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Page 1: Actions - Example 1
Page 2: Actions - Example 1

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Table of ContentsChapter 1 - The Basics - Force, Actions, States,etc....................................................................... 1-1

Life Force.....................................................................................1-1Reserve Deck ..............................................................................1-1Force Pile ....................................................................................1-1Used Pile .....................................................................................1-1Lost Pile.......................................................................................1-1Hand............................................................................................1-1Re-circulating...............................................................................1-1Stack ...........................................................................................1-1Counting A Deck, Pile, Or Stack...................................................1-1Looking At A Deck, Pile, Or Stack ................................................1-1Shuffle & Reshuffle ......................................................................1-2Empty Hand.................................................................................1-2Empty Deck Or Pile......................................................................1-2Losing Force................................................................................1-2Losing Force - From X .................................................................1-2Retrieve .......................................................................................1-2Leaves Table ...............................................................................1-2On Table......................................................................................1-3Exchange.....................................................................................1-3Placing Cards In A Hand, Deck, Or Pile .......................................1-3"With X in title/lore/game text" ......................................................1-3Taking Cards From A Deck Or Pile - Example 1.......................... 1-3Deploying/Playing From A Deck Or Pile .......................................1-4Taking Cards From A Deck Or Pile - Example 2.......................... 1-4Taking Cards From A Deck Or Pile - Example 3.......................... 1-4Optional Actions...........................................................................1-5Just Actions .................................................................................1-5Automatic Actions ........................................................................1-5Mandatory Actions .......................................................................1-6Meeting Conditions ......................................................................1-6Choosing Targets.........................................................................1-6Paying Costs................................................................................1-6Actions - Just Targeted ................................................................1-6Actions - At Any Time...................................................................1-7Actions - Duration ........................................................................1-7Actions - For Each/For Every .......................................................1-7Actions - Immune.........................................................................1-7Actions - Just Deployed, Just Played ...........................................1-7Actions - Just Lost........................................................................1-8Actions - Example 1 - Deploying A Card ..................................... 1-9Actions - Example 2 - Triggered Automatic Action....................... 1-9Actions - Time To Respond..........................................................1-9Actions - Example 3 - Just Actions And Backing Up.................. 1-10Actions - Example 4 - Competing Just Actions .......................... 1-10Actions - Example 5 - Battle, Just Actions And "Sense vs Alter" 1-10Actions - Example 6 - Turn Progression .................................... 1-11Actions - Example 7 - Automatic vs. Just Actions ...................... 1-11Actions - Example 8 - Mandatory Actions.................................. 1-11Actions - Example 9 - Simultaneous Actions ............................. 1-12Canceling Game Text ................................................................1-13Suspending Cards .....................................................................1-14Never - Location Restrictions .....................................................1-14Once Per Game.........................................................................1-14The One Rule - Examples......................................................... 1-15One State Only - An Example ................................................... 1-15Active Cards - Example............................................................. 1-16Inactive Cards - Example 1 ....................................................... 1-16Inactive Cards - Example 2 ....................................................... 1-16Inactive Cards - Example 3 ....................................................... 1-16Unit of Force - Example 1 ......................................................... 1-17Unit of Force - Example 2 ......................................................... 1-17Unit of Force - Example 3 ......................................................... 1-17Supporting Cards - Example 1 .................................................. 1-17Supporting Cards - Example 2 .................................................. 1-17Supporting Cards - Example 3 .................................................. 1-17Out of Play - Example 2 ............................................................ 1-17Stacked Cards And Card State - Example................................. 1-18Global Effects And Card State - Example 1............................... 1-18Global Effects And Card State - Example 2............................... 1-18Global Effects And Card State - Example 3............................... 1-18Global Effects And Card State - Example 4............................... 1-18Automatic Modifiers ...................................................................1-19Unmodifiable Values ..................................................................1-19

Reset......................................................................................... 1-19Reset - Competing Resets......................................................... 1-19Reduce...................................................................................... 1-19Cumulatively.............................................................................. 1-19Duration (How Long a Change Lasts)........................................ 1-19Modifying/Resetting Totals ........................................................ 1-19Free - Examples ........................................................................1-20No Ability, No Hyperdrive, Etc.................................................... 1-20Card With Ability........................................................................ 1-20Rounding................................................................................... 1-20Examples of substituted destinies and modifying totals..............1-23Draw X Choose Y - Example 1 ..................................................1-23Draw X Choose Y - Example 2 ..................................................1-23Draw X Choose Y - Example 3 ..................................................1-23

Chapter 2 - Starting The Game & Turns ...........2-1Starting The Game - Example 1 ..................................................2-2Starting The Game - Example 2 ..................................................2-3Starting The Game - Example 3 ..................................................2-3Starting The Game - Example 4 ..................................................2-3Starting The Game - Example 5 ..................................................2-4

Chapter 3 - Activation Phase & Activating.......3-1Activating Force - Example..........................................................3-1Force Generation Bonus..............................................................3-2Force Generation Modifier ...........................................................3-2Force drains vs. Force generation ...............................................3-2Force Drains vs. Force Generation - Example .............................3-2Force Icons - Example.................................................................3-2Start of Turn - Simple Example....................................................3-3

Chapter 4 - Control Phase, Presence, & ForceDraining..............................................................4-1

Instead Of Force Draining............................................................4-1May Force Drain..........................................................................4-1Timing Of Responses To Force Drains ........................................4-1Force Drain Modifier ....................................................................4-1Force Drain Bonus.......................................................................4-1Force Drains May Not Be Modified Or Canceled By Opponent ....4-1"Opponent's Force drain modifiers"..............................................4-2Force Drains And Modifiers Example 1........................................4-2Force Drains And Modifiers Example 2........................................4-2Force Drains And Canceling Example .........................................4-2Present........................................................................................4-3Present versus Present With .......................................................4-3Where Present ............................................................................4-3Control Of A Location ..................................................................4-3Unoccupied .................................................................................4-3Occupy........................................................................................4-3Here ............................................................................................4-3System Location..........................................................................4-3Prepositions.................................................................................4-3Present, Presence And Prepositions ...........................................4-4Alone/Lone ..................................................................................4-4All Cards/All Characters...............................................................4-4Present, Presence And Prepositions - A Simple Example............4-4Present, Presence And Prepositions - A More Detailed Example4-4Present versus Present With - Example.......................................4-5Force Draining And Presence - A Set Of Complex Examples ......4-5

Chapter 5 - Deploy Phase, Deploying &Personas ............................................................5-1Deploy Phase ............................................................. 5-1Deploy......................................................................... 5-1

Deploying Cards On Vehicles And Starships ...............................5-1Deploys Like A Starfighter ...........................................................5-1Location Deployment Restrictions................................................5-1Rules Deployment Restrictions....................................................5-1Objective Deployment Restrictions ..............................................5-1Never Deploys Or Moves.............................................................5-2Simultaneous Deployment...........................................................5-2Deployment - Examples...............................................................5-2

Persona ...................................................................... 5-3Persona Replacement .................................................................5-3Persona Replacement - Non-unique Persona..............................5-4Persona - Converting Characters.................................................5-4Persona Replacement - Examples...............................................5-4

Page 3: Actions - Example 1

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Persona - Example ..................................................................... 5-4Multiple Personas Example......................................................... 5-4Persona And Simultaneous Deployment - Example .................... 5-4Converting Characters - Examples.............................................. 5-4Persona - Crossing Over..............................................................5-5Crossing Over Examples ............................................................ 5-5

Chapter 6 - Battle Phase, Battles, & Attacks ... 6-1Battle Phase................................................................6-1Battle ...........................................................................6-1

Initiate the battle...........................................................................6-1

Weapons Segment .....................................................6-1Weapons Segment - Firing Weapons...........................................6-1Weapons Segment - Other Actions ..............................................6-2Power Segment ...........................................................................6-2Winner And Loser ........................................................................6-3Damage Segment ........................................................................6-3Damage Segment - Forfeit ...........................................................6-3Damage Segment - Weapon 'Hits' ...............................................6-3Damage Segment - Attrition .........................................................6-3Damage Segment - Battle Damage..............................................6-3End Of A Battle ............................................................................6-4Battle In Brief ...............................................................................6-4Battle - Defender..........................................................................6-4Battle - May Be Battled ................................................................6-4Battle - May Initiate Battle ............................................................6-4Battle - May Initiate Battle And Be Battled....................................6-5Battles - A Simple Example......................................................... 6-5Battles - A More Complex Example............................................. 6-5Battles - A Complex Example...................................................... 6-5

Battle Destiny .............................................................6-6Battle Destiny - Draws X Battle Destiny If Unable To Otherwise...6-6Battle Destiny - Conditions On Drawing .......................................6-6Battle Destiny - Modifying The Number Of Destinies....................6-6Battle Destiny - In Brief ................................................................6-6Battle Destiny - Example............................................................. 6-7

Participating In Battle ................................................6-7Participating In Battle - May Not Participate In Battle(Cannot Battle).............................................................................6-7Participating In Battle - Excluded From Battle ..............................6-7Participating In Battle - In Battle ...................................................6-7Participating In Battle - In A Battle Together/In Battle With/InvolvedIn The Same Battle ......................................................................6-7Participating In Battle - During Battle............................................6-7Participating In Battle - Examples................................................ 6-7Participating In Battle - Excluded - Example 1............................. 6-8Participating In Battle - Excluded - Example 2............................ 6-8Participating In Battle - Excluded - Example 3............................ 6-8Participating In Battle - During Battle Example ............................ 6-8

Immune To Attrition ...................................................6-8Immune To Attrition - Gaining And Losing....................................6-8Immune To Attrition - Example 1................................................. 6-8Immune To Attrition - Example 2................................................. 6-9Immune To Attrition - Example 3................................................. 6-9

Attacks ........................................................................6-9Attacks - Ferocity And Defense Value..........................................6-9Attacks - Attacking Outside Of Battle Phase.................................6-9Attacks - The Steps Of An Attack.................................................6-9Attacks - Creatures Being Attacked............................................6-10Attacks – Non-Parasite Creatures Attacking...............................6-10Attacks - Creatures Attacking Each Other ..................................6-10Attacks - Example 1 .................................................................. 6-10Attacks - Example 2 .................................................................. 6-11Attacks - Example 3 .................................................................. 6-11

Chapter 7 - Move Phase & Movement .............. 7-1Move Phase.................................................................7-1Movement....................................................................7-1Movement - Regular ...................................................7-1

Regular - Attack Runs..................................................................7-1Regular - Bombing Runs..............................................................7-1Regular - Docking Bay Transit .....................................................7-1Regular - Hyperspeed..................................................................7-1Regular - Landing And Taking Off ................................................7-1Regular - Landspeed ...................................................................7-2Regular - Mobile System - Moving Death Stars............................7-2Regular - Mobile System - Moving To Or From A Death Star .......7-2

Death Star Movement - Examples ...............................................7-2Regular - Sector Movement .........................................................7-2Regular - Shuttling.......................................................................7-2Regular - Starship And Vehicle Sites ...........................................7-3Regular - Using The Movement Text On A Location Card ...........7-3Regular Moves - Examples..........................................................7-3

Movement - Unlimited ............................................... 7-3Unlimited - Embarking And Disembarking....................................7-3Unlimited - Escaping Death Star II ...............................................7-3Unlimited - Moving Between Capacity Slots.................................7-3Unlimited - Moving Between Docked Starships............................7-4Unlimited - Prisoner Transfers .....................................................7-4Unlimited - Relocating Cards Between Locations.........................7-4Regular Moves And Unlimited Moves - Examples........................7-4Movement - but may move elsewhere .........................................7-5Movement - cannot move ............................................................7-5cannot be moved/may not be moved/may not move ....................7-5Movement - carrying cards ..........................................................7-5Movement - costs +X to move/moves for free..............................7-5Movement - if within range...........................................................7-5Movement - move away...............................................................7-5Movement - moves like a character .............................................7-6Movement - moves like a starfighter ............................................7-6Movement - moving through locations .........................................7-6Movement - never deploys or moves ...........................................7-6

Chapter 8 - Draw Phase & End Of Turn............8-1Drawing Cards.............................................................................8-1Until End Of Turn.........................................................................8-1Drawing, Draw Phase, And End of Turn - Examples....................8-1End of Turn - Examples ...............................................................8-2

Chapter 9 - The Cards - Attributes, Types &Icons...................................................................9-1Card Attributes .......................................................... 9-1

Unique, Restricted, & Non-Unique ...............................................9-1Game Text ..................................................................................9-1Title .............................................................................................9-1Title - Identical Cards...................................................................9-1Lore.............................................................................................9-1Card Type ...................................................................................9-1Subtype.......................................................................................9-1Power ..........................................................................................9-2Deploy Cost.................................................................................9-2Forfeit Value................................................................................9-2Hyperspeed.................................................................................9-2Landspeed ..................................................................................9-2Ability ..........................................................................................9-2Armor ..........................................................................................9-2Maneuver ....................................................................................9-2Owner..........................................................................................9-2Flavor Text ..................................................................................9-2Issues With Physical Cards .........................................................9-3Boldface Type .............................................................................9-3Capitalization...............................................................................9-3Italics...........................................................................................9-3Card Backs..................................................................................9-3Foreign Languages......................................................................9-3Alternate Image Cards.................................................................9-3

Admiral's Orders ....................................................... 9-3Characters.................................................................. 9-3

Characters - deployment .............................................................9-3Characters - movement ...............................................................9-3Characters - Card Types .............................................................9-3Characters - Alien........................................................................9-3Characters - Dark Jedi Master .....................................................9-3Characters - Droid .......................................................................9-3Characters - Imperial ...................................................................9-4Characters - Jedi Master .............................................................9-4Characters - Rebel ......................................................................9-4Characters - Republic..................................................................9-4Characters - Sith..........................................................................9-4Characters - Dual Character Types .............................................9-4Characters - Force sensitivity ......................................................9-4Force-Attuned..............................................................................9-4Force-Sensitive ...........................................................................9-4Characters - Dark Jedi.................................................................9-4Characters - Dark Jedi Master .....................................................9-4Characters - Jedi .........................................................................9-4

Page 4: Actions - Example 1

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Characters - Jedi Knight...............................................................9-4Characters - Jedi Master..............................................................9-4Highest-Ability Character .............................................................9-5Characters - Astromech ...............................................................9-5Characters - Maintenance Droid...................................................9-5Characters - Matching Pilot ..........................................................9-5Characters - Warrior ....................................................................9-5Characters - Icons........................................................................9-5

Creatures.....................................................................9-5Creatures - Parasites ...................................................................9-5Creatures - deployment................................................................9-5Creatures - movement .................................................................9-5Creatures - relocating defeated cards ..........................................9-5Creatures - selective ....................................................................9-6

Defensive Shields.......................................................9-6Devices........................................................................9-6

Devices - Deploy, Carrying, And Transferring ..............................9-6Devices - Using Devices ..............................................................9-6Devices - Tractor Beams..............................................................9-6

Effects .........................................................................9-6Effects - Effects............................................................................9-6Effects - Starting Effects...............................................................9-6Effects - Political Effects...............................................................9-7Effects - Immediate Effects ..........................................................9-7Effects - Mobile Effects ................................................................9-7Effects - Utinni Effects..................................................................9-7'reaching' an Utinni Effect.............................................................9-7Effects - Examples ...................................................................... 9-7

Epic Events .................................................................9-7Interrupts.....................................................................9-7

Interrupts - Lost............................................................................9-8Interrupts - Used ..........................................................................9-8Interrupts - Starting ......................................................................9-8

Jedi Tests....................................................................9-8Locations ....................................................................9-8

Converting Locations ...................................................................9-9Deploying/Arranging Locations ....................................................9-9Sites ............................................................................................9-9Exterior Site .................................................................................9-9Interior Sites.................................................................................9-9Generic sites................................................................................9-9Holosites......................................................................................9-9Marker Sites.................................................................................9-9Starship and Vehicle Sites................................................9-9Sectors ......................................................................................9-10Asteroid Sectors.........................................................................9-10Cloud Sectors ............................................................................9-10Death Star II Sectors..................................................................9-10Systems.....................................................................................9-10Parsec Numbers ........................................................................9-10Planet ........................................................................................9-10Space ........................................................................................9-10Mobile ........................................................................................9-11Battleground ..............................................................................9-11Location - General .....................................................................9-11Adjacent.....................................................................................9-11Characteristics ...........................................................................9-11Jabba's Palace sites ..................................................................9-11Prisons.......................................................................................9-11Rebel Base ................................................................................9-11Related locations .......................................................................9-11same and related sites...............................................................9-12same system..............................................................................9-12Throne Room.............................................................................9-12Locations - Icons........................................................................9-12

Objectives .................................................................9-12Podracers..................................................................9-12Starships ...................................................................9-13

Starships - capital ......................................................................9-13Starships - starfighter.................................................................9-13Starships - squadron class.........................................................9-13Starships - squadron class - replacement ..................................9-13Squadron Class Examples........................................................ 9-13Starships - astromech capacity ..................................................9-14Starships - astromech icon.........................................................9-14Starships - capacity....................................................................9-14

Starships - capacity - lost capacity............................................. 9-14Starships - cargo hold................................................................ 9-14Starships - deploying on or aboard ............................................ 9-14Starships - deployment .............................................................. 9-14Starships - deploys like a starfighter .......................................... 9-14Starships - Enclosed.................................................................. 9-14Starships - Imperial.................................................................... 9-15Starships - Independent............................................................. 9-15Starships - Landed .................................................................... 9-15Starships - leaves table ............................................................. 9-15Starships - matching starships................................................... 9-15Starships - Movement................................................................ 9-15Starships - must have pilot aboard to use... ............................... 9-15Starships - nav computer........................................................... 9-15Starships - occupants ................................................................ 9-15Starships - passengers.............................................................. 9-15Starships - permanent pilot ....................................................... 9-15Starships - personas.................................................................. 9-15Starships - pilot.......................................................................... 9-15Starships - Piloted ..................................................................... 9-16Starships - Rebel ....................................................................... 9-16Starships - ship-docking capability............................................. 9-16Starships - squadron designations............................................. 9-16Starships – Starfighters without maneuver................................. 9-16Starships - starship weapons..................................................... 9-16Starships - stealing .................................................................... 9-16Starships (or Vehicles) - Unpiloted............................................. 9-16Starships - Icons........................................................................ 9-17

Vehicles .................................................................... 9-17Vehicles - Combat Vehicle......................................................... 9-17Vehicles - Creature Vehicles...................................................... 9-17Vehicles - Shuttle Vehicle .......................................................... 9-17Vehicles - Transport Vehicle...................................................... 9-17Vehicles - AT-ATs...................................................................... 9-17Vehicles - capacity..................................................................... 9-17Vehicles - crashed..................................................................... 9-17Vehicles - Deployment............................................................... 9-17Vehicles - Deploying On Or Aboard ........................................... 9-17Vehicles - Drivers ...................................................................... 9-17Vehicles - Enclosed ................................................................... 9-18Vehicles - Landed...................................................................... 9-18Vehicles - Leaves Table ............................................................ 9-18Vehicles - Matching Vehicles ..................................................... 9-18Vehicles - Movement ................................................................. 9-18Vehicles - occupants ................................................................. 9-18Vehicles - open vehicles ............................................................ 9-18Vehicles - passengers ............................................................... 9-18Vehicles - permanent pilot ......................................................... 9-18Vehicles - pilot ........................................................................... 9-18Vehicles - Piloted....................................................................... 9-18Vehicles - squadron designations .............................................. 9-18Vehicles - vehicle weapons........................................................ 9-18Vehicles - stealing ..................................................................... 9-18Vehicles - Unpiloted................................................................... 9-18Vehicles - Icons ......................................................................... 9-18

Weapons................................................................... 9-18Weapons - Using Weapons ....................................................... 9-18Weapons - When Can I Fire? .................................................... 9-19Weapons - Just Fired ................................................................ 9-19Using Weapons - Examples.......................................................9-19Weapons - Artillery .................................................................... 9-19Weapons - Automated............................................................... 9-19Weapons - Character Weapon .................................................. 9-20Weapon - Mobile System Weapons........................................... 9-20Weapons - Starship And Vehicle Weapons................................ 9-20Weapons - Starship Weapons - Special Deployment ................. 9-20Weapons - Deploying And Carrying........................................... 9-20Weapons - Transferring ............................................................. 9-20Weapons - Destiny .................................................................... 9-20Weapons - Firing For Free......................................................... 9-20Weapons - hit ............................................................................ 9-21Weapons - "hit targets are immediately lost".............................. 9-21Weapons - Instead Of Firing...................................................... 9-21Weapons - Ion Weapons ........................................................... 9-21Weapons - Lightsabers.............................................................. 9-21Weapons - Long-Range Weapons............................................. 9-21Weapon - Matching Weapon ..................................................... 9-21Weapons – May Not Be Targeted By Weapons......................... 9-21

Page 5: Actions - Example 1

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Weapons - Permanent Weapons ...............................................9-21Weapons - Repeating Weapons (Fire Repeatedly) ....................9-21Weapons - Seekers ...................................................................9-22Weapons - Stealing....................................................................9-22Weapons - Instead Of Firing Example....................................... 9-22Weapons - Long-Range Weapons Examples............................ 9-22Weapons - Fire Repeatedly Example........................................ 9-22

Other Cards...............................................................9-22Icons ..........................................................................9-22

Icons - Easter Eggs....................................................................9-23Icons - Episode I ........................................................................9-23Icons - Expansion Icons .............................................................9-23Icons - Shorthand Icons .............................................................9-23Icons - Scomp Link Icon ............................................................9-23Icons - Grabbers ........................................................................9-24Grabbers - An Example............................................................. 9-24Icons - Maintenance Cards ........................................................9-24Icons - Presence Icon ................................................................9-24Matching Pairs ...........................................................................9-25Matching Pair Examples: .......................................................... 9-25Virtual Cards ..............................................................................9-25Not Unique/Is Doubled/etc. and Virtual Cards ............................9-26Not Unique/Is Doubled/etc. and Virtual Cards - Example ...........9-26

Appendix A - Errata.............................................. 1Appendix B - Card Rulings .................................. 1Appendix C - Special Rules ................................. 1Asteroid Rules ...............................................................1

Asteroid Rules - Asteroid Destiny....................................................1

Blown Away ...................................................................1Blown Away - Blockade Flagship ....................................................1Blown Away - Bunker......................................................................1Blown Away - Death Star ................................................................1Blown Away - Death Star II .............................................................2Blown Away - Imperial Holotable.....................................................2Blown Away - Main Power Generators ............................................2Blown Away - Planet Systems.........................................................2Blown Away - Timing.......................................................................2

Bluff Rules .....................................................................3Blown Away - Example 1 - Hoth..................................................... 3Blown Away - Example 2 - Bunker ................................................. 3Blown Away - Example 3 - Death Star II......................................... 3

Bombing Runs...............................................................3Bombing Runs - Moving to the site..................................................3Bombing Runs - At the site..............................................................3Bombing Runs - Bombing Run battle ..............................................4Bombing Runs - Leaving the site.....................................................4

Capturing .......................................................................4Capturing Characters......................................................................4Captives..........................................................................................4Captives - Imprisoned .....................................................................4Captives - Escorting........................................................................4Captives - Once Per Captive...........................................................4Captives - Releasing.......................................................................5Captives - Frozen............................................................................5Captives - Frozen - Releasing.........................................................5Captives - Prisoner Transfers..........................................................5Captives - Prisons...........................................................................5Capturing Characters - Example .................................................... 5Capturing, Escorting, And Imprisoning - Example .......................... 6Releasing Captives - Example 1 .................................................... 6Releasing Captives - Example 2 .................................................... 6Capturing Starships ........................................................................6Capturing Starships - Besieged Battles ...........................................7Capturing Starships - Example 1.................................................... 7Capturing Starships - Example 2.................................................... 7Besieged Battle - Example............................................................. 7

Cave Rules .....................................................................7Collapsed .......................................................................8Combo Cards.................................................................8Dagobah .........................................................................8Death Star and Death Star II .........................................8Dejarik Rules..................................................................9Dueling ...........................................................................9

Dueling - Epic Duel .........................................................................9

Dueling - Dueling Captives ............................................................. 9Dueling - Example ..........................................................................9

Hoth Energy Shield Rules ..........................................10Insert Cards..................................................................10

Insert Cards - Inserting ................................................................. 11Insert Cards - Revealing ............................................................... 11Insert Cards - Effects On Gameplay ............................................. 11

Jedi Testing..................................................................11Jedi Testing - Apprentice .............................................................. 12Jedi Testing - Mentor.................................................................... 12Jedi Testing - Mind What You Have Learned................................ 12

Lightsaber Combat......................................................12Lightsaber Combat - Combat Cards ............................................. 12

Mining Droid Rules......................................................12Timer Mines.................................................................................. 13Infantry And Vehicle Mines ........................................................... 13

Missing .........................................................................13Missing - Search Party.................................................................. 13

Podracing .....................................................................13Podracing - Race Destiny And Race Total.................................... 13Podracing - Damage And Repair .................................................. 13

React .............................................................................13React - Deploy.............................................................................. 14React - Move ................................................................................ 14

Sabacc ..........................................................................15Sabacc - Playing sabacc .............................................................. 15Sabacc - Perfect sabacc............................................................... 15Sabacc - Timing & Mechanics ...................................................... 15

Senate...........................................................................15Agenda......................................................................................... 15Politics.......................................................................................... 16Senate Majority ............................................................................ 16

Stealing.........................................................................16Stealing Vehicles And Starships ................................................... 16Stealing Weapons And Devices.................................................... 16

Trench Rules................................................................16Undercover Spy Rules ................................................16

Undercover Spy Rules - Deploy as Undercover Spy..................... 17Undercover Spy Rules - Movement .............................................. 17Undercover Spy Rules - Breaking Cover ...................................... 17Undercover Spy Rules - Dueling................................................... 17

Appendix D - Identifying Cards............................1Game Text ..................................................................................... 1Lore................................................................................................ 1Image ............................................................................................. 1

Defined Attributes & Loaded Keywords .....................2Bomber........................................................................................... 2Gender ........................................................................................... 2Operatives...................................................................................... 2R-unit ............................................................................................. 2Snub Fighter................................................................................... 2Spy................................................................................................. 2Specific Rulings.............................................................................. 2

Characteristics...............................................................3Characteristics - The Rule Of Three ............................................... 3Characteristics – Padawan ............................................................. 3Characteristics – Senator ............................................................... 3Characteristics – Species ............................................................... 3Characteristics – Trade Federation................................................. 3Characteristics – Troopers.............................................................. 3

Persona Lists .................................................................4Other Aspects Of A Card ..............................................5Common Sense List ......................................................5

Identifying Characteristics - Examples ............................................5

Appendix E - Location Deployment.....................1Sector Deployment........................................................4Generic Sites..................................................................4

Spaceport Sites .............................................................................. 4

Deploying Locations While There Are SpecialConditions......................................................................4

Appendix F - Current Rulings ..............................1

Page 6: Actions - Example 1

Not Endorsed or Sponsored by Lucasfilm Page v

Introduction

The Star Wars Customizable Card Game remains one of the most successful CCGs in history. First released in 1995,the game has reached amazing levels of both critical acclaim and market success (often second only to Magic: TheGathering itself in sales). While the game has not been published for quite some time, it remains alive and well. This isdue in no small part to the way it so accurately captures in card form the many complexities and exciting events of theStar Wars films. From training to be a Jedi to tracking down and capturing fugitives, from launching attacks from yourhidden rebel base to blowing up traitorous worlds, from constructing a Death Star to conquering the planet Naboo - asthe game's advertisement so often put it, if it's in your head, it's in here. Star Wars CCG is equal parts a card game,miniatures game and role-playing game, except that you need no dice, tape measures, character sheets, life counters,or markers.

You do, however, have this great big book.

As one of the oldest CCG's still running, many things have arisen over the years to shape how the game works. Thishas led to some frustration about how to even play the game, a definite negative. With this in mind, this rulebook hasbeen created to bring all the different ideas together in one place and try to not only offer the answers, but to help youunderstand why they are the answers we're using. Many things have changed to make this even easier for newplayers coming in and existing players who've never really looked at the "guts" of how the game works. But we havemade two important compromises when it came to simplicity:

No Card Left Behind - Our changes will not prevent you from using a card. It may no longer work the same, it maywork better or worse, but it will still do something.

Feel The Force - We have the unique honor of getting to play in the Star Wars universe, so we will try to representits events in card form as often as possible. The game is the most fun when you feel like humming JohnWilliams's music.

Some things have stayed the same and some things have changed. Rest assured that all those matters have beencarefully weighed, because these decisions were not made by someone looking how best to get a buck out of yourpocket, or finding the easiest way to come in and get their paycheck at the end of the day. This book was collected,written, examined, edited, debated and finally published by people who love this game, and love Star Wars. They areplayers just like you, and what they want out of this most is to have fun playing it.

Even if they occasionally have to break out this great big book.

Charles SonnenburgFormer SWCCG Player's Committee Rules Advocate

Advanced Rulebook 3.0 - January 2016

This Advanced Rulebook is the official rulebook for Star Wars: CCG, and replaces all previous rulebooks and rulings.Newer rulings are temporarily placed online (see Appendix F) until they are eventually compiled into the next edition ofthe Advanced Rulebook.

In addition to current rulings and errata, other important updates in this revision of the Advanced Rulebook include:

The Reset – In 2014, a new “Reset” format became the most common and popular way to enjoy Star WarsCCG. In this format, many of the older virtual cards were removed from the card pool (although those cardscan still be used in “Legacy” format, which encompasses all cards).We’ve updated this rulebook to primarily feature examples involving Decipher cards, all of which are legal inboth formats. Where that is not possible, our examples use virtual cards that are legal in both formats.

Substituted Destinies – As part of The Reset, substituted destinies no longer count towards limits. SeeSubstituted Destinies, Ch. 1.

Creature Types – Every creature in the game is now classified as a “Parasite” or “Non-parasite”. The creaturetypes known as “Ferocious” and “Packhunter” have been removed.

May the Force be with you!Star Wars CCG Rules Team

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Chapter 1 - The Basics - Force, Actions, States, etc.

Section A. Force, Decks, Piles, & The TableThe Force is an energy field generated by all livingthings and represented as the basic unit ofmeasurement in the game (1 unit of Life Force = 1card). Since the game revolves around playersoffensively and defensively manipulating their LifeForce, understanding how the Force is represented andused is extremely important. During play, your Forcecards will circulate through your piles as shown in thediagram.

Life ForceYour Reserve Deck, Force Pile and Used Pile. If thesethree piles are totally depleted, you lose the game! Notethat Unresolved Destiny Draws (see entry, Ch. 1) arealso considered to be a part of your Life Force, as wellas your sabacc hand (see Appendix C). Cards in yourhand, on table or in the Lost Pile are not counted aspart of your Life Force. Your Life Force is like a flow ofenergy. How well you manage this Force is a keystrategic factor.

Reserve DeckThe 60-card deck you use to play the game becomesyour Reserve Deck and represents the total Forceavailable to you throughout the game. After deployingyour starting card(s), shuffle the remaining cards andplace them on table to form your Reserve Deck.

Force PileThe first thing you do during your turn is 'activate' Forceby counting cards from the top of your Reserve Deck,one at a time, and putting them face down in your ForcePile (see Activating Force, Ch. 3). Cards are only in theForce Pile temporarily. They represent the amount ofForce energy that is available for you to use performingvarious game actions. During your turn, any or all Forcecards can be used, drawn into your hand (during theDraw Phase, see Ch. 8) or left to accumulate for futureuse.

Used PileDeploying a card to the table often requires you to useForce; cards from your Force Pile are moved facedown, one at a time, to your Used Pile to represent thisexpenditure. As the name implies, this temporary pileholds cards 'used' during a turn. Sometimes cards areplaced here from table or in other ways.

Lost PileThis is a pile where lost cards are placed face up.Usually cards are discarded to the Lost Pile as theresult of battle or at any time the opponent causes youto lose Force. These cards are generally not availablefor the rest of the game, but you can use certain cardsto retrieve them.

HandAll cards held in a player's hand. Each player's handusually starts with 8 cards; thereafter, there are no limitsto its size.

Re-circulatingAct of placing your Used Pile (as a group) beneath yourReserve Deck. You re-circulate at the end of eachplayer's turn. Re-circulated cards will work their wayback to the top of the Reserve Deck during subsequentturns to be activated again. Re-circulating both UsedPiles at the end of every player's turn is mandatory. Ifyou forget, your opponent can insist that you re-circulate. A player who forgets (and is not reminded bythe opponent before the next action has its result) maynot re-circulate until the end of the next turn.

StackOne or more cards placed on another card.

Counting A Deck, Pile, Or StackA player may count their deck, pile or stack (face down)at any time. Also, a player may request such a countfrom their opponent.

Looking At A Deck, Pile, Or StackAs a general rule, you may not look through any deck,pile, or stack unless permitted to by a rule or card (evenif it's face up, such as the Lost Pile). However, if yourcard is stacked on (or under) another of your cards (orany location), you may examine it at any time (unless acard or rule prohibits it). Thus Dark may examine hisBluff cards, combat cards, and cards under his StartingEffect, but not cards under Insignificant Rebellion(they're not his), or I Feel The Conflict (it's not hisEffect).

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Shuffle & ReshuffleWhen directed to shuffle (or reshuffle) a deck or pile,you must shuffle it and then allow the opponent anopportunity to 'cut' (take a portion of the deck or pilefrom the top and place it underneath the remainder).Return the deck or pile to its appropriate place on table.The phrase "Shuffle, cut, and replace" was used onolder cards; treat this the same as "reshuffle."

Empty HandSee 1.C. Implied Target Rule

Empty Deck Or PileWhen a deck (Reserve Deck) or pile (Used Pile, ForcePile or Lost Pile) is empty, you may not: initiate any action that deploys, takes, exchanges or

steals a card (or cards) from that deck or pile; initiate any action that searches, peeks, glances,

examines, reveals, selects or looks at a card (or cards)in that deck or pile; or

initiate any action that draws a card (or cards) fromthat deck or pile (this does not apply to destiny draws).For example, you may not play How Did We Get IntoThis Mess if your Reserve Deck is empty.

play a card to shuffle that deck or pile;use any game text that says "if you are about to draw"

when your Reserve Deck is empty. See DrawingDestiny - About To Draw.

Any of these actions (even if they require multiplecards) may be initiated as long as there is at least onecard in the targeted deck or pile. If there are aninsufficient quantity of cards in the deck or pile tocomplete the action, simply complete what is possibleand then end the action. An empty Reserve Deck doesnot stop you from drawing destiny, that destiny drawsimply fails (see 1.E. Failed Destiny Draws).An empty Lost Pile does not stop a player from initiatingan action that retrieves Force (or retrieves card(s)). Anempty Force Pile does not stop a player from movingthat pile, such as placing it on an empty or non-emptyUsed Pile, with I Did It! An empty deck or pile does notstop a player from placing a card or cards under thatdeck or pile.

Losing ForceAct of discarding cards face up to Lost Pile. Likeactivation, you lose Force one at a time. You maychoose cards to be lost from your hand, from the top ofyour Reserve Deck, Force Pile, or Used Pile, as well asfrom your sabacc hand or your most recent UnresolvedDestiny Draw. Whenever you are required to loseForce, you must move the appropriate number of cardsfrom your hand and/or Life Force to your Lost Pile. Thisis always written in the form of "lose [X] Force". When acard refers generally to "losing Force," this applies tolosing "cards as units of Force," not to losing a specificcard because of its name or some particularcharacteristic of that card. Thus, for example, Honor OfThe Jedi or It Could Be Worse would not reduce thenumber of cards you must lose to a Monnok, a loss you

suffer due to sabacc, or the loss of unique male Rebelsin hand from M'iiyoom Onith.

Losing Force - From XSometimes a card will require that lost Force come froma specific place. This means that you must first loseForce from there, but if you cannot, lose the remainderfrom any appropriate place. For example, if you mustlose 4 Force from Reserve Deck and have only 3 Forcethere, you would lose those 3 and the last one fromsomewhere else (hand, Force Pile, or Used Pile).

Peeking At CardsA game action that allows you to peek at a card (orcards) allows you (and only you) to look at that card andthen place it back where it came from (unless statedotherwise). When you peek at (examine, glance at, lookat etc.) a card, you are entitled to see the entire card,and the intention is that you limit yourself to areasonable amount of time to gather information (note:older cards stated that you had [X] seconds to peek;this text is obsolete by this rule and should bedisregarded). See Empty Deck Or Pile, Empty Hand,Ch.1.

RetrieveAct of taking the top card of your Lost Pile and placing itface down on your Used Pile. To retrieve multiple cards,simply retrieve multiple times (this is all one action). Ifgame text allows you to retrieve 1 Force for each of aspecific card on table (or some similar condition), countup all copies of that card as specified and then retrievethat total number (as one action). To randomly retrievea card turn your Lost Pile face down, shuffle, cut andreplace the Lost Pile face up and then retrieve normally.To retrieve a specific card (e.g., such as "retrieve Luke"or "retrieve an Imperial"), search the Lost Pile; if a copyof the card is there (it need not be the topmost oneunless the retrieving card says so) you then retrieve it(to Used Pile, as usual); do not reshuffle or change theorder of the cards in any way unless instructed to do so.If retrieving "up to X" of a certain card, you may searchyour Lost Pile before choosing a number between 1 andX to initiate the retrieval. A retrieved card is alwaysrevealed to both players, even when the Lost Pile isface down (see Eyes In The Dark, Ap. B).

Leaves TableIf a card leaves the table by being relocated to a deckor pile, by being placed out of play, or by being returnedto hand (for example, due to cards like Master Luke,ASP-707, Revealed or As Good As Gone) then allcards deployed on, carried by, or aboard that card’sbridge, cockpit, or cargo bay, as well as any inactive orsupporting cards on it must be placed in their owner'sLost Pile unless specified otherwise. All the cards(including the card leaving table) leave playsimultaneously. Any owner of cards being lostsimultaneously chooses the order to place their cards intheir Lost Pile.

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For complex timing interactions, consider the phrase"leaving the table" to be functionally equivalent to"about to leave the table." See Actions - Before, Ch. 1.

On TableA term used to describe a card in play. See 1D. CardStates for a detailed explanation of how cards areconsidered "on table" based upon game conditions.

ExchangeAn action that requires you to Exchange one or morecard(s) with one or more card(s) in a different location.When a card instructs you to exchange one or morecards with a card (or cards) from another location,perform that exchange during the result step of theaction. During the result step, select the appropriatenumber of cards from one of the decks, piles, or stackstargeted and set them aside, then select the appropriatenumber of cards from the other deck, pile, or stacktargeted and set them aside. Once all target cards havebeen identified, perform the exchange and replace eachdeck, pile, or stack without shuffling, unless otherwiseinstructed. If you are exchanging cards in a deck, pile,or stack, the card(s) going into the deck, pile, or stackshould be placed in the same order of the deck, pile, orstack as the card(s) coming out.

Placing Cards In A Hand, Deck, Or PileWhen a rule or game text allows or requires a card tobe placed in (or on, on top of, on bottom of, etc.) aplayer's hand, deck, or pile, and that text does notspecify which player's hand, deck, or pile it should beplaced in, the card is placed in (or on, on top of, onbottom of, etc.) the hand, deck, or pile belonging to itsowner. Also, when an action places multiple cards intoa player's hand, deck, or pile, and the card's game textdoes not state which player may decide the order ofthose cards, placing each card is considered acompeting automatic action, and the order is decided bythe player whose turn it is.

Removing Cards From A Hand, Deck, Pile, Or StackWhen a card removes any card(s) from a hand, deck,pile, or stack, do not reveal the card(s) unless instructedto do so. If the card(s) being removed was face up, itmay be seen by both players. If the card was face downor hidden (e.g. a card in hand), it may be seen by itsowner if they were allowed to look at the card(s)normally. However, if the removing card uses the word“unseen,” then neither player may view the card(s)being removed.

Section B. Taking Cards From A Deck/PileMany cards allow you to directly access your deck, pile,or stack, usually to take a card into hand, play a card, orto deploy a card from there directly. Whenever a card orrule allows you to take, play, or deploy a card from adeck, pile or stack, and there are any criteria for whatkind of card you may take, you must reveal that cardafter it is obtained (reveal the entire card). In this way,

your opponent can check that you took a card matchingthe criteria specified. However, when allowed to take"any card" you do not have to reveal the card chosen,unless you retrieve that card from your Lost Pile. If theinitiating text provides more than one candidate cardthat may be taken from the same deck, pile or stack,you are permitted to declare the action specifying onlythe card you are using to search (if the card hasmultiple search functions, the player must declare whichfunction he is utilizing). You may then look through thatdeck, pile, or stack before choosing which of the cardsyou wish to take. Once the search has been initiated, aplayer must take a card if possible.If your search fails to find any card matching the criteriagiven, your opponent is permitted to look through thatdeck, pile, or stack in order to prove that no candidatecould have been taken; this is called "verifying." Anexception to this is that an opponent may not verify yourhand; however, they may call a judge to verify yourhand for them. In addition, when the card or card typeyou searched for was not found and your opponent hasverified this, you may not use that search function (evenif on a card with the same name) to search or lookthrough the same deck, pile, or stack again this turn.After searching, you should replace the deck, pile, orstack without shuffling, unless otherwise instructed.

"With X in title/lore/game text"Game text that searches for a specific word on a card(usually in title, lore, or game text) cannot be matched ifthat word is part of another word (though if the word is aplural or possessive, that remains a valid target). If theaction depends upon more than one word in the cardtitle then all the search keywords must also be in thesame order and without any other words in between.For example, ISB Operations looks for characters with"Rebel" in lore; thus anyone with "Rebel," "Rebel's," or"Rebels" is valid, but "rebellious" isn't, since it's part ofanother word.

Taking Cards From A Deck Or Pile - Example 1Dark has Moff Jerjerrod ("Once during each of yourturns, you make take one Death Star II sector orSuperlaser Mark II into hand from Reserve Deck;reshuffle.") on table. Dark uses the ability and searchesthe Reserve Deck for such a card (he doesn't statewhich one). He finds Superlaser Mark II, reveals it to hisopponent, and puts it in his hand. He then shuffles hisReserve Deck. The next turn he decides to searchagain; however, this time there is no such card. Hisopponent is handed the Reserve Deck and allowed toverify; this should be done in a reasonable amount oftime. After this the deck is shuffled and returned. Darkcannot do another search with that portion of Jerjerrod'sgame text this turn.

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Deploying/Playing From A Deck Or PileWhen permitted to deploy or play a card from a placeother than your hand, you must still obey normal timingrules of the card being played or deployed (unlessspecifically told otherwise, such as Nal HuttaOperative). Thus you cannot deploy a site usingTatooine: Jabba's Palace except during your deployphase, nor could you deploy a starfighter ‘stacked’ onRebel Fleet outside of your deploy phase. You cannotdeploy or play such cards as a response unless thecard allowing it states you may do so "as if fromhand." You do not reshuffle or reorder the cards thereunless required to (note that the ▼ includes "reshuffle"). If the played card must be sent to a specific place (e.g.,Watch Your Step requires an Interrupt played from LostPile be placed out of play) the card must go there, evenif canceled. The only exception is if the card must bestacked on a grabber (see Icons - Grabber, Ch. 9). Anyaction that searches a deck or pile to deploy a card maybe initiated as long as the conditions of the cardallowing the search are met (even when there may notbe a valid target to deploy, or a valid target to deploy onor to). If such an action is initiated, and upon searchingthe deck or pile no valid target is found, the normalrules of verification apply (see Taking Cards From ADeck/Pile). The one exception to this is when allpossible targets listed for such an action are unique (•)or restricted (••, •••) and would violate uniqueness rulesby being deployed (see page 9-1); in such cases, thesearch action may not be initiated.

Taking Cards From A Deck Or Pile - Example 2Light is playing Watch Your Step and has flipped to theback side of the objective ("Once during each turn, mayplay one interrupt from Lost Pile as if from hand (thenplace that card out of play)."). Thus, at any time (even inresponse to another action) he can state that he plansto play an interrupt from his Lost Pile; he doesn't haveto state which one yet. Once he has done so he looksfor any interrupt he can play at that time and chooses toplay it; if none are found that he can play (he must playone if it is possible) the opponent verifies this. In eithercase the Lost Pile would not be reshuffled because theobjective doesn't say to.In this case, Light has chosen to play Out OfCommission & Transmission Terminated as a top-levelaction. Dark responds with Unsalvageable, canceling it.Normally canceled cards are placed in the Lost Pile, butbecause the objective states the card is placed out ofplay, Out Of Commission must be placed out of play.The next turn Light uses the ability in response to Darkattempting to deploy Visage Of The Emperor (ahologram). Light searches his Lost Pile, but it turns outhe only had the one copy of OOC&TT. He looks for anyother responses, but there are none, and he cannotinitiate a top-level action as a response, so he allowsDark to verify and play continues; he cannot use theability again this turn, even though it failed.

Taking Cards From A Deck Or Pile - Example 3Light is playing Watch Your Step and has it flipped tothe 7 side ("Once during each turn, may play oneInterrupt from Lost Pile as if from hand (then place thatcard out of play)."). He plays It Could Be Worse usinghis objective's text to respond to a Force drain (it islegal to play It Could Be Worse as a response becausethe Objective allows it to be played "as if from hand")and his opponent responds by playing It's Worse! Thiscancels It Could Be Worse but it must still go out of play(instead of the Lost Pile like most canceled cards)because the Objective says to place it out of play.

Section C. ActionsActions are the individual building blocks of game play.Actions occur quite naturally during the game; in fact,most of the time you don't even need to think aboutactions (just as you rarely need to think about theindividual steps of how you get dressed in the morning).Occasionally, however, situations will arise where it isdesirable to understand the intricate details of actions -particularly in tournaments, where players want strictand definitive rules governing the specific timing ofgame play. Almost everything you do in the game is anaction. Examples of commonly occurring actionsinclude: playing or deploying one card; performing one Force drain; performing one regular move, 'react' or unlimited

move; conducting one battle; firing one weapon; drawing one destiny; activating, using, losing, drawing or retrieving one

unit of Force (or any other act of moving a card fromone deck, pile or hand to another);

using optional game text on a card already in play; taking one card from a deck or pile; re-circulating your Used Pile; and choosing to use an optional modifier (e.g., a

lightsaber bonus to a Force drain).Automatic modifiers (e.g., "adds 2 to power of anythinghe pilots") and checking conditions (e.g., control of alocation) are not actions, neither is announcing thebeginning or end of a phase or turn. Everything elseyou do in the game is an action.Every action has three steps that must occur inorder: Initiation, Responses, Result (see Steps Of AnAction).

Action Within An ActionMany times, an action causes other actions to occurwithin itself. For example, a Force drain is an actionwhich typically causes the opponent to lose Force -another action. For a more complex example, considerplaying Nabrun Leids; this action includes several otheractions: targeting (selecting) the characters you wish to

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targeting (selecting) the destination site;drawing destiny to determine Nabrun's asking price;choosing whether to accept or decline the transport;using Force to pay the asking price (a separate action

for each Force used); transporting the group of characters to the destination

site; andplacing the Nabrun Leids card on your Used Pile or

Lost Pile.Perhaps the ultimate example of actions within anaction is battle - a single action comprising many otheractions, some of which contain still other actions withinthemselves.

Types of ActionsActions are initiated either as top-level actions orresponses. Top-level actions are the most commonaction you'll perform; they're the actions that kick thingsoff, such as deploying a character or activating a Force.Responses are actions that can only happen byresponding to something else that has just happened,they can't be used as a top-level action. To understandthe difference, think of actions as a tennis game: oneplayer serves the ball, and then the other person maymanage to hit it back. The person serving the ball isperforming a top-level action, kicking things off, and theone hitting the ball coming to him is performing aresponse, reacting to what's just happened.During your turn, you perform the first top-level action ineach phase; once all the responses to that action arecomplete, your opponent may perform the next top-levelaction. When all responses to that are completed, it'syour turn to perform a top-level action, and so on.Some actions you can choose to have happen, andsome actions have to happen. For example, you don'thave to Force drain, you can choose to do it or not do it(sometimes it's in your best interest not to), but you dohave to have your creatures attack if they can (evenwhen it would be bad, like attacking your owncharacters!).So there are top level actions and responses, and thereare things that you can choose to happen or that musthappen. Thus, there are four types of actions that takeplace: Optional Actions, Automatic Actions, MandatoryActions, and Just Actions.

You Choose To HaveIt Happen

It Must Happen

Top-leve

laction Optional Actions

Force draining

Initiating a battle

A group of charactersattacking a creature

Firing a weapon in a battle

Playing Beru Stew

Mandatory Actions

Drawing asteroid destiny

Creatures attacking prey

Losing Force to Visage ofthe Emperor

Paying maintenance costs

Forfeiting a hit character

Response

Just Actions

Putting a just lost characteron Bacta Tank

Reacting to a Force Drain

Canceling Alter with Sense

Playing Trooper Assault inresponse to a battle

Deploying Tentacle on a justplayed Interrupt

Automatic Actions

Completing (reaching) anUtinni Effect

Losing a seeker and targetwhen they are together

Retrieving 2 Force for ScumAnd Villainy

Creatures attacking eachother

Optional ActionsA top-level action you choose to initiate. Generallyspeaking, deploying or playing a card is optional, andanything which says "may."

Just ActionsA response to another action that you choose to initiate.To be a response, the action has to be connected to theaction that just took place. For example, playing BeruStew to activate Force is not a valid response tosomeone playing Sense; instead, you could playControl (which cancels Sense) or deploy What're YouTrying To Push On Us? on it (it deploys on a just playedInterrupt). Like in the tennis match example, when youperform a top-level action, your opponent gets the firstoptional response to it (you can't return your own serve,your opponent gets to, even if they pass). You canperform the next just action in response to that action,then your opponent, and so on. This will be covered inmore detail under The Stack.The word "just" is not needed for something to qualifyas a just action.

Automatic ActionsA response that must take place. When the conditionsare met for the automatic action to take place, it occurs(this is called triggering). While they are triggeredautomatically (not by choice), they are still actions likeany other that may in turn be responded to.Sometimes two or more automatic actions are triggeredby the same event; for example: specifying multiple targets (e.g. losing a seeker and

its target, or affecting both players) using an unordered sequence (e.g. a bulleted list) being mentioned on multiple cards in play and/or

rules, (e.g. when the Dark Side initiates battle, bothFirst Strike and Scum And Villainy are triggered)

Automatic actions are resolved one at a time. If it is ona single card, do the events in the order listed on thatcard (e.g., Draw Their Fire says "Whenever a battle isinitiated, player initiating battle retrieves 1 Force anddefender loses 1 Force" thus the retrieval happens first,then the Force loss). In all other circumstances, theyare done in an order chosen by the player whose turn itis (in the First Strike/Scum And Villainy example, theplayer whose turn it is can choose to have either one ofthose card to happen first, and then the other to happensecond).Automatic Actions and Just Actions are both responses(see The Stack for details on responses); however, for

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timing purposes, all Automatic Actions happen first,then Just Actions can take place.

Mandatory ActionsA top-level action that must be performed. Mandatoryactions are typically indicated (either on a card like It'sOn Automatic Pilot or in a rule such as Attacks) bysaying they occur during a time frame, and indicate thatthere's no choice in the matter (such as losing Force toSearch And Destroy or drawing asteroid destiny). Anytime during that time frame (when the player ispermitted to perform a top-level action), the owner ofthe card mandating the action may choose to initiate it.If both players are directed to do something by thesame action, the player whose turn it is may choosewhen to initiate it, at which point those events aretreated as competing automatic actions and resolvedaccordingly.Any mandatory actions that have not beenperformed by the end of the required time framebecome automatic actions triggered as a responseto the end of the time frame and must be resolvedbefore play can continue. For this reason, if the timeframe is itself an end of something (end of battle, end ofturn, etc.) the mandatory actions will always happenfirst before the optional actions.

Steps Of An Action - 1: InitiationInitiation of an action (such as a character's game textor playing an Interrupt card) includes any or all of thefollowing requirements, in this order: (1) meeting allconditions; (2) choosing all targets; (3) paying all costsIf all requirements for initiating an action cannot be met,that action may not be initiated. Once it has beensuccessfully initiated, it doesn't matter if somethingaffects one of those, it has still been initiated (in otherwords, a change doesn't back up and say the actionwas invalid, the action simply continues). For example,if you target a player with Monnok while they have 14cards in hand, and during the responses they lose 3cards from hand, Monnok will still have its result asnormal.

Meeting ConditionsYou can't initiate an action unless all of the applicableconditions of rules and/or game text are satisfied. Forexample, to deploy a character, location deploymentrestrictions listed in that character's game text must besatisfied. In addition, presence or a Force icon isrequired by the rules for all non-spy characters, as isobservance of special rule-based deploymentrestrictions such as the Hoth Energy Shield rules orDagobah deployment rules. Similarly, a response (suchas an interrupt that plays "if a battle was just initiated")cannot occur unless it is responding to the appropriatesituation (in this case, it can't be played once theweapon segment of a battle has commenced). Asresponses take place those responses may changeconditions so that other responses would no longer bevalid; for example, if a just lost character is stacked,taken into hand, or placed out of play, they're no longer

just lost, and no response that had "just lost" as acondition can be initiated.

Choosing TargetsAn action cannot be initiated unless all of the targetsrequired by its game text are able to be specified. Thatis, they all have to be able to be targeted by the action.The only exceptions are optional items, and those itemsthat cannot be known as a target (because it requiresknowing information about a card you cannot see or theresults of a random action). In such cases, targetingoccurs once the potential targets are revealed (this isstill considered targeting). See Implied Target Rule.An action only affects the appropriate targets (e.g.,Lateral Damage resets the forfeit of a starship to zero,but not any characters aboard).Paying CostsAn action cannot be initiated unless all of the statedcosts of rules and/or game text are satisfied. Examplesinclude using Force to deploy a character or initiate abattle, or losing 2 Force to deploy Visage Of TheEmperor. Nabrun Leids requires you to draw destiny todetermine the cost of that transport action. Sometimescosts do not involve Force, but can involve anothercard, or even foregoing another action. For example,Noble Sacrifice's cost is that you must place one of yourcharacters out of play.Some actions have Force loss as a cost of initiation,such as playing Blaster Proficiency. Cards which modifyor substitute another action for Force loss cannot beapplied to this cost of initiation - it must be paid in full(barring anything that specifically refers to the cost ofinitiating an action, such as a deployment modifier). Forexample, Blaster Proficiency allows you to cause a justhit character to be immediately lost; the cost is losing 1Force. You cannot play this unless you choose to lose 1Force, which means that cards such as It Could BeWorse cannot be used to get around losing that 1Force. Maintenance Costs are considered costs, so youlikewise cannot use an action that modifies orsubstitutes Force loss to avoid losing Force for them.

Steps Of An Action - 2: ResponsesAfter the action has been initiated and before it hasbegun its result, responses are allowed. See The Stackfor details on how this works.Once all responses are complete (assuming the actionhasn't been canceled) it has its result).

Actions - Just TargetedOne card is considered to have 'just targeted' anotherfor 'response action' purposes during this second stepof action resolution. This means that a player must waitfor his opponent to completely finish the Initiation of thefirst action (including Meeting Conditions, SpecifyingTargets, and Paying Costs) before he can play aresponse action, even if that action uses the phrase'just targeted.'

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Steps Of An Action - 3: ResultThe result of the action is then carried out. The resultsof the action are themselves automatic actions, andresolved as described under automatic actions. Forexample, the result of Beru Stew is that each playermust activate 2 Force; since there are multiple targets(you and your opponent) the player whose turn it isdecides who activates first and who activates second.Responses may take place to those actions and thesteps that make them up (activating each Force is aseparate action), but not to Beru Stew itself becausethe time for responses to that action have passed.

Actions - At Any TimeThis phrase is intended to indicate that an action maybe used during any phase of either player's turn.Actions that may be initiated "at any time" are notexceptions to the normal timing rules; that is, theymay not respond to other unrelated actions. (To bemore precise, "at any time" actions may be initiated onlyas a top-level action.) For example, if Dark playsLimited Resources, Light cannot respond to that byplacing A Vergence In The Force in Used Pile to draw 2cards, because even though it says "at any time," that isnot an actual response to the current action. Lightwould have to wait until the stack was empty to performthat top-level action.

Actions - DurationSome actions result in an effect that will persist for acertain period of time (e.g., is power +2 until end ofturn). Once such an action resolves, that effect willcontinue -regardless of what happens to the card thatcaused it- until that duration is complete. For example, ifMaul's Sith Infiltrator uses its game text to "cloak," theneven if its game text is canceled, it will remain cloakeduntil the stated duration ends.Most of the time when a value (or other aspect of acard) is changed by an Interrupt or some other non-continuous action a duration will be given (e.g., untilend of turn). For instances where it is not stated, followthis guideline: If it happens during a battle, it lasts until the end of

the battle OR until the affected card leaves play,which ever happens first.

If it happens outside of battle, it lasts until the cardleaves play.

If it was caused by a weapon (even during battle), itlasts until the card leaves play.

For example, if Dark Jedi Presence doubles the powerof Imperials, Power Pivot resets a starships power, orLando Calrissian, Scoundrel increases his power by acard's destiny, those changes will last only until the endof the battle, because no duration is specified andthey're performed during a battle. However, if someoneis shot with Amidala's Blaster or a starship is hit by anion cannon, those changes will last until the card leavesplay (or something restores it to normal) becauseweapons always last indefinitely, even when firedduring a battle.

Actions - For Each/For EveryAny time game text permits you to use, lose or retrieveForce "for each" (or "every") of a certain card,characteristic, etc., that action is performed as oneaction for the full calculated amount. For example, if youoccupy 3 Tatooine battleground sites, then TatooineCelebration will permit you to initiate an action toretrieve 3 Force during your control phase (not threeretrieval actions of one Force each). Wheneversomething happens “for each” or “for every” of X, andthere are no X’s that qualify, the value is treated as anunmodifiable zero. For instance, the Force loss fromVengeance Of The Dark Prince is based on “opponentloses 1 Force for each battleground location occupiedby Xizor or Emperor.” If there are no battleground sitesoccupied by Xizor or Emperor, then that Force loss is 0and cannot be modified.

Actions - ImmuneA card that is immune to an action is not a valid targetfor that action (and thus is not a legal response). If acard is made immune to another card already targeting(or deployed on) it, the other card is canceled.The statement "Immune to Control" refers to the cardControl, not other uses of that word. Note that severalcards in the game are immune to the Interrupts Sense,Alter, and Control. It is occasionally the case that someportions of a card will be Immune to one of thoseinterrupts while other portions may not. All of the gametext of the card that precedes the phrase "Immune to X"(where X is Sense, Alter, or Control) is protected fromcancellation from the appropriate Interrupt. The onlyexception to this rule is an Interrupt that containsmultiple types of functions (Used, Lost, Starting, Out ofPlay, etc). When determining what part of one thesetypes of Interrupts is Immune to Sense, apply the samerule, but ONLY to the function type in which the"Immune to Sense" phrase is listed.An Effect is considered “always immune to Alter” only ifit is unconditionally immune to Alter according to its owngame text. A card that is “immune to your Alter” has thecondition of checking which player's Alter is targeting it,and thus is not considered “always immune to Alter.”Also, any card that checks whether a card is immune toAlter (or conversely, non-immune to Alter) only checkswhether or not that card is currently immune, unless ituses the word “always.” This applies similarly to textthat checks for immunity to other cards, e.g. Sense,Control, etc.

Actions - Just Deployed, Just PlayedFor Just Deployed actions, see The Stack. A card is"Just Played" after the action is initiated but before ithas had its result (so responses to a just played cardoccur during the Responses step).

Actions - BeforeIn certain rare instances, an action will indicate it is aresponse to an attempt to initiate an action (often bysaying it happens "before" the action takes place).When such a "before" action takes place, it occurs

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before the other action is even initiated. Once the"before" action is completed, the player who had beenattempting to initiate the original action may choose toagain initiate it, or not to (unless, of course, the action ismandatory).If you are using a "before" action to preempt one of youropponent's actions, it may require backing up (becausethis happens outside the normal order of play). Youmay not back up when you are preempting one of yourown actions; you state that you are about to dosomething, and then play the "before" action.For example, Dark's first action of the Power Segmentis to draw battle destiny, but Light wants to use Zutton'sgame text (“just before opponent draws battle destiny”)to reduce opponent's total battle destiny by 1. Playbacks up to before dark side draws their destiny (noresponses to the destiny draw have triggered). OnceZutton's text has resolved, Dark Side may then drawtheir battle destiny.Another example: if Light targets an unpiloted SpeederBike (maneuver = 0) with a Blaster Rifle, he may playLucky Shot just as he was about to draw the weapondestiny; it would resolve before the weapon does. Hestill must draw the weapon destiny (even though it's notneeded for him to hit the target) because all destinydraws except battle destinies are mandatory. Light maynot draw the weapon destiny and then back up and playLucky Shot, because you do not back up from your ownactions.

Actions - Just LostSome actions are dependent upon the condition "justlost". Unless stated otherwise, "just lost" actions areapplied only to active and inactive cards. A card thathas been "just lost" is already in the Lost Pile, and assuch all cards aboard, deployed on, or targeting thatjust lost card have already been placed in the Lost Pilealso. Thus when an action relocates a "just lost"card to a place other than the Lost Pile, only thatcard is relocated (no other cards that were connectedto that card before becoming lost are relocated unlessspecifically stated). For example, if Luke wearing Luke'sBackpack and armed with Anakin's Lightsaber is lostfrom table, he can be relocated from the Lost Pile to theBacta Tank, but his weapons and devices stay lost. Theexceptions to this rule are the cards All Wrapped Upand We Have A Prisoner. Refer to their individualentries in Ap. B. If a just lost card is returned to a site,this is not considered deployment or movement.When a just lost card is removed from the Lost Pile, it isno longer considered just lost.

The StackThe Stack is a conceptual tool to understand the orderthings happen in under complex situations. We think ofthis in terms of an imaginary stack of cards (sometimeswith pseudo-cards representing actions that aren't anactual card, like a Force drain); the current action (theone on top of the stack) is always currently happening,while all the ones beneath it are considered temporarilysuspended. You can only ever respond to the

current action, not to one of the other actions lower inthe stack. Once the current action is completed, itcomes off the stack and the one beneath it becomesthe new current action.Let's go back to our tennis match example: Player 1serves the ball (a top-level action), after which Player 2hits the ball back (a response). Player 1 can't respondto his original serve, because right now the only thingon his mind is the ball coming back at him; he can onlyreact to that (by performing a response). Also, he's gotto hit it back, he's not allowed to catch it and serve itagain (by performing a top-level action). That's similarto the way this works: while there's an action takingplace, you can't perform any top-level actions, and youcan't do anything except respond to the latest action,not to any other action.When responding to the current action, unlessotherwise noted: each automatic action triggers onlyonce each time the triggering action occurs, and eachjust action may be initiated only once per occurrence of

the action it is responding to. This does not preventmultiple copies of a card from responding separately toa single action, however any modifiers from suchresponses are still subject to the cumulative rule (seecumulatively).

