Kessel (Dark): Difference between revisions

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Scomp rulings; Decipher strategy if starred
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* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Location: Kessel, Premiere, U2
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Location: Kessel, Premiere, U2
|strategy=''Decipher card strategy'' (starred on the Premiere Light card list).
|strategy=Light side: If you control, force drain +1


Light side: If you control, force drain +1
Dark side: If you control, [[Kessel Run]] is canceled.


Dark side: If you control, Kessel Run is canceled.
The lightside version of [[Kessel (Dark){{!}}Kessel]] can cause a change of plans by the Imperial player if they were ignoring your space armada. A force drain of three per turn is pretty dramatic.


The lightside version of Kessel can cause a change of plans by the Imperial player if they were ignoring your space armada. A force drain of three per turn is pretty dramatic.
This card can be difficult to play effectively. If played early it can provide the dark player with much needed force, which is a definite negative. NEVER give your opponent what they need. They just might be waiting to deploy the [[Devastator]] and a handful of ties. On the other hand, if you wait too long to play this location, you don't reap the rewards of the force drain. Sometimes, the best strategy could be to wait for the imperial to either play or lose their copy of [[Kessel (Dark){{!}}Kessel]] (which is pretty common in most dark decks), and then play your own.


This card can be difficult to play effectively. If played early it can provide the dark player with much needed force, which is a definite negative. NEVER give your opponent what they need. They just might be waiting to deploy the Devastator and a handful of ties. On the other hand, if you wait too long to play this location, you don't reap the rewards of the force drain. Sometimes, the best strategy could be to wait for the imperial to either play or lose their copy of Kessel (which is pretty common in most dark decks), and then play your own.
[[Kessel (Dark){{!}}Kessel]] can also be used to effectively draw the opponent into a battle, especially if you're waiting to spring a trap using wonderful cards such as full throttle, out of nowhere, etc etc.


Kessel can also be used to effectively draw the opponent into a battle, especially if you're waiting to spring a trap using wonderful cards such as full throttle, out of nowhere, etc etc.
The light version of [[Kessel (Dark){{!}}Kessel]] is one of the reasons so many Dark players play with their version. But when they beleive you don't have it in your hand they will play their version, which is the time to put down yours. The -1 deploy of the dark version of [[Kessel (Dark){{!}}Kessel]] for their Tie's is nice to get rid of.


The light version of Kessel is one of the reasons so many Dark players play with their version. But when they beleive you don't have it in your hand they will play their version, which is the time to put down yours. The -1 deploy of the dark version of Kessel for their Tie's is nice to get rid of.
Also [[Kessel Run]] is a fun, even if it's not the best, way to retreive lost force. And you can't be SURE that your opponent will be playing with [[Kessel (Dark){{!}}Kessel]].


Also Kessel Run is a fun, even if it's not the best, way to retreive lost force. And you can't be SURE that your opponent will be playing with Kessel.
Negative side: Giving force to your opponent is always bad, the more they draw, the more they can put down. Also the fact that it only gives the light player one force per turn, and it doesn't give the battle advantages which [[Tatooine (Dark){{!}}Tatooine]] and [[Yavin 4 (Dark){{!}}Yavin 4]] give.


Negative side: Giving force to your opponent is always bad, the more they draw, the more they can put down. Also the fact that it only gives the light player one force per turn, and it doesn't give the battle advantages which Tatooine and Yavin 4 give.
Best Combo: [[Kessel (Dark){{!}}Kessel]], [[Corellian Corvette]], [[Corellian Corvette]], [[Corellian Corvette]]. You NEED to defend this location, or it loses it's effectiveness.<ref name="decipher-strategy">https://web.archive.org/web/20020803215451/http://www.decipher.com/starwars/cardlists/premiere/light/small/kessel.html</ref>
 
|rulings=* (Light side text) Passengers do not count toward the 6 ability requirement. If the requirement is not met, Light does not get any battle destiny draws (even if they have multiple battle destiny adders such as [[Captain Han Solo]], [[Life Debt]], etc). However, 'draws if unable to otherwise' still works without 6 ability.<ref name="scomp">https://scomp.starwarsccg.org/?s=Kessel</ref>
Best Combo: Kessel, Corellian Corvette, Corellian Corvette, Corellian Corvette. You NEED to defend this location, or it loses it's effectiveness.
 
