity is only applicable against total attrition as compared at the start of the damage segment.)

immune to attrition - gaining and losing

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

Whenever an action or game text that grants immunity to attrition is in conflict with an action or game text that removes immunity to attrition, the actions that remove the immunity have precedence, and the action or game text granting immunity is ignored. For example, the Light Side player has flipped Rescue The Princess (Sometimes I Amaze Even Myself is face-up), causing all Imperials to lose their 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 which will provide a power bonus to the Stormtrooper, but will not provide that trooper with any attrition immunity. If removing immunity to attrition is the cost of initiating the action (for example, the first function of Courage Of A Skywalker or Focused Attack), then that action may not target a card without immunity to attrition (or a card who's immunity to attrition has been removed).

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" a weapon. For example, End This Destructive Conflict, Higher Ground, Coordinate Attack, Precise Hit. These cards cannot be played unless you are capable of firing a weapon. You must choose your weapon in that battle that your card play is "instead of", and that weapon cannot be fired for the remainder of that battle (unless it is specifically permitted to "fire twice"). Even a repeating weapon (see fire repeatedly) is restricted from firing again unless it can 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 Force draining". For example, Corporal Prescott or Cloud City: Security Chamber (Light Side). These texts cannot be used unless you are capable of Force draining. That is, you control the location and Force draining there would be a legal action in that phase. Using such text means you may not Force drain at that 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 are considered 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 response to 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 card have already been placed in the Lost Pile also. Thus when an action relocates a "just lost" card to place other than the Lost Pile, only that card is relocated (no other cards that were connected to that card before becoming lost are relocated unless specifically stated). For example, if Luke wearing Luke's Backpack and armed with Anakin's Lightsaber is lost from table, he can be relocated from the Lost Pile to the Bacta Tank, but his weapons and devices stay lost. The exception to this rule are the cards All Wrapped Up and We Have A Prisoner. 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 being returned 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, or aboard that card must be placed in their owner's Lost Pile (unless specified otherwise).

lightsaber combat

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

Lightsaber combat depicts the type of extended battles where a lightsaber-wielding Jedi attempts to wear down his foe through a series of thrusts and parries. Only the strongest of attacks will be enough to defeat your opponent. Lightsaber combat is not a “duel,” and as such is not affected by any cards or rules that affect duels (and vice-versa). The objective cards We’ll Handle This / Duel Of The Fates and Let Them Make The First Move / At Last We Will Have Revenge detail the conditions, targets, resolution and effects of a lightsaber combat. Other cards can affect your lightsaber combat total, Force loss from lightsaber combat, or even how you draw lightsaber combat destiny.

maintenance cards

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

Some cards use symbols in their game text to indicate a “maintenance” cost that must be satisfied. Not all cards with maintenance costs will show all symbols, but the “sacrifice” (skull and crossbones symbol) option will always be offered. Next to the symbol will be “Use X” or “Lose X” which indicates that a player must use X Force or lose X Force to pay the cost of this option. There is no cost associated with sacrificing the card, and as such it is the default option if no costs can be paid. The player may choose any provided option, but must choose one of them. Maintain – star symbol followed by a cost – Pay this cost and the card remains on table until the next maintenance is due. Recycle – downward bent arrow followed by a cost – Pay this cost to place that card (and any cards on it) in their owner’s Used Pile. If that card was escorting a captive, the captive is released. Sacrifice – skull and crossbones symbol – Place the card out of play. Any cards on that card are lost. If that card was escorting a captive, the captive is released.

maintenance droid

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

Maintenance droid is a subtype of droid, as shown next to the power box on cards like WED15-1662 'Treadwell' Droid. It is not a characteristic, and as such droids such as 2X-7KPR that refer to "maintenance" in their lore are not maintenance droids.

matching starship

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

A starship card is a matching starship for a character card if:

•That starship is (•) unique. and

• That starship card's game text refers to the character (by card title or character persona) OR that character card's game text lists that starship card by card title or starship persona).

matching weapon

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

For a weapon to be matching one of your characters, it must specifically name that character (or persona) in its game text. For example, Anakin’s Lightsaber is a matching weapon for any Skywalker: Luke; Leia; or Anakin.

may be battled

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

A card without ability that has this phrase in its game text (such as Artoo & Threepio) occupies its location only for the purposes of:

• the opponent of the player controlling the card initiating a battle at that cards location

• participating in battles that are initiated by the opponent of the player controlling the card. That card continues to occupy the location for purposes of that battle until removed from that battle, or until that battle ends.

may initiate battle

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

A card without ability that has this phrase in its game text (IG-88 With Riot Gun, IG-88 in IG-2000) occupies its location only for the purposes of:

• the player controlling the card initiating a battle

• participating in battles that are initiated by the player controlling the card (unless that card is excluded from the battle by other game actions such as being targeted by Clash Of Sabers, being Undercover and so on). That card continues to occupy the location for purposes of that battle until removed from that battle, or until that battle ends.

may not participate in battle

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

Some game actions may restrict a card, from participating in battle. A card that "may not participate" cannot contribute presence towards the initiation of a battle. If a battle is initiated at that card's location (because there are other cards that allow battle to be initiated), or a card is subject to a "may not participate" effect while participating in a battle, then that card is considered excluded from that battle. See excluded from battle.

modifiers

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

A modifier is anything that adds to, subtracts from, or multiplies a 'base value'. For example, Anakin's Lightsaber modifies a Force drain ("May add 1 to your Force drain where present) while Jedi Presence modifies a Rebel's power ("battle at double power"). Multiple copies of the same card cannot cumulatively modify the same 'base value' unless they specifically state that they are cumulative. See cumulatively. When any card value is checked by a game action or rule, that targeted value is modified by any game text that is in effect. For example: to take Yoda into hand from the Bacta Tank when Bad Feeling Have I is on the table will require the Light Side player to use 7 Force. If the Dark Side occupies Fondor, then a Corellian Corvette forfeited from hand with Mantellian Savrip will have a forfeit value of 4 etc. See also automatic modifiers, battle destiny modifiers and Force drain modifiers.

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, Move Along..., Neb Dulo, Dodge), that character must use personal landspeed (although that character must disembark from a vehicle or landed starship first). For a vehicle to move away (Keep Your Eyes Open, Hyper Escape), that vehicle must move using landspeed, or any regular sector movement. For a starship to move away (Keep Your Eyes Open, Hit And Run, Hyper Escape), that starship must move away using hyperspeed, or any regular sector 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 bounty hunter escorting a captive or even Luke carrying Yoda in Luke's Backpack. When the carrying card performs a permitted move, all carried cards are relocated 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 a captive) cannot move aboard a vehicle or starship unless there is sufficient capacity 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 trigger automatic actions (for example, a Utinni Effect) and can satisfy conditions (for example, control of a location). If any of these triggered actions or conditions force the vehicle to stop (for example, a Sandwhirl makes the skiff driver go missing), the movement ends at that location. It should be noted that new (non-automatic) actions may not be initiated until the movement action is finished. For example, a Dark Side player can only play The Circle Is Now Complete if Vader ends his movement at Obi-Wan’s location, not if Vader simply “passes” Obi-Wan.

movement – 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 an opponent's just-initiated battle or Force drain. Unless specifically stated otherwise, moving as a 'react' must always be to the location of the opponent's battle or Force drain. Arcona and Tauntaun are examples of cards who's game text specifically allows them to move away from the opponent's battle or Force drain location. When moving as a 'react', the reacting cards must observe all normal movement rules or game text, such as being within range, having a pilot or driver aboard before the 'react' can be initiated (if it is a starship or non-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 may not 'react' if it is already at that location. If the 'react' movement brings presence to the Force drain location, then this will cancel the Force drain. Similarly, if 'reacting' away from a battle removes all your presence at that location, the battle will end. It should be noted that paying the movement cost is considered part of the initiation of the react. Thus if the react is canceled, the Force used cannot be recovered. 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 – sector movement. Other cards may embark on the 'reacting' card just before it leaves, and disembark just after it arrives. All cards involved in a ‘react’ (including cards that embarked on or disembarked from the reacting card) are prevented from being involved in another 'react' during the same turn, even if that ‘react’ is canceled. Some cards also deploy as a 'react'. See react.