What Is A Response?To be considered a response, the action must dosomething to the current action or state it can (or must)happen if the current action takes place (their conditionis that current action causing those circumstances).Modifying or canceling a just drawn destiny is aresponse to a destiny draw (it's doing something to theaction) as is stacking it on Joh Yowza (it can happenwhen there's a just drawn destiny on the stack).

How The Stack WorksWhile the current action is taking place, automaticactions will be initiated first, and then just actions maybe done. The opponent of the player who performed thecurrent action gets the first just action, and then theother player. Any time you can't perform a just action (orjust don't want to, since just actions are optional) youcan choose to pass. When both players passconsecutively, then all the responses to that action areover and the action has its result. Once the action hasall its results it comes off the stack and the one belowbecomes the current action. Responses to that actiontake place (first automatic actions, then just actions)until there are two passes and that action comes off,making the one below that the current action. Thiscontinues until the stack is empty.

Top-Level Action

Response 2 to Response 1

Response 1 to Top-Level Action

Response 3 to Response 2

Response 4 to Response 3Current Action Only action that can be

responded to All automatic actions

happen first Opponent of player who

caused this action getsfirst just action torespond to this action.

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Actions are removed from the stack if: They resolve (have their result). They are canceled. The conditions have changed so they are no longer a

legal target for responses.

Responding To Coming Off The StackSometimes the act of an action coming off the stack willitself be considered an action, and thus can beresponded to. For example, when a card is deployed,the action that deployed it comes off the stack (it hashad its result); actions that respond to a just deployedcard will be responding to that as the current action,before the action that was underneath can begin.Likewise, when a card finishes moving, the movementaction is complete and is taken off the stack, butanything that responds to a just moved card canhappen before going to the next item in the stack. Thisonly applies to responses to the completion of an action(e.g., you cannot respond to a canceled Alter coming offthe stack).

Simultaneous ActionsSometimes events will happen simultaneously (this isnot the same as when automatic actions are triggeredby the same event; those items still happen one at atime). Simultaneous actions are rare; nothing happenssimultaneously unless a rule or card specifically saysso. In these cases, all the actions are briefly consideredto be on the top of the stack, and any of them may beresponded to. However, once one of them is respondedto (whether by an automatic action or a just action), thataction then is stacked on top of the others, and theresponse to it is placed on top of that. Once thatresponse and the action it was responding to resolve,the other actions are again on the stack together andresponses to any one of them may continue, moving iton top of its fellows, and so on. For just actions timing,alternate who responds to the simultaneous action as ifit were a single action.

Actions - Example 1 - Deploying A CardIt's the start of Light's deploy phase, which means hegets the first top-level action. Light Side deploys anEffect card, Crash Site Memorial (placing it on table tostart a 'stack'). This is the current action. Dark respondswith an Interrupt card, Alter, stacking it on top of CrashSite Memorial (Alter specifically says it can cancel anEffect). This suspends the deployment of Crash SiteMemorial and creates a new current action. Lightresponds to Alter with Sense, stacking it on top of Alter.Neither player responds to Sense (both playersconsecutively pass), so it has its result. It successfullycancels Alter and both Interrupt cards are removed fromthe stack. The deployment of Crash Site Memorialbecomes the current action once again, and Light nowhas the next opportunity to respond to it, since Darkmade the previous response (Alter). Neither player hasanother response to the Crash Site Memorialdeployment (both players consecutively pass again), soit has its result and is placed with Light's other Effect

cards (as described in game text). The stack is nowempty, so Dark gets to perform the next top-levelaction.

Actions - Example 2 - Triggered Automatic ActionThere are currently no actions on the stack and Darkplays Set For Stun. Set For Stun is now the currentaction and begins its three steps of initiation, responsesand result.Initiation - First Dark must target an opponent'scharacter, so this targeting becomes the current action,Set For Stun, is temporarily "covered up" (suspended).Once Dark has selected his target, that action comesoff the stack; Set For Stun is the current action again soplay continues with its game text. Next Dark must use 2Force; thus, Set For Stun is again suspended whileusing the first Force is the current action, then whileusing the second Force is the current action. After hehas finished using Force, that action comes off thestack and Set For Stun is once again the current action,and its initiation is now complete.Responses - Light responds to Set For Stun by playingSense. Sense is now the current action, and goesthrough its own steps of initiation, optional responsesand result. The result is that Light fails the destiny draw;the Sense card goes to the Used Pile and Set For Stunis once again the current action.Result - The first part of Set For Stun's result is itsdestiny draw. This destiny draw becomes the currentaction. Since the destiny draw is an action, it has itsown initiation, optional responses and result. Light doesnot respond to the destiny draw, so it has its result(which is actually drawing the destiny card). Dark drawsa destiny of 2 and Light has Tauntaun Bones on table.This immediately triggers an automatic action for Light,who must activate 1 Force. This action is the currentaction until it is completed, at which time Dark's destinydraw becomes the current action again. Dark places hisdestiny card on his Used Pile, and Set For Stun is nowthe current action once again. Assuming the charactertargeted had ability of 2 or more, the destiny draw is notsufficient to return that character to opponent's hand, soSet For Stun is placed on the Lost Pile, conceptuallyremoving itself from the stack, and there is once againno current action -the stack is empty.

Actions - Time To RespondIn the spirit of sportsmanship, at any time a player isallowed to request a brief pause to consider options. Inactual play, of course, players rarely need to think abouttiming of actions. Typically the game flows smoothlyfrom action to action, without complication. However, aplayer may feel that he didn't have enough time toinitiate an action or at least to request a brief pause(because things moved too quickly, not becausesomething happened that he doesn't like). In thesecases, the player is justified in asking the opponent to"back up" so that he may initiate his action in the propersequence.

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Actions - Example 3 - Just Actions And Backing UpLight plays Nabrun Leids (temporarily placing it on tableas the current action); verbally targets Luke, R2-D2 anda destination site (Jabba's Palace: Audience Chamber);draws destiny to determine the cost (3); and uses 3Force to pay Nabrun's asking price. Nabrun Leids isnow initiated. Dark responds with Tentacle, placing it ontop of Nabrun Leids and using 1 Force. Neither playerresponds to the use of 1 Force or to Tentacle itself, so ithas its result and is placed on table. Nabrun Leids isnow unique (•) and so no more may be initiated thisturn. However, the current copy of Nabrun Leids is stillplayed out (it is now the current action again). Neitherplayer wishes to respond further to Nabrun Leids, so ithas its result (the Light characters are relocated). TheNabrun Leids card is placed on top of Tentacle. Nabrunis removed from the stack, and the stack is empty(normally meaning that Dark performs the next top-levelaction). However, Light quickly announces the play of AGift, which says "If you just moved a droid to AudienceChamber..." Since this is a just action (a response, inthis case, to an action coming off the stack), it mustcome before Dark's top-level action. But Dark, not to beoutdone, announces his own just action: Double-Crossing, No-Good Swindler ("If Nabrun Leids justcompleted a transport…"). Dark's just action happensfirst (because Dark gets the first response to any ofLight's actions), so Light must return A Gift to his hand.(Note that A Gift is not suspended or canceled; rather, itwas never really initiated at all. This is an example ofa player having to "back up" so the opponent hastime to initiate an action in the proper sequence.)After Double-Crossing, No-Good Swindler has its result,Light has the next opportunity to initiate a just actionand thus may decide whether or not to initiate A Gift.

Actions - Example 4 - Competing Just ActionsDark deploys Blizzard 4, which states "When deployed,you may deploy (for free) an Imperial warrior aboardfrom your Reserve Deck; reshuffle." The deployment ofthe Imperial is optional (you may deploy) so it is a justaction. Light has the first just action, but passes. Darkuses Blizzard 4's text as a just action to deploy DarthVader on board from Reserve Deck. Light is allowed thefirst just action to Vader's deployment (and passes); itthen passes to Dark, who also passes. Two passesmeans that the time for just actions responding toVader's deployment is over and is removed from thestack, and Blizzard 4's deployment is again the currentaction. Light is now allowed the next just action toBlizzard 4's deployment, since there have not been twoconsecutive passes yet for that action. Light plays ItCan Wait to send Blizzard 4 back to opponent's hand;no just actions to that occur and the Interrupt resolves,sending the walker back to the Dark hand and Vader tothe Lost Pile (per the Leaves Table rule). Had the Darkplayer not deployed Vader, It Can Wait could not havebeen played, because two consecutive passes wouldhave taken place. No backing up is permitted becauseLight voluntarily passed.

Actions - Example 5 - Battle, Just Actions And"Sense vs Alter"Light initiates a battle at a site, using 1 Force. (Since abattle has no card associated with it, picture a "pseudocard" symbolically placed on the stack to represent theaction.) Dark responds to the battle by playing YouOverestimate Their Chances, placing it on top of thestack. Neither player responds to this Interrupt, so YouOverestimate Their Chances has its result (anautomatic modifier is scheduled to triple battle damage)and the Interrupt is placed on the Lost Pile. Light hasthe next opportunity to respond to the battle initiation,but chooses to pass. Dark responds to the battleinitiation a second time by 'reacting' with a vehicle(Ubrikkian 9000 Z001) from an adjacent site (a react isa special kind of just action). Neither player responds tothe react, so the Ubrikkian is moved, along with threeDark characters aboard, to the site of the battle. Two ofthe characters then disembark as part of the 'react.'Light has another opportunity to respond to the battleinitiation, but again declines to do so. Dark has no moreresponses, so the battle proceeds to its result step,which begins with the weapons segment. (The weaponssegment has the special property of allowing actions tooccur even if they do not say they play during battle.)Light may initiate the first action of each segment; sincethe battle involves Luke and Han, Light initiates Don'tGet Cocky. (Don't Get Cocky is not a response to battle,but rather plays during battle, and thus must occur inthe weapons segment.) Dark responds to Don't GetCocky with Sense. Light responds to Sense with Alter.Dark responds to Alter with Control. At this point, thestack of actions looks like this: Control (current action)-Alter-Sense-Don't Get Cocky-battle (in its weaponssegment). Neither player responds to Control, so it hasits result (canceling Alter). Both cards are placed in theappropriate Lost Piles (Alter is removed from the stackwith Control because canceled actions are alwaysremoved from the stack) and Sense is again the currentaction. Neither player responds to Sense, so it has itsresult. Dark draws destiny but fails to cancel Don't GetCocky. Light has the next opportunity to respond toDon't Get Cocky, but chooses not to do so. Darkresponds to Don't Get Cocky with another Sense.Neither player responds, so Sense has its result. Darkdraws destiny, this time successfully canceling Don'tGet Cocky. Now the battle is the current action again,and Dark has the next opportunity to initiate a top-levelaction in the weapons segment. After both players arefinished initiating actions in the weapons segment, thebattle proceeds to the power segment, to be followed bythe damage segment. When the eventual winner isdetermined, the automatic action scheduled by YouOverestimate Their Chances will initiate itself to triplethe loser's battle damage.

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Actions - Example 6 - Turn ProgressionIt's Dark's turn during the deploy phase, and Light has1 Force in their Force pile. Dr. Evazan is armed with aBlaster Rifle at same site as Obi-Wan Kenobi and aTalz, meaning that if a battle takes place there this turn,the Dark player would get the first action of the battlephase (and thus be able to initiate a battle) and the firstaction of the weapon phase of that battle (and thus beable to fire at Obi-Wan and remove him from the battle,resulting in significant battle damage). Light has DepaBilaba on the table who can be used for 1 Force to helpensure that the destiny card that will be drawn will miss,but once the battle phase starts the Light will have noopportunity to do so before Dr. Evazan fires, becauseDepa's ability is a top-level action. In order to use herability first, it must be performed during the deployphase. However, the Light is also worried that additionalcharacters may be deployed to that site and join in thebattle, and has a Rebel Barrier they would like to play toprevent that, which costs 1 Force. Ideally, the Lightplayer would want to have the last action of the phase(and thus ensure no more cards would be deployed thatthey would need to use the Rebel Barrier on).Unfortunately for the Light player, that can neverhappen. One of two things will happen:Dark player performs an action, the Light player

passes, and then the Dark player passes. Twoconsecutive passes means the deploy phase endsand the battle phase begins, without the opportunity touse Depa Bilaba.

Light player performs an action, the Dark playerpasses, and then the Light player uses Depa Bilaba.Since there were not two consecutive passes, thedeploy phase continues and the Dark player gets thenext current action, which may include deploying acharacter to the site.

Either way, the Light must choose between using Depaand taking their chances on deployment, or not usingDepa to be ready for the Rebel Barrier. They cannotcompel the Dark player to allow them to use Depa'sability before the deploy phase ends (such as by asking"tell me when the deploy phase ends" and then initiatingthe action), nor can they prohibit the Dark player fromdeploying characters if her ability is used.

Actions - Example 7 - Automatic vs. Just ActionsLight deploys Deneb Both to a site. Dark knows DenebBoth will interfere in their activities, and would like toremove him; I'd Just As Soon Kiss A Wookiee can dothis, because it targets a just deployed character andsends them back to the opponent's hand. However,Deneb Both's game text states "When deployed, drawup to 2 cards from top of Reserve Deck." Because thisis not optional, this is an automatic action that occursbefore any kind of responses to the deployment cantake place. Light immediately draws 2 cards, one ofwhich is Protector. Dark now gets the first just action tothe deployment, and plays their Interrupt. The light sideresponds to this new current action with Protector,which cancels it. Light has no just action to the

deployment, and neither does Dark, so play continueswith Deneb still in play and the Dark allowed the nexttop-level action.By an amazing coincidence, the scenario happensagain the following turn, except this time the characteris Arleil Schous ("When deployed, you may take onenon-unique alien into hand from Reserve Deck;reshuffle."). Because it's optional ("you may take") thisisn't an automatic action, it's a just action (rememberthat the word "just" is not required). Because Dark getsthe first just action they may play I'd Just As Soon KissA Wookiee to send him back to hand. Since the Lightno longer has a Protector in hand, the Interruptresolves, Arleil leaves the table, and the just action inhis game text never happens (nor can any otherresponses to the deployment take place, because he'sno longer "just deployed").

Actions - Example 8 - Mandatory ActionsIt's the start of Dark's battle phase, so they get the firstaction. That player has a number of characters at thesame site an opponent occupies, and at another site,Bubo is present with Han Solo. Dark may choose tobattle, attack, or perform some other top-level actionappropriate for the situation (such as using AbyssinOrnament to take a Rodian into hand from ReserveDeck). Dark chooses to initiate a battle. Once the battleis over Light has the opportunity for an action; theypass. Dark can choose to initiate an attack with Bubo,but decides not to, thus ending the battle phase.However, Bubo must attack (because creature attacksare a mandatory action during the battle phase). Thusbefore the phase ends the attack is triggered as anautomatic action and takes place as normal. Once theattack is complete the battle phase is over and themove phase begins. Neither side can perform any moreactions during the battle phase because twoconsecutive passes had still taken place. Had Darkinstead voluntarily initiated the attack rather thanpassing, then after the attack was finished Light wouldhave had an opportunity to initiate an action, and so onuntil two consecutive passes ended the battle phase(with no attack being triggered because all creatureshad already attacked).

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Actions - Example 9 - Simultaneous ActionsDuring battle at the Death Star system, Avenger (withEmperor Palpatine and a Laser Cannon Battery onboard) is hit by a Heavy Turbolaser Battery, then madeimmediately lost by Power Pivot. As a result, Avengerand all cards on board are simultaneously lost. Both areplaced in the Lost Pile. No automatic actions aretriggered, so just actions may now take place; Dark getsthe first just action (it was Light's action that causedthem to be lost, so placing them in the Lost Pile is stillhis action). Dark can choose to respond to the loss ofany of those three cards, because all are momentarilyon top of the stack. He chooses the Avenger, targetingto place it on Return To Base. The stack is now: ReturnTo Base-Avenger-Emperor/Laser Cannon Battery-hitAvenger -battle (in its weapon segment). Light has noresponse to Return To Base, so Avenger is stacked onthat card. Avenger being just lost is also removed fromthe stack, because it's no longer just lost (it's left the lostpile). The loss of the two remaining cards are now onthe stack, and because Dark had taken the first action,Light may now perform the next response to their loss.He gets to choose which he'll respond to, so hechooses to play End Of A Reign, which targets a justlost Emperor. The stack is now End Of A Reign-Emperor-Laser Cannon Battery-hit Avenger-battle. Darkresponds to End Of A Reign by playing Sense, andLight responds with Control to cancel Sense. Both leavethe stack and End Of A Reign is again the currentaction. Light has no response, nor does Dark, so itresolves: Light draws a 4 for destiny, so Dark loses 4Force. End Of A Reign leaves the stack and Dark getsthe next response to the loss of the Emperor (he cannotrespond to the loss of the Laser Cannon Battery yetbecause when Emperor Palpatine was targeted it wasmoved above it on the stack). Dark responds withEvader, to place the Emperor on his Used Pile. Lighthas no response to Evader, neither does Dark, so itresolves and the Emperor is placed on the Used Pile.The loss of the Emperor is removed from the stack (he'sno longer in the Lost Pile so he's no longer just lost),leaving the loss of the Laser Cannon Batteries as thelone current action. Dark gets the next just action (Lighthad responded to the loss of both cards by targeting theEmperor), but passes. Light also passes. With noresponses, the loss of the weapon resolves and itsremoved from the stack, leaving the hitting of Avengeras the current action. It is then removed from the stack(because the Avenger isn't on table, there is no legaltarget for any response), leaving the battle in itsweapon segment as the current action. Dark may nowperform a top-level action (since Light's top-level actionwas to shoot the Avenger).

Implied Target RuleTo target is to select and identify a particular thing suchas a card, pile, hand, player, icon, etc. for a purposespecified by a card or rule. (It is also a synonym for thething that is targeted.) It's important to note that a carddoes not have to explicitly use the word "target" totarget something; this is where the implied target rulecomes in.All the items listed for an action (even the results of theaction) are targeted by that action. If you cannot targetevery item, you cannot initiate an action. Thus: You cannot cancel (or lose) something that doesn't

exist or that cannot be canceled. You cannot modify, reset, or otherwise target a value

which does not exist (Droids are a specific exception;they may be targeted by cards that compare againstability; in which case their ability is treated as anunmodifiable 0).

You cannot move a card that doesn't exist, relocate itto a stack, pile, deck, place it out of play, or take itinto hand.

You cannot move a card to a site, system, or sectorthat doesn't exist.

You cannot deploy, take, exchange, or steal a cardfrom an empty deck, pile, or stack, nor can yousearch it, peek at it (examine, revealing, etc.), shuffleit, or draw a card from it (An empty Reserve Deckdoes not prevent a player from drawing a destiny; thedraw simply fails. An empty Lost Pile does not stop aplayer from initiating an action that retrievesForce/cards. Empty piles may still be moved.). Cardsmay still be placed under an empty deck or pile.

You cannot look at (glance, reveal, etc.) a player'shand if they have no cards in hand, nor can cards beremoved from an empty hand.

There are four exceptions to this:1) Optional targets: Some items do not have to betargeted; their absence will not prevent the action frombeing initiated (For example, when A Jedi's Resiliencesays "return Interrupt (if any) used to initiate duel toowner's hand" the Interrupt is an optional target, andthus you can still perform the action -canceling a duel- ifit was initiated without using an Interrupt).2) Gaining aspects: If something is gained by theaction, you obviously are not targeting it.3) Unknown targets: For some items, you cannot knowwhat the target is when the action is initiated, because itcannot be directly observed at the moment or is theresult of a random act. (For example, if you play TheSignal to take an Effect into hand from your ReserveDeck, you cannot know what cards are in your deckwhen the card is played. Once you have looked throughyour Reserve Deck, however, you can identify anypotential targets.) Any card in a deck or pile (even ifthey are somehow face up, e.g., the cards in your LostPile), that is currently face down, or that is in youropponent's hand is considered unobserved.4) Members of an 'all' group: Some cards target certaingroups of other cards. For example, Oo-ta Goo-ta,Solo? targets 'all Rebels' and Stunning Leader targets'all characters of ability > 2 and all leaders.' There may

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be individual members of that group that may beimmune to the card targeting the group either due totheir own game text or some other condition. This doesnot prevent the targeting card from being played,instead, the card simply ignores the protected cardsand targets as many other members of the group that itcan. Note that this does not adversely impact the ruleson 'all cards' situations. See All Cards/All Characters.Remember that automatic modifiers are not actions,and thus do not have to follow the implied targeting rule(when R2-D2 is on a starship without hyperspeed, his isnot targeting it, he's providing a continuous modifier; inthis case he would modify the existing values only).

Implied Targeting Rule - ExamplesShocking Information ("Target a location. Scomp Linksthere cannot be used for remainder of turn") targets alocation and scomp links at the location. If a locationdoes not have scomp links, it cannot be targeted by thiscard.Evader ("Cancel all Revolutions in play") targets thecard Revolution. If there are no Revolutions on table,this card cannot be played.Focused Attack ("If Vader is present during a battle at asite, for remainder of turn, he loses his immunity toattrition, but adds ability to power (he may not applyability toward drawing battle destiny).") targets Vaderand his immunity to attrition. If Vader has no immunityto attrition, he cannot use this card (you cannot losesomething that doesn't exist).The Bith Shuffle ("Shuffle any player's Reserve Deck orLost Pile or Used Pile.") targets a deck or pile. It cannotshuffle a Used Pile if there are no cards in that player'sUsed Pile (you cannot shuffle an empty pile).Defensive Fire ("Randomly select one card fromopponent's hand and place it, unseen, in Used Pile.")targets a card in opponent's hand. If Light has no cardsin hand, this card cannot be played (because youcannot remove cards from an empty hand).Armed And Dangerous ("If a battle or duel was justinitiated at a site, search your hand or Reserve Deck forone unique weapon matching one of your participatingcharacters.") targets a unique weapon matching acharacter in a battle or duel. If Luke was in a battle justinitiated, he would be a target; since you cannot know ifa unique matching weapon is in your Reserve Deckunless you look, you don't target it yet. Once the actionhas its results, you then look through the Reserve Deckand attempt to find a valid target; if you cannot, theaction merely has no result (the action cannot beundone because it has already successfully resolved)and the Interrupt is placed wherever it normally wouldbe (in this case, the Lost Pile, because it's a LostInterrupt). If you do find such a weapon (even if youdon't want it) it is still targeted and you would have todeploy it.

A Few Maneuvers ("Add 2 to hyperspeed andmaneuver of any starfighter for the remainder of thisturn.") Targets a starfighter, its hyperspeed, and itsmaneuver. Thus, it cannot target a TIE Fighter because

a TIE Fighter has no hyperspeed (you cannot modify avalue that doesn't exist). Note, however, that if you useS-Foils to reset an X-Wing's hyperspeed to 0 you couldtarget it; the implied targeting rule prevents you fromtargeting a value that doesn't exist, but you may stilltarget one that cannot be modified (it simply fails tomodify that value).

Canceling And SuspendingWhen you cancel an action, you prevent that action(such as a card play or a battle) from having its result.You cancel an action after the initiation of that action iscomplete (during the optional responses step) whichmeans that any costs paid to initiate that action remainpaid. When you cancel an action that was limited toonce during a particular time period (such as a turn, acontrol phase or a battle), that action may not beinitiated again during that same time period. When acard is canceled, it is placed in the Lost Pile unlessotherwise directed. However, if a destiny draw iscanceled, the card drawn goes to the Used Pilebecause only the destiny draw was canceled, not theactual card itself.Canceling a card will not affect any action that is statedto occur for a specific duration (see Actions - Duration).Characters, vehicles, and starships may not becanceled.

Canceling Game TextActions that in any way suspend or stop the use of allgame text on a card are considered to be "canceling thegame text" (and can be prevented by text that says"game text may not be canceled"). Canceling game texteffectively 'clears' the game text from the targeted cardfor a specific duration (or while the canceling card is inplay). No actions or modifiers may be initiated ortriggered from the canceled card's game text. Statistics,card title, icons and other card information isunaffected, unless the game text of the card definesthose statistics (see Values & Numbers - UndefinedValues). A card whose game text is canceled stillremains on table - it is not placed in the Lost Pile as acanceled card would be, nor is it considered suspended(see Suspending Cards). When a card's game text"returns", if that card is then found to be performing anillegal operation (for example, Kal'Falnl C'ndros is foundto be aboard a starfighter), that card is immediatelyplaced in the owner's Lost Pile (this does not count asbeing just lost).If a card's game text triggers an automatic action at thesame time that its game text is canceled, thecancellation is considered a competing automaticaction, and is resolved accordingly (seeActions -Automatic Actions). For example, if Sith ProbeDroid is deployed to the Galactic Senate while PleadMy Case To The Senate is on table, the droid's "Whendeployed, immediately retrieve 1 Force" text is triggeredat the same time that the objective cancels its gametext. Thus, the active player chooses which wouldresolve first; if it is the droid, Force is retrieved, then the

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game text is canceled. If not, the game text is canceledand the retrieval will not happen (because canceledgame text cannot be initiated).

Suspending CardsRather than canceling or suspending game text, someactions instead cause cards to become suspended. Asuspended card is inactive (see 1D. Card States).

Conditions Versus CostsAn important distinction must be made betweenconditions and costs; both are part of the initiation of anaction, but both are different parts of that initiation.Some cards or rules will allow you to ignore conditions,others allow you to ignore costs (or occur for free), butthose are always independent of each other. Forexample, Cloud City Occupation has a deploymentcondition (occupying two sites); even though the rulesallow cards deployed at the start of game to deploy forfree, that doesn't affect the deployment condition, so thecard can't be deployed. Likewise, Encampment allowsyou to ignore the deployment conditions of Yoda, butthis does not affect his deploy cost.

NeverThe word "never" is used on cards and in rules foranything that cannot be circumvented. For example,since shielded sites are never battlegrounds, thenEstablish Control (V) cannot make a shielded Hoth:Echo Docking Bay a battleground. Likewise sinceinactive cards never provide presence, an undercoverProbot cannot provide presence.A card with a deployment restriction using the word"never" cannot be circumvented by cards such asQuarren and Cane Adiss.A character with a movement restriction of "never"cannot use any form of movement if it would violate thestated restriction (though it may be carried, unless thisis also prohibited), and cannot be relocated from a pile,card, etc. that would violate that restriction (as if it weremoving there).A 'never' limitation is always applied, even if the card'sgame text is canceled or the card is in a non-activestate.

Never - Location RestrictionsSome cards are, by rule, restricted to certain locations: Characters may exist only at sites (unless aboard a

vehicle or starship). However, characters may notdeploy to the Death Star: Trench, and may only existthere aboard a starship.

Vehicles may exist only at exterior sites (unlessaboard a starship). The only exceptions are CloudCars, Patrol Craft, and Shuttle Vehicles, which mayalso exist at cloud sectors. Lift Tubes are also aspecial exception in that they can exist only at interiormobile sites.

Capital starships (except those that deploy and movelike a starfighter) may exist only at systems andasteroid sectors.

Starfighters (and starships that deploy and move likea starfighter) may exist at exterior sites, systems, andsectors.

Characters, creatures, devices, starships, vehiclesand weapons may not exist at a holosite.

A card cannot deploy or move to a location where itcannot exist. If it is ever in such a situation, it isperforming an illegal operation and must be placed inLost Pile (this does not count as being "just lost").

The One RuleWhen a card that is on table, such as a character orEffect, allows you to perform an action during aparticular time frame (e.g., a turn, a phase, or a battle),and the context indicates that the action is singular(typically by use of the word "one," "a" or "an"), then youmay perform that action only once during that timeframe. If there are multiple copies of that card on table,you may perform it once for each of those cards.For example, Baragwin says "During your controlphase, may exchange one card in hand for one weaponor device in your Lost Pile." Thus, the Baragwin mayexchange only one card per control phase (though ifyou had two Baragwin's on table you could do it oncefor each). Cards in play that do not specify a particulartime frame for an action allow you to perform that actionas many times as you like. Also, you may play multiplecopies of an Interrupt that allows an action during aparticular time frame in order to perform that actionmultiple times, subject to the limitations on unique andrestricted cards. Note that when a card references the"top card" of a particular deck or pile, the phrase "topcard" is considered singular for the purposes of thisrule.

Once Per GameActions that are limited by their game text to "once pergame" may never be initiated more than once per game(even if it fails or is canceled). Once initiated, a card's"once per game" function may not be initiated again byeither player, whether with that card or any other cardwith the same title, regardless of card back (forexample, if the Light Side Boonta Eve Podrace begins apodrace, the Dark Side Boonta Eve may not be used tostart a podrace because they have the same card title).Actions that allow you to deploy "once per game" arestill limited to the owner's deploy phase (unlessspecifically stated otherwise).This rule applies similarly to cards and actions that arelimited to a certain number of uses in excess of onceper game. For example, if a player uses PadméNaberrie's deployment text twice, they cannot use itagain that game, even if Padmé leaves table andanother copy of her is deployed.

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The One Rule - ExamplesTrade Federation Landing Craft ("While at a site, onceduring your deploy phase may take an MTT into handfrom Reserve Deck; reshuffle.")Here the "once" and the phase (deploy phase) makethis a clear application of the one rule. You can onlytake into hand one MTT per turn.

It Is The Future You See ("Whenever you are about todraw a card for destiny, you may instead use theupside-down card")The action is singular ("a card") but no time frame isprovided ("whenever you are about to draw" is acondition, not a time frame). The one rule does notapply, so you may substitute the destiny any number oftimes per turn.

There are three Biker Scout Troopers at the Back Door.Biker Scout Trooper ("Once during each of your deployphases, may deploy a speeder bike to same site fromReserve Deck; reshuffle.")The one rule applies; the action is singular ("Once") anda time frame is given ("deploy phases"). Each BikerScout Trooper may deploy one speeder bike (once perturn per copy) for a total of three bikes per turn, thougheach is a separate action initiated by a different card (inother words, if Scout #1 deploys a bike, and Scout #2has his game text canceled, Scout #1 can't deploy it forhim, because he's already done as much as the onerule allows).

Captain Piett ("May use 1 Force to take one ProbeDroid into hand from Reserve Deck; reshuffle.")In this case, while the action is singular ("one Probedroid"), there is no actual time frame stated on the card.This means the one rule does not apply and you cantake into hand any number of Probe Droids so long asyou pay the costs (though each counts as a single,separate topmost action).

Droid Racks ("If your battle droid was just lost, mayplace it here. During your control phase, may use 2Force (1 Force if your piloted MTT on table) to take anybattle droid from here into hand.")A phase is listed. However, because the action is notsingular (note the use of "any battle droid" rather than"one battle droid" or "any one battle droid") the one ruledoes not apply; you may take any number of battledroids in your hand that you can pay the cost for(though each is a single, separate top level action).Interrogation Array ("Also, during your control phase,may use 1 Force to search your Reserve Deck, takeone Torture or Aiiii! Aaa! Agggggggggg! into hand.")A time frame is given, and the action is singular, thusthe one rule applies. Note that "one Torture or Aiiii! Aaa!Agggggggggg!" applies the singular to all cards in thelist, so you cannot take multiples of the second card intohand, nor can you take one of each.

Section D. Card States - Active, Inactive,Supporting, Unit of Force, Out of PlayAny card in your deck will be in one of these five statesat any time. A card can never be in more than one stateat a time; for example, a card that is a Unit of Forcecannot be considered Active for any purpose.

One State Only - An ExampleTwo cards are stacked beneath Cyborg Construct; theyare supporting. As such, they are not units of Force,and thus are not considered a part of your Life Force.

ActiveActive generally describes a card doing what it says itdoes, whether it's an Interrupt being played or acharacter at a site or an Effect on the table. Once yousuccessfully initiate an action to play or deploy a card,that card is considered active. If the result is the cardbeing deployed on the table (or played on table, in thecase of Defensive Shields), that card is now active aswell, and will remain active until it leaves table or ismade inactive. When a card's state is not referred to, itapplies only to active cards.

InactiveAn inactive card represents a card that is in somesense on the table, but isn't actually doing anything.Examples of this are a starship that has been captured,a character that has gone missing, a weapon that hasbeen stolen, a battle droid on Droid Racks, or an Effectthat has been suspended. Rules will state when acard becomes inactive. Also, some stacked cardsare inactive (see Stacked Cards And Card State).When a card is inactive, it is no longer considered to beon the table or at its location (if any) except:Rules, actions, or conditions that specifically refer to

its inactive state (e.g. Frostbite causes Force lossbased on missing characters), target a card in thatstate (e.g. Take Your Father's Place allows Vader toduel a captive Luke; Besieged deploys on a capturedstarship), or checking to see if it remains inactive.

A unique (•) or restricted (••, •••) card still countstowards the restrictions specified by the uniquenessand persona rules

If at a location, is still affected by cards that target "allcards" or "all characters," etc.

If aboard a vehicle or starship, counts towardscapacity limits.

Inactive cards never provide presence.When a card goes from active to inactive, it has not leftthe table, thus it does not follow the Leaves Table rule.Any active cards deployed on or carried by a card thatbecomes inactive (or Utinni Effect that targets it) are notlost (unless a card or rule indicates they would be in thisstate); instead they become inactive as well, unlessthey indicate they may deploy on or otherwise stillfunction while the card is in this state (e.g., Bountyworks while a character is a captive). If the cardbecomes active again, thosecards return to being active as well.

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If a card has an action "scheduled" and it becomesinactive, the action still occurs. For example, Beggarwould still be lost at end of turn even if suspended.Note, however, that this does not apply to continuousmodifiers, resets, or similar changes on suspendedcards that contain scheduled actions. Those changeswould also be suspended. For example, if ManeuveringFlaps or S-Foils is triggered during a Light Side player'scontrol phase, its effects are scheduled to last until thefollowing Light Side player turn. The game willremember that that card is in effect until that time (evenif suspended) but its modifiers and resets would notapply at locations where it is suspended.

Active Cards - ExampleWeapon Of An Ungrateful Son allows you to putdevices and character weapons on Used Pile. Since itdoes not refer to a card state, it only affects activecards; it cannot affect those that are stacked on BlasterRack or deployed on a ‘missing’ character (inactive),stacked on a podracer (supporting), or out of play.

Inactive Cards - Example 1After being released from Carbonite (flipping theobjective You Can Either Profit By This...), getting hisHeavy Blaster Pistol and then having a Death Markplaced on him, the unfortunate Han Solo steps into aSandwhirl and goes missing. Missing rules state thatHan is inactive, thus:The objective You Can Either Profit By This... / Or Be

Destroyed flips back to its destiny 0 side because Hanis no longer on table.

Death Mark is an Utinni Effect that targeted Hanbefore he went missing; it became inactive when Handid, so no Force is lost from it, nor can it be targeted tobe lost.

No cards can be deployed on the missing Han (he isnot on table for such purposes) unless they specificallydeploy on missing characters.

If Leia With Blaster Rifle is in a battle at the same sitewhere Han is missing, she would not get to add abattle destiny because her destiny adding text doesnot specifically refer to a missing Han. Han will notparticipate in the battle because he is not on table.

The Dark Side cannot target Han's Heavy BlasterPistol with Overload (it became inactive when Handid).

The Light Side player may not: deploy another versionof Han, deploy another copy of Han's Heavy BlasterPistol, or persona replace the missing Han.

Han may be captured by Corporal Oberk (hespecifically targets missing characters).

If Exhaustion is played (which counts missingcharacters on table) it will count Han since it looks forcards that are missing.

Han may not be targeted by This Is Even Better, whichtargets captives (even though a captive is alsoinactive, Han is not a captive, he's missing).

Inactive Cards - Example 2Koensayr Manufacturing states that it is suspendedwhile the opponent controls the Ralltiir system. If theDark Side does control Ralltiir, then it is no longerconsidered to be on table and its game text doesnothing. You may not deploy another copy of KoensayrManufacturing (because inactive cards still counttowards uniqueness). The opponent cannot deploySudden Impact on it (even though the "Immune to Alter"game text is canceled, Sudden Impact does not statethat it can deploy on suspended Effects, so KoensayrManufacturing is not a valid target). Since part ofKoensayr Manufacturing's game text is relevant toseeing if the suspension continues, that text is appliedwhenever appropriate (i.e. when opponent no longercontrols that system).

Inactive Cards - Example 3Vader is carrying a stolen Obi-Wan's Lightsaber. Sincehe cannot use that weapon, it is inactive; no copy ofthat unique weapon can be played. He is considered tobe 'carrying' a stolen weapon, but it isn't on table for anyother purpose (he is not "armed", "using" or "with" aweapon; he may not swing it, may not gain a Forcedrain bonus from it, does not get a bonus during anEpic Duel, and may not receive a power bonus at theCloud City: Lower Corridor). The lightsaber cannot betargeted, except as a stolen weapon (Weapon Of AFallen Mentor), or by attempts to steal that weaponback (Weapon Levitation), because the rules state thatstolen weapons may be targeted to be stolen.

Unit of ForceAny card that is in your hand, Life Force, or Lost Pile isa unit of Force. A unit of Force is never on table, even ifrevealed or face up (e.g. drawing a destiny; peeking atthe top card of a pile; turning the cards in a Used Pileface up with Polarized Negative Power Coupling; or anycard in your Lost Pile). A card does not have anyaspects to it while it is a unit of Force, except when arule, action, or condition specifically looks in theappropriate place for that aspect (e.g. The Signallooking through Reserve Deck for an Effect; ScanningCrew looking through hand for a Rebel; Kintan Striderretrieving a character from your Lost Pile; ForcedServitude reducing Force loss by the forfeit of a droid inLife Force; Mantellian Savrip allowing forfeiting of cardsfrom hand.). When a card in a hand, deck, or pile hasgame text that allows itself to be targeted by anothercard, that game text is considered active and willfunction normally if the targeting card is searchingthrough that hand, deck, or pile. Likewise, when a cardin a hand, deck or pile has game text that says it isimmune to another card, that game text is consideredactive and will function normally if that other card issearching through that hand, deck, or pile.

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SupportingA supporting card is one which is not on table for gamepurposes but is nevertheless having some effect on thegame. Examples of this are a card stacked on It Is TheFuture You See, one or more Interrupts stacked onAllegations Of Corruption, a card placed under HemDazon, an alien stacked on My Kind Of Scum, asenator on a Political Effect, or a stack of cards underFear Is My Ally. Any card that is face down is alwayssupporting (except for any deck or pile). Also, somestacked cards are supporting (see Stacked Cards AndCard State).A card that is supporting is not considered to be on thetable or at its location (if any) except for rules, actions,or conditions that specifically refer to its supportingstate (e.g. Our Only Hope takes a card off InsignificantRebellion; There'll Be Hell To Pay counts the cardsstacked on it; Tentacle affects the uniqueness of otherInterrupts based on the name of the card on it; AnUnusual Amount Of Fear will play Defensive Shieldsfrom underneath it; The Ebb Of Battle states it may beplayed when under your Dark Jedi as a combat card).

Unit of Force - Example 1EG-6 is drawn for destiny. Because its text states thatyou can compare power totals in battle when it is drawnfor battle destiny, you may do so (the game text refersto its state as a unit of Force).

Unit of Force - Example 2M'iiyoom Onith looks at opponent's hand to cause allunique male Rebels and aliens to be lost. Each card isthen checked to see if it is of the card type Rebel oralien, whether it is unique, and whether it has thecharacteristic of male. Those cards are then selectedand put in the Lost Pile. The Light side player cannotuse Bacta Tank to save any of them because they areunits of Force being lost, even though the only reasonthey are being lost is because they had to meet theabove criteria. M'iiyoom Onith specifically looks at unitsof Force, Bacta Tank does not.

Unit of Force - Example 3Abyss and the unique Effect card Insurrection are bothon table. Another copy of Insurrection is drawn fordestiny. Normally this would have no special effectother than the draw (the second Insurrection is a unit ofForce, and thus its uniqueness is unimportant).However, Abyss looks at the uniqueness of cardsdrawn for destiny; since the draw is a copy of a uniquecard in play, it is lost and the destiny is reset to 0.

Supporting Cards - Example 1A podrace is taking place at the Podrace Arena, and thelight side draws a card for race destiny. That card isRed Leader In Red 1, and it is stacked on the site. As asupporting card, it is not considered on table. While it isthere:Red Leader In Red 1 is neither on table nor at that

site. You may deploy copies of Red Leader or Red 1as normal. Red Leader In Red 1 may not be targetedby an E-Web Blaster (it is not at the site), is unaffected

by an exploding Thermal Detonator (even though ittargets all cards there), and cannot have Rectennadeployed on it or be targeted by A Few Maneuvers.

It may be placed in the Used Pile by A StepBackwards, because that Interrupt specifically targetsrace destinies.

Supporting Cards - Example 2Let The Wookiee Win disarms a trooper and is stackedon him. As a supporting card (because it's stacked afterit resolves) it no longer can be canceled by Sense.

Supporting Cards - Example 3The Political Effect I Will Not Defer is on table, andQueen Amidala, Ruler of the Naboo has been stackedon it.Amidala is not considered on table, which means that

you can deploy copies of her persona as normal, andyou may neither target nor deploy anything on thecopy of her stacked on the Political Effect.

I Will Not Defer looks at agendas of cards stacked onit; thus her peace agenda will trigger its extra abilities.

I Will Not Defer looks at characters for the senatorcharacteristic; since Amidala does not have thatcharacteristic, it does not affect that aspect of the card.

Sanity And Compassion may move her to your UsedPile, as it specifically targets cards on Political Effects.

Out of PlayCards which are taken out of the game entirely areplaced out of play. An out of play card is not on tableand has no effect on game play except:Rules, actions, or conditions that specifically refer to

its out of play state (e.g. Dannik Jerriko gaining apower bonus from cards he has placed out of play)

Any unique character, vehicle, or starship that is out ofplay prevents any additional copies of that card (orother versions of its persona) from being played. Unlessstated otherwise, 'just placed out of play' actions areapplied only to active and inactive cards. The onlyexception to this is when a card is placed out of playwhile it is just lost; in that case, treat it as having beenactive (or inactive) for purposes of its state when placedout of play.

Out of Play - Example 1Noble Sacrifice places Dutch out of play, or DannikJerriko "eats his soup." No versions of the Dutchpersona may be deployed for the remainder of thegame, including Gold Leader In Gold 1 (because itincludes the Dutch persona as its permanent pilot).

Out of Play - Example 2Death Star Assault Squadron is randomly placed out ofplay by Out Of Commission. No versions of thefollowing personas may be deployed for the remainderof the game: Vader, DS-61-2, DS-61-3, Vader's CustomTIE, Black 2 and Black 3.

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Stacked Cards And Card StateWhen a card is stacked or placed on another cardoutside the normal rules of deployment, movement,etc., it is either Inactive or Supporting. If the card is being placed there from an active or

inactive state, it is inactive. If the card is being placed there from a supporting or

unit of Force state, it is supporting.However, if the card is stacked on a grabber, the card

is always supporting (see Icons - Grabbers, Ch. 9).Face down cards are always supporting.

Exception - Just LostA card that is "just lost" (or "just forfeited") goes to theLost Pile before being placed wherever it ends up (forexample, if Luke is lost he is placed in the Lost Pilebriefly before being stacked on the Bacta Tank; see1.C. Just Lost). Even though the card is briefly enteringthe Lost Pile (and thus becoming a unit of Force), treatit as having been active (or inactive) for purposes ofdetermining its state when it is actually stacked (in thisexample, Luke would be inactive on Bacta Tank ratherthan supporting).

Stacked Cards And Card State - ExampleLight side has Senator Palpatine at Cloud City: ChasmWalkway. During a battle he is about to be hit; by thatsite's game text, he is placed on the Weather Vane.Since he went there from being on the table (active) heis now in an inactive state (meaning among other thingsthat you could not deploy another copy of SenatorPalpatine). The Light side uses Desperate Reach toplace him at the Cloud City: Platform 327 (Docking Bay)and he later transits to Coruscant and moves to theGalactic Senate, then is taken into hand with I'veDecided To Go Back. Now that he's in hand, the Lightside places him on I Will Not Defer. Because this timehe came from hand (unit of Force), he will be in asupporting state while on that Political Effect.

Global Effects And Card StateWhen a card is being affected "globally" (i.e., it is nottargeting a specific card on table), it affects all versionsof that card everywhere, regardless of its state. When arule, action, or condition affects a card directly (such aswhen Uncontrollable Fury is deployed on Vader, givinghim +2 power), it only affects that single copy of thatcard, and no others, regardless of their state.

Global Effects And Card State - Example 1Bad Feeling Have I is on table, making Leia deploy +2.This means that Boushh (a persona of Leia) is deploy=8(printed 6 + 2) in all states.Active: If you attempt to deploy her, it will cost 8 Force.

Likewise if opponent wants to break her cover withTake Them Away, it will cost them 8 Force.

Inactive: If on your Bacta Tank, it will cost 8 Force totake her into hand.

Unit of Force: If opponent targets her with Frustrationwhile she is in your hand, he must identify 8 Forceicons.

Global Effects And Card State - Example 2Raithal makes your troopers destiny +2 if you control it.This means that Stormtrooper is destiny 3 (printed 1 +2) in all states.Unit of Force: If drawn for battle destiny, it is a destiny

of 3.Supporting: If stacked on a podracer, it is a destiny of

3.Active: If targeted by Thermal Detonator to be lost, it

would require a destiny of 3.

Global Effects And Card State - Example 3The Dark Side deploys Baniss Keeg on Elite SquadronStromtrooper to make him a pilot. This only affects thatsingle card; other copies of Elite SquadronStormtrooper will not be able to pilot, and will still getdeploy, defense value, and forfeit modifiers fromIntensify The Forward Batteries.

Global Effects And Card State - Example 4Owen Lars & Beru Lars cause all versions of the Lukecharacter persona to be power +6 until the end of thenext LS player turn.Active: Any such version of Luke on table would be

power +6 even if he was not previously on table whenOwen Lars & Beru Lars were lost.

Unit of Force: Camie can try to deploy a Luke of power< 4 from Reserve, but would be unable to deploy thePremiere version of Luke Skywalker (printed power 3)because he is power 9 for remainder of turn.

Section E. Values & NumbersMost game actions will depend on values and numbers,and so the manipulation of both will eventuallydetermine the winner. Cards have some values printedon them, such as deploy, ability and destiny, but thesenumbers are not absolute; they can be changed. Thereare two ways to change value: modifying and resetting.

ModifiersAnything that adds to, subtracts from, multiplies, ordivides a 'base value'. For example, Anakin's Lightsabermodifies a Force drain ("May add 1 to your Force drainwhere present") while Jedi Presence modifies a Rebel'spower ("battle at double power"). Multiple copies of the

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same card cannot cumulatively modify the same 'basevalue' (e.g. deploying two copies of Tatooine Utility Belton Luke will still only give him +2, not +4) unless theyspecifically state that they are cumulative.When any card value is checked by a game action orrule, that targeted value is modified by any game textthat is in effect. For example: to take Yoda into handfrom the Bacta Tank when Bad Feeling Have I is on thetable will require the Light Side player to use 7 Force. Ifthe Dark Side occupies Fondor, then a CorellianCorvette forfeited from hand with Mantellian Savrip willhave a forfeit value of 4 etc. (See Global Effects AndCard State)All modifiers are applied in the order that they occur.For example, if a character has his power of 6 reducedby 2 and then doubled, the result will be 8 (6-2=4,4x2=8) not 10 (6x2=12, 12-2=10) because thesubtraction came before the multiplication.

Automatic ModifiersAny modifier which simply states that it occurs (withouta word such as "may" to indicate that it is optional). Forexample, "if you control, Force drain +1 here"(Alderaan) is an automatic modifier when the condition(controlling that location) is met. "May add 1 to a Forcedrain at a related site" (Clouds) is optional. As a rule ofthumb, any time you choose to apply a modifier, it's notautomatic. In addition, interrupts are always played bychoice, and as such they usually constitute optionalmodifiers (dependent upon context). Automaticmodifiers are considered to be instantaneous, and areincluded before any actions or comparisons can bemade.

Unmodifiable ValuesA value that cannot be changed by modifying. SeeReset.

Substituted ValuesA value that you use instead of another value (either ona card, or some previously existing total). In some rarecases, these can be used even if the total wascanceled. For example, Ng’ok War Beast tells a Darkplayer to forfeit a card for 0. This is not a reset (seeReset), just a required use of a substituted value. Notethat this new value may not be further modified or reset.

ResetThe changing of a value to a specific new value (suchas power=0). When a value is reset (e.g., ion cannons,crashed vehicles, weapons that set forfeit = 0, LateralDamage), that value is unmodifiable until restored tonormal (or until the affected card leaves play). Somecards define their value in their game text, such asJawa or Brainiac. This is not resetting and may bemodified.

Reset - Competing ResetsIf a card has its value reset, and another action willreset that value, whichever value is lower is the one thatis applied. For example, Taym Dren-garen resets a

Tusken Raider’s power to 3, but Speeder Bike resets itspilot's power to 0. A Tusken Raider (under the tutelageof Baniss Keeg) piloting a Speeder Bike (while Taymwas at the Audience Chamber), would be power 0,because that is the lower value.

ReduceAny time a value is modified or reset to a lower number,that value has been reduced.

LimitedThings are "limited" if you are not permitted all of whatyou are otherwise entitled to. For instance, if you cannormally generate 3 Force for your Force icons at theDeath Star, and This Place Can Be A Little Rough onlyallows you to generate 1 there, your Force generationhas been limited to 1. However, if you generate 1 Forceat the Death Star: Detention Block Corridor under thesame conditions, your Force generation has not beenlimited, because you are generating what would be the'normal' amount. Likewise, if you can draw two battledestinies, and Imperial Command says you may onlydraw one, your battle destiny has been limited to one.However, if you were only entitled to draw one battledestiny, your battle destiny has not been limited,because you are drawing what you are otherwiseallowed to. Anything which cancels modifiers is NOTlimiting. Never apply a modifier directly to a value that'sbeen limited. Instead, recalculate the entire value withall modifiers (in their original order) and then apply thelimit at the end.

CumulativelyTerm used in game text to indicate that multiple copiesof a card (or multiple applications of the same gametext, as for political effects) can increasingly modify thesame thing. For example, Rebel Tech says,'Cumulatively adds 1 to the total of Attack Run.' ThreeRebel Techs would therefore add 3 to Attack Run.Conversely, the Sandcrawler in the Premiere set says,'Each Jawa at same exterior site is forfeit +1.' TheSandcrawler is not cumulative, and thus a Jawa presentwith three Sandcrawlers is only forfeit +1, not forfeit +3.(No modifiers are cumulative unless they specificallysay they are.) Similarly, you may not place multiplecopies of Queen Amidala, Ruler Of Naboo on I Will NotDefer to add more than 2 to a Force drain (you mayplace them, but they will have no effect).

Duration (How Long a Change Lasts)See Actions - Duration.

Modifying/Resetting TotalsAnything that modifies or resets the total of somethingdoes not affect the individuals that made up that total.For example, Affect Mind will modify the total ability at asite, and Leia, Rebel Princess will reset it, but neitherwill change the ability of any of the individual cards.

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FreeAny action that is "free" ignores any cost, regardless ofwhether or not the value is being modified or reset.Keep in mind that this only affects that action; separatecosts related to the action still apply. If a conditionstates that a card must be able to deploy for free (suchas Prepared Defenses) it means the card must have nodeploy cost listed in its game text.

Free - ExamplesBattle Plan (which allows Light to initiate battle for free)is on table. This means that Wars Not Make One Great(which modifies the cost of battles) and FeltipernTrevagg (which resets the cost of battles) are ignored.Stormtroopers deploy free to the same site asLieutenant Suba; however, if Yavin Sentry (V) on table(which requires you to first pay an additional cost fornon-unique cards) you must still pay for its cost (ifthere's a stormtrooper there) because its cost isseparate from the deploy cost of the stormtrooper.

Up toTreat the phrase 'up to X' as '1 to X'. Thus zero is not avalid choice (unless, obviously, X is 0).

Even Number And ZeroFor game play purposes, zero is defined as an evennumber.

Negative Numbers/Cannot Fall BelowZero/Minimum ZeroSome cards instruct you to subtract numbers, in whichcase the final result may not fall below zero. If asituation arises and you further modify a value that fellbelow zero, reapply all the modifiers (in order) todetermine the final result (e.g., if a power 2 characterhas his power reduced by 3, he would be power 0. If hethen has his power increased by 2, he would be power1, not power 2).

Values & Numbers - Undefined ValuesTreat any undefined numerical value as zero. The onlyexceptions are those values which literally do not exist.For example, "No hyperdrive" is not hyperspeed of zero and so it

cannot be increased through the addition of anastromech droid.

When a destiny draw is required but the player doesnot have any cards in the Reserve Deck, the destinydoes not exist and thus fails (is resolved in the favor ofthe opponent, often meaning the action that requiredthe destiny draw has no result).

Undefined values are not modifiable.

No Ability, No Hyperdrive, Etc.See Values & Numbers - Undefined Values .

Card With AbilityA card with ability is any card that has an ability ofgreater than zero. See droid, Ch. 9.

RoundingYou do not round unless specifically told to. If you aretold to round, but not told to round up or round down,you round as normal (to the nearest whole number).

Section F. Drawing DestinyDrawing destiny represents the element of fate orchance involved in actions. Although destiny drawssometimes have special labels such as battle destiny,weapon destiny, asteroid destiny and training destiny,all destiny draws are accomplished in the samemanner, as described below (For information on thevarious types of destinies see their appropriate section).Drawing destiny is mandatory, except for battle destinyand draws that indicate they are optional (usually bysaying "may draw destiny"). You never draw destinywhen your Reserve Deck is empty (even when youdon't plan to physically draw the destiny).

How To Draw Destiny1) Draw the destiny2) Apply automatic draw modifiers3) Automatic actions4) Just actions5) Complete draw6) Return to step one if more draws must be made7) Add up destiny values and modifiers to total destiny8) Complete all drawsStep 1: Drawing the destinyReveal the top card of your Reserve Deck and move itto the table. It is now an unresolved destiny draw (seeUnresolved Destiny Draws, Ch. 1). The destiny numberin the top right corner of that card is the value of thedestiny draw (location cards have destiny of zero). Thisis called the destiny value.Sometimes you are permitted to use another action inplace of drawing a card for destiny value, such asDarklighter Spin using a starfighter's maneuver or It IsThe Future You See using a card stacked upon it (theseare a substituted destiny). This destiny value cannot bemodified, canceled, or reset. See Substituted Destinies.An important distinction must be made between thedestiny value and the card itself. If something happensto the card, the destiny value remains unless the actionspecifically refers to it. Likewise, if a destiny iscanceled, only the destiny value is being canceled; thecard itself is not affected (again, unless it's specificallyreferred to by the canceling action). Substituteddestinies are perhaps the ultimate example of this, asyou have a destiny value without a physical card at all.Step 2: Apply automatic draw modifiersThese are modifiers to the destiny value, not to beconfused with modifiers to the total destiny.Step 3: Automatic actionsAutomatic actions triggered by the draw now take place(per the normal rules of automatic actions). Theseinclude actions such as Krayt Dragon Bones, ProgramTrap, and Abyss. Some cards state an action whichtakes place whenever they are drawn for destiny(remember that automatic modifiers are not actions,thus the game text on Sith Probe Droid (V) or Grand

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Moff Tarkin (V) was applied in step 2). If that card is anInterrupt, it is considered to have been played (and thusmay be canceled, grabbed, etc, as usual). If it is not anInterrupt (such as EG-4) this is simply triggered gametext.Step 4) Just actionsAny just actions that respond to the draw take place,following the normal rules of just actions (your opponenthaving the first response and the two playersalternating). When both players consecutively pass, thedraw is completed.Step 5) Complete drawIf the destiny value is currently below zero, it is nowimmediately reset to zero before anything else canhappen. Any responses to a completed destiny draw(e.g., We'll Need A New One's retrieval) now take place.After they are done, place the card face down on yourUsed Pile.Step 6) Return to step one if more draws must be madeUnless additional draws are optional, you must makethe additional draws if at all possible. If you cannot,move on to the next step. Draws that you cannot makedo not exist, thus they cannot be modified, etc.Step 7) Add up destiny values and modifiers to totaldestinyModifiers to total destiny are different than modifiers toeach destiny draw. Anything which stops destinies frombeing modified does not affect modifiers to your totaldestiny (for example, if your only destiny was asubstituted destiny -which cannot be modified- you arenot prevented from modifying your total now). Note thatunless otherwise specified, modifiers to weapon destinyare applied during this step, to the total weapon destiny,and NOT to individual destiny draws during previoussteps.After all destiny values and modifiers are applied, if thevalue is below zero, it is now reset to zero. If all yourdraws failed and/or were canceled, you have no total.Sometimes you may have been told to draw a certainnumber of destinies, but then to choose among them.Make your choices before the values are added up andthe total is modified. You cannot choose a value whichdoesn't exist.Step 8) Complete all drawsIf you have no destiny total, the draw now immediatelyfails (see Failed Destiny Draws).If you have a destiny total, continue with the action thatrequired it (usually meaning a comparison andresolution of the action, though sometimes it mightmean your opponent drawing destiny first).

Failed Destiny DrawsWhenever a destiny draw fails (meaning that the playerhad no destiny total, not that the action itself failed tohave its desired result), the result is resolved in favor ofthe opponent. This does not mean that the opponentmay decide how to resolve it; rather, it means that theresult is whatever is in the opponent's immediate favorfor that action. For example, if the light side has noReserve Deck, and the dark side has Vader duel Lukeusing Take Your Father's Place, the light destiny will

fail, and be resolved in favor of the dark side. It wouldbe preferable for Dark to lose this duel, because thenthey can try to convert Luke; however, the immediateresolution in favor of the dark side would have Lukelose, so that must happen.An action that depends on matching a destiny drawcannot match with a failed destiny draw. Unlike normalfailed destiny draws, when a destiny draw involvingsuch an action fails, the action is not resolved in favor ofthe opponent, but continues without the failed draw ifpossible; otherwise, the action ends with no result.

Unresolved Destiny DrawsThese are destiny draws that have been drawn from theReserve Deck but are not yet 'completed' (see Step 5 ofHow To Draw Destiny, Ch. 1). They are still subject tomodifiers and may be targeted by automatic or"Response" actions. They are still Units of Force andare not considered to be 'on table' for any purposes.Your unresolved destiny draws are considered part ofyour Life Force. As such, cards you have drawn fordestiny but not yet resolved may be lost to satisfyrequired Force losses that might occur during that timeframe (such as from an 'insert' card). Remember thatthe destiny value and the card itself are separateentities, so if you lose an unresolved destiny draw cardto satisfy force loss, the destiny value still exists.

Canceled And Redrawn Destiny DrawsA canceled destiny draw counts towards the number ofdestinies able to be drawn, counts against limits, andcounts for any other cards or rules that check thenumber of draws made during a particular time frame,unless it is redrawn. In such cases, the redrawn destinyis counted instead of the canceled destiny.

Draw X Choose YWhen a card instructs you to draw x destiny and choosey, perform the following steps:Step 1) Draw a destiny. This draw can be modified,canceled, reset, or otherwise responded to normally justafter it is drawn; however, after being drawn, unlesscanceled, it remains an Unresolved Destiny Draw and isnot yet placed in Used Pile. The draw is considered aweapon destiny, battle destiny, etc. where appropriate,and counts against any applicable limits. If a limitprevents a player from drawing more than x destinies,they instead draw a number of destinies equal to thelimit. Repeat this step until x destinies have beendrawn.Step 2) Once x destines have been drawn, choose adestiny from among the Unresolved Destiny Draws andresolve it normally. Repeat this step until an appropriatenumber of destinies have been chosen as specified byy.Step 3) Place any remaining unresolved draws in usedpile (unless otherwise instructed) in the order they weredrawn (if possible).

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Multiple Destiny ValuesWhen a card has multiple printed destiny values (suchas R2-D2) its actual destiny is chosen by the ownerwhenever that value is being checked by an action(including as a destiny draw, or a supporting card, suchas a card stacked on Jedi Test 5 or a race destiny).

Defined Destiny ValuesWhen a card has a destiny value that is defined in itsgame text (e.g. it has an asterisk (*) instead of a printeddestiny value), its actual destiny is determinedwhenever that value is being checked by an action(including as a destiny draw, or a supporting card, suchas a card stacked on Jedi Test 5 or a race destiny). Anasterisk is never considered a “printed destiny number”.

Substituted DestiniesA destiny you have not physically drawn. A substituteddestiny value is no different than a regular destiny forpurposes of the draw (i.e., is considered a "destinydraw," has been "just drawn," etc.) with the uniqueexception that it cannot be modified, canceled, or resetand does NOT count towards limits. If you are using avalue from a different card (such as a starfighter'smaneuver with Darklighter Spin) the destiny value isdetermined the moment the substituted action takesplace (using all existing modifiers). Note, however, thatall you are using is the destiny value, no other aspects.

About to DrawSome cards such as Smoke Screen, Artoo I Have ABad Feeling About This, Count Me In and Watch YourBack! allow a player to 'sacrifice' a destiny draw in orderto substitute it with another value. Such game text canonly be initiated if:• the player is capable of making the draw (for example,you cannot use Smoke Screen if you are not capable ofdrawing battle destiny); and• the Reserve Deck has at least one card in it (seeempty deck or pile).If such a card is canceled before resolving, then theplayer is still entitled to draw the destiny normally.

Modifying TotalsCertain cards instruct you to draw destiny, applymodifiers, and examine a total. In these instances, allthose modifiers are considered to modify the destinytotal, not the individual destiny draws (unless it statesthat it is modifying each destiny, in which case thenormal rules of no modifying apply).

Targeting The CardIn unusual circumstances, some actions occur as aresponse to a just drawn destiny by targeting the cardthat was drawn. Since you have substituted a destiny,you do not have a physical card, so none of this willapply: it cannot be taken into hand, lost, stacked, orplaced in life Force, it will not trigger Abyss/Chasm, itdoes not have a card type, it does not have game text(meaning that cards such as EG-4 would not have anyaffect), etc.

Examples of destinies "about to be drawn"Dark has Zuckuss piloting the Mist Hunter at theKashyyyk (Light Side) system. Kashyyyk's Dark Sidetext says "Total ability of 6 or more required for you todraw battle destiny here." Light initiates battle againstthem with Luke Skywalker (V) piloting Red 5. Dark hasthe card Short Range Fighters & Watch Your Back! inhand, and knows that there is a good chance he has alocation card on top. He is unable to play it however tosubstitute the maneuver of the Mist Hunter for his battledestiny, because of the text on the system. He is not'about to draw' battle destiny, because Kashyyykprevents him from drawing any kind of battle destinywhatsoever unless he has 6 ability piloting at thesysttem. Even if Zuckuss was piloting said ship with 4-LOM With Concussion Rifle (adds a battle destiny withZuckuss) as a passenger, he would still not even get asingle battle destiny draw (because he cannot meet thecondition required to draw battle destiny, which is 6ability piloting). It is important to note that a pilot that"draws battle destiny if unable to otherwise" would beable to get around the condition in Kashyyyk's text andin that case Dark could substitute his draw if desired.

