Star Wars: CCG Official Rules 1/1/96
David W. Carroll, dwcar@netcom.com, http://www.citsoft.com/cards/sw/
STAR WARS(tm): CUSTOMIZABLE CARD GAME(tm)
"The Force is what gives the Jedi his power. It is an energy field created
by all living things. It surrounds us and penetrates us. It binds the
galaxy together."
-- Ben Kenobi, Star Wars: A New Hope
"For my ally is the Force. And a powerful ally it is. Life creates it,
makes it grow. Its energy surrounds us and binds us."
-- Yoda, The Empire Strikes Back
THE BASICS
If you loved Star Wars(tm) when you saw it on the big screen, you won't be
disappointed as the adventure moves from a galaxy far, far away into your
own backyard. With the Star Wars(tm): Customizable Card Game(tm) (SW:CCG),
players battle to control the dual forces of Light and Dark. Opponents use
their skill and cunning to manipulate the Force by selecting the
locations, characters, starships, weapons and other cards that will test
the limits of their talent and luck.
How does it work? It's easy. One player is the Light Side, the other is
the Dark Side. Each player uses only the cards that correspond to their
side of the Force when customizing their deck. A deck represents the
amount of Life Force available to the player during the course of the
game. The elegant design of the game means the cards become a natural
scorekeeper; no tokens or counters are necessary. The object? Be the first
player to deplete your opponent's Life Force (when he has no cards left in
his deck) and you win. Okay, maybe it's a little more complicated than
this description. But with minimal effort, you'll master the basics faster
than a Jedi Knight.
In most collectable card games, players select from the exact same pool of
cards when building their decks. In the SW:CCG, there are distinct
differences between Light Side and Dark Side cards. Designed to be in
'dynamic equilibrium,' the cards are relatively equal in strength but
differ dramatically in composition. The Dark Side, represented by the
Galactic Empire, is the side of the Force that tends to be more
technically advanced, better equipped and the stronger aggressor.
With its rugged appearance, the Rebel Alliance has some surprising
advantages. Using the power of the Force, they enhance their defensive
capabilities, maximize their resourcefulness and achieve a sense of honor
that sets them apart from their glossier counterparts.
The highly visual cards create a unique panorama as the game proceeds.
Battles and encounters all take place at 'locations' drawn from the Star
Wars universe. If you're an avid fan, you will discover that many
interesting new facts have been added to the game. Decipher Inc. and
Lucasfilm Ltd. have incorporated information about background characters
and other details not explicitly named in the films. For example, strange
aliens only briefly glimpsed in the shadows of the Cantina now have names
and biographies approved as official lore by Lucasfilm Ltd. So, read on.
Prepare to journey into a whole new adventure where the Force is with you!
THE FORCE
Like an energy field, the Force can be manipulated. Both sides of the
Force are a part of the natural order, life-affirming and destructive.
Since the game revolves around players offensively and defensively
manipulating their Life Force, understanding how the Force is represented
and used is extremely important. Each card represents one unit of Life
Force in the game. During play, your Force cards circulate through your
piles as shown in the diagram above.
THE FLOW OF THE FORCE
Your Life Force -- The Reserve Deck, Force Pile and Used Pile make up your
Life Force. If these three piles are totally depleted, you lose! Cards in
your hand, in play 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 customize to play the game becomes
your Reserve Deck and represents the total Force available to you
throughout the game. After one location is placed on the table, this deck
is placed face down on the table and 8 cards are drawn from the top to
form your 'hand.'
Force Pile -- The first thing you do during each 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 that is available to you during that
turn. Any or all Force cards can be used during your turn, drawn into your
hand at the end of your turn or left to accumulate for future use.
Used Pile -- Deploying a card to the table usually requires an expenditure
of Force; cards from your Force Pile are moved face down to your Used Pile
to represent this expenditure. As the name implies, this temporary pile
holds cards used during your turn. Sometimes cards are placed here from
the table or in other ways.
Lost Pile -- This is a pile off to the side of the table where 'lost'
cards are placed face up. Usually cards are discarded to the Lost Pile as
the result of 'battle damage' or when an opponent plays a card that causes
you to lose Force.
These cards are generally not available for use, but can sometimes be
brought back into play by certain cards. For this reason, a character
forfeited from battle is said to be 'lost' rather than 'killed.'
Re-circulating -- At the end of each 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. Re-circulate your cards as you announce your turn is
over. If you forget, your opponent can insist that you re-circulate. There
are also ways he can use it to his advantage if you forget.
Losing Force -- When you are required to lose Force, you must discard your
cards face up to your Lost Pile. Cards can be lost from your hand or from
the top of your Reserve Deck, Force Pile, or Used Pile.
Before the rules are outlined, the following information will give you a
detailed understanding of the cards. If you come across any terms you do
not understand, a glossary has been included in the back of this booklet
for easy reference.
THE CARDS
CUSTOMIZING A DECK
The adventure begins with 324 cards in the SW:CCG universe. That number
will increase with the addition of new expansion sets. Decipher Inc. and
Lucasfilm Ltd, are committed to bringing fans additional cards to keep the
game exciting.
The ability to customize your deck and plan a game strategy is what makes
collectable card games so challenging. The SW:CCG rules require that each
player customize a deck of 60 cards. You can play with fewer cards, but
it's critical that both players have the same number of cards in their
deck because each card represents one unit of Life Force.
Starter decks and expansion packs contain both Light Side and Dark Side
cards. You can play with the randomly assorted cards contained in your
starter pack, or add expansion packs to give you a wider selection of
cards from which to choose. You have complete control over the cards you
use and the strategies you employ.
The only things you can't control are luck ('destiny') and your opponent's
plan of action. Consider both offensive and defensive strategies as you
design your decks.
You can include any variety of card categories in your deck, although you
will normally want to have locations, characters and a generous mixture of
the other cards. As you expand your collection by trading and buying
additional cards, you will become more creative in customizing your decks.
Interesting strategies (and a few rare cards) can increase your chances of
winning!