movement – regular

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

The following moves are regular moves for the card making the move action as long as the movement is not part of a 'react': using landspeed, using hyperspeed, moving between sectors (or sectors and the related system), using the movement text on a location, Docking Bay Transit, landing, taking off, shuttling, moving between a starship/vehicle card and the related starship/vehicle site, a Light side starfighter moving into the Death Star: Trench to start an Attack Run, moving the Death Star, moving starships to or from an orbiting Death Star, moving to start (or finish) a TIE Bombing Run. A card is only permitted one regular move per turn. Some regular moves are permitted by rules (generally during the owner's move phase only, see descriptions below), while others are allowed due to game text.

movement – regular – Attack Runs

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

Moving a piloted Light Side starfighter from the Death Star system into the Death Star: Trench using the Epic Event Attack Run is free. It does not require hyperspeed, but does require a pilot. It should be noted that moving the Light Side starfighters out of the Trench, or following with Dark Side TIEs (into or out of the Trench) are both unlimited moves (see movement - unlimited relocating cards between locations).

movement – regular – bombing runs

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

During the owner's move phase, a TIE Bomber may swoop down from a system to a related exterior site where the Bombing Run Mobile Effect is for 1 Force as a regular move. This cost is increased by 1 Force for each cloud 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 though this happens during the battle phase), and not modifiable by cloud sectors or similar. If it is not possible for the bomber to return to the system at the end of your battle phase (for example, the TIE Bomber is now unpiloted), then the TIE Bomber 'crashes' and is lost.

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.

Starfighters may move to Death Star II sectors, but squadrons and capital starships may not (even those that move like starfighters). Two types of regular moves (each requiring 1 Force) are allowed at Death Star II sectors:

• System to Sector — A starfighter may move from Death Star II System to Death Star II: Coolant Shaft (or vice versa).

• Sector to Sector — A starfighter may move from a sector to an adjacent sector. Dark Side starfighters may move to a Death Star II sector only if there is a Light Side Starfighter at one of those sectors. Whenever there are no Light Side starfighters at any Death Star II sectors during the Dark Side’s move phase, any Dark Side starfighters at those sectors must move back toward the Death Star II System (for free, one sector per turn). See also movement - unlimited - escaping the Death Star II.

movement - regular - Death Star orbiting and deep space

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

Both Death Stars have a few special types of regular move available to them. The hyperspeed and starting parsec number of a Death Star is defined within it's game text. Whenever a Death Star moves, it carries with it all cards that are at the Death Star's location. A Dark Side player may use 1 Force during his move phase to:

• move a Death Star between parsec numbers (up to the Death Star's hyperspeed), even if there is no system on table with that parsec number. When moving to a parsec number where there is no system currently on table, the Death Star is considered to be in "deep space." When moving to a parsec number shared by one or more systems on table, the Dark Side player must specify whether the Death Star is in "deep space" or "orbiting" one of the planet systems (if more than one planet is on the table with that parsec number, specify which system is being orbited).

• move a Death Star from "deep space" to "orbit" a planet system at the same parsec number (or vice versa)

• move a Death Star from orbiting one planet system to orbiting another at the same parsec number. ∆ movement - regular - Docking Bay Transit You may perform Docking Bay Transit during your move phase. Docking Bay Transit allows you to relocate any or all of your characters and vehicles as a group from one docking bay to any other docking bay on table (by the symbolic use of starships for hire) for an expenditure of Force as listed on the docking bay card(s). If a vehicle that has characters aboard moves using Docking Bay Transit, this is not considered a move for those characters aboard. See movement – carrying cards. If a docking bay has no cost listed, docking bay transit is still possible, and the cost is considered zero (although the docking bay at the other end may modify this cost).

movement - regular - landing

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

During your move phase, your piloted starfighter (piloted squadron or piloted capital starship that "moves like a starfighter") may "land" by moving from a system location to a related exterior site (or moving from the Big One sector to the related Big One site). Landing costs 1 Force, unless landing at a Docking Bay which is free. TIEs require docking bay facilities and may land only at docking bay sites. If cloud sectors are deployed at that system, applicable starships may not land directly between the system and its related sites - they must "fly through" the cloud sectors first and may only land from the lowest-altitude cloud sector to a related exterior site. See starfighter - landed, movement – regular – sector movement.

movement – regular – moving to or from a Death Star

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

During its owner's move phase, a piloted starship may move from a Death Star to a planet the Death Star is orbiting (or vice versa) for 1 Force. This does not require hyperspeed (or an astromech or nav computer).

movement – regular – sector movement, asteroids

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

Any piloted starship may conduct any of the following moves for 1 Force during the owner's move phase:

• from the system to the nearest related asteroid sector or vice versa.

• from an asteroid sector to any adjacent asteroid sector (a piloted starfighter may move up to two asteroid sectors per move).

• between the Big One site and Big One sector or vice versa (see movement – regular – landing, movement – regular – taking off)

movement – regular – sector movement, clouds

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

Any piloted starfighter (or cloud car, shuttle vehicle or patrol craft that is piloted and has a landspeed of greater than zero) may conduct any of the following moves for 1 Force during the owner's move phase:

• 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 – landing, movement – regular – taking off).

movement - regular - shuttling

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

A character or vehicle may shuttle from an exterior site to a capital starship at the related system (or vice versa) for 1 Force. Characters may also be carried aboard a vehicle as it shuttles (see movement - carrying cards). The cost of shuttling is cumulatively increased by 1 for each cloud sector between the planet system and its related sites. A piloted shuttle vehicle like the Bespin Motors Void Spider or the T-16 Skyhopper can shuttle characters to or from any starship (even a starfighter, these vehicles are specially equipped to deal with smaller starships) at the related system. In this case, this is considered to be the characters’ regular move) . This movement is free (and unaffected by intervening cloud sectors). The shuttle vehicle conceptually makes a round trip, and thus remains at the site. See shuttle vehicle. It should be noted that undercover spies may not move aboard a starship or vehicle, unless moving to a a starship site or vehicle site. See undercover spy rules.

movement – regular – starship and vehicle sites

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 move between your starship/vehicle card (conceptually the "bridge" or "cargo bay") and a related starship/vehicle site (conceptually "below decks" ) for 1 Force. There must be sufficient pilot/passenger capacity to move to the starship/vehicle card. See capacity.

movement – regular – starship and vehicle sites

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 move between your starship/vehicle card (conceptually the "bridge" or "cargo bay") and a related starship/vehicle site (conceptually "below decks" ) for 1 Force. There must be sufficient pilot/passenger capacity to move to the starship/vehicle card. See capacity. Moving a piloted starship from a starship docking bay site to the system where the "holding" starship is present is a regular move. See movement - regular taking off. Movement between a vehicle site and the outer site where the vehicle is present is free unless stated otherwise on the site card.

movement - regular - taking off

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

During your move phase, your piloted starfighter (piloted squadron or piloted capital starship that "moves like a starfighter") may "take off" by

• moving from an exterior site, where it is landed to the related system.

• moving from a starship docking bay site to the system the starship is present at.

• moving from the Big One site to the related Big One sector. If cloud sectors are deployed at that system, applicable starships may not take off directly to the related system - they must "fly through" the cloud sectors first 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.

