Death Star II Dark Side Starter Deck
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| Death Star II Dark Side Starter Deck | |
|---|---|
| Game | Star Wars CCG |
| Publisher | Decipher |
| Country | USA |
| Date | 19 July 2000 |
| Language | English |
| Cards | 60 |
| Card Size | 63x88mm |
Death Star II Dark Side Starter Deck is a 60-card preconstructed Dark deck published by Decipher on 19 July 2000 with Death Star II. MSRP was $10.95. The exclusive rare Admiral Piett is packed only in this deck, not in Death Star II boosters. The Light product is Death Star II Light Side Starter Deck. The 60 mixes Death Star II cards and reprints from earlier sets with a 2000 copyright. A display box held 12 decks, 6 per side.[1]
Packaging
Death Star II Dark Side Starter Deck |
Rule book |
Card list
60 predetermined cards.
Character
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Admiral Piett | Character | XR | 1 | 1 | Death Star II | Deploys -2 to Executor. Adds 2 to power of anything he pilots (3 if a Star Destroyer). Your capital starships deploy -1 to same system. Once per game, you may take one Admiral's Order or any commander into hand from Reserve Deck; reshuffle. | |
| Captain Jonus | Character | U | 3 | 1 | Death Star II | Deploys -2 aboard Scimitar 2. Adds 2 to power of anything he pilots. When forfeited from a TIE/sa he is piloting, also satisfies all remaining attrition and battle damage against you. | |
| Corporal Drazin | Character | U | 3 | 1 | Endor | Once during each of your control phases, may take one Special Delivery into hand from Reserve Deck; reshuffle. Special Delivery is immune to Alter. When Drazin completes Special Delivery, you may take two additional cards into hand. | |
| DS-181-3 | Character | U | 3 | 1 | Death Star II | Adds 2 to power of anything he pilots. When piloting Saber 3, draws one battle destiny if not able to otherwise. Opponent may not 'react' to same system or sector. | |
| DS-181-4 | Character | U | 4 | 1 | Death Star II | Adds 3 to power of any TIE he pilots. Once during each of your deploy phases, you may take one unique (•) TIE Interceptor into hand from Reserve Deck; reshuffle. | |
| Elite Squadron Stormtrooper | Character | C | 3 | 3 | Endor | Power +2 while armed with a blaster. When using a blaster, subtracts 1 from Force required to fire it. Adds 2 to forfeit of each stormtrooper of ability < 2 at same site. | |
| Lieutenant Arnet | Character | U | 2 | 1 | Endor | Deploys free aboard Blizzard Scout 1. Adds 2 to power of any combat vehicle he pilots (or 3 if an AT-ST). When piloting Tempest Scout 1, draws one battle destiny if not able to otherwise. Opponent may not 'react' to or from same site. | |
| Lieutenant Grond | Character | U | 2 | 1 | Endor | Adds 2 to power of anything he pilots or any swoop he drives. When in battle at an exterior site, adds 2 to attrition against opponent for each of your biker scout/trooper (non-biker scout) pairs present. | |
| Lieutenant Hebsly | Character | U | 3 | 1 | Death Star II | Adds 2 to power of anything he pilots. When piloting Scythe 3, once per turn may subtract 1 from maneuver of one opponent's starfighter at same location for remainder of turn. | |
| Reserve Pilot | Character | U1 | 3 | 1 | A New Hope | 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. | |
| Sergeant Tarl | Character | U | 3 | 1 | Endor | While Tarl is the trooper targeted by Spice Mines of Kessel, that Utinni Effect is immune to Alter and Tarl adds 4 to Force retrieved when completed. Subtracts 3 from Force opponent retrieves with Noble Sacrifice. |
Effect
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Battle Order | Effect | U | 5 | 1 | Endor | Deploy on table. You may initiate battles for free. Also (unless Battle Plan on table), for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.) | |
| Combat Response | Effect | C | 5 | 1 | Death Star II | Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to takes its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.) | |
| Inconsequential Losses | Effect | C | 5 | 1 | Death Star II | Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.) |
Interrupt
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Combat Readiness | Interrupt | C | 5 | 1 | Endor | USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two <> sites) related to your starting location. Place Interrupt in Reserve Deck. | |
| Dark Maneuvers | Interrupt | C2 | 6 | 2 | Premiere | Add 2 to maneuver and 1 to power of any starfighter for the remainder of this turn. If it has hyperdrive, also add 2 to hyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.) | |
| Flawless Marksmanship | Interrupt | C | 3 | 1 | Special Edition | Add X to one starship weapon or tractor beam destiny (before destiny is drawn) when targeting opponent's starship. USED: X = 2. LOST: X = 4. | |
| Ghhhk | Interrupt | C2 | 1 | 1 | A New Hope | During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. | |
| Imperial Reinforcements | Interrupt | C1 | 4 | 1 | Premiere | 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. | |
| Monnok | Interrupt | C2 | 2 | 2 | A New Hope | 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. | |
| Prepared Defenses | Interrupt | C | 3 | 1 | Death Star II | USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile. |
Location
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Endor | Location | U | 0 | 1 | Endor | Light Side: If you have no Ewoks on Endor, Force drain -1 here. To move or deploy your starship to here requires +1 Force. Dark Side: If you control, for each of your starships here, your total power is +1 in battles at Endor site. Light: If you have no Ewoks on Endor, Force drain -1 here. To move or deploy your starship to here requires +1 Force. | |