CARD FEATURES
Card icons and background colors
Characters
Light Side (Rebels, Aliens, Droids) - White
Dark Side (Imperials, Aliens, Droids) - Black
Starships - Blue
Vehicles - Blue
Weapons - Green
Devices - Green
Effects - Red
Interrupts - Red
Various Other Icons
Rebel Pilot
Imperial Pilot
Warrior
Astromech/Nav Comp
Scomp Link
Planet
Space
Mobile
Interior
Exterior
Rebel Force Icon
Imperial Force Icon
LOCATION CARDS
There are two main types of locations: site and system. Location cards are
placed on the table in a horizontal line between the two players. Site
locations on the same system are played next to each other to form a group
and normally are not broken apart. Site locations from different systems
are separated by a gap. The cards are oriented so 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. Since locations have no
deploy cost, they can be played on the table during your Deploy Phase with
no expenditure of Force.
Site Locations (horizontally oriented) -- Specific places within a system
where characters and vehicles are played. There are exterior sites and
interior sites. When a new site is brought into play, it must be placed to
the right or left of any previously played site of that system.
System Locations (vertically oriented) -- These are planet, space or
mobile cards played on either side of the end of a row of 'related' site
locations (if already in play). Otherwise a system is played alone. A
system card is related to all sites in the same system (e.g., the Tatooine
system is related to all Tatooine sites). Having a system card and related
sites in play together can yield added benefits.
Adjacent Site Locations -- Some cards refer to adjacent sites (systems
cannot be adjacent). These are sites at the same system that have been
played next to each other and are therefore linked. New sites can only be
played next to the outer cards and cannot be inserted between sites in
play. During movement, characters and vehicles move from site to adjacent
site like a sequence of connected spaces on a game board.
Converting Locations -- There are Dark and Light versions of many
locations. (Be aware, the game text and Force icons will vary!) Only one
of each location may be in play at a time. A location in play can be
converted by placing the opposing version on top. It is not uncommon for a
location to change back and forth (Light to Dark, Dark to Light) several
times during a game. When customizing your deck, you must decide whether
to include one or more of each location. The special game text or number
of Force icons may make a card vital to your strategy. You never know when
your opponent will play a version of the same location on top of yours;
you may want to have another card to restore the location to your benefit.
Note: The concept of 'presence' is critical to determining who controls a
location for Force drain and whether or not deployment and battling can
take place. It is possible to have certain cards played at a location and
still not have legitimate 'presence' there. A player has 'presence' if he
has ability of 1 or higher at that location. Ability is found on character
cards and on starships with permanent pilots. Most vehicles and droids,
when played alone at a site, do not qualify as 'presence' because they
have no inherent ability.
LOCATION CARD -- Site
A FEW DETAILSÉ
FORCE ICONS -- Sites can have a number of lightsaber icons on each side
(usually 0 to 3). The Light Side has blue icons and the Dark Side has red.
This indicates the amount of Force generated for each side at that site.
ADDITIONAL ICONS -- These areas indicate characteristics of the site such
as whether it is interior; exterior; related to a planet, space or mobile
system; or equipped with a Scomp link (a computer access connection
referenced by other cards).
GAME TEXT AREAS -- This describes details specific to the card's function.
(Note: All docking bays are special sites which allow for easy movement of
characters and vehicles from system to system. This is accomplished by
"docking bay transit" which is explained later in this rule booklet.)
LOCATION CARD -- SYSTEM
A FEW DETAILSÉ
FORCE ICONS -- Systems can have a number of lightsaber icons on each side
(usually 0 to 3). The Light Side has blue icons and the Dark Side has red.
This indicates the amount of Force generated for each side at that system.
ADDITIONAL ICONS -- These areas indicate characteristics of the system
such as planet, space or mobile.
PARSEC NUMBER -- This number, which ranges from 1 to 9, is used to
calculate the hyper-route distance between different systems.
Character CARDS (Rebels, Imperials, aliens and droids)
Characters are the stars of the game. Their movement and interactions
create the story that becomes the basis of your adventure.
A FEW DETAILSÉ
DESTINY NUMBER -- Used in gameplay to represent the element of fate or
chance involved in actions.
LORE -- Information related to the Star Wars universe. Terms marked in
boldface type indicate relevance to gameplay (e.g., spy).
POWER -- An attribute that represents overall strength.
ABILITY -- This number ranges from 0 to 7 and represents a character's
ability to use the Force.
FORCE SENSITIVITY-- Characters with high ability values have a measure of
sensitivity to the Force which is referenced on other cards.
ADDITIONAL ICONS -- These icons indicate skills for characters, such as
warrior and pilot, which affect gameplay in various ways.
DEPLOY COST -- Expenditure from Force Pile required to deploy a card. You
can deploy cards where you have 'presence' (ability of 1 or higher) or
where you have one or more Force icons present.
FORFEIT VALUE -- Number representing the amount of battle damage that may
be absorbed by 'sacrificing' this card to the Lost Pile.
GAME TEXT -- Special powers and game information are described here.
VEHICLE CARDS
Vehicles move between sites carrying passengers. A vehicle must have
'presence' aboard in order to move. A vehicle's power may be used in
battles at exterior sites.
A FEW DETAILSÉ
VEHICLE TYPE -- There are currently two types: transport and creature.
POWER -- Vehicles can be used in battles; however, vehicles at interior
sites are considered 'parked' outside and cannot participate in battle or
forfeiture.
ARMOR or MANEUVER -- These are measures of a vehicle's resistance to
attack and are generally used to calculate damage by weapons.
LANDSPEED -- The landspeed number indicates how far a vehicle can travel
along adjacent sites in one turn. Vehicles can move and transport
characters from site to site.
STARSHIP CARDS
Starships can only be deployed at system locations. Characters use
starships to travel and battle throughout the galaxy.
A FEW DETAILSÉ
STARSHIP CLASS -- There are two classes: starfighter and capital.
POWER -- A starship's power can be enhanced by pilots but not by
passengers.
ARMOR or MANEUVER -- These are measures of a starship's resistance to
attack and are generally used to calculate damage by weapons. Capital
starships have armor; starfighters have maneuverability.
HYPERSPEED -- The hyperspeed number indicates the maximum distance (in
parsecs) a starship can move in one turn.
SCOMP LINK -- An icon indicating a computer connection used mainly by
droids (also found on some location cards). Referenced by other cards.
ADDITIONAL ICONS -- These icons represent enhancements to starships such
as 'permanent' pilots and astromech-nav computers.
DEPLOY COST -- Starships are deployed to system locations. You can deploy
a character (pilot or passenger), weapon, vehicle or device onto a
starship if it is capable of carrying them.