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's hyperspeed to travel the galaxy. During your move phase, you may use 1 Force to move your starship from any one system card on table to any other system card on table who's difference in parsec numbers is less than or equal to the starship's hyperspeed. Moving between systems at the same parsec number still requires a pilot and an astromech or nav computer, as well as hyperspeed greater than zero (the exception here is moving between the Death Star and a system it orbits, see movement – 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 adjacent site locations (vehicles may only traverse exterior sites) as a regular move for an expenditure of 1 Force during the owner's move phase. To do this, a combat or shuttle vehicle must be piloted, while a transport vehicle requires a driver (excepting the Lift Tube). Creature vehicles can move by themselves. While vehicles have their landspeed indicated on their card, characters and creatures have a landspeed of 1, unless stated otherwise. A card's landspeed indicates how many adjacent sites that card may move (at most as a single move). Thus a vehicle with a landspeed of two may move up to two exterior sites in one move. It should be noted that some locations require extra landspeed to move to or from (for example, the Tatooine: Desert) and this will reduce the landspeed "range" of cards moving from/to/through it by that amount. When using landspeed, a character, creature or vehicle may not reverse direction, and once stopped, that regular move is considered completed. See also movement - moving through locations. Even though it does not utilize landspeed, a vehicle with a landspeed of zero may 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 between specific sites. For example: Light Side Tatooine: Mos Eisley, the Cloud City: Upper Plaza Walkway or the Endor: Back Door. These are all considered regular moves (unless they are listed as a 'react'), and the cost, timing and conditions 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, moving between 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 the holding starship is present at (the disembarking starship does not require a pilot 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 capacity permitting). 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 starship present.

• 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 vehicle or 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 the card 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 embarked aboard another starship (for example, a pilot in a TIE aboard a Star Destroyer) does not take up any capacity on the holding starship (e.g., the Star Destroyer). See capacity. Note also that cards may embark aboard a reacting card at the start of a react movement. See movement - react. Undercover spies may not embark aboard a vehicle or starship. See undercover spy rules.

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 starship present.

• moving your starship at a system aboard another of your starships present (your embarking starship does not need to be piloted).

• moving a permitted character into Luke's Backpack.

• moving your character at the "bridge" of your starship aboard your vehicle or 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 the card 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 embarked aboard another starship (for example, a pilot in a TIE aboard a Star Destroyer) does not take up any capacity on the holding starship (e.g., the Star Destroyer). See capacity. Note also that cards may embark aboard a reacting card at the start of a react movement. See movement - react. Undercover spies may not embark aboard a vehicle or starship. See undercover spy rules.

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.

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 at the Death Star II: Reactor Core may immediately attempt to ‘escape’ as unlimited movement. That starfighter moves toward the Death Star II system (moving one sector at a time for free, and drawing each required movement destiny, until it either reaches the system location or is lost). The Light Side starfighters all attempt to escape first, then the Dark Side starfighters do the same (drawing movement destiny using Light Side game text).

movement – unlimited – moving between capacity slots

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

During your deploy phase and your move phase, you may 'move' any character aboard your starship, combat vehicle or shuttle vehicle from a pilot capacity slot to a passenger capacity slot or vice versa (capacity permitting). See pilot. Similarly, anytime during your deploy or move phase you may designate any character aboard your creature vehicle or transport vehicle as the driver or as a passenger. See driver.

movement – unlimited – moving between docked starships

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 "dock" two of your starships present at the same system or sector with the intention of moving cargo or personnel back and forth between the two. This movement can only be performed if at least one of the starships has "ship-docking capability" and at least one of the starships is being piloted. For 1 Force your two starships dock, relocate any number of characters, vehicles or starships between the two docked starships (capacity permitting), and then undock. Characters moved must be pilots or passengers moving from (or to) the 'bridge'. Starships or vehicles moved can only move between the starships "cargo" capacity. No characters, vehicles or starships can be moved to or from starship sites in this way.

movement – unlimited – prisoner transfers

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

During the Dark Side's move phase, the Dark Side player may perform any of the following "prisoner transfers." These are unlimited moves for both the escort and the captive:

• An escort present at a prison may transfer (deliver) its captive to that prison. Place that captive face-up below the prison. That captive is 'delivered' and is 'imprisoned'. See captives – imprisoned.

• A bounty hunter or warrior present at a prison may take a captive imprisoned there into custody. See captives – escorting.

• An escort present at any site may leave a frozen captive he is escorting at that site. That frozen character is now "unattended" and is no longer considered to be escorted. See captives – frozen.

• An unattended frozen captive may be taken into custody by any Dark Side bounty hunter or Dark Side warrior present. See captives – escorting.

movement – unlimited – relocating cards between locations

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

Some cards initiate actions that will allow (or force) a character to relocate from one location to another location. For example, Nabrun Leids moves a group of characters from one location to another, Hit And Run allows a starship to move through hyperspace to another system location, Trap Door will relocate a character from the Audience Chamber to the Rancor Pit, and Path Of Least Resistance allows a character to move between interior mobile sites when played. All of these relocations are considered to be unlimited moves, meaning that the card is considered to be "moving." Thus a card which "cannot move" is not permitted to perform this type of relocation. If a card is relocated but does not change actual locations, then it is not considered to have performed any move. For example, sending your spy undercover (or attaching with a Landing Claw) relocates your card from your side of the table to the opponent's side of the table, but this is not "changing locations" so is not considered to be movement. Similarly, forfeiting a character from a battle location to the Lost Pile does not move that card from one location to another, and is not considered to be any type of movement. It should be noted that a card being "carried" aboard another card is not considered to be moving. See movement – carrying cards.

moves like a character

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

Cards which move like a character are not characters, but may move like characters utilizing a landspeed of 1, docking bay transit, embarking, disembarking, moving between docked starships and shuttling where appropriate. These cards do not take up passenger capacity. These cards may not be moved or affected by other cards which work on characters. For example they cannot be transported with Nabrun Leids. See also seekers, Yerka Mig, movement.

must have pilot aboard to use ...

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 starship and vehicle rules, and thus does not appear on new cards. See pilot.

Naboo location deployment

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

The peaceful planet of Naboo includes the locations of Naboo, as well as those of the Royal Theed Palace. The layout of Naboo locations is (in order): Theed Palace Throne Room Interior Theed Palace sites Theed Palace Docking bay Theed Palace Courtyard Exterior Naboo sites Underwater Naboo sites Naboo System

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) a location on its matching planet where you already have an operative (even if missing or captured) of the same card title.

• If, at any time, two of your Operatives (even if missing or captured) of the same card title are at the same location on their matching planet, you must choose one to be lost (you may choose a missing or captive operative to be lost).

• Your operative character on its matching planet may not apply its ability toward drawing battle destiny.

• Your operative may not control a location on its matching planet for any reason unless you have other cards with total ability of 1 or higher at that location. Your operatives still occupy that location (and may battle or be battled), 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.

Some character cards are armed with a permanent character weapon, as indicated by the permanent weapon icon. Such a weapon may not be separated from the character (lost, stolen, transferred, retrieved etc.) except by cards that deploy on the character as a marker (e.g., Disarmed). If such a marker card is removed, the weapon is restored. Game text that relocates weapons (e.g., to or from a pile) may not be used to relocate this character card, unless that action also relocates the character. If the game text of a character with a permanent weapon is canceled or suspended, that character is still considered to be in possession of the weapon that is specified within the character’s game text (although that character is incapable of utilizing the weapons text). ‘Scanning’ or copying the game text of a character with a permanent weapon does not enable the scanning character to use that weapon, and the scanning character is not considered to be possessing that weapon. A permanent weapon is considered to be a matching weapon only if the character’s name (or persona name) is contained in the title of that weapon. See matching weapon.

personas - starships and weapons

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

Some unique starships and weapons are represented on more than one card. For example, the Light Side starship Millennium Falcon is represented by the Premiere card Millennium Falcon as well as being contained in the Enhanced Cloud City card, Lando In Millennium Falcon. It should be noted that the context by which a card refers to a unique object is important. For example, although the Light Side Effect "Special Modifications" refers to the Millennium Falcon, this card does not represent a persona of that starship. These cards may not always be of the same card type either. For example, the Dark Side Weapon card Vader's Lightsaber represents a unique lightsaber in the Star Wars universe, and this weapon is also represented on the Character card Darth Vader With Lightsaber where it is specifically mentioned in the game text. Cards such as these conceptually represent multiple versions of the same unique object. As such, the uniqueness rule applies to the object rather than the specific card. That is, only one card representing a unique (•) object may be on table at any one time. See unique and restricted cards, out of play.

place in [deck or pile]

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

See leaves table.

politics

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

Some characters have a numerical value entitled Politics. This indicates their relative political power when ‘voting’ (battling) at the Galactic Senate. A character whose politics = 0 (even if temporarily reduced) is a character without politics. A character without politics can have his politics added to by other game actions.