Source: [https://web.archive.org/web/20020611184117/http://www.decipher.com/starwars/cardlists/premiere/light/small/kessel.html Kessel strategy] at Decipher.com (archive)
|rulings=* (Light side text) Passengers do not count toward the 6 ability requirement. If the requirement is not met, Light does not get any battle destiny draws (even if they have multiple battle destiny adders such as Captain Han Solo, Life Debt, etc). However, 'draws if unable to otherwise' still works without 6 ability.
 
''From [https://scomp.starwarsccg.org/?s=Kessel Scomp Link Access] ([https://github.com/swccgpc/swccg-scomp swccg-scomp] / [https://github.com/swccgpc/swccg-card-json card JSON]). Players Committee card database, not Decipher printed text.''
|hatnote=For the Light Side card, see [[Kessel]].
|hatnote=For the Light Side card, see [[Kessel]].
|pulled_by=* [[Commander Merrejk]]
* [[Kuat Drive Yards (V)]]
* [[Moment Of Triumph (V)]]
|counterpart=* [[Kessel (Dark){{!}}Kessel]]
|underlying_card_for=* [[Lothal]]
|has_refs=1
}}
}}

Latest revision as of 07:23, 22 September 2026

Info
TitleKessel
SideDark
TypeLocationSystem
SetPremiere Limited
RarityU2
UniquenessUnique
Destiny0
Deploy0
Dark Side IconsDark Force ×2 Planet
Light Side IconsLight Force Planet
card_uid1_288
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere
For the Light Side card, see Kessel.

Kessel is a Dark Location (System) from Premiere Limited.

Card Text

Light Side: Total ability of 6 or more required for you to draw battle destiny here.

Dark Side: Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. If you control, Kessel Run is canceled.

Lore

Strategy

Light side: If you control, force drain +1

Dark side: If you control, Kessel Run is canceled.

The lightside version of Kessel can cause a change of plans by the Imperial player if they were ignoring your space armada. A force drain of three per turn is pretty dramatic.

This card can be difficult to play effectively. If played early it can provide the dark player with much needed force, which is a definite negative. NEVER give your opponent what they need. They just might be waiting to deploy the Devastator and a handful of ties. On the other hand, if you wait too long to play this location, you don't reap the rewards of the force drain. Sometimes, the best strategy could be to wait for the imperial to either play or lose their copy of Kessel (which is pretty common in most dark decks), and then play your own.

Kessel can also be used to effectively draw the opponent into a battle, especially if you're waiting to spring a trap using wonderful cards such as full throttle, out of nowhere, etc etc.

The light version of Kessel is one of the reasons so many Dark players play with their version. But when they beleive you don't have it in your hand they will play their version, which is the time to put down yours. The -1 deploy of the dark version of Kessel for their Tie's is nice to get rid of.

Also Kessel Run is a fun, even if it's not the best, way to retreive lost force. And you can't be SURE that your opponent will be playing with Kessel.

Negative side: Giving force to your opponent is always bad, the more they draw, the more they can put down. Also the fact that it only gives the light player one force per turn, and it doesn't give the battle advantages which Tatooine and Yavin 4 give.

Best Combo: Kessel, Corellian Corvette, Corellian Corvette, Corellian Corvette. You NEED to defend this location, or it loses it's effectiveness.[1]

Rulings

  • (Light side text) Passengers do not count toward the 6 ability requirement. If the requirement is not met, Light does not get any battle destiny draws (even if they have multiple battle destiny adders such as Captain Han Solo, Life Debt, etc). However, 'draws if unable to otherwise' still works without 6 ability.[2]

Pulled by

Counterpart

Underlying card for

See Also

Sources

References