FORFEIT VALUE -- Starships and their pilots can be forfeited; however,
passengers and vehicles aboard cannot.
GAME TEXT -- Special capabilities such as pilot and passenger capacity are
listed here. Some starships can carry more than one pilot, plus a number
of passengers, vehicles and other equipment. Starships with a 'permanent'
pilot aboard have ability as listed on the cards.
INTERRUPT CARDS
An interrupt is a special card that generally has a temporary impact on
the game. Like a plot twist in a story, it is a surprise that can occur at
any time, even during an opponent's turn. To play one, say, "Interrupt!"
and bring out the card. An expenditure of Force is often required. To play
it during your opponent's turn, you will need to have left the necessary
number of Force cards in your Force Pile.
Interrupts always have priority over other cards. After use, 'used'
interrupts go face down on the top of the Used Pile to re-circulate;
'lost' interrupts are placed face up on top of the Lost Pile and are out
of the game (unless 'retrieved').
If several interrupts are played, they are handled in the order in which
they were played. An exception occurs when you play an interrupt that
cancels or affects
the previous interrupt. In this instance, you get an opportunity to cancel
the previous card and, if successful, the earlier interrupt is immediately
discarded to its owner's Lost Pile. Any Force your opponent expended to
play his interrupt (which you subsequently canceled) remains in his Used
Pile. After you play an interrupt, place it on the appropriate pile.
A FEW DETAILSÉ
DESTINY NUMBER -- The 'destiny' numbers on interrupts are generally high.
Keep this in mind when customizing your decks.
INTERRUPT TYPE -- There are two types: used and lost.
GAME TEXT -- The nature of the interrupt and the amount of Force required
to play it are listed here.
EFFECT CARDS
Effects modify certain cards or aspects of the game. They are played
during the
Deploy Phase of your turn on characters, starships, locations etc. or on
the table. An effect generally applies only to the side of the table where
it is played. 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.
UTINNI EFFECTS are a special type of effect that you can play to hinder
your opponent or help yourself. They are usually played on one location to
cause a specific character to move to that location in order to cancel a
negative effect or benefit from a positive effect. If the target of an
Utinni effect is lost, the Utinni effect is lost at the same time.
A FEW DETAILSÉ
DESTINY NUMBER -- The 'destiny' numbers on effects are generally high.
Keep this in mind when customizing your decks.
EFFECT TYPE -- There are two types: effect and Utinni effect.
WEAPON CARDS
A character with a warrior icon can carry one character weapon.
Starfighters can carry one starship weapon and capital starships can carry
any number of starship weapons. Automated weapons move on their own as
defined on the cards. A vehicle can only transport a weapon if the game
text permits or the weapon is being carried by a character. During the
Deploy Phase, weapons can be transferred (re-deployed) between characters
at the same location for an expenditure of Force equal to the weapon's
deploy cost.
A FEW DETAILSÉ
WEAPON TYPE -- There are three types: character, starship and automated.
GAME TEXT -- A weapon's deploy cost and amount of Force required to use it
are listed here. Most weapons require an expenditure of Force each time
they are fired.
DEVICE CARDS
Characters and starfighters can carry one device and capital starships can
carry any number. A vehicle can only transport a device if its game text
permits or the device is being carried by a character. Devices can be
transferred (re-deployed) between characters at the same location for an
expenditure of Force equal to the device's deploy cost.
A FEW DETAILSÉ
GAME TEXT -- A device's deploy cost and amount of Force required to use it
are listed here. Most devices require an expenditure of Force each time
they are used.
THE RULES
As with any collectable card game, the depth and complexity of this game
require intricate rules. At some point, you will probably want to play
competitively with friends or in tournament play. You will need to know
the cards and rules well in order to use this knowledge to your strategic
advantage.
We have tried to be as comprehensive and detailed as space allows in
outlining the rules of the game. Many cards have special powers that
create exceptions to the rules. In this case, the card's game text takes
precedence. In addition, situations not anticipated or addressed in the
rules may arise. If you have a question that is not covered here, simply
use common sense or agree to a ruling between the players. You can also
contact Decipher if you have rules questions.
CUSTOMIZE YOUR DECK
Before playing, customize a deck that consists of all Light Side or all
Dark Side cards. A 60-card deck is standard, but you can play with fewer
if necessary. You need an opponent who has a deck with exactly the same
number of cards from the opposite side of the Force. Games must be Light
Side versus Dark Side.
SELECT STARTING LOCATIONS
At the beginning, each side plays one location card to the table. Both
players reveal their starting locations at the same time. If players
choose the exact same location, they set them aside temporarily and choose
again. Once two different starting locations have been selected, any
locations set aside are added back into the decks.
SHUFFLE REMAINING CARDS
Shuffle the remaining 59 cards and place your Reserve Deck face down.
DRAW 8 CARDS
Each player draws 8 cards from the top of their Reserve Decks to make a
hand.
Dark Side goes first
Sometimes it pays to be the bad guy.
TAKING TURNS
Each turn has six phases.
Activate -- Control -- Deploy -- Battle -- Move -- Draw
Phase One: Activate
The first thing you do is count the Force icons on your side of each
location. 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 diagram on page 3). Do not look at the cards or put them into
your hand.
Phase Two: Control
When you control a location, you have an advantage. To control a location,
you must have 'presence' there (ability of 1 or higher) when your opponent
does not. If you desire, you may drain Life Force from your opponent at
each location you control. You may drain an amount equal to the number of
Force icons on your opponent's side of the location. This is called a
'Force drain.'
If Rebels control a location, the Force in that area is drained of the
Dark Side's energy, and vice versa. Since locations generate Force, having
many locations on the table increases the amount of Force you can activate
each turn. Controlling a substantial number of locations means that you
can drain Force from your opponent at each one, but you are weaker and
more vulnerable to attack when your forces are spread thinly.
Concentrating your forces in one place makes you stronger in those areas,
but susceptible to Force drains at others. "The more you tighten your
grip, the more star systems will slip through your fingers."
Some locations and weapons mandate that a bonus be added to a Force drain.
This bonus is added to the total number of Force icons (but only for the
purpose of force draining). If an opponent's Force icons are canceled due
to an interrupt or effect card, or your opponent has no Force icon, you
can't drain Force from that location. Once both players have a 'presence,'
neither controls the location unless one player loses their 'presence.'