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 battle droid 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 though it does not have ability. Thus, a Destroyer Droid may occupy and control a location, 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.

return to hand

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

See leaves table. Rogue Squadron See squadron designations.

same system

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

Unless specifically noted otherwise, “same system” refers directly to the system location and does not extend to the related sites or sectors of that system.

scout

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

Scout is a characteristic applicable to characters only (see section 4 - List Of Characteristics). Unlike a spy, a scout has no "inherent" abilities, but is simply used as a keyword reference by other cards and game text. The only rules pertaining specifically to scouts are those for searching for a missing character (see search party).

senate majority

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

A player has a "senate majority" when his or her total politics at the Galactic Senate is greater than the opponent's total politics there. If neither player has politics greater than zero at the Galactic Senate, then neither side maintains a senate majority.

senate majority

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

If one player's total politics at the Galactic Senate is greater than their opponent's total politics there, that player has a senate majority. All that player's characters at the Galactic Senate are then "in a senate majority".

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 an orbiting capital starship. A shuttle vehicle must have a pilot aboard to use most of it's game functions (see pilot), however, it may be shuttled or moved between 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 normal vehicle move (including being shuttled) or to shuttle characters to or from any starship. 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 in title, lore or game text. Game text conditions based upon a squadron designation require a particular squadron designation as well as some secondary 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 pilot due to his game text. In addition, a character piloting a starship that belongs to a squadron is a pilot for that squadron (a permanent pilot never counts as a squadron designation pilot). For example, Officer Evax is a Black Squadron pilot while piloting Black 2. A similar definition exists for a gunner and a starship that belongs 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 turn ends. Any mandatory start of turn actions are now initiated, and they resolve normally as automatic actions. Any optional start of turn actions may now be initiated (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 (or valid 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 on their right to initiate any other start of turn actions, the player who's turn it is now begins their activate phase.

taking cards from a deck or pile

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

Many cards allow you to directly access your deck or pile, usually to take a card into hand, or to deploy a card from that pile directly. Whenever a card or rule allows you to take a card from a deck or pile, and there are any criteria for what kind of card you may take, you must reveal that card after it is obtained. In this way, your opponent can check that you took a card matching the criteria specified. However, when allowed to take “any card” you do not have to reveal the card chosen, unless you retrieve that card from your Lost Pile. If the initiating text provides more than one candidate card that may be taken from the same deck or pile, you are permitted to declare the action specifying only the card you are using to search. You may then look through that deck or pile before choosing which of the cards you wish to take. Once the search has been initiated, a player must take a card if possible. If your search fails to find any card matching the criteria given, your opponent is permitted to verify that deck or pile in order to prove that no candidate could have been taken. See verification. After searching, you should replace the deck or pile without shuffling, unless otherwise instructed.

title

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

Game text that searches for a word “in the title” of a card cannot be matched if that word is part of another word. If the action depends upon more than one word in the card title then all the search keywords must also be in the same order and without any other words in between.

transport vehicle

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

See vehicle - transport vehicle

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 the Effect card Undercover or the Immediate Effect A Gift. To indicate that your spy is 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's side 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 by creatures).

• cannot be targeted by an opponent’s weapons during battle. Note though an undercover spy may be affected by text that specifies "all cards" or "all characters" because these cards do not "choose" the spy as a target. For example, a spy may be lost to a Thermal Detonator or Concussion Grenade that explodes during a battle. See all cards.

• cannot move onto a vehicle or starship card (this does not restrict Undercover spies from moving to a vehicle site or starship site).

• cannot initiate an action that may directly result in capture. For example, your undercover Imperial will not capture Luke, even when There Is Good In Him is on table.

• cannot escort captives (a spy who is escorting a captive cannot be sent undercover).

• move differently to normal characters (see below). Your undercover spy (even if an undercover spy droid) has the following special capabilities:

• prevents your opponent from Force draining where present.

• allows you to deploy to the undercover spies location without presence or Force icons. Your Undercover spy may use any movement rules (except moving aboard vehicles or starships) available to your characters such as using landspeed and performing Docking Bay Transit, but may only perform these rule-based moves during your opponent's move phase. If you are moving your undercover spy using your interrupt (such as Elis Helrot or Path Of Least Resistance) or your other game text (such as Cloud City: Upper Plaza Corridor), then this movement occurs as specified on the appropriate card. Despite being on the opponent’s side of a location and moving during your opponent’s move phase, your Undercover spy is still your character. Thus, for example, when using docking bay transit or the special movement feature of a hallway or corridor, your undercover spy uses the text on your side of the card. This also means that your opponent’s Undercover spy cannot “tag along” when you plays Elis Helrot or Nabrun Leids, who relocates only “your” cards. During your deploy phase, your Undercover spy may voluntarily “break cover” if at a site. If your spy’s “cover is broken,” (either voluntarily, or by a card of your opponents)it loses all Undercover-related cards and returns to your side of the table. If your Undercover spy ceases to be a spy (for example, loses the Plastoid Armor), then all undercover-related cards are lost. Undercover spies (including U-3PO, TK-422 or Boushh) with canceled game 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 game text that affects underwater sites.

unpiloted

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

An unpiloted vehicle is clarified to mean any combat or shuttle vehicle without an acting pilot, or any transport vehicle without a driver. Lift Tubes and creature vehicles are never considered to be unpiloted.

with

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

Unless specifically noted otherwise, any battle destiny modifier (or battle destiny canceler) that is dependent on two or more characters being “with” each other cannot be initiated unless all of those characters are participating in the battle.

zero

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

See even number.

Admiral's Order

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

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

character - alien

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 or Dark Side character, as indicated by the icon in the top left hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons.

character - Dark Jedi

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

A Dark Jedi is the subtype used to represent Dark Side characters of ability 6 or greater. This collective term thus includes all cards of type "Dark Jedi" as well as all "Dark Jedi Masters". It should be noted that a Dark Jedi is not a "Jedi", and cannot be targeted by text that targets only Jedi. (such as a revolved Tatooine: City Outskirts). If your Dark Jedi is crossed to the Dark Side (such as with Anakin Skywalker), it will then be a Jedi.

character - Dark 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 Dark Side character, as indicated by the icon in the top left hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons. Dark Jedi Master represents a level of Force sensitivity that indicates mastery of Dark Jedi ability (represented in the game by an ability level of 7). The distinctive round Dark Force icon indicates that a Dark Jedi Master can channel the flow of the Force, and is a valuable ally for the Dark Side. Such an icon means that when you activate Force during the Activation Phase, each Dark Jedi Master you have in play adds 1 to the Force you normally generate for yourself (that is, modifies the 1 'extra' Force you get above and beyond all location based Force icons) . This icon is not connected to any location in any way, and as such is not affected by a Nudj's ability to cancel Force icons, cannot be 'equaled' by B'omarr Monks, and does not affect a locations "battleground" status.

character - deployment

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

During your deploy phase, you may deploy a Character card from your hand to a location if there are Force icons on your side of that location, or if you already have presence at that location. A character can deploy to a site, or aboard a vehicle or starship (with sufficient capacity) at a site following these rules. A character may only deploy to a system or cloud or asteroid sector if it deploys aboard a starship or vehicle at that location (see starship - deploying on or aboard). Some card texts or characteristics (example, a spy) allow you to deploy characters to a place where you do not have presence and do not have Force icons on your side of the location. Many cards permit you to deploy from somewhere other than your hand, such as your Reserve Deck. These are exceptions to the general rules.

character - droid

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). Droids have no ability, thus they do not create presence. When a comparison or action requires a numerical value for a droid's ability, it is considered to be an unmodifiable zero. Droids without armor or maneuver have a defense value of zero. See highest-ability character, defense value, Ability, Ability, Ability.

character - dual character type icons

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

Some characters have more than one character type icon. For example, Chewbacca from the A New Hope expansion set is both an alien and a Rebel. Also, Mara Jade, The Emperor's Hand from the Enhanced Jabba's Palace product is both an alien and an Imperial. When any action checks for the specific character type of such cards, simply check the necessary card for the required character icon only. For example, the Dark Side Effect Scum And Villainy says "While all your ability on table is provided by aliens." If Mara Jade is on table she is a card with ability. The check then simply becomes "is Mara an alien?" She is, so Scum and Villainy can work normally while Mara is on the table. None Shall Pass, on the other hand, says "and you have no Imperials at a Jabba's Palace site." With Mara Jade at a Jabba's Palace site in this case, the check would be "is Mara Jade an Imperial?" She is, so None Shall Pass cannot be played. Note that a dual-icon character does not count as two characters. Thus, for example, the Dark Side player cannot play Main Course (which says "If opponent's alien and Rebel are in battle together") against a lone Chewbacca.

