Kessel (Dark)
| Title | Kessel |
|---|---|
| Side | Dark |
| Type | Location — System |
| Set | Premiere Limited |
| Rarity | U2 |
| Uniqueness | Unique |
| Destiny | 0 |
| Deploy | 0 |
| Dark Side Icons | Dark Force ×2 Planet |
| Light Side Icons | Light Force Planet |
| card_uid | 1_288 |
| Version | printed |
| Printings | Premiere Limited (1995, black border) — this page Premiere Unlimited (1995/96, white border) — same art and text Japanese Takara Premiere |
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
Decipher card strategy (starred on the Premiere Light card list).
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.
Source: 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 Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.
See Also
Sources
- Premiere Dark Side card list at Decipher.com (archive, 11 June 2002)
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Dark Location: Kessel, Premiere, U2