When Force is drained from your opponent, he places the appropriate number
of cards (face up) on his Lost Pile. During the Control Phase, announce
each Force drain you wish to attempt, one at a time. At each point, your
opponent has the option to 'react.' (See explanation of 'react' below.) If
he does not, then he must suffer the Force drain as described above.
Note: Force icons are a double-edged sword. The more Force icons on your
side of a location, the more Force you can activate at the start of your
turn. But if your opponent gains control of that location, you lose more
Force there as well.
Phase Three: Deploy
You can deploy where you have a 'presence' or a Force icon on your side of
a location. Card deployment 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 the table. You will find the
deploy cost of effect, weapon or device cards in the game text. If a card
does not list a deploy cost, you can deploy it for free. (Spies can deploy
where there are no Force icons or 'presence.')
Phase Four: Battle
Battles are fought one at a time, and can powerfully deplete the
opponent's Force.
Announce a Battle
Battles can only occur at locations where both you and your opponent have
a 'presence.' Select the location where you want to initiate a battle. You
can battle more than once during a turn, but not twice at the same
location.
Use Force to Initiate Battle
You must use 1 Force to initiate each battle.
Your Opponent May 'React'
Your opponent can respond to a battle declaration by saying, "React!" (a
game function similar to an interrupt) and moving or deploying specific
cards to that location (cards will list details of how and when a 'react'
can occur). If your opponent reacts, he must have the appropriate amount
of Force to move or deploy cards. If he did not leave enough cards in his
Force Pile, he cannot 'react.'
Fire Weapons
For each weapon, you may fire at one target at the same location. Weapons
are fired one at a time. The player who initiates battle fires weapons
first; then the opponent returns fire. Expend any Force required to fire,
and draw the required 'destiny' card(s) to see if you successfully 'hit'
your target.
Each weapon has its own way of working, which is specified on the card. In
order to hit your target, the "weapon destiny" drawn (as specified on the
weapon) must generally exceed the target's ability (for a character),
armor (for a capital starship or armored vehicle) or maneuver (for a
starfighter or vehicle).
Drawing 'destiny:' Most cards have a 'destiny' number in the top right
corner. This number represents the element of fate or chance involved in
actions. When a player is required to draw 'destiny,' he must take the top
card from his Reserve Deck, turn it over to read the 'destiny' number and
then place it face down on top of his Used Pile. If a card has no
'destiny' number (such as a location), its 'destiny' value is zero.
'Hit' Cards
Targets hit by a weapon are immediately turned sideways. Unless specified
on the weapon, cards that are 'hit' still participate in the battle until
its resolution. A targeted character that is 'hit' can still fire back.
(The stages of the battle are occurring simultaneously, although enacted
sequentially. Regardless of who wins the battle, 'hit' cards are forfeited
at the end by both players).
Total Players' Power
Now, total each player's power values for all cards at the battle
location. 'Hit' characters still add power, so include their value(s) as
well. (Read the game text on all cards, including the location, as this
might alter the power totals.)
Add Battle Destiny Value
Sometimes you can increase your power by drawing 'destiny.' After each
player has totaled their power value, they should check to see if they
have combined ability of 4 or higher at that location. If a player has
combined ability of 4 or higher, he may make a "battle destiny" draw.
(Note: If you have an ability value of 8, you do not get to draw 2
'destiny' cards. Also, do not add any weapon 'destiny' values that you may
have drawn during the battle to the total power value. Some cards do allow
you to add extra 'destiny' draws to your battle.) When revealed, the
'destiny' value is added to the total power value described above to
indicate the player's combined power in this battle. Since every battle
involves some degree of risk, the battle 'destiny' number is also used to
determine 'attrition,' which is a mandatory loss that may result from
battling.
Battle Resolution
Now compare the Light and Dark Side power totals. If it is not a tie, the
player with the least power must lose Force equal to the difference
between the two power totals. For example, if player A's total is 9 and
player B's total is 5, player B loses 4 Force. If it's a tie, no battle
damage occurs unless attrition comes into play (see attrition below).
Losing Force
Lost Force can be taken from your hand, from your Life Force (which
includes your Reserve Deck, Force Pile and Used Pile) or by forfeiting
(see Forfeiting below). Each card transferred to the Lost Pile counts as 1
Force. Losing a card from your hand is not always bad because you know
what you're giving up. When the Lost Force cards have been selected one by
one, place them face up on top of the Lost Pile. Both you and your
opponent are allowed to see the cards you place in your Lost Pile.
Forfeiting
When you lose Force in a battle, you can reduce the number of cards lost
by forfeiting cards that were involved in the battle. In that case, the
forfeit value of the cards is counted against your total loss. For
example, if you were required to lose 9 Force, and Luke Skywalker was
present at the battle location, you could forfeit Skywalker (forfeit value
of 7) and two other cards from your hand or Life Force. This reduces the
total number of cards lost, but sacrifices an important character in the
process. You can make multiple forfeits from the location in order to
equal or exceed the required 'battle damage.' Cards 'hit' by weapons must
be forfeited, but their forfeit values still count against your total loss
for 'battle damage.'
Attrition
Attrition represents the danger inherent in conflict, the chance of
'losing' characters, starships or vehicles regardless of who wins or loses
the battle. Attrition can be an important offensive strategy as it allows
a smaller force to attack a larger force and still inflict significant
damage. If one player involved in a battle draws 'destiny' greater than
zero, loss by attrition will occur for his opponent. If both players draw
'destiny' greater than zero, both will suffer attrition. A player's
required attrition loss is equal to his opponent's 'destiny' number.
To satisfy attrition loss, you must sacrifice card(s) with a forfeit value
equal to or greater than your opponent's 'destiny'. For example, if you
won the battle, satisfy the attrition loss by forfeiting the necessary
cards from this location. If you lost the battle, you must satisfy the
attrition loss by forfeiting the necessary cards and then make up any
difference you have yet to incur from 'battle damage.'
(Note: Attrition loss incurred by the loser of a battle is not in addition
to 'battle damage', but it can affect the way he absorbs the 'battle
damage' by forcing the forfeiture of cards.)
For example, in the battle diagram on the next page you had a total power
of 5, and drew no 'destiny.' Your opponent had a total power of 2. But,
because BoShek's ability is 4, your opponent was able to draw 'destiny.'