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 hand corner of the character card. Refer to your Glossary or Rulebook inside cover for 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 or greater. This collective term thus includes all cards of type "Jedi Knight" as well as all "Jedi Masters". If your Jedi is crossed to the Dark Side (such as with Join Me!), it will then be a Dark 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 be targeted by text that targets only Dark Jedi. If your Jedi Knight is crossed to the Dark 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 hand corner of the character card. Refer to your Glossary or Rulebook inside cover for a list of icons. Jedi Master represents a level of Force sensitivity that indicates mastery 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 channel the flow of the Force, and is a valuable ally for your side. Such an icon means that when you activate Force during the Activation Phase, each Jedi Master you have in play adds 1 to the Force you normally generate for yourself (that is, modifies the 1 'extra' Force you get above and beyond all location based Force icons) . This icon is not connected to any location in any way, and as such 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 hand corner of the character card. Refer to your Glossary or Rulebook inside cover for 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 combines the functions of two cards of the same card type (such as two Interrupts, two Effects, or two Characters). Combo cards are great for any deck, adding gameplay flexibility and greater card efficiency. Combo card is not the card type, as these cards still have a card type icon in their upper left hand corner (such as Effect or Rebel). Combo card describes a category of cards, and is identified by the ampersand (“&”) in its card title that separates the two individual card titles (an exception is that Slayn & Korpil Facilities is not a combo card). Each separate card title also includes its own uniqueness icon (if applicable). All such cards must be played under the following 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 it reads (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, including uniqueness.

• When any portion of a combo card is targeted or referenced by another card, 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-card team. 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 one alien — it costs 1 Force to use its landspeed, it takes up one capacity ‘slot’ on a starship or vehicle, and so on. These cards may not be included in any persona 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 (see inside cover of rulebook or Glossary a list of icons). Creatures represent the real-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 by attaching themselves to a host. When attached, a creature does not attack anything or move on its own, but instead is "carried" automatically with the host. Even when attached, attaching creatures may still be attacked normally by other creatures, vehicles and characters present (including the host) as well as be targeted by weapons. If a host is ‘eaten’ (by any creature), all attached creatures detach. If a host is lost by other means, attached creatures are lost with the host.

creature — attacking non-droid characters and creature vehicles

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

During every battle phase (of both players), each creature present with one or more non-droid characters and/or creature vehicles must initiate one attack (this attack is free). 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 potential target 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 of being defeated (see also creature - attaching). Note that if the creature's ferocity is lower than the target's, this simply means that the target is not eaten - this does not defeat the creature. You must initiate an attack against the creature to defeat it.

creature — attacking other creatures

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

If at any time two creatures are present together, they immediately attack each other (unless they are the same kind of selective creature); this is an automatic action. Compare their ferocity numbers. The creature with the lower ferocity is ‘eaten’ (lost). If there is a tie, both creatures are lost. If there are more than two creatures present, choose two randomly to attack each other (choose again if they are selective creatures of the same species). 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).

creature — attacks

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

Creatures do not participate in battles (and thus weapons cannot normally target a creature during a battle); instead, they participate in attacks. Cards that specifically affect battles do not affect attacks, and vice versa. Attacks do not create battle damage, attrition or forfeiting, and thus no Force is lost by either player. Creatures attack only when they are present with another creature, a creature vehicle or a non-droid character (even if missing or a non-frozen captive). However, characters aboard any non-creature vehicles (even open vehicles) are protected from creature attacks. Ferocity — Creatures have a ferocity number which they use both offensively and defensively. If a creature has a variable ferocity, such as “3 + destiny,” draw such destiny each time the creature participates 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.

creature — creatures being attacked

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

During each of your battle phases, your characters, vehicles and starships present with one or more creatures may initiate one attack against one of those creatures (your choice). All of your cards that could participate in a battle at that location participate in the attack. (Your characters, vehicles and starships may initiate one battle per location and/or one attack per location.) Use 1 Force to initiate an attack against a creature. You may fire applicable weapons at that creature. (Weapons that target characters can also target creatures, as indicated by the revised weapon 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 a battle, including one destiny draw if you have 4 or more ability participating in the attack. If total power > ferocity + defense value, the creature is lost.

creature - deployment

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

Creatures deploy only within their ‘habitat’ (as defined on each creature’s card). Neither presence nor Force icons are required for deployment.

creature - movement

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

Creatures move only within their ‘habitat’ (as defined on each creature’s card). Creatures have a landspeed of 1, and may move once during each of their owner’s move phases (for free).

creature – selective

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

Many of the smaller, less ferocious creatures in the Star Wars universe are selective in their eating habits and thus do not attack their own kind. Selective creatures attack characters, creature vehicles or other species of creatures (those with a card title different from their own and not of the same species). However, selective creatures of the same species simply ignore each other for purposes of attack.

Defensive Shields

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. These cards, combined with the new Starting Effects for each side, provide the player with a suite of defensive options to assist their deck. You may play one Defensive Shield card at any time that you are permitted to take an action, as long as no other action is currently resolving (and as limited by the Starting Effect game text). For example, a Defensive Shield could be played during your deploy phase, during the opponent’s turn, or even during the weapons segment of a battle (following the above rules). You could not play Do, Or Do Not in response to an opponent initiating a Sense card though, because playing a Defensive Shield is not a valid response to any other action. Many Defensive Shield cards replicate the name of a previously printed card. For example, Your Insight Serves You Well is an Effect from the Death Star II expansion, and is replicated as a Defensive Shield. Despite this similarity, these cards are in no way interchangeable. They are different card types, and often have an altered or reduced game function compared to the original card. The only rule that ties two such cards together is the “unique and restricted cards” rule (see sidebar), since many Defensive Shield cards often share the same card title as an existing Effect card.

§ Effect

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 (see inside cover of Glossary or rulebook for a list of icons) that generally have a lasting impact on certain cards or aspects of the game There are six different kinds, or subtypes, of Effects: Effects, Immediate Effects, Mobile Effects, Utinni Effects, Political Effects and Starting Effects. A card that targets ‘Effects’ (or an Effect) targets only the first subtype of Effect (it is not targeting the card type Effect), not the other three, unless it specifically mentions one or more of the others. Game text that targets or cancels an “Effect of any kind.” can target any subtype of Effect.

Effect - Immediate Effects

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

Effect - Mobile Effects

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

Effect - normal Effects

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

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

Effect - Political Effects

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

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

Effect - Starting Effects

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 provide players a way to start their game with a “reserve” of Defensive Shield cards. This provides valuable additional defense against an opponent’s nastier strategies while only sacrificing one “card slot” of your regular 60-card deck. As stated in their game text, Starting Effects deploy before any starting location or objectives are revealed. They may not be deployed at any other time, but if they are found in a deck, hand, or pile, they may be used normally like any other card or unit of Force. Cards placed under your Starting Effect must be of the same allegiance as the deck you are playing, and do not count against your “deck limit”. That is, they are considered permissible extra cards above the normal 60 cards of a standard game deck. The Starting Effect itself does count as one card of your game deck, and therefore is calculated against your deck limit. For tournament play, when offering your shuffled deck for an opponent to count and cut, provide your opponent with two piles. One pile will be your Starting Effect (face-up) on top of the cards (face-down) that will go beneath it. The other pile is the rest of your game deck (face-down). Your opponent can then verify that you have no more than 10 cards under your Starting Effect (your opponent will see your Starting Effect, but will see only the card backs under that Starting Effect), and that your deck contains exactly 59 cards (the Starting Effect is the 60th card). Once counted, the cards under your Starting Effect may only be removed from there using the text of that Starting Effect. Cards under your Starting Effect are not on table, and can only be manipulated as instructed by the Starting Effect. You may look through the cards under your Starting Effect at any time, replacing them in any order as long as the Starting Effect is always returned face-up to the top of that pile. Your opponent is not permitted to look through any of the cards under your Starting Effect.

