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.