Assume in this case he drew a 'destiny' of 2. This makes his combined
power total 4.
Since you won the battle (5 vs. 4), your opponent would lose 1 Force.
However, his 'destiny' of 2 means that even though you won the battle,
your attrition loss is 2. You must now lose at least 2 in forfeit value
from that location. It is your choice whom you forfeit as long as you meet
the minimum requirement of 2.
Immunity To Attrition
Some cards have a special trait called immunity to attrition. For example,
if Darth Vader's card says, "Immune to attrition < 5" and your opponent's
'destiny' during a battle is less than 5, this means that Vader is not
affected by attrition loss. Other cards at this site are still vulnerable.
Let's examine how.
If your opponent draws a 'destiny' value of 4 during a battle against
Vader (Immune) and one stormtrooper (forfeit value of 2), the stormtrooper
would be forfeited due to attrition loss. The remaining forfeit value of 2
is ignored; it would not affect Vader because of his immunity to attrition
less than 5. However, if the 'destiny' drawn is 5, Vader is no longer
immune. In this instance, Vader would be forfeited and the stormtrooper
would remain.
Interruption of a Battle
If a battle is stopped due to an interrupt, all cards expended for the
battle remain in players' Used Piles.
Phase Five: Move
After all battles have been resolved, you can move your cards between
locations. As a general rule, you must expend 1 Force to move a character,
vehicle or starship from one location to another. You cannot expend
another Force to move that card again this turn. Each different category
of card has a maximum distance it can move and a maximum capacity it can
carry.
Moving Characters
Characters can move on their own or by using various methods of transport.
Characters can move by themselves, from one site to an adjacent site, by
expending 1 Force. This movement is restricted to once per turn; however,
if a character is being carried by a vehicle or starship (as in the
examples below), the character's movement capability is not used up while
the character is in transit.
Any or all of your characters at a docking bay can transfer to another
docking bay (defined as "docking bay transit") for an expenditure of Force
as listed on the card. There is no restriction on the number of times this
can occur during a turn.
Characters can 'shuttle' between any site and any starship with
ship-docking capability (up or down), at the related system by expending 1
Force. There is no restriction on the number of times this movement can
occur during a turn.
Boarding and disembarking from a vehicle is free and unrestricted. Up to
its capacity, characters can board a vehicle at the same location and all
characters, weapons and devices aboard can move with the vehicle for its
movement expenditure of 1 Force.
Moving Starships
Most starships have a hyperspeed number. A starship has to have a pilot
and an astromech or a nav computer aboard before it can move. A starship
moves from system to system, up to its hyperspeed range, for an
expenditure of 1 Force. Each system has a parsec number on the card
(representing the relative hyper-route distance from Coruscant). The
hyper-route distance from one system to another is the difference in their
parsec numbers. For example, if the parsec number for one system is 8 and
another is 2, the hyper-route distance is 6. If the parsec numbers
are the same, the distance is considered minimal (zero for gameplay). A
starship's hyper-speed is the number of parsecs it can travel in one turn.
If a starship's hyperspeed value is less than the distance between
systems, it can't get there in one turn. It must first travel to a system
within its range, stop there and then travel further on a subsequent turn.
The maximum cumulative distance a starship can travel during one turn is
equal to its hyperspeed, but it can make several stops along the way. For
example, a starship could move from one system to another, a character
could shuttle aboard (for 1 Force), and both could then move to a third
system (hyperspeed range permitting) where the character could shuttle to
a new site (for 1 Force).
A starship with "no hyperspeed" (e.g., a TIE fighter) cannot move from its
original deployment location, except when carried aboard a capital
starship as cargo.
Moving Vehicles
If it has a 'presence' aboard, a vehicle can move from site to site. A
vehicle can move across the number of adjacent sites equal to its
landspeed number, but normally this movement is restricted to once per
turn. The entire movement requires a total expenditure of 1 Force. For
example, a vehicle with a landspeed of 3 could move to one adjacent site,
stop and pick up passengers and continue moving up to two more adjacent
sites. Many vehicles have a special ability, when they have a 'presence'
aboard, to move during an opponent's turn, ('react'). If a vehicle has
been moved during a player's turn, it may still 'react' during an
opponent's turn. (Note: vehicles can also move via "docking bay transit.")
When a vehicle moves for 1 Force, no additional expenditure of Force is
required to carry its occupants (and their weapons and devices).
Characters are considered to be aboard a vehicle only when it is moving.
As soon as a vehicle stops, the characters disembark and are therefore
vulnerable to attack.
Vehicles may be shuttled aboard capital starships as cargo and transported
to other systems for an expenditure of 1 Force. While aboard a starship,
vehicles do not participate in space battles. Starfighters are too small
to carry existing vehicles, but future vehicles may permit this.
Moving Pilots
Pilots are characters and move as such. A pilot (or passenger) can shuttle
from a site to a starship at a related system. A pilot (or passenger) can
also move from one starship to another starship at the same system if at
least one has ship-docking capability and the capacity allows. Such
movement requires 1 Force.
By using 1 Force each, two pilots (or passengers) in two separate
starships can switch places simultaneously at a starship with ship-docking
capability.
Phase Six: Draw (and end your turn)
This is the final phase of a player's 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 a player's hand. You also may want
to leave some cards in the Force Pile; these can be expended to 'react' or
play interrupts during your opponent's turn. When you are through, put the
Used Pile under your Reserve Deck. Then announce to your opponent, "The
Force is with you!" to end your turn.
WINNING THE GAME AND SCORING POINTS
The first few times you play SW:CCG, it could take an hour or more to
play. When you become familiar with the structure and rules, most games
take about 30-45 minutes. Players usually like to play a two-game 'match'
playing one game with a Light Side deck and another game with a Dark Side
deck. To do this, keep score by determining the winner's margin of victory
in each game played, and combine these numbers to determine an overall
winner. For example, if Player A wins the first game with 11 Life Force
remaining, he won an 11-point victory. In the second game, Player B would
need to win by 12 or more points to win the overall match.
MORE INFORMATION
Counting Off Cards
Many times during the game you will have to "count off" cards from one
deck or pile to another. This should always be done one card at a time,
not in a group.