Effect - Utinni Effects

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

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 corner or the card, and the word "Lost" in it's description box (just below it's picture). Lost interrupts (or interrupts with a Lost function) are played under standard interrupt rules. Once resolved they are placed in their owner's Lost Pile.

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 corner or the card, and the word "Starting" in it's description box (just below it's picture). Starting interrupts (or interrupts with a Starting function) are played after both players’ starting locations (or objective and objective starting cards) have been deployed, and before Reserve Decks have been shuffled to draw opening hands, each player may play one starting Interrupt. See starting the game. Both players reveal their starting interrupt simultaneously. If both players choose to use a starting interrupt, the player who goes first in the game must resolve his starting interrupt first, then the opponent must resolve her starting interrupt. The player going second thus has an opportunity to view the cards her opponent has chosen before searching for her own. For purposes of resolving starting interrupts at the start of the game, the Reserve Deck is considered to be all cards in your deck, excluding your chosen starting interrupt, and any cards already deployed or played. Where the Starting interrupt is placed after it resolves is stated on the actual interrupt card.

Interrupt - Used

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

Objective

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

A type of card identified by the icon in the upper left hand corner, and game text on both sides of the card. Objective cards represent game long goals or tasks to complete and often influence the architecture of the entire deck that is built around them. A player may only include one Objective card in a deck, and if you choose to include one, you must deploy it instead of a starting location. An Objective card always deploys with its front side (as indicated by the destiny value of zero) face up (and thus "on table"). See starting the game. Your opponent may, at any time, examine both sides of your Objective card. Italicized text on the front side of an Objective (beginning with the term "Deploy") specifies actions and deployment taken at the start of the game. All such actions or deployment are free. Whenever you are prevented from (or fail to) deploy or execute any mandatory actions stated in this section, then that Objective is placed out of play leaving you with no starting location and no Objective. The bold-faced terms "For", "While" and "Flip" on Objective cards contain game actions that apply to that entire clause, until the next bold-faced term. Thus a 'For remainder of game" section condition will apply to all game text (including more than one sentence) until the "While this side up" or "Flip" keyword is found. When an Objective card flips is stated in that section of it's game text. Unless stated as an optional action ("flips anytime after..."), Objective flip actions are automatic and mandatory actions. The face up side of an Objective is the only side that is currently ontable (and thus currently 'active'). Many objective cards can also flip back to their destiny 0 side, while some cannot be flipped back. This is shown within the actual game text on each side of the Objective.

podracer

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

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

podracer - damage and repair

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

During a race, your Podracer may become ‘damaged’ by cards such as Hit Racer and Losing Track. To indicate this, rotate the Podracer 180° such that it is upside down with respect to its owner (note that damaging an already damaged Podracer has no effect). While damaged, you may draw race destiny normally, but if you choose to use a race destiny (by placing it on your damaged Podracer) you must first lose 1 Force. This Force loss is considered to be Force loss from your card (where your card is your damaged Podracer), and cannot be reduced by Honor Of The Jedi. If your damaged Podracer is ‘repaired’ (such as by a Pit Droid) return it to its normal orientation.

podracer - deploy

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

Podracer cards deploy during your Deploy Phase (for free unless specified otherwise) to your side of the race location indicated in their game text. You do not need presence or Force icons to deploy your Podracer. Your podracer is considered to be present, and "at" that location.

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.

The Epic Event indicates when you may draw race destiny. Race destiny draws that you decide to use are stacked face-up on your Podracer (or on the Podrace Arena if you have no Podracer there) in the order they are drawn, and your race total is the sum of all race destiny stacked on a particular Podracer (as well as any modifiers). Either player may look through any race destiny stack at any time (being careful not to change the order of the cards there). Once used (or "stacked"), a race destiny is no longer considered to be a destiny draw, and as such is unaffected by anything that would cancel, modify or replace a destiny draw. If you draw a card with multiple possible destiny values (such as R2-D2) you must declare the value you are using for that card if you decide to use that card as part of your race total (stacking it). This value cannot change while this card is stacked on your podracer (or on the Arena). Race destinies placed on the Podrace Arena or on a Podracer are not considered to be at that location, and are not on table. Thus, for example, they cannot be affected by actions that target "all cards at a location", such as a Thermal Detonator.

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 (although at this time, Light Side has only Anakin’s Podracer available.) As specified on the Epic Event, you are only normally entitled to draw one race destiny per Control Phase, so if you have more than one Podracer at the Arena, you must state which Podracer you are drawing for before you draw the destiny.

starship

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 (see inside cover of rulebook or Glossary a list of icons). Characters use starships to travel and battle throughout the galaxy. Starships are divided into three distinct subtypes - capital starships, starfighters and squadrons.

starship - capital

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

Capital starships represent the larger fleet style starships of the Star Wars galaxy, such as Imperial Star Destroyers or Mon Calamari Cruisers. Capital starships are identified by their starship icon in the upper-left corner of their card, and the keyword "Capital" in their description box (just below the picture).

starship - capital - deployment

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

You may deploy Capital starship from your hand during your deploy phase to any system or any asteroid sector where you have presence or at least one Force icon on your side of that location. The exception is Capital starships that "deploy like a starfighter". These more maneuverable starships follow all the deployment rules for starfighters instead.

starship - capital - movement

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

See movement.

starship — deploying on or aboard

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

You may deploy characters, vehicles and starfighters directly aboard your starships at any location where you have presence or at least one Force icon, and the starship has sufficient capacity. Weapons, devices, Effects and similar cards may be deployed wherever appropriate, with or without presence or Force icons.

starship - landed

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

A starfighter (or squadron, or starship that "moves like a starfighter") that has landed at a site location (or has embarked aboard a capital starship and is being held in it's "cargo bay") has:

• no landspeed, hyperspeed, power or maneuver.

• may not utilize starship weapons (unless they indicate they work at a site, such as the Surface Defense Cannon)

• may not utilize any card that would logically require the starfighter to be moving (e.g., Dark Maneuvers, Organized Attack).

• may not move to an adjacent site or use docking bay transit. The landed starfighter may not utilize any of its game text except game text related to

• deployment (e.g., “Deploy –2… to same location as Red Leader”; “Ion Cannon may deploy here”);

• capacity (e.g., “May add 2 pilots or passengers, and 1 astromech”); and

• identity of its permanent pilot or permanent astromech.

• ability of the permanent pilot. This ability counts towards occupying or controlling that location but may not be used to apply towards drawing battle destiny.

• taking off or movement. Pilots and passengers aboard a landed starfighter (whether character cards or permanent pilots or astromechs) still operate normally, except that they are all considered to be passengers only. Thus they may still be forfeited and use game text, but are not considered to be piloting, may not apply ability towards drawing battle destiny and so on. The only "piloting" function a pilot in a landed starfighter may perform is to let the starfighter take off (or disembark from a holding capital starship). See capacity.

starship - leaves table

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

If a starship is lost or otherwise leaves the table, any cards aboard it are lost. See leaves table.

starship - occupants

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

Characters aboard a starship (but not when at a related vehicle site or starship site) fall into two categories: pilots, and passengers. See astromech, capacity, passenger, pilot.

starship - piloted

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

Starships may be piloted by specific character cards (a character with pilot ability in a pilot capacity slot) or a permanent pilot (as indicated by an pilot icon on the actual starship card - basically a "built in" pilot). A starship must have a pilot aboard to use its power and maneuver, and to move. It must have both a pilot and a nav computer aboard to use its hyperspeed. A starship must have a pilot aboard to use most of it's game functions (see pilot), and it must have both a pilot and a nav computer aboard to use its hyperspeed (see movement). The exception is that a squadron requires three pilots and three nav computers.