| Endor: Ancient Forest | Location | U | 0 | 1 | Endor | Light Side: Dark Side: Your aliens are deploy -1 here (or -2 if Yuzzum). If your Yuzzum present, Force drain +1 here. Light: | |
| Endor: Back Door | Location | U | 0 | 1 | Endor | Light Side: If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). Dark Side: During your move phase, you may move from Back Door to Bunker (or vice versa). Light: If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). | |
| Endor: Great Forest | Location | C | 0 | 1 | Endor | Light Side: Your character movement from here (except for Ewok and scouts) requires +1 landspeed. Dark Side: Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed. Light: Your character movement from here (except for Ewok and scouts) requires +1 landspeed. | |
| Endor: Landing Platform (Docking Bay) | Location | C | 0 | 1 | Endor | Light Side: Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force. Dark Side: Your docking bay transit from here requires 1 Force (free if your Imperial present). Light: Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force. | |
| Kessel | Location | U2 | 0 | 1 | Premiere | 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. Light: Total ability of 6 or more required for you to draw battle destiny here. | |
| Mon Calamari | Location | C | 0 | 1 | Death Star II | Light Side: Force Drain -1 here. If you occupy with a Star Cruiser, opponent's Star Destroyers deploy +2 here. Dark Side: If you occupy with a Star Destroyer, opponent's Star Cruisers are deploy +2 (and may not deploy here). Light: Force Drain -1 here. If you occupy with a Star Cruiser, opponent's Star Destroyers deploy +2 here. | |
| Sullust | Location | C | 0 | 1 | Death Star II | Light Side: Immune to Revolution. Dark Side: If you control when Haven is canceled, opponent loses 8 Force. Light: Immune to Revolution. |
Starship
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Black 3 | Starship | U1 | 3 | 1 | Premiere | May add 1 pilot. | |
| Saber 3 | Starship | U | 3 | 1 | Death Star II | May add 1 pilot. Cannons are deploy -2 aboard. Immune to attrition < 3 when DS-181-3 piloting. | |
| Saber 4 | Starship | U | 3 | 1 | Death Star II | May deploy with a pilot as a 'react' to a battle where you have a TIE (for free if TIE is in Saber Squadron). May add 1 pilot. Immune to attrition < 4 when DS-181-4 piloting. | |
| Scimitar 2 | Starship | U | 2 | 1 | Death Star II | May add 1 pilot. Power +3 during a Bombing Run battle. Once per game, you may deploy one Proton Bombs from Reserve Deck on this starfighter; reshuffle. | |
| Scythe 3 | Starship | U | 4 | 1 | Death Star II | May add 1 pilot. Hebsly deploys -2 aboard. Once during each of your move phases, may fire one starship weapon aboard ('hit' targets are lost). Immune to attrition < 4 when Hebsly piloting. | |
| Scythe Squadron TIE | Starship | C | 4 | 2 | Death Star II | Deploy -2 to Death Star II or Endor. Permanent pilot provides ability of 2 add adds 1 to power and maneuver. | |
| TIE Defender Mark I | Starship | F | 3 | 3 | Special Edition | May deploy as a `react'. Permanent pilot provides ability of 1. Any starship cannon may deploy aboard. Power - 2 while opponent has a starfighter present with higher maneuver. | |
| TIE Interceptor | Starship | C | 2 | 3 | Death Star II | Permanent pilot provides ability of 1. Power +1 when present with an X-wing. During each battle, may fire one starship weapon aboard twice. | |
| Victory-Class Star Destroyer | Starship | U1 | 2 | 3 | A New Hope | May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites. |
Vehicle
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Tempest 1 | Vehicle | R | 1 | 1 | Endor | May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 2. Each of its weapon destiny draws is +1. | |
| Tempest Scout | Vehicle | U | 3 | 2 | Endor | May add 1 pilot or passenger. May move as a 'react' for 1 additional Force. Permanent pilot provides ability of 1. Your Elite Squadron stormtroopers are deploy -1 to same site. | |
| Tempest Scout 3 | Vehicle | R | 3 | 1 | Endor | May deploy or move as a 'react' to a forest or Endor site. May add 1 pilot or passenger. Permanent pilot provides ability of 2. |
Weapon
| Image | Card | Type | Rarity | Destiny | Qty | Original expansion | Game text |
|---|---|---|---|---|---|---|---|
| Blaster Rifle | Weapon | C2 | 3 | 2 | Premiere | 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. | |
| Concussion Missiles | Weapon | C | 4 | 1 | Death Star II | Use 1 Force to deploy on your bomber, TIE Defender, freighter or transport. May target a starship for free. Draw destiny. Add 1 when targeting a starfighter or squadron. Target hit if total destiny > defense value. | |
| Enhanced TIE Laser Cannon | Weapon | C2 | 5 | 1 | A New Hope | 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 total destiny > defense value. | |
| Intruder Missile | Weapon | F | 7 | 2 | Special Edition | Deploy on your TIE Bomber, TIE Defender or freighter. May target a capital starship for free. Draw destiny. Add 3 if that capital starship was targeted by another weapon this turn. Target hit if total destiny > defense value. After firing, place Missile in Used Pile. | |
| SFS L-s7.2 TIE Cannon | Weapon | C | 5 | 1 | Death Star II | Use 2 Force to deploy on any TIE (for free if a TIE/ln). May target a starship using 1 Force. Draw Destiny. Target hit if destiny > defense value. |
See also
References
- ↑ SWCCG Collecting Encyclopedia 3.2 Preserved copy: Internet Archive