Reacting
The 'react' feature interrupts the game, much the same way as an interrupt
card, but only during an opponent's turn. This feature can be used during
an opponent's turn by saying, "React!" and moving or deploying specified
cards to the location involved. Many vehicles can 'react' and move to a
location immediately. Other special cards (e.g., the 'Comlink' card) will
permit deployment as a 'react.' In order to 'react,' you must have the
necessary number of cards available in your Force Pile to expend. Specific
cards will list details of how and when a 'react' can occur.
Unique and Restricted Cards
The name on certain cards will be preceded by a dot (*), indicating that
it is a unique card. Although you are free to place more than one unique
card in your deck, you cannot have more than one face up on the table at
any time during the game. If cards have two (**) or three (***) dots, the
number of identical cards that can be on the table at the same time is
restricted to the number of dots on the card. When there are no dots
preceding a card name, there are no restrictions on the number of these
cards you can have on the table. [Note: An interrupt card with one dot (*)
indicates only one interrupt of that name may be played per turn.]
Getting to the Death Star
The Death Star Mobile System location will be one of the exciting new
cards coming in the first expansion set, A New Hope. Currently, there are
a number of ways for the Light Side to get aboard the Death Star. For
example, use the Light Side version of the Death Star docking bay, play a
Death Star site with Light Side Force icons, play a "Nabrum Leids" card,
or deploy a spy on a Death Star site to create a 'presence,' allowing the
deployment of other characters.
Ship-Docking Capability
Capital starships and some starfighters have ship-docking capability
allowing other starships to transfer cargo, pilots or passengers.
Characters and vehicles can 'shuttle' (up or down) by expending 1 Force.
Vehicles
Vehicles cannot move unless they have a 'presence' aboard. Vehicles can
move between sites, but if they stop at a site with an interior icon, they
are considered to be parked outside and do not participate in any battles
at that interior site.
Capacity of starships
Starships can carry a variety of things such as pilots, passengers,
vehicles, and other cargo. Each starship has a maximum capacity which is
listed on the card. Weapons and devices carried by crew and passengers do
not participate in battle or count against the starship's capacity. Beyond
what is listed in each starship's game text, capital starships may carry
any number of starship weapons, while starfighters may carry only one
starship weapon.
Lore
This contains information related to the Star Wars universe. However, lore
also contains terms that are relevant to gameplay. These terms are
identified by the use of bold type and will be referenced by other cards.
FORCE Sensitivity OF CHARACTERS
A character's sensitivity to the Force is directly related to ability and
is referenced by other cards. Levels of Force sensitivity are as follows:
Ability Sensitivity
0 droids, inanimate objects
1-2 weak characters
3 Force-Attuned
4-5 Force-Sensitive
6 Jedi Knight
7 Jedi Master
THE EXCITING CONCLUSIONÉ
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!
FUTURE RULES
We will continue adapting the rules and expanding the game. In the future,
players will be able to 'capture' their opponent's cards ("bounty
hunting") and participate in a wider variety of adventures. Rules for
multiple players, advanced rule variations and revised rules may be
published with future expansion sets.
GLOSSARY
Ability -- an attribute of characters that represents their ability to use
the Force
Activate Force -- moving cards from the Reserve Deck to the Force Pile at
the start of your turn (one for each of your Force icons in play, plus one
for yourself)
Activate Phase -- turn sequence that comes at the beginning of the turn
before the Control Phase
Adjacent Site -- site located directly next to a neighboring site
Alien -- type of character other than Rebel, Imperial or droid (can be
Light Side or Dark Side)
Armor -- defensive number generally used on capital starships and large
vehicles as an indicator of shields against weapon fire
Astromech -- type of droid necessary for starfighters to move through
hyperspace
Astromech-Nav Computer Icon -- symbol that indicates a 'built-in'
mechanism that allows a starship to move (astromech for starfighters and
nav computer for capital starships)
Attrition -- gameplay mechanism that simulates casualties (mandatory
losses) determined by 'destiny' drawn during battle, regardless of which
player wins or loses the battle
Battle -- conflict initiated at a location where both players have
'presence' in an effort to deplete the opponent's Life Force (requires the
expenditure of 1 Force to initiate)
Battle Damage -- amount of Life Force lost as a result of a battle
Battle Destiny -- destiny drawn at end of battle for power and attrition
only (not for weapons)
Battle Phase -- turn sequence that comes between the Deploy Phase and the
Move Phase
Boldface type -- marking used in the lore section of cards to indicate
terms that are relevant to gameplay and referenced by other cards
Bounty Hunter -- character attribute referenced in boldface type in the
lore
Cancel -- act of preventing a card from having its consequences (card is
placed in the Lost Pile unless otherwise directed)
Capacity -- limit that a starship, vehicle or character can carry
(starship and vehicle capacities are defined on the cards; character
capacity is limited to one weapon and one device)
Character -- type of card that represents Rebels, Imperials, aliens and
droids
Control -- 'presence' at a location where the opponent has no 'presence'
Control Phase -- turn sequence that comes between the Activate Phase and
the Deploy Phase
Customize -- select cards from your collection to create a personalized
60-card deck
Dark Side -- dark side of the Force (represented by all cards with an
Imperial logo on the back)
Deploy -- to place a card in play on the table
Deploy Cost -- expenditure from Force Pile required to deploy a card
Deploy Phase -- turn sequence that comes between the Control Phase and the
Battle Phase
Destiny -- represents the element of fate or chance involved in actions
Device -- type of card that represents an item that can generally be
carried or used by characters, starships or vehicles
Docking Bay Transit -- during your Move Phase, transfer any or all of your
characters and vehicles from one docking bay to another docking bay (by
the symbolic use of starships for hire) for an expenditure of Force as
listed on the docking bay card
Draw Destiny -- the action of drawing the top card from the Reserve Deck
and using the 'destiny' number in a variety of ways as described in the
rules or on the cards
Draw Phase -- final turn sequence that follows the Move Phase
Droid -- type of character card that can be Light Side or Dark Side (has
ability = 0)
Effect -- type of card, played during the Deploy Phase, that modifies
certain cards or aspects of the game and generally has a lasting impact
Expansion Set -- randomly assorted 15-card pack that includes 7 Light
Side, 7 Dark Side and 1 rare card that alternates between the Light and
Dark Sides
Exterior Site -- 'outside' location identified by an exterior icon
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)
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 Drain -- an action that can occur when a location is controlled by a
player, resulting in the opponent losing Force equal to the opponent's
Force icons at that location (occurs during the Control Phase)
Force Generation -- the amount of Force you can activate each turn, as
represented by Force icons on your side of locations (occurs during the
Activate Phase)
Force Icons -- lightsabers symbols that identify the amount of Force
Generation and Force Drain possible at that location (indicates you can
deploy at that location)
Force Pile -- pile from which Force cards are 'used' or drawn into hand
Force-Sensitive -- a 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)
Force Sensitivity -- describes a character's level of ability to use the
Force
Forfeit Value -- number representing the amount of battle damage that may
be absorbed by 'sacrificing' this card to the Lost Pile
Forfeiting Cards -- a substitute for battle damage (a card at a battle
site is 'sacrificed' to the Lost Pile for its forfeit value instead of
losing an equivalent number of cards from Life Force)