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 capital starship, that represents more than one starship (usually of the same class) on one card. Squadron class starships are identified by their starship icon in the upper-left corner of their card, and the keyword "Squadron" in their description box (just below the picture). It should be noted that not all starships with Squadron in their title are squadron class starships! Some titles, such as Gold Squadron 1, simply represents their flight squadron designations, and does not make them 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 is considered to be 3 B-Wings, while the Death Star Assault Squadron counts as 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 of the starfighters depicted on the squadron card. Similarly, an action that moves a 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 the squadron’s components to be lost, captured, or placed out of play affects the entire 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 the Death 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 Force icon 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, often demonstrating the difference between a squadron c;lass starship and a starfighter.

• An A-wing Squadron cannot board a Mon Calamari Cruiser (it has capacity 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 is 3 or more (or 2 TIE squadrons if it is a 6 or more), while Seinar Fleet Systems cannot place a just-lost TIE Squadron in the Used Pile (it can only relocate one TIE).

• Don’t Get Cocky can destroy an entire TIE squadron.

• Proton Torpedoes and SW-4 Ion Cannon may deploy on an ‘Y-wing;’ thus a 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 is applicable to a TIE advanced x1 as well as up to two weapons that are applicable to TIE/lns.

• Surface Defense Cannon, Landing Claw and Astromech Translator work only on a ‘starfighter’ and thus are not usable by squadrons.

• Fusion Generator Supply Tanks and Targeting Computer deploy on a ‘starship’ and thus enhance the squadron by 1 (not by 3).

• Commander Brandei can take only one TIE, not a squadron, from Reserve Deck.

• Attack Run specifies “up to 3 TIEs” and thus allows a single TIE squadron to Enter Trench; however, X-wing and Y-wing squadrons may not make an Attack Run because the Epic 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 three starfighters 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 their owner’s Used Pile except for characters, weapons and devices, which may transfer to the squadron (for free, capacity permitting). Any cards targeting a replaced starship transfer that targeting to the squadron, unless they are not applicable (for example, they only target starfighters) in which case they are lost. Replacement is not deployment, and may be performed irrespective of deployment 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 by only a single pilot, or a small number of crew. Examples include the TIE Fighter and the Alliance's X-wing Fighter. Starfighters are identified by their starship icon in the upper-left corner of their card, and the keyword "Starfighter" in their description box (just below the picture).

starship — starfighter - deployment

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

Starships deploy only to locations where you have presence or Force icons. Starfighters that have a permanent pilot aboard may deploy to (1) docking bays, (2) your capital starships with sufficient capacity and (3) system and non-Death Star II 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 character card aboard (which counts 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 a system location.

starship - starfighter - movement

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

See movement.

vehicle

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 (see inside cover of rulebook or Glossary a list of icons). Characters use vehicles to move faster across the ground and through the clouds. Vehicles are divided into the following distinct subtypes - combat vehicles, creature vehicles, shuttle vehicles and transport vehicles.

vehicle - combat vehicle

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

Combat vehicles represent the class of vehicles which is specialized for battle. Combat vehicles are identified by their vehicle icon in the upper-left corner of their card, and the keyword "Combat" in their description box (just below the picture). A combat vehicle must have a pilot aboard to use most of it's game functions (see pilot). However, it may be shuttled or moved between docked starships without a pilot aboard.

vehicle - combat 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 combat vehicle of the subtype Cloud Car may also deploy to a cloud sector where you have presence or at least one Force icon on your side of the location.

vehicle - creature vehicles

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

Creature vehicles represent the class of vehicles which are actually domesticated animals used as transport of people and goods. Creature vehicles are identified by their vehicle icon in the upper-left corner of their card, and the keyword "Creature" in their description box (just below the picture). Creature vehicles have ability, and thus do not require drivers or pilots. For this reason, a creature vehicle is never considered "unpiloted". If a creature vehicle is lost, any characters aboard it may “jump off” — disembark — at the same site and survive.

vehicle - deployment

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

Vehicles deploy only to locations where you have presence or at least one Force icon on your side of that location. All vehicles may deploy to a site, or to the cargo bay" of a starship or vehicle if sufficient capacity exists.

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. The rule exception to this is creature vehicles, whereby any passengers may immediately disembark before the creature vehicle is lost. See leaves table.

vehicle - movement

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

See movement.

vehicle - shuttle vehicle

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

Shuttle vehicles represent the class of vehicles specialized for short hops from a planet site to an orbiting capital starship. Shuttle vehicles are identified by their vehicle icon in the upper-left corner of their card, and the keyword "Shuttle" in their description box (just below the picture). A shuttle vehicle must have a pilot aboard to use most of it's game functions (see pilot), however, it may be shuttled or moved between 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 normal vehicle move (including being shuttled) or to shuttle characters to or from any starship. 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 also deploy to a cloud sector where you have presence or at least one Force icon on your side of the location. If the shuttle vehicle has no permanent pilot, it may be deployed there simultaneously with a pilot character (as one action, at normal 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 ground transportation, such as the landspeeder. Transport vehicles are identified by their 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's functions (see driver), but it may be shuttled or moved between docked starships without a driver aboard.

vehicle - transport 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 transport vehicle with the title Patrol Craft may also deploy to a cloud sector where you have presence or at least one Force icon on your side of the location. Since the Patrol Craft vehicle has no permanent pilot, it may be deployed there simultaneously with a pilot character (as one action, at normal use of Force). These type of deployment actions are also valid as a 'react' (due to the game text of the Patrol Craft).

weapon

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 (see inside cover of rulebook or Glossary a list of icons). Weapon cards indicate the hardware utilized by characters, starships, vehicles or even a Death Star during battle in order to inflict specific damage against an opponent's forces. You do not need a weapon to initiate a battle, but they provide advantages to your side if you have them! Weapons are divided into distinct subtypes that describe where the deploy and in some cases, how they operate. Subtypes include - artillery weapons, automated weapons, character weapons, Death Star weapon, Death Star II weapon, starship weapons and vehicle weapons.

weapon - artillery

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

A kind of weapon which is deployed on a site. Unlike most other weapons, artillery weapons usually have deploy and forfeit boxes. To fire your artillery weapon, you must have your own power source (a power droid or any fusion generator) present. The Hoth: Main Power Generators site also says that it can power Light Side artillery weapons. An artillery weapon may not be moved unless it so specifies. If an artillery weapon that can be carried is destroyed (such as, by Overload) while being carried, cards carrying that weapon will be lost also.

weapon – automated

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 they 'explode') within their game text. If an automated weapon does not specify this, then it may be fired during battle like any other weapon. Because they 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 example Sniper, Sorry About The Mess, Blasted Droid or Suppressive Fire) may only be used to 'fire' an automated weapon that contains no other specific timing for its firing action. Thus you may not use Sniper to 'fire' a seeker, a mine or an Explosive Charge, but it may be used to fire a Laser Projector.

weapon – deploying and carrying

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

Each weapon (and device) specifies who or what it may be deployed on and what the deploy cost is (if any). Although many character weapons specify that they deploy only on warriors, other character weapons deploy on bounty hunters, Jawas, Han etc. and thus do not require a warrior. You may not deploy weapons or devices on 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, but you are restricted as to how many weapons can be used in battle. See weapon – firing or swinging (using). Some characters, such as Kabe and RA-7, have game text that allows them to carry weapons that they cannot use.

weapon - fire repeatedly

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

A weapon that says it may “fire repeatedly” (e.g., Antipersonnel Laser Cannon, Boba Fett’s Blaster Rifle, Light Repeating Blaster Rifle) must make all of its firings in succession, as one action. In other words, you may not fire that weapon, then fire a different weapon, then come back to the first weapon to make use of its repeat firing capability. You must complete all of the firings you wish to make with that weapon before passing the opportunity to fire a weapon to your opponent. See weapons - firing or swinging (using). Each individual firing is a separate action within the main action of firing repeatedly. These weapons may fire repeatedly whenever they are permitted to fire, even with cards such as Sniper and Blasted Droid. If a weapon that fires repeatedly has it's firing cost modified (for example, a character wearing Mercenary Armor may fire blasters for free), that modifier will only apply to the first shot fired in a repeated firing sequence. All subsequent shots fired are at normal cost.