Dark has Zuckuss piloting the Mist Hunter at the Bespinsystem with 4-LOM With Concussion Rifle aboard as apassenger. Light initiates battle with Dash Rendaraboard the Outrider (immune to attrition < 4). Dark hasonly one card in his Reserve Deck, and he wants toplay Short Range Fighters & Watch Your Back! tosubstitute the maneuver of the Mist Hunter (3), but hewants to take advantage of his extra battle destiny drawfrom 4-LOM as well. This is possible only if hesubstitutes the maneuver for the first destiny, and thendraws the second normally. If he draws the firstdestiny, then he has no cards left in Reserve, and thencannot substitute a destiny since he would no longer beable to draw any destinies in the first place.

Examples of substituted destinies

Jedi Levitation (V) is stacked on It Is The Future YouSee. When a destiny draw is required, instead ofphysically drawing a destiny, Light chooses to substitutethis for a destiny draw, giving him a destiny value of 4.That 4 cannot be modified, canceled, or reset, becauseit's a substituted destiny. However, for most otherpurposes it is considered a just drawn destiny: it cantrigger Krayt Dragon Bones, but note that it does notcount against battle destiny limits. Jedi Levitation (V)itself was not drawn, so it cannot be placed in Lost Pileby Rachalt Hyst, or stacked on Tentacle.

Grand Moff Tarkin (V) is stacked on Sando AquaMonster. When used for a destiny, dark gets a destinyvalue of 1, but he has not drawn Grand Moff Tarkin (V)for destiny - thus Dark doesn't get the destiny modifierfrom Tarkin’s game text, nor could he take him intohand to cancel and redraw the destiny with ImperialDomination (V).

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Imperial Justice (V) is out, so Light gets only one battledestiny. He plays Out Of Nowhere at the start of thebattle to add a battle destiny. He uses Darklighter Spin,targeting Artoo-Detoo In Red 5, which is piloted by LukeSkywalker and affected by A Few Manuvers (totalmaneuver of 10). Light's destiny value is 10 (the destinyvalue has not been modified because that was thevalue when it was substituted). This counts as Light'sfirst battle destiny, and he may draw his secondnormally because substituted draws do not countagainst battle destiny limits. If Light had drawn his firstdestiny normally however, he would not be entitled toplay Darklighter Spin to substitute the second draw.

Examples of substituted destinies and modifyingtotals

Chewbacca fires a Bowcaster at Vader ("May target acharacter or creature using X Force. Draw destiny. Add1 if targeting a character, 2 if targeting a creature.Target hit if total destiny > defense value."). He uses adestiny 6 card stacked on Sando Aqua Monster andadds 1, for a total of 7 that hits Vader (the +1 is to thedestiny total, so it may be applied).

Under Attack ("During your control phase, target avehicle with armor present with your warrior. Drawdestiny. If warrior has a Concussion Grenade or alightsaber, add 3 to destiny draw (7 if both). Vehicle(and grenade) lost if total destiny > armor.") is used witha destiny 4 stacked on Jedi Test 5. That draw cannot bemodified; however, Luke has a lightsaber, so the +3modifier is applied (it applies to total destiny eventhough it says "destiny draw").

Epic Duel ("If Vader is present with specified target,each player draws two destiny (add 1 to each destinydraw if using a lightsaber") is used to initiate a duelbetween Vader With Lightsaber and Luke. Dark uses acombat card (destiny 6) for his duel destiny. This valuecannot be modified by the +1 because that is modifyingeach draw rather than the total.

Draw X Choose Y - Example 1Dash in Rogue 10 (applicable text: During battle, if withanother T-47 and about to draw a battle destiny, maydraw two and choose one.) is in a battle with another T-47, and the Light Side player is limited to ONE battledestiny. In this situation Dash in Rogue 10's “draw 2and choose 1” text cannot be used because bothdestinies drawn with Dash count as battle destinydraws.

Draw X Choose Y - Example 2If a similar situation played out, but the Light Side playerwas limited 2 battle destinies instead of 1, the LightSide player using Dash in Rogue 10's text on 1 destinywould reach the limit of two battle destinies on its own,because even though only one such destiny would bechosen, two destinies were still drawn. If the light side

player had a way to add a battle destiny in thisexample, they would be better off NOT using Dash inRogue 10's text and simply drawing 2 normal destinies,because using Dash in Rogue 10's text on the firstdestiny would cause them to reach the limit of 2,preventing them from drawing the added battle destinyafter.

Draw X Choose Y - Example 3Dash in Rogue 10 is in a battle with Commander LukeSkywalker v piloting Rogue 1 (so that Luke draws 2battle destiny if unable to otherwise). Luke's text will beusable because when it checks how many destiniesLight Side is scheduled to draw at the beginning of thepower segment, it will only see 1. (Luke's text onlycounts one destiny able to be drawn because Dash inRogue 10's text has not triggered yet - it is only usablewhen the Light Side is about to draw a battle destiny)While the Light Side may theoretically use Dash inRogue 10's text to draw 2 and choose 1 on the firstdestiny drawn, they would no longer be able to draw the2nd destiny with Luke's text, because players maynever combine multiple destiny drawing to draw morethan the “if unable to otherwise” text allows (see "BattleDestiny - Draws X Battle Destiny If Unable ToOtherwise" on AR page 6-6). In this case, drawing 2and choosing 1 on the first destiny and attempting todraw the second would mean the Light Side would bedrawing 3 battle destinies, which would be prevented by“if unable to otherwise” rules. If the first destiny withLuke's text is drawn normally, the Light Side player maynot use Dash in Rogue 10's text on the second destinyfrom Luke's text, because again, that would result in theLight Side player drawing 3 destinies and would beprevented. In short, like example 2, the Light Sideplayer would be better off simply drawing 2 normalbattle destinies rather than using Dash in Rogue 10'stext in this situation.

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Chapter 2 - Starting The Game & Turns

Starting The GameStarting the game consists of two steps:Step A - Playing starting cardsThere are four types of starting cards:Starting Effects: Each player may choose one Starting

Effect from his deck.Starting location: A single location a player chooses to

start the game. You may choose any location so longas it can meet any deployment conditions (seeStarting Location).

Objective: Type of card that represents long-termplanning by providing specific starting cards, gameplay conditions, and short and long term rewards forcompleting tasks. (See Ch. 9 for detailed informationon Objectives). A player who has an Objective card inhis deck must start with it (on the 0 side) and may nothave more than one. A player has either a startinglocation or an Objective, never both.

Starting Interrupt: Each player may choose oneStarting Interrupt from his deck.

While these cards (along with any or all of the cardsthey permit or require) may legally be revealed in anyorder, either player may insist that both players adhereto the following sequence:1. Both players simultaneously reveal their StartingEffect, if any, then resolves his Starting Effect now.2. Both players simultaneously reveal their startinglocation/Objective. Resolve the startinglocations/Objectives as follows: If one player selects an Objective and his opponent

selects a starting location, deploy the starting locationfirst, followed by the Objective and other cards itallows or requires (for free). If an Objective requires orallows the player to deploy a location that is already onthe table, that player simply converts the copy on thetable (converting means to place a copy of a locationon top of the opponent's version of that identicallocation; the one on top is the one considered on tableand the only version that applies). If a card or rulestates that the location cannot be converted, take thelocation you would have deployed and place it out ofplay and continue as if you had deployed it.

If both players select an Objective, the player who willgo first in the game (usually the Dark Side player)deploys card(s) first, followed by his opponent.

If both players select a different starting location,deploy them simultaneously.

If both players select the same starting location, thedark side player has the option of allowing his locationto be converted. If he declines, the light side playerhas the option of allowing his own location to beconverted. If both decline, each player sets his choiceaside and selects a new one: both players reveal theirsecond choice simultaneously, and repeat this processuntil both locations are deployed or they selectdifferent locations (deploy both locations). Reshuffleany failed choices back into the Reserve deck.

In the event that one player's starting location may notbe converted (either due to its own text or some otherrule) that player is still permitted to allow his opponentto attempt to convert his location. In this event hisopponent's location is placed out of play and theremaining "start of game" actions then continue as if theconversion took place.3. Both players simultaneously reveal their StartingInterrupt, if any. The player who will go first in the gameresolves his Starting Interrupt (if any) followed by hisopponent.If you intend to insist on this order, it is recommendedthat you advise your opponent before he begins layingout cards. If, however, your opponent has alreadybegun laying out starting cards, he should simply pickthem up and proceed again according to this sequence.He may not voluntarily change any of his selections,however. Also, regardless of the order in which thestarting cards are revealed, resolve them as described.

Step B - Shuffle and draw starting handRemaining cards must be shuffled, and your opponentmay briefly shuffle or cut. The remaining cards areplaced face down in front of each player to form thatplayer's Reserve Deck. Each player then draws 8 cardssimultaneously. By default, the Dark Side player takesthe first turn of the game, although certain cards mayallow the Light Side player to go first.For detailed information on Starting Effects, Objectives,Starting Interrupts and Locations, see Ch. 9.

Starting The Game - General RulesAny cards deployed at the start of the game deploy forfree (so you may deploy Visage Of The Emperorwithout losing Force or the Emperor using According ToMy Design without using Force). However, they muststill obey all deployment conditions and rules. Forexample, you cannot deploy Tatooine Occupation if youdo not occupy two Tatooine sites (since it has adeployment condition), you cannot deploy Princess Leiato the Detention Block Corridor (since Leia has adeployment restriction), and you cannot start with Han,Chewie, And The Falcon at the Audience Chamber(since starships may not deploy to interior sites by rule).During the start of game, any card that is not on table orin your hand is considered part of your Reserve Deck.Any optional or mandatory actions that are responses toa card being deployed are valid (e.g., If Chall Bekan isdeployed using You Can Either Profit By This..., thenDark may ▲a non-unique alien into hand from his Reserve Deck).During the start of game, no player can activate, use, orlose Force. That part of any action is ignored.

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Starting HandAll the cards placed in your hand by start of gameactions, and all cards you draw before the start ofgame. By default you draw 8 cards, but some cardsmay change that amount. The number of cards youdraw is not affected by the number of cards in hand.For example: The Dark Side uses the Starting InterruptOperational As Planned to take Death Star II, Jerjerrodand an Effect into hand; the Interrupt states that youdraw only 6 more cards. Thus the starting hand is 9cards, the 6 drawn plus the 3 taken into hand.

Starting Interrupts/Objectives - MandatoryActionsStarting Interrupts and Objectives will list mandatoryactions, optional actions, or both, for when they areplayed/deployed. Mandatory actions must beperformed: if something prevents you from performingany of them, then the Objective or Starting Interrupt isillegal. If you have an illegal Objective, place it out ofplay and undo whatever that Objective did (usuallyputting cards back into the Reserve deck); you get nostarting location or Objective this game. If you have anillegal Starting Interrupt, place it back into the Reservedeck and undo whatever that Starting Interrupt did; youget no Starting Interrupt this game (even if you have adifferent Starting Interrupt in your deck).However, as stated in Step A.2, if your objectiverequires you to deploy a location, and it would requireconverting a location that cannot be converted, placeyour copy of the location out of play and continue as ifyou had deployed the location. This is a specificexception to the rules.

Starting LocationLocation revealed by a player during Step A.2 ofstarting the game. A player with an Objective does nothave a starting location (locations deployed byObjectives are not starting locations).Locations that cannot be used as a starting locationincludes any location that could not be deployed to an"empty table." That is, any location that requires anothercard or location to be on table before it can bedeployed. Thus any non-unique vehicle (or starship)site or a location with one or more in title cannot bechosen as a player's starting location, nor can DeathStar: Trench. Likewise, a player cannot use a startinglocation with a deployment condition they cannot meet.If a player selects an illegal starting location, return it toReserve Deck; that player begins the game without astarting location.

Starting The Game - Example 1It's the start of the game, so Light and Dark bothsimultaneously reveal their Starting Effects: Anger,Fear, Aggression (V) for Light and Fear Is My Ally forDark. The cards are now both immediately placed onthe table, and the appropriate number placed underthem as indicated by their text (15 for Light, 10 forDark). Both players now reveal their startinglocation/Objective: Agents Of Black Sun for Dark, PleadMy Case To The Senate for Light. Since both areObjectives and the dark player will go first, he deploysthe Objective and all the cards it states: the Coruscantsystem, Coruscant: Imperial City and Prince Xizorthere. Because the Objective deploys cards by title,Dark may choose any appropriate card, and so deploysthe Coruscant system from the Coruscant expansion,and Prince Xizor. Xizor deploys for 4 normally, but sincethis is the start of the game, he instead deploys for free.Now that Dark is finished deploying the Objective, Lightdeploys his. Light deploys Coruscant: Galactic Senateand a location with an Episode I icon. In this case, hehas also chosen Coruscant. Since Coruscant is alreadyon the table, it converts the dark Coruscant.Both players now choose and reveal their StartingInterrupts: Light chooses Heading For The MedicalFrigate, Dark chooses Surface Defense. SurfaceDefense states: "If you have deployed a battleground,deploy Resistance, Secret Plans and/or There Is No Tryfrom Reserve Deck. Place Interrupt in Reserve Deck."Even though the dark side no longer has a battlegroundlocation on table, he did actually deploy one (theCoruscant system that was converted), so he ispermitted to play this card. Dark chooses not to deployResistance (in this case, all three are optional choices),but does deploy Imperial Arrest Order & Secret Plansand There Is No Try & Oppressive Enforcement (likevirtual and non-virtual cards, any reference to one of thetitles in a combo card is a reference to that card too, sothe dark side can play these combo versions). TheInterrupt states that it is placed in Reserve deck, so it isshuffled in with the remaining cards in the deck (allcards remaining are part of the Reserve Deck).Now Light's Interrupt resolves. "Deploy up to threeEffects if each of them deploys for free, is alwaysimmune to Alter and has 'deploy on table' (or 'deploy onyour side of table') in its game text. Place Interrupt inLost Pile." The first condition means that any Effect witha deploy cost listed cannot be chosen, so Light cannotchoose I Feel The Conflict, which deploys for 2. Lightalso cannot deploy S-Foils (it's only immune to Altersometimes), or Civil Disorder (it doesn't have therequired text in its game text). Light chooses Aim High,Chasm and K'lor'slug (V), then places the Interrupt inthe Lost Pile as instructed.Both players now draw 8 cards simultaneously. Whenthis is done, the game begins, with the start of the darkside player's first turn.

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Starting The Game - Example 2Both players simultaneously reveal their StartingEffects, then deploy them and place cards underneath.Objectives/starting locations are now revealed: Lighthas Agents In The Court, Dark has the Tatooinesystem. Since Dark has a starting location, that isdeployed first, then Light deploys and resolves hisObjective. The Objective then deploys Tatooine: HuttTrade Route and a Jabba's Palace site; Light choosesTatooine: Jabba's Palace, which says (for the darkside): "When deployed, lose 1 Force for each of yourJabba's Palace sites that you do not occupy." Since thedark side doesn't occupy any Jabba's Palace sites, thatsounds bad, but since this is the start of the game,nothing happens, because no Force can be lost duringthe start of game. Light chooses not to deploy Yarnad'al' Gargan (it's optional), but must reveal a Rep (aunique alien with a defined species), which is Jar JarBinks.Starting Interrupts are now revealed: Light has PodracePrep, Dark has Combat Readiness (V). Since Dark isgoing first, Combat Readiness (V) plays out: "If yourstarting location was a system, ▼ a related site (must be a battleground if the system is a non-battleground orEndor) with < 3 and up to three Effects that arealways [Immune to Alter]. Place this Interrupt in LostPile." Dark deploys Tatooine: Bluffs (since the systemwas a battleground (and not Endor), the site need notbe one). Dark deploys Imperial Arrest Order, BlasterRack (V) and Insignificant Rebellion (which deploys forfree; unlike Heading For The Medical Frigate, CombatReadiness (V) only requires that an Effect be immuneto Alter, not that it deploy for free). The Interrupt thengoes to the Lost Pile.The Light Interrupt, Podrace Prep, resolves: "DeployPodrace Arena (with a Podracer, opponent may alsodeploy a Podracer there), Boonta Eve Podrace, andany Effect that deploys for free. Place Interrupt inReserve Deck." Light deploys the Podrace Arena,Boonta Eve Podrace, Anakin’s Podracer (Dark declinesto deploy a Podracer), and Rebel Fleet (the Effect onlyneeds to deploy for free, it doesn’t need to be immuneto Alter). Podrace Prep is shuffled into the ReserveDeck.Starting hands are drawn simultaneously. Dark draws 8,as usual. Light draws 8 as well.

Starting The Game - Example 3Both players simultaneously reveal their StartingEffects, then deploy them and place cards underneath.Objectives/starting locations are now revealed: Lighthas Agents In The Court, Dark has Carbon ChamberTesting. Since Dark will go first, his Objective is the firstto resolve: Dark deploys Cloud City: CarboniteChamber, Carbonite Chamber Console there, andCloud City: Security Tower. Also, the light side isrequired to give a Rebel to Dark to imprison at theSecurity Tower if there is one in his deck, and there is:Chewbacca. Chewbacca is imprisoned there.

Now Agents In The Court resolves, and Light deploysTatooine: Hutt Trade Route, Tatooine: Jabba's Palaceand Yarna d'al' Gargan. However, there's a problem:Light is required to reveal a copy of their Rep (uniquealien with defined species). Unfortunately, Chewie wasthe Rep, and the only copy included in the deck.Because Light cannot reveal his Rep from his deck(Chewie's on table), and he has no other aliens that canwork as a Rep, Light cannot satisfy all the conditions ofthe Objective. As a result, the Objective is placed out ofplay, and the three cards deployed get put back into theReserve Deck. The light side player is stuck with neitheran Objective nor a starting location.Starting Interrupts are now revealed, The Signal forLight, Any Methods Necessary for Dark. Dark's resolvesfirst: "Take into hand from Reserve Deck one prisonand one bounty hunter (may also take a matchingweapon and/or starship). When you draw your startinghand, draw six more cards instead of eight. PlaceInterrupt in Reserve Deck." He takes into hand IG-88(V) and Jabba's Palace: Dungeon. He has no use forthe prison, but it's mandatory so he must take one; if hedidn't he would lose his Starting Interrupt and the cardsit would take, just like the light side player had. He alsotakes IG-88's Pulse Cannon, but doesn't take thematching ship (that's optional, and he also has no usefor it). The Interrupt is put in Reserve Deck.Light's The Signal now resolves: "Deploy from yourReserve Deck one Effect which has no deploy cost;reshuffle. Place Interrupt in Lost Pile." He deploys GooNee Tay. It isn't immune to Alter, and it doesn't deployon his side of table, but The Signal doesn't require anyof that, just that it deploys for free. The Interrupt isplaced in the Lost Pile.Starting hands are now drawn simultaneously: 8 forLight, 6 for Dark (giving Dark a starting hand total of 9).

Starting The Game - Example 4Both players simultaneously reveal their StartingEffects, then deploy them and place cards underneath.Objectives/starting locations are now revealed: bothplayers reveal the (Special Edition) Coruscant system.Dark is given the choice to have his location convertedbut declines. Light is now given the choice;unfortunately for him, he needs that as his startinglocation, so he deploys Coruscant and Dark converts itwith his own. Starting Interrupts are now revealed; Darkuses Twi'lek Advisor to deploy Bad Feeling Have I.Light uses Careful Planning (V) (the same as CombatReadiness (V)); even though his location wasconverted, it was a system so he may still play it; hedeploys a related site and three Effects. He need notdeploy a battleground site because even though hissystem was converted, it was a battleground. After thatis done, starting hands are drawn.

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Starting The Game - Example 5Both players simultaneously reveal their StartingEffects, then deploy them and place cards underneath.Objectives/starting locations are now revealed: bothplayers reveal Tatooine: Cantina. Dark is given thechoice to have his location converted, but declines.Light also declines. The two Cantinas are set aside andthey both select a second location; Dark choosesKessel and light chooses Tatooine: Cantina (he had twoin his deck). Since the locations are both different, theyare both deployed and the two Cantinas are returned totheir owners' decks. Starting interrupts are thenrevealed and resolve, then starting hands are drawn.

TurnSix consecutive phases of play (activate, control,deploy, battle, move and draw) executed by one player.Information on what those phases are and commonevents that occur during them are listed inChapters 3-8.Anything that states that it happens during a turn neverhappens before the first turn begins or after the last turnends. In addition, top-level actions such as playing aUsed Interrupt cannot be initiated before the first turnbegins, or after the last turn ends.

Start Of Turn/Beginning Of Your TurnSee Start of Turn, Ch. 3.

End Of TurnSee End Of Turn, Ch. 8.

Order of Events in a Turn

Mandatory Start of Turn EventsOptional Start of Turn Events

Activate PhaseControl PhaseDeploy PhaseBattle PhaseMove PhaseDraw Phase

Mandatory End of Turn EventsOptional End of Turn Events

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Chapter 3 - Activation Phase & Activating

Activate PhaseThe first phase of each of your turns, in which youactivate Force for subsequent use.

Count the Force icons on your side of each location ontable.

Add 1 to represent the personal Force you generateyourself.

Add 1 for each of your Jedi Masters (for the LightSide) or Dark Jedi Masters (for the Dark Side).

This total (along with any modifiers to your "total Forcegeneration") represents the full amount of Force you areentitled to activate during your Activate Phase for thatturn. This total may not be altered after the count iscompleted. The only actions that may affect your totalactivation count are those that occur at the 'beginning ofa turn.' For example, say that the DS player's total countfor activation at the start of his turn is 12. After heactivates 2, the LS player plays Clash of Sabers tocancel a Presence Of The Force on table. Because thiswas not a 'beginning of turn' action, the DS player's totalremains unaffected, and his available activationremains at 12 for this turn. You may activate up to thattotal number of cards by transferring them, one at atime and face down, from the top of your Reserve Deckto the top of your Force Pile (see Ch. 1). Do not look atthe cards or put them into your hand.Note that as your deck gets drained of Force by theopponent, your options diminish. When you have fewerthan 10 or so cards remaining, you must be especiallycareful how you handle your Force. For example, if youactivate all the cards in your Reserve Deck, you will notbe able to draw destiny if a battle occurs. When youreach this point in the game, consider leaving somecards in your Reserve Deck so you can draw destiny, ifnecessary. In a close game, when both players haveonly a few cards left, the way you manage yourremaining Life Force will be critical to your success!

Activating ForceMoving any number of cards, one at a time, from yourReserve Deck to your Force Pile.Activating each unit of Force is a separate action.During your activate phase, presence is not required togenerate Force at locations where you have Forceicons, and you are not required to activate all the Forceto which you are entitled. However, when other cards orrules (e.g., Blue Milk) instruct you to activate Force, youmust activate all of it (or as much as possible).Whenever Force activation is allowed by cards or rules,it is taken from the top of the Reserve Deck and placedon top of the Force Pile, one card at a time.

Activating Force - ExampleThe light side is playing Watch Your Step/This PlaceCan Be A Little Rough against the dark side's Bring HimBefore Me/Take Your Father's Place. At the moment,Light has Tatooine: Cantina, Tatooine: Docking Bay 94,Tatooine and Kessel on table. Dark has Death Star II:Throne Room (with Emperor Palpatine there), DeathStar II: Docking Bay (with Admiral Ozzel there) andEndor: Landing Platform (with Blizzard 2 there), and theEffect card Establish Control (V). Both objectives are ontheir 0 side.It's the start of the light side player's turn, so they begintheir activate phase. Light counts the number of lightForce icons, and gets 7, then adds 1 for the personalForce, for a total of 8. Thus Light may activate up to 8Force during the activate phase (though he doesn'tneed to activate any if he doesn't want to). Eachactivation is a separate action, so the light activates 3Force by placing the top card of Reserve Deck on hisForce Pile one at a time, then uses all three to play TheSignal to take an Effect into hand from Reserve Deck.After that, Light activates an additional 5 Force one at atime. Over the course of Light's turn, they flip theirobjective. At the start of the dark player's turn, theybegin their activate phase. This is slightly complicatedbecause of Light's objective. Watch Your Step says:"For remainder of game, opponent activates no Force atyour Cantina." Thus the two dark Force icons are notcounted when calculating what Dark can activate. Also,This Place Can Be A Little Rough says: "Opponent'sForce generation at non-battlegrounds is limited to 1."Tatooine, Kessel, and Docking Bay 94 arebattlegrounds, so Dark gets 1, 2 and 1, respectively, atthose locations. Throne Room is not a battleground, soeven though it has 2 icons, Dark can only activate 1there. Establish Control (V) says: "Your Forcegeneration is +1 at docking bays you occupy." TheDeath Star II: Docking Bay is occupied, so it shouldallow total generation of 2, but because it's not abattleground, the total there is only 1. However, theLanding Platform is a battleground and is occupied, soit is permitted to generate 2. So all these total up to 8.The Dark adds 1 for personal Force, for a total of 9. TheDark also adds 1 for having a Dark Jedi Master (eventhough the Emperor is at a non-battleground, the 1 hegenerates is not in any way connected to his location sothe light objective cannot stop it). Thus Dark canactivate a total of 10. However, since he has only 10cards in Reserve, Dark chooses to activate only 9 (incase he needs to draw a destiny). Light realizes this,and so plays Beru Stew ("Each player must immediatelyactivate 2 Force."). Light activates 2 Force. Since it'snot optional, Dark must activate 1 Force, since that's allhe has.

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Force IconsSymbols (lightsabers) that identify the amount of Forcegenerated by a location. Force icons also indicatelocations where you may deploy characters, vehiclesand starships. The existence of Force icons on bothsides of a location is the primary requirement for alocation to be a battleground (see Locations -Battlegrounds, ch. 9).The icons on Jedi (or Dark Jedi) Masters are not Forceicons.

Force GenerationThe amount of Force you may activate each turn duringyour activate phase. Your Force is generated by threeprimary sources:

The Force icons on your side of the locationsdeployed on table.

The personal Force you generate yourself. The icon on your Jedi (or Dark Jedi) Master.

A location without Force icons is considered to have'zero' Force icons; thus, it can be modified to allowForce generation (see Force drains vs. Forcegeneration).

Force Generation BonusThis refers to any positive Force generation modifier.

Force Generation ModifierThis term refers to any game text that adds to orsubtracts from Force generated from Force icons.

Force drains vs. Force generationThe Force drains and Force generation allowed at aparticular location may be modified independently ortogether. Cards that modify "Force drain"(e.g., Obi-Wan's Lightsaber) or "Force generation"(e.g., Dagobah: Bog Clearing) affect one and not theother, whereas cards that modify Force icons(e.g., Sleen, Presence Of The Force) affect both.

Force Drains vs. Force Generation - ExampleAs the game continues Light deploys Theron Nett to theCantina. The following turn, he Force drains for 2 at theCantina. Even though the generation at that site iscanceled for the dark side, there are nevertheless 2dark icons there, which means he can be drained, andthat it's a battleground. Thus there is nothing to preventDark deploying Vader With Lightsaber there the nextturn and pummeling Nett mercilessly.Light then deploys Spaceport Docking Bay to Tatooine,and Dark deploys No Escape ("At each opponent's site, your characters and vehicles are each deploy -3and your Force generation is +1."). From now on, Darkis activating 2 Force at that site, the 1 from the icon plusthe bonus from No Escape. Light deploys Yotts Orrenthere to Force drain, but can only drain for 1, becausethe bonus is solely to generation, not to Force drains.The icons are unaffected by it, thus allowing Darth MaulWith Lightsaber to deploy the next turn and pummel himwith even less mercy.

Force Icons - ExampleOn Tatooine, the following sites are on table: Obi-Wan'sHut, Anchorhead, Desert Landing Site and Bluffs. Also,Endor: Bunker is on table. Only Anchorhead is abattleground, because it is the only location with Forceicons on both sides.The Dark Side deploys Presence Of The Force onBluffs ("Deploy on any location to add one Icon andone Icon."). Because it now has icons on both sides,Bluffs is now a battleground, and both side's Forcegeneration and Force drains there are increased by 1.Light deploys B'omarr Monk ("While at a site, addsForce icons to equalize them for both sides.") to Obi-Wan's Hut, which means there are now 2 light and 2dark Force icons there. That site is now a battleground,both players activate 2 there, and Light threatens toForce drain there for 2.Dark deploys a Swamp next to Endor: Bunker. Swamphas 1 icon on both sides, so it is a battleground.However, Dark then deploys Sleen there ("Cumulativelyabsorbs (temporarily cancels) one icon present.).Thus, Swamp stops being a battleground, becausethere are no light Force icons there; Light activates 0Force there and Dark drains for 0.Yoda is transported to the Bunker using Nabrun Leids.Although he's a Jedi Master, his icon is not a Forceicon. Thus Bunker is still not a battleground, there areno light Force icons here. Light's Force generation hereis 0 (but Light will receive 1 from Yoda to his total Forcegeneration by virtue of the fact he's on the table, butthat's unrelated to the Bunker).Dark moves the Sleen over to the Bunker the next turn.This brings the icon back at the Swamp, so it is restoredto normal. At Bunker it has no effect; it cannot cancelYoda's Jedi Master icon because it only affects Forceicons.

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Start of TurnOnce both players have no end of turn actions to playor resolve, that turn ends. Any mandatory start of turnactions are now initiated, and they resolve normally asautomatic actions. Any optional start of turn actions maynow be initiated (the player whose turn it is gets the firstchance to initiate an optional 'start of turn' action, andplayers then take turns). Only start of turn actions (orvalid responses) may be played at this time - no otheractions are legal. Once all start of turn actions areresolved and both players have passed on their right toinitiate any other start of turn actions, the player who'sturn it is now begins their activate phase.

Start of Turn - Simple ExampleIt's the start of the dark side player's turn, and he hasYour Destiny on table, with Vader at Endor: Back Doorand Vote Of No Confidence. Luke is not on table. YourDestiny states: When Vader is present at a battlegroundsite, at start of your turn opponent loses 3 Force unlessLuke is captured, out of play, or present at abattleground site. Vote Of No Confidence states: Once

per turn (even at start of turn), target a PoliticalEffect; it is suspended for the remainder of the turn.Since Your Destiny is mandatory and Vote Of NoConfidence is optional, opponent first loses 3 Force,and then Dark may choose to trigger the DefensiveShield. Both happen before the activate phase evenbegins.

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Chapter 4 - Control Phase, Presence, & Force Draining

Control PhaseSecond phase of each turn, in which you may initiateForce drains. There are also many other actionspermitted by cards that occur during the control phase;you may perform them before, after, or in-betweenForce drains as any other top level action.

Force DrainCausing opponent to lose Force based on their icons atlocations you control. (See Control Of A Location).Conceptually, if the Dark Side dominates a portion of aplanet or an area of space, the Light Side Force in thatarea is diminished, and vice versa. Accordingly, at eachlocation you control during your control phase, onceduring your control phase, you may choose to causeyour opponent to lose Life Force.During your control phase, initiate each Force drain oneat a time (Force draining costs 0 Force, meaning thisvalue can be modified or reset). You may Force drainan amount equal to the number of Force icons on youropponent's side of the location where you initiated theForce drain. (Some cards require or allow a modifier tobe added to or subtracted from a Force drain.) Youropponent must lose that much Force, taking the lostcards from hand, Life Force or both. A location withoutForce icons is considered to have 'zero' Force icons.Thus, you can actually drain there for zero Force, andyou can use modifiers to increase that Force drain (seeForce Drains Vs. Force Generation, Ch. 3).All of your cards at the location of the Force drain are

considered to participate in that Force drain.Unless stated otherwise (e.g. Organa's Ceremonial

Necklace), each of your cards may participate in onlyone Force drain per turn.

Thus, if you have a card that has alreadyparticipated in a Force drain this turn, you cannotForce drain at that card's location even if youhaven't yet drained at that specific location (forexample, if Luke is at Tatooine: Mos Eisley and Forcedrains there, then uses that site's movement game textto move to the Cantina where he has BoShek, Lightcannot Force drain there because Luke has alreadydone so this turn, even though BoShek has not).

Instead Of Force DrainingSome cards permit you to perform a certain action"instead of Force draining". For example, CorporalPrescott or Cloud City: Security Chamber (Light Side).These texts cannot be used unless you are capable ofForce draining. That is, you control the location andForce draining there would be a legal action in thatphase (remember that it is legal to Force drain for 0, sothe absence of icons does not make drains at suchsites illegal). Using such text means you may not Forcedrain at that location this turn.

May Force DrainA droid with this phrase in its game text (e.g., EV-9D9,Probe Droid) can control its location only for thepurpose of initiating and enhancing Force drains(unless that droid is Undercover).

Timing Of Responses To Force DrainsCards use somewhat different phrasing when statingwhen they can be played in response to a force drain.To standardize the timing of such actions, use thetiming indicated below for the following phrases.• When a card uses the wording “wheneveryou/opponent force drain(s)” OR “if you/opponent justinitiated a force drain”, perform that action during theResponse step to the force drain action, after the forcedrain is initiated but before it resolves.• When a card uses the wording “if you/opponent justforce drained”, perform that action just after the forcedrain action has resolved, as the force drain action iscoming off the stack (see Responding To Coming OffThe Stack).

Force Drain ModifierAny game text that directly adds to, subtracts from, ormultiplies the amount of a Force drain. For example,Projection Of A Skywalker and Ralltiir Operations / InThe Hands Of The Empire have game text that isconsidered a Force drain modifier. Harc Seff and ItCould Be Worse do not provide Force drain modifiersas they affect the way the Force loss is satisfied, but notthe amount itself. Similarly, Resistance and We'reDoomed also do not provide Force drain modifiers, asthey simply limit the maximum loss to a Force drain, butdo not modify the amount of the Force drain. See ForceDrains May Not Be Modified Or Canceled By Opponent.

Force Drain BonusAny positive Force drain modifier.

Force Drains May Not Be Modified Or Canceled ByOpponent"May not be modified by opponent" prevents youropponent from utilizing any game text (whetherdeclared or automatic) that would directly modify (add,subtract, multiply) your Force drain. See Force DrainModifier for examples."May not be canceled by opponent" prevents youropponent from initiating any action (in response to yourinitiated Force drain) that would directly cancel thatdrain without also providing presence. For exampleplaying Control, placing a non-unique alien on the DenOf Thieves, or using the 'canceling' text on Hidden

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Base/Systems Will Slip Through Your Fingers. Thistext does not stop a player from canceling a Forcedrain using a 'react'.This text does not prevent your opponent fromcanceling or modifying your Force drain modifiers. Thusit will not prevent Great Warrior, Imperial Decree, ThePlanet It's Farthest From or A Bright Center To TheUniverse from working normally.In addition, it has no effect on game text that "limits" theamount of a Force drain. Thus Ultimatum andResistance would also work normally. It should also benoted that 'preventing a drain' from being initiated (forexample, location text that says "You may not Forcedrain here") is not the same as 'canceling a drain.' Thusan undercover spy, or the game text on You Can EitherProfit By This... (which prevents the Dark Side fromForce draining at the Audience Chamber) is unaffected.

"Opponent's Force drain modifiers"Any text that refers to "opponent's Force drainmodifiers" is referring to an opponent's modifiers(coming from their cards) to the opponent's Forcedrains.

Force Drains And Modifiers Example 1The dark side has deployed Naboo: Swamp, whoselight text states "If your Gungan present, Force drain +1here." Light deploys Jar Jar Binks (a Gungan) to thatsite, and the next turn initiates a Force drain at theswamp (which is free). The dark side gets the firstresponse, and does nothing; Light also does nothing.The drain resolves, and the dark side loses a total of 2Force, one from the single dark icon and +1 from thegame text.That same turn, Light deploys an Ithorian to the swamp("While at any jungle, swamp, forest or exterior Endorsite, adds one icon and one icon."). The followingturn, the light side initiates a Force drain there; thereare no responses, so the drain is for 3, 2 from the twoDark icons and +1 from the site. The following turn Lightinitiates a drain there again, but this time Dark has aresponse with Control, which cancels a Force drain.Thus the dark side loses no Force that turn.During the dark side's turn they deploy and satisfyImperial Decree ("Whenever you control any two RebelBase locations, or any one planet site and two systems,the effects of Revolution and all opponent's Force drainbonuses are canceled."). For good measure, theydeploy Dark Waters on the swamp as well ("Opponent'sForce drains are -1 here."). The following turn the lightside Force drains there, and there are no responses.Thus the dark side is drained of 2 Force: the +1 from the site is not canceled by Imperial Decree

(it is on a Dark side card) the icon added by the Ithorian is still added, because it

does not modify Force drains, but instead modifies thenumber of Force icons there

1 is then subtracted from the total by Dark WatersThus, 2 icons, -1, +1, for a total drain of 2.

Force Drains And Modifiers Example 2Light controls the Endor system and the Light Endorsites Bunker and Landing Platform (where Luke isarmed with a lightsaber), as well as the Dark Endorsites Dark Forest and Ewok Village (both with Ewoks).Dark targets that system using A Bright Center To TheUniverse ("At locations related to target system,opponent's Force drain modifiers are canceled."). Thusall the light side's modifiers to his Force drains arecanceled. This means that the drains will be:2 at Endor (the system's -1 modifier is canceled)1 at Bunker (the site's +1 modifier is canceled)1 at Landing Platform (the lightsaber's +1 modifier is

canceled)3 at Dark Forest (the +1 modifier comes from a dark

side card and is thus applied)2 at Ewok Village (the +1 modifier comes from a dark

side card and is thus applied)

Force Drains And Canceling ExampleDarth Vader is at the Hoth: Echo Med Lab, which has a+1 Force drain modifier. When the dark side Forcedrains there, and there is no response, the light sideloses 2 Force (one for the icon, one for the bonus). Thefollowing turn, when Dark drains again, Light respondswith Control, which cancels the Force drain, thus noForce will be lost. For good measure, Light plays thedefensive shield Simple Tricks And Nonsense ("Whileyou occupy a battleground and opponent occupies lessthan two battlegrounds, cancel opponent's Force drainsat non-battleground locations and opponent's Forceretrieval."). Because the light side has a Snowspeederat Hoth: Defensive Perimeter (thus occupying abattleground), and the dark side occupies nobattlegrounds (the Echo Med Lab has icons on only oneside, so it is not a battleground), Dark cannotsuccessfully drain the following turn (as soon as it issuccessfully initiated, it will be canceled).Dark deploys Prepare For A Surface Attack ("YourForce drains at Hoth sites may not be canceled.")

Thus, when Dark initiates the drain at the Echo MedLab, Simple Tricks And Nonsense cannot cancel it, norcan the light side use any other means of canceling it,like another Control. Thus, they must lose 2 Force.Dark then initiates a drain at the Hoth: North Ridge,where Dark has some other characters. Light cannotcancel that drain, at least not normally. However, theSnowspeeder may move as a react, and things whichprevent a drain from being canceled cannot stop reacts,so the light side pays 1 Force to use the Snowspeeder'slandspeed to move to the North Ridge and cancel thedrain.

During the light side's turn he deploys Boushh, anundercover spy, to the Echo Med Lab. The dark sidenow cannot initiate a Force drain at either site. At theNorth Ridge, both players have presence, meaning bothoccupy the site, and you may only initiate Force drainsat locations you control. The Echo Med Lab is slightly

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different, as Boushh the undercover spy has nopresence, meaning Dark controls the site. However,undercover spies prevent drains from being initiatedwherever they are; Boushh isn't canceling the drain,she's preventing it from being done in the first place.

PresenceThink of presence in the spiritual or mystical sense, asthe Force emanating from an individual. RememberVader saying, "I sense something. A presence I've notfelt since..." In game terms, each of your characterswith ability creates a 'presence' at one location that youropponent's characters can sense (even when they areat the bridge, cockpit or cargo bay of an enclosedvehicle or starship). Having presence at a location isdefined as (1) having total ability of 1 or higherpresent at that location or (2) having a vehicle orstarship present at that location that has total abilityof 1 or higher at its bridge, cockpit or cargo bay. Nocard may create presence at more than one location.For example, if the Executor is at Dantooine with Ozzelon the bridge and Vader at the Executor: Main Corridorsite, then Ozzel (and the permanent pilots) createpresence only at the Dantooine system, whereas Vadercreates presence only at the corridor site.See Prepositions.

PresentThink of the term present as applying to something thatis physically at a certain place (e.g., a starship can be inphysical contact with the 'space' at a system location,but a character cannot). No card is considered to bepresent at more than one place at the same time. Thereare four places where a card can be present in thegame:at a site location;at a sector location;at a system location; oron an enclosed vehicle or starship card (at the bridge,

cockpit or cargo bay) or enclosed in a prison.For example, if Red 5 is at the Hoth system with Lukeaboard, then Red 5 is present at the Hoth system andLuke is present aboard Red 5 (although Luke is at theHoth system, he is not present at the system).An inactive card is not considered present, except forsituations where it is considered "on table" (e.g., acaptive is present when targeted by Ice Storm).

Present versus Present WithWhen a card refers to another card being "present," thatapplies only to the card being present at a location(even if the other card is not actually present itself)."Present with" is used to describe to cards that are bothpresent together (e.g., two character on the sameenclosed vehicle are present with each other, but oneon and one off are not present with each other).

Where PresentWhen a card uses the phrase “where present,” thatmeans that card must be present at its location. For

example, “Where present, cancels game text of C-3POor R2-D2” on Commander Praji means that if Praji ispresent at a location, he cancels the game text of C-3PO or R2-D2 at that location (they don’t need to bepresent there, only Praji).

Control Of A LocationYou control a location if you have presence there andyour opponent does not. Control of a location ischecked whenever required, not just during the controlphase. The condition is continuous, not an action.

UnoccupiedA location where no player has presence. However, anUndercover spy at a location prevents that location frombeing unoccupied.

OccupyA location where you have presence (regardless ofwhether the opponent has presence there).

HereThe word 'here' in game text means "at this location,"unless context indicates otherwise. (For example, BactaTank, Commence Recharging and Cyborg Constructuse the word 'here' to mean "on this card.")

System LocationWhen a card or rule refers to a "system location" itmeans the location itself. For example, Great Shot, Kid!("Whenever you deploy a unique (•) starship to asystem location, retrieve 3 Force") will not allow you toretrieve if you deploy a starship aboard a capitalstarship, because it has not been deployed to thesystem location.

PrepositionsPrepositions (at, on, aboard, to, with, from, in etc.) areused to express simple relationships between cards,and have their normal English language connotations.A character, starship, vehicle, weapon, or device is "on"a system if it is: (1) Present at any site, cloud or DeathStar II sector related to that system name. (2) At thebridge, cockpit or cargo bay of a starship or vehicle thatis present at any site, cloud or Death Star II sectorrelated to that system name. Thus, for example, Luke is"on Hoth" if he is present at the Echo Command Center,inside the Wampa Cave, or piloting Rogue 1 at the IcePlains.A character, starship, vehicle, weapon or device is "at"a system if (1) it is on that planet (2) At the bridge,cockpit or cargo bay of a starship that is present at(orbiting) that system. For example, Luke is "at Hoth" ifhe is piloting Red 5 and Red 5 is present at the Hothsystem. A card that deploys so that it is "at" a locationhas deployed "to" said location.A character, starship, vehicle, weapon or device is"aboard" (or "on") a starship or vehicle if it is:(1) Present at any site related to that starship or vehicle.(2) At the bridge, cockpit or cargo bay of that starship orvehicle. This means that Luke would not be at Hoth if

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he was at the Home One: Docking Bay while the StarCruiser Home One was present at the Hoth system. Inthis case, Luke is at the Home One: Docking Bay, andaboard Home One. Similarly, Tarkin at the Death Star:War Room while the Death Star orbits Alderaan is not"at Alderaan", but the Death Star is.See Presence and Present.

Present, Presence And PrepositionsThese three concepts, though closely related, have veryimportant differences in the game. As explained underthe corresponding entries, think of prepositions asrelational, presence as spiritual and present asphysical. These terms overlap somewhat, and are oftenused together to make a card operate in a specificmanner. The three concepts are easy to understand ifyou take them one at a time, as seen in the exampleson the following page.

Alone/LoneYour character or permanent pilot is alone at a locationif it is active and you have no other cards at thatlocation that are active characters or active cards withability. Combo Cards (such as Artoo & Threepio orTonnika Sisters), and a permanent pilot of a starship orvehicle that has multiple permanent pilots (such asExecutor or a TIE Squadron), are not considered to bealone.Your starship or vehicle is alone at a location if the onlyactive characters, vehicles and starships you have atthat location are aboard that starship or vehicle.

All Cards/All CharactersAny game text or rule that causes "all cards" (or "allcharacters", etc.) to be lost, missing, or otherwise leavethe table will affect cards on both sides (even inactivecards), unless specifically told otherwise. Cards withsuch game text includes Cantina Brawl, ThermalDetonator, Proton Bombs, Program Trap and DebrisZone. Rules include those for "blown away" as well as"collapsed." It should be noted that an imprisonedcharacter and a frozen captive are treated a littledifferently. See captives - imprisoned, Ap. C; captives -frozen, Ap. C.Any weapon or interrupt that causes "all cards" to belost at a location only affects characters, vehicles,starships, weapons and devices. Also, the effect on anytarget of an "all cards" situation cannot be prevented(such as Force Field trying to stop ConcussionGrenade, Jerus Jannick trying to protect a leader from aThermal Detonator, or Droid Shutdown to protect adroid from a seeker; none of the above can be used)unless it is specifically permitted (such as I ThoughtThey Smelled Bad On The Outside protecting acharacter from Ice Storm). Note that this applies solelyto the effect, you may still cancel weapon destinies asnormal.

Present, Presence And Prepositions - A SimpleExampleIf Bossk is aboard the Bespin Motors Void Spider atTatooine: Lars' Moisture Farm, the following are true:

PrepositionsBossk is at the farm, at Tatooine, on Tatooine and on

(or aboard) the Void Spider.The Void Spider is at the farm, at Tatooine and on

Tatooine.

PresenceBossk creates presence at the farm.The Void Spider does not create presence at the farm,

but its permanent pilot does.

PresentBossk is present aboard the Void Spider.The Void Spider is present at the farm.An important distinction in this example is that Bossk isat the farm but, because the Void Spider is enclosed,he is not present at the farm.

Present, Presence And Prepositions - A MoreDetailed ExampleThis example describes a complex game situation, andis provided primarily for reference. It is not necessaryfor most players to concern themselves with this level ofdetail. Assume that the Death Star is orbiting Yavin 4and the following starships are at the Death Starsystem: Millennium Falcon (with Han and C-3PO in thecockpit), Red 6 (with Jek Porkins piloting) and theExecutor (with Piett on the bridge; also, Vader and Lukeare at the Comm Station site, Tarkin is aboard a LiftTube at the Comm Station and Leia is at the MainCorridor site). This example results in the following:

PrepositionsThe characters are all on (also aboard) their

respective starships.The Death Star is at Yavin 4, and the starships are all

at the Death Star.Han, C-3PO, Jek and Piett are all at the Death Star.Han is at same location as C-3PO, Jek and Piett.Vader, Tarkin, the Lift Tube and Luke are at the Comm

Station site, at same location and at same site.Tarkin is on (also aboard) the Lift Tube, and Leia is at

the Main Corridor site.

Battle: A battle is initiated at the Death Star system,which means that Han, C-3PO and Jek (aboard Falconand Red 6) are in a battle together, against Piett andthe Executor. If a battle is occurring at the CommStation site, Vader and Tarkin are in a battle together(this may also be expressed as "Tarkin is with Vader ina battle").

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PresenceHan, Jek, Piett and the Executor's permanent pilots

each create presence at the Death Star system. (Theother characters do not.)

Vader, Tarkin and Luke each create presence at theComm Station site.

Leia creates presence at the Main Corridor site.C-3PO, the starships and the Lift Tube do not create

presence anywhere.None of these cards create presence at Yavin 4.

PresentHan is present with C-3PO and both are present

aboard the Falcon.Piett is present aboard the Executor.Vader is present with Luke and both are present at the

Comm Station site.The Lift Tube is present at the Comm Station site.Tarkin is present aboard the Lift Tube. Leia is present

at the Main Corridor site.

Present versus Present With - ExampleMaster Luke, Chewie With Blaster Rifle, Sandcrawler(with Endor Scout Trooper and Corporal Kensaric bothaboard), Grand Moff Tarkin and Blizzard 4 (with DarthVader, Dark Lord Of The Sith and Emperor Palpatineboth aboard) are at the same site, and Molator is on thetable. Light initiates battle, and targets Tarkin withChewie's Blaster Rifle. The draw succeeds, so Darkchooses to cancel it using Tarkin's game text ("Whenwith Vader in a battle, once per battle may cancel oneopponent's destiny just drawn."). This works becauseTarkin needs to be with Vader, but he doesn't have tobe present with Vader.Dark gets the next action. He'd like to play the ForceLightning ("Target any character (even a captive)present with Emperor.") in his hand, but the Emperorisn't present with anyone but Vader, so he can't doanything useful with it. Also, he'd like to play his DarkJedi Presence ("If one of your Dark Jedi is presentduring any battle, use 1 Force to cause all otherImperials there to battle at double power.").Unfortunately, none of his Dark Jedi are present at thesite, so he can't play that either. However, Vader'sgame text ("When in battle, may target one opponent'scharacter present. Draw destiny. Target 'choked' (lost) ifdestiny > ability.") can be used, because it targets acharacter present, even when Vader himself is notpresent (recall that in Episode V Vader choked AdmiralOzzel even when the two weren't in the same roomtogether). Vader targets Chewie, draws successfully,and Chewie is lost.

(Could Chewie have targeted someone on the walkerwith his weapon; "may target a character or creature forfree; draw destiny; target hit, and its forfeit = 0, if destiny> defense value"? It doesn't state the target has to bepresent; however, that's because it doesn't need to. Therules of weapons state that all weapons can only target

a card they are present with, so Chewie's weapon couldonly target someone present with him.)Light plays Courage Of A Skywalker ("One of yourSkywalkers present during a battle at a site, forremainder of turn, loses immunity to attrition but addsability to power (he or she may not apply ability towarddrawing battle destiny).") Luke is present, thus he canbe targeted, and he is now Power 11 (he does not usethe -2 in his game text because he is not present withVader; Vader is present on the walker while Luke ispresent at the site).Dark now uses Molator ("For each unit of ability youhave present during a battle, you may use 1 Force toraise your total power by 1. Ability used in this waycannot also be used to draw destiny."). Dark uses 3Force to raise his power by 3; he can't do any morethan that, because he only has 3 ability present(Tarkin); the rest of his ability is on board the walker.During the next turn, Dark wonders if his deploy costsare affected by Corporal Kensaric (“When present at anexterior battleground site with your other scout, adds 2(or 1 if Goo Nee Tay on table) to deploy cost ofopponent’s characters, vehicles, and starships to samesite.”). Kensaric’s text may not be applied, becauseKensaric is not present at a battleground site, eventhough he is with another scout.

Force Draining And Presence - A Set Of ComplexExamplesTatooine: Watto's Junkyard (with a Sandspeeder),Tatooine: Jabba's Palace (with a dark side Skiff and SySnootles), Jabba's Palace: Droid Workshop (withEV-9D9 and R2-Q2), Jabba's Palace: Dungeon (withBossk), and Jabba's Palace: Audience Chamber (withJabba The Hutt) are on table in that order. Also,Credits Will Do Fine ("If you just initiated a Force drain(or won a battle) at Watto's Junkyard, opponent loses 1Force (cannot be reduced) and stacks lost card hereface down."). It's the light side player's turn, so heinitiates a Force drain at Watto's Junkyard. As anautomatic action, the opponent must now immediatelystack a card on Credits Will Do Fine, before anythingelse can happen. Once this is completed the opponentgets the first response, and plays Control to cancel theForce drain. Even though they canceled the drain, thecard stacked on Credits is still left there, though they donot have to lose any Force to the drain itself.During the dark side's turn, he Force drains at theAudience Chamber for one Force because Jabbacontrols the site. At the Droid Workshop, the dark sideplayer has no presence. However, EV-9D9 states thatshe may Force drain there, thus she can control thelocation for the purpose of draining there, and does so;there are no icons on the light side, but EV-9D9provides a bonus of 1, for a total drain of 1. Dark nowinitiates a drain at the Dungeon with Bossk, whocontrols that site. There are no light icons or drainbonuses here, so the total drain is 0. However,because Jabba The Hutt says "While at Audience

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Chamber... allows you to activate 1 Force wheneveryou Force drain with an alien," Dark may now activate 1Force, as he did Force drain with an alien (even thoughno Force was lost). Dark chooses not to Force drain atJabba's Palace (Force draining is always optional).During Light's turn, he initiates a Force drain at Watto'sJunkyard, and Dark must immediately stack a card onCredits. Dark now responds by having Sy Snootles andthe Skiff move over as a react (for 1 Force) to cancelthe drain, but again, the card on Credits remainsstacked. During Light's turn, he deploys Leia Organa (aspy, but not an undercover spy) to the Droid Workshop.Light also battles at Watto's Junkyard and Sy Snootlesis lost.During Dark's control phase, he drains for 1 at theAudience Chamber with Jabba, and activates 1 Force(Jabba is an alien, after all). Dark also drains at theDungeon, but Light plays Control to cancel it; the darkside doesn't get to activate a Force because a Forcedrain didn't actually take place (unlike Credits, which istriggered by initiating a drain, Jabba's ability is triggeredby actually draining). Because Leia has presence atthe Workshop, EV-9D9 cannot drain there. Dark thenplays the defensive shield Battle Order ("...for eitherplayer to initiate a Force drain, that player must first use3 Force unless that player occupies a battleground siteand a battleground system.").

Neither player occupies a battleground system, soBattle Order will affect both players from now on untilthey occupy a battleground site and system. Dark alsodeploys Desilijic Tattoo ("While at Audience Chamber,no battles or Force drains may take place here unless aRebel present.") on Jabba.Light wants to drain at Watto's Junkyard, and he can doso because while the dark side has cards there, there'sno actual ability, thus Dark has no presence there andLight controls the site. In order to drain, however, Lightmust use 3 Force for Battle Order; if he didn't, then thedrain wouldn't be initiated and Dark wouldn't have tostack a card on Credits. So Light uses 3 Force, initiatingthe drain; Dark places a card on Credits, then loses 1 tothe drain itself. Over at the Droid Workshop, Leia alsocontrols the site, because although Dark has twocharacters there, neither of them have ability, and thusprovide no presence. Light uses 3 Force and drains for1 there.It's now Dark's control phase. Desilijic Tattoo stopsJabba from draining; he cannot even initiate it. EV-9D9still cannot drain because Leia has presence there; ittoo cannot even be initiated. Bossk could drain if hewished, but it would cost 3 Force to do so, and since itwould only allow him to activate 1 Force with Jabba'sability it's not worth the bother. So Dark performs noForce drains this turn. He deploys Arica (an undercoverspy) to Watto's Junkyard. He also moves Bossk over toLeia's site.It's the light side's turn, and he finds himself in the sameboat. Leia and Bossk both occupy the Droid Workshop,so neither may Force drain there. At Watto's Junkyard,

the Sandspeeder controls it, but Arica as an undercoverspy prevents the drain from being initiated; thus, thedark side need not stack a card on Credits. InsteadLight deploys Undercover on Leia, causing her to alsobecome an undercover spy, and moves theSandspeeder over to Jabba's Palace.It's the dark side's turn, and he still cannot drain at theAudience Chamber. Also, he may not drain at the DroidWorkshop because even though Leia has no presence,she's an undercover spy, and that prevents drains frombeing initiated (EV-9D9's game text only allows her todrain as if she has presence, it does not allow her todrain when she's not otherwise allowed to). Arica is nowall alone over at Watto's Junkyard, but becauseundercover spies have no presence, she cannot controlthe site, and thus cannot Force drain either. Darkdecides to move Bossk back to the Dungeon.Light is rather annoyed at this sudden move; he had aMotti Seeker in hand ("Use 1 Force to deploy onopponent's side at any unoccupied site. Moves duringyour control phase (like a character) at normal use ofthe Force. When present with Motti or a pilot ofability < 3, choose one to be lost. Seeker also lost.")which could be used to kill Bossk. However, there is noplace to deploy it, because there are no unoccupiedsites; even though Arica and Leia provide no presence,their sites are still not considered unoccupied.

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Chapter 5 - Deploy Phase, Deploying & Personas

Deploy PhaseThird phase of each turn, in which you may deploycards from your hand to the table.In addition to deployment, this is also when you arepermitted to persona replace characters.

DeployTo bring a card into play by placing it on table. Cardsare usually deployed during your deploy phase. Youcan deploy characters, vehicles and starships whereyou have presence or a Force icon on your side of alocation. Weapons, devices, Effects, creatures andsimilar cards may be deployed wherever appropriate,with or without presence or Force icons. The specificrules of how each card type deploys is covered in Ch. 9.Card deployment usually requires the expenditure ofForce; if it doesn't the card may deploy for free. Payingthe deploy cost is part of the initiation, so if the deploy iscanceled the Force has still been used. If the deploy issuccessful, place the card on the location, table, etc.where it is supposed to go.See Never - Location Restrictions, Ch. 1 for restrictionson where cards can deploy.Actions that allow a card (or cards) to be deployed mayonly be initiated in the owner's deploy phase, unless theaction lists a specific phase during which it can bedeployed, or specifies an action that the deploymentcan be made as a valid response to. Cards that containdeployment conditions or modifiers may not necessarilyspecify when the card may be deployed. For example,"Deploys -1 to same site as...." adds a condition ("samesite as") and a modifier ("-1") to deployment but doesnot add a specific timing and as such is limited to theowner's deploy phase. Similarly, "once per game"details how often the action may be performed, butspecifies no timing for that action, and may thereforeonly be initiated within the owner's deploy phase. Thus,for example, Mara Jade may only deploy a weapon onher from Reserve Deck during her owner's deployphase. Similarly, We'll Find Han and Jabba's Palace:Audience Chamber (DS) may only be used during theowner's deploy phase. However, Bargaining Table says"If Effect canceled ... may immediately deploy" whichhas a specific timing (when the Effect is canceled) andas such can be performed outside of the deploy phase.Interrupts, Defensive Shields and some Epic Eventsplay rather than deploy, and thus are unaffected bycards which deploy or affect deployment (e.g. This DealIs Getting Worse All The Time may deploy an Effectnamed Secret Plans but not a Defensive Shield).

Deploying Cards On Vehicles And StarshipsSee Starships - deploying on or aboard, Ch. 9

Deploys Like A StarfighterSee Starships - deploys like a starfighter, Ch. 9.

Deployment RestrictionsSome cards may deploy only to certain places or underspecific circumstances.Location Deployment RestrictionsPresence or Force Icons: Characters, vehicles and

starships cannot deploy to a location unless theyhave presence there or at least one Force icon.However, see spy, Ap. D, and Undercover SpyRules, Ap. C.

Dagobah: Characters, vehicles, starships, Utinni Effectsand some weapons and devices may not deploy toDagobah locations. See Dagobah, Ap. C.

Shielded Sites: Dark Side characters, vehicles andstarships may not deploy to a site where HothEnergy Shield rules are in effect. See Hoth EnergyShield Rules, Ap. C.

Game Text: Some cards state in their game text theymust deploy (or cannot deploy) to certain locations.

Rules Deployment RestrictionsGeneral Rules: Certain card types and subtypes are

restricted to certain locations (e.g., the Executorcannot deploy to a site, Rogue 1 cannot deploy to theKessel system location, Blizzard 2 cannot deploy toCantina, Red 1 cannot deploy to Bluffs).

Special Rules: Trench Rules (Ap. C), Dejarik Rules (Ap.C) and Death Star II Sector rules (Ch. 9) restrictdeployment to Death Star: Trench, holosites andDeath Star II sectors, respectively.

Objective Deployment RestrictionsRestricted by Objective: Anything listed on an objective

that you cannot deploy (or that limits where you maydeploy it).

Restricted to Objective: Anything on a card that states itcan only deploy if a certain objective (or side of anobjective) is on table.

Thus a card that ignores location deploymentrestrictions can deploy to Dagobah, to a shielded site,to a site where you have neither presence nor Forceicons, and may ignore location requirements in theirgame text. However, that would only apply to thatcategory; you could not, for instance, deploy Home Oneto the Endor: Back Door because as a rule capitalstarships cannot deploy to sites. Likewise you cannotdeploy Prisoner 2187 without Rescue The Princess onthe table or deploy Darth Vader if Invasion is on table,because those are objective deployment restrictions.See Jedi Testing - Mind What You Have Learned, Ap. Cfor a specific exception to this rule.As always, there may be cards that overrule these rules(e.g., a card that lets you deploy without presence orForce icons, a card that specifically permits you todeploy to Dagobah, etc.). Deployment modifiers are notdeployment restrictions (e.g., if deploying Ki-Adi-Mundito a place besides the Jedi Council Chamber, the extracost is not a deployment restriction; the same applies tonon-smugglers modified by Watch Your Step).

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Never Deploys Or MovesSee Never, Ch. 1.

ReactSee React, Ap. C

Simultaneous DeploymentIf two cards are deployed simultaneously, one mustdeploy on the other. If this cannot occur (due tocapacity restrictions etc.) the deployment action fails.For example, if deploying Luke and Red 5simultaneously, Luke must deploy on board Red 5.If two cards are deployed simultaneously, and one is"bounced" (placed somewhere else as a response,such as It Can Wait returning a card to hand) ortargeted by Imperial Barrier/Rebel Barrier, (and bothcards are valid targets for Barrier) apply theresults to both (e.g., if Aratech Corporation (V) deploysa Biker Scout Trooper and Speeder Bikesimultaneously, and the trooper is targeted by RebelBarrier, only the trooper is affected by the Barriersince that card may not target vehicles).

Deployment - ExamplesLight has Yavin 4: Jungle in hand; locations do not havea deploy cost, thus deploy for free. Light places it on thetable between the Yavin 4 system and Massassi ThroneRoom. Light wants to deploy a Rebel Trooper there; hisdeploy cost (found in the white box on the left) is 1, soLight uses 1 Force (taking the top card of Force Pileand placing it on the Used Pile) and deploys the trooperthere. Light also has the Effect card Encampment; itdoesn't have a deploy cost box, but it does state that itcosts 2 Force to deploy it, so 2 Force is used and it'splayed on the Jungle. Son Of Skywalker is now playedthere (5 Force); his game text states that he can onlydeploy to Dagobah or Cloud City, so normally hecouldn't do this (it is a location deployment restriction).However, Encampment allows Light's cards to deploydespite location deployment restrictions, so this is legal.Light has Squadron Assignments on table ("...mayreveal one unpiloted starfighter from hand to take itsmatching pilot character from Reserve Deck (or viceversa) and deploy both simultaneously...") and soreveals Tycho Celchu to get Green Squadron 3;because they are deployed simultaneously, Tycho mustdeploy on the A-Wing. The A-Wing deploys for 2 Force;Tycho deploys for 1 (his deploy cost says 3, but hisgame text states that he deploys -2 to Green Squadron3). The two cards are deployed to the Yavin 4 system.On the dark side player's turn, he would like to deploy tothe Jungle also, but there are no dark icons there.However, he does have a Probe Droid which is a spy;thus it can deploy to the Jungle (2 Force is used). Darkstill does not have presence there, however, so he stillcan't deploy much else. However, he can deploy theweapon Probe Droid Laser and device Probe Antennaeon the Probe Droid because only characters, vehiclesand starships are restricted from deploying under thesecircumstances. Neither of those cards has a deploy costlisted anywhere, and so deploy for free.

Dark now deploys the Effect card Undercover on theProbe Droid (no cost, so it's free). Dark can now deploythere because you may deploy to locations where youhave no presence or Force icons if you have anUndercover spy there. Dark deploys Blizzard 1 there(6 Force), then General Veers (3 Force). They were notdeployed simultaneously, so Veers can deploy to thesite or to the AT-AT; Dark chooses the AT-AT. Darkthen deploys the creature Bubo to Massassi ThroneRoom for 3 Force (Dark has no presence or Force iconsthere, but it doesn't matter because Bubo's a creature).

Over on Hoth, the Hoth: Main Power Generator,Defensive Perimeter and Ice Plains, are all on table.Because Hoth Energy Shield Rules are in effect, allthose but the Ice Plains are shielded; this means thateven though there are dark Force icons at theDefensive Perimeter, Dark still cannot deploycharacters, vehicles and starships there, nor can theydeploy a spy to the Main Power Generator (spies onlyignore the presence/icon restriction). Dark had movedBlizzard 2 to the Defensive Perimeter, and now deploysAT-AT Cannon and Electro-Rangefinder on it anddeploys a Wampa there; even though the site isshielded, it doesn't stop other card types from deployingthere.

On Endor, the Rebel Landing Site, Spaceport DockingBay and Bunker are all on table. Light deploys DaughterOf Skywalker to the Rebel Landing Site for 3 Force (shehas a deploy cost of 7, but deploys -3 to Endor by hergame text, and -1 to that site by its game text). Lightcan't deploy characters to the Bunker (it has no lightForce icons), but Light can deploy the Epic Event cardDeactivate The Shield Generator, the device Remote,the Effect card Wars Not Make One Great and theweapon Medium Repeating Blaster Cannon.

Dark plays Surface Defense (V), which allows him touse 1 Force to ▼ Aratech Corporation (V). However, Dark has to wait until his deploy phase, because that'swhen deployment actions happen. He does so,deploying it onto the table (no cost is listed so it's free).It works similar to Squadron Assignments, getting anImperial pilot with a Speeder Bike or AT-ST, thensaying to "deploy both simultaneously." Dark then usesthis to deploy a Lieutenant Arnet and Blizzard Scout 1to Spaceport Docking Bay; because they're deployedsimultaneously, he must deploy on the AT-ST (normallyvehicles and pilots do not deploy simultaneously, butAratech Corporation specifically requires it). The AT-STdeploys for 3 Force, Arnet deploys for free (even thoughthe site's text says that pilots deploys +1 there, Arnet'stext states he deploys for free; free cannot be modified).

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PersonaDifferent versions of a single character, starship, orweapon are all considered to be part of the same'persona (even if they are on different sides of theForce).' No more than one version of the same uniquepersona may be on table at the same time. For acomplete list of personas, see Ap. D.Any card or action that targets or manipulates apersona may target or manipulate any card thatcontains that persona. For example: Lando InMillennium Falcon is considered a wild card for CloudCity Sabacc because it contains the persona of •Lando.The Dark Side may deploy Boba Fett In Slave I for freeto a Docking Bay where Lyn Me is present, because itcontains the persona of •Boba Fett. The exceptions tothis rule are: Cards that deploy upon a specific persona may only

deploy upon a card of that type (i.e. characterweapons must deploy on a character persona,Effects deploying on weapon personas must deployon weapons cards, etc.). For example, neitherVader's Lightsaber nor Uncontrollable Fury maydeploy upon the Death Star Assault Squadronbecause even though it contains the persona ofVader, that card is nevertheless a starship, and not alegal target. See Ap. D for persona types.

The persona replacement rule applies only tocharacter cards. That is, only a character card can bereplaced, and only by another applicable charactercard of that persona.

Even though different versions of a single personaconceptually represent the same person or thing, theyare still different cards. For example, the Interrupt cardMonnok affects "all cards opponent has two or more of"in hand. If you play Monnok on an opponent who isholding one Luke Skywalker and one Commander LukeSkywalker, those characters are unaffected by theInterrupt because it targets duplicate card titles.If two characters (or permanent pilots), starships, orweapons have the exact same title, they are the samepersona. Thus Lobot and Lobot (V) are the samepersona; the Reflections III Obi-Wan's Lightsaber,Premiere Obi-Wan's Lightsaber, and the permanentweapon on Obi-Wan With Lightsaber are all the sameweapon; and the character Dutch and the permanentpilot of Gold Leader In Gold 1 are the same persona. Ifa unique persona that is part of another card issuspended or removed (or the game text of that card iscanceled or suspended), that persona's uniqueness stillapplies, unless the card that persona is part of is astarship or vehicle that was stolen, or a permanentweapon card that has been disarmed.

Persona ReplacementDuring your deploy phase, you may replace any of yourunique character cards on table with a different versionof that persona. Two cards are "different versions" if: Their titles are different, or One has an expansion icon the other does not haveThus you could persona replace Commander LukeSkywalker with Son Of Skywalker (different title) or

Commander Luke Skywalker (V) (has an expansionicon the other doesn't have).You may only persona replace your own characters(some cards, such as Lobot, allow the opponent to"replace" them; this is actually converting; seeConverting Characters).To persona replace, during your deploy phase take acharacter card version of that persona from your handand place it at the same location as the version you'rereplacing. The new version:1) must have both power and ability at least equal to

those of the replaced character,2) must not contain a unique permanent weapon

persona already on table,3) must obey all deployment restrictions, except

location deployment restrictions that are not listed onits card

For example, Luke Skywalker (power 3, ability 4) maybe replaced by Commander Luke Skywalker (power 4,ability 4), but only when Luke is on Hoth (becauseCommander Luke Skywalker can only deploy on Hoth).Any cards deployed on or targeting the charactertransfer to the new version of that character (ifapplicable). Any cards which are not applicable areplaced in the owner's Lost Pile, along with the replacedversion of the character (at which point the new versionof the character is now on table). Note that the replacedpersona going lost is not considered to be a 'just lost'character. Any 'residual' game play effects (such asbeing the target of Imperial Barrier) will likewise apply tothe new version on table. For example, if Boba Fett wastargeted by Clash Of Sabers and then personareplaced, the new version would still be under the effectof Clash Of Sabers.When replacing a persona, remember that any directmodifiers affect only the card they are deployed upon,not all versions. Thus when Darth Vader, Dark Lord OfThe Sith has Uncontrollable Fury (which provides power+2) deployed upon him (giving him total power of 8), hecannot be replaced by Lord Vader who is only power 7.Persona replacement is not deployment, and as suchhas no cost, nor is it permitted or restricted by otherdeployment rules or game text. For example, you do notneed presence or Force icons on your side of a locationto replace a persona there. Similarly, you do not needto observe Dagobah deployment rules for replacementpurposes (unless the newer version has a Dagobahrelated deployment restriction in its game text), you maynot replace a persona because a card allows you todeploy (including deploying from a deck or pile),persona replacement is unaffected by the out of playrule, and replacing a persona does not allow any "justdeployed" actions to be initiated.You may persona replace an Undercover spy with anon-spy character or vice versa, as long as you followthe replacement rules given above. For example,TK-422 may replace Han Solo as long as TK-422'sdeployment restrictions are observed (that there is anImperial there, that it's a site, and he must goUndercover). Similarly, an Undercover Leia Organamay be replaced by Princess Leia, although the

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Undercover card would not be applicable to PrincessLeia (she is not a spy) and would be lost (and shewould cease being undercover).

Persona Replacement - Non-unique Persona"Skywalker" is a non-unique persona name. Becausepersona replacement only applies to unique personas,you may not persona replace a Skywalker with anotherone who is not the same unique persona (e.g. Son ofSkywalker may not persona replace Princess Leia).

Persona - Converting CharactersConceptually, some characters have no real loyalty to aside of the Force they are on and can be brought towork on the opposing side, such as when Lando endedhis alliance with Vader and freed Leia and Chewie. Thisis called converting characters, and can be achieved intwo ways. The card Double Agent will cause TonnikaSisters to convert via its "crosses over to your side" text.In this case, the card (and all cards on it) moves to yourside of the location and becomes yours; it fights on yourside, obeys your orders, goes to your Lost Pile, etc.The other way to convert is with a character's gametext; if it states "can be replaced by opponent" it can beconverted. To do this, the opposing side puts theirversion of that character at the location during theirdeploy phase, transfers over any legal cards to deployon them, and places the original version in opponent'sLost Pile (along with any cards not transferred).No matter how it happens, a converted characteroperates the same. The character retains their identity,and cards deployed on or targeting the charactercontinue to function normally. The opponent is notprevented from re-deploying that character, barring theuniqueness rules (e.g. if Light Lando is lost, Dark Landocan be deployed.). Converting is not deployment,persona replacement, or crossing over.

Persona Replacement - ExamplesTedn Dahai (with another musician) is on table andtargets Cloud City Boba Fett (who is carrying Binders)at Mos Eisley (which adds 1 to the power of bountyhunters there), canceling Fett's game text for remainderof turn. Dark has Special Edition Boba Fett, Boba FettWith Blaster Rifle, Boba Fett In Slave I and Boba Fett,Bounty Hunter in hand. Of those, only the last canpersona replace the one on table. The first lackssufficient power (3 versus 5). The second also lackssufficient power (the bonus from the site only affects theversion there, not the one in hand). The third is astarship, and only character cards may personareplace. So, during Dark's deploy phase he placesBoba Fett, Bounty Hunter at Mos Eisley and transfersBinders to him. The Cloud City Boba Fett card is placedin the Lost Pile. Starting at that moment, the new Fett'sgame text is canceled by 'residual' effect of TednDahai's earlier cancellation and it will continue until endof turn.

Lobot (a power 0 light side character) is at the CloudCity: Casino. Dark has their own Lobot (a power 2 darkside character) in hand.They are both versions of the persona of Lobot, thusthe dark side card cannot be deployed. Also, he maynot persona replace the version that is on the table;even though all the other persona requirements aresatisfied, it's not the dark side's card, and thus cannotbe persona replaced by Dark.

Persona - ExampleQui-Gon Jinn With Lightsaber and Obi-Wan Kenobi,Padawan Learner are both at the Back Door. Light hasQui-Gon's Lightsaber, Ben Kenobi and Master Qui-Gonin hand. None of those cards may be deployed: BothQui-Gons are the same persona. Likewise, bothKenobis are the same (even though they are fromdifferent eras). Qui-Gon also contains a version of theweapon Qui-Gon's Lightsaber, so no additional versionsof that weapon persona may be deployed.

Multiple Personas ExampleLight has Wookiee Roar, which may take Chewie intohand from Reserve Deck. Han, Chewie, And TheFalcon is found, which contains Chewie as a permanentpilot; it is taken and deployed. Quad Laser Cannon(which deploys on Falcon) is deployed on the ship, butnot Chewie's Bowcaster or That's One (they have todeploy on a character version of Chewie). When Darkattacks, Light plays Punch It! to add 2 destiny (Han ispiloting Falcon) and Life Debt to add 2 more (Han andChewie are in battle together). Dengar may make Han,Chewie, And The Falcon forfeit = 0 if it is landed at adocking bay if he is present at the site.

Persona And Simultaneous Deployment - ExampleSquadron Assignments, which permits Light to reveal aunique starfighter to find the matching pilot and deployboth simultaneously, is on table. Light reveals Red 5,whose matching pilot is Luke. Thus any version of theLuke persona may be found in Reserve: LukeSkywalker, Son Of Skywalker, Master Luke, etc. LukeSkywalker is selected, and both he and Red 5 aredeployed. Because they must be deployedsimultaneously, Luke must deploy on board Red 5,regardless of where they are deployed.

Converting Characters - ExamplesTonnika Sisters with Mandalorian Armor and a ScoutPistol are present at the Cantina. Light plays DoubleAgent, converting them to his side. The Tonnika Sistersare placed on the light side of the Cantina. They keepthe armor and the pistol. Nothing has changed aboutthem except the side they're on; they can still fire thepistol for free (as a spy), are still aliens, thieves, female,etc. When lost, they - along with the armor and pistol -go to the light side's Lost Pile.Dark Side Lando Calrissian ("If present at a site, can bereplaced by opponent with any Light Side Lando.") is atthe Security Tower.

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He too has Mandalorian Armor and a Scout Pistol.During Light's deploy phase, Light chooses to replacehim with General Calrissian (that he couldn't normallydeploy there doesn't matter; it's not deployment).General Calrissian has only 4 power compared to the 5(3+2) of the one on the table, but that doesn't matterbecause converting is not the same as personareplacement. The pistol is placed on General Calrissian(he is a warrior) but not the armor because he is neitheran alien nor an Imperial. The armor and LandoCalrissian are both placed in Dark's Lost Pile.

Persona - Crossing OverCrossing over occurs when a character conceptually"gives in" to the opposite side of the Force (this is notthe same as converting, which represents a change ofloyalties, but rather a change between good and evil, achange of self). When game text causes a character tocross over, that character moves to your side of thetable and is used as your own (changing from Rebel toImperial, or vice versa). A character who crosses toyour side conceptually takes on a new identity, just asAnakin Skywalker gave in to the Dark Side and becameDarth Vader. Your opponent may not deploy any morecopies of that persona for the rest of the game. Also,any cards which affect that character by name, cardtype, etc. do not apply (lose any such cards deployedon or targeting the character at the moment of crossingover; place them in the original player's lost pile), exceptJedi Tests. When a character crosses over to the DarkSide, the benefits of any Jedi Tests that character hascompleted apply to the Dark Side player (and are notlost). Table 5-1 shows how the names change forcharacters as they cross over.

Table 5-1Light DarkAnakin Skywalker VaderLeia Lady VaderLuke Son Of VaderMara Skywalker Mara Jade

Any of these four that is on the light side is considered aSkywalker; any on the dark side is not. The change tothe persona name changes all instances of the personaname on that card appropriately, so that if Leia (V) werecrossed over, she would take on the persona name ofLady Vader and her text which states "may lose 1Force to place Leia " now states "may lose 1 Force toplace Lady Vader". Likewise if Luke With Lightsabercrosses over, his permanent weapon changes from"Luke's Lightsaber" to "Son Of Vader's Lightsaber."Note that this change is only for the crossed overcharacter card, not for any other cards, soUncontrollable Fury could not deploy on Anakinbecause that card deploys on Vader. A card thatreferences a persona that could be on either side of theForce will use both persona names, such as "Vader orAnakin;" otherwise it is always a reference to only one

side (so that "any Luke" would never refer to Son OfVader). The exception is Mara Jade/Mara Skywalker,which for simplicity and brevity will be referred to as"any Mara."

Crossing Over ExamplesThe Light has used the objective Mind What You HaveLearned to have Son of Skywalker complete all six JediTests, and he is currently armed with Luke's Lightsaberand Luke's Blaster Pistol. The Dark then defeats Lukeusing Epic Duel and Luke crosses over. At this moment:Luke ceases being Luke and becomes Son Of VaderLuke ceases being a SkywalkerLuke ceases being a Rebel and becomes an ImperialLuke ceases being a Jedi and becomes a Dark JediAny cards on him that target him as being Luke (such

as Luke's Lightsaber) are lost, except for You MustConfront Vader, since it's a Jedi Test. Luke's BlasterPistol remains because it deploys on a warrior, whichhe is (but it does not gain any of the benefits of being"targeted by Luke" because he is no longer Luke).

The dark side gets the benefits of all Luke's Jedi tests.Son of Skywalker's game text now states "a lightsaber

may deploy on Son Of Vader (for free)," meaning thatif the once per game text has not been used to play alightsaber on him, it may do so.

Save You It Can does not affect the Jedi Tests,because it affects Luke's tests, not Son Of Vader's(they are not suspended now that Luke is no longer ontable, but if Son Of Vader leaves table they'll be lost).Likewise it no longer allows the character to ignorelocation deployment restrictions.

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Chapter 6 - Battle Phase, Battles, & Attacks

Battle PhaseFourth phase of each turn, in which you may initiate oneor more battles against your opponent's characters,vehicles and starships. Also the phase when yourcharacters may attack creatures and when yourcreatures attack.

BattleA conflict you initiate during your battle phase in aneffort to deplete your opponent's Life Force. Battles canoccur at a location only if both players occupy thatlocation - i.e., they both have presence there. (But notethat if all presence is completely removed from eitherside before the battle's power segment, the battle ends.This happens instantly, not as an action, so there is notime between the exclusion and the end of the battle foranything to take place. Events that occur at the end ofbattle -or last until end of battle- happen at this point, solong as they do not depend on the battle successfullycompleting. If all presence is removed during or afterthe power segment, the battle will continue as normal;however, see Explosive Charge, Ap B.) Althoughweapon cards are useful during battle, weapons are notrequired for a battle to take place. Weapons simplyallow you to target specific characters, vehicles,starships etc. (Conceptually, weapons represent acharacter, vehicle, or starship's skill with a weapon.)You may battle more than once during a turn, but not atthe same location. Each of your characters, vehiclesand starships may battle only once per turn, and thosecards are considered to have participated in a battlefrom the moment it is initiated; even if they aresomehow moved away from the battle or the battle iscanceled, those cards may not participate in anotherbattle that turn. Also, game text that prevents acharacter, vehicle, or starship from being excluded frombattle may not be used to allow that card to participatein more than one battle per turn. Other cards such asdevices, artillery weapons, automated weapons,Interrupts and Effects may be used in more than onebattle per turn (if applicable and subject to the rules onunique and restricted cards).Battle is an action, and follows the normal timing rulesfor actions. A battle is divided into three segments,which occur similarly to the phases of a turn: when bothplayers consecutively pass on a top level action, itproceeds to the next segment (except the DamageSegment, which ends when all hit cards have beenforfeited and all attrition and battle damage has beensatisfied). The only top level actions that may take placeduring the Power or Damage Segment are thosespecifically permitted to do so. The Weapon Segment isunique in that you may perform certain top level actionseven if they don't specifically involve the battle (seeWeapons Segment).

Steps of a Battle

Initiate The BattleWeapons Segment

Power SegmentDamage Segment

End of Battle

Initiate the battleBecause a battle is an action, it follows the normal rulesof actions: meeting conditions, choosing targets, payingcosts. The condition is both you and your opponenthaving presence at a location, and the target is thatlocation. The cost of initiating battle is 1 Force, thoughthis may be modified (Wars Not Make One Great), reset(Feltipern Trevagg), or allowed to occur for free (BattlePlan). If all three of these have happened, then a battlehas been initiated at that location for all purposes.Once the initiation is complete, any automatic actionstriggered by the initiation of a battle occur (Scum AndVillainy retrieves 2 Force because it's not optional).After all automatic actions are complete, just actionsnow occur. Since you initiated the battle, the opponentis allowed the first just action. Responses that takeplace "if a battle was just initiated" or "at the start of abattle" may be initiated now. Also, the opponent maydeploy or move cards as a react (see React, Ap. C).(Other actions that may occur during a battle may notbe initiated yet, because the battle has not begun itsresult). You are then permitted the next just action, andso on until both players have passed. At that point, theweapons segment begins.The three segments of a battle that must occur (inorder) are the weapons segment, power segment anddamage segment. The following entries on these threesegments are comprehensive; for a more concisedescription, see Battle In Brief.

Weapons SegmentDuring the weapons segment you may do two things:fire weapons and perform top level actions permittedduring battle. Both are actions and follow the normalrules of actions. You (as the initiator of the battle)perform the first action of the weapons segment.Once players 'pass' consecutively, the weaponssegment ends.

Weapons Segment - Firing WeaponsIt is a special rule of battle that any weapons in thebattle may be used once (and only once, unlessspecifically permitted otherwise - this applies even if theweapon is somehow on a different card during the

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battle than the one who fired), and that it must target acard participating in the battle. (see Weapons - WhenCan I Fire?, Ch. 9).Any weapons involved in the battle may be fired one ata time; each use of a weapon is one action within thebattle. Each weapon describes how it works, includingthe kinds of cards it may target, the Force required tofire it, the destiny draw required for success and, ifsuccessful, the consequences for the target. Mostweapons specify that they 'hit' their target whensuccessful. (Some weapons, instead of causing a 'hit,'specify some other kind of outcome.) Any 'hit' cards areturned sideways, but they still participate in the battle.For example, a card that is 'hit' can still fire its ownweapon, if it has one. (Conceptually, the entire battle ishappening simultaneously, although for game purposesthe individual steps are carried out sequentially.) Lateron during the damage segment, all 'hit' cards will haveto be forfeited to their owners' Lost Piles, regardless ofwho wins the battle. (If the battle ends prematurely, 'hit'cards must still be lost.)For detailed information on weapons, their use, being'hit,' etc. See Weapons, Ch. 9.

Weapons Segment - Other ActionsOther actions may also be initiated during the weaponssegment. Such an action may be specifically related toweapons and/or the battle (e.g., playing CombinedAttack), or it may be unrelated to both (e.g., playingBeru Stew or Gravel Storm, or peeking at your ReserveDeck with Electrobinoculars). In fact, it is a special ruleof the weapons segment that players may initiateactions even if they do not specify that they applyduring a battle. More precisely, during the weaponssegment, if the battle itself is the topmost action, theplayer who has the next opportunity to initiate an actionmay initiate any action that is allowable during the battlephase (except he may not initiate another battle).It's important to note that this is unique to the weaponssegment. During the power and damage segment eachaction initiated during the battle must be eitherspecifically required or allowed to occur during thepower segment or damage segment, or must be aresponse to another action in one of those segments.Thus, if you think you'll need to activate extra Force withBlue Milk, you should do that during the weaponssegment, otherwise you will not be allowed to do so.

Power SegmentTo determine who wins the battle, add up the totalpower you have participating in the battle (plus anypositive or negative modifiers to total power); youropponent does likewise. If the battle is taking place at asystem or sector, add the power of each of yourstarship and vehicle cards; if at a site, add the power ofeach of your vehicle cards, and of each of yourcharacter cards except those aboard enclosed vehiclesand starships. Don't forget modifiers to power from thegame text of the battling cards themselves, the locationcard, other related location cards or even cards

elsewhere on table, if applicable. (And don't forget thatyour 'hit' cards still get to add to total power.)

Draw Battle DestinyOften you can increase your total power in a battle bydrawing battle destiny. As a general rule, each playerwho has a combined ability of 4 or more participating inthe battle may make one destiny draw. (Having 8 abilitypresent does not entitle you to draw two battle destiny.)To meet the 4 ability requirement, you count the abilityof:Cards that are present during the battleCharacters/permanent pilots that are piloting during

the battleDuring your battle, you draw all your destinies first, thenopponent does the same.Some cards may change the number of battle destiniesyou are allowed to draw, or even prevent you fromdrawing altogether. For a detailed explanation, see thedetailed section on Battle Destiny later in this chapter.At the start of the Power Segment, battle destinies aredrawn. The player whose turn it is draws all theirs first,and then the other player does the same. Whereprecise timing is required, follow this sequence ofactions:When the power segment begins, the player whose turnit is may choose to draw battle destiny (if able); if so, hedraws all his battle destinies. If a player is permitted todraw X battle destinies, and he elects to draw battledestiny, he may not draw less than X battle destiniesunless prevented by some other condition (insufficientcards in his Reserve Deck, for example). After hisdraws are complete, his opponent has the same choice,and may now draw all of his battle destinies. No actions(except responses or actions that indicate they takeplace "just before" battle destinies are drawn) may takeplace until after both players have chosen whether ornot to draw, and made their draws.

Totaling PowerEach player increases their total power by the amountof their total battle destiny (if they drew any), thenplaces their battle destiny card(s) on their Used Pile.(Battle destiny draws also create attrition in the damagesegment, so make a mental note of the battle destinytotals.) Occasionally a card will specify that you "addone destiny to power only" or "add a destiny to totalpower." Although you draw such a destiny at this time(before drawing any battle destiny), this is notconsidered a battle destiny and does not add toattrition. Add all that up with your power from before toget your total power in the battle.

Calculating AttritionIf you draw battle destiny, that total is your attrition(determined immediately upon the completion of allyour battle destinies).Sometimes an action may modifyor reset attrition; perform that action after battle destinyis drawn but before the winner is decided (unless thetiming is specifically stated to be different). This isdistinct from actions that satisfy or cancel attrition;

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perform those actions in the damage segment. Forinformation on attrition, see Damage Segment -Attrition.

Winner And LoserThe player with the higher overall total power (includingbattle destiny) wins the battle (the other player loses).At this time, initiate and/or complete all actionsdepending on this determination. (If there is a tie, thereis no winner and no loser of the battle.)

Damage SegmentIn this segment, players typically lose and/or forfeitcards because of three factors: weapon 'hits,' attritionand battle damage.Actions taken to satisfy weapon 'hits,' attrition and battledamage, as well as actions that modify or cancel battledamage, alternate between the players, beginning withthe player who initiated the battle. You may forfeit yourcards and/or lose Force in any sequence, but the orderyou choose sometimes has strategic importance. Onceyou have forfeited all of your cards that were hit andsatisfied all your attrition and battle damage, you maynot voluntarily forfeit any additional cards. After bothplayers have forfeited all hit cards and have satisfied allattrition and battle damage, the battle ends. Cards thatallow you to satisfy, reduce, or cancel battle damageAND attrition in the damage segment may be usedeven if only one of those (battle damage OR attrition) ispending. This is a specific exception to the ImpliedTarget Rule.

Damage Segment - ForfeitAct of losing cards from a battle to satisfy attrition, battledamage and weapon hits. You may forfeit cards onlyduring the damage segment of a battle. Other actionsmight cause a card to be lost, but this is not the sameas forfeiting. (A forfeited card is always 'lost,' but a lostcard is not always 'forfeited.') You may forfeit a cardonly if it has a forfeit value, and only if it was hit by aweapon or if it is being forfeited from the location of abattle that it participated in to satisfy attrition or battledamage affecting you. Any card which is stillparticipating in battle during the damage segment iseligible to be forfeited, and is subject to attrition, evencards which have had their forfeit set to zero (seeunmodifiable values).Since a forfeited card leaves the table, it causeseverything on that card to be lost as well. It's usuallybest to forfeit the cards aboard a vehicle or starshipbefore forfeiting the vehicle or starship itself.

Damage Segment - Weapon 'Hits'Cards hit during the weapons segment must beforfeited (lost) during the damage segment. However,this only means that their forfeiture is mandatory, notthat they must be forfeited first. For example, if LukeSkywalker is piloting Red 5 and Red 5 is hit, you mayforfeit Luke first and then Red 5 second.

Damage Segment - AttritionGameplay mechanism that simulates battle casualties(mandatory forfeitures) determined by battle destiny,regardless of which player wins or loses the battle.Attrition represents inevitable losses in battle that occurregardless of who wins the battle. (For example, inEpisode V, the Dark Side clearly won the Battle of Hoth,yet they still lost some Imperial walkers to attrition.)Attrition against you equals the total battle destinydrawn by your opponent. This attrition against yourequires a mandatory forfeiture of your cards from thatbattle location. For example, if your opponent's totalbattle destiny was 3, the attrition against you will be 3and you will be required to forfeit (if possible) one ormore cards whose forfeit values total at least 3. Sincehit cards are forfeited, you also apply their forfeit valuestoward satisfying attrition. If forfeiting all your hit cardsdoes not satisfy all of the attrition against you, then youmust forfeit additional cards until your attrition has beensatisfied (unless all of your remaining cards are immuneto the attrition, in which case the remainder may beignored). If you have no cards left to forfeit, anyremaining attrition against you may be ignored.Sometimes you have to forfeit cards with a total forfeitvalue in excess of your attrition; for example, if yourattrition is 5 and your cards that participated in thebattle each have a forfeit value of 3, to satisfy yourattrition you will have to forfeit two of those cards for atotal of 6 forfeit.If your opponent does not draw battle destiny, thenthere is no attrition against you (meaning that thisamount cannot be modified, such as cards that "add 1to attrition).

Damage Segment - Battle DamageUnlike weapon 'hits' and attrition, battle damage appliesonly to the player who lost the battle. The loser's battledamage is equal to the difference between the winner'stotal power (including battle destiny) and the loser'stotal power (including battle destiny). For example, ifyour opponent's total was 11 and yours was 7, yousuffer battle damage of 4. You may satisfy battledamage by forfeiting cards from the battle. Each cardyou forfeit — including those forfeited because ofweapon 'hits' or attrition — satisfies battle damage up toits forfeit value. Unlike weapon 'hits' and attrition, battledamage may also be satisfied by losing Force from yourhand and/or Life Force. Each card lost satisfies 1 unit ofbattle damage. You may select which cards to lose fromyour hand, but if you wish to lose cards from your LifeForce they must come from the top of your Force Pile,Used Pile and/or Reserve Deck. To satisfy your battledamage, you may use any combination of forfeiture andlosing Force. As with attrition, sometimes you will forfeitcards with a total forfeit value in excess of your battledamage. For example, if your battle damage is 4 butyour only card that participated in the battle has a forfeitvalue of 6, to satisfy your battle damage you will have toeither forfeit that card or lose 4 Force. For this reasonit's generally a good idea to perform all your forfeitingbefore you lose Force. Remember that all cards that

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you forfeit – including your cards that were 'hit' –automatically count toward your attrition and yourbattle damage. For example, if you forfeit a 'hit' cardwhose forfeit value is 5, this simultaneously satisfiesattrition of up to 5 and battle damage of up to 5.

End Of A BattleAny action that occurs at the "end of a battle" (forexample, Tractor Beams) happens after all damagesegment actions are completed by both players. Thecards are still considered to be "in a battle", and anymodifiers etc. that last for "remainder of battle" are stillin effect. Remember that values that were changedduring battle (except those caused by weapons or witha specific time frame stated) return to normal at the endof battle.

Battle Just EndedAny action that refers to a battle “just ended” takesplace immediately after a battle ends, as the battleaction is leaving the stack (See Responding To ComingOff The Stack). Thus such actions are no longerconsidered to be during battle and any modifiers oreffects that last until the end of battle have alreadyexpired. This is distinct from actions that take place atthe “end of a battle” or at the “end of battle”.

Battle In BriefWhat follows is a checklist of the steps to follow whenyou battle during your own turn.Initiate the battleUse 1 Force. Both players must have presence at the

location; each character, vehicle, starship and locationis limited to one battle per turn.

Responses such as 'reacts' and "start of battle"actions may occur now. First all automatic actions takeplace (you choose the order). Optional responses thentake place (opponent takes the first response).

Weapons segmentYou initiate the first action, then alternate actions with

your opponent.Fire weapons and/or initiate other actions such as

Electrobinoculars and Beru Stew during this segment.Even actions not specifically related to battle may beinitiated during the weapons segment.

'Hit' cards are turned sideways but continue toparticipate in the battle. If all presence is removedfrom either side of the battle (e.g., because oftauntauns 'reacting' away from the battle, or a cardplay such as Hit And Run) prior to the power segment,the battle ends. (Any hit cards must still be lost.)

Power segmentEach player adds up the total power of their cards

participating in the battle (plus any positive or negativemodifiers to total power). Do not include power ofcharacters aboard enclosed vehicles and starships.

Each player with total ability of 4 or more in the battle(not counting ability of passengers aboard enclosedvehicles and starships) may draw one battle destiny —assuming no other factors are involved — and add

that total battle destiny to total power. Make all yourdraws first, then your opponent does likewise.

The player with the higher overall total power(including battle destiny) wins the battle.

Damage segmentAll actions taken to satisfy weapon hits, attrition and

battle damage alternate between players, beginningwith you. Although each player may take such actionsin any order, it is recommended that new playersfollow the sequence below.

All cards hit by weapons must be forfeited.Each player's total battle destiny causes attrition for

the opposite player. Each player who is affected byattrition must forfeit enough cards (including any hitcards) to satisfy attrition. If you have no cards left toforfeit, or if all your cards remaining are immune toattrition, any remaining attrition may be ignored.

The loser of the battle suffers battle damage equal tothe difference between the overall power totals(including battle destiny). The loser must forfeit cardsand/or lose Force, one at a time in any sequence, tosatisfy battle damage. Each card forfeited (includingcards forfeited because of weapon 'hits' and attrition)satisfies battle damage up to its forfeit value; eachcard lost (from hand or Life Force) satisfies 1 unit ofbattle damage. The loser may not leave any battledamage unsatisfied.

Besieged BattlesSee Capturing Starships, Beseiged Battles, Ap. C

Bombing Run BattlesSee Bombing Runs, Ap. C

Battle - DefenderThe defender of a battle is the player who did notinitiate the battle and any of his or her cardsparticipating in that battle.

Battle - May Be BattledA card without ability that has this phrase in its gametext (such as Artoo & Threepio) occupies its location(unless undercover) only for the purposes of:• the opponent of the player controlling the cardinitiating a battle at that card's location• participating in battles that are initiated by theopponent of the player controlling the card.

That card continues to occupy the location for purposesof that battle until removed from that battle, or until thatbattle ends.

Battle - May Initiate BattleA card without ability with this phrase in its game text(IG-88 With Riot Gun, IG-88 in IG-2000) occupies itslocation (unless undercover) only for the purposes of:• the player controlling the card initiating a battle• participating in battles that are initiated by the playercontrolling the card (unless that card is excluded from

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the battle by other game actions such as being targetedby Clash Of Sabers, etc.).

That card continues to occupy the location for purposesof that battle until removed from that battle, or until thatbattle ends.

Battle - May Initiate Battle And Be BattledA droid with this phrase in its game text (e.g., K-3PO,4-LOM, IG-88, Probe Droid) occupies its location onlyfor the purpose of battle (unless that droid isUndercover).

Battles - A Simple ExamplePrincess Leia is piloting Rogue 1 at same site asSnoova. During his battle phase, Light uses 1 Force toinitiate battle there. There are no responses or reacts,so the weapon segment begins. Neither player has anaction, so after both have passed the power segmentbegins. Light has 4 ability there and so gets a battledestiny, which is 1. Light totals up his power, which is 4(the speeder is power 3 plus the 1 Leia adds; Leia'spersonal power isn't applied because she's inside thespeeder), and with the battle destiny gets a total of 5.Dark gets no battle destiny, so only Snoova's power isapplied, which is 6. Thus Dark wins the battle. Thedamage segment now begins. The difference betweenthe two totals is 1, so Light must satisfy 1 battledamage; this can be done by forfeiting or losing cardsfrom hand or Life Force. Light chooses to lose a cardfrom hand. Now Dark must satisfy the 1 attrition fromthe battle destiny (even though Dark won he must stillsatisfy attrition). Attrition requires forfeiting cards, soSnoova must be forfeited. With all attrition and battledamage satisfied, the battle ends.

Battles - A More Complex ExampleInsignificant Rebellion is on table. At Kessel, BaronSoontir Fel is piloting Saber 1 armed with SFS L-s9.3Laser Cannons, and Light has Red Leader piloting Red1. Dark uses 1 Force to initiate battle. Light gets the firstresponse and chooses to deploy Spiral as a react to thebattle (Dark can't react because you cannot react toyour own battles). Dark does have a response to thebattle and plays All Power To Weapons, which amongother things makes his TIE power +2. Neither playerhas any further responses and so the weapon segmentbegins. Dark gets the first action since it’s his battle andhe chooses to fire his cannon at Red 1. His drawsucceeds, so Red 1 is hit and thus turned sideways toindicate it. Light gets the next action; he chooses to playThe Signal to ▲Kessel Run (even though it has nothing to do with the battle, you may perform top level actionsduring a battle that may occur at any time). Dark getsthe next action and plays Relentless Pursuit targetingthe Spiral, resetting its power to 0. Light has no action,Dark has no action, so the power segment begins. Bothplayers may draw battle destiny (Light has 4 ability,

Dark has Fel's text) so both do: 2 for Dark (including the+1 from Fel's game text), 0 for Light. Dark's total power(including battle destiny) is 10 (Saber 1's 3 + 3 from Fel+ 2 from All Power To Weapons + 2 from the battledestiny). Light's total power is 5 (Red 1's 3 + 2 from RedLeader + 0 from Spiral + 0 from the battle destiny). Darkhas won the battle; Light must now lose 1 Force toInsignificant Rebellion. The damage segment begins,and Light must forfeit Red 1 at some point because it ishit. However, he first chooses to forfeit Red Leader(Forfeit of 5) reducing battle damage and attrition to 0.Dark has 0 attrition against him and thus forfeitsnothing. Light also has 0 for both, but Red 1 must stillbe forfeited because it was hit. The battle then ends.

Battles - A Complex ExampleBattle Plan, Draw Their Fire and Civil Disorder (V) areon table. Han With Heavy Blaster Pistol, LandoCalrissian, Darth Vader With Lightsaber andCommander Igar are at the Forest. At the next siteover is Luke Skywalker, Jedi Knight armed with alightsaber. The next site over has a Biker Scout Trooperwith a Comlink riding a Speeder Bike.Light initiates battle for free (because of Battle Plan). Asan automatic action, he retrieves 1 Force (because ofDraw Their Fire) and Dark loses 1 Force. Dark thengets the first response to the initiation and moves theSpeeder Bike to the Forest as a react. Light retrievesPrincess Leia using Civil Disorder (V). Dark has aComlink at the site of the battle now and chooses todeploy Blizzard 1 as a react (this is still the time whenresponses -including reacts- take place, so even thoughthe Comlink didn't show up until later it still can beused). Light plays Run Luke, Run! to move Luke over(Light cannot react to his own battles, but this interruptisn't a react so that's legal). Dark deploys Grand MoffTarkin as a react aboard Bizzard 1. Light passes, Darkpasses, and so the weapon segment begins.Light initiated the battle and so gets the first action. Hanfires his blaster at Igar and hits; Igar is turned sideways.Dark's action is for Vader to swing at Han, and misses.Light gets the next action and plays You'll Find I'm FullOf Surprises to initiate a duel between Luke and Vader(an action that can occur at +any time may occur evenduring battle, so the duel takes place). During the duel,Tarkin cancels one of Luke's duel destiny draws (hemay cancel any destiny during battle, and this is stilloccurring during a battle) and Luke loses and is placedout of play. Dark gets the next action and playsTrample, targeting Han. He succeeds, and Han isimmediately lost. Light has no action. Dark playsFocused Attack (the Forest gives Vader immunity toattrition), adding Vader's ability to his power. Bothplayers then pass and the power segment begins.Light has power of 3 and cannot draw battle destiny.Dark has total power of 24 plus a battle destiny draw of3 for a total of 27, clearly winning. Dark plays PhysicalChoke as a response to having won and attempts tochoke Lando, succeeding and causing Lando to be lost.With no more responses the damage segment begins.

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Light goes first and must satisfy 24 battle damage. Lightchooses to play Houjix to cancel all the remaining battledamage since he lost the battle and has no cards left toforfeit. Since Light didn't draw a battle destiny there isno attrition so dark doesn't have to forfeit for battledamage or attrition. However, Igar was still hit, and thusis required to be forfeited, so he is. With no furtheractions the battle ends.

Battle DestinyUnder most circumstances, battle destiny is fairlystraightforward. However, sometimes there will beactions or conditions that can complicate this normallysimple process. This section will address all issuesrelated to the drawing of battle destiny. By default, thenumber of battle destinies you draw is 0; thus thenumber of draws may be modified. Drawing battledestiny is always optional.

Battle Destiny - Draws X Battle Destiny If Unable ToOtherwiseThis game text is only applicable during the powersegment of the battle, and only when fewer than Xbattle destinies are eligible to be drawn by any othermeans. Thus, this text may never be used incombination with any other destiny drawing text to gainmore than X destiny draws. However, if other destinydrawing text provides fewer than X destiny draws, thistext may be used to provide X destiny draws. The useof this text is always optional, because drawing battledestiny is always optional. This game text will overrideany battle destiny conditions such as "Ability of 6 ormore required to draw battle destiny" or "opponentdraws no more than Y battle destiny" (where Y is lessthan X). Any of these draws may still be cancelled orreduced normally.

Battle Destiny - Conditions On DrawingIf game text imposes conditions for drawing battledestiny (for example, "Ability of 6 or more required todraw battle destiny here"), then those conditions affectall battle destiny draws except those granted by thegame text "if not able to otherwise." Ability used tosatisfy such a requirement must itself be eligible tobe used to draw battle destiny.

Battle Destiny - Modifying The Number Of DestiniesLike all modifiers, any modifiers to the number of battledestinies you draw will be either automatic or optional.They are handled in different ways.Automatic destiny modifiers do not use the word "may,"thus they are constantly applied while their conditionsare met. For example, Leia With Blaster Rifle says"Adds one battle destiny if with Han." This is anautomatic modifier, because there's no option to use it.Automatic modifiers to the number of destinies arechecked immediately before you draw destiny in thepower segment. In this case, Leia and Han must still beparticipating in the battle to use this modifier.

Other actions add destinies as an option. All interrupts,for example, apply optional modifiers. Also, text such as"May add one battle destiny" is optional, because thechoice to initiate this is up to the player. Any optionalactions that are "top level" actions, that is, they are notresponses to another action, which means they canonly be initiated during the weapons segment of battle.The required initiation conditions for any optionalactions are checked when that action is initiated. Forexample, if playing Skywalkers, the condition of Lukeand Leia being in a battle together is checked at thetime the interrupt is played. If the action successfullyresolves, the additional draw(s) is scheduled as anautomatic modifier that will occur when battle destiny isdrawn. At that time, the conditions for initiating thataction are not checked again. Using the Skywalkersexample, if Leia was lost or captured after playingSkywalkers, the two additional destinies fromSkywalkers would still be drawn.The cumulative rule applies to any modifiers to thenumber of destinies you draw, whether automatic oroptional. Thus two Armored Attack Tanks will add 2battle destiny, not 4.For a character, starship, vehicle, weapon, or device toadd battle destiny (or destiny to power or attrition), thatcard must be participating in battle (unless specifiedotherwise). For other card types, simply follow theconditions on the cards themselves.

Battle Destiny - In BriefFollow this for a simplified breakdown for how manybattle destiny draws you are allowed.Step 1: CountingStart with 0.Add 1 if you have 4 or more ability in the battle (exceptpassengers of starships or enclosed vehicles)Add any optional modifiers that you played during theweapon segment (such as Skywalkers)Add any automatic modifiers that are currently satisfied(such as Leia With Blaster Rifle)That number is your total: XStep 2: Prohibiting ConditionsCheck for any conditions such as "ability of 6 or morerequired to draw battle destiny" or "draws no more than1 battle destiny" that prevent or limit your draws. If thereare none, or if you meet those conditions, go to the nextstep. If there is at least one, and you do not meet thoseconditions, then X is reduced to whatever the conditionstates.Step 3: Unable To Otherwise ConditionsCheck to see if you have any cards participating thatsay "Draws Y Battle Destiny If Unable To Otherwise."Step 4: Total DestiniesYou may draw X or Y destinies, whichever is larger.

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Battle Destiny - ExampleFor example: Light Side has Han With Heavy BlasterPistol and Commander Luke Skywalker (V) (who ispiloting Rogue 1) at Jundland Wastes. The Dark Sideinitiates a battle there; during the weapons segmentLight Side plays Don't Get Cocky to add 2 battledestinies (Han and Luke are together). The Dark Sideshoots Han with a Disruptor Pistol, a weapon whichmakes its target immediately lost, so Han goes to theLost Pile. During the power segment, the Light Sidestarts with 0, adds 1 for four ability (Luke), adds 0 forautomatic modifiers (Han's game text would haveadded a destiny with Luke if he were here now, butbecause he left the table he can't), adds 2 for Don't GetCocky (because conditions were met when it wasplayed, and are not rechecked) for a total of 3.However, the location states "Total ability of 6 or morerequired for you to draw battle destiny here." Luke doesnot have enough ability alone, so the 3 is reduced to 0.Now, Luke states that when he's piloting Rogue 1 hedraws 2 battle destiny if not able to otherwise. Two isthe larger number, thus you may draw 2 battle destiny.

Participating In BattleAll characters, starships, vehicles, weapons, ordevices at the location where a battle takes place(whether present or not) are participating in thatbattle (unless they are excluded). A card is consideredto be participating in a battle as soon as the battle hasbeen initiated, or as soon as that card is introduced tothe battle location as long as that card is introducedbefore the power segment begins. Any card introducedafter the power segment has begun is not participating.Even if the battle ends prematurely (or is canceled) thecards have still participated in a battle. Cards whichparticipate in one battle may not normally participate inbattle again during the same turn.A card that fires a long-range weapon into a battle fromanother location is not participating in that battle forgame purposes.Any card which leaves the location of a battleimmediately ceases participating in that battle.

Participating In Battle - May Not Participate In Battle(Cannot Battle)Some game actions may restrict a card fromparticipating in battle. A card that may not participatecannot contribute presence towards the initiation of abattle (nor can any cards on board it), nor can its gametext be applied in order to initiate a battle. The gametext of other cards (such as Artoo & Threepio) may notbe used to initiate a battle at that location either unlessthere are other applicable cards there that mayparticipate in battle. If a battle is initiated at that card'slocation (because there are other cards that allow battleto be initiated), or a card is subject to a may notparticipate effect while participating in a battle, then thatcard is immediately excluded from that battle. SeeExcluded From Battle. A card that may not participate inbattle can still attack and be attacked by creatures.

Participating In Battle - Excluded From BattleExcluding a card from battle removes a card fromparticipating in the current battle in progress. Cards thatare excluded from battle are considered inactive for theduration of the battle (remember that when a card isinactive, then all cards deployed on and aboard it areinactive as well); however, being excluded will notcause objectives to flip or other cards to be canceled orotherwise removed from table (these are specificexceptions to the rules). Inactive pilots and passengerswill still occupy pilot/passenger capacity slots.Only a card currently participating in a battle is asuitable target for an exclusion action (except for cardssubjected to a "may not participate" condition).Inactive cards do not participate in battle (since they arenot on table for such purposes); however, simplymaking a card inactive does not count as excluding itfor the purposes of actions that prevent or are triggeredby exclusion. Likewise, leaving table does not count asexclusion. Thus, while Coruscant: Night Club preventsHan from being excluded, he can still be captured,missing, lost, taken into hand, or sent to the Used Pile.However, game text that prevents a card from beingexcluded from battle may not be used to allow that cardto participate in more than one battle per turn.

Participating In Battle - In BattleThis phrase is equivalent to participating in battle.

Participating In Battle - In A Battle Together/InBattle With/Involved In The Same BattleTwo or more characters are "in a battle together" if theyare participating in the same battle.

Participating In Battle - During BattleAll characters, starships, vehicles, weapons, or devicesthat can perform an action "during battle" can only beused if that card is participating in battle.

Participating In Battle - ExamplesSergeant Wallen deploys as a react to a battle; he isparticipating in battle.Panic deploys a starship to the system where a battle istaking place; the starship is participating in battle.A battle destiny draw triggers Tauntaun Bones, allowingLight to deploy a character immediately for free. Sincethe power segment has begun, the character is notparticipating in the battle.A captive is released during the damage segment of abattle after his escort is forfeited, moving to the Lightside of the location. He is not participating in battle.Luke is forfeited during battle; he immediately ceasesparticipating in that battle. Old Ben is used to return himto the site; he is still not participating in the battle(because he returned after the power segment began).

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Participating In Battle - Excluded - Example 1Leia With Blaster Rifle ("Adds one battle destiny if withHan.") and Han (V) are at the Battle Plains. Darkdeploys Blizzard 1, and then General Veers aboard it.Light responds to the playing of Veers with RebelBarrier ("Use 1 Force to prevent any character orstarship just deployed by the opponent from battling ormoving for the remainder of this turn."). Dark nowdeploys Snoova and a Vibro-ax on him ("Targetimmediately excluded from battle if...").Dark initiates battle; Veers is excluded as an automaticaction (he is now inactive). Because there are no otherpilots aboard, Blizzard 1 is unpiloted for this battle. Darktakes the first action and targets Han with the ax, andwins the draw. Han is now excluded and thus inactive.Leia fires at Snoova and misses. With no further actionsthe power segment begins. Light gets 1 battle destinyfor having four ability there, but does not add 1 for Leiabeing with Han (because Han is inactive and thus notthere); his draw is 2 and total power is 5. Dark gets nodestiny (Veers' ability is not applied because he'sinactive) so his total is 7. Light loses 2 Force from handto cover the battle damage. Dark loses Snoova to coverthe attrition (he could have chosen Blizzard 1, whicheven unpiloted was still participating, which would havecaused Veers to be lost as well. Veers couldn't beforfeited because he was inactive). With the damagesegment completed the battle ends and Han and Veersare no longer inactive.

Participating In Battle - Excluded - Example 2Light has Weapons Display (V) on table ("Wheneveropponent excludes any character(s) from battle, theylose 2 Force."). Dark plays Imperial Barrier on Luke,and Light battles (Light has another character presentthat may participate in battles). Luke will be excluded asan automatic action when the battle begins, and thusDark loses 2 Force (his card excluded Luke).

Participating In Battle - Excluded - Example 3Light has Weapons Display (V) on table. Dark has Maulpiloting Maul's Sith Infiltrator at Kessel, and 'cloaks' (itdoesn't participate in battles). A battle occurs there(Dark has other ships present); the ship is immediatelyexcluded, becoming inactive. Maul also becomesinactive (because cards on an inactive card are alsoinactive) , but no Force is lost to Weapons Display (V)because Maul is not excluded, just inactive.

Participating In Battle - During Battle Example4-LOM ("Once during each battle, if present withZuckuss, may use 1 Force to search any Used Pile andrelocate one character there to the lost pile.") is presentwith Zuckuss at the Cantina. A battle occurs at Kessel.Dark cannot use 4-LOM's ability because he isn'tparticipating in the battle at Kessel.

Immune To AttritionSome characters, vehicles and starships are protectedfrom varying levels of attrition (written as "immune toattrition < 5"). When forfeiting cards to satisfy attrition,you are not required to forfeit any card that has thisimmunity (unless the total attrition is greater than thecard's immunity level).At the start of the damage segment, check all cards thatlist immunity to attrition, and compare that to the currentattrition against you. Any cards with an immunitynumber greater than that are unaffected by attrition thisbattle (you do not have to forfeit them); all others areaffected. After this is done it cannot be changed for thisbattle (i.e., you can't recheck it again later to see ifimmunity had changed, such as Luke Skywalker, JediKnight having his immunity increased when he's alone).An enclosed vehicle or starship with immunity toattrition protects itself and all cards aboard.Immunity is not cumulative; thus, if a card is grantedimmunity to attrition from more than one source, itbenefits only from the highest such immunity. Anycard which is immune to attrition may still be voluntarilyforfeited to satisfy attrition or battle damage.

Immune To Attrition - Gaining And LosingWhenever an action or game text that grants immunityto attrition is in conflict with an action or game text thatremoves immunity to attrition, the removing actionoverrides the gaining action. For example, the LightSide player has Sometimes I Amaze Even Myself ontable, causing all Imperials to lose their immunity toattrition. Thus a Stormtrooper alone at the (Dark Side)Yavin 4: Jungle still has no immunity. In a battle there, ifthe dark side plays Trooper Assault it will provide apower bonus to the Stormtrooper, but will not providethat trooper with any attrition immunity.Remember that you cannot lose something that doesnot exist (see Implied Target Rule, Ch. 1), so you maynot initiate an action that results in losing immunity toattrition if you do not have immunity.

Immune To Attrition - Example 1Your Lord Vader and one Stormtrooper (forfeit = 2) arein a battle and the attrition against you is 4. You do nothave to forfeit Vader because of his immunity toattrition < 6, but you must still satisfy as much attritionas possible; thus you must forfeit the Stormtrooper.(Because you forfeited all cards which were vulnerableto attrition, you may ignore the remaining attrition.)On the other hand, if the attrition against you is 6 ormore, your Vader is no longer protected. In thisinstance, he would have to be forfeited — even if youforfeit the Stormtrooper first — because you do nothave enough other cards available to satisfy all attritionagainst you. (You cannot forfeit the Stormtrooper andthen compare Vader's immunity to the remainingunsatisfied attrition, because immunity is onlyapplicable against total attrition as compared at the startof the damage segment.)

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Immune To Attrition - Example 2Daughter of Skywalker is Jedi Testing. She completesSize Matters Not, which grants her immunity to attrition< 3. However, her game text already provides her withimmunity to attrition < 4, so it does nothing; the 4 is thevalue used. She completes It Is The Future You See,which provides immunity to attrition < 4; that too doesnothing. She completes You Must Confront Vader,which provides immunity to attrition < 5. This is higherthan the 4 of her game text, so she is now immune toattrition < 5.

Immune To Attrition - Example 3Emperor Palpatine is involved in a battle at the GalacticSenate. Plead My Case To The Senate is on table,which states “game text of non-Republic characters iscanceled” there. Dark would like to play Force Lightning("Emperor loses immunity to attrition and is defensevalue -2 for remainder of turn. Draw destiny. Target lostif destiny +1 > defense value.") but can't because, dueto having canceled game text, the Emperor currentlyhas no immunity to attrition; losing immunity is part ofthe cost of this Interrupt. However, the next turn Darkdeploys Vader's Cape on him ("Immune to attrition < 5.When in battle, adds 1 to each of your battle destinydraws."). Now he may use Force Lightning, because hehas immunity that can be lost.A few turns later, Light flips his objective to Sometimes IAmaze Even Myself. Since all Imperials now lose theirimmunity to attrition, the Emperor can no longer useForce Lightning; the canceling action supersedes theadding action.

AttacksCreatures do not participate in battles (and thusweapons cannot normally target a creature during abattle); instead, they participate in attacks. Attacks arelike battles in some ways: You attack only during your battle phase You follow the steps of a battle (weapon segment,

power segment, damage segment) Participating cards may fire weapons at the

participating creature as if the attack were a battle Hit cards are lost during the damage segment No action that is forbidden during a battle may occur

during an attack (e.g., no Elis Helrot)There are some important differences: It is not a battle, so any action or condition related to

battles does not apply Attacks do not create battle damage or attrition, and

there is no forfeiting Actions that add destinies to power cannot be used

unless allowed during an attack Attacks are free and do not require presence You may attack your own cards (in fact, you might be

required to)If during an attack all cards on one side of the attackare removed, the attack immediately ends.

Attacks are mandatory actions, optional actions, orautomatic actions, depending on the type of attack. Whenever a creature is present with another creature

(and they are not selective creatures that aremembers of the same species) they immediatelyattack each other as an automatic action.

During your battle phase, your creature present witha potential target (these vary depending on the typeof creature) must attack a potential target as amandatory action - even if it's your own card thatwould be attacked. Each creature may participate inonly one such attack per turn.

During your battle phase, your characters, vehicles,and starships present with a creature (even yourown) may attack that creature; this is an optionalaction (meaning you don't have to do it if you don'twant to). You may initiate only one such attack perlocation during your battle phase.

Attacks - Ferocity And Defense ValueCreatures do not have power, they have ferocity. If acreature has a variable ferocity, such as "3 + destiny,"draw such destiny each time the creature participates inan attack, or when its ferocity is required by a card(e.g., Yaggle Gakkle). Each creature also has its owndefense value, such as "SLITHER 5" or "VICIOUSHOWL 3."

Attacks - Attacking Outside Of Battle PhaseOccasionally, a card will permit a creature to initiate anattack (or be attacked) outside of the battle phase.When this happens, it still is treated as a normal attack,but it does not count towards the number of attacks thatare performed by the attacker that turn (e.g., a Sarlaccattacking a captive using Great Pit Of Carkoon's textmust still make its mandatory attack that turn).

Attacks - The Steps Of An AttackAn Attack is an action, so it follows the normal rules ofactions: meeting conditions, choosing targets, payingcosts. Conditions are something that can attack beingwith something that can be attacked (obviously).Choosing target means first selecting a side of theForce (you or your opponent) that has a potential target,then randomly selecting one of their potential targets toattack; any other cards are excluded from the attack.The cost is free.Once this is complete any automatic actions triggeredby the attack occur, then any just actions may beinitiated (with the opponent getting the first response,even if they're not actually participating in the attack).When there are no more responses, the weaponsegment begins. This is handled just like the weaponsegment of a battle, with the important differences keptin mind from the list on the left. A creature may betargeted by weapons during an attack (the normal rulethat you cannot target your own cards with weaponsdoes not apply in this instance; you may fire yourweapon at your own creature). You may only fire aweapon at a creature if it states it targets creatures(many weapons have been errata'ed to reflect this; see.

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Ap. A). Only cards participating in an attack may fireweapons (no one else may use weapons, even long-range weapons, unless specifically permitted to) andthey may only fire at participating creatures. Even if thecreature is hit by a weapon, the attack still continues.When both players consecutively pass, the weaponsegment ends, and the power segment occurs:compare the attackers total against the defenders total(including all applicable modifiers). If the attacker's totalis greater, the attacker wins and the defender isdefeated.The damage segment then begins. If the defender isdefeated, the appropriate action takes place (eaten,lost, relocated, etc.). Hit creatures are then lost. Afterthat, the attack then ends.The details of how attacks work will vary depending onwho does the attacking; see the following entries forspecific points.

Attacks - Creatures Being AttackedAttackers: All your characters, vehicles and starships

there.Potential Targets: Any creature.Your cards with long-range weapons may fire into thistype of attack (this is a specific exception to the rules).Attacker Total: Total of all your power participating +

all modifiers + a destiny draw (if they have four ormore ability total)

Defender Total: Creature's Ferocity + Defense Value +all modifiers

If the creature was defeated, it will be lost unlessanother action intervenes.

Attacks - Creatures AttackingThere are two types of creatures: Parasites and Non-Parasites (See Creatures, Ch. 9 for details on thesetypes). While they attack differently, they are both stillattacks for all purposes.

Attacks – Non-Parasite Creatures AttackingAttackers: Your non-parasite creaturePotential Targets: Creature Vehicles, Non-Droid

characters who aren't on starships or vehicles (evenopen ones, such as Skiffs).

Non-parasite creatures will attack inactive cards, suchas captives or missing characters (inactive cards areactive during the attack, then return to their inactivestate afterwards, if they're still on the table). Each non-parasite creature attacks separately.Attacker Total: Creature's Ferocity + all modifiersDefender Total: Defender's Power + a destiny draw (if

they have four or more ability) + all modifiers.Defeated targets are normally 'eaten' (lost), but theymay have other things happen instead, depending onthe attacker or other factors.

Attacks - Parasites AttackingAttackers: Your parasite creaturePotential Targets: Stated on the creatures card, in the

form of Parasite: X. However, parasites will not

attack characters that are aboard a starship orvehicle (even if that vehicle is not enclosed).

Parasites will attack inactive cards, such as captives ormissing characters (inactive cards are active during theattack, then return to their inactive state afterwards, ifthey're still on the table).If the attack reaches the power segment, the parasiteautomatically wins. At the beginning of the damagesegment, it attaches to the target (now called the "host")with whatever result is listed in its game text. If thecreature was hit, it will be lost after it has attached.

Attacks - Creatures Attacking Each OtherThis is a special kind of attack that does not followthese rules. If at any time at least two creatures arepresent together (and not the same kind of selectivecreature), they immediately attack each other; this is anautomatic action.Randomly select two creatures that can attack eachother. Compare the total ferocity between the twocreatures. The creature with the lower ferocity is 'eaten'(lost). If there is a tie, both creatures are lost. If after theattack, there are still more than two creatures presentthat can attack each other, repeat the process ofcreatures attacking each other until there are no longercreatures present that will attack each other.

Attacks - Example 1Commander Narra (with a Blaster Rifle), Stormtrooperand One-Arm are together at the Echo Docking Bay. Itis the dark side player's battle phase, so he is requiredto have One-Arm attack. This can occur any time duringhis battle phase (he can also choose not to initiate it, inwhich case when the battle phase ends it will happenas an automatic action; either way, One-Arm's attackingsomeone). Given this, he decides not to battle there,but let the Wampa try to eat Commander Narra. To dothis he declares that he's going to attack, which is free.He then chooses a side, light or dark (if he chose darkOne-Arm would attack the Stormtrooper). He chooseslight, so the target is randomly chosen from one of thepotential targets light has (since there's onlyCommander Narra, he's chosen).After the attack begins and enters the weapon segment,Dark gets first action; he has nothing. Light gets thenext action; he fires at One-Arm with the Blaster Rifle(he cannot fire at the Stormtrooper, because he is notparticipating in the attack). His total weapon destiny of 5exceeds One-Arm's defense value (Roar 4). One-Arm ishit, and thus turned sideways (as hit cards always areduring battle). Dark has no action, nor does Light, sothe weapon segment ends and the power segmentbegins.Dark's attack total is 3 (One-Arm's ferocity). Light's totalis 2 (Commander Narra’s power). He doesn't add adestiny to this because he doesn't have 4 ability in theattack. Commander Narra's game text (“Draws onebattle destiny if unable to otherwise.") doesn't applybecause this is not a battle. The totals are thuscompared, and Dark exceeds Light, so One-Arm winsand Commander Narra is defeated.

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The damage segment now begins. BecauseCommander Narra was defeated, he is now "eaten"(placed in the Lost Pile). One-Arm is then lost becausehe was hit. With no further actions necessary, thedamage segment (and the attack) ends.

Attacks - Example 2Han With Heavy Blaster Pistol, Princess Leia (V), DarthVader and Bubo are all at the Yavin 4: Jungle. It is theDark Side player's turn, so he is required to have Buboperform an attack. He chooses to initiate an attack atthe Jungle; he cannot choose for Bubo to attack thedark side because Bubo says he won't attack hischaracters, and without any creature vehicles he has nolegal targets. Thus Dark selects the light side. Thetarget is randomly selected between Leia and Han, withLeia being the result. The attack is free so no Force isused. The attack triggers no automatic actions, andneither player has a just action to perform, so theweapon segment begins. The Dark Side goes first, andpasses. Han is there with a weapon, but because he isnot participating in the attack he can't fire it. The LightSide has Nabrun Leids in hand, but can't use it totransport Leia away because Nabrun cannot be playedduring a battle (even though this is not a battle, cardsforbidden during battles are forbidden during attackstoo). Thus the Light Side also has nothing they can doand must pass. Two consecutive passes means theweapon segment ends and the power segment begins.Bubo has ferocity of 4. Leia has power of 3, but shealso has ability of 4, which means she may add adestiny (note that her game text allows her to add abattle destiny with Han or Vader, but since this is anattack, this does nothing, because there is no battledestiny). The Light Side draws a 3, giving Leia a totalpower of 6. She is not defeated, so the damagesegment begins and then immediately ends; both sheand Bubo stay where they are.The next turn the Light Side chooses to battle Vaderthere (note that Vader gets the benefit of the Jungle'stext because Bubo is a creature and thus doesn't stopVader from being alone). After the battle ends (no onehas been lost), the Light Side chooses to initiate anattack against Bubo (characters, vehicles and starshipsmay make one battle and one attack during their turn).Both Leia and Han are there, so both must participate.This is free. No automatic actions or just actions takeplace, so the weapon segment begins. The Light Sidegets the first action, and Han fires at Bubo. Han draws a3 and Bubo has a defense value of 5, so Bubo is not hit(though even if he had been, Bubo would remain untilthe damage segment). The Dark Side gets the nextaction and passes. The Light Side passes (Han cannotfire again because -like a battle- you can only fireweapons once during an attack unless specifically toldotherwise). Thus the weapon segment ends and thepower segment begins. The results are now checked:Han and Leia have a power of 7 between them, and geta destiny because of their 4 or more ability, so theydraw a destiny of 3, for a total of 10. Bubo's ferocity and

defense value total 9, so Bubo is defeated. The damagesegment begins and Bubo is then lost.

Attacks - Example 3The Light Side has Uutkik riding a Rogue Bantha atTatooine: Docking Bay 327, and Senator Palpatine ispresent with them. The Dark Side has a Rancor there.The Dark Side must attack, so he chooses a side (Light,since it is the only one with legal targets available) andthe targets are randomly chosen. The legal targets arePalpatine and the Bantha (Uutkik is on a vehicle andthus is safe from creature attacks). The result isPalpatine, and the attack is initiated for free. Noautomatic actions or just actions occur, and the weaponsegment begins. The Dark Side passes. The Light Sideplays Stay Here, Where It's Safe (it adds a destiny topower, which turns out to be a 4), leaving Palpatine witha power of 5. The Dark Side passes, as does the Light,and the weapon segment ends, beginning the powersegment. The Rancor text indicates it has ferocity of8+a destiny, which unfortunately is a 0, leaving Rancorwith a total of 8. Palpatine has 4 ability, and so draws adestiny, getting a 3, leaving him also with a total of 8.Because the ferocity wasn't greater than the power (tiesaren't good enough), Palpatine is safe for the moment.During his own battle phase, Light has the option ofattacking the Rancor and chooses to do so (unlike abattle, there are no negative consequences if they fail,even though the odds are against them). The attack isinitiated for free, and all the Light Side cards there areparticipating. There are no automatic actions or justactions, so the weapon segment begins. The Light Sidegets the first action and plays another Stay Here,Where It's Safe on Palpatine (this time it's a 5) givinghim a power of 6. The Dark Side player plays YaggleGakkle. The Bantha's landspeed + maneuver =3, andthe Rancor's destiny added to 8 is more than that, sothe Bantha is eaten (Uutkik 'jumps off' because he wasaboard a creature vehicle) and the Rancor's ferocity isincreased by 2 (this is a separate act from the attackitself; it's caused by the Interrupt only). Neither side hasanother action; the weapon segment ends, beginningthe power segment. Ferocity is again calculated(ferocity is always rechecked when it is needed). Thedestiny draw is a 4, so 8+4=12, plus the permanent +2from Yaggle Gakkle makes a 14. The Light Side drawsdestiny and gets a 2, giving them a total of 9, notenough, the Rancor lives.The Light Side draws during their draw phase, andduring the Dark Side player's turn he uses ScanningCrew to look at Light's hand and sees Fallen Portal,which could spell trouble for his Rancor. Nevertheless,the Rancor must attack, so during the battle phase itdoes so; again Palpatine is chosen (Uutkik is no longeron a vehicle and thus was a potential target). It isinitiated for free. There are no automatic actions, butthere is a just action: Fallen Portal. The total destiniesexceed the Rancor's defense value and it is lost, endingthe attack before the weapon segment even starts.

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Chapter 7 - Move Phase & Movement

Move PhaseFifth phase of each turn, in which you may move yourcharacters, vehicles, starships, and other cards that arepermitted to move.

MovementThere are three distinct types of movement defined forcharacters, creatures, starships, vehicles and mobileDeath Star systems. They are regular moves; unlimitedmoves; and 'reacts'. Any form of relocation of cardsduring the game that is not a react, a regular move oran unlimited move is not considered movement, andtherefore is not restricted by game conditions thatrestrict, modify, cancel or suspend movement.Remember that a vehicle or starship that is unpilotedcannot move (see Starships - Unpiloted, Ch. 9). Alsoremember that an astromech/nav computer is onlyrequired for a starship to use hyperspeed; all otherforms of movement may be performed without one.See Never - Location Restrictions, Ch. 1 for restrictionson where cards can move.

ReactSee React, Ap. C.

Movement - RegularThe following moves are regular moves for the cardmaking the move action as long as the movement is notpart of a 'react': using landspeed, using hyperspeed,moving between sectors (or sectors and the relatedsystem), using the movement text on a location,Docking Bay Transit, landing, taking off, shuttling,moving between a starship/vehicle card and the relatedstarship/vehicle site, a Light side starfighter moving intothe Death Star: Trench to start an Attack Run, moving aDeath Star, moving starships to or from an orbitingDeath Star, moving to start (or finish) a TIE BombingRun. A card is only permitted one regular move perturn. All regular moves occur during your movephase unless a card or rule says otherwise. Someregular moves are permitted by rules, while others areallowed due to game text.

Regular - Attack RunsSee Blown Away - Death Star, Ap. C.

Regular - Bombing RunsSee Bombing Runs, Ap. C.

Regular - Docking Bay TransitDocking Bay Transit allows you to relocate any or all ofyour characters, vehicles, and any weapons that deployon a site and can be moved using their own game text(such as Medium Repeating Blaster Cannon) as agroup from one docking bay to any other docking bayon table (by the symbolic use of starships for hire) foran expenditure of Force as listed on the docking baycard(s). If a vehicle that has characters aboard movesusing Docking Bay Transit, this is not considered amove for those characters aboard. See movement –carrying cards.If a docking bay has no cost listed, docking bay transitis still possible, and the cost is considered zero(although the docking bay at the other end may modifythis cost).

Regular - HyperspeedA starship with an astromech or nav computer aboardmay utilize its hyperspeed; additionally, Death Starshave (or may gain) hyperspeed. Using hyperspeedcosts 1 Force and involves moving from the orbit of onesystem card to the orbit of another system card (you arenot permitted to end your hyperspeed movementanywhere but at a system card). The limit is equal tothe hyperspeed value for that card (so that a card withhyperspeed of 2 may move 0, 1, or 2 parsecs in eitherdirection). Moving 0 parsecs requires a hyperspeed> 0 and still requires an astromech or nav computer(the exception is when moving between a Death Starand the system it is orbiting; see Regular - MobileSystems - moving to or from a Death Star). SeeRegular - Mobile Systems - Moving Death Stars

Regular - Landing And Taking OffYour starfighter or squadron may "land" or "take off" bymoving between a system location and a related

exterior sitemoving between a sector and a related site (see

Regular - Sector Movement)moving between a starship docking bay site and the

system that starship is present at.Landing and taking off costs 1 Force, unless landing ortaking off at a Docking Bay, which is free. TIEs requiredocking bay facilities and may land only at docking baysites. Landed starships are considered unpiloted (seeStarship - Landed, Ch. 9). If cloud sectors aredeployed at that system, applicable starships maynot land or take off directly between the system andits related sites - they must "fly through" the cloudsectors first and may only land from or take off to thelowest-altitude cloud sector to/from a related exteriorsite. See Regular – Sector Movement - Clouds.

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Regular - LandspeedA character, creature or vehicle may use its landspeedto traverse adjacent site locations (vehicles may onlytraverse exterior sites) as a regular move for anexpenditure of 1 Force. While vehicles have theirlandspeed indicated on their card, characters andcreatures have a landspeed of 1, unless statedotherwise. A card's landspeed indicates how manyadjacent sites that card may move (at most as a singlemove). Thus a vehicle with a landspeed of two maymove up to two exterior sites in one move.It should be noted that some locations require extralandspeed to move to or from (for example, theTatooine: Desert) and this will reduce the landspeed"range" of cards moving from/to/through it by thatamount. When using landspeed, a character, creatureor vehicle may not reverse direction, and once stopped,that regular move is considered completed. See alsoMovement - moving through locations.

Regular - Mobile System - Moving Death StarsDeath Stars (Death Star and Death Star II) arepermitted only one form of movement: usinghyperspeed. The hyperspeed of the original Death Staris defined in its game text (or by other cards), while thatof Death Star II is defined by That Thing's Operational.Death Stars follow the normal rules of hyperspeed (seeRegular - Hyperspeed), except they do not need a navcomputer or astromech. In addition, Death Stars arealso permitted to move into "deep space;" that is, theydo not have to finish in orbit around a system.Whenever a Death Star moves, state at what parsec itwill be and whether it is in deep space or in orbit aroundone of the system locations at that parsec.When a Death Star moves, it carries with it all cardsthat are at the Death Star's location. Death Stars arenot starships, they're mobile systems, and thus areunaffected by cards that cancel, modify, or otherwiseaffect hyperspeed (unless they specifically indicateotherwise).

Regular - Mobile System - Moving To Or From ADeath StarBecause the Death Stars are systems, a starship maymove to or from a Death Star using the normalhyperspeed rules (even when the Death Star is in deepspace). In addition, a starship may move from a DeathStar to a planet the Death Star is orbiting (or vice versa)for 1 Force without using hyperspeed (meaning that if itin some way is prevented from using its hyperspeed, orhas no hyperspeed at all, it may still make this move).

Death Star Movement - ExamplesThe Death Star is in deep space at parsec 4 and hashyperspeed=1. There is an X-Wing at Yavin 4 (parsec4) and a TIE fighter at Hoth (parsec 5). The dark sideuses hyperspeed to move the Death Star to parsec 5(which costs 1 Force, per the hyperspeed rules); theplayer may choose deep space again or to orbit Hoth.He chooses to orbit Hoth. Even though the TIE fighterhas no hyperspeed, it may move to the Death Starbecause the Death Star is in orbit around the samesystem. The next turn the dark side player uses thehyperspeed to move the Death Star 0 parsecs andchooses deep space (the Death Star is no longerorbiting Hoth but is still at parsec 5); the TIE must gowith it. The TIE may no longer move back to Hothbecause they're no longer in orbit there and it has nohyperspeed. However, the X-Wing may move to theDeath Star because even though it's in deep space, it iswithin the X-Wing's hyperspeed of 5. On a later turn, theX-Wing may move from the Death Star to Hoth using itshyperspeed as normal.

Regular - Sector MovementStarships may move to and from asteroid sectors.Starfighters and certain vehicles (patrol craft, shuttlevehicles, and cloud cars) with landspeed > 0 may moveto cloud sectors. Such movement costs 1 Force. Youmay perform any of the following moves: from the system to the nearest related sector or vice

versa. from a sector to any adjacent sector (starfighters -and

cards that move like starfighters - may move up to twosectors away per move).

Take off or land (either by moving between the BigOne site and Big One sector or the lowest-altitudecloud sector and a related exterior site). (see Regular– Landing And Taking Off)

It should be noted that Death Star II sectors workdifferently. For movement at those sectors, seeBlown Away - Death Star II, Ap. C.

Regular - ShuttlingYour character or vehicle may shuttle from an exteriorsite to your capital starship at the related system (orvice versa) for 1 Force. Characters may also be carriedaboard a vehicle as it shuttles (see Movement - carryingcards). The cost of shuttling is cumulatively increasedby 1 for each cloud sector between the planet systemand its related sites.A shuttle vehicle like the Bespin Motors Void Spider orthe T-16 Skyhopper can shuttle characters to or fromany starship (even a starfighter, they are speciallyequipped to deal with smaller starships) at the relatedsystem. In this case, this is considered to be a regularmove for the character and the shuttle vehicle. Thismovement is free (and unaffected by intervening cloudsectors). The vehicle conceptually makes a round trip,and thus remains at the site. See Vehicles - shuttlevehicle, Ch. 9.

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Regular - Starship And Vehicle SitesYou may move your cards to or from your starship orvehicle card (or its location) and a relatedstarship/vehicle site for free. You may perform any ofthe following moves:• Moving between the starship/vehicle site and therelated starship/vehicle card (capacity permitting)• Moving between a vehicle site and the starship cardthat vehicle is aboard.• While the starship/vehicle at a site, moving between astarship/vehicle site and the location the relatedstarship/vehicle is present at (This is the only one ofthese moves your opponent may use. Follow the costlisted on the starship/vehicle site; if no cost listed, it isfree).

Regular - Using The Movement Text On A LocationCardMany locations allow one or more cards to utilizespecial movement between specific sites. For example:Light Side Tatooine: Mos Eisley, the Cloud City: UpperPlaza Walkway or the Endor: Back Door. These are allconsidered regular moves (unless they are listed as a'react'), and the cost, timing and conditions of thesemoves are specified on the location cards in question(for example, Mos Eisley allows the movement to occurfor free and during your control phase). Unlessotherwise noted, each move is a separate action foreach card using such text, and if no cost isspecified, each move costs 1 force.

Regular Moves - ExamplesThe Executor is on table (at Hoth), along with theExecutor sites Comm Station, Main Corridor, ControlRoom, Holotheatre, Meditation Chamber, and DockingBay (in that order). Stormtrooper, Chief Bast, TIEFighter, Corporal Drazin, Admiral Ozzel, and a Lift Tube(with Captain Piett on board) are all at the Docking Bay.Black 2 (with DS-61-2 as pilot) is at Hoth. It is the darkside player's move phase, and he does the following:The Stormtrooper moves to the Meditation Chamber

using his landspeed of 1, which costs 1 Force.Chief Bast moves to Yavin 4: Docking Bay using

Docking Bay transit, which is free (by the dockingbay's game text), though he still cannot make anotherregular move this turn (the free means there's no costfor the movement, not that it doesn't count as a regularmove).

The TIE Fighter takes off from the Docking Bay toHoth. This is free (normally it would be 1 Force, buttaking off from a docking bay is always free). LikeBast, it cannot make another regular move this turn.

Admiral Ozzel moves to the "bridge" of the Executor(meaning that he moves to the Executor starshipcard). This is moving from a starship site, so it's free(but still counts as a regular move for Ozzel).

Corporal Drazin uses the movement text of MainCorridor ("During your move phase, you may movefree between here and Executor or any Executorsite."). It's free (by the site's text) but again still countsas a regular move for Drazin.

The Lift Tube uses its landspeed to move; it can move1, 2, or 3 sites away, so it moves to the Control Room.This costs 1 Force. Piett is automatically moved with it(for free), and because he was carried, he hasn'tactually moved as far as the rules are concerned. Hecan still make a regular move, but the Lift Tube can't.

Black 2 lands at the Executor: Docking Bay. This isfree (because it's a docking bay, otherwise it wouldcost 1 Force), though Black 2 cannot perform anotherregular move. However, DS-61-2 was carried like Pietthad been, so he hasn't performed a move. Hedisembarks from his ship and performs his ownregular move, moving to the bridge of the Executor asOzzel had done (for free, as a regular move).

Movement - UnlimitedThe following moves are unlimited moves: embarking,disembarking, moving between docked starships,moving between pilot/passenger capacity slots,relocating cards between locations, prisoner transfers.Cards may perform any number of unlimited moves.If a card or rule specifically states that what is normallyan unlimited move is a regular move, it is conducted asnormal, except that it counts towards the number ofregular moves a card may make per turn.

Unlimited - Embarking And DisembarkingCertain cards may embark (move onto) or disembark(move off of) other non-location cards. This movementis free. A card that has embarked on another card isbeing carried (see carrying). The following forms ofembarking and disembarking are allowed (capacitypermitting):moving your character or vehicle between your vehicle

(or landed starship) and the site it is present at.moving your starship between a carrying starship's

cargo hold and the system that carrying starship ispresent at.

moving a character between Luke's Backpack and thesite Luke's Backpack is present at.

moving a character between a starship or vehicle inthe cargo hold of a carrying starship to the "bridge" ofthe carrying starship.

See React, Ap. C.

Unlimited - Escaping Death Star IISee Blown Away - Death Star II, Ap. C.

Unlimited - Moving Between Capacity SlotsDuring your deploy phase and your move phase, youmay 'move' any character aboard your starship, combatvehicle or shuttle vehicle from a pilot capacity slot to apassenger capacity slot or vice versa (capacitypermitting). See Starships - pilot, Ch. 9. Similarly,anytime during your deploy or move phase you maydesignate any character aboard your transport vehicleas the driver or as a passenger. If a slot may be usedfor multiple purposes, you may also change it at thistime (such as designating a filled pilot/passenger slot in

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a Y-Wing as a pilot or a passenger). This movement isfree.

Unlimited - Moving Between Docked StarshipsDuring your move phase, you may "dock" two of yourstarships present at the same system or sector with theintention of moving cargo or personnel back and forthbetween the two. This movement can only beperformed if at least one of the starships has "ship-docking capability" and at least one of the starships isbeing piloted. It is important to note, however, that allcapital starships are considered to have 'ship-dockingcapability by rule. For 1 Force your two starships dock,relocate any number of characters, vehicles or starshipsbetween the two docked starships (capacity permitting),and then undock. Characters moved must be pilots orpassengers moving from (or to) the 'bridge'. Starshipsor vehicles moved can only move between the starships"cargo" capacity. No characters, vehicles or starshipscan be moved to or from starship sites in this way.This is considered movement for the starships only, notthe cards that are transferred.

Unlimited - Prisoner TransfersDuring the Dark Side's move phase, that player mayperform any of the following "prisoner transfers." Theseare unlimited moves for both the escort and the captive(See Capturing Characters, Ap. C) and are free:An escort present at a prison may transfer (deliver) its

captive to that prison. Place that captive face-up belowthe prison. That captive is 'delivered' and 'imprisoned.'

A bounty hunter or warrior present at a prison maytake a captive imprisoned there into custody.

An escort present at any site may leave a frozencaptive he is escorting at that site. That frozencharacter is now "unattended" and is no longerconsidered to be escorted.

An unattended frozen captive may be taken intocustody by any Dark Side bounty hunter or Dark Sidewarrior present.

Remember that since prisoner transfers are movement,a captive that cannot move may not undergo any typeof prisoner transfer

Unlimited - Relocating Cards Between LocationsSome cards initiate actions that will allow (or force) acharacter to relocate from one location to anotherlocation. For example, Nabrun Leids moves a group ofcharacters from one location to another, Trap Door willrelocate a character from the Audience Chamber to theRancor Pit, and Path Of Least Resistance allows acharacter to move between interior mobile sites whenplayed. All of these relocations are considered to beunlimited moves, meaning that the card is considered tobe moving, thus a card which cannot move is notpermitted to perform this type of relocation. If a card isrelocated but does not change actual locations, then itis not considered to have performed any move. Forexample, sending your spy undercover relocates yourcard from your side of the table to the opponent's sideof the table, but this is not changing locations so is not

considered to be movement. Similarly, forfeiting acharacter from a battle to the Lost Pile does not movethat card from one location to another, nor does puttinga character on Bacta Tank or Weather Vane; none ofthese are considered to be any type of movement. Itshould be noted that a card being carried aboardanother card is not considered to be moving. Seemovement – carrying cards.The timing of relocation is stated on the card allowingthe movement (such as the control phase for LandoSystem?). If no timing is given, it can be performed atany time as a top level action (Elis Helrot). If therelocation does not specify the destination (or what kindof destination it must be) it may be to any location(barring restrictions on movement or relocation, such asthe Trench or Dagobah). If a card gives no cost for themovement, that movement is considered free.

Regular Moves And Unlimited Moves - ExamplesHome One (with Luke Skywalker, Jedi Knight, Red 5,and Millennium Falcon on board) and a Red SquadronX-Wing are at Yavin 4, Red Leader In Red 1 is at theuppermost cloud sector at Yavin, the Death Star is atParsec 4 (in deep space) with Bright Hope piloted byPops, and the Trench is there with Attack Run. HanSolo is at the Death Star: Docking Bay 327. Gold 1 andGold 5 are both at the Home One: Docking Bay, andDutch is at Home One: War Room. During Light'scontrol phase he uses S-Foils ("...until beginning of yournext turn, each of your X-wings and B-wings is power+2 and hyperspeed = 0...").Light performs the following moves:Red Leader In Red 1 uses cloud sector movement to

move from the upper cloud sector to Yavin 4 (for 1Force). Having performed a regular move, he cannotperform any more, though he can still perform anynumber of unlimited moves. He embarks (for free)onto Home One (to the cargo bay).

Red Squadron X-Wing needs to get to the Death Starfor the Attack Run, but it has hyperspeed=0 from S-Foils. Because of this it cannot use its hyperspeed tomove to the Death Star, because even though thedifference between Yavin 4 and the Death Star'sparsec is 0, you need hyperspeed greater than 0 touse hyperspeed. Instead the X-Wing embarks onHome One as well.

Home One uses its hyperspeed to move to the DeathStar (it has a nav computer and sufficient hyperspeed)for 1 Force. All the cards on it are carried with it.

Luke embarks on Red 5 by moving from the bridge tothe cargo hold (this is free). Red 5 then disembarks(for free) to the system (the Death Star).

Han shuttles from his docking bay to Home One (for 1Force), which is a regular move. He's now at thebridge. Han then embarks on the Falcon (moving tothe cargo bay), and the Falcon disembarks (bothmoves are unlimited and free).

Dutch uses his landspeed (1 Force) to move from theWar Room to the docking bay (regular move). Heembarks on Gold 1 (unlimited move). Gold 1 then

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takes off to the Death Star (a regular move for thefighter; Dutch is carried by it) for free.

For 1 Force, Bright Hope and Home One dock andPops moves over to Home One (unlimited move forthe ships and Pops). Pops then moves to the HomeOne: Docking Bay for 1 Force (regular move). Heembarks on Gold 5, and the ship then takes off to theDeath Star for free.

Red Leader In Red 1 and Red Squadron X-Wing bothdisembark from Home One (unlimited moves).

Light makes an Attack Run (Red 5 has ProtonTorpedoes) which is a regular move. Red 5, RedSquadron X-Wing, and Millennium Falcon move intothe Trench (for free). No other ships may do so; Gold1, Gold 5, and Red 1 have all made regular movesalready, Home One is not a starfighter, nor is BrightHope (even though it may move like a starfighter, itstill cannot be targeted as if one, even by Attack Run).

The three starfighters return to the Death Star systemafter the destiny draws (this is free and unlimited). Thedestiny draws failed so the Death Star is still there.

Red 5 embarks on Home One. Luke disembarks fromRed 5 and heads to the bridge (both unlimited moves).

Luke moves to the War Room for 1 Force (he himselfhad not made a regular move yet).

Light plays Nabrun Leids targeting Luke at the WarRoom; the cost listed on the card is paid and Luke isrelocated to Endor: Back Door. This is an unlimitedmove (relocating a card between locations).

Movement - but may move elsewhereCards with deployment restrictions such as "deploysonly on Hoth" are generally allowed to move elsewhereunless otherwise specified; thus, this redundant phraseis no longer used on cards and can be ignored.

Movement - cannot moveThe phrase "cannot move" means that a card cannotmake any regular move, unlimited move, or 'react'. SeeMovement. This does not stop a card from being"carried." See Movement – carrying cards. When anaction attempts to move a group of cards, and one orsome of those cards cannot move, the action is notcanceled; simply move all cards in the group that areable to move.

cannot be moved/may not be moved/may not moveThese phrases are all synonymous with "cannot move."

Movement - carrying cardsMany cards can "carry" other cards, such as starshipsand vehicles, characters carrying weapons or devices,or even Luke carrying Yoda in Luke's Backpack. Whenthe carrying card performs a permitted move, all carriedcards are relocated with it. This is not considered to bemovement for the carried card. Thus a card that cannotmove is not restricted from being carried. Note that acharacter "carrying" another character (such as Yoda inLuke's Backpack) cannot move aboard a vehicle orstarship unless there is sufficient capacity for thecarrying character and the carried character. Whenever

one card is carrying another, indicate this by placing thecarried card underneath the carrying card.See Starships - Capacity, Ch. 9.

Movement - costs +X to move/moves for freeAnything that modifies the cost of movement or allowsmovement for free (and does not specify what type ofmovement it is modifying) affects all forms ofmovement. Modifiers that apply to movement to oraway does not count movement where the locationdoesn't change, such as moving cargo between dockedstarships. Any change to movement cost applies only tothe applicable cards; all other cards travel normally.Keep in mind that "free" cannot be modified, thusmovement that is free is always free. When movingcards as a group (such as with Nabrun Leids) withdiffering movement costs, apply the highest movementcost of that group.For example, Lirin Car'n adds to the cost of charactersto move to his location, thus using landspeed, shuttling,docking bay transit, and using the movement text of alocation. However, if the docking bay transit were free,or if a shuttle vehicle was performing the shuttling, themovement would remain free; likewise, anyone who ismoving away moves as normal, and a character beingcarried to the site has nothing to worry about (carryingisn't movement).

Movement - if within rangeWhen a card uses landspeed or hyperspeed, it mustalways move within its own range unless specificallystated otherwise; thus this redundant phrase is nolonger used on cards and can be ignored.

Movement - move awayFor a character to "move away" (by cards such as Obi-Wan Kenobi, Move Along..., Neb Dulo, Dodge), thatcharacter must use personal landspeed (although thatcharacter must disembark from a vehicle or landedstarship first).For a vehicle to move away (Keep Your Eyes Open,Hyper Escape), that vehicle must move usinglandspeed, or any regular sector movement.For a starship to move away (Keep Your Eyes Open,Hit And Run, Hyper Escape), that starship must moveaway using hyperspeed, or any regular sectormovement, or movement to or from a system a DeathStar is orbiting.If a card uses landspeed, hyperspeed, or regular sectormovement when performing a “move away” action, it isconsidered a regular move (unless specified otherwise).A card cannot be targeted by any action thatincludes moving away (or relocating to an adjacentsite) if there is no legal location to move to. Forexample, if a duel is initiated against a Jedi, What WasIt? cannot be deployed to cancel the duel if there are noadjacent sites. If such an action is performed and a cardis not able to move for some reason, follow the statedresults on the card (if none are provided, the movementtext is simply ignored).

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Movement - moves like a characterCards which move like a character are not characters,but may move like characters utilizing a landspeed of 1,docking bay transit, embarking, disembarking, movingbetween docked starships and shuttling whereappropriate. These cards do not take up passengercapacity. These cards may not be moved or affected byother cards which work on characters (e.g., they cannotbe transported with Nabrun Leids).

Movement - moves like a starfighterCards that move like a starfighter, whether by rule(squadrons) or game text (Hound's Tooth, Mynock)obey all movement rules for a starfighter. Nevertheless,they are not starfighters and may not be targeted assuch (e.g., Mynock may move at cloud sectors like astarfighter, but may not embark on Home One becauseit does not have capacity for creatures).

Movement - moving through locationsA character, vehicle etc. moving 'through' (or across) alocation (a landspeed > 1) is considered to be at thatlocation as it passes through it. This can triggerautomatic actions (for example, an Utinni Effect) andcan satisfy conditions (for example, control of alocation). If any of these triggered actions or conditionsforce the vehicle to stop (for example, a Sandwhirlmakes the skiff driver go missing), the movement endsat that location. It should be noted that new (non-automatic) actions may not be initiated until themovement action is finished. For example, a Dark Sideplayer can only play The Circle Is Now Complete ifVader ends his movement at Obi-Wan's location, not ifVader simply "passes" Obi-Wan.

Movement - never deploys or movesSee Never, Ch. 1.

Movement At A GlanceAttack Run (Dk Starships) Unlimited FreeAttack Run (Lt Starships) Regular FreeBetween Capacity Slots Unlimited FreeBombing Run (from site) Regular FreeBombing Run (to site) Regular 1 Force*Dock Starships Unlimited 1 ForceDocking Bay Transit Regular See CardDS II Sectors (Entering) Regular 1 ForceDS II Sectors (Escaping) Unlimited FreeEmbarking/Disembarking Unlimited FreeHyperspeed Regular 1 ForceLanding/Taking Off Regular 1 Force†Landspeed Regular 1 ForceLocation Text Regular See CardMoving to Death Star Regular 1 ForcePrisoner Transfer Unlimited FreeRelocation Unlimited See CardSector Movement Regular 1 ForceShuttling Regular 1 Force* ‡Starship/Vehicle Sites Regular Free (for you)

* +1 for each cloud sector† free to a docking bay‡ free with a shuttle vehicle

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Chapter 8 - Draw Phase & End Of Turn

Draw PhaseSixth and final phase of your turn, in which you maydraw cards off your Force Pile and then complete yourturn.You may draw cards and perform other draw phaseactions at this time. When you have finished drawing,re-circulate your Used Pile under your Reserve Deck(your opponent must do the same). Then inform youropponent that your turn is over (such as by saying "TheForce is with you!").

Drawing CardsTaking any number of cards, one at a time, from yourForce Pile into your hand.Drawing each card during your draw phase is aseparate action, which means that you may draw,perform another action, and then continue drawing ifyou wish. There is no limit to the size of your hand.(You also may want to leave some cards in your ForcePile; these can be expended to do such things asreacting and playing Interrupts during your opponent'sturn.) Drawing is optional, unless required by a card, inwhich case you must draw that amount (or as much aspossible). By default you draw from your Force Pile,though you may be instructed to draw from anotherdeck or pile.

End Of TurnThe "end of the turn" occurs after the final part of thedraw phase, which is both players re-circulating theirUsed Piles. For issues of timing, assume that it is stillthe turn of the player's whose turn just ended (so if it isthe end of the light side player's turn, treat it as if it werethe light side player's turn for any relevant point).Any mandatory and automatic actions are now initiatedand resolve normally as automatic actions. Any optionalend of turn actions may then be initiated (the playerwhose turn it just was gets the first chance to initiate anoptional "end of turn" action, and players then taketurns). For example, losing Force to Frostbite mustoccur before a player can perform an optional actionlike using 2 Force to remove cards from their PoliticalEffects, as shown on My Lord, Is That Legal? / I WillMake It Legal. See also Start Of Turn, Ch. 3. Only endof turn actions (or valid responses) may be played atthis time - no other actions are legal. Once playershave no end of turn actions to play or resolve, thatturn ends. The next player's turn immediately beginswith their start of turn; there is no time between turns forthings to happen.

Until End Of TurnActions which last "until end of turn" cease during theend of turn. This is treated as automatic actions andthus are resolved accordingly. For example, if TrooperAssault has made Stormtrooper power +2 until end ofturn, then one of the automatic actions taking place atthe end of that turn is his power restoring to normal. Asthey are automatic actions, they can happen in anyorder the player whose turn just ended chooses, butthey must occur before any optional actions take place.Remember that these actions may cause changesrelevant to this end of turn period. For example, if amaintenance card has its game text canceled until endof turn, then its game text will be restored during thistime. Since its maintenance cost hasn't been paid yet, itmust still be paid before any optional end of turn actionsoccur (see Icons - Maintenance Costs, Ch. 9).

Drawing, Draw Phase, And End of Turn - ExamplesIt's the dark side's draw phase and he has six cards inhis Force Pile. He draws the first -Darth Vader- intohand. He then draws the second -Imperial Command-into hand. He draws the third, which is another ImperialCommand. Because Imperial Command is a uniquecard he can only play one per turn, so he stops drawingfor the moment to play one of them to take an admiralinto hand from his Reserve Deck; this way he can takea second admiral into hand during his opponent's turn.Having done this, he chooses to draw the fourthcard -Avenger- into hand. He decides to stop at thispoint, saving those two Force in case he needs to use itduring his opponent's turn. He re-circulates his UsedPile by placing it under his Reserve Deck; Light doesthe same. He then announces it's the end of his turn.It's now the light side player's turn, and he activates,goes through his control phase, and reaches his deployphase. He deploys Deneb Both ("When deployed, drawup to 2 cards from top of Reserve Deck."). By itsphrasing, this draw is mandatory, so Light must draw upto 2 cards (remember that "up to X" means at least 1,so he cannot say he will draw 0 cards). It also comesfrom the Reserve Deck rather than the Force Pile; hedraws 2 cards. One is an Ishi Tib, the other is Chewie,Enraged; both are deployed to Deneb's site.When Light's draw phase arrives he has five cards inhis Force Pile. He draws the first, another Deneb, whichhe has no use for. However, Ishi Tib ("During your drawphase, may place one card from your hand on bottomof Used Pile to draw a card from Reserve Deck.") letshim use it to draw another card, although from ReserveDeck rather than Force Pile. It's a card he doesn't need,but he can't use Ishi Tib again because of the One Rule(the action was singular and a timeframe wasmentioned). Grudgingly he goes back to drawing off hisForce Pile and takes one more card. After this here-circulates by placing his Used Pile under his Reserve

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Deck; Dark does the same. Light announces it's the endof his turn, and now the end of turn events happen,which includes Chewie's maintenance cost. Payingmaintenance costs is mandatory and thus is resolvedas an automatic action; Light chooses to use 2 Force tokeep Chewie in play. Dark had forgotten to use hisImperial Command until now, and unfortunately he stillcan't play it; only end of turn actions or responses maytake place at this time, so he'll have to use it during hisown turn. With no more end of turn actions it proceedsimmediately to the dark side player's turn - note thatthere are two cards on Light's Used Pile; he does notre-circulate again even though there are cards there;they will be re-circulated at the end of the dark sideplayer's turn.

End of Turn - ExamplesDark is playing Hunt Down And Destroy The Jediversus Light's Plead My Case To The Senate. Bothhave flipped their objectives. Light has placed SenatorPalpatine on the Political Effect card I Will Not Defer,and both Darth Vader and Blizzard 4 are at the Yavin 4:Docking Bay. It's the dark side player's turn, duringwhich he had played Sense, which Light had grabbedusing Grappling Hook (making Sense unique). Dark stillhas Visage Of The Emperor ("At the end of eachplayer's turn, each player must lose 1 Force.") on table.It is now the end of Dark's turn, and both players re-circulate. There are two mandatory end of turn actions:the Force loss from Visage Of The Emperor, and themaintenance cost of Blizzard 4, which are then treatedas competing automatic actions. Since it's the end ofthe dark side player's turn it is treated as if it were histurn for all purposes, so he may choose which order forthese events to occur in. He chooses to pay for Blizzard4 first, using 1 Force and placing it on his empty UsedPile. Now the Force loss from Visage happens; Darkloses nothing because his objective protects him, soonly Light loses Force.Light has three cards in hand: It's A Hit!, It Could BeWorse, and Transmission Terminated. TransmissionTerminated can cancel holograms, but that cannotoccur at this time because it's not a valid end of turnaction. However, Light is about to lose Force, and thuscan play It Could Be Worse now, because responsesmay still be played. He does so, using 1 Force (whichgoes on his empty Used Pile. Dark plays It's Worse tocancel it; responses don't have to be to end of turnactions, they may play out normally. Light plays It's AHit! to cancel It's Worse. Dark has a Sense in hand, butunfortunately he can't play it because Sense is nowunique and he played a copy during his turn (it is stilltreated as if it were his turn for all purposes, includingcard uniqueness). Dark has no more responses, so It'sWorse is canceled, It Could Be Worse goes through,and the loss from Visage Of The Emperor is thuscanceled.With no more mandatory actions, optional end of turnactions may now be initiated. Since it was the dark side

player's turn, he may take the first action; he passes (hehas no legal end of turn actions he can perform). Lightuses 2 Force to take Senator Palpatine off his PoliticalEffect and place him on the Used Pile. Dark passes,Light passes, so now that start of the light side player'sturn begins. Dark has 1 card in his Used Pile, Light has5 (the 1 used to pay for It Could Be Worse, It Could BeWorse, the 2 used to pay for moving Palpatine, andPalpatine himself). Those cards will continue to remainthere until they are re-circulated at the end of Light'sturn.

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Chapter 9 - The Cards - Attributes, Types & Icons

Card Attributes

Unique, Restricted, & Non-UniqueA card may have dots (•) or diamond symbols () nextto their title. This is a reflection of a card's uniqueness.If a card is unique (•) or restricted (e.g., •••), the numberof dots restricts: (a) the number of cards of that title thatare allowed on table at any given time, and (b) thenumber of cards of that title and persona that may beplayed or deployed each turn (even if one is canceled,returned to hand, if it has already resolved and beenplaced in the Used Pile or Lost Pile, etc). Some uniqueor restricted cards are available to both sides of theForce (such as •Ice Storm), but this restriction is stillapplicable, regardless of the fact that it is being playedby a different player.Some cards have one or more diamond () symbols inthe card title. The number of diamonds indicates thenumber of copies that both players together can haveon table at any given system (whether on the systemitself or at a related location). There is no limitation onthe number of systems where such a card may beused. For example, the Asteroid Field card hasthree diamonds. Therefore, both players together arelimited to a total of three Asteroid Field locations ateach planet system. A starship with uniqueness maynot be deployed to a location where another copy ofthat starship already exists, and may not move to thesame location as another copy of that starship.If a condition that allows a unique or restricted card tolegally be on table in excess of its normal on table limitis later removed, then all extra copies of that card areplaced in the owner's Used Pile (owner's choice as towhich copies are removed). For example, the charactercard Kalit allows multiple copies of Jawa Siesta to be ontable at once. If Kalit is lost (or has his game textcanceled, or is missing, etc.), with three Jawa Siestason table, they are returned to being unique (as Kalit'sgame text is continuous only while he is on table). Theowner of the Jawa Siestas then decides which twocopies of Jawa Siesta to place in the owner's Used Pile.It should be noted that this rule does not affect thejurisdiction of Tournament Directors in the handling ofillegal misplays.Any card with no dots or with two or more dots (••) isnon-unique.

Game TextGame play information in the large text block located atthe bottom of each card (or on each side of a locationcard).

IconsSee the section titled Icons later in this chapter.

TitleName identifying a card.

Title - Identical CardsSome cards look for identical cards, such as Monnok("All cards opponent has two or more of in hand arelost.") or Abyss ("If a unique (•) card is drawn for destinyand a duplicate is on table, destiny card is lost (destiny= 0). If duplicated card is a character, it loses immunityto attrition for rest of turn and player must lose 2 Forceor lose that character."). Any such card looks solely atthe titles of cards; anything else is ignored. Thus BobaFett from Cloud City and Boba Fett from Special Editionare the same, even though they have different pictures,expansion icons, game text, etc. They do not even haveto be on the same side (Dark Side Ice Storm isconsidered the same as Light Side Ice Storm).However, if two cards do not have identical titles, thenthey are not considered the same card.For example, if Abyss is on the table and you drawLando Calrissian as destiny and your opponent hasLando Calrissian on table, your destiny is zero and yourLando is lost. Your opponent's Lando has no immunityto attrition for the remainder of the turn, and youropponent must either lose 2 Force or lose his ownLando. However, if General Calrissian is drawn in thesame situation, the Lando Calrissian on table is finebecause they are two different cards (even thoughthey're both personas of Lando). When checking if twocards have the same card title, you must also check formatching uniqueness/restricted symbols. If the cardshave different types of symbols (or if one card hassymbols and the other card does not), then they are notconsidered to have identical card titles (thus<>Tatooine: Desert and ***Tatooine: Desert do notinteract in any special way and are considered to havedifferent titles).

LoreThis text, appearing on many card types, presentsbackground information about the characters, starships,weapons etc. in the Star Wars universe. Loresometimes contains terms that are relevant to gameplay.

Card TypeExcept for locations, (which are defined as the samecard type) card type is always defined by the icon in theupper left hand corner of a card. See the followingpages for detailed information on the various cardtypes.

SubtypeIn addition to a card type, many cards have a subtype,whether it is a common game type (Mobile Effect, UsedInterrupt) or one specific or even unique to a particular

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model of some object (TIE, protocol droid, cruiser).Subtypes are located under the image on vehicles,starships, weapons, Effects, and Interrupts and islocated in the right box under the picture on droids.Some subtypes contain more than one item (e.g.,Blizzard 2 has the subtype Combat Vehicle and AT-AT).If a reference is made to any part of the subtype, then itis applying to that card (e.g., Hound's Tooth [ModifiedCorellian Freighter] and Millennium Falcon [ModifiedLight Freighter] can both be targeted by cards thattarget freighters).

PowerAn attribute of characters, vehicles and starships thatrepresents their overall 'strength' (conceptuallyrepresenting experience, training, tactical skill, built-inweaponry etc.).

Deploy CostThe amount of Force required to be used in order todeploy a card. If a card that deploys does not have adeploy cost box, does not list a deploy cost in its gametext and has not been given a cost by some other gamefunction, that card is 'free' to deploy. (It may have otherrequirements, however.).

Forfeit ValueNumber on a card representing the amount of attritionand/or battle damage that may be satisfied by losingthat card during a battle.

HyperspeedMaximum number of parsecs a piloted starship withhyperdrive and a nav computer can move each turn.

LandspeedMaximum number of adjacent sites a character,creature or vehicle can travel each turn. Characters andcreatures by default have a landspeed of 1.

PoliticsSee Senate, Ap. C

AbilityAn attribute of characters, creature vehicles and cardswith permanent pilots that represents their capability touse the Force.

ArmorAn attribute generally used on capital starships, largevehicles and a few special characters as an indicator ofresistance to weapon fire and other potential threats.Game text which specifically targets "armor" does notalso affect maneuver; however, game text which targets"armor or maneuver" refers to whichever of thoseattributes occurs on the affected card.

ManeuverAn attribute generally used on starfighters, smallvehicles and a few special characters as an indicator ofhow well it can evade weapon fire and other potentialthreats. Game text which specifically targets

"maneuver" does not also affect armor; however, gametext which targets "maneuver or armor" refers towhichever of those attributes occurs on the affectedcard.

Defense ValueA collective term which refers to the various attributesoften used when cards are targeted by weapons. Acharacter's defense value is its ability, armor, ormaneuver - whichever is highest. (Unarmored droidswithout maneuver have a defense value of zero.) Avehicle or starship's defense value is its armor ormaneuver. A creature's defense value is indicated by aterm that is unique to that creature, such as scales,slither, vicious howl etc. Occasionally, a weapon will beable to target some other kind of card (such as a seekeror artillery weapon). In that case, the card itself willprovide a defense value to be used.Defense value is always dependent upon the armor,maneuver, or ability of the card it is based on, but thereverse is not true. For example, if a card increases themaneuver of Red 5, the defense value will reflect thatchange. However, if a card increased Red 5's defensevalue, it does not increase Red 5's maneuver.

CharacteristicsSee Ap. D

OwnerThe owner of a card, when referenced in game text, isthe player who played the card. Stolen cards, soldcards (by Treva Horme) or cards won in sabacc changeownership until the end of the game, or until theychange owners again. (See Stealing, Ap. C)

Flavor TextIn some instances, game text will refer to a term orphrase in quotes that is not a game term, but is used asif it were a game term (not to be confused with "hit,""react," "blown away," etc. which are game terms). Thisis termed flavor text, because unlike other game termsthey're not in the rules, because they have no effect onoverall play besides what is listed for their explanation.Examples are: "nighttime conditions," "fly," "choke,""salt," "jump off," "defuse," "cloak," "throw," "rider," and"eat the soup." While these are not rules of the game,these terms may be referenced by other cards or rules;for example, "purchase" on Wioslea is mentioned inGuri's game text and in the rules for Presence Droids.

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Issues With Physical Cards

Boldface TypeType style used on some cards to emphasize importantterms. However, boldface type has no effect on gameplay (e.g. Momaw Nadon is a leader even though thecharacteristic is not in boldface in his lore, becauseboldface type is not relevant).

CapitalizationThe specific capitalization of card names,characteristics and other game terms is not relevant forgame play purposes. For example, the words"Stormtrooper" and "stormtrooper" are interchangeable;both refer to any character with the characteristic ofstormtrooper. (See Ap. D.)

ItalicsType style used on cards for text such as the names ofunique capital starships. Italics are not relevant forgame play purposes.

Card BacksWhen playing with clear sleeves (or no sleeves), allcards in any deck or pile must be oriented in the samedirection (i.e. the logos facing all the same way).

Foreign LanguagesTo ensure consistent tournament play worldwide, onelanguage (English) is used as the standard for all gameplay. Cards and rules printed in other languages areplayed and interpreted exactly the same as theirEnglish-language counterparts (and according to allcurrent rulings, errata and clarifications). For example,different language versions of the same card, such asVader's Lightsaber (English) and Sable De Luz DeVader (Spanish), are considered to have the same titlefor all game play purposes.

Alternate Image CardsAn alternate image card set is two or more cards withidentical title, game text, lore, statistics etc., but withdiffering pictures. Since card identity is determined bytitle, they are considered the same.Also, these cards are marked by a gold ring around theexpansion icon. This does not change the expansionicon in any way (thus you may not persona replaceQueen Amidala, Ruler Of Naboo with an alternateimage Queen Amidala, Ruler Of Naboo).

Admiral's OrdersType of card which represents tactical and strategicplanning. Admiral's Orders deploy on table for free, butonly during your deploy phase and only if you occupy abattleground system. There can be only one Admiral'sOrder on table at any time; when a new one isdeployed, the previous one (no matter which player itbelongs to) is placed in its owner's Used Pile. Note thatyou may not deploy an Admiral's Order if a unique (•)one of the same name is already on table.

CharactersA type of card that represents the individuals whoparticipated in the events of Star Wars (Rebel, Imperial,alien, droid, etc.). A few characters represent more thanone of these things; for example, Chewbacca (in the ANew Hope expansion set) is both a Rebel and an alien.Characters have landspeed of 1 unless otherwisespecified. 'Character' is a game term that refers only tocards of the character category. Although cards of othertypes (e.g., starships, creature vehicles) sometimesprovide ability, these are not characters. (Seepermanent pilot.)

Characters - deploymentDuring your deploy phase, you may deploy a charactercard from your hand to a location if there are Forceicons on your side of that location, or if you alreadyhave presence at that location. A character can deployto a site, or aboard a vehicle or starship (with sufficientcapacity) at a site following these rules. A charactermay only deploy to a system (or cloud or asteroidsector) if it deploys aboard a starship or vehicle at thatlocation (see starship - deploying on or aboard).Some card texts or characteristics (e.g., a spy) allowyou to deploy characters to a place where you do nothave presence and do not have Force icons on yourside of the location.

Characters - movementSee Movement, Ch. 7.

Characters - Card TypesCharacter is actually a card category, and can bedivided into different card types of its own (in addition tosub-types, etc.). Card type is always indicated by theicon shown in the upper left hand corner of the card.

Characters - AlienA type of Light Side or Dark Side character,representing individuals not directly aligned to any side.

Characters - Dark Jedi MasterSee the entry on the following page.

Characters - DroidA type of Light Side or Dark Side character,representing mechanical beings. Droids have no ability,thus they do not create presence (with someexceptions, see Presence Icon). Droids without armoror maneuver have a defense value of zero.Droids may, however, be targeted by cards thatcompare against ability; in this case treat the droid'sability as an unmodifiable zero. Note that since droidshave no ability they may never be treated as your"highest-ability character" or as a "card with ability."See highest-ability character, defense value, Ability,Ability, Ability.

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Characters - ImperialA type of Dark Side character, representing individualsthat directly support the Empire.

Characters - Jedi MasterSee the entry on the following page.

Characters - RebelA type of Light Side character, representing individualsthat directly support the Rebellion.

Characters - RepublicA type of Light Side or Dark Side character,representing individuals that are directly involved withthe Republic. Note that the "Republic" and "NewRepublic" icons represent two completely separategovernment entities and are not interchangeable in anyway.

Characters - SithA type of Dark Side character, representing individualsloyal to the Sith order who may not possess any otherpolitical affiliations or ambitions.

Characters - Dual Character TypesSome characters have more than one character typeicon. For example, Chewbacca from the A New Hopeexpansion set is both an alien and a Rebel. Also, MaraJade, The Emperor's Hand from the Enhanced Jabba'sPalace product is both an alien and an Imperial. Whenany action checks for the specific character type of suchcards, simply check the necessary card for the requiredcharacter icon only. For example, the Dark Side EffectScum And Villainy says "While all your ability on table isprovided by aliens." If Mara Jade is on table she is acard with ability. The check then simply becomes "isMara an alien?" She is, so Scum and Villainy can worknormally while Mara is on the table. None Shall Pass,on the other hand, says "and you have no Imperials at aJabba's Palace site." With Mara Jade at a Jabba'sPalace site in this case, the check would be "is MaraJade an Imperial?" She is, so None Shall Pass cannotbe played. Note that a dual-icon character does notcount as two characters. Thus, for example, the DarkSide player cannot play Main Course (which says "Ifopponent's alien and Rebel are in battle together")against a lone Chewbacca.A character can only be considered a non-<charactertype> if they lack that character type icon. Thus Arica,who has both an Imperial icon and an Alien icon cannotbe targeted as either a non-Alien or a non-Imperial.

Characters - Force sensitivityDescribes a character's level of ability to use the Force.Although it is sometimes written in the third box belowthe character's picture, it is not a requirement to have adegree of Force sensitivity. Force sensitivity is defined

by a character's ability and overrides any printedsensitivity.

Force-AttunedA level of Force sensitivity that indicates minimalawareness of and strength in the Force, but no training(represented in the game by an ability level of 3).

Force-SensitiveLevel of Force sensitivity that indicates an awareness ofand some training in the use of the Force (representedin the game by an ability level of 4 or 5).

Characters - Dark JediA subtype used to represent Dark Side characters ofability 6 or greater. This collective term thus includes allcards of type "Dark Jedi" as well as all "Dark JediMasters". It should be noted that a Dark Jedi is not a"Jedi", and cannot be targeted by text that targets onlyJedi. (such as a revolved Tatooine: City Outskirts). Ifyour Dark Jedi is crossed to the Light Side (such aswith Anakin Skywalker), it will then be a Jedi.

Characters - Dark Jedi MasterA type of Dark Side character, as indicated by the iconin the top left hand corner of the character card(meaning it is a card type in addition to a level of Forcesensitivity), representing those who have mastered thedark side of the Force. Such individuals are representedin the game by an ability level of 7. The distinctiveround icon indicates that a Dark Jedi Master canchannel the flow of the Force, and is a valuable ally forthe Dark Side. Such an icon means that when youactivate Force during the Activation Phase, each DarkJedi Master you have in play cumulatively adds 1 tothe Force you normally generate for yourself. This iconis not connected to any location in any way, and assuch is not affected by a Nudj's ability to cancel Forceicons, cannot be 'equaled' by B'omarr Monks, and doesnot affect a locations "battleground" status.

Characters - JediA subtype used to represent Light Side characters ofability 6 or greater. This collective term thus includes allcards of type "Jedi Knight" as well as all "Jedi Masters".If your Jedi is crossed to the Dark Side (such as withJoin Me!), it will then be a Dark Jedi. It should be notedthat a Jedi is not a "Dark Jedi" and cannot be targetedby text that targets only Dark Jedi.

Characters - Jedi KnightA subtype used to represent Light Side characters ofability 6. It should be noted that a Jedi Knight is not a"Dark Jedi", and cannot be targeted by text that targetsonly Dark Jedi. If your Jedi Knight is crossed to theDark Side (such as with Epic Duel, or Join Me!), theyare now a Dark Jedi.

Characters - Jedi MasterA type of Light Side character, as indicated by the iconin the top left hand corner of the character card(meaning it is a card type in addition to a level of Force

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sensitivity) representing those who have mastered thelight side of the Force.. Such individuals arerepresented in the game by an ability level of 7. Thedistinctive icon indicates that a Jedi Master can channelthe flow of the Force, and is a valuable ally for yourside. Such an icon means that when you activate Forceduring the Activation Phase, each Jedi Master you havein play cumulatively adds 1 to the Force you normallygenerate for yourself. This icon is not connected to anylocation in any way, and as such is not affected by aSleen's ability to cancel Force icons, cannot be'equaled' by B'omarr Monks, and does not affect alocations "battleground" status.

Highest-Ability CharacterYour "highest-ability character" must be a charactercard with an ability of greater than zero. Thus, droids(who do not have ability) and permanent pilots (who arenot character cards) can never be your highest-abilitycharacter. If two or more of your characters are tied forhighest ability, you may choose which one to target.See Droid.

Characters - AstromechAstromech is a subtype of droid, as shown next to thepower box. Astromechs are programmed to function asnav computers and allow your ships to travel throughhyperspace. Astromech droids count as passengers(and thus take up passenger capacity) unlessastromech capacity is available.

Characters - Maintenance DroidMaintenance droid is a subtype of droid, as shown nextto the power box. It is not a characteristic, and as suchdroids such as 2X-7KPR that refer to "maintenance" intheir lore are not maintenance droids.

Characters - Matching PilotSee Matching Pairs.

Characters - WarriorA warrior icon is not required to carry or use a weapon,but some cards (such as Blaster Rifle) only work withwarrior characters. Additionally, Dark Side warriors mayescort captives (see Captives – Escorting).One important note, however, is that if a character hastwo (or more) printed warrior icons, that character ispermitted to use that number of different weapons perturn; this supersedes all other weapon use rules.However, this only applies to using multiple differentweapons; you may not use the same weapon twice.Also, this rule applies only to printed warrior icons, noticons added in other ways. A character with multiplewarrior icons is not considered to be multiple warriors.

Characters - Icons

Pilot

Warrior

Astromech

Permanent Weapon

Presence Icon

CreaturesType of card that represent the threats that wild animalscan pose to an unwary traveler. Instead of participatingin battles, creatures participate in attacks (see Attacks,Ch. 6). All creatures are considered excluded frombattle by rule (and thus are inactive). However,creatures which affect a card participating in the battlestill provide whatever effect is stated, whether on thecreature or another card. For instance, if an attachedcreature reduced a character's power by 2, thecharacter would remain power -2 during battle, and if acharacter's game text stated they add one battle destinyif with a creature, they would add one battle destiny.This is a special exception to the inactive rules thatapplies only to creatures.

Creatures - ParasitesA creature with the parasite attribute. Parasites do notfunction the way normal creatures do - they will oftenattach to prey rather than trying to devour it. Whileattached, a creature will not attempt to attach to anothertarget, and it may not voluntarily detach. An attachedcreature moves with its host (as a carried card)wherever they go and does not take up any capacity.Attached creatures are lost if they are defeated ordetach outside of their habitat. If the host is lost, theattaching creature is lost (unless the host is eaten, inwhich case all attaching creatures simply detach first).All normal rules still apply to parasites, thus a Mynockcannot board a starship, multiple Vine Snakes are notcumulative (you apply only the largest value for X), aBog-Wing that relocates a character can still perform aregular move, and they will attack creatures of adifferent species.

Creatures - deploymentCreatures deploy only within their 'habitat' (habitat isdefined on each creature's card). Neither presence norForce icons are required for deployment, and they maydeploy to Dagobah or shielded sites.

Creatures - movementCreatures move only within their 'habitat'. Creatures(even Mynocks) have a landspeed of 1 (unless they sayotherwise), and may move once during each of theirowner's move phases (for 1 Force).

Creatures - relocating defeated cardsSome creatures are able to relocate a defeated card toanother location, either specific or general. This choice

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can only be performed if such a location is on table andthe defeated card can be moved; if not, the defeatedcard is eaten. For example, if Dragonsnake defeatsR2-D2, and there are no adjacent sites to relocate him,R2-D2 is eaten.Some situations (e.g. Dagobah Rules) prohibit cardsfrom being relocated. Such rules do not apply to anycard that would relocate a defeated character, such asWampa, Bog-Wing, or WHAAAAAAAAAOOOOW!.

Creatures - selectiveMany creatures in the Star Wars universe refuse toconsume each other. Selective creatures of the samespecies never attack each other (being the samespecies is determined by card title or, in the case ofOne-Arm, a defined attribute).

Defensive ShieldsType of card that represents strong counter-measuresagainst some of an opponent's strategies. These cards,combined with the Starting Effects for each side,provide the player with a suite of defensive options toassist their deck. You may play one Defensive Shieldcard at any time that you are permitted to take anaction, as long as no other action is currently resolving(and as limited by the Starting Effect game text). Forexample, a Defensive Shield could be played duringyour deploy phase, during the opponent's turn, or evenduring the weapons segment of a battle (following theabove rules). You could not play Do, Or Do Not inresponse to an opponent initiating a Sense card though,because playing a Defensive Shield is not a validresponse to any other action.Many Defensive Shield cards replicate the name of apreviously printed card. For example, Your InsightServes You Well is an Effect from the Death Star IIexpansion, and is replicated as a Defensive Shield.Despite this similarity, these cards are in no wayinterchangeable. They are different card types, andoften have an altered or reduced game functioncompared to the original card. The only rule that tiestwo such cards together is the "unique and restrictedcards" rule, since many Defensive Shield cards oftenshare the same card title as an existing Effect card.Defensive Shields play rather than deploy, andtherefore are not a valid target for actions that deploycards, even if the card is mentioned by name. For thisreason, you cannot use This Deal Is Getting Worse AllThe Time to deploy the Secret Plans shield, nor canyou use Don't Tread On Me to deploy Ultimatum and/orDo, Or Do Not shields.

DevicesType of card that represents useful tools and otherequipment.

Devices - Deploy, Carrying, And TransferringSee Weapons - Deploying And Carrying; Weapons -Transferring.

Devices - Using DevicesUnless specified otherwise, each character, vehicle orstarfighter may use only one device per turn. Squadron-class starships may use three different devices per turn.Capital starships may use any number of devices perturn. Using a device means to initiate an optional action,mandatory action, or just action using its game text.Employing any other game text of the device (forexample, a continuous modifier like the power andimmunity bonus of Luke's Bionic Hand) is NOTconsidered using the device. A device may be used anynumber of times per turn (subject to the One Rule).However, see Portable Fusion Generator, Ap. B forexplanations on this device.

Devices - Tractor BeamsTractor beams may be used any number of times perturn, though only once per battle using their own gametext (other uses allowed during battle (such as with InRange) do not use up the once per battle use fromTractor Beam's game text). It may only be used when acard allows it (e.g., Captain Lennox or its own gametext).

EffectsType of card that represents long-term alterations toother cards or aspects of the game. There are sixdifferent kinds, or subtypes, of Effects: Effects,Immediate Effects, Mobile Effects, Utinni Effects,Political Effects and Starting Effects. A card that targets'Effects' (or an Effect) targets only the first subtype ofEffect (it is not targeting the card type Effect), not theother five, unless it specifically mentions one or more ofthe others. Game text that targets an "Effect of anykind" can target any subtype of Effect.

Effects - EffectsEffects (sometimes called "normal Effects" forclarification) are identified by their Effect icon in theupper-left corner of their card, and the single keyword"Effect" in their subtype box (just below the picture).These Effects are deployed during your deploy phase.Where they deploy is specified within their game text.

Effects - Starting EffectsStarting Effects are identified by their Effect icon in theupper-left corner of their card, and "Starting Effect" intheir subtype box. Starting Effects provide players away to start their game with a "reserve" of cards,typically Defensive Shields. This provides valuableadditional defense against an opponent's nastierstrategies while only sacrificing one "card slot" of yourregular 60-card deck. Starting Effects deploy before anystarting location or objectives are revealed. They neverdeploy at any other time, but if they are found in a deck,hand, or pile, they may be used normally like any othercard or unit of Force. Cards placed under your StartingEffect must be of the same allegiance as the deck youare playing, and do not count against your "deck limit".That is, they are considered permissible extra cardsabove the normal 60 cards of a standard game deck.

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The Starting Effect itself does count as one card of yourgame deck, and therefore is calculated against yourdeck limit.For tournament play, when offering your shuffled deckfor an opponent to count and cut, provide youropponent with two piles. One pile will be your StartingEffect (face-up) on top of the cards (face-down) that willgo beneath it. The other pile is the rest of your gamedeck (face-down). Your opponent can then verify thatyou have the correct number of cards under yourStarting Effect (your opponent will see your StartingEffect, but will see only the card backs under thatStarting Effect), and that your deck contains exactly 59cards (the Starting Effect is the 60th card). Oncecounted, the cards under your Starting Effect may onlybe removed from there or manipulated using texts thatspecifically allow it, such as the text on the StartingEffect itself.Cards under your Starting Effect are supporting (seeCard States, Ch. 1).

Effects - Political EffectsPolitical Effects are identified by their Effect icon in theupper-left corner of their card, and "Political Effect" intheir subtype box. A Political Effect is deployed just likea normal Effect, and can be canceled by game text thatcancels Political Effects (see the Coruscant card"Alter").

Effects - Immediate EffectsImmediate Effects are identified by their Effect icon inthe upper-left corner of their card, and "ImmediateEffect" in their subtype box. Unlike other types ofEffects, Immediate Effects are not limited to the deployphase. They will deploy as a response, or during aspecific time (or any time, if no time is stated) asindicated by their game text.

Effects - Mobile EffectsMobile Effects are identified by their Effect icon in theupper-left corner of their card, and "Mobile Effect" intheir subtype box. Mobile Effects are deployed duringyour deploy phase like normal Effect cards, but have abuilt-in movement function. Where they deploy and howthey move is specified within their game text.

Effects - Utinni EffectsUtinni Effects are identified by their Effect icon in theupper-left corner of their card, and "Utinni Effect" in theirsubtype box. Utinni Effects are deployed during yourdeploy phase (unless indicated otherwise) like normalEffect cards, but deploy upon a location and usuallyrequire you to choose a specific on table card that theUtinni Effect is targeting. They have text that generallycompels a targeted character, vehicle or starship tomove to a specific location (usually the one where theUtinni Effect is deployed) in order to cancel a negativecondition or initiate a positive one. Where they deployand how they act is specified within their game text. Ifthe target of an Utinni Effect leaves the table (or

becomes inactive), the Utinni Effect is lost (or inactive).See inactive, Ch. 1

'reaching' an Utinni EffectA target "reaches" an Utinni Effect that is deployed on alocation when: the target is present at the location; or the target is in a pilot, passenger or astromech slot of

a starship that is present at that location or the target is in a pilot, driver or passenger slot of a

vehicle that is present at that location.For example: Our Most Desperate Hour is deployed onthe Alderaan system targeting Leia on Tatooine. Leiamoves from Docking Bay 94 to the Home One: DockingBay (the starship Home One is present at the Alderaansystem). Leia has not yet "reached" the Utinni Effect, asshe is not in a pilot or passenger slot. To trigger theUtinni Effect, she would need to use her regular movenext turn to move from the Docking Bay to the "bridge"of Home One. (see movement - regular - starship andvehicle sites).

Effects - ExamplesDark plays Combat Readiness (V) at the start of thegame ("If your starting location was a system, ▼ a related site (must be a battleground if the system is a

non-battleground or Endor) with < 3 and up to three

Effects that are always ."). Dark may ▼an Effect that is immune to Alter, but not a Starting Effect, PoliticalEffect, or Immediate Effect. Dark then plays Twi'lekAdvisor ("Use 3 Force to search your Reserve Deckand take one Effect of any kind into hand; reshuffle").He may ▲any Effect, including those mentioned, because it says "of any kind." He could take into hand aStarting Effect (though he couldn't deploy it becauseStarting Effects only deploy at the start of game). Hetakes into hand Frozen Dinner, an Immediate Effect.Because of this -and because its game text does notindicate it must respond to another action- it can bedeployed at any time.

Epic EventsA card type which represents a major storylineoccurrence (the destruction of the Death Star, theturning of Luke Skywalker etc.). Epic Events are uniquein that they are the only card type which can either playor deploy, depending on their game text: Attack Runand Epic Duel deploy on table (like Effects) and thusmay be utilized more than once, whereas CommencePrimary Ignition and Target The Main Generators play(like Interrupts) and are placed in the Used Pile or LostPile after use, according to their result.

InterruptsType of card representing a sudden short term change(such as the surprise attack by the Ewok army or Lukeblinding Vader with carbonite gas). Interrupts may beplayed during any player's turn, and once it has its

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effect is then discarded. An Interrupt may play at anytime between other actions, or as a response to anaction that the Interrupt specifically cancels or modifies.The exact conditions required are listed in the interrupt'sgame text. If no condition is stated, then the interrupt isa legal card play whenever a "top level" action ispossible for that player (i.e. no other actions areresolving). To play one, say, "Interrupt!" and bring outthe card. Interrupt cards play, have their result and thengo to the Used Pile or the Lost Pile; they are notconsidered to be "on table" while they are executing.Interrupts play, they do not deploy. If an Interruptinstructs you to place it somewhere other than wherethat subtype of interrupt would normally be placed afterresolving (for example, a Used Interrupt that tells you toplace it back in your hand), follow the instruction on theinterrupt (unless canceled).The following subtypes or Interrupts exist, and mayeven exist on the same interrupt card (this will be notedin their game text and their description box): Used, Lost,and Starting. If an interrupt has multiple functions, theowner playing it chooses which function is being usedat the time the interrupt is played.

Interrupts - LostLost Interrupts are identified by their interrupt icon in theupper-left corner of their card, and "Lost Interrupt" intheir subtype box. Lost interrupts (or interrupts with aLost function) are played under standard interrupt rules.Once resolved they are placed in their owner's LostPile.

Interrupts - UsedUsed Interrupts are identified by their interrupt icon inthe upper-left corner of their card, and "Used Interrupt"in their subtype box. Used interrupts (or interrupts witha Used function) are played under standard interruptrules. Once resolved they are placed in their owner'sUsed Pile, and in this way the chance often arises toplay them more than once. It should be noted that ifcanceled, a Used interrupt is still placed in its owner'sLost Pile, not the Used pile.

Interrupts - StartingStarting Interrupts are identified by their interrupt icon inthe upper-left corner of their card, and "StartingInterrupt" in their subtype box. Starting interrupts (orinterrupts with a Starting function) are played after bothplayers' starting locations (or objective and objectivestarting cards) have been deployed, and beforeReserve Decks have been shuffled to draw openinghands, each player may play one starting Interrupt. SeeStarting the game, Ch. 2. Both players reveal theirstarting interrupt simultaneously. If both players chooseto use a starting interrupt, the player who goes first inthe game must resolve his starting interrupt first, thenthe opponent must resolve his starting interrupt. Theplayer going second thus has an opportunity to view thecards his opponent has chosen before searching for herown. Where the Starting interrupt is placed after itresolves is stated on the actual interrupt card. A

'Starting' function on an Interrupt may never be alteredin a way so that it might play as any other subtype ofInterrupt (Used, Lost, etc).

Jedi TestsA card type that represents the ability to learn the waysof the Force. Completing Jedi Tests gives you newcapabilities that can have far-reaching consequences,and can also raise your character's ability.To learn how to use Jedi Tests, see Jedi Testing, Ap. C.

LocationsTypes of cards that represent the many exotic placesshown in the Star Wars universe. Locations are whereForce is generated and where characters, starships,vehicles etc., are deployed. All location cards have adestiny value of zero. Location cards are placed ontable in a horizontal line between the two players.Related locations are played next to each other to forma group. Locations belonging to different systems areseparated by a gap. The cards are oriented so that,when deployed, the Light Side player is facing the sidewith the blue lightsaber icons and the Dark Side playeris facing the side with the red lightsaber icons. Gametext on one side of a location should be considered a'global effect' (it affects both players) unless contextclearly specifies otherwise (usually by use of words like'you,' 'your,' or 'opponent's') or if the text is somehowcanceled. Note that some locations may containduplicate text on both sides of the Force, in such casesthe redundant text should be ignored (for example,modifiers may not be double-counted). There are twonotable exceptions to this rule:

1. Text that provides a Force drain modifier only affectsthe player on the corresponding side of the Force.2. Text that allows a player to initiate an optional action(or causes him to initiate a mandatory action) onlyaffects the player on the corresponding side of theForce, unless context specifies otherwise.

Locations have no deploy cost. You may deploy anynumber of location cards from your hand, for free,during any of your deploy phases. There are three kindsof location: site, system and sector.Site locations represent different areas on a planet (orwithin the Death Star or Cloud City) where charactersand vehicles may deploy, battle and move. Sitelocations related to a system may be deployedregardless of whether that system card is already ontable (and vice versa).System locations represent different planets (or DeathStars) in the galaxy. They are deployed on the end of arow of 'related' site locations (if already in play).Otherwise a system may be deployed alone. A systemcard is related to all sites in the same system (e.g., theTatooine system is related to all Tatooine sites).Sector locations represent different altitudes of airspaceover a planet (for cloud sectors) or areas within anasteroid belt (for asteroid sectors). They are deployedon either side of a system location, and thus the system

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location card must already be on table or you to deploysectors in that system. Bespin: Cloud City, is the onlysector that may deploy without the system on table.

Converting LocationsMany locations have both a Light Side and a Dark Sideversion. (Be aware that the game text and Force iconswill vary!) Only one of each unique (•) location may bein play at a time. A location in play can be converted bydeploying the opposing side's version on top (you maynot convert your own locations). It is possible for alocation to change back and forth (Light to Dark, Dark toLight) several times during a game. Any action thatpermits you to deploy a location may be used to convertan opponent's location; in fact, if you attempt to deploya location from a deck or pile, and the only legallocation would convert your opponent's location, youmust deploy it.

Deploying/Arranging LocationsLocations should be arranged and deployed as laid outin Appendix E.

SitesHorizontally oriented location where characters andother cards can deploy, battle and move. There areplanet, mobile, vehicle, and starship sites (as indicatedby their icons).

Exterior SiteA site location which is conceptually 'outside' (orpartially outside); identified by an exterior icon.

Interior SitesA site location which is conceptually 'inside' (or partiallyinside), identified by an interior icon. At sites that areinterior-only (i.e., those without an exterior icon),characters and vehicles may not shuttle; andvehicles may not deploy or move unless specifically

allowed to on the card.For example, a vehicle may move to Docking Bay 94but may not enter the Cantina. If the vehicle'soccupants want to go into the Cantina they mustdisembark and move inside, leaving their vehicle at anearby exterior site.

Generic sitesThese locations represent environments found on avariety of different planets. They may be deployed aspart of any planet system (except those excluded bytheir game text) that is already represented on table bya system location or a non-generic site. Once deployedto a planet system, a generic site takes on the name ofthat planet and is thus related to the system, its othersites and its cloud sectors. (This relationship beginsafter the site is deployed; thus, for example, the gametext of the Dagobah system does not allow you to takea generic Swamp from your Reserve Deck.) Eachgeneric site has a single diamond () symbol in its cardtitle, indicating that only one copy of that site may be ontable for each planet. Your opponent may convert your

generic site on table with another generic site of thesame name (excluding the name of the planet it hastaken on). Most generic sites are exterior-only, and thusare grouped with the other exterior sites on the planet.Interior/exterior generic sites should be placed at theend of a planet's exterior locations, separating themfrom any interior sites (including other interior/exteriorlocations).See Blown Away, Ap. C and Jedi Testing, Ap. C for theinteraction of generic sites with those events.

HolositesThe Dejarik Hologameboard and Imperial Holotable areboth holosites, with their own special rules. See DejarikRules, Ap. C.

Marker SitesAny exterior Hoth site (except Echo Docking Bay) andthe Wampa Cave. The lowest numbered site is the"innermost" and the highest is the "outermost."

Starship and Vehicle SitesStarship and vehicle sites obey location deploymentrules (e.g., interior/exterior sequence and insertion) andcreate locations aboard a starship/vehicle where cardsmay deploy, battle and move. For convenience, eachgroup of starship sites is placed on table separatelyfrom other sites. However, the group is related to oneparticular starship.There are two types of starship/vehicle sites: unique,and non- unique. Non-unique sites can be related toany card that has an aspect mentioned in its title (forinstance, Star Destroyer: Launch Bay may be related toanything considered a star destroyer). Non-unique sitesdeploy only to a starship/vehicle on table, and are lost ifthat starship/vehicle leaves table.Unique starship/vehicle sites are instead related to onespecific starship/vehicle in their name (such asExecutor: Control Room, it is related only to theExecutor). They operate independently of their relatedstarship/vehicle, which means they can deploy whetheror not the starship/vehicle is on table, and do not leaveplay even if the related starship/vehicle does (however,see Blown Away, Ap. C for dealing with blown awaystarships).

Cards at a starship/vehicle site are considered to be on(and aboard) a starship or vehicle, and they areconsidered on or aboard a starship/vehicle mentionedin the site's title. Also, they are considered to be on(and aboard) the related vehicle and starship (if it is ontable). For instance, if Stormtrooper is at StarDestroyer: Launch Bay related to Flagship Executor, heis aboard a capital starship, the Executor, and a Super-Class Star Destroyer. A Rebel Trooper at Home One:War Room is aboard a starship and Home One.However, if the Rebel Trooper is at the Home One: WarRoom while Home One is not on table, then that is allhe is aboard (he is aboard Home One and aboard astarship, but not aboard a capital starship or a cruiser,because that information is not on the starship site, soonly exists when Home One is on table). Cards at

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starship/vehicle sites are considered to be "belowdecks" rather than on the "bridge"/"cockpit" of thestarship/vehicle, and thus are not considered in anyway to be at the location of the vehicle or starship. Forinstance, if Home One and Flagship Executor from ourabove examples were both at Endor, neither theStormtrooper nor the Rebel Trooper would beconsidered at Endor or have any effect on any battlethat might take place there.

Starship/vehicle sites are related to any otherstarship/vehicle sites related to the samestarship/vehicle. While the starship/vehicle is at a site,its sites are considered adjacent to that site, and areconsidered related to locations related to that adjacentsite. If not at a site, they are not adjacent and are notrelated to any other location (except other relatedvehicle/starship sites).

However, while such sites may be related, they are notconsidered sites on that planet or deploying to thatplanet. For instance, Jabba's Sail Barge: PassengerDeck is not a Tatooine site for the purposes of My KindOf Scum, and controlling the AT-AT: DeploymentPlatform (on Blizzard 1 assuming it is present at aTatooine site) cannot count towards flipping ImperialEntanglements.For movement related to starship/vehicle sites, seeRegular - Starship And Vehicle Sites, Ch. 7 andRegular - Landing And Taking Off, Ch. 7).

SectorsVertically oriented location where starfighters and othercards can deploy, battle and move. All sectors sharethe following features: Sectors are oriented vertically, like systems;

however, they have no parsec number and thuscannot be used for hyperspeed movement.

Characters may not deploy or move to a sectorunless aboard a vehicle or starship which is allowedat that sector.

Vehicles may deploy aboard a starship (capacitypermitting) that is allowed at a sector.

Certain vehicles are permitted to deploy and move tocloud sectors (see Cloud Sectors), however anyvehicle may be carried to any sector if the carryingcard is permitted to move to the sector.

Cards which affect a starship at a system may notnecessarily affect a starship at a sector. Refer to thelatest game text of the card in question and check if itmentions sectors.Asteroid sectors and cloud sectors (except Bespin:Cloud City) deploy next to any planet system or anothersector of the same type that is already on the table.Sectors may be inserted in any order, as long as youmaintain the legal pattern (see Location Deployment,Ap. E).At sector locations, you may make any applicable'reacts' and any applicable unlimited moves. In addition,certain regular moves are allowed at sectors,

depending on the kind of sector (see asteroid sectorsand cloud sectors).

Asteroid SectorsAsteroid sectors deploy to any planet system. They arerelated to the system location, but not to the planet'ssites. They are not part of the planet and thus do nottake on its name (e.g., asteroid sectors at Dagobah arenot "Dagobah locations" and thus are not affected byDagobah's deployment restrictions). If the planet is"blown away," asteroid sectors there are not destroyed.Starships may deploy, battle and move at asteroidsectors.

Cloud SectorsCloud sectors deploy to any planet system. They areplaced between the system location and its relatedsites, and represent various "altitudes" of airspaceabove the planet's surface. Cloud sectors are related tothe planet system where they are deployed and to thatplanet's sites. They are part of the planet and thus takeon its name (i.e., cloud sectors at Tatooine are Tatooinelocations, effectively becoming "Tatooine: Clouds"). Ifthe planet is "blown away," cloud sectors there aredestroyed (lost).Shuttle vehicles, cloud cars, patrol craft, squadrons,and starfighters (or any starship that moves like astarfighter) may deploy, battle and move at cloudsectors.Any planet sector with “cloud” in its title is considered acloud sector.

Death Star II SectorsNeither player may deploy, battle or initiate Force drainsat a Death Star II sector.

SystemsVertically oriented location where starships and othercards can deploy, battle and move. Systems use thesame card template as sectors but also have a parsecnumber. There are planet, space and mobile systems.

Parsec NumbersNumber on system locations symbolizing the relativehyper-route distance between systems. (See Movement- regular - using hyperspeed, Ch. 7.)

PlanetThe term 'planet' includes a planet system location andall of its sites and cloud sectors. Phrases such as "atthat planet" and "on that planet" have their normalEnglish meanings (see Prepositions, Ch. 4). Asteroidsectors grouped next to a planet are 'related' to theplanet, but are not part of it (e.g., a starship in theasteroids is not 'at' the planet).

SpaceSites and sectors cannot be deployed to spacesystems.

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MobileCloud and asteroid sectors (and generic sites) cannotbe deployed to mobile systems. Mobile systems canmove; see Movement - Regular - Mobile Systems,Ch. 7.

BattlegroundAny system, sector or site location where both playershave Force icons. It does not matter if these Forceicons are provided by other cards such as Daughter OfSkywalker or Presence Of The Force, as long as theyare active at that location (not canceled by a Sleen, forexample). Remember that the icon on Jedi Masters andDark Jedi Masters are not Force icons, and therefore donot affect battleground status.

However, the following locations are neverbattlegrounds: holosites, Dagobah locations, Coruscant: Galactic Senate, shielded Hoth or Death Star II locations, Jabba's Palace: Audience Chamber when Bo Shuda

is deployed there, Tatooine: Podrace Arena while either player has a

race total > 0. While Expand The Empire is deployedon the Tatooine: Podrace Arena, the adjacent sitesare also prohibited from being battlegrounds whileeither player has a race total > 0.

<> Desert where a Sandwhirl is present.

Sector Cheat Sheet – What Can I Deploy There?

Asteroid Sector – All starships can deploy, move, andbattle there as if it was a system.

Cloud Sector – Only shuttle vehicles, cloud cars, patrolcraft, squadrons, and starfighters may deploy there. Ofcourse starships that may 'deploy like a starfighter' or'move like a starfighter' are also eligible.

Death Star II Sector – No cards may deploy here!They must move in from the Death Star II system itself.

Location - GeneralAdjacentSome cards refer to adjacent sites or sectors (systemscannot be adjacent). These are related sites or sectorsthat have been played next to each other. Cards maymove from location to adjacent location like a sequenceof connected spaces on a game board. Two locationcards are adjacent only if they are(1) the same kind of location (site or sector),(2) physically next to each other and(3) part of the same system, starship etc.(Vehicle sites are also adjacent to the planet site wherethe vehicle is located.) Locations can be physically next

to each other on table without being adjacent (e.g., asystem next to a sector).

CharacteristicsLocations do not have characteristics; instead they willbe referred to by an element of their title or a definedattribute about them (e.g., prison, subjugated planet,etc.). Thus, for example, any card with "desert" in title oris provided that attribute somehow is considered adesert. However, see Throne Room.

Jabba's Palace sitesAll Jabba's Palace (including Tatooine: Jabba's Palace)locations are considered to be Tatooine locations aswell as Jabba's Palace locations. Thus they are relatedto any Tatooine site, sector, or system location.

PrisonsPrisons will state "Prison" in their title. Also, three sitesare defined as prisons:•Death Star: Detention Block Corridor•Cloud City: Security Tower•Jabba's Palace: Dungeon

Rebel BaseAny Yavin 4 or Hoth location is a Rebel Base location.This includes related cloud sectors but not asteroidsectors in the same system. For the purpose ofCommence Primary Ignition, cloud sectors increase thepotential damage but do not decrease the chance forsuccess. The planet indicated by the Hidden Base cardis conceptually unknown to the Empire and thus is notconsidered a Rebel Base for game play purposes(unless the Light player were to choose Yavin 4 or Hothto be his 'hidden base').

Related locationsSites and cloud sectors that are deployed to the samesystem are related to that system; related to other sites and cloud sectors deployed to

that system; and part of that system.Asteroid sectors that are deployed to the same systemare related to that system; related to each other; but not part of that system (e.g., an asteroid sector at the

Dagobah system is not a Dagobah location) and notrelated to normal sites or cloud sectors in thatsystem.

The Big One Cave is related only to the Big One. Alocation is not related to itself.The exception to these rules is that a starship site or aDeath Star or Death Star II site is not a related site tothe system that the starship (or Death Star) is orbiting,and similarly the system is not a related system to thatstarship (or Death Star) site.For a vehicle at a site with its own vehicle site, thevehicle site is related to the sites of the planet wherethat vehicle is located. A starship, Death Star, Death

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Star II or vehicle site is related to its other starship,Death Star, Death Star II or vehicle sites.

same and related sitesCards using this phrase must be at a site to utilize theassociated game text. See Related locations.

same systemUnless specifically noted otherwise, "same system"refers directly to the system location and does notextend to the related sites or sectors of that system.

System locationSee Ch. 4, System location.

Throne RoomDeath Star II: Throne Room, Naboo: Theed PalaceThrone Room, and Yavin 4: Massassi Throne Room areall throne rooms. However, to avoid confusion, areference to "Throne Room" is to Death Star II: ThroneRoom, and the other two sites will be referred to by theirtitle. For a card targeting all three, it will state "anythrone room."

Locations - Icons

Mobile

Space

Planet

Exterior site

Interior site

Underground

Underwater

Starship site

Vehicle site

Creature site

Scomp Link

ObjectivesType of card that represents long-term planning byproviding specific starting cards, game play conditions,and short and long term rewards for completing tasks.A player may only include one Objective card in a deck,and if you choose to include one, you must deploy itinstead of a starting location. Objectives have game texton both sides of the card. An Objective card alwaysdeploys with its front side (as indicated by the destinyvalue of zero) face up (and thus "on table"). SeeStarting the game, Ch. 1. Your opponent may, at anytime, examine both sides of your Objective card.Italicized text on the front side of an Objective(beginning with the term "Deploy") specifies actions anddeployment taken at the start of the game. All suchactions or deployment ignore deployment costs (butmust obey deployment conditions). Whenever you areprevented from (or fail to) deploy or execute any

mandatory actions stated in this section, then thatObjective is placed out of play leaving you with nostarting location and no Objective. The deploymentoccurs before anything else on the objective is applied(for example, if an objective instructed you to deploy analien, and the "For remainder of game" or "While thisside up" text prohibited deploying Rebels, you could stilldeploy Chewbacca because that game text is notapplied until the deployment is complete).The bold-faced terms "For", "While" and "Flip" onObjective cards contain game actions that apply to thatentire clause, until the next bold-faced term. Thus a"For remainder of game" section condition will apply toall game text (including more than one sentence) untilthe "While this side up" or "Flip" keyword is found.When an Objective card flips is stated in that section ofits game text. Unless stated as an optional action ("flipsanytime after..."), Objective flip actions are automaticactions. The face up side of an Objective is the onlyside that is currently on table (and thus currently'active'). Many objective cards can also flip back to theirdestiny 0 side, while some cannot be flipped back. Thisis shown within the actual game text on each side of theObjective.If a card is deployed on (or stacked on) an Objective,and the Objective flips, those cards simply transfer tothe new side of the objective. For example, YourDestiny would now be on Take Your Father's Place andremain active. Likewise, Mosep on Fearless AndInventive would remain supporting if the Objectiveflipped back to My Kind Of Scum, and may deploy fromit to the table.References to an objective's title solely affect's that sideof the objective, not both sides (e.g., Strike Planning willcancel Dark's generation at Endor if Endor Operationsflips to Imperial Outpost). However, if it refers to "thatcard" or "that objective" it is referring to the entire card(both sides). Thus, when Daughter of Skywalker istargeted by "that card" for remainder of game, it meansthat both Mind What You Have Learned and Save YouIt Can will target her.

PodracersType of card that represents one of the renownedmachines that Podracer pilots use to compete in thedangerous high-speed sport of Podracing. Themechanics for a Podrace are contained on the EpicEvent card Boonta Eve Podrace. Although you canparticipate in a race without a Podracer card (the EpicEvent permits you to place race destiny on the PodraceArena), you'll find your chances of winning are greatlyenhanced when using cards like Sebulba's Podracer orAnakin's Podracer. All references to Podracer target acard of type Podracer. This means that cards such as AStep Backwards cannot be played against race destinythat is stacked on the Podrace Arena.Podracer cards deploy during your Deploy Phase (forfree unless specified otherwise) to your side of the racelocation indicated in their game text. You do not needpresence or Force icons to deploy your Podracer. Your

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podracer is considered to be present, and "at" thatlocation.For the rules of podracing, see Podracing, Ap. C.

StarshipsType of card representing the many machines used totravel and battle throughout the galaxy in space.Starships are divided into three distinct subtypes -capital starships, starfighters and squadrons.Starships also come in different types based on thepresence (or absence) or certain icons.

Starships - capitalCapital starships represent the larger fleet stylestarships of the Star Wars galaxy, such as Imperial StarDestroyers or Mon Calamari Cruisers. Capital starshipsare identified by their starship icon in the upper-leftcorner of their card, and the keyword "Capital" in theirdescription box (just below the picture).

Starships - starfighterStarfighters represent the smaller snub-class ofstarships, often manned by only a single pilot, or asmall number of crew. Examples include the TIE Fighterand the Alliance's X-wing Fighter. Starfighters areidentified by their starship icon in the upper-left cornerof their card, and the keyword "Starfighter" in theirdescription box (just below the picture).

Starships - squadron classA squadron is a class of starship card, separate fromstarfighter and capital starship, that represents morethan one starship (usually of the same class) on onecard. Squadron class starships are identified by theirstarship icon in the upper-left corner of their card, andthe keyword "Squadron" in their description box (justbelow the picture). It should be noted that not allstarships with Squadron in their title are squadron classstarships. Some titles, such as Gold Squadron 1, simplyrepresents their flight squadron designations, and doesnot make them a squadron class starship (seesquadron designations). A squadron is treated asone cardone starshipmultiples of its starship class(es).For example, a B-Wing Squadron is considered to be 3B-Wings, while the Death Star Assault Squadron countsas three TIEs (one TIE Advanced x1, 2 TIE/lns). Asquadron is NOT targeted or treated as a starfighter inany way. Any game action that takes or places asquadron component (X-wings, Y-wings, TIEs etc.) to orfrom a deck or pile (retrieve, deploy from Reserve,place in Used Pile etc.) can only work with a squadron ifit affects all three of the starfighters depicted on thesquadron card. Similarly, an action that moves acomponent of a squadron (such as You're All Clear Kid,which moves a TIE) can only move the squadron if itcan move all of its components. The only exception tothis rule is that any game action that causes one of thesquadron's components to be lost, captured, or placedout of play affects the entire card.

If a squadron does not have at least as many pilots as itdoes starships, it is considered unpiloted (seeUnpiloted).

Starships - squadron class - replacementSome squadrons do not have a deploy cost, but insteadreplace three starfighters of a certain class (or classes)present at the same location (thus you may not replaceat a "cargo hold"). These squadrons may not betargeted by other cards for deployment unless thosecards explicitly allow for the deployment of squadrons(e.g., Atmospheric Assault). A squadron cannot replaceanother squadron. The three 'replaced' starfighters andall cards deployed on them go to their owner's UsedPile. However, the owner may choose to transfer anycharacters, weapons and devices to the squadron ifthere is capacity (and the card may legally deploy onsquadrons); this transfer is free. Any cards targeting areplaced starship transfer that targeting to thesquadron, unless they are not applicable (for example,they only target starfighters) in which case they are lost.Replacement is not deployment, and may be performedirrespective of deployment rules or restrictions. Seesquadron class.

Squadron Class ExamplesThe following examples illustrate the squadron classstarship rules, often demonstrating the differencebetween a squadron class starship and a starfighter. An X-wing Squadron cannot board a Mon Calamari

Cruiser (it has capacity only for starfighters) but aStar Destroyer may carry a TIE Squadron (whichtakes up the capacity of 3 TIEs).

Imperial Reinforcements may retrieve a TIESquadron if the destiny draw is 3 or more (or 2 TIEsquadrons if it is a 6 or more), while Seinar FleetSystems cannot place a just-lost TIE Squadron inthe Used Pile (it can only relocate one TIE).

Don't Get Cocky can destroy an entire TIEsquadron.

A squadron at Clouds is power and maneuver -2,because it modifies starships.

Proton Torpedoes and SW-4 Ion Cannon maydeploy on a Y-wing; thus a Y-wing squadron mayfire up to three of these weapon cards per turn.

The Death Star Assault Squadron, each turn, mayfire one weapon that is applicable to a TIEadvanced x1 as well as up to two weapons that areapplicable to TIE/lns.

All Power To Weapons adds 2 to the power of eachTIE, so a TIE Assault Squadron is power +6.

Surface Defense Cannon, Landing Claw andAstromech Translator work only on a starfighter andthus are not usable by squadrons.

Fusion Generator Supply Tanks and TargetingComputer deploy on a starship and thus enhancethe squadron by 1 (not by 3).

Commander Brandei can take only one TIE, not asquadron, from Reserve Deck.

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Attack Run specifies "up to 3 TIEs" and thus allowsa single TIE squadron to Enter Trench; however, X-wing and Y-wing squadrons may not make anAttack Run because the Epic Event requires'starfighters'.

Dark Maneuvers & Tallon Roll may be played on aTIE squadron, but the power and maneuver bonusonly applies once (not 3 times) because theInterrupt only affects a single TIE.

Starships - astromech capacitySome starfighters have passenger capacity specificallyreserved for an "astromech." Astromech capacity on astarship is a type of passenger capacity that can onlybe filled by an astromech droid (not Brainiac!). Ofcourse, any character that provides nav computercapabilities can still work normally from any regularpassenger capacity slot.

Starships - astromech iconThis obsolete term has been superseded by the termnav computer icon.

Starships - capacityThe limit that a vehicle or starship can carry, as definedon the vehicle or starship card. When a vehicle orstarfighter's capacity includes pilots, drivers and/orpassengers, this capacity conceptually represents thebridge or cockpit. When its capacity includes vehiclesand starfighters, this capacity conceptually representsthe cargo hold. Only characters which are conceptually"on the bridge" (or cockpit) take up capacity; those at arelated starship or vehicle site do not occupy capacityon the "outer" starship or vehicle, and may not pilot,drive or otherwise enhance that vehicle or starship.Characters which remain aboard something in thecargo hold (such as a character aboard an AT-AT whichis aboard a Star Destroyer), occupy capacity only onthe "inner" starship or vehicle (in our example, theAT-AT) and are considered only to be passengers - thatis they are not piloting or driving that "inner" starship orvehicle. Vehicles or starships that use the phrase "Mayadd X pilots or passengers" may have any combinationof pilots or passengers at the bridge or cockpit as longas the total number of pilots and passengers aboarddoes not exceed X.

Starships - capacity - lost capacityOccasionally capacity will be altered while cards areoccupying the slots (such as an astromech when I'veLost Artoo has been canceled or a non-pilot characterwith Ellorrs Madak who has the Effect canceled whilepiloting). In those instances, the character automaticallymoves into a passenger capacity slot. If there is nopassenger capacity slot available, that character isplaced on top of the Used Pile.

Starships - cargo holdSome starships may carry vehicles or starships onboard. This area is conceptually considered the "cargo

hold" of that starship. All vehicles and starships in thecargo hold are considered landed. (see Landed)

Starships - Clone ArmyA starship with the Clone Army icon.

Starships - deploying on or aboardYou may deploy characters, vehicles and starfightersdirectly aboard your starships at any location where youhave presence or at least one Force icon, and thestarship has sufficient capacity. Weapons, devices,Effects and similar cards may be deployed whereverappropriate, with or without presence or Force icons.

Starships - deploymentStarships deploy only to locations where you havepresence or Force icons.Capital starships that have permanent pilots maydeploy to system locations and asteroid sectors. Acapital starship that does not have a permanent pilotmay deploy to either of the above places if deployedsimultaneously with a pilot (which counts as a singleaction), at normal use of the Force. Capital starshipsmay not deploy 'empty.' The exception is capitalstarships that "deploy like a starfighter". These moremaneuverable starships follow all the deployment rulesfor starfighters instead.Starfighters and squadrons that have permanent pilotsaboard may deploy to (1) docking bays, (2) "cargo hold"of your capital starship with sufficient capacity and(3) system and sector locations. A starfighter that doesnot have a permanent pilot aboard may deploy to any of the three places listed above if it is

deployed simultaneously with a pilot (which countsas a single action), at normal use of the Force; or

'empty' to a docking bay or "cargo hold" of a starship– not to a system location.

When deploying an unpiloted starship from anywhere(including a deck or pile) you may deploy it to a systemor sector with a pilot from hand. Any action that deploysa starship "with pilot" or "with a pilot," and does notindicate that the pilot is optional for that particularstarship, must be deployed simultaneously with a pilotor the starship cannot deploy.

Starships - deploys like a starfighterCards that "deploy like a starfighter" must follow allrules and game text that apply to the deployment ofstarfighters; this is never optional. For example, BrightHope can deploy to the clouds, but will only be able todeploy -1 to Light Side Dantooine (it does not get thechoice to use the capital starship deployment reductionat that location). See also Movement - moves like astarfighter, Ch. 7.

Starships - EnclosedAll starships are defined as being enclosed. Any vehiclewith "enclosed" in its lore is also enclosed. Charactersaboard an enclosed vehicle or starship are shelteredfrom the environment and thus are not present at thelocation, preventing them from adding their personal

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power to a player's total power at that location, firingcharacter weapons or being targeted by weapons. Onan enclosed vehicle or starship, all characters may useability, forfeit and game text (when appropriate), butonly pilots and drivers –not passengers– may applytheir ability toward drawing battle destiny. See Landed;Vehicles - open vehicles.

Starships - ImperialA Dark Side starship with no other allegiance iconssuch as Independent, Republic, Trade Federation, etc.

Starships - IndependentA Light or Dark Side starship with the Independent icon.

Starships - LandedA starship at a site location (or a starship or vehicle in acapital starship's "cargo hold") is "landed.” Landedstarships and vehicles are considered unpiloted, thus allrules applying to unpiloted starships also apply here(see Unpiloted). There are a few additions andexceptions to this; for one, the game text of the starship(unless suspended/canceled) also includes identity andability of any permanent pilots. Also, while a pilot (orpermanent pilot) is aboard:Landed starships may take off from a site or

disembark from a starship.Landed starships and vehicles may use any weapons

and devices that indicate they may be used whilelanded (such as Surface Defense Cannon).

Game text also includes any text that indicates itfunctions when the starship or vehicle is landed (suchas Bravo Fighter or Trade Federation Landing Craft).

Pilot characters and permanent pilots function aspassengers aboard landed starships and vehicles(though they still occupy the pilot capacity rather thanpassenger capacity), but return to functioning as pilotsonce they are no longer landed.

Starships - leaves tableIf a starship is lost or otherwise leaves the table, anycards aboard it are lost (All Cards situation). SeeLeaves Table, Ch. 1.

Starships - matching starshipsSee Matching Pairs.

Starships - MovementSee Movement, Ch. 7.

Starships - must have pilot aboard to use...This and similar game text on some early cards isincorporated into the Unpiloted rule, and thus does notappear on new cards. This text is considered stricken.

Starships - nav computerThis icon indicates the navigation computer necessaryfor a starship to move through hyperspace (rememberthat all other forms of movement can be done without anav computer). Most capital starships and somestarfighters have a permanent nav computer, and nav

computers are also provided by astromech droids. Apermanent nav computer is not a character ('character'is a game term referring to a card type) and does notincorporate any features of characters (such as droid,astromech, game text etc.).

Starships - occupantsCharacters aboard a vehicle or starship (but not whenat a related vehicle site or starship site). Occupants fallinto two categories: pilots/drivers, and passengers. Seeastromech capacity, capacity, passenger, pilot, Vehicles- Drivers.

Starships - passengersAny characters aboard a starship or vehicle who are notacting as a pilot or driver of that starship or vehicle.Passengers aboard an enclosed vehicle or starship(except characters "below decks" at vehicle or starshipsites or in a vehicle or starship in the cargo hold)participate in battles at the location of that vehicle orstarship normally, except that they may not apply theirability toward drawing battle destiny. Astromech is aspecific type of passenger. See astromech capacity.

Starships - permanent pilotA "built-in" pilot aboard a starship, indicated by a piloticon on the starship card. Permanent pilots are notcharacters ('character' is a game term referring to acard type) and do not incorporate any features ofcharacters (such as Rebel, spy, ability, game text etc.)other than those specified. For example, the uniquepermanent pilot •Red Leader In Red 1 starship carddoes not incorporate features of the Red Leadercharacter card (and is not a leader), nor can Vader onDeath Star Assault Squadron be targeted by Sense or IHave You Now. See Personas, Ch. 5.A permanent pilot sometimes may provide ability; if sothis is stated in the game text of the card. If unstated,the pilot provides no ability. If a starship or vehicle hasmultiple non-unique permanent pilots, and a value isrequired for one specific permanent pilot, take the totalability of the permanent pilots divided by the number ofpermanent pilots aboard (rounded up if necessary).Thus, one of the permanent pilots of Executor is ability1. If there are unique permanent pilots, see the card'sentry in Appendix B to find the value for eachpermanent pilot.

Starships - personasSee Personas - Starships And Weapons, Ap. D.

Starships - pilotAspect of characters that allows them to control andmove a starship, combat vehicle or shuttle vehicle(indicated by a pilot icon on the character card). Inaddition, many starships, combat vehicles and shuttlevehicles have built-in permanent pilots as indicated bythe pilot icon on their card. See permanent pilot.When a pilot character is deployed or moved aboard avehicle or starship, that character is considered to beacting as a pilot if sufficient pilot capacity is available,unless the deploying player specifies otherwise.

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However, pilots deploying simultaneously with anunpiloted starship, combat vehicle, or shuttle vehiclemust act as a pilot, since that is a condition of deployingthem simultaneously with such a starship or vehicle.You may designate which characters are acting aspilots (that is, you may relocate them between pilot andpassenger capacity) at any time during your deploy oryour move phase (if the capacity offers a choice, youmay also change it between pilot and passenger aswell). Any pilots aboard a starship or vehicle in excessof its pilot capacity are passengers and thus may notenhance the starship or vehicle. Any modifiers to apilot's personal power do not increase the bonus thatpilot grants to a starship or vehicle. While all charactersaboard a starship or vehicle apply ability normally, onenclosed vehicles and starships only the pilot (or driver)applies their ability towards drawing battle destiny.

Starships - PilotedAny starship or vehicle with a permanent pilot (or driver)or a character who is currently performing that function.A starship must have a pilot aboard to perform most ofits game related functions; any starship without a pilot isconsidered unpiloted (see Unpiloted).

Starships - RebelA Light Side starship with no other allegiance iconssuch as Independent, Republic, Trade Federation etc.

Starships - RepublicA Light or Dark Side starship with the Republic icon.

Starships - SeparatistA starship with the Separatist icon.

Starships - ship-docking capabilityAlso indicated by "[Ship-docking]" in game text.Feature of some starships that allows two starships todock in order to move pilots, passengers and cargobetween them, capacity permitting. See movement –unlimited – moving between docked starships, Ch 7. Allcapital starships have ship-docking capability.

Starships - squadron designationsSquadron designations (for example, Red, Rogue orBlack) are contained in title, lore or game text. Asalways, common sense and context should be used todetermine if the text is referring to the card in question(ie General Crix Madine is not a member of RogueSquadron) or if the text is referring to an actualsquadron (ie if Keder The Black were to become a pilothe would not be a Black Squadron pilot by virtue of histitle). Game text conditions based upon a squadrondesignation require a particular squadron designationas well as some secondary requirement (such as beinga pilot, gunner or TIE). For example, Black 4 is a BlackSquadron TIE and Red Leader is a Red Squadron pilot(both due to title). Commander Luke Skywalker is aRogue Squadron pilot due to his game text. In addition,a character piloting a starship that belongs to asquadron is a pilot for that squadron (a permanent pilotnever counts as a squadron designation pilot). Forexample, Officer Evax is a Black Squadron pilot while

piloting Black 2. A similar definition exists for a gunnerand a starship that belongs to a squadron.

Starships – Starfighters without maneuverA starfighter without maneuver may not be targeted bya card that examines maneuver due to the ImpliedTargeting Rule. Thus Obi-Wan In Radiant VII cannot betargeted by A Few Maneuvers or I'm On The Leader.Note that this applies to cards that look only atmaneuver, not those that look at maneuver or armor orthose that look at defense value. A card with maneuverof an unmodifiable zero may still be targeted as a cardwith maneuver.

Starships - starship weaponsSee Weapons.

Starships - stealingSee Stealing - vehicles and starships, Ap. C.

Starships - Trade FederationA starship with the Trade Federation icon.

Starships (or Vehicles) - UnpilotedA starship or vehicle that is not piloted.Conceptually, any starship or vehicle that isn't activelybeing piloted (or driven) has been "powered down," andis useful for little more than something to hide in orbehind. An unpiloted starship or vehicle: has power, maneuver (if applicable), and hyperspeed

(if a starship) or landspeed (if a vehicle) equal to anunmodifiable zero (if it has armor, armor = 2)

may not move (other than the exceptions listedbelow)

may not utilize weapons or devices may not utilize any card that would logically require

the vehicle or starship to be powered or operational(e.g., Dark Maneuvers, All Power To Weapons,Attack Pattern Delta, Trample).

Also, the starship or vehicle's game text is consideredsuspended, except game text related to: deployment (either its own or to deploy cards on

board it [even if from a deck or pile]); capacity (e.g., "May add 2 pilots or passengers, and

1 astromech"); identity of permanent astromech; ship-docking capability; maintenance costs.An unpiloted starship or vehicle may still be forfeited,targeted by weapons, targeted to be stolen ordestroyed, etc. Passengers still function normallyaboard unpiloted starships and vehicles (seepassengers). An unpiloted starship at the same systemas a capital starship may embark on board that starshipif possible, or may have cards move between it and adocked starship (these are specific exceptions to the"may not move" rule). Conceptually starships havetractor beams to manipulate unpiloted starships. Anunpiloted vehicle at a site may still use docking baytransit, and may be shuttled to a starship at the relatedsystem. Likewise an unpiloted vehicle in the "cargohold" of a starship may be shuttled to a related site and

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may be transferred between docked starships (theseare specific exception to the "may not move" rule). LiftTube and creature vehicles are never unpiloted.

Starships - Icons

VehiclesType of card that represents the machines that allowmovement across the ground or through the clouds.Vehicles are divided into the following distinct subtypes- combat vehicles, creature vehicles, shuttle vehiclesand transport vehicles. A vehicle must have a pilot (ordriver) aboard to perform most of its game relatedfunctions; any vehicle without a pilot or driver isconsidered unpiloted, except Lift Tube and creaturevehicles (see Starships - Unpiloted).

Vehicles - Combat VehicleClass of vehicle which is specialized for battle. Combatvehicles are identified by their vehicle icon in the upper-left corner of their card, and the keyword "Combat" intheir description box (just below the picture).

Vehicles - Creature VehiclesClass of vehicles which are actually domesticatedanimals used as transport of people and goods.Creature vehicles are identified by their vehicle icon inthe upper-left corner of their card, and the keyword"Creature" in their description box (just below thepicture). Creature vehicles have ability, and thus do notrequire drivers or pilots. For this reason, a creaturevehicle is never considered "unpiloted". If a creaturevehicle is about to be lost, any characters aboard it may"jump off" — disembark — at the same site and survive.

Vehicles - Shuttle VehicleClass of vehicles specialized for short hops from aplanet site to an orbiting capital starship. Shuttlevehicles are identified by their vehicle icon in the upper-left corner of their card, and the keyword "Shuttle" intheir description box (just below the picture). A pilotedshuttle vehicle may use its regular move to either makeany normal vehicle move (including being shuttled) or toshuttle characters to or from any starship. Seemovement – regular – shuttling.

Vehicles - Transport VehicleClass of vehicles used for ground transportation, suchas the landspeeder. Transport vehicles are identified bytheir vehicle icon in the upper-left corner of their card,and the keyword "Transport" in their description box(just below the picture). Transport vehicles have driversrather than pilots (see Drivers).

Vehicles - AT-ATsBecause of its bulk and mechanical limitations, anAT-AT may not increase its landspeed above 1.

Vehicles - capacitySee Starships - capacity.

Vehicles - crashedSome cards can cause a vehicle to crash. A crashedvehicle is considered unpiloted (see Starships -Unpiloted); thus any permanent pilots (or drivers)aboard the vehicle provide no ability.If the 'crashed' vehicle is enclosed: embarking or disembarking from the vehicle requires

1 Force per character any character aboard may not use game text related

to battle or apply ability towards drawing battledestiny (although they still provide presencenormally).

Vehicles - DeploymentVehicles deploy only to locations where you havepresence or at least one Force icon on your side of thatlocation. Vehicles may deploy to exterior sites, or to the"cargo hold" of a starship if sufficient capacity exists.

In addition, shuttle vehicles and vehicles with thesubtype "Cloud Car" or Patrol Craft may also deploy toa cloud sector where you have presence or at least oneForce icon on your side of the location. If the vehicledoes not have a permanent pilot (or driver), it must bedeployed simultaneously with a pilot/driver character(as one action) or it may not deploy to the sector. Thisfollows the same rules as deploying an unpilotedstarship.

Vehicles - Deploying On Or AboardYou may deploy characters directly aboard vehicleswith sufficient character capacity at any location whereyou have presence or Force icons. Weapons, devices,Effects and similar cards may be deployed whereverappropriate, with or without presence or Force icons.

Vehicles - DriversUnlike most vehicles, transport vehicles require driversrather than pilots. Non-droid characters (and droids ofthe subtypes Vehicle Droid, Battle Droid, Protocol

Droid, or any droid with a or icon) may drive atransport vehicle, even if not a pilot. If more than onecharacter is aboard a transport vehicle with drivercapacity, you must designate which one is driving (youmay do so at any time during your deploy or movephase). A pilot who is serving as a driver is not 'piloting'

Nav Computer

Permanent Pilot

Independent

Republic

Clone Army

Trade Federation

Separatist

Presence Icon

Scomp Link

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and thus does not add a power bonus to the vehicle.Any transport vehicle (except Lift Tube) without a driveris considered unpiloted (see Starships - Unpiloted).

Vehicles - EnclosedSee Starships - Enclosed.

Vehicles - LandedVehicles in the "cargo hold" of a starship are consideredlanded (See Starships - Landed).

Vehicles - Leaves TableIf a vehicle is lost or otherwise leaves the table, anycards aboard it are lost (All Cards situation). The ruleexception to this is creature vehicles, whereby anypassengers may immediately disembark before thecreature vehicle is lost. Likewise some vehicles mayallow characters on board to disembark when it is aboutto be lost (such as Speeder Bike) via their game text.See Leaves Table, Ch. 1.

Vehicles - capacity - lost capacitySee Starships - capacity - lost capacity.

Vehicles - Matching VehiclesSee Matching.

Vehicles - MovementSee Movement, Ch. 7.

Vehicles - occupantsSee Starships - occupants.

Vehicles - open vehiclesAny vehicle without the Enclosed attribute is considered'open.' Characters aboard an open vehicle are exposedto the surrounding environment; they are present at thesite (and thus are vulnerable to cards which affectcharacters at the site). All characters aboard an openvehicle may use personal power, ability, forfeit andgame text (when appropriate). They may also firecharacter weapons and may likewise be targeted byweapons.

Vehicles - passengersSee Starships - passengers

Vehicles - permanent pilotSee Starships - permanent pilot

Vehicles - pilotSee Starships - pilot

Vehicles - PilotedSee Starships - Piloted

Vehicles - squadron designationsSee Starships - squadron designations.

Vehicles - vehicle weaponsSee Weapons - Starship And Vehicle Weapons.

Vehicles - stealingSee Stealing - vehicles and starships, Ap. C.

Vehicles - UnpilotedSee Starships - Unpiloted

Vehicles - Icons

Permanent Pilot/Driver

Clone Army

Separatist

Scomp Link

Presence Icon

WeaponsType of card that represents the hardware utilized bycharacters, starships, vehicles or even Death Starsduring battle in order to inflict damage against opposingforces. You do not need a weapon to initiate a battle,but they can provide advantages. (Conceptually, mostparticipants have weapons, but are using them with lessprecision, such as the stormtrooper-Rebel fight on theTantive IV at the beginning of Episode IV). A weaponcard conceptually represents skill with a weapon (suchas Han specifically blasting the trooper that shot Leia onEndor.)Weapons are divided into distinct subtypes thatdescribe where they deploy and in some cases, howthey operate. Subtypes include - artillery weapons,automated weapons, character weapons, Death Starweapon, Death Star II weapon, starship weapons andvehicle weapons.

Weapons - Using WeaponsUnless specified otherwise, each character, vehicle orstarfighter may use (as in using its game text) only oneweapon per turn (but see Characters - Warrior for aspecific exception). Also, a player may not use or fire anopponent's weapon unless specifically directedotherwise. Squadron-class starships may use threedifferent weapons per turn. Capital starships may useany number of weapons per turn. A weapon providing acontinuous modifier (such as the power bonus on Vibro-ax) is not considered using the weapon; all other usesof its game text is (so if you choose to use the Forcedrain modifier of Vader's Lightsaber or the powerresetting text of Aurra Sing's Blaster Rifle, yourcharacter can only use that weapon that turn).A weapon may be used any number of times perturn, but weapons may be fired only when permittedby a rule or action (See When Can I Fire?).If a character, vehicle, or starship has game text thatrefers to using or firing a weapon, that text applies onlyto that character, vehicle, or starship card unlessotherwise specified. For example, the game text ofWeequay Marksman (“May fire one weapon during yourcontrol phase (at double use of Force).”) applies only to

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a weapon deployed on that Weequay Marksman, andnot to any weapon on table.

Weapons - FiringThe act of using a weapon against an opponent'starget, including swinging a lightsaber, ax or GaderffiiStick. The exception to this is automated weapons (seeAutomated); Laser Projector is the only automatedweapon which fires, all others are performing whateveract is stated in their game text (such as when TimerMine "explodes"). A weapon may only fire at targetsmentioned in its text (some weapons have receivederrata for this reason; see Ap. A). A weapon has beenfired once the firing action resolves; if it is canceledbefore then, it is not considered to have fired (though ithas still been used, see Using Weapons). SeeWeapons - Just Fired.Weapons fire is an action, and thus follows the rules ofactions. Choose your weapon to fire:(1) Meet Conditions - you must be permitted to fire byrule or card.(2) Choosing Target - you may only target anopponent's card that is present with the weapon.(3) Paying Costs - pay the cost of firing the weapon (ifno cost listed, it is free).Once all responses are completed, if the firing hasn'tbeen canceled, resolve the weapon fire, usually bydrawing destiny and then apply any appropriate effects.

Weapons - When Can I Fire?You may fire a weapon only when a card or rule permitsyou to fire. Simply follow the rules of firing listed underFiring (and anything the card or rule might add).For example, you are permitted by rule to use a weaponduring battle. When you do this, you must obey thenormal rules of firing; in addition, there are two specialrules for firing during battle: you must also only targeta card that is participating in the battle and you mayattempt to fire each weapon only once per battle.

Weapons - Just FiredA weapon is considered to have been 'just fired' afterthe firing action has completed all 3 steps successfully(Initiation, Responses, and Result) and the firing actionis coming off the stack. If a weapon firing action iscanceled or prevented from resolving throughout thisprocess, then that weapon cannot be considered tohave been 'just fired.'

Using Weapons - ExamplesFiring During Battle:Dutch piloting Rogue 1 and Luke are in a battle withBoba Fett With Blaster Rifle, who has captured LeiaWith Blaster Rifle. Han With Heavy Blaster Pistol hasbeen excluded from battle, Chewie With Blaster Rifle ismissing, and Lando With Vibro-Ax is undercover.During the battle Boba Fett wants to fire his weapon; hemeets conditions (he's in a battle). He chooses histarget, which must be Luke (because Han, Leia,Chewie, and Lando are not participating in the battle,and Dutch is not present with the weapon). He pays his

cost (free). He draws and gets a 5, which is more thanenough to hit. Luke is turned sideways (he'll be lostduring the damage segment). None of Light's cardsmay fire because all the cards with weapons areinactive.Firing Using A Card:Han armed with Han's Heavy Blaster Pistol (V) uses itstext to fire during Light's control phase. He meetsconditions (the weapon's game text). He targets anundercover spy there (he is present with the target). Hepays the cost (1 Force). He draws destiny, and hits; thespy is immediately lost (resolve weapon fire).

Using Weapons Several Times Per Turn:Obi-Wan armed with his lightsaber ("Deploy on Obi-Wan. May add 1 to Force drain where present. Maytarget a character or creature for free. Draw twodestiny. Target hit, and its forfeit = 0, if total destiny >defense value.") is present at the Cantina with Vader.Light plays Sorry About The Mess and Obi-Wan targetsVader. He has met conditions (the interrupt permitsfiring), has chosen his target (who is present with theweapon) and he pays the cost (it's free): thus he draws2 destiny, which totals 8. Vader is hit, and thusimmediately lost. Obi-Wan now controls the site, soLight Force drains there. Obi-Wan may use thatlightsaber to modify the Force drain (because it isn't acontinuous modifier, but an optional one, it counts asusing the weapon, so had Obi-Wan fired a differentweapon, he couldn't modify the Force drain with hislightsaber). Light then uses the movement text of MosEisley to move Obi-Wan there where Dengar is present.During his battle phase Light starts a battle there. Obi-Wan may swing his lightsaber at Dengar as well, butmay do so only once (because weapons can only befired once per battle).

Weapons - ArtilleryA kind of weapon which is deployed on a site. Unlikemost other weapons, artillery weapons usually havedeploy and forfeit boxes. To fire your artilleryweapon, you must have your own power source (apower droid or any fusion generator) present. The Hoth:Main Power Generators site and Captain Yutani WithBlaster Cannon also say that they can power Light Sideartillery weapons. An artillery weapon may not bemoved unless it so specifies. If an artillery weapon thatcan be carried is destroyed (such as, by Overload)while being carried, cards carrying that weapon will belost also.When an artillery weapon is fired by a character (even ifusing an Artillery Remote) it counts towards the numberof weapons that character may use in a turn. Thus acharacter using an E-web Blaster may not use a BlasterRifle in the same turn.

Weapons - AutomatedA kind of weapon which activate themselves. Since theyare automatic, you do not need a character, vehicle,etc. to fire them. Most automated weapons specifywhen they are used within their game text. Unlike other

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weapons, automated weapons are not fired. The loneexception to this is Laser Projector, which may be firedduring battle like any other weapon. Cards that allowyou to fire a weapon outside of the battle phase (forexample Sniper, Sorry About The Mess, Blasted Droidor Suppressive Fire) may only be used to fire a LaserProjector.The destiny draw for automated weapons is stillconsidered a weapon destiny, except for Timer Mine.Seekers are a special type of automated weapon (seeSeekers).For information on mines, see Mining Droid Rules,Ap. C.

Weapons - Character WeaponA kind of weapon that deploys on a character (it mayonly be used by that character).

Weapon - Mobile System WeaponsA weapon deployed on a mobile system (or Trench) isconsidered present at its location, and may fireaccording to the normal rules of firing.

Weapons - Starship And Vehicle WeaponsA kind of weapon that deploys on a starship or vehicle(it may only be used by that starship or vehicle).Your starships and vehicles may fire weapons so longas they are piloted (or driven). This counts as thestarship or vehicle firing, not the characters on board,even if the weapon's game text mentions that acharacter is required in order to target with it (thus, aNikto alone on a Skiff may use his Mos Eisley Blasterthe same turn the Skiff fires an Antipersonnel LaserCannon).

Weapons - Starship Weapons - Special DeploymentSome starships have game text allowing weapons withcertain attributes to deploy on them. Such weapons canonly be deployed if they can deploy (by the weapon'sown game text) on another starship of the same type(capital or starfighter). For example, you may deployQuad Laser Cannons on Nebulon-B Frigate becausethe cannon may deploy on Corellian Corvettes; but notX-Wing Laser Cannons because those only deploy onstarfighters. Likewise you may deploy Boosted TIECannon on a TIE Defender because it deploys on atype of starfighter, but not Laser Cannon Batteriesbecause that weapon only deploys on capital starships.Note that if a card is mentioned by name as beingpermitted to deploy, the card may deploy regardless ofits game text (e.g., Ion Cannon on IG-2000).

Weapons - Deploying And CarryingEach weapon (and device) specifies who or what it maybe deployed on and what the deploy cost is (if any).Although many character weapons specify that theydeploy only on warriors, other character weaponsdeploy on bounty hunters, Jawas, Han, etc. and thus donot require a warrior. You may not deploy weapons ordevices on your opponent's character, vehicle, orstarship (unless specifically allowed to by the carditself).

Although you are restricted in the number of weaponsand devices you may use in a turn, you may still deployas many on an appropriate card as you like. If aweapon can deploy on a card, then that card may usethat weapon. However, the reverse is not true – justbecause a character may use a particular weapon doesnot mean that that weapon can be deployed on them(see Aurra Sing). Some characters, such as Kabe andRA-7, have game text that allows them to carryweapons that they cannot use. While a card is carryinga weapon or device they cannot use, that weapon ordevice is inactive (this does not apply to 'extra' weaponsa character might be armed with after he uses aparticular weapon on a turn, only to weapons that acharacter can never normally use).

Weapons - TransferringDuring your deploy phase, you may transfer yourweapon (or device) from one of your characters,vehicles or starships to another such card present byusing Force equal to the deploy cost of the weapon (ordevice)and obeying all relevant deployment restrictions.(e.g. you cannot transfer Vader's Lightsaber to Obi-Wan, or a Cloud City Blaster if you are not on CloudCity).

Weapons - DestinyAny destiny drawn when firing a weapon (different frombattle destiny). Drawing weapon destiny is mandatoryonce you fire the weapon (meaning you may not fire theweapon if you do not have at least one card in yourReserve Deck). If the weapon specifies more than onedestiny draw, you must draw the required number. See1.F. Destiny, Ch. 1.A weapon destiny draw is considered to be "at" thelocation of the weapon. Thus for any location text thatsays "Your weapon destinies here are +1", it refers toany weapons at that site (even if the target is at anotherlocation).Unless otherwise specified, any modifier applied todestiny when firing a weapon is applied to the TOTALweapon destiny, and NOT to any individual weapondestiny draw. Note that this is AFTER each individualdraw has been completed (and thus after any individualweapon destinies that were negative are reset to 0).(see Section F. Drawing Destiny)

Weapons - Firing For FreeSometimes a weapon is permitted to fire for free, suchas with the card Stay Sharp. In those cases, if anyvariables depend on the cost of firing, the value for thatvariable is 0. For example, if Stay Sharp! was used tofire X-Wing Laser Cannons, X would be 0 and thusprovide no bonus to hitting the target.See Repeating Weapons.

Weapons – Firing Separately or CombinedSometimes you are permitted to fire a weapon morethan once and do so either separately or combined. Inthese instances (not in instances where you can firemore than once, such as Maul's Double-bladedLightsaber, but only when you may do so "separately or

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combined" such as Targeting Computer), do thefollowing: declare that you are firing twice, and thendeclare whether you are firing separately or combined.Both shots fired will be considered part of the sameoverall action, so no top-level actions may take placebetween shots. If firing separately, choose the firsttarget, and resolve, then choose a target again (it maybe the same target) and resolve.If firing combined, treat each firing as a single weapondestiny (not a weapon destiny total, even if multipledraws are made), then add them together to form thetotal weapon destiny, apply further modifiers to totalweapon destiny, and then resolve.

Weapons - hitThe act or state of having been successfully shot byany weapon that specifies "target hit" in its game text.Hit cards are marked by turning the card sideways untilthe damage segment of the battle, at which time thetarget must be forfeited. If the battle ends before thedamage segment, then "hit" cards are immediately lost.Any card "hit" but not participating in a battle (e.g., aweapon is fired using an Interrupt such as Sniper, or thecharacter is excluded) is immediately lost. It should benoted that any other weapon effect besides "hit" (e.g.,captured, forfeit = 0, lost) is applied immediately uponresolution of the weapon destiny draw.

Weapons - "hit targets are immediately lost"The phrase "Any 'hit' targets are immediately lost"applies only to weapons which actually 'hit' targets.Other weapons have their normal result.

Weapons - Instead Of FiringSome cards permit you to use a certain modifier oraction "instead of firing" a weapon (such as End ThisDestructive Conflict or Precise Hit). To perform suchactions, you must target your weapon that would becapable of being fired during that timeframe and has anapplicable target (you do not have to have the Force tofire it, merely the ability). That weapon is now treated ashaving been used (not fired), so that it counts towardsthe number of times that weapon may be fired, andcounts towards the number of weapons the character,vehicle, or starship may use per turn (X-Wing AssaultSquadron may fire only 2 more, IG-88 may fire only onemore, and A-Wing may not fire any).

Weapons - Ion WeaponsAn ion weapon conceptually disables electronic circuitryand mechanical systems of starships and droids, butdoes not cause a target to be 'hit.' The results of an ionweapon are immediate. Most ion weapons are ioncannons, which can reset power, armor, maneuverand/or hyperspeed to zero (see unmodifiable values).This reset lasts until the target is repaired by a cardspecifically able to do so (e.g., R5-D4, R5-A2, FireExtinguisher), or the target leaves play. The phrase "allweapons aboard target are lost" refers only to weaponsthe targeted starship can use (i.e., starship weaponsdeployed on the starship, not weapons deployed onother cards inside the starship).

Weapons - LightsabersBecause a lightsaber is not present at a system orsector location, it cannot enhance Force drains at suchlocations.

Weapons - Long-Range WeaponsA weapon capable of targeting at locations other thanwhere the weapon is present. Such weapons areindicated by game text that permits them to fire attargets at different locations, such as the Superlaser.When firing a long-range weapon, the normal rule of thetarget being present with the weapon doesn't apply;instead, the weapon and the target must both bepresent at their location. Otherwise the normal rules offiring weapons apply: you fire according to the rulesstated under When Can I Fire?.See Weapons - Destiny

Weapon - Matching WeaponSee Matching Pairs.

Weapons – May Not Be Targeted By WeaponsThis phrase does not prevent a player from deployingweapons. Furthermore, a card that “may not betargeted by weapons” may still carry, use, fire, etcweapons normally. These are exceptions to normaltargeting rules.

Weapons - Permanent WeaponsA weapon "built-into" a character, vehicle, or starshipcard.A permanent weapon on a character, vehicle, orstarship is considered to be a "character weapon","vehicle weapon", or "starship weapon", respectively.Permanent weapons may not be separated from avehicle or starship, and may not be separated from acharacter (lost, stolen, transferred, retrieved etc.)except by cards that disarm. If a character is no longerdisarmed, the weapon is restored. Game text thatrelocates weapons (e.g., to or from a pile) may not beused to relocate a card with a permanent weaponunless that action also relocates the character, vehicle,or starship.If the game text of a card with a permanent weapon iscanceled or suspended, that card is still considered tobe in possession of the weapon that is specified withinits game text; the uniqueness of that weapon stillapplies, but that character, vehicle, or starship isincapable of utilizing the weapon's text. 'Scanning' orcopying the game text of a card with a permanentweapon does not enable the scanning card to use thatweapon, and the scanning card is not considered topossess that weapon.

Weapons - Repeating Weapons (Fire Repeatedly)A weapon that states it may "fire repeatedly" (e.g.,Antipersonnel Laser Cannon, Boba Fett's Blaster Rifle,etc.). A weapon that does not state this is not arepeating weapon (e.g., Maul's Double-BladedLightsaber is not a repeating weapon). After each firingof your repeating weapon, you may choose to fire it

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again. If so, you fire it again immediately (before anyother top level actions occur). You may keep doing thisso long as you like (and can pay for it); once you arefinished state that you are not firing again. Once that isdone you cannot choose to begin firing again (In otherwords, you may not fire that weapon, then fire adifferent weapon, then come back to the first weaponagain). Each individual firing is a separate action withinthe main action of firing repeatedly.Repeating weapons may fire repeatedly whenever theyare permitted to fire, whether during a battle or outsideof it.If a weapon that fires repeatedly has its firing costmodified, reset, or just permitted to fire for free (forexample, a character wearing Mercenary Armor mayfire blasters for free), that will only apply to the first shotfired; all subsequent shots fired by the repeatingweapon are at normal cost.

Weapons - SeekersA special type of automated weapon -indicated by"Seeker" in the title- that seeks out and eliminatestargets. Seekers follow the rules of deployment andmovement of undercover spies, though they are notcharacters and do not function in any other way likeundercover spies. (See Undercover, Ap. C). "Treat asan all cards situation" means that the targeting of thisweapon is handled using the "all cards" rules (see AllCards, Ch. 4). Targeting a character with one of theseautomated weapons is an automatic action which willaffect any one applicable character regardless of whichside it is on. If multiple potential targets are present, theplayer controlling the seeker may choose whichcharacter to target.All seekers have received errata; check Ap. A for thecorrect text.

Weapons - StealingSee Stealing - weapons and devices, Ap. C.

Firing Separately Or Combined - Example 1Karie Neth is piloting Red 7 with Enhanced ProtonTorpedoes and Targeting Computer. During battle, lightdeclares he's using Targeting Computer to fire twice,combined, at Stalker. The weapon destiny drawn first is4, with Karie's +1 becoming 5 and -1 from the computerbecoming 4 again, and the second destiny (2) addingand then losing 1 to become 2, for a total of 7. Theweapon adds 1 to the total, for 8 against Stalker'sdefense value of 7, so the star destroyer is hit.

Firing Separately Or Combined - Example 2Home One has Heavy Turbolaser Battery and TargetingComputer. During battle, light declares he's usingTargeting Computer to fire twice, combined, at ZuckussIn Mist Hunter. Light's first firing is 2 and 4 for a total of4 (Targeting Computer subtracts 1 from each draw),and second is 3 and 6 for a total of 7. Together theymake 11, minus 6 from the weapon because it istargeting a starfighter, for a total of 5, defeating MistHunter's defense value of 3 and causing it to be hit.

Weapons - Instead Of Firing ExampleDark has a TIE Interceptor with SFS L-s9.3 LaserCannons at same system as Home One. He would liketo play Coordinated Attack, but can't since the weapononly targets starfighters. The TIE embarks on theAvenger, and an X-Wing is moved to the same system.The card still can't be played because the weapon isn'tpresent with the target. Once the TIE disembarks andthere's a battle, the card can be played, because all theconditions for firing the weapon are met. After the cardhas its result, and Light takes his action, the TIE mayfire the Laser Cannon if they like, but just once(because the TIE specifically is permitted to fire twice,so this counted towards its firing limit. If it had nospecial permission, it couldn't fire at all.)

Weapons - Long-Range Weapons ExamplesTK-422, Bo Shek, and Lieutenant Cecius are at theForest. A Stormtrooper with Assault Rifle is at anadjacent site, and Luke is at the next site over. A battletakes place at the Forest. The Stormtrooper can fire atBo Shek, but not at Luke or TK-422 (neither areparticipating in battle) and may fire only once. Thefollowing turn he plays Blasted Droid, which allows himto fire the Assault Rifle during his control phase. Nowhe may target any of the three light side characters(participating in battle limitations only apply if theweapon is fired during a battle).

Weapons - Fire Repeatedly ExampleJodo Kast (who may fire blasters for free) is armed withBoba Fett's Blaster Rifle ("Use 1 Force to deploy onBoba Fett, or 3 on your other bounty hunter. Maydeploy as a 'react.' May target a character, creature orvehicle using 2 Force. Draw destiny. Add 1 if targeting avehicle. Target hit if total destiny > defense value. Mayfire repeatedly for 1 Force each time.") is at the Cantinaalong with IG-88 With Riot Gun. Light has Han, Chewie,Luke, and Leia there as well. A battle takes place, andJodo fires at Han. The first shot is free and hits. He firesagain at Leia; this one is fired for 1 Force because onlythe first shot is free. Jodo misses. He fires for 1 Force atChewie and hit. Pleased, he fires again at Leia and hits.Now he stops; Light gets the next action and passes.Now IG-88 shoots at Luke, but misses. Jodo would liketo fire at Luke to finish him off, but because he stoppedfiring he can't start again.

Other CardsNo other cards besides those types listed here are legalin your deck (e.g., Hyperoute Navigation Chart, RulesCards, Checklists, etc.).

IconsIcons are small symbols used on a card to indicateattributes a card has that are referenced by other cardsor rules. Except for shorthand icons and the icons ofmaintenance cards, all icons must be found outside thegame text of a card to be valid. For example, NuteGunray, Neimoidian Viceroy has the Presence Icon in

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his game text, but that does not mean he has that iconfor any purpose (except if it specifically looks in thegame text for the icon). An icon in a card’s game textdoes not give that card any characteristics or attributesassociated with the icon when the icon is used in thecontext of referring to other cards.When an icon symbol is used in game text, it is simply apicture, not shorthand for the word or words that make itup. For example, this is the Hoth expansion icon:This icon is found in the game text of some cards, suchas Echo Base Garrison. Any card that specifically triedto deploy a card with "Hoth" in its game text fromReserve Deck would not be able to target Echo BaseGarrison since it doesn't have the word "Hoth" in itsgame text.

Listed below are the non-shorthand icons, what theystand for, and where the rules regarding them may befound. If there are no special rules, this is blank.

Errata

Force Icons Ch. 3

Pilot/Permanent Pilot Starships

Warrior Ch. 9

Nav Computer Starships

Permanent Weapon Weapons

Selective Creature Creatures

Independent Starship Starships

Trade Federation St. Starships

Republic Starship Starships

Clone Army

Separatist

Presence Icon See next page

Grabber See next page

Scomp Link See this page

Mobile Systems

Space Systems

Planet Systems

Exterior site Sites

Interior site Sites

Underground

Underwater

Starship site Sites

Vehicle site Sites

Creature site

Icons - Easter EggsOver the years, Decipher placed the occasional "Easteregg" on their cards for players to spot, such as thesnowflake appearance of the Imperial icon onSnowtrooper or the Vader picture in the piloting icon onDeath Star Assault Squadron. These icons were meantto be fun, not serious game play changes. Treat anyEaster eggs as if they were the normal icon (e.g.Tzizvvt is an alien).Icons - Episode ICards depicting things and events from the film ThePhantom Menace have the Episode I icon. There are nospecific rules associated with this icon, but like all iconsit may be referenced by others. (Note: the InterruptDesperate Times erroneously bears this icon; it isconsidered stricken.)

Icons - Expansion IconsNot listed here are another type of icon called anexpansion icon. These icons were put on cards as away to indicate what set the card came from. Generallythese will not have an impact on play, but there areoccasionally references to an expansion icon version ofa card (for example, Echo Base Garrison refers to theSpecial Edition version of Wedge and the Hoth versionof Luke). These icons will not be listed here because ofthe infrequency of reference, the sheer number of them,and that they are always referred to by the icon symbolregardless - when in doubt, look outside the game textbox and see if you can find the round expansion symbolbeing referenced; if you can, it applies to that card.

Icons - Shorthand IconsThese icons are found in the game text of cards and areused to present a great deal of information while onlytaking up a small amount of space. While the symbolsrepresent these phrases, the phrases themselves arenot in the game text (e.g. a card with ▼ in game text does not have the word "reshuffle" in its text).

Adds X to the power of anything they pilot

▲Take X into hand from Reserve Deck,reshuffle

▼ Deploy X from Reserve Deck, reshuffle

A card with a maintenance cost

Immune to Alter

Immune to Control

Immune to Sense

or Virtual

Icons - Scomp Link IconRepresents a computer connection on a site or starship;referenced by various Interrupts and other cards. Ascomp link on an enclosed vehicle or starship is presentonly to characters aboard that vehicle or starship(although it is still a scomp link at that location).Similarly, a scomp link on a location card is not presentto a character aboard an enclosed vehicle or starship atthat location. While canceled, a scomp link cannot bethe subject of any other action or condition.

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Icons - GrabbersA card with the grabber icon is so named because it"grabs" cards and places them on itself (a card musthave the grabber icon to be considered a grabber). Acard stacked on a grabber is always supporting, even ifit comes from on table. Once a card has been stackedon a grabber, that exact card may not be targeted byanother grabber (though other copies of that card canbe if they are not being stacked). A card cannot beremoved from a grabber unless a card specifically saysit can (e.g. A Jedi's Resilience cannot return a grabbedInterrupt that initiated a duel into hand). Also, if anInterrupt has already been placed elsewhere, and agrabber is a valid response to the action, the grabbermay still be used to stack that Interrupt (e.g. WatchYour Step placing an Interrupt out of play when played,or The Ebb Of Battle being placed in the Lost Pile whenplayed as a combat card - both are stacked instead).In certain extremely rare instances, a card will requirethat it be stacked on two different grabbers when it isplayed (e.g. Sense is already stacked on Allegations ofCorruption and Uncertain Is The Future is alreadystacked on What're You Trying To Push On Us? andthe dark side plays the combo card Sense & UncertainIs The Future). In this case, resolve this as competingautomatic actions, meaning that the player whose turn itis may decide which one to stack it on.

Grabbers - An ExampleThe Light Side plays Desperate Reach, the Dark Sideresponds with the Immediate Effect Tentacle(remember your opponent always gets the first justaction to your actions), which stacks the Interrupt onthat card. Once Tentacle resolves and the card isstacked on it, the Light Side cannot target thatDesperate Reach with their own grabber because it'salready been stacked. Later on, however, if DesperateReach is played again, it may be grabbed because thatversion isn't stacked. The following turn, when the LightSide plays Desperate Reach, the Dark Side uses theDefensive Shield Allegations Of Corruption to grab it, sothe card is stacked on it. Again, the Light Side cannotgrab the card because it's already stacked on agrabber. The next turn when Desperate Reach isplayed, the card must be stacked on Allegations OfCorruption as part of the initiation; since it's alreadystacked the card cannot be grabbed again.

The following cards have been errata'ed tohave the grabber icon:

A Tragedy Has OccurredAllegations Of CorruptionDo They Have A Code Clearance?Grappling HookTentacleThere'll Be Hell To PayWhat're You Tryin' To Push On Us?

Icons - Maintenance CardsSome cards use symbols in their game text to indicate a"maintenance" cost that must be satisfied at the end oftheir owner's turn (remember that end of turn actionshappen after Used Piles are re-circulated). Not all cardswith maintenance costs will show all symbols, but the

"sacrifice" () option will always be offered. If a carddoes not have the sacrifice icon, it is not amaintenance card. Next to the symbol will be "Use X"or "Lose X" which indicates that a player must use XForce or lose X Force to pay the cost of this option.There is no cost associated with sacrificing the card,and as such it is the default option if no costs can bepaid. The player may choose any provided option, butmust choose one of them.

MaintainPay this cost and the card remainson table until the next maintenanceis due.

RecyclePay this cost to place that card(and any cards on it) in theirowner's Used Pile.

SacrificePlace the card out of play. Anycards on that card are lost.

If a maintenance card that leaves the table wasescorting a captive, the captive is released.Maintenance costs are part of a card's game text; thus ifthe game text is canceled, it need not be paid (forvehicles and starships, however, see Starships -Unpiloted). If a card's game text is canceled until end ofturn, the cost will need to be paid once the end of theturn arrives (you cannot "skip" the maintenance costwhile its text is still canceled, it is a mandatory part ofthe end of your turn). A maintenance card with its gametext canceled is still a maintenance card. However, amaintenance card whose maintenance cost iscanceled is no longer considered to be a maintenancecard for any reason for the duration of the cancellation.Thus the owner of the card would not be required to payany maintenance cost, and the card would be immuneto cards such as Turn It Off! Turn It Off! (V) and immuneto restrictions found on cards such as Civil Disorder (V).Because of the high standard of sportsmanshipassociated with SW:CCG, it is assumed that bothplayers will make every effort to remember to choose amaintenance cost option. As such, if a player fails todeclare a choice and is not reminded by his opponent ina timely manner (that is, prior to the opponent's firstaction in his Activate phase), there is no default option.In this case, his opponent is advised to be more vigilantduring the next turn.

Icons - Presence IconThis icon is used to indicate a unit (such as a battledroid or droid starfighter) that is optimized for terrainacquisition and control. A card with this icon haspresence at its location for all purposes, even though itdoes not have ability. Thus, a Destroyer Droid may

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occupy and control a location, Force drain, block anopponent's Force drain, battle, be battled, etc.Additionally, a card with this icon may not be the targetof a Restraining Bolt, and may not be 'purchased' byWioslea.

Matching PairsThree types of matching pairs can be formed: matchingpilot/starship, matching pilot/vehicle, and matchingweapon/character (only character weapons may be amatching weapon). A matching pair can never beformed between two cards that cannot interact in thisway (e.g., if a character cannot pilot the vehicle orstarship, or cannot use the weapon). There are nospecial rules related to the interaction of a matchingpair, but it may be referenced by cards. Being part of amatching pair does not change who someone is; forexample, while Luke Skywalker with a Rebel Flight Suitis a matching pilot while piloting any starfighter, he doesnot provide Han's immunity to attrition on Falcon (he'snot Han).Matching pairs are formed in two ways, by rule, and bygame text.Matching By RuleA matching pair is formed if: Both cards are unique, and One refers to the other in its title or game text (by

card title or persona).Matching By Game TextAlso, a matching pair can be formed if a cardspecifically states it is part of such a pair (even if one orboth of the cards are non-unique).Some characters may state that Blaster Rifle is amatching weapon. This is referring only to the Premierecard Blaster Rifle, and not any weapon with the blasterrifle attribute.A unique permanent pilot is considered a matching pilotfor that starship or vehicle, and a unique permanentweapon is considered a matching weapon for thatcharacter.Note: For matching operatives, see operativesrules, Ap. D. For matching agendas, see Senate, Ap.C.

Matching Pair Examples:Han Solo is a matching pilot for Gold Squadron 1, as

his game text mentions the Falcon (its persona name).Han with Heavy Blaster Pistol is a matching pilot for

Millennium Falcon, as its game text mentions Han (hispersona name).

Han with Heavy Blaster Pistol is not a matching pilot forGold Squadron 1, because neither card's title or gametext mentions the other.

Han Solo is not a matching pilot for Lando In MillenniumFalcon, because he cannot pilot it (unless he wins agame of Sabacc, in which case he would become amatching pilot).

TK-422 is not a matching pilot for Millennium Falcon,because undercover spies cannot deploy or moveaboard starships, and thus can't pilot it (though if hebreaks cover he would become a matching pilot).

Luke Skywalker is a matching pilot for the starship Red5, the combat vehicle Rogue 1, and the shuttle vehicleLuke's T-16 Skyhopper. He is not a matching pilot forLuke's X-34 Landspeeder, because transport vehiclesare driven, not piloted.

URoRRuR'R'R is not a matching pilot forURoRRuR'R'R's Bantha, because creature vehiclesare not piloted.

Luke (from the 2-Player game) is not a matching pilotfor Rogue 1 because he's not a pilot, and thus cannotpilot it.

Princess Leia with a Rebel Flight Suit is a matching pilotfor any starfighter, combat vehicle, or shuttle vehicleshe can pilot, even if it's non-unique.

Queen's Royal Starship is not a matching starship forQueen Amidala with Ellorrs Madak deployed on her,because neither mentions the other in title or gametext ("Queen" is not her card title or persona name).

Luke's Lightsaber is a matching weapon for Luke, as itsgame text mentions Luke (his persona name).

Anakin's Lightsaber is a matching weapon for Luke, asits game text mentions Skywalkers (Luke is part of theSkywalker persona).

If Luke crosses over, neither is a matching weapon forhim (because he is no longer a persona of Luke orSkywalker).

Anakin's Lightsaber is not a matching weapon for LeiaOrgana (because even though she is a Skywalker, itcannot deploy on her, so she cannot use it).

Anakin's Lightsaber (V) is not a matching weapon forAnakin Skywalker, Padawan Learner (because itcannot deploy on him).

Mara Jade's Lightsaber is a matching weapon for MaraJade (it mentions her in its game text); however, if sheis disarmed, it will not be her matching weapon(because disarmed characters cannot use weapons).

A280 Sharpshooter Rifle is not a matching weapon forLieutenant Greeve because the rifle is not unique.

Virtual CardsA virtual card (often indicated by adding "(V)" after thecard title of the altered card) is a card that is created byplacing a print off of a modified card over thecorresponding area of the original physical card it ischanging. When this happens, the print off replaceswhatever was printed on the physical card; anythingthat is changed is no longer applicable for any purposesand only the overriding information is considered. Forexample, Mara Jade With Lightsaber has the slipcovering up the pilot icon; thus, even though the originalMara was a pilot, the virtual card is not a pilot for anypurpose.You cannot use a virtual card if you do not have aphysical version of that card to use with it (and aphysical card for each copy of the virtual card in yourdeck). Note, a virtual card need not precisely match theentire title of the card it is used with (only the cardnamed in its lower left-hand corner, which is not usedfor any other purposes).

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You may use both virtual and non-virtual cards in thesame deck. Some virtual cards (those with "(V)" in title),regardless of version, are considered to have the sametitle as the original card (thus meaning they are identicalcards for game purposes). Thus, if your opponent playsMonnok and you have a copy of Luke Skywalker andLuke Skywalker (V) in your hand, both cards will be lost.The virtual sets released by the Player's Committeeadded several icons; see Icons for a list of what theyare and how they work. In addition, the pilot icon is alsofound in the game text of some characters, followed bya number. This means that the indicated character addsthat amount to the power of anything he/she pilots. Insome cases, the piloting bonus is not applied to allcards equally; in such cases the types of cards to whichthe bonus applies will be indicated as well.

Virtual Cards and New Card TypesWhen a virtual card has a different card type than thephysical card (as indicated by the box above the card'sgame text), the card's icon is considered to be changedappropriately. Thus a virtual Defensive Shield mightreplace with . This means that card cannot betargeted as if it were the original card type (e.g., AffectMind (V) cannot be targeted by Alter).

Errata of Non-Virtual VersionAny errata to title, lore, destiny, or uniqueness of a cardwill carry over to its virtual counterpart with the samename, as well as any rulings regarding characteristics.Thus, a virtual Captain Han Solo would be Corellian, avirtual Ghhhk would not be a hologram, and a virtualLegendary Starfighter would be unique.

Dual Icon CardsSee Characters - Dual Character Types.

Not Unique/Is Doubled/etc. and Virtual CardsThere are a number of characters with game text thatwere intended to make less useful Premiere Effects(and Utinni Effects) more playable. These cards havebeen virtualized, and so there is some question of howthey interact. This works as follows:"Is not unique:” you may have multiple copies of the

card on the table (see unique and restricted). Eachcopy may be used (subject to the cumulative rule).

"Is doubled:” double all values listed in its game text,even if that value is a variable such as X (this does notdouble the number of times the ability may be usedper card).

Altered deploy cost: The deploy cost listed on thecharacter overrides that of the virtual card.

"Immune to Alter:” the card is now immune to Alter forall purposes.

All other interactions are disregarded.

Not Unique/Is Doubled/etc. and Virtual Cards -ExampleWhile Grondorn Muse is on table, you may have anynumber of Yavin Sentry (V) on table. It's doubled, so theDark Side player must use double X force to deploy anon-unique card (except a Jawa or Tusken Raider) to alocation. Because Defensive Shields cannot be targetedby Alter, the text "and is immune to Alter" is ignored.

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Appendix A - ErrataTo check to see if a card has been errata'ed to have the Grabber icon, see Icons - Grabber, Ch. 9

4-LOM's Concussion RifleUse 4 Force to deploy on yourwarrior, free on 4-LOM. May target acharacter or creature for free atsame site or exterior site up to 2sites away. Draw destiny. Add 1 ifBlaster Scope attached. If totaldestiny - distance to target >defense value, target hit.

5D6-RA-7 (Fivedesix)Power +1 if at same site as Motti orYularen. Adds 1 to deploy cost ofeach opponent's droid (and your'mouse' droids) when deploying tosame location. Immune to attritionduring “nighttime conditions.”

8D8May cancel Torture, Aiiii! Aaa!Aggggggggggggg! or SonicBombardment targeting a characterat same site. Once during each ofyour turns, if with any imprisonedcaptive, may draw destiny: if destiny> 3, randomly select one captivethere to be released.

A Disturbance In The ForceOnce per game, during your deployphase, 'insert' (face down) intoopponent's Reserve Deck; reshuffle.When effect reaches top it isimmediately lost, but opponent maynot activate any more Force thatturn. (Immune to Alter.)

A Jedi's ResilienceIf you just lost a duel opponentinitiated (before duel has any result)lose 1 Force to cancel the duel andreturn Interrupt (if any) used toinitiate duel to owner's hand. OR Ifyou just lost a character armed witha lightsaber, take that character intohand.

A Tremor In The ForceOnce per game, during your deployphase, 'insert' (face down) intoopponent's Reserve Deck; reshuffle.When effect reaches top it isimmediately lost, but opponent maynot activate any more Force thatturn. (Immune to Alter.)

Ability, Ability, AbilityDeploy on opponent's side of table.At the end of opponent's deployphase, if they did not deploy a cardwith ability, opponent loses 2 Force.Effect lost if opponent has morecards with ability on table than you.Immune to Alter.

Access DeniedInsert face up in your Reserve Deck.When Effect reaches top it is lost,along with all opponent's 'insert'cards there. Reshuffle. (Immune toAlter.) OR Deploy between twomobile sites. Opponent's charactersmay pass only if aboard a Lift Tubeor opponent uses +1 Force each.

Admiral MottiDeploys -2 if at least two Imperialstarships on table. Adds 2 to powerof anything he pilots. Subtracts 1from forfeit of Rebel pilots at samesystem.

Admiral OzzelAdds 2 to the power of anything hepilots. Subtracts 1 from deploy costof each of your capital starships atsame system. Lost if Vader on tableand opponent 'reacts' to samelocation as Ozzel.

AdvantageIf an opponent's character of ability> 3 was just lost in a battle or duelyou won, deploy on one of yourwarriors involved. Warrior is power+2. During each of opponent's movephases, opponent loses 1 Force (2 ifcharacter was a Dark Jedi).(Immune to Control.)

AdvoszeAdds 2 to power of anything hepilots. Whenever you deploy aweapon or device from hand atsame location, activate 1 Force as a'kickback.' Limit of one Advosze perlocation.

Affect MindUse 1 Force to deploy on one ofyour Jedi. While present at a site,unless a Dark Jedi is also present,opponent's total ability at samelocation is reduced by 2.

Alternatives To FightingUse 3 Force to cancel a battle justinitiated at a system or sector. ORCancel Besieged. OR Release(move for free) all your charactersfrom a captured starship to your sideof any docking bay site.

Anakin's LightsaberDeploy on your Skywalker of ability> 3. May add 1 to Force drain wherepresent. May target a character orcreature for free. Draw two destiny.Target hit, and its forfeit = 0, if totaldestiny > defense value.

Antipersonnel Laser CannonUse 3 Force to deploy on yourtransport vehicle. Your warriorpresent, if aboard, may target acharacter or creature using 3 Force.Draw destiny. Target hit if destiny +2> defense value. May fire repeatedlyfor 2 Force each time.

AricaDeploys only to a site as anUndercover spy. While present,reduces Luke's forfeit and immunityto attrition by 2 here. Duringopponent's control phase, Arica may'break cover' to fire one weapon (forfree). Immune to attrition < 4.

Arleil SchousWhen deployed, you may take onenon-unique alien into hand fromReserve Deck; reshuffle. Adds 2 topower of anything he pilots. Youraliens deploy -1 to same or adjacentTatooine site.

Armed And DangerousIf a battle or duel was just initiated ata site, deploy (for free) a uniquematching weapon on one of yourparticipating characters from hand orReserve Deck; reshuffle (if fromReserve Deck).

ArtooDuring each of your control phases,may take one Hero Of A ThousandDevices or A Gift into hand fromReserve Deck; reshuffle. If at abattleground site with C-3PO, maysubtract 1 from each opponent's

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battle destiny at same and relatedsites.

Assault RifleUse 3 Force to deploy on yourwarrior. May target a character,creature or vehicle at same oradjacent site using 2 Force. Drawdestiny. Target hit if destiny +1 >defense value.

Asteroid SanctuaryDeploy on any asteroid sector youcontrol. During each of your controlphases, opponent loses X Force,where X = total number of asteroidsectors at same system that are notoccupied by opponent. Effectcanceled if opponent controls thislocation.

Astromech ShortageUse 3 Force to deploy on opponent'sside of table. All opponent's

starships with a icon are deploy+1.

AT-AT CannonUse 2 Force to deploy on yourAT-AT. May target a starfighter (use3 as defense value), character,creature or vehicle at same oradjacent site using 2 Force. Drawdestiny. Add 1 if targeting acharacter or creature, 2 if a vehicle.Target hit if total destiny > defensevalue.

Atgar Laser CannonDeploy on an exterior planet site.Your warrior present may target avehicle at same or adjacent siteusing 2 Force. Draw destiny. Targetcrashes if destiny +2 > armor.Target hit if destiny +1 > maneuver.

Atmospheric AssaultIf you just initiated a battle at aCloud City sector, add one battledestiny. OR During your deployphase, deploy one TIE AssaultSquadron for free (no replacement isnecessary).

Attack RunDeploy on Death Star: Trench.During your move phase, you maymake an Attack Run as follows:Enter Trench: Move up to 3 of yourstarfighters into trench (for free).Dark Side may immediately followwith up to 3 TIEs (for free). ProvideCover: Identify your lead starfighter(Proton Torpedoes * required) and

wingmen (if any). TurbolaserBatteries and TIEs with weaponsmay now target your starfighters(wingmen first, then lead if nowingmen remaining). Hit starfightersare immediately lost.It's Away!: Draw two destiny.Pull Up!: All starfighters now moveto Death Star system (for free). If(total destiny + X + Y - Z) > 15,Death Star is "blown away." X =ability of lead pilot or 3 if TargetingComputer is present. Y = total sitesat largest Rebel Base (Yavin 4 orHoth). Z = highest ability of TIEpilots present just before Pull Up!.*Your Proton Torpedoes areimmune to Overload.

Aurra Sing's Blaster RifleDeploy on Aurra Sing. May target acharacter or creature for free. Targetloses any immunity to attrition forremainder of turn. Draw destiny.Target hit if destiny +1 > defensevalue. Jedi hit by Aurra Sing arepower = 0 for remainder of battle.

Baniss KeegDeploy on your non-pilot character(except droids) to give that characterpilot skill. Adds 2 to power ofanything that character pilots. ORDeploy on your pilot. Adds 1 topower of anything that characterpilots. (Immune to Alter.)

Bantha HerdDeploy on an exterior Tatooine site.Specify starting direction. Duringyour control phase, moves to nextadjacent exterior site (reversingdirection as necessary). Duringbattle here, if your Tusken Raider orbantha here, may add one battledestiny.

Beedo* Replaces any other male Rodianfor free (Rodian goes to the UsedPile) or deploys for 3 Force. While atAudience Chamber, all your Rodiansare power +2, and whenever Greedothreatens a smuggler, may add 2 todestiny draw.

Beldon’s EyeDeploy on Bespin: Cloud City.[remaining text unchanged]

Ben KenobiDeploys only on Tatooine. When ina duel, adds 2 to your total. Onceper turn, if a battle just ended here,

may 'revive' (place here from LostPile) your character forfeited fromsame site this turn. Immune toattrition <5.

Beru LarsForfeit +2 when at same site asOwen Lars or a HydroponicsStation. If lost from table duringopponent's turn, Luke is power +3until the end of your next turn.

Beru StewThis interrupt is now unique (•) andshould read as "•Beru Stew".

BesiegedDeploy on a captured starship. Yourcharacters present with capturedstarship may battle opponent'scharacters aboard it (as if presenttogether at a site). Effect canceled ifstarship escapes or is stolen.

Bespin Motors Void Spider THX 1138

May add 3 passengers. Permanentpilot provides ability of 1. May moveas a 'react.' * Landspeed = 3. OR Upto 3 characters may shuttle to orfrom same site for free.

Biggs DarklighterAdds 2 to power of anything hepilots. When piloting Red 3, alsoadds 1 to maneuver and draws onebattle destiny if not able tootherwise.

Black 4May add 1 pilot. May deploy with apilot as a 'react' to a battle whereyou have a TIE (for free if TIE isBlack 2 or 3).

Black Squadron TIEDeploy -2 to Death Star or samelocation as Vader. Permanent pilotaboard provides ability of 2 andadds 2 to power. Adds 1 to itsweapon destiny draws.

Blast The Door, Kid!If a battle was just initiated at aninterior site, use 1 Force to excludefrom that battle all characters ofability > 2 and all leaders (on bothsides).

Blasted DroidDuring your control phase, fire (forfree) one of your blasters carried bya trooper or one of your automatedweapons. Any 'hit' targets areimmediately lost.

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BlasterUse 1 Force to deploy on yourwarrior. May target a character,creature or vehicle using 1 Force.Draw destiny. Target hit if destiny >defense value.

Blaster RackDeploy on your side of table. At anytime, you may transfer one of yourcharacter weapons from any site tothe Blaster Rack. During your deployphase, weapon may be transferredto your character on table for anexpenditure of Force equal to theweapon's deploy cost.

Blaster RifleUse 2 Force to deploy on yourwarrior. May target a character,creature or vehicle using 2 Force.Draw destiny. Target hit if destiny +1> defense value.

Blaster Scope

Deploy on your non- blaster.Scope allows that weapon to targetat an adjacent site.

Blizzard 1May add 2 pilots and 8 passengers.Immune to attrition < 4. Landspeedmay not be increased. When usingAT-AT cannon to Target The MainGenerator, adds 1 to total.

Blizzard 2May add 1 pilot and 8 passengers.Immune to attrition < 4. Landspeedmay not be increased. Permanentpilot provides ability of 2.

Blizzard Scout 1May add 1 pilot or passenger. Maymove as a 'react.' Power +1 at anyHoth site. Permanent pilot providesability of 1.

Blizzard WalkerMay add 2 pilots and 8 passengers.Immune to attrition < 4. Landspeedmay not be increased.

Blockade Flagship: HallwayDARK: If you occupy, Forcegeneration +1 for you here, andopponent's characters may notmove from here.

Boba Fett (Cloud City)Adds 3 to power of anything hepilots. When piloting Slave I, alsoadds 2 to maneuver and may drawone battle destiny if not able tootherwise. When escorting a

captive, captive is forfeit +5. May 'fly'(landspeed = 3). Immune to attrition< 3.

Boba Fett (Special Edition)Adds 2 to power and 1 to maneuverof anything he pilots. May deploy -1as a 'react' to same site as agangster or smuggler. When firingweapons, any 'hit' characters areforfeit = 0. May 'fly' (landspeed = 3).Immune to attrition <3.

Boba Fett's Blaster RifleUse 1 Force to deploy on Boba Fett,or 3 on your other bounty hunter.May deploy as a 'react.' May target acharacter, creature or vehicle using2 Force. Draw destiny. Add 1 iftargeting a vehicle. Target hit if totaldestiny > defense value. May firerepeatedly for 1 Force each time.

Bog-wing*Ferocity = destiny -1. Habitat:Dagobah. Parasite: Character (thatcan move). Relocate Bog-wing andhost up to two sites away (opponentof victim chooses). Bog-wing thendetaches.

Boosted TIE CannonUse 1 Force to deploy on your TIEAdvanced x1. May target a starshipusing 1 Force. Draw destiny.Subtract 1 if targeting a capitalstarship. Add 1 if targeting astarfighter. Target hit if total destiny> defense value.

BoShekAdds 3 to power of anything hepilots. May make a Kessel Run inplace of a smuggler. Immune toattrition < 3.

BosskAdds 2 to power of anything hepilots. When piloting Hound's Tooth,draws one battle destiny if not ableto otherwise. Adds 1 to attritionagainst opponent in battles at samesite. While present, may reduceChewie's forfeit to zero here.

BothawuiLight Side game text: Your spiesdeploy -1 here and at related sites. Ifyou control, characters targeted byUndercover are immune to HuttSmooch.

BountyDeploy on an opponent's non-droidcharacter. If subsequently capturedby a bounty hunter and thentransferred to a prison, retrieveForce equal to character's forfeit -2and place Effect in Used Pile.(Immune to Alter.)

BowcasterUse X Force to deploy on yourwarrior, where X = (7 - warrior'spower). X cannot fall below 1. Maytarget a character or creature usingX Force. Draw destiny. Add 1 iftargeting a character, 2 if targeting acreature. Target hit if total destiny >defense value.

Cane AdissIf opponent just initiated a Forcedrain at a non-shielded planetlocation, deploy on that location.Your characters, vehicles andstarships may deploy hereregardless of presence and locationdeployment restrictions. (Immune toControl.)

Captain Han SoloDeploys only on Falcon, Hoth orCloud City. Adds 3 to power ofanything he pilots. When pilotingFalcon, adds one battle destiny and2 to maneuver. Once during eachbattle, may use 2 Force to cancelone opponent's destiny just drawnand cause a re-draw.

Captain KhurgeeOnce during each of your controlphases, you may use 2 Force totake one Scanning Crew into handfrom Reserve Deck; reshuffle.

Captain LennoxAdds 2 to power of anything hepilots (3 if starship is Tyrant). Whenon a Star Destroyer, may use itstractor beam once during each ofyour control phases.

Captain NeedaAdds 2 to power of anything hepilots. When piloting Avenger, thatstarship is also immune to attrition<4. You may re-target applicableUtinni Effects to Needa. If in a battlewhere you choose to forfeitcharacters, you must forfeit Needafirst.

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Captain PiettPower +1 when at same site asVader. Adds 2 to power of anythinghe pilots (3 if starship is Executor).May use 1 Force to take one ProbeDroid into hand from Reserve Deck;reshuffle.

Carbonite Chamber ConsoleDeploy on Carbonite Chamber.Adds 3 to Carbon- Freezing destiny.Also, once during each of your turns,you may use 1 Force to take oneUgnaught, Prepare The Chamber orCarbon-Freezing into hand fromReserve Deck; reshuffle.

Chall BekanWhen deployed, you may take onenon-unique alien into hand fromReserve Deck; reshuffle. Adds 2 topower of anything he pilots. Youraliens deploy -1 to same or adjacentTatooine site.

ChewbaccaPower +1 at same location as Han.Adds 2 to power of anything hepilots. When piloting Falcon, alsoadds 1 to maneuver. Your vehicles,starships, and droids at same sitethat are 'hit' and about to be lost goto Used Pile instead.

Chief BastAdds 2 to power of anything hepilots. Power +1 if at same site asTarkin. If a battle was just initiatedwhere Bast is present with your non-droid character aboard a starship,may 'evacuate' (relocate) both to arelated site.

Chief RetwinMay use 3 Force to 'hide' (beexcluded) from a battle. May use 2Force to target one device orweapon present which deploys on asite. Draw destiny. If destiny >target's deploy cost, target is lost.

Civil DisorderDeploy on opponent's side of table.At the end of opponent's deployphase, if they did not deploy a cardwith ability, opponent loses 2 Force.Effect lost if opponent has morecards with ability on table than you.Immune to Alter.

Clak'dor VIILIGHT: If you occupy, each Bithcharacter is destiny +2.

DARK: If you control, each Bithcharacter is destiny -1 and Ghhhk ispower +2 in battles at a holosite.

Cloud City: Chasm Walkway (bothsides)If Weather Vane on table, charactersabout to be 'hit' here are relocatedthere.

Cloud City BlasterUse 2 Force to deploy on yourwarrior at a Cloud City site. Maytarget a character or creature using2 Force. Draw destiny. Target hit(and may not be used to satisfyattrition) if destiny > defense value.

Collision!Use 1 Force if opponent has at leasttwo starships present at samesystem or sector. Draw destiny. Ifdestiny < number of those starships,opponent must lose one of them.

Colo Claw Fish (both sides)Deploy on table. Cancels Opee SeaKiller. While no card here, you mayplace a card from hand face-uphere. If you just drew weapon orbattle destiny (limit once per destinydraw), you may exchange it for cardhere, which then counts as thatdestiny draw. Immune to Alter.

Combined AttackDuring a battle, target opponent'sstarship present with two (or more)of your starship weapons. Add allweapon destiny draws together.Apply that total separately for eachweapon in an order of yourchoosing.

Come With MeUse 1 Force to target a starfighterhaving one or more permanentpilots. Draw destiny. If destiny > 2,deploy on starfighter to remove allpermanent pilots (otherwise, effect islost). May add one pilot for eachpermanent pilot removed. (Immuneto Alter.)

Comm ChiefAdds 2 to power of anything hepilots, and that starship or vehiclemoves for free.

Commander BrandeiAdds 2 to power of anything hepilots. Once during each of yourcontrol phases, when aboard a StarDestroyer or at any docking bay,may use 1 Force to take one TIE

into hand from Reserve Deck;reshuffle.

Commander DesanneAdds 2 to power of anything hepilots. Your shuttling, landing andtaking off to or from same location isfree. During your control phase, maytake one Lambda shuttle or LandingCraft into hand from Reserve Deck;reshuffle.

Commander Luke SkywalkerDeploys only on Hoth. Adds 3 topower of anything he pilots. Whenpiloting Rogue 1, also adds 2 tomaneuver. Immune to attrition < 3.Adds 1 to forfeit of each otherRogue Squadron pilot or gunner atsame Hoth site.

Commander NemetAdds 1 to power and maneuver ofanything he pilots. Opponent maynot 'react' to or from same location.

Commander PrajiAdds 2 to power of anything hepilots. When piloting Devastator,also adds 1 to hyperspeed. Wherepresent, cancels game text of C-3PO or R2-D2.

Commander Vanden WillardWhen at a war room you control,adds 1 to power of each Rebelstarship at the related system. Mayuse 1 Force to cancel AstromechShortage.

Commander Wedge AntillesAdds 3 to power of anything hepilots. When piloting Rogue 3, alsoadds 2 to maneuver and draws onebattle destiny if not able tootherwise. May use 2 Force to takeone One More Pass into hand fromReserve Deck; reshuffle.

Commence RechargingDeploy on a superlaser. May not fireat a planet until 'recharged.'Opponent may use Force (stackingit here); accumulating 8 Forcerecharges superlaser. When fired ata planet, Effect is canceled. If Effectcanceled, accumulated Force isplaced in Used Pile.

Comscan DetectionIf opponent just moved a character,vehicle or starship as a 'react' to alocation, you may immediately moveone vehicle or starship, if withinrange, to that location (as a regularmove).

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Concussion GrenadeUse 2 Force to deploy on yourwarrior. May 'throw' at same oradjacent site. Draw destiny. Allcharacters, weapons and deviceswith that destiny number present atthat site are lost. (Only your warrioris lost if destiny = 0.) ConcussionGrenade also lost.

Conduct Your SearchDeploy on table. Once during yourdeploy phase, you may deploy anon-Interrupt card with "door" in titlefrom your Reserve Deck; reshuffle.At Endor sites where you have ascout, Rebel scouts are power -1and forfeit -3. (Immune to Alter.)

ConquestMay add 6 pilots, 8 passengers, 2vehicles and 4 TIEs. Has ship-docking capability. Permanent pilotprovides ability of 1. Just afterinitiating battle against Falcon, maypeek at opponent's hand.

CorelliaLIGHT: Your Falcon (with one pilot)and your Corellian corvettes maydeploy here as a 'react.'

DARK: Each of your starships arehyperspeed +1 when moving fromhere.

Coruscant: Imperial SquareDARK: Emperor deploys free here. Ifyour moff here, all Imperials aredeploy -1 at sites.

LIGHT: Force drain +1 here. If youcontrol, Emperor may not deploy toCoruscant.

Crash LandingIf you have a piloted AT-AT presentat a site, target opponent'snoncreature vehicle present at sameor adjacent exterior site. Drawdestiny. If AT-AT has a vehicleweapon, add 1 to destiny draw.Target 'crashes' if total destiny > 3.

Crash Site MemorialDeploy on your side of table. If youjust lost a vehicle, droid, weapon, ordevice, may stack it here. Onceduring your deploy phase, you mayexchange any one card in hand withone card stacked here.

Dack RalterAdds 1 to weapon destiny draws ofanything he is aboard as a

passenger (adds 3 if aboard Rogue1 or with Luke).

Dagobah (Dark Side)DARK: If you occupy, opponent maynot Force drain at related locations.

LIGHT: Neither player may Forcedrain here.

Dagobah (Light Side)DARK: Neither player may Forcedrain here.

Dannik JerrikoOnce per battle, may use 1 Force to"eat the soup" of (place out of play)one opposing non-droid characterjust lost or forfeited at same site. *Power = 1 + total ability of all victimswhose soup was eaten.

Dantooine (Dark Side)DARK: Your starships may movehere as a 'react'.

Danz BorinAdds 3 to power of anything hepilots. Adds 1 to weapon destinydraws of anything he is aboard as apassenger.

Dark Jedi LightsaberUse X Force to deploy on yourwarrior where X = (7 - warrior'sability). May add 1 to Force drainwhere present. May target acharacter or creature using X Force.Draw two destiny. Target hit if totaldestiny > defense value.

Darth VaderWhen in battle, adds 1 to each ofyour battle destiny draws. Adds 3 topower of anything he pilots (or 4 topower and 3 to maneuver if Vader'sCustom TIE). Immune to attrition <5.

Daughter Of SkywalkerDeploys -3 on Tydirium, Endor, orDagobah. May be targeted insteadof Luke by Mind What You HaveLearned (that card then targets Leiainstead of Luke for remainder ofgame). While at any exterior site,adds one . Immune to attrition < 4.

Deactivate The Shield GeneratorDeploy on Bunker. Once during yourcontrol phase, if you control Bunkerwith a Rebel, you may attempt to“blow away” Bunker as follows:Charges! Come On, Come On!:Draw two destiny. Add 3 to total foreach Explosive Charge on Bunker.

Move! Move! Move!: If total destiny> 12, your characters here mayrelocate to Back Door for free,Bunker and Landing Platform (if ontable) are “blown away,” opponentloses 8 Force and this card is lost.

Death SquadronDeploy on any system. Adds X tototal power of your starships at thatsystem, where X = number of yourstarships present. Your troopers andcombat vehicles may shuttle torelated sites for free.

Death Star Tractor BeamUse 2 Force to deploy on DockingBay 327. At the end of a battle atDeath Star system, may target anopponent's starship present (excepta Mon Calamari star cruiser) using 2Force. Draw two destiny. Targetcaptured if total destiny > defensevalue.

Death Star: Detention BlockControl Room (Light Side)LIGHT: If you control, Force Drain+1 here and all imprisonedcharacters on Death Star arereleased.

Death Star: Docking ControlRoom 327Both sides of this site gain

Death Star: Level 6 Core ShaftCorridorLIGHT: If the Light Side controls thissite, Luke and Obi-Wan are eachpower +2.

Death Star II: CapacitorsLight Side game text: When yourstarship moves from here, drawmovement destiny. Add maneuver (ifany). If total destiny <2, starship islost.

Death Star II: Coolant ShaftLight Side game text: When yourstarship moves from here, drawmovement destiny. Add maneuver (ifany). If total destiny <1, starship islost.

DemotionUse 2 force to deploy on anyImperial except Vader, Emperor or astormtrooper. That Imperial is power-2 and its game text is canceled.

DengarAdds 2 to power of anything hepilots. Power +1 for each opponent's

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character present. While present,may reduce Han's forfeit to zerohere.

Dengar With Blaster CarbineAdds 2 to power of anything hepilots. Permanent weapon is•Dengar's Blaster Carbine (maytarget a character, creature orvehicle for free; draw destiny; targethit, and its forfeit = 0, if destiny +1 >defense value; may be fired twiceper battle).

Dengar's Blaster CarbineUse 1 Force to deploy on Dengar, 3on your other warrior. May target acharacter, creature or vehicle using1 Force. Draw destiny. Target hit ifdestiny +1 > defense value. If hit byDengar, target's forfeit = 0.

Dengar's Modified Riot GunUse 2 Force to deploy on Dengar, or5 on your other bounty hunter. Maytarget a non-droid character using 3Force. Draw destiny. Characterimmediately captured if destiny +3 >defense value.

Derek 'Hobbie' KlivianPower +2 when at same site asBiggs. Adds 2 to power of anythinghe pilots (3 if a Star Destroyer is atsame location). When pilotingRogue 4, also adds 2 to maneuver.

Descent Into The DarkDuring your turn, if either player justplaced a card in a Used Pile, deployon table. All Used Piles areimmediately re-circulated. When anyplayer places one or more cards in aUsed Pile, Immediate Effectcanceled.

Desperate TimesThe icon has been stricken.

DevaronianPower +2 at Mos Eisley, any mobilesite or any docking bay. Adds 2 topower of anything he pilots. Whenplaying sabacc, may use clonecards to 'clone' his own destinynumber.

DFS Squadron StarfighterDeploys -1 to Naboo or samesystem as your battleship. While atsame system as your battleship,during your deploy phase, maydeploy one Droid Starfighter Laser

Cannons aboard from ReserveDeck; reshuffle.

DisarmedIf both players have a character witha weapon present at same site,deploy on that opponent's characterduring any control phase. Characterloses all weapons, is power -1 andmay no longer carry weapons.(Immune to Alter.)

Do Or Do Not (Dagobah)This effect is now unique (•) andshould read as "•Do Or Do Not".

DodgeSome versions of this Interrupt weremisprinted. The misprints play thesame as the correct copies, whichend with "… move that characteraway as a 'react' (for free)."

Don't Get CockyIf Luke and Han are in a battletogether, you may add two battledestiny. OR If opponent just initiateda battle at a system or sector,choose one TIE/ln present to be lost.

Double AgentIf both players have a spy at samesite, draw destiny. Add 2 ifopponent's spy is Undercover.Opponent's spy is lost if destiny > 2.OR Opponent's Tonnika Sisterspresent at a site cross to your side.

Double Laser CannonUse 4 Force to deploy on Jabba'sSail Barge or your sandcrawler; it ispower +3 and immune to attrition <5. Your warrior present, if aboard,may target a vehicle using 2 Force.Draw destiny. Target hit if destiny +2> defense value.

Dr. EvazanAdds 2 to power of anything hepilots. The not-so-good doctor may'operate' on any other characterpresent that was just 'hit' or justDisarmed; 'patient' is lost.

Dreadnaught-Class Heavy CruiserMay add 3 pilots, 6 passengers and4 TIEs. Has ship-docking capability.Permanent pilots provide total abilityof 2. Turbolaser Battery may deployaboard. Your TIEs present are eachpower +1.

Droid DetectorDeploy at any interior site. Cannotbe moved. Droids may not deploy tosame site. Following the turn thisdevice is deployed, all droidspresent are lost at end of any turn.

Droid MerchantSpaceport Speeders may be playedat same site. Once per game, maydo one of the following: activate 1Force when you deploy a droid ORretrieve 1 Force when you deploy anastromech to a starfighter.

Droid ShutdownCancel an attempt by opponent totarget your droid to be stolen, 'hit,'lost or captured. Droid is protectedfrom all such attempts for remainderof turn.

DS-61-2Adds 3 to power of anything hepilots. When piloting Black 2, alsoadds 1 to maneuver and may drawone battle destiny if not able tootherwise.

DS-61-3Adds 3 to power of anything hepilots. When piloting Black 3, alsoadds 1 to maneuver and may drawone battle destiny if not able tootherwise.

DS-61-4Adds 3 to power of anything hepilots. When piloting Black 4, alsomay draw one battle destiny if notable to otherwise. May use 1 Forceto take one Lone Pilot into handfrom Reserve Deck; reshuffle.

Dual Laser CannonUse 2 Force to deploy on your T-47.May target a character, creature orvehicle using 1 Force. Draw destiny.Subtract 1 if targeting a character orcreature. Add 2 if targeting a vehicle.Target hit if total destiny > defensevalue.

DutchAdds 2 to power of anything hepilots. When piloting Gold 1, alsoadds 1 to maneuver and draws onebattle destiny if not able tootherwise. Adds 1 to forfeit of eachother Gold Squadron pilot at samelocation.

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Echo Trooper BackpackDeploy on your trooper. May useany number of weapons anddevices. Trooper is immune toattrition < 3 when at a planet site.

Effective RepairsUSED: Cancel Limited Resources.LOST: Use 3 Force to retrieve intohand one Effect of any kind.

EG-6 (Eegee-Six)Adds 1 to power of each of yourdroids present, except power droids.* Destiny equals zero, but if drawnas a battle destiny where you haveless power than opponent, your totalpower present is doubled (once perbattle).

Egregious Pilot ErrorDuring opponent's control phase, ifopponent has two or more capitalstarships at a system or sectortogether, draw destiny. If destiny -1< number of those starships, theymay not move or participate in battleuntil end of your next turn.

Eject, Eject!Use 1 Force to target a starfighterhaving one or more permanentpilots. Draw destiny. If destiny > 2,deploy on starfighter to remove allpermanent pilots (otherwise, effect islost). May add one pilot for eachpermanent pilot removed. (Immuneto Alter.)

ElectrobinocularsUse 1 Force to deploy on anywarrior. At any time, you may peekat the top card of your Reserve Deckby using 2 Force. You may chooseto move that card to the top of yourForce Pile.

Elis HelrotAt any time (except during battle),target any or all of your characters atone site to 'transport' (relocate) toany one other site. Draw destiny.Use that much Force to 'transport,'or place Interrupt in Lost Pile.

Ellorrs MadakDeploy on your non-pilot character(except droids) to give that characterpilot skill. Adds 2 to power ofanything that character pilots. ORDeploy on your pilot. Adds 1 topower of anything that characterpilots. (Immune to Alter.)

ElomPower +3 at same site as anImperial. For remainder of game,Plastoid Armor is an Effect, is notunique, is immune to Alter while ontable, and it deploys only on a Rebelor alien at same mobile site as Elom(character is now 'disguised').

End This Destructive ConflictUSED: During a battle at a site,instead of firing one characterweapon, cause one opponent'scharacter present to be power -4until end of turn. LOST: During abattle at a site, use 3 Force tocancel one battle destiny just drawn.

Enhanced TIE Laser CannonUse 1 Force to deploy on your TIE.May target a starship using 1 Force.Draw destiny. Subtract 2 if targetinga capital starship. Target hit ifdestiny > defense value.

Evacuation ControlDeploy on your war room. Onceduring each of your move phases,your Planet Defender Ion Cannon atsame planet may fire. Also, each ofyour medium transports at sameplanet is hyperspeed +2, is immuneto attrition < 3 and may move forfree.

Evacuation Control (V)Deploy on table; shuffle yourReserve Deck, peek at top threecards, and stack them face-up here.During battle, may take a card hereinto hand to prevent all battle destinydraws from being modified orcanceled (each player may draw nomore than one battle destiny).(Immune to Alter.)

EvaderUSED: Cancel all Revolutions inplay (owner loses 1 Force for each).LOST: If Vader or Vader's CustomTIE was just lost, relocate that cardto Used Pile. OR Relocate to UsedPile one Imperial just lost from anyDeath Star location.

E-web BlasterDeploy on any site. May be movedwith two warriors for 1 additionalForce. Your warrior present maytarget a starfighter (use 5 asdefense value), character, creatureor vehicle using 2 Force. Drawdestiny. Target hit if destiny +1 >defense value.

Executor: HolotheatreDARK: If Vader or Emperor on table,your Force generation is +1 here (+2if both).

ExposureUse X Force during your controlphase, where X = the total numberof characters present or missing atexterior marker sites under"nighttime conditions." Thosecharacters are lost.

Failure At The CaveDeploy on Dagobah: Cave. Targetan apprentice on Dagobah. All JediTest game text is suspended. Iftarget present during any battlephase, opponent draws destiny. Ifdestiny < 4, you retrieve 2 Force(also, if destiny = 0, target is lost).Otherwise, Utinni Effect canceled.

Fall Back!If opponent just initiated a battle atan exterior site with more thandouble your total power, use 1 Forceto cancel the battle and move allyour characters there to an adjacentsite (for free) where the opponenthas no presence.

Fallen PortalTarget one creature or up to twocharacters present that just initiatedan attack or battle against you atBack Door, Rancor Pit, Tatooine:Jabba's Palace or any docking bay.Draw destiny. Target(s) immediatelylost if destiny +2 > total defensevalue.

Fear Will Keep Them In LineDeploy on any capital starship.When that starship is at a system orsector you control, your total poweris +1 in battles at related sites.

Feltipern TrevaggWhile no droid present with Trevagg,to initiate battles at same location asTrevagg, player must use X Force,where X = total number of andpresent with him.

Field PromotionDeploy on an Imperial of ability < 5present with Vader, Emperor or oneof your admirals, generals, or moffs.Imperial gains leader skill, is power+1, and is immune to Demotion,Report to Lord Vader, and What isThy Bidding, My Master?. (Immuneto Alter.)

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Fire ExtinguisherDeploy on your astromech droid.Cancels an 'exploding' ProgramTrap here. Any starship it is aboardis immune to Lateral Damage andion cannons. If deployed on R2-D2,may lose Fire Extinguisher to cancela battle just initiated where presentat a site.

FirefightDuring a battle, if you have weaponsat at least 2 sites adjacent to thatbattle, add 3 to your total power andadd one battle destiny. OR Forremainder of turn, your scout at anexterior site is power +1 and adds 1to each of that character's weapondestiny draws.

First Officer ThaneespiDeploys -2 to Home One. Adds 3 topower of any capital starship shepilots. When piloting a Star Cruiserwith another Mon Calamari pilotaboard, unless opponent has totalability > 6 piloting here, resetopponent's total battle destiny hereto 0.

FlagshipUse 2 Force to deploy on your StarDestroyer. Your other starships maymove as a 'react' to same system orsector (for free). If starship lost, youlose X Force, where X = starship'sarmor. (Immune to your Alter.)

Floating RefineryThis device is now restricted (••) andshould read as "••Floating Refinery".

Deploy on a cloud sector (limit oneper sector). Force you activate maybe drawn into hand (one per turn foreach of your Floating Refineries ontable). Each cloud sector or gasminer drawn in this way may berevealed to retrieve 1 Force.

For LuckDeploy on table. If Counter Assaultis played, may use 1 Force to addone destiny to your total. If Sense orAlter just played, may use X Forceto exclude X Dark Jedi from beingthe "highest-ability character."

Force FieldUSED: Cancel an attempt to target aDark Jedi with a character weapon.LOST: If one of your characters wasjust targeted by a weapon during a

battle, use 3 Force to cancel thetargeting.

FozecAdds 2 to power of anything hepilots. While at a site you control,Imperials are immune to Ke Chu KeKukuta? at that site.

Frozen DinnerDeploy on opponent's characteralone at Wampa Cave. Character ispower = 0 and may not move. Maybe canceled if opponent has alightsaber or total ability > 4 present.If character eaten by a creature,cumulatively adds 2 to ferocity.

FrustrationDuring your control phase, peek atopponent's hand and target onenon- Interrupt card you find therethat has a deploy cost < totalnumber of icons on table.Opponent must deploy a card of thattitle by the end of your next turn, orlose a card of that title from hand (ifpossible).

Full ThrottleIf your pilot (or permanent pilot) isdefending a battle alone at a systemor sector, add one battle destiny. ORIf Luke is defending a battle alone ata system or sector, add 1 to powerand add one battle destiny.

Fusion Generator Supply TanksDeploy on your starship at a systemor sector where a related dockingbay is on table. Adds 1 tohyperspeed, power and maneuver.

Gaderffii StickUse 2 Force to deploy on anyTusken Raider. If a battle has justbeen initiated where present, targeta character for free; draw twodestiny. If total destiny > 5, target'sweapons are 'knocked away' (maynot be used this battle).GailidDeploys free to same site as Mosep.Adds 2 to power of anything hepilots. While at Audience Chamber,adds 1 to your Force drains atJabba's Palace sites.

Gamorrean AxUse 1 Force to deploy on yourGamorrean. Adds 1 to power. Whenpresent at a site, Gamorrean drawsone battle destiny if not able tootherwise. May target a character or

creature for free. Draw destiny.Target hit if destiny > defense value.

Garouf LafoeAdds 1 to power of anything hepilots. Adds 1 to forfeit of each ofyour characters at same Tatooinesite. Subtracts 1 from forfeit of eachof opponent's characters at sameHoth site. Game text suspended if atsame site as a tax collector.

General VeersPower +1 when at same site asAdmiral Ozzel. Adds 1 to power ofeach Imperial at same Hoth site.Adds 3 to power of any combatvehicle he pilots. On Blizzard 1, alsoadds 1 to armor and draws onebattle destiny if not able tootherwise.

GhhhkLore: Dejarik of creature fromClak'dor VII. Ghhhk rise with thedawn, screeching their mating callsacross the jungle. Locals use theirskin oils as a healing salve.

During the damage segment of abattle you lost, if you have no cardsleft that can be forfeited, cancel allremaining battle damage. (Immuneto Sense.) OR Cancel Nightfall.

Ghhhk & Those Rebels Won'tEscape UsUSED: Cancel Nabrun Leids.LOST: During the damage segmentof a battle you lost, if you have nocards left that can be forfeited,cancel all remaining battle damage(Immune to Sense). OR CancelHyper Escape, Closer?!, or one'react.' OR During your move phase,cancel Landing Claw.

Golan Laser BatteryDeploy on any exterior planet site.Your warrior present may target acreature, character or vehicle atsame or adjacent site using 2 Force.Draw destiny. Add 2 if targeting acreature or character. Target hit ifdestiny > defense value.

Gold 2May add 2 pilots or passengers.May forfeit in place of your otherstarfighter 'hit' in Death Star: Trench,restoring that starfighter to normal.

Grand Moff TarkinAdds 2 to power of anything hepilots. When with Vader in a battle,

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once per battle may cancel oneopponent's destiny just drawn.

Gravel StormStrikes at Dune Sea, JundlandWastes, Beggar's Canyon, Lars'Moisture Farm, Jawa Camp, or MosEisley. Target opponent's characterpresent at that site. Draw destiny.Target lost if destiny > ability.

Great Shot, Kid!Deploy on table. If Death Star"blown away": Whenever you deploya unique (•) starship to a systemlocation, retrieve 3 Force; Onceduring each of your turns you maydeploy (for free) a starship fromhand or Reserve Deck and reshuffle.(Immune to Alter.)

Great WarriorThe last line of this Jedi test reads:"Place on apprentice. All opponent'sForce drain bonuses are canceled."

GrimtaashUSED: If opponent has 13 or morecards in hand, place all but 8(random selection) in Used Pile.LOST: Cancel Molator (even at aholosite). OR Use 4 Force to revealopponent's hand. All cards opponenthas two or more of in hand are lost.

Grondorn MuseWhile Grondorn is on Yavin 4, yourYavin Sentry is not unique (•), isdoubled, deploys free, applies allthree of its modifiers and is immuneto Alter. Power -1 when not on Yavin4.

H'nemtheAdds 2 to power of anything shepilots. Adds 2 to deploy cost of eachopponent's male Imperial when thatImperial is deploying to same oradjacent site.

Han SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Han (or alien) of ability< 3, choose one to be immediatelylost (treat as an "all cards" situation).Seeker is also lost.

Han SoloOnce during battle, may use 1 Forceto cancel and re-draw your justdrawn destiny. Adds 2 to power ofanything he pilots. When piloting

Falcon, also adds 2 to maneuverand may draw one battle destiny ifnot able to otherwise.

Han's Heavy Blaster PistolUse 1 Force to deploy on Han, or 3on your warrior. May target acharacter, creature or vehicle using1 Force. Draw destiny. Target hit ifdestiny +1 > defense value. If hit byHan, target's forfeit = 0.

Han's ToolkitUse 1 force to deploy on one of yourcharacters, vehicles or starships(free on Falcon or Han). Whileaboard a vehicle or starship, youmay use 1 force to cancel anyInterrupt or Effect of any kind whichtargets that vehicle or starship.

HavenDeploy on one of the followingsystems: Rendezvous Point, Hoth,Yavin IV, Alderaan, or Sullust.[remaining text unchanged]

Hear Me Baby, Hold TogetherIf opponent just targeted yourstarship with a starship weapon,subtract 2 from each of thatweapon's destiny draws.

Het Nkik* Deploys only on Tatooine for 2Force from each player's Force Pile.Het is power +1 for eachstormtrooper at same site, unlessReegesk is present.

Hidden Base / Systems Will SlipThrough Your Fingers(front) Deploy Rendezvous Point.Place a planet system (with a parsecnumber from 1 to 8) from outsideyour deck face down on your side oftable (not in play); that cardindicates the planet where your"Hidden Base" is located. While thisside up, once during each of yourdeploy phases, may deploy onesystem from Reserve Deck;reshuffle. Opponent loses no morethan 1 Force from each of yourForce drains at systems andsectors. Flip this card any time afteryou have deployed five battlegroundsystems and your "Hidden Base"system.

(back) While this side up, to draw acard from Force Pile, opponent mustfirst use 1 Force. For eachbattleground system you control,

you may cancel one opponent'sForce drain (limit twice per turn).You may not deploy any systems. Ateach system opponent occupiesduring any deploy phase, opponentmay 'probe' there by placing onecard from hand face down beneaththat system. Place out of play if"Hidden Base" system is 'probed;'Dark Side places 'probe' cards inUsed Pile (and may retrieve 1 Forcefor each Probe Droid used to'probe').

High AnxietyIf an opponent's character withability > 2 has just become missing,deploy on a Rebel with ability > 2 onsame planet. Rebel may notparticipate in battle. ImmediateEffect canceled if missing characteris found or lost.

Higher GroundUSED: During a battle at a site,instead of firing one characterweapon, cause one opponent'scharacter present to be power -4until end of turn. LOST: During abattle at a site, use 3 Force tocancel one battle destiny just drawn.

HindsightDeploy on C-3PO. Eyes In TheDark, The Professor, MantellianSavrip and Hopping Mad areimmune to Alter. Once during eachdraw phase, unless C-3PO ispresent with a Wookiee, you mayexamine the cards in your Used Pile.(Immune to Alter.)

Holonet TransmissionUSED: Cancel TransmissionTerminated. LOST: Take oneImperial or Visage Of The Emperorinto hand from Used Pile; reshuffle.

Hoth: Echo Med LabLight Side game text: Once per turn,when you deploy a medical droid, itis deploy -2.

HoujixLore: Dejarik creature. Theseferocious-looking beasts are gentle,loyal, and often domesticated asguard animals or pets on Kinyen, theGran homeworld.

During the damage segment of abattle you lost, if you have no cardsleft that can be forfeited, cancel all

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remaining battle damage. (Immuneto Sense.) OR Cancel Sunsdown.

Houjix & Out Of NowhereUSED: If opponent just initiated abattle at a system or sector whereyou have a starship with maneuver>3, use 1 Force to add one battledestiny. LOST: During the damagesegment of a battle you lost, if youhave no cards left that can beforfeited, cancel all remaining battledamage. (Immune to Sense.)

Human ShieldUSED: If an opponent’s weapon just‘hit’ an Imperial present with acaptive being escorted, the captiveis ‘hit’ instead. LOST: During abattle at a site, you may forfeit anyor all captives present (once perbattle per captive).

Hutt BountyDeploy on an opponent's smuggler,gambler, or thief. If subsequentlycaptured by a bounty hunter andthen transferred to Jabba's Palace:Dungeon, retrieve Force equal tocharacter's forfeit (+6 if Han) andlose Effect. (Immune to Alter.)

Hydroponics StationUse 1 Force to deploy on anyexterior Tatooine site. Cannot bemoved. The first Force you activateduring your activate phase may bedrawn into hand instead. If aVaporator on table, the secondForce you activate may also bedrawn into hand.

Hyper EscapeIf a battle was just initiated at anysystem or sector, move all yourstarships and vehicles there away.

HypoDeploy on your IT-O. Once duringyour control phases, if present with acaptive (or with an imprisonedcaptive): You may ask one yes-or-noquestion about cards in opponent'shand. Opponent must answertruthfully or lose 1 Force. OR Mayadd 1 to Force drain where present.

I Did It!Deploy on table if you've won aPodrace. Once per game, may placeBoonta Eve Podrace out of play toretrieve 4 Force. If you occupy abattleground site and a battlegroundsystem, once during each of your

control phases may reveal thebottom card of your Lost Pile andplace it on top of your Force Pile. Atthe end of opponent's turn, opponentmust lose 2 Force or place theirForce Pile onto their Used Pile.

I Find Your Lack Of FaithDisturbingUse 1 Force to deploy on one ofyour Dark Jedi. While present at asite, unless a Jedi is also present,opponent's total ability at samelocation is reduced by 2.

I Had No ChoiceDeploy on an opponent's gambler.Cancels gambler's game text. If abattle was just initiated, you may useX Force to exclude gambler fromthat battle, where X = gambler'sability.

I Thought They Smelled Bad OnThe OutsideSacrifice (lose) your creature vehicleto protect one character presentfrom Exposure, Ice Storm, Frostbiteand Gravel Storm for remainder ofturn. (Two characters may beprotected if sacrificing a ronto.) ORDouble Tzizvvt's power until hemoves.

I'd Just As Soon Kiss A WookieeUse 3 Force to place an opponent'sjust deployed character, starship,vehicle, weapon, or device inopponent's hand. On opponent'snext turn, that card (or one card ofsame title) may deploy for free.

I'm Here To Rescue YouIf you have a spy present at theDetention Block Corridor, target acaptive there. Draw destiny. Ifdestiny + ability of spy > ability ofcaptive, target is released.Otherwise, spy is captured. ORCancel Spice Mines Of Kessel(releasing targeted captive).

I'm On The LeaderTarget opponent's starfighter makingan Attack Run. Draw destiny. Add 1for each of your TIEs in Death Star:Trench. If total destiny > maneuver,starfighter is lost. OR Add 1 toweapon destiny draws of anystarfighter for remainder of this turn.

I've Got A Bad Feeling About ThisIf you just initiated a battle at alocation where you have less power

than the opponent, doubleopponent's battle damage if you winthe battle (if Han is present at thebattle location, triple opponent'sbattle damage).

I've Got A Problem HereUse 1 Force to target opponent'sstarfighter with maneuver at asystem or sector where a battle justfinished. Draw destiny. Starfighterlost if destiny > maneuver.

I've Lost Artoo!Use 1 Force to deploy on a starshipwith a or astromech aboard.Target or astromech and drawdestiny. If destiny > 1, astromechlost (lose Effect) or is canceled(may add 1 astromech); otherwise,Effect lost.

IG-2000May add 1 pilot (must be a smuggleror bounty hunter) and 2 passengers.Maneuver +3 and immune to attrition< 3 if IG-88 piloting. Ion Cannon maydeploy aboard.

IG-88Adds 2 to power of anything hepilots. May 'assassinate' anycharacter at same site hit by IG-88(victim is immediately lost). May usetwo different weapons. May initiatebattle and be battled. Immune toRestraining Bolt and purchase.

IG-88's Pulse CannonUse 1 Force to deploy on IG-88, 4on your other warrior. Adds 2 topower. May target X non-droidcharacters or creatures using XForce. Draw destiny for each. Ifdestiny = 0, character is power -1and forfeit -1 until end of turn. Ifdestiny -1 > defense value, targethit.

Imperial BlasterUse 1 Force to deploy on yourwarrior. May target a character,creature or vehicle using 1 Force.Draw destiny. Target hit if destiny >defense value.

Imperial DecreeDeploy on your side of table.Whenever you control any twoRebel Base locations, or any oneplanet site and two systems, theeffects of Revolution and allopponent's Force drain bonuses arecanceled. (Immune to Alter.)

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Imperial Decree (V)Deploy on table. Whenever you loseForce (except from Force drains,battle damage, or your card), mayreduce loss (to a minimum of 1) bythe number of battlegrounds youoccupy. During battle, may placethis Effect out of play to draw onebattle destiny if unable to otherwise.(Immune to Alter.)

Imperial GunnerAdds 1 to weapon destiny draws ofanything he is aboard as apassenger.

Imperial HelmsmanAdds 2 to power of anything hepilots. When piloting a StarDestroyer, also draws one battledestiny if not able to otherwise.

Imperial Justice (V)Deploy on table; shuffle yourReserve Deck, peek at top threecards, and stack them face-up here.During battle, may take a card hereinto hand to prevent all battle destinydraws from being modified orcanceled (each player may draw nomore than one battle destiny).(Immune to Alter.)

Imperial PilotPOWER 0Adds 2 to power of anything hepilots.

Imperial ReinforcementsIf opponent has more totalcharacters and starships on tablethan you have, use 1 Force to drawdestiny. Retrieve that number ofStormtroopers and/or TIE/lns.

Imperial Squad LeaderAdds 1 to forfeit of your othertroopers at same site. When movingwith a 'squad' of exactly three othertroopers, all four move for 1 Force.Imperial Trooper Guards at samesite may move.

Imperial Trooper GuardPOWER 0Power +4 when defending a battle.Cannot move.

Infantry MineDeploy at same exterior site as yourmining droid. 'Explodes' if acharacter deploys or moves (withoutusing a vehicle or starfighter) to oracross same site. Draw destiny.

Character lost if destiny +2 >defense value. Infantry Mine is alsolost.

InformantIf a battle was just initiated at samesite as your Undercover spy, yourcharacters at adjacent sites maymove there as a 'react' (for free). ORCancel Sabotage.

Innocent ScoundrelThis interrupt is now unique (•) andshould read as "•InnocentScoundrel."

USED: If your gambler was justtargeted by a weapon, opponentmust choose to select a new targetor lose 2 Force. LOST: Cancel anyEffect (except those immune toAlter) deployed on Han or yourLando.

Into The Ventilation Shaft, LeftyRelocate one of your charactersfrom a Cloud City site to WeatherVane (if “hit,” character is firstrestored to normal). May be playedeven after a battle has just beeninitiated.

Intruder Missile (Light Side)Deploy on your B-wing, Z-95, YT-1300 Transport, or Falcon. Maytarget a capital starship for free.Draw destiny. Add 3 if that capitalstarship was targeted by anotherweapon this turn. Target hit if totaldestiny > defense value. After firing,place Missile in Used Pile.

Ion CannonUse 2 Force to deploy on your StarDestroyer. May target a starshipusing 1 Force. Draw destiny. Ifdestiny +2 > defense value, allstarship weapons deployed ontarget are lost, armor or maneuver =0 and hyperspeed = 0.

It Can WaitUse 3 Force to place an opponent'sjust deployed character, starship,vehicle, weapon, or device inopponent's hand. On opponent'snext turn, that card (or one card ofsame title) may deploy for free.

IT-OWhen at Detention Block Corridor,adds X to your Force drains here,where X = number of captives here.Immune to Restraining Bolt.

Jabba's Sail BargeDeploys only on Tatooine; you mayimmediately deploy Passenger Deckfrom your Reserve Deck andreshuffle. May add 1 driver and 7passengers. Your aliens deploy -1aboard.

Jabba's Sail Barge: Passenger Deck

The sentence "Deploy on Jabba'sSail Barge" is considered strickenfrom this card.

Jabba The HuttDeploy -2 at Tatooine or Nal Hutta.To use his landspeed requires +2Force. May escort a captive. Whileat Audience Chamber, adds 1 toforfeit of all your other aliens andallows you to activate 1 Forcewhenever you Force drain with analien. Immune to attrition <4.

Jawa BlasterDeploy on your Jawa. May target acharacter or creature for free. Drawdestiny. If destiny -1 > defensevalue, target hit. If destiny = 0, JawaBlaster 'explodes' (weapon andcharacter firing it are lost).

Jawa Ion GunUse 1 Force to deploy on your Jawa,3 on your warrior. May target acharacter using 1 Force. Drawdestiny. Targeted droid stolen ifdestiny +1 > forfeit. Targeted non-droid character excluded from battleif destiny = defense value.

Jedi LightsaberUse X Force to deploy on yourwarrior where X = (7 - warrior'sability). May add 1 to Force drainwhere present. May target acharacter or creature by using XForce. Draw two destiny. Target hit iftotal destiny > defense value.Jek PorkinsAdds 2 to power of anything hepilots. When piloting Red 6, alsoadds 1 to maneuver and draws onebattle destiny if not able tootherwise.

Jeroen WebbAdds 2 to power of anything hepilots. When in battle with a Rebelleader, subtracts 1 from opponent'stotal battle destiny.

K-3PO (Kay-Threepio)May initiate battle and be battled. K-3PO is power +1 for each of your

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other droids at same Hoth or Yavin 4site. Functions as a leader if presentwith another of your droids.

K’lor’slug (V)Deploy on table. If your character,starship, or vehicle in battle is aboutto be lost before the damagesegment, it is instead lost at end ofbattle (if forfeited, forfeit for 0).(Immune to Alter.)

Kal'Falnl C'ndrosWhen in a battle, if both playersdraw only one battle destiny andyours is higher, reduces opponent'sdestiny to zero. Landspeed = 3.Adds 2 to power of anything shepilots. May not deploy to or boardstarfighters or enclosed vehicles.

Kessel (Dark Side)DARK: Your starships deploy -1here, -2 if Tarkin is aboard a starshiphere. If you control, Kessel Run iscanceled.

Kintan StriderLore: A dejarik of a ferociouscreature with incredible healingabilities. Extinct on their homeworldof Kintan, but used as guard beastsby many Hutt gangsters.

KithabaDeploys only on Tatooine. Adds 1 topower of anything he pilots. * Power= 1 + ability of opponent's highest-ability character present.

Knowledge And DefenseInsert in opponent's Reserve Deck.When Effect reaches top it is lostand opponent may not initiate anybattles for remainder of turn.(Immune to Alter.)

Lando Calrissian (Dark Side)Deploys only on Cloud City. Adds 2to power of anything he pilots. Whenplaying Sabacc, may subtract 1 fromor add 1 to your total. If present at asite, can be replaced by opponentwith any Light Side Lando.

Lando Calrissian (Light Side)Adds 2 to power of anything hepilots (3 if piloting Falcon). Power +1for every Cloud City location youcontrol. When playing Sabacc, mayadd 1 to or subtract 1 from yourtotal.

Lando With Vibro-AxThis card should be treated as if ithas one (and only one) .

Laser GateDeploy between any two interiormobile sites. To pass, a charactermust have (power + ability) > 4 oruse a Lift Tube (all other vehiclesare blocked). Laser Gate defensevalue = 3; may be targeted (as if acharacter) by a character weaponfrom either site.

Laser ProjectorUse 2 Force to deploy on an interiorsite. May target a seeker (usedefense value = 1), character orcreature for free. Draw destiny.Target hit if destiny -1 > defensevalue. Laser Projector may betargeted by any weapon (usedefense value = 1).

Legendary StarfighterThis Immediate Effect is now unique(•) and should read as "•LegendaryStarfighter "

If opponent just lost a starship in abattle you won, deploy on yourparticipating starfighter. Once duringeach of opponent's move phases,opponent loses 1 Force (2 ifstarfighter is Falcon or Red 5). Also,that starfighter is power +2 (Immuneto Control.)

Leia SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Leia (or warrior) ofability < 3, choose one to beimmediately lost (treat as an "allcards" situation). Seeker is also lost.

Leia, Rebel PrincessTwice per game, may place top cardof Lost Pile on top of Reserve Deckto cancel a Force drain at a relatedsite. Unless opponent's non-aliencharacter here, opponent's totalability at same site = 0. Immune toattrition < 5 if with Luke, Han orJabba.

Leia's Sporting BlasterUse 1 Force to deploy on Leia, or 2on your warrior. May target acharacter, creature or vehicle forfree. Draw destiny. Target hit ifdestiny -1 > defense value. If hit byLeia, target's forfeit = 0.

Leslomy TacemaAdds 3 to power of anything shepilots. While at Audience Chamber,adds 2 to the power bonus providedby Ellorrs Madak.

Let The Wookiee WinDuring a battle at a holosite, addone battle destiny. OR Target anopponent's character of ability < 5present with your Wookiee that justparticipated in a battle you lost;character is Disarmed (power -1 andmay no longer carry weapons).Stack on that character.

Lieutenant CabbelAdds 2 to power of anything hepilots. On Tyrant, also adds 1 toarmor. When in battle with anImperial leader, subtracts 1 fromopponent's total battle destiny.

Lieutenant SheckilThe name "Sumner" in this card'sgame text is a misprint and shouldread "Sheckil."

Lieutenant TanbrisDeploy -1 for starship weapons ofany starship he pilots. Adds 2 topower of anything he pilots.Subtracts 1 from maneuver of anystarfighter he pilots.

Light Repeating Blaster RifleUse 2 Force to deploy on yourwarrior. If your power droid or fusiongenerator present, may target acharacter, creature or vehicle using2 Force. Draw destiny. Target hit ifdestiny +1 > defense value. May firerepeatedly for 2 Force each time.

Limited ResourcesThis interrupt is now unique (•) andshould read as "•LimitedResources."

LIN-V8K (Elleyein-Veeatekay)At any time during your turn, mayuse 1 Force to 'defuse' (lose) anyone mine at same site.

LIN-V8M (Elleyein-Veeateemm)At any time during your turn, mayuse 1 Force to 'defuse' (lose) anyone mine at same site.

Lirin Car'nFor each other musician present,adds a "cover charge" of 1 to theForce required to move or deployeach character to same site.

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Location, Location, LocationDeploy on table. At the end of eachplayer's deploy phase, if they did notdeploy a location, they lose 1 Force.Effect canceled if any player deploysthree or more locations in a singleturn.

Lone PilotIf your pilot (or permanent pilot) isdefending a battle alone at a systemor sector, add one battle destiny. ORIf Motti is defending a battle alone ata system or sector, add two battledestiny.

Lone RogueIf one of your pilots is at an exteriorHoth site, use 2 Force to searchyour Reserve Deck and take one T-47 into hand. OR If your piloted T-47is defending a battle alone at a site,add one battle destiny.

Lord MaulDeploys -2 to Naboo. While withQui-Gon, your battle destinies hereare each +1. When Maul wins alightsaber combat, adds 2 toopponent's Force loss. Immune toClash Of Sabers and attrition < 5 (or< 6 if armed with a lightsaber). Maynot be Disarmed.

Lost In SpaceIf a pilot was just lost from a systemor sector, deploy on that locationand stack pilot here. Pilot may berescued or captured by any capitalstarship present here during anymove phase, and may be targetedby weapons (except during battle)as if present (treat as a starfighterwith defense value = 0). Lost if nopilot here.

Lt. Pol TreidumWhile at Docking Control Room 327,adds 2 to your total power atDocking Bay 327. Once during eachof your control phases, if at samesite as an Undercover spy, maydraw destiny. Spy's "cover isbroken" if destiny = spy's ability.

Luke SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Luke of ability < 4 orpilot of ability < 3, choose one to beimmediately lost (treat as an "allcards" situation). Seeker is also lost.

Luke SkywalkerWhile Luke is not on Tatooine yourtotal Force generation is +1. Adds 3to power of anything he pilots. Whenpiloting Red 5, also adds 2 tomaneuver. Immune to attrition < 3.

Luke's Blaster PistolUse 1 Force to deploy on Luke, 3 onyour other warrior. May target acharacter, creature or vehicle using2 Force. (If targeted by Luke, targetloses any immunity to attrition forremainder of turn.) Draw destiny.Add 1 if targeting a character orcreature. Target hit if total destiny >defense value.

Luke's CapeUse 2 Force to deploy on a Rebel oralien. If Luke's Cape is not at aTatooine location, your total Forcegeneration is +1. That character isimmune to attrition < 3.

Luke's Hunting RifleUse 1 Force to deploy on Luke orOwen Lars, 3 on your non-droidcharacter. May target a character orcreature using 1 Force. Drawdestiny. Subtract 1 if targeting acharacter. Add 2 if targeting acreature. Target hit if total destiny >defense value.

Luke's X-34 LandspeederMay add 1 driver and 2 passengers.Moves free if Luke aboard. Maymove as a 'react.'

LuminousDeploys and moves like astarfighter. May add 1 pilot and 6passengers. Has ship-dockingcapability. Permanent pilot providesability of 2. May use Covert Landinglike a shuttle or starfighter (evenwhile landed).

M'iiyoom OnithOnce during each of your controlphases, may reveal opponent's handby using X Force, where X = numberof cards in opponent's hand. Allunique (•) male Rebels and unique(•) male aliens there are lost.

Magnetic Suction TubeDeploy on your sandcrawler. Onceduring each of your control phases,may target one character present.Draw destiny. If destiny >character's ability, "suck up"character (relocate to related interior

Sandcrawler site or owner's UsedPile).

Major Bren DerlinWhile on Hoth, opponent may not'react' to any Echo site, and Derlinmay use 1 Force to cancel BreachedDefenses. While at Cantina, power+1 and may use 1 Force to cancelLocal Trouble.

Medium Repeating Blaster Cannon

Deploy on a site. May be moved bytwo warriors for 1 additional Force.Your warrior present may target upto two characters or creatures atsame or adjacent site using 2 Force.Draw two destiny. Target(s) hit iftotal destiny > total defense value.

Merc SunletDeploy on your non-thief to give thatcharacter thief skill. Once duringeach of your control phases, maytarget one device at same site. Drawdestiny. If destiny < target's destinynumber, it is stolen. OR Deploy on aweapon to prevent theft. (Immune toAlter.)

Mercenary PilotAdds 2 to power of anything hepilots or drives. When driving atransport vehicle, adds one battledestiny. When piloting at a cloudsector, once per turn may add onebattle destiny during battle at arelated exterior site.

M-HYD 'Binary' DroidAdds 2 to forfeit of each non-droidcharacter at same and adjacentsites. At any time, any player mayuse 1 Force to turn M-HYD off (facedown) or on again (face up).

Mind Tricks Don't Work On MeUse 3 Force to deploy on table.During the damage segment of abattle your opponent initiated, if youhave no cards left that can beforfeited, you may place this Effectout of play to cancel all remainingbattle damage. (Immune to Alter.)

Mirax TerrikThe foil version of this character hasan incorrectly printed deploynumber. Mirax's printed deploy costshould be 2.

Mobquet A-1 Deluxe FloaterMay add 1 driver and 1 passenger.Moves free if Jabba or any bounty

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hunter aboard. May move for free asa 'react' to a battle where your thief,smuggler or bounty hunter isparticipating.

MonnokUSED: If opponent has 13 or morecards in hand, place all but 8(random selection) in Used Pile.LOST: Use 4 Force to revealopponent's hand. All cards opponenthas two or more of in hand are lost.

Mos Eisley BlasterUse 1 Force to deploy on your alienwarrior (free if on Tatooine). Maytarget a character for free. Drawdestiny. Target is forfeit -2 forremainder of turn if destiny +2 >defense value.

MosepWhen opponent is losing Force fromForce drains at the same or anadjacent site, lost Force must comefrom Reserve Deck if possible.

Motti SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Motti (or pilot) of ability< 3, choose one to be immediatelylost (treat as an "all cards" situation).Seeker is also lost.

Mournful RoarDeploy on Chewie if Han was justlost or just became missing.Opponent cannot play Let TheWookiee Win or Wookiee Roar.Opponent must also lose 1 Force atend of every player's turn. If Han ontable, Effect canceled.

Moving To Attack PositionTarget one starfighter participating ina battle at a system or sector. Forremainder of turn, starfighter maynot move, is immune to attrition and,if piloted by any Corellian, is power+2.

MynockHabitat: unlimited. Parasite:Starfighter. Host's power andhyperspeed are cumulatively -2;while both < 1, Mynocks randomlydetach one at a time (cannot attachfor remainder of turn). Moves like astarfighter.

Naboo: Battle Plains (Dark Side)DARK: Unless Gungan EnergyShield on table, your AATs are eachpower +2 here.

Naboo: Battle Plains (Light Side)DARK: Your AATs deploy +1 here.

Naboo: Theed Palace GeneratorCore (both sides)Any characters of ability < 5 about tobe 'hit' here (and all cards on them)are placed in owner's Used Pile.

Nabrun LeidsAt any time (except during battle),target any or all of your characters atone site to 'transport' (relocate) toany one other site. Draw destiny.Use that much Force to 'transport,'or place Interrupt in Lost Pile.

Narrow EscapeIf opponent just initiated battle at asite where you have a Rebel ofability > 2 present, move all of yourcards with ability there away (usingtheir landspeed).

Nevar YalnalIf both players have a spy at samesite, draw destiny. Add 2 ifopponent's spy is Undercover.Opponent's spy is lost if destiny > 2.

Ng'okLore: Dejarik of a Ng'ok war beast.Foul temper gives rise to badfeelings. Has razor-sharp retractableclaws. Used in many systems tofrighten off potential attackers.

Ng’ok War BeastDeploy on table. If your character,starship, or vehicle in battle is aboutto be lost before the damagesegment, it is instead lost at end ofbattle (if forfeited, forfeit for 0).(Immune to Alter.)

Nudj*Ferocity = destiny -4. Habitat:planet sites (except Hoth andTatooine) and Dark Waters.Cumulatively absorbs (temporarilycancels) one icon present.Parasite: None.

Obi-Wan KenobiWhen a battle was just initiatedwhere present, may use 1 Force tochoose one opponent's character ofability = 1 present to move away (forfree), or that character is lost.Immune to attrition < 5.

Obi-Wan's CapeUse 2 Force to deploy on your Rebelor alien. Character is immune toattrition < 5. Also, When a battle wasjust initiated where present, may use1 Force to choose one opponent'scharacter of ability = 1 present tomove away (for free), or thatcharacter is lost.

Obi-Wan's JournalDeploy on Luke or Obi-Wan. Yourcharacters present armed with aunique (*) lightsaber Weapon cardmay not be Disarmed, once perbattle may cancel a weapon destinyjust drawn, and that lightsaber'sForce drain modifiers may not becanceled. Lost if about to be stolen.

Obi-Wan's Lightsaber (Premiere)Deploy on Obi-Wan. May add 1 toForce drain where present. Maytarget a character or creature forfree. Draw two destiny. Target hit,and its forfeit = 0, if total destiny >defense value.

Observation HolocamDeploy on a site. Adds 1 to the totalweapon destiny of each of yourautomated weapons at same andadjacent sites. During battle, mayadd the power of one of yourcharacters at an adjacent site youcontrol to your total.

Obsidian Squadron TIEDeploy -1 at any cloud sector.Permanent pilot provides ability of 2and adds 2 to power. Power +2 atnon-unique cloud sectors. BoostedTIE Cannon may deploy aboard andfires free aboard.

Officer EvaxAdds 2 to power of anything hepilots. When at a Death Star site,Imperial starships may move to theDeath Star system as a 'react.'

Oh, Switch OffCancel an attempt by opponent totarget your droid to be stolen, 'hit' orlost. Droid is protected from all suchattempts for remainder of turn. ORSwitch OFF any binary droid forremainder of turn.

Old BenUse 1 Force if any of yourcharacters (except Obi-Wan) wasjust forfeited from a Tatooine site.Mysterious "crazy wizard" steps in

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and revives (returns from Lost Pile)that character back to same site.

One More PassIf you are about to draw powerharpoon weapon destiny, add abilityof one pilot aboard same vehicle.

Ord Mantell (Light Side)LIGHT: If you control, each ofopponent's bounty hunters is forfeit -2.

DARK: Each of your bounty hunterpilots add an additional 1 to power ofstarships they pilot here.

Out Of NowhereIf opponent just initiated a battle at asystem or sector where you have astarship with maneuver > 3, use 1Force to add one battle destiny.

OutflankDuring a battle, if you have weaponsat at least 2 sites adjacent to thatbattle, add 3 to your total power andadd one battle destiny. OR Forremainder of turn, your biker scoutat an exterior site is power +1 andadds 1 to each of that character'sweapon destiny draws.

Owen LarsDeploys free at Lars' Moisture Farm.Power +2 if at same site as BeruLars or a Vaporator. If lost from tableduring opponent's turn, Luke ispower +3 until the end of your nextturn.

Palejo ReshadAdds 2 to power of anything hepilots. While at Audience Chamber,all your Corellians are power andforfeit +1 (+2 if non-unique) and yourForce generation at the Corelliasystem is +2.

Planet Defender Ion CannonDeploy on an exterior Rebel Basesite. During a battle at relatedsystem, may target a capital starshipthere using 2 Force. Draw destiny. Ifdestiny +3 > armor, all starshipweapons aboard target are lost,power = 0 and hyperspeed = 0.

Plastoid ArmorDeploy on a Death Star site where astormtrooper was just lost. Targetone of your characters not on DeathStar. When target reaches UtinniEffect, relocate to target. Target is

now 'disguised:' gains spy skill,power and forfeit +2, and armor = 5.

Ponda BabaPower +3 when battling at same siteas Dr. Evazan, unless opponent hasa lightsaber present. Adds 2 topower of anything he pilots.

PopsAdds 2 to power of anything hepilots. When piloting Gold 5, alsoadds 1 to maneuver and draws onebattle destiny if not able tootherwise.

Power HarpoonUse 2 Force to deploy on yourcombat or shuttle vehicle. Maytarget an AT-AT or AT-ST for 1Force. Draw destiny. Target crashesif destiny + your vehicle's maneuver> 8. Your vehicle crashes if destiny= 0.

Precise AttackDuring a battle, target opponent'scharacter or vehicle present with two(or more) of your weapons. Add allweapon destiny draws together.Apply that total separately for eachweapon in an order of yourchoosing.

Pride Of The EmpireThis Immediate Effect is now unique(•) and should read as "•Pride OfThe Empire".

If opponent just lost a starship in abattle you won, deploy on yourparticipating starfighter. Once duringeach of opponent's move phases,opponent loses 1 Force (2 ifstarfighter is a TIE/ln). Also, thatstarfighter is power +2 (Immune toControl.)

Princess LeiaDeploys only on Hoth or Cloud City.Adds 1 to power of anything shepilots. May deploy (on Hoth or CloudCity) or move as a 'react' to samesite as Han or Luke. Immune toattrition < 3.

Probe AntennaeDeploy on your Probe Droid. Adds 2to X for that droid. OR Use 1 Forceto deploy on one of your otherdroids. When at a site you control,once during each of your controlphases, you may peek at one card

randomly selected from opponent'shand.

Probe DroidDeploys only if a Star Destroyer ontable. Once during each of yourcontrol phases, may peek at X cardsrandomly selected from opponent'shand, where X = number of iconsat same site. May Force drain,initiate battle and be battled.

Probe Droid LaserDeploy on your probe droid. Maytarget an artillery weapon (use 5 asdefense value), character orcreature for free. Draw destiny.Artillery weapon lost if destiny >defense value. Character or creaturehit if destiny > defense value.

Program TrapUse 2 Force to deploy on anopponent's droid (except R2-D2 andC-3PO), 1 on your droid. Wheneither player draws a destinymatching the number of charactersat same site, droid 'explodes' (allcharacters present with Effect arelost).

Projective TelepathyCancel Anger, Fear, Aggressionwhen it is inserted or revealed. OR Ifyour opponent just initiated a battleor Force drain, opponent mustchoose to use 2 Force, or cancelthat battle or Force drain.

Proton TorpedoesUse 1 Force to deploy on your X-wing, Y-wing or B-wing. May target astarship using 1 Force. Drawdestiny. Target hit if destiny >defense value.

Pucumir ThryssWhile on Cloud City, adds 1 to yourForce drains at Cloud City sites andadds 4 to destiny of each of yourminers drawn for battle destiny.During your deploy phase, maydeploy one non-unique Rebel tosame Cloud City site from ReserveDeck; reshuffle.

Punch It!If Han or your Lando is piloting astarfighter which is defending abattle at a system, add one battledestiny (add two if starfighter isFalcon). Also, starfighter is immuneto attrition for remainder of turn.

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Punishing OneMay add 1 pilot (must be a smuggleror bounty hunter) and 1 passenger.Immune to attrition < 3 if Dengarpiloting. Deploy -3 when deployingwith Dengar. Boosted TIE Cannonmay deploy aboard.

Put That DownIf one of your characters was justtargeted by a weapon during battle,use 3 Force to cancel that targeting.OR Cancel Double Back or Res LukRa'auf.

Quad Laser CannonUse 2 Force to deploy on yourCorellian corvette or Falcon. Maytarget a starship using 1 Force.Draw destiny. Add 1 if targeting astarfighter. Target hit if total destiny> defense value.

R2-Q2 (Artoo-Kyootoo)While aboard any starfighter, adds 1to power, maneuver andhyperspeed. When at a Scomp linkduring your draw phase, may use 1Force to peek at top three cards ofyour Reserve Deck.

R3-T6 (Arthree-Teesix)While aboard a capital starship,adds 1 to power and 2 tohyperspeed, and that starship isimmune to attrition < 4. While atDeath Star: Central Core,hyperspeed of Death Star system=2.

R4-E1 (Arfour-Eeone)While aboard a non-creaturevehicle, adds 1 to power, maneuverand landspeed. May drive transportvehicles.

R4-M9 (Arfour-Emmnine)While aboard a non-creaturevehicle, adds 1 to power, maneuverand landspeed. May drive transportvehicles.

R5-A2 (Arfive-Aytoo)While aboard any starship, adds 1 topower and maneuver. During yourcontrol phase, if aboard yourstarship damaged by an ion cannon,restores armor/maneuver andhyperspeed.

R5-D4 (Arfive-Defour)While aboard any starship, adds 1 topower and maneuver. During yourcontrol phase, if aboard yourstarship damaged by an ion cannon,

restores armor/maneuver andhyperspeed.

RA-7 (Aray-Seven)May transfer character weapons (forfree) to or from your othercharacters present. May carry up tofour such weapons at one time.

Rayc RyjerdAdds 2 to power of anything hepilots (or 4 if trained by RycarRyjerd). Any starfighter Rayc pilotsis immune to Tallon Roll and is notlost if an asteroid sector is drawn forasteroid destiny.

Rebel Flight SuitDeploy on your pilot character.While piloting any starfighter,combat vehicle or shuttle vehicle,that character is considered to bethe "matching pilot" (pilot adds 2 tomaneuver (limit +2) and draws onebattle destiny if not able tootherwise).

Rebel GuardPOWER 0Power +4 when defending a battle.Cannot move.

Rebel PilotPOWER 0Adds 2 to power of anything hepilots.

Rebel PlannersUse 1 Force to deploy at MassassiWar Room or any docking bay. AddsX to total power of your starships atthe related system and relatedsectors, where X = the number ofyour starships present.

Rebel ScoutMay move as a 'react' (for free) to abattle where you have a Rebel ofability > 2 or a leader.

Rebel Squad LeaderAdds 1 to forfeit of your othertroopers and Rebel Guards at samesite. When moving with a 'squad' ofexactly three other troopers and/orRebel Guards, all four move for 1Force. Rebel Guards at same sitemay move.

Rebel Strike Team / GarrisonDestroyedThe third line on Side 0 of thisObjective card is clarified to read:"Once during each of your deployphases, may use 2 Force to take

one Bunker or Deactivate TheShield Generator into hand fromReserve Deck; reshuffle."

Rebel TechWhen at your war room:Cumulatively adds 1 to total ofAttack Run. OR Once during each ofyour control phases, may send thistech to your Used Pile and takeDeath Star: Trench into hand fromReserve Deck; reshuffle.

Recoil In FearUse 3 Force. Each player placeshand onto Reserve Deck (ifpossible), then places Used Pileonto Reserve Deck; reshuffle. Eachplayer then draws cards fromReserve Deck equal to the numberof cards just placed from hand ontoReserve Deck (if any).

RectennaUse 1 Force to deploy on yourstarship. You may deploy cards as a'react' to a battle at same system orsector.

Red LeaderAdds 2 to power of anything hepilots. When piloting Red 1, alsoadds 1 to maneuver and draws onebattle destiny if not able tootherwise. Adds 1 to forfeit of eachother Red Squadron pilot at samelocation.

Red Squadron X-wingDeploy -2 at Yavin 4 or to samelocation as Red Leader. Permanentpilot provides ability of 2 and adds 2to power. Proton Torpedoes deployand fire free aboard.

RedemptionMay add 4 pilots and 4 passengers.Has ship-docking capability.Permanent pilot provides ability of 1.Your medical droids and Bacta Tank'patients' may deploy aboard forfree.

ReflectionDeploy on Leia. Once during each ofyour control phases, you may use 3Force to retrieve 1 Force. Also,when an apprentice, adds 1 to hertraining destiny.

RemoteUse 1 Force to deploy at any site.Moves like a character at normaluse of the Force. Once during each

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of your control phases, may: Selectone character present to be poweror forfeit +1 for remainder of turn.OR Use 2 Force to cancel anyseeker present.

Rendezvous PointLIGHT: Your starships deploy -2here and are hyperspeed +2 whenmoving to or from here. Neitherplayer may Force drain here.

Reserve PilotAdds 1 to power of anything hepilots. When piloting Black 2, Black3 or Black 4, also adds 1 tomaneuver and draws one battledestiny if not able to otherwise.

Responsibility Of CommandUse 2 Force to deploy on any warroom at a Rebel Base. Target aRebel with forfeit > 4 or anopponent's leader. Opponent maynot initiate a battle or a Force drainat same location as target. UtinniEffect canceled when reached bytarget.

Restricted AccessInsert face up in your Reserve Deck.When Effect reaches top it is lost,along with all opponent's 'insert'cards there. Reshuffle. (Immune toAlter.) OR Deploy between twomobile sites. Opponent's charactersmay pass only if aboard a Lift Tubeor opponent uses +1 Force each.

Retractable ArmDeploy on any R-unit droid to givethat droid thief skill. Once duringeach of your control phases, youmay use 1 Force to target a weaponor device present. Draw destiny. Ifdestiny > 2, target is 'stolen.' Targetmay then be transferred for free.Droid may not be Disarmed.

RodianAdds 1 to power of each of yourbounty hunters and smugglers (butsubtracts 1 from Greedo's power) atsame site. Adds 1 to power ofanything he pilots.

Rogue 2May add 2 pilots or passengers.Immune to attrition < 3 if Zevpiloting. May add 2 to search partydestiny draw if all pilots aboard arepart of that search party.

Rogue AsteroidDeploy on an asteroid sector andspecify starting direction. Everymove phase, moves to next adjacentasteroid sector (reversing directionas necessary). Where present, adds2 to asteroid destiny. May betargeted by starship weapons(defense value = 3).

Rogue BanthaMay add 2 'riders' (passengers).Bantha ability = 1/2. May move as a'react.' Whenever a battle was justinitiated at same site, one TuskenRaider present (your choice) is'trampled' (immediately lost).

Rogue GunnerAdds 1 to weapon destiny draws ofanything he is aboard as apassenger.

Romas "Lock" NavanderAdds 1 to power and maneuver ofanything he pilots. Opponent maynot 'react' to or from same location.

Run Luke, Run!At any time, move Luke as a regularmove (for free) to a battle justinitiated at an adjacent site. Luke ispower +2 during that battle, unlessVader is present or adjacent to thebattle site. OR You may cancelVader's Obsession.

Saber 4May deploy with a pilot as a 'react' toa battle where you have a TIE (forfree if TIE is in Saber Squadron).May add 1 pilot. Immune to attrition< 4 when DS-181-4 piloting.

SandcrawlerDeploys only to a Tatooine site. Mayadd 1 driver and 7 passengers.Cannot move to mobile sites. Adds 1to forfeit of each Jawa at sameexterior site.

Sandcrawler: Droid JunkheapThe title of this card has receivederrata to be (•••) unique.LIGHT: Your characters mayenter/exit here for 1 Force each."Nighttime conditions" here.

DARK: Deploy on your sandcrawler.Each Jawa is forfeit +2 here."Nighttime conditions" here.

Sandcrawler: Loading BayThe title of this card has receivederrata to be (•••) unique.

LIGHT: Deploy on your sandcrawler.Each Jawa is forfeit +2 here."Nighttime conditions" here.

DARK: Your characters mayenter/exit here for 1 Force each."Nighttime conditions" here.

SandspeederMay add 1 pilot or passenger.Permanent pilot provides ability of 1.May move as a 'react' to Tatooine ordesert sites.

Self-Destruct MechanismLose a droid to cancel all attritionagainst you at same site this turn.OR Retarget an opponent's weaponto one of your droids at same site astarget. If droid is 'hit', use originaltarget's forfeit number.

Sense & Recoil In FearUSED: Target your highest-abilitycharacter and one just-playedinterrupt. Draw destiny. If destiny <ability of target character, canceltarget Interrupt. LOST: Use 3 Force.Each player places hand ontoReserve Deck (if possible), thenplaces Used Pile onto ReserveDeck; reshuffle. Each player thendraws cards from Reserve Deckequal to the number of cards justplaced from hand onto ReserveDeck (if any).

Sense & Uncertain Is The FutureSee Sense & Recoil In Fear.

Shattered HopeIf a battle you won just ended at aninterior site and you have acharacter of ability > 3 present there,relocate one opponent's characterpresent to an adjacent site. (If onCloud City, may relocate thatcharacter to Weather Vane instead.)

Shawn ValdezWhenever you just initiated a battleat same site as Shawn, yourtroopers at adjacent sites who havenot already battled this turn mayimmediately move to same site (as aregular move).

Shot In The DarkDeploy on your side of table. Onceper turn, you may lose 1 Force todraw the top card of your ReserveDeck into your hand. If that card is aspace creature, you mayimmediately deploy it for free.

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SkiffDeploy -1 to a Tatooine site. Mayadd 1 driver and 5 passengers. Maymove as a 'react.' If lost, anycharacters aboard may "jump off"(disembark).

Slave IThis card was erroneously printedwith “hyperdrive” instead ofhyperspeed. The card should read“hyperspeed 4” and has hyperspeedfor all gameplay purposes (e.g.,adding to hyperspeed with DarkManeuvers).

Sleen*Ferocity = destiny - 3. Habitat:planet sites (except Hoth andTatooine) and Dark Waters.Cumulatively absorbs (temporarilycancels) one icon present.Parasite: None.

SniperDuring your control phase, fire oneof your weapons. If URoRRuR'R'Rfiring, may add 2 to each weapondestiny draw. (A seeker may betargeted by a character weaponusing defense value of 4.) Any 'hit'targets are immediately lost.

SnowspeederMay add 1 pilot or passenger.Permanent pilot aboard providesability of 1. May move as a 'react' toHoth sites.

SnowtrooperDeploys only on Hoth. Power -1when not at a Hoth site.

SolomahalDeploy on your warrior to give thatwarrior scout skill. That warrior maymove as a 'react.' OR Deploy onyour scout. When that scout 'reacts,'it is power +2 for remainder of turn.(Immune to Alter.)

Son Of SkywalkerDeploys only on Dagobah or CloudCity. Adds 2 to power of anything hepilots. Once per game, during yourdeploy phase, a lightsaber maydeploy on Luke (for free) fromReserve Deck; reshuffle. Immune toattrition < 4.

SoroSuub V-35 LandspeederMay add 1 driver and 3 passengers.Moves free if Owen Lars, Beru Lars

or Luke aboard. May move as a'react'.

Sorry About The MessDuring your control phase, fire oneof your weapons. If Han firing, mayadd 1 to each weapon destiny draw.(A seeker may be targeted by acharacter weapon using defensevalue of 4.) Any 'hit' targets areimmediately lost.

Space Slug*Ferocity = two destiny. Habitat: BigOne (Cave is now Belly). Attacksstarfighters (defeated cards areeaten or relocated to Belly,opponent of victim chooses). Onceper turn, may open or close mouth.

Spaceport SpeedersThis interrupt is now restricted (•••)and should read as "•••SpaceportSpeeders".

Special DeliveryDeploy on a prison. When one ofyour troopers 'delivers' (imprisons) acaptive here, you may search yourLost Pile, take any one card intohand and then lose this Effect (eachcaptive may be 'delivered' only onceuntil they are released or leavetable).

Special ModificationsUse 1 Force to deploy on anystarship to add 2 to its armor ormaneuver. If on Falcon with Han,Lando or Chewie piloting, also adds2 to power and forfeit.

Spice Mines Of KesselDeploy on Kessel system [remainingtext unchanged]

StalkerMay add 6 pilots, 8 passengers, 2vehicles and 4 TIEs. Has ship-docking capability. Permanent pilotprovides ability of 1. Probe droidsdeploy free to sites related to samesystem.

Stay Sharp!During your control phase, fire oneof your starship weapons (for free).If Han or any gunner is aboard thatstarship, may add 2 to the totalweapon destiny. 'Hit' target is lost.OR If you just fired a weapon inbattle, add that weapon's destinynumber to your total power.

Stone PileUse 2 Force to deploy on anyDagobah site. Randomly select twocards from opponent's hand andplace them, unseen, face downbeneath Stone Pile. Cards return toopponent's hand if Effect leavestable. Canceled if opponentoccupies this site.

Stormtrooper BackpackDeploy on your trooper. May useany number of weapons anddevices. Trooper is immune toattrition < 3 when at a planet site.

Stunning LeaderIf a battle was just initiated at aninterior site, use 1 Force to excludefrom that battle all characters ofability > 2 and all leaders (on bothsides).

SuperlaserDeploy on Death Star system atparsec 0. May target a capitalstarship at Death Star system, or ata system it orbits, using 4 Force.Draw two destiny. Target hit if totaldestiny > defense value.

Surface Defense CannonUse 1 Force to deploy on yourstarfighter, free on Falcon. Maytarget a character or creature atsame site using 1 Force. Drawdestiny. Target hit if destiny +1 >defense value.

SW-4 Ion CannonUse 1 Force to deploy on your Y-wing or B-wing. May target astarship using 1 Force. Drawdestiny. If destiny > target's defensevalue, all starship weaponsdeployed on target are lost, armor ormaneuver = 0 and hyperspeed = 0.

Swilla CoreyDeploy on any non-thief to give thatcharacter thief skill. Once duringeach of your control phases, maytarget one device at same site. Drawdestiny. If destiny < target's destinynumber, it is stolen. OR Deploy on aweapon to prevent theft. (Immune toAlter.)

Tagge SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Tagge (or warrior) ofability < 3, choose one to be

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immediately lost (treat as an "allcards" situation). Seeker is also lost.

Tallon RollTarget two starfighters (your TIE/lnand any Rebel starfighter) present atsame system or sector. Each playerdraws destiny. Opponent totalsdestiny and starship's power. Youtotal destiny, TIE's power and TIE'smaneuver. Lowest total losesstarfighter.

Tamizander ReyAdds 2 to power of anything hepilots. Your starships may movefrom same exterior site for free.While at Echo Docking Bay, onceevery turn, may allow one characteron Hoth to be immune to The ShieldDoors Must Be Closed.

Tamtel SkreejDeploys only on Tatooine. Adds 2 topower of anything he pilots. Onceper game, Undercover may deployon Tamtel from Reserve Deck;reshuffle. While at a site you control,Rebels are immune to None ShallPass at that site.

Tantive IVCAPITAL: CORELLIAN CORVETTE

May be deployed even withoutpresence or Force icons. May add 3pilots and 4 passengers. Has ship-docking capability. Permanent pilotprovides ability of 2.

Tarkin DoctrineDeploy on Death Star system.[remaining text unchanged]

Tarkin SeekerDeploys for 1 Force to anunoccupied site. Deploys and moveslike an undercover spy. Whenpresent with Tarkin (or alien) ofability < 3, choose one to beimmediately lost (treat as an "allcards" situation). Seeker is also lost.

Tatooine: Hutt Trade Route(Desert)LIGHT: Your characters here aboardvehicles are each power +1.

Tatooine: Lars' Moisture Farm(Light Side)LIGHT: Beru Lars and Lukedeploy -1 here.

Tatooine: Watto's Junkyard (LightSide)LIGHT: While you occupy, yourForce generation is +2 here.Immune to Revolution.

TauntaunMay add 1 'rider' (passenger).Deploy only on Hoth. Ability = 1/4.May move as a 'react' from a battle.May be 'sacrificed' (lost) to makerider immune to Exposure this turn.

Tauntaun HandlerAdds 2 to power of any creaturevehicle he rides. When riding atauntaun, also draws one battledestiny if not able to otherwise.

Taym Dren-garenWhen on Tatooine, may cancel anyresult of Krayt Dragon Bones. Whileat Audience Chamber, all yourTusken Raiders are power = 3 andforfeit +2.

Tempest Scout 1May add 2 pilots or passengers.May move as a 'react' for free. WhenArnet piloting, immune to attrition < 4and adds 1 to attrition againstopponent here.

That's It, The Rebels Are There!If you have a probe droid at a siteduring your control phase, move oneof your starships to the relatedsystem. That starship cannot moveagain this turn.

The Circle Is Now CompleteIf Vader and Obi-Wan are present atsame site, use 1 Force to initiate aduel between them. Compare theirpower, and add 2 if that character isarmed with a lightsaber. Loser(lowest total) of duel is placed out ofplay.

The Emperor's PrizeIf Luke was just 'frozen,' deploy onEmperor or Detention BlockCorridor. Target Luke and Vader.When reached by targets, placeUtinni Effect on Luke and opponentmust lose Force (from Life Force)equal to half their Life Force (rounddown). If Luke released, lose UtinniEffect. (Immune to Alter.)

The Hyperdrive Generator'sGone/We'll Need A New One(back) While this side up, yourunique (•) Republic characters are

power +1 and forfeit +2. Aliens maynot have their deploy cost modifiedand Imperials deploy +1 to Tatooinesites. Whenever you complete anon-substituted battle destiny draw,may retrieve 1 Force (Forceretrieved in this way may be takeninto hand). While Queen's RoyalStarship at a planet system, onceduring each of opponent's controlphases may activate up to 2 Force.Once during each of your controlphases, loses 1 Force for eachbattleground site you occupy with asenator.

There Is No ConflictUSED: If your Imperial of ability > 2just won a battle, randomly take intohand one card stacked on I Feel TheConflict. (Immune to Sense.) LOST:If Vader in battle, subtract 2 fromeach of opponent's battle destinydraws.

They’re On DantooineOnce per game, use 2 Force todeploy on Dantooine system.[remaining text unchanged]

This Is All Your FaultLose a droid to cancel all attritionagainst you at same site this turn.OR Retarget an opponent's weaponto one of your droids at same site astarget. If droid is 'hit', use originaltarget's forfeit number.

Thok & ThugDeploys -2 to a Jabba's Palace site.If opponent just initiated battle atsame site, may use X force (limit 2)to add twice X to total power. Youralien leaders present may not betargeted by weapons. End of your

turn: Use 2 orLose 1 or .

Thul FainDeploys free to your starship.Adds 2 to power of anything hepilots. When with Lieutenant Tanbrisin a battle at a system, adds 2 toeach of your battle destiny draws.

TIE AvengerDeploy -1 to same system as anyImperial capital starship. May add 1pilot. Boosted TIE Cannon maydeploy aboard.

TIE VanguardPermanent pilot provides ability of 1.You may deploy cards to samesystem or sector as a 'react.'.

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TireeAdds 2 to power of anything hepilots. When piloting Gold 2, alsoadds 1 to maneuver and (when inDeath Star: Trench) adds 1 to totalof Attack Run.

Tonnika SistersTwice during each of your controlphases, may use 2 Force to draw 2destiny for 2 chances at a destiny =2. If successful, may steal or destroyup to 2 weapons or 2 devicespresent.

Toryn FarrAdds 2 to power of anything shepilots. When at any war room, adds1 to weapon destiny draws of yourPlanet Defender Ion Cannon onsame planet.

Tractor BeamUse 2 Force to deploy on your StarDestroyer. At the end of a battle atsame system or sector, may targetan opponent's starship present(except a Mon Calamari StarCruiser) using 2 Force. Drawdestiny. Target captured if destiny >defense value.

TrampleIf you have a piloted AT-AT or AT-ST present at a site, targetopponent's character, 'crashed'vehicle or unpiloted vehicle withoutarmor present. Draw destiny.Character lost if destiny > ability.Vehicle lost if destiny < 7.

Treva HormeDuring your control phase, may 'sell'one Interrupt card from hand.Opponent must use X Force, whereX = destiny of that card or entireForce Pile (opponent's choice).Place sold card on opponent's UsedPile and activate X Force.

Trooper Jerrol BlendinDeploys only on Cloud City, but maymove elsewhere. Power +2 whenparticipating in a battle you initiate.Opponent may use 2 Force to 'bribe'(exclude) Blendin from battle.

Turbolaser BatteryUse 3 Force to deploy on your StarDestroyer or any mobile system.May target a starship using 2 Force.Draw two destiny. Subtract 2 iftargeting a capital starship.

Otherwise, subtract 5. Target hit iftotal destiny > defense value.

Tusken RaiderPower 1Deploys only on Tatooine. Power +1if another non-unique Tusken Raiderpresent. If you have four or morenon-unique Tusken Raiders present,your total power here is +2.

Twilight Is Upon MeDeploy on table. Once per turn, maytake one The Force Is Strong With

This One or Anakin Skywalkerinto hand from Reserve Deck,reshuffle. May use 2 Force to cancelYou Are Beaten (unless cancelingUncontrollable Fury) or Dark JediPresence. (Immune to Alter.)

Ubrikkian 9000 Z001May add 1 driver and 2 passengers.May move as a 'react.'

Uncertain Is The FutureSee Recoil In Fear.

Under AttackDuring your control phase, target avehicle with armor present with yourwarrior. Draw destiny. If warrior hasa Concussion Grenade or alightsaber, add 3 to destiny draw (7if both). Vehicle (and grenade) lost iftotal destiny > armor.

UndercoverDeploy on your spy at a site andcross spy to opponent's side. Spy isnow Undercover. During your deployphase, may voluntarily "break cover"(lose Effect) if at a site. (Immune toAlter.)

URoRRuR'R'R's Hunting RifleUse 1 Force to deploy onURoRRuR'R'R or Chief Bast, 3 onyour non-droid character. May targeta character or creature using1 Force. Draw destiny. Subtract 1 iftargeting a character. Add 2 iftargeting a creature. Target hit iftotal destiny > defense value.

Vader's LightsaberDeploy on Vader. May add 1 toForce drain where present. Maytarget a character or creature forfree. Draw two destiny. Target hit,and its forfeit = 0, if total destiny >defense value.

Vehicle MineDeploy at same exterior site as yourmining droid. 'Explodes' if starfighter(use 5 as defense value) or non-creature vehicle deploys or moves toor across same site. Draw destiny.Target lost if destiny +2 > defensevalue. Vehicle Mine is also lost.

Vibro-Ax (both sides)Use 3 Force to deploy on any alienwarrior. Adds 1 to power. May targeta character using 1 Force. Bothplayers draw destiny. Targetimmediately excluded from battle ifwarrior's power + your destiny >target's power + opponent's destiny.

Vine SnakeHabitat: planet sites (except Hoth).Parasite: Non-droid Character. Eachmove phase, draw destiny; eachtime destiny > ability, add 1 to X (Xstarts at 0). Host is power -X (eatenif power = 0).

Vul TazaeneAdds 2 to power of anything hepilots. Twice during battle at samesystem, may use 2 Force to add 2 toany destiny of 2. If present withTonnika Sisters, Vul and TonnikaSisters are lost.

Walker BarrageIf you have a piloted AT-AT presentat a site, target opponent's artilleryweapon at same or adjacent exteriorsite. Draw destiny. Target lost ifdestiny +1 > forfeit. Also, oneopponent's character at same site astarget (random selection) lost ifdestiny +1 > 6.

Wall Of FireIf you have a piloted AT-AT presentat a site, target any number ofopponent's troopers present at sameor adjacent exterior site. Drawdestiny. If destiny > number oftroopers targeted, they are lost.

Warrant Officer M'KaeAdds 2 to power of anything hepilots. May use 1 Force to take onetractor beam, Our First Catch Of TheDay or Besieged into hand fromReserve Deck; reshuffle.

Watch Your Step/This Place CanBe A Little Rough(back) While this side up, your Forcegeneration is +1 at each system youcontrol with a smuggler. Opponent's

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Force generation at non-battlegrounds is limited to 1. Whenyou have two or more smugglers ina battle, add one battle destiny.Each of your smugglers is forfeit +2.Once during each turn, may playone interrupt from Lost Pile as iffrom hand (then place that card outof play). Sense, Alter, and KeepYour Eyes Open may not be played.Flip this card if you do not occupytwo battlegrounds (unless you havecompleted two Kessel Runs).

We're LeavingUse 3 Force to deploy on table.During the damage segment of abattle your opponent initiated, if youhave no cards left that can beforfeited, you may place this Effectout of play to cancel all remainingbattle damage. (Immune to Alter.)

WED-1016 'Techie' DroidWhile at an exterior planet site ordocking bay, once per turn may lose1 Force to place a 'hit' starship orvehicle at same site, adjacent site,related system or related cloudsector in Used Pile instead of LostPile.

WED15-17 'Septoid' Droid*Forfeit value begins at 7. When'forfeited,' droid remains in play(unless 'hit'), but forfeit value isreduced by the amount of attrition orbattle damage absorbed. Droid lostwhen forfeit value reaches zero.

WED15-I662 'Treadwell' DroidAdds immunity to attrition < 2 to allyour vehicles and droids at samelocation. Also, if 'treadwell' droid is ata docking bay, adds immunity toattrition < 3 to all your starfighters atthe related system and relatedsectors.

WED-9-M1 'Bantha' DroidAdds immunity to attrition < 2 to allyour vehicles and droids at samelocation. Also, if 'bantha' droid is at adocking bay, adds immunity toattrition < 3 to all your starfighters atthe related system and relatedsectors and may cancel LateralDamage.

Wedge AntillesAdds 3 to power of anything hepilots. When piloting Red 2, alsoadds 2 to maneuver and draws onebattle destiny if not able to

otherwise. May use 1 Force to takeone Corellian Slip into hand fromReserve Deck; reshuffle.

Weequay MarksmanDeploys only on Tatooine. May fireone weapon during your controlphase (at double use of Force). Mayuse 2 Force to 'assassinate' anycharacter just 'hit' by WeequayMarksman (victim is immediatelylost).

Wes JansonAdds 1 to weapon destiny draws ofanything he is aboard as apassenger (adds 3 if aboard Rogue3 or with Wedge or Jek).

What Is Thy Bidding, My Master?Deploy on Emperor or any system.Target one character whose loreuses the word 'Emperor.' Targetcannot use ability to draw battledestiny and is excluded from beingthe "highest-ability character." UtinniEffect canceled when reached bytarget.

WiosleaDuring your control phase, may use1 Force to target an opponent'sunoccupied transport vehicle ordroid present. Draw destiny. Ifdestiny > target's destiny number,use Force equal to target's deploycost to 'purchase' target (use as ifstolen).

WooofDeploys only at Tatooine. Power +2when defending a battle at a Jabba'sPalace site. Adds 2 to power ofanything he pilots (3 if piloting anstarship or if Jabba is aboard).

Wyron SerperOnce during each of your controlphases, may peek at X cardsrandomly selected from opponent'shand, where X = number oficons at same site. Also, when youare drawing destiny, adds 2 to thedestiny of any card with 'scan' in thetitle.

Yoda Stew & You Do Have YourMomentsUSED: During opponent's turn, takeup to four cards from your hand andplace them on top of your ForcePile.LOST: At the start of the damagesegment during a battle, before any

cards have been forfeited, cause allattrition for both sides to be reducedto zero.

You Do Have Your MomentsAt the start of the damage segmentduring a battle, before any cardshave been forfeited, cause allattrition for both sides to be reducedto zero.

Zev SenescaAdds 2 to power of anything hepilots. When piloting Rogue 2, alsoadds 3 to maneuver and may drawone battle destiny if not able tootherwise.

ZuckussAdds 2 to power of anything hepilots. May move for free as a 'react.'Once during each battle, may use 1Force to cause one alien of ability <3 at same site to be forfeit = 0 forremainder of turn. Immune toattrition < 3.

Zuckuss In Mist HunterMay add 1 pilot and 3 passengers.Permanent pilot is *Zuckuss, whoprovides ability of 4 and adds 2 topower. Unless opponent has ability> 6 piloting here, reset opponent'stotal battle destiny here to 0.

Zuckuss' Snare RifleDeploy on Zuckuss, or use 1 Forceto deploy on any other bountyhunter. May target a character orcreature using 2 Force. Drawdestiny. Character captured ifdestiny -1 > defense value. Creaturelost if destiny +1 > defense value.

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Appendix B - Card RulingsIf an entry begins with "(Errata)," see Appendix A for the errata on that card.For all clarifications of characteristics, see Characteristics – Identifying Cards, Ap. D

4-LOMThis droid adds 1 to total power foreach pairing of one alien and onedroid, neither of which may be usedas part of another pair. See mayinitiate battle and be battled.

A Few ManeuversThe phrase “Interrupt may evenaffect the result immediately after adestiny draw targeting thestarfighter's maneuver” means thatthis card can be played immediatelyafter any destiny draw that is to beused in a comparison (greater than,less than, or equal to) with thestarfighter's maneuver or defensevalue (or a calculation that involvessaid maneuver or defense value).

A New Secret BaseThis Light Side Effect allows you totake the following cards into handfrom your Reserve Deck, onceduring each of owner's turns:• one site with "Echo" in its title• two sites, both with "Echo" in theirtitles• one Effect with "Echo" in its title• one Effect and one site, both with"Echo" in their titles• one planet system with two LightSide Force icons.

A Jedi's ResilienceThis Interrupt is played as aresponse to the completion of aduel, and is played before any resultactually takes place.ORThis card targets a 'just lostcharacter armed with a lightsaber.' Itsearches for the character andsaber at the time the interrupt isplayed. In order to be considered assuch, the light side character musteither:a) Possess a [permanent weaponicon] lightsaber ORb) Be armed with a lightsaber whenheading lost, be lost simultaneouslywith the lightsaber, and both he orshe and the lightsaber must be

considered 'just lost' at the time thiscard is initiated.This is a necessary exception to thenormal rules regarding units of forceand unseen cards. BecauseA Jedi's Resilience specifically issearching for these 2 cards (or 1card) in a 'just lost' state, they are'active' and able to be targeted inthat state by this card or other cardsthat target cards in a 'just lost' state.

A Jedi's StrengthAn apprentice that later becomes aJedi will still get the +1 power bonusfrom this Jedi Test.

A Step BackwardThe first function of this card may beplayed as long as at least onepodracer has at least one racedestiny stacked upon it. This cardtargets "Podracers", which is a cardtype (See Podracing, Ap. C). Itcannot remove a race destinystacked upon the Podrace Arena.

A Useless GestureThe game text that prevents Ketwolfrom exchanging a docking baymore than once per game does notcount any exchange(s) that tookplace before A Useless Gesture wason table. Thus, after A UselessGesture is played, Ketwol mayexchange one more docking baybefore further exchanges areprevented, even if Ketwol wasalready used before A UselessGesture was played.

A Vergence In The ForceYou may only draw 2 cards byplacing in Used Pile a copy of thiscard that is on table. This lastsentence of this Immediate Effectdoes not permit you to perform thatfunction using a copy in hand.

AccelerateThe phrase “Interrupt may evenaffect the result immediately after adestiny draw targeting the vehicle'smaneuver” means that this card can

be played immediately after anydestiny draw that is to be used in acomparison (greater than, less than,or equal to) with the vehicle'smaneuver or defense value (or acalculation that involves saidmaneuver or defense value).

AbyssThis card does not require that the'duplicated' character on table hasimmunity to attrition. This is aspecific exception to the ImpliedTargeting Rule.

Advosze(Errata) You may not voluntarilydeploy or move an Advosze to thesame location as another Advosze.(If this somehow occursinvoluntarily, you must choose oneto be lost.)

Agents In The Court/No Love ForThe EmpireA character whose species isdefined in the Advanced Rulebookmay be revealed normally as a Repas if that species was defined in thatcard's lore.

Agents Of Black Sun / VengeanceOf The Dark PrinceWhen this Objective card is (or hasbeen) in play, Dark Side cards in thefollowing all have the characteristicBlack Sun agent: all cards with'Black Sun agent' in lore. (such asGuri); all aliens with 'Black Sun' inlore. (such as Makurth); allinformation brokers (such as Labria);all bounty hunters (such as BobaFett).

Aim HighThe amount of Force used (X) mustbe equal to the full amount of theinitiated retrieval, even if theretrieving player's Lost Pile does notcontain that many cards.

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All Too EasyThis Immediate Effect creates anunattended frozen captive if there isno available escort.

All Wrapped UpWhen capturing a just forfeitedcharacter using this Dark SideEffect, that character is capturedafter applying forfeit value but beforebeing placed on the Lost Pile. Whencaptured, the character's values thatwould normally be restored uponleaving table (e.g., forfeit beingreduced by 2, power being reducedto 0) has those values reset. In thisway, cards deployed on thatcharacter (for example, Bounty or aweapon) are not placed in the LostPile. Additionally, if the card was'hit', it is no longer 'hit'. However, ifany responses to the characterbeing lost remove a card (or cards)on that character prior to this cardbeing used to capture them, anyremoved card(s) would not return tothe character and would stay wherethey were placed when removed.This is a specific exception to thejust lost ruling.This card merely requires that thebounty hunter be present at thelocation. He need not be presentwith the forfeited character.

AlterThis Interrupt can only cancel thecards stated in its game text (thus itcannot cancel a Starting Effect). Touse Alter to cancel any card otherthan Sense, you must have acharacter with ability on table. Alteris a response to the deployment ofan Effect or Utinni Effect, but it is nota response to a subsequent use ofthat Effect's or Utinni Effect's gametext. A card that is "immune to Alter"is not a valid target for Alter (seeimmune).

Alter & Collateral DamageIf you draw successfully for the Lostfunction of this card, you would stillhave to lose 2 Force to Do, Or DoNot or There Is No Try.

Alter & Friendly FireSee Alter & Collateral Damage.

AmbushThis Interrupt is an all cardssituation, so it will affect inactivecards as well (missing, undercover,etc.). However, inactive cards do notcount towards either player's powertotal because they are not on tablefor such purposes. This card can beplayed at a location where opponenthas 0 power, but not one where hehas no power.

Anakin SkywalkerA card about to be placed out of playdoes not qualify as a card "about tobe lost from table."

Anakin's PodracerWhen drawing 2 race destinyinstead of 1, the Light Side player ispermitted to stack (use) both of themon Anakin's Podracer. The decisionto use a race destiny is madeimmediately after one is drawn. (SeePodracing, Ap. C) This Podracer willautomatically "schedule