Game Text -- information that contains details specific to the card's
gameplay function
Hand -- term for cards held in a player's hand (a 'hand' starts with 8
cards; thereafter there are no limits to its size)
Hit -- term for a target that has been successfully struck by a weapon
(marked by turning the target sideways until the battle is complete, at
which time the target must be forfeited)
Hyperspeed -- number of parsecs a starship can travel in one turn
Imperial -- type of character other than Rebel, alien or droid
Immunity to Attrition -- some characters are resistant to attrition as
listed on the card
Insert -- term used for the action of sliding a card into an opponent's
deck; the cards are then shuffled, cut and replaced
Interior Site -- 'inside' location identified by an interior icon
(vehicles at these sites are considered to be parked outside and do not
participate in battles)
Interrupt -- type of card played at any time (even during an opponent's
turn) that generally has a temporary impact on the game
Jedi Knight -- a level of Force sensitivity that indicates an advanced
level of Force ability (represented in the game by an ability level of 6)
Jedi Master -- a level of Force sensitivity that indicates mastery of Jedi
ability (represented in the game by an ability level of 7)
Landspeed -- number of adjacent sites a vehicle can travel in one turn
Life Force -- combination of Reserve Deck, Force Pile and Used Pile
Light Side -- light side of the Force (represented by all cards with a
Rebel Alliance logo on the back)
Location -- type of card that represents 'sites' and 'systems' (where
Force is generated and characters, starships, vehicles etc. are deployed)
Lore -- information related to the Star Wars universe (see boldface type)
Lose Force -- placing cards onto the Lost Pile
Lost Interrupt -- type of interrupt that is placed on the Lost Pile after
it is used
Lost Pile -- pile off to the side of the table where 'lost' cards are
placed face up
Maneuver -- defensive number generally used on starfighters and small
vehicles as an indicator of how well they can evade weapon fire
Maneuver or Armor -- reference to the maneuver number or armor number,
whichever occurs on the targeted card
Move Phase -- turn sequence that comes between the Battle Phase and the
Draw Phase
Nav Computer -- a navigation computer used on capital starships that
allows movement through hyperspace
Occupy -- 'presence' at a location (regardless of whether the opponent has
a 'presence' at the same location)
On Table -- all of a player's cards not currently in their Life Force,
Lost Pile, 'hand' or 'out of play'
Outnumber -- having more cards at a location than the opponent
Out of Play -- cards which are lost, but rather than going to the Lost
Pile are taken out of the game entirely
Parsec -- number on system locations symbolizing the relative hyper-route
distance between systems
Passenger -- character aboard a starship not acting as a pilot (cannot add
power to the starship during battle or use its ability while aboard)
Permanent Pilot -- "built-in" pilot aboard a starship, indicated by a
pilot icon on the starship card (if an astromech is aboard, allows
starship movement without the necessity to add a character with pilot
skills), provides ability as listed on the card
Pilot -- attribute that allows a character to control and move a starship,
add power to a starship's power and use ability while aboard (indicated by
a pilot icon on character card)
Pilot Icon -- symbol on a character card to indicate the character is a
pilot, or on a starship card to indicate a permanent pilot is aboard
Power -- an attribute of characters or starships that represents their
overall 'strength' (symbolically represents experience, training, tactical
skill, built-in weaponry etc.)
Presence -- ability of 1 or higher at a location
Present -- indicates a card is at a particular location or certain
conditions are met at a particular location
React -- game function similar to an interrupt that allows a player to
respond during an opponent's turn by saying, "React!" and moving or
deploying specified cards to a location (cards will list details of how
and when a 'react' can occur)
Rebel -- type of character other than Imperial, alien or droid
Re-circulate Force -- moving the Used Pile to the bottom of the Reserve
Deck (done by both players at the end of each player's turn)
Related Sites and Systems -- system and site cards beginning with the same
location name (added benefits may result when played together)
Reserve Deck -- the 60-card deck you customize to play the game and from
which Force cards are activated
Restricted Card -- if a card is 'restricted,' only a limited number of
identical cards can be 'on table' at the same time during the game (the
number of cards 'on table' is restricted to the number of dots ***
preceding the name on the card); however, there is no limit to the number
of these cards that can be placed in a deck
Retrieve -- card recovered from the top of the Lost Pile and then placed
face down on top of the Used Pile (unless otherwise instructed on the card)
Scomp Link Icon -- represents a computer connection referenced by other
cards
Ship-Docking Capability -- feature of some starships that allows shuttling
or transfer of characters and vehicles by the symbolic 'docking' with
other starships (unrelated to docking bays)
Shuttle -- movement of characters and vehicles from any site to any
starship with ship-docking capability, and vice versa, at the related
system by expending 1 Force per card
Site -- type of planet, mobile or space location where characters and
other cards can move or be deployed (horizontally oriented location)
Spy -- character attribute that allows this character to deploy at any
site, even where a player has no 'presence' or Force icon (referenced in
boldface type on the card)
Starter Set -- randomly assorted 60-card pack that includes 30 Light Side
and 30 Dark Side cards plus a rule booklet
Starship -- type of card that represents capital starships and starfighters
Starship Movement -- starships with an astromech or nav computer aboard
can move from system to system for an expenditure of 1 Force (hyperspeed
and parsec numbers permitting)
Steal -- when one player takes a card from the other player and uses it as
his own (generally moving the card from the Light Side to the Dark Side or
vice versa)
System -- type of planet, mobile or space location where starships and
other cards can move or be deployed (vertically oriented location)
Table -- term used to describe area where all cards are in play
Target -- action of selecting and identifying a particular character,
starship, vehicle etc. for a specified purpose
Turn -- six consecutive phases of play (activate, control, deploy, battle,
move and draw) executed by one player
Unique Card -- if a card is 'unique,' you cannot have more than one 'on
table' at any one time during the game; however, multiples can be included
in your deck ('unique' cards are designated by one dot * preceding the
name on the card)
Unoccupied -- a location where neither player has 'presence'
Use --transfer of card(s) from the Force Pile to the Used Pile
representing the expenditure of Force
Used Interrupt -- type of interrupt that is placed on the Used Pile after
it is used
Used Pile -- pile where cards are placed after they are 'used'
Utinni Effect -- special type of effect generally compelling a character
to move to a specific location in order to cancel a negative condition or
initiate a positive one
Vehicle -- type of card that provides a means of transportation from site
to site
Vehicle Movement -- for the expenditure of 1 Force each, vehicles with
'presence' aboard can move between adjacent sites (landspeed permitting),
and vehicles with or without 'presence' can be shuttled aboard starships
as cargo
Warrior -- attribute that allows a character to carry and use one
character weapon (indicated by a warrior icon on the character card)
Warrior Icon -- symbol used on a character card to indicate the character
is a warrior
Weapon -- type of card used in battle to target specific opponent's
characters, starships, vehicles etc. (usually requires an expenditure of
Force each time they are fired, as listed on the cards)
Weapon Destiny -- destiny drawn for weapons only (different from battle
destiny)
CREDITS
Nothing of this magnitude could be created by one person working in
isolation. It takes a number of individuals with special skills, each
making distinct but critical contributions in a dynamic team process.
Their talent, dedication and commitment to excellence are evident in every
detail. We are grateful for their efforts. Special thanks to:
Warren Holland: for an unreasonably high standard of excellence; Dan
Burns: for once again creating the impossible against improbable odds;
Ross Campbell: for holding it all together with enormous grace under
pressure; Rollie Tesh: for creating an amazing structure, one solitary
rule at a time; Tom Braunlich: for countless details and creativity only a
true fan could provide; Richard Borg: for rogue design in an elegant
system; Jerry Darcy: for believing you have the best job in the universe;
Cindy Thornburg: for spending her vacation on the phone; Leslie Burns: for
countless hours of pulls, frame by frame; Keith Skipton: for countless
hours of design, line by line; Rob Burns: for countless hours of
enhancement, byte by byte; Germaine Clair: for hours of formatting, word
by word; Joe Boulden: for hours of retouching, stroke by stroke; Lucasfilm
Ltd.: for understanding that shared respect for a property, and mutual
respect between a licensee and licensor, yield extraordinary products;
Howard Roffman: for understanding the concept of partnership and for
believing the rebels are the good guys & giving us the chance to prove it;
Julia Russo and Stacy Mollema: for every concept, word, line, punctuation
mark and frame you efficiently reviewed and approved from the four corners
of the globe (and every ounce of encouragement along the way); Andre
Lake-Mayer: for altering your universe and creating a new alliance; Louise
Riley: for every pound, peso, lira, drachma and non-penny; Kathleen
Scanlon: for being you, helping us and making sure we feel part of
something very special; West End Games; Bill Smith: for lovingly creating
the lore that breathes life into the myth; Richard Hawran: for joining the
effort and praising the game; Tom Dusenberry: for being a blue-suited Jedi
Knight with an unwavering belief in the dual nature of the Force; Rich
Cleveland: for guiding an unwieldy starship through the turbulence, and
into the starry night; Megan Luciano: for helping Rich steer; Playtesters:
for contributing for love what cannot be bought with money, and asking
only that it be paid for with cards; (Bill Martinson, Mark Tuttle, Darrell
Budic, Reg Schmeichel, Sandy Wible, Bob Madison, Will Madison, Sandy Borg,
Craig VanNess, Chuck Kallenbach, Cheryl Kallenbach, Paul Sudlow, Scott
Willhelm, Gary Mockus, Shawn Smallman, Rick Thomas, Dick Heinz, Dan Van
Horn, Jim Berhalter, Peter McCarthy, Kyle Roth, Troy Pope, Lance Campbell,
Brad Toney, Don Cory and Suzy Wolf); Mike Gray and Carol Wisely: for
turning a million instructions into fewer rules; Carta Mundi: for making
it happen at the other end. Our appreciation also goes to: George Lucas
for creating the Star Wars universe and inspiring us to create a product
worthy of the property; The Fans: for keeping Star Wars alive in their
hearts, minds and vivid imaginations for almost 20 years; Richard
Garfield: for a brilliant and inspiring new game genre; the CCG players:
for embracing collectable card games and giving us the support and
encouragement necessary to test the limits of our creativity.
This game is dedicated to Joseph Campbell, whose vision and guidance
inspired a young writer to explore the depths of his imagination and
create a myth for a generation in desperate need of heroes.
Contact Decipher
For more information about the Star Wars(tm): Customizable Card Game(tm),
including tournament rules, frequently asked questions, news, product
announcements etc., contact Decipher Inc. via the following: decipher.com
- our internet site featuring FTP, WWW and ListServ. (FTP:
ftp.decipher.com WWW: http://decipher.com/) JediMaster@decipher.com -
e-mail questions on rules, new cards, gameplay feedback etc.
DCustServe@decipher.com - e-mail our customer service department with
problems or comments on damaged or misprinted cards, product information
etc. America Online in the Game Information Exchange (keyword GIX) and in
Game Company Support (keyword GCS). (804)N2D-NEWS our free 24-hour a day
fax response system. If you have access to a fax machine and a touch tone
phone, this automated service will fax documents to you almost
immediately. Or write to customer service at: Decipher Inc., 253 Granby
Street, Norfolk, Virginia 23510-1813 (804) 623-3600.
DECIPHER INC.
The Art of Great Games(tm)
TM & (c) 1995 Lucasfilm Ltd. All Rights Reserved. Star Wars and related
marks are trademarks of Lucasfilm Ltd. Used under authorization by
Decipher Inc.
TM, (r) & (c) 1995 Decipher Inc. Decipher, Customizable Card Game, The Art
of Great Games and associated marks, logos, packaging, instructions, and
intellectual property are exclusively owned by Decipher Inc. All Rights
Reserved. Gameplay by Technical Game Services.
Printed in Belgium by Carta Mundi.