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 only one weapon and one device per turn. Squadron-class starships may use three different weapons and three devices per turn. Capital starships may use any number of weapons and devices per turn. Any single weapon may only be fired once per battle and once per attack (unless it can fire repeatedly). A weapon or device being carried by a character, starship or vehicle that cannot normally have that weapon or device deployed on itself is on table only for uniqueness, actions that remove that weapon from the character, and actions that target stolen weapons or devices (if they were, indeed, stolen!). For example, Vader carrying a stolen Obi-Wan Kenobi's Lightsaber is considered 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 Force drain bonus from it, does not get a bonus during an Epic Duel, and may not receive a power bonus at the Cloud City: Lower Corridor, but the Light Side may target that saber to steal (for example, Weapon Levitation) it back. Although starship, vehicle and artillery weapons may require a pilot, driver or a character present or 'aboard' in order to be fired, firing such a weapon does not count as "using a weapon" for that character (although it does count as weapon use for the vehicle or starship involved). Thus a Biker Scout piloting a Speeder Bike may fire the Speeder Bike Cannon and his character weapon in the same battle. A weapon or device providing a continuous modifier (e.g., Tatooine Utility Belt, a lightsaber's "Add to Force drain" text) does not count as ‘using’ that weapon 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's Lightsaber, and still fire a blaster during battle. Additionally, applying such modifiers 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 deployed on must be participating in a battle to begin the firing action. A weapon may only fire once per battle and once per attack, and remember that your character, vehicle and non-capital starships are may only use one weapon per turn. All firing costs are paid. (2) Select your target - you may only target an opponent's card that participating in the battle, and that is present with your firing weapon. (3) Resolve weapon fire - draw destiny (if applicable) and apply any weapon effects. (4) Repeat 1 to 3 if your weapon "may fire repeatedly". See weapons - fire repeatedly. The exceptions to these rules are:

• some weapons (such as mines) and some card text (such as Sniper), allow a weapon to fire when not in battle. See weapon – firing outside of the battle phase, and weapon - automated.

• some weapons (and some cards) allow you to target a card in battle at a different location (not present with the weapon). In this case, both the weapon and target must be present at their respective locations (that is, neither can be enclosed). The firing weapon does not have to be participating 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 the Weequay 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 a battle 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 text allows the weapon to "fire for free", only the first shot taken with a repeating weapon is free - all other shots are at normal use of Force. The phrase “Any ‘hit’ targets are immediately lost” applies only to weapons which 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 any non-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOM can 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 any non-droid character aboard. A warrior-icon droid such as IG-88 or 4-LOM can 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 sideways until the damage segment of the battle, at which time the target must be forfeited. If the battle ends before the damage segment, then "hit" cards are immediately lost. Any card "hit" but not participating in a battle (for example, a weapon is fired using an Interrupt such as Sniper, or the character is excluded) 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 the weapon destiny draw.

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

weapon - long-range weapons

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

Some weapons (e.g., Assault Rifle) specify that they may target cards at locations other than the weapon’s location. Your warrior, vehicle etc. carrying such a weapon 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 text such as Sniper, Blasted Droid or Target The Main Generator. Long-range weapons may be used more than once per turn, although they are still limited to once per battle (like all other weapons).

weapon — transferring

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

During your deploy phase, you may transfer a weapon (or device) from one of your characters, vehicles or starships to another such card present by using Force equal to the deploy cost of the weapon (or device). Although this is not considered deployment, you must obey all relevant deployment restrictions. The following listing shows which keyword(s) are characteristics, and what card category they are applicable to. Most recent additions are underlined. Refer to the entry "characteristics" for further description. Note also, that the "non-" of any characteristic may also be referenced. admiral Character biker scout trooper Character Black Sun agent (see objective Agents Of Black Sun) Character blaster rifle Weapon (or permanent weapon) blaster Weapon (or permanent weapon) bomber Starship bounty hunter Character cannon Weapon Cloud City trooper Character commander Character Coruscant Guard Character Death Star trooper Character dejarik Interrupt or Effect Droid Control Ship Starship Echo Base trooper Character enclosed (all starships are considered to be enclosed) Starship enclosed Vehicle female (see entry "gender") Character gambler Character gangster Character general Character gunner Character handmaiden Character hologram Interrupt or Effect Imperial (starship) Starship information broker Character ion cannon Weapon ISB agent (see objective ISB Operations) Character Jedi Council member Character laser cannon Weapon laser cannon battery Weapon leader Character lightsaber Weapon (or permanent weapon) male (see entry "gender") Character miner (gas miner, Tibanna Gas miner) Character missile Weapon moff Character musician Character operative (see Glossary definition) Character proton torpedoes Weapon race (Jawa, Tusken Raider, Wookiee, Corellian, Ewok, Ugnaught, Abyssin, etc.) Character Rebel (starship) Starship rebel trooper Character renegade planet (see Objective Local Uprising / Liberation) Location rifle Weapon (or permanent weapon) Royal Naboo Security Character r-unit (see Glossary definition) Character sandtrooper Character senator Character scout Character ship-docking capability Starship smuggler Character snowtrooper Character spy Character squadron designations (refer to CRD entry)Character, Starship, Vehicle stormtrooper Character subjugated planet (see Objective Local Uprising / Liberation)Location tax collector Character thief Character Trade Federation Character trooper guard Character trooper Character turbolaser battery Weapon

The 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, expansion set 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.). Most of the time, a shorthand reference to a particular Star Wars character or item is obvious, usually utilizing only the first name or the last name. For example, any reference to Vader is obviously referring to all cards representing the persona of Darth Vader. Similarly, Vader's Lightsaber and Darth Vader's Lightsaber are the same weapon, and thus only one can be on table at any one time. Piett is the persona name for either Captain Piett or Admiral Piett, and, Boba Fett is represented by Boba Fett, Boba Fett With Blaster Rifle, and Boba Fett in Slave I. The following list shows the standard names for various "personas" of the name. Whenever any card or rule text refers to the standard persona name, it is referring to ANY card that represents that persona. For example, a reference to 'Lando' would affect all cards that 'contain' a persona of Lando Calrissian, such as the Dark or Light side character card Lando Calrissian, Lando With Blaster Pistol, Tamtel Skreej, and Lando In Millennium Falcon. Amidala (also depicted in her handmaiden disguise as Padmé) C-3PO (also represented as Threepio, See-Threepio etc.). Chewie (the Wookiee, Chewbacca) Dofine (the Neimoidian, Daultay Dofine) Emperor (all cards representing Emperor Palpatine, as depicted in Episodes IV - VI). Falcon (the Millennium Falcon, also Gold Squadron 1 at the Battle Of Endor) Gunray (the Neimoidian, Nute Gunray) Haako (the Neimoidian, Rune Haako) Han (also seen disguised as stormtrooper TK-422) How (the Neimoidian, Tey How)) Lando (also seen disguised in Jabba's court, Tamtel Skreej) Leia (also seen disguised in Jabba's court as Boushh, and referred to as Daughter Of Skywalker) Luke (also referred to as Son Of Skywalker) Maul (Darth Maul) Maul's Lightsaber (also depicted as Maul's Double-Bladed Lightsaber) Mara Jade (also depicted as Arica) Obi-Wan (includes all Ben Kenobi) Palpatine (all cards representing the Senator for the Naboo, as depicted in Episode I: The Phantom Menace). R2-D2 (also referred to as Artoo, Artoo-Detoo etc.) Red 2 (Wedge's starship, also called Red Squadron 1) Skywalker (refers to any version of Luke, Leia, Shmi, or a 'crossed' Vader [Anakin]).

The information in this document is copyrighted by Decipher Inc. 2001; however, it can be freely disseminated online or by traditional publishing means as long as it is not altered and this copyright notice is attached. (c) Lucasfilm Ltd. & TM. All rights reserved. Used under authorization. TM, (r) & (c) 2001 Decipher Inc. All rights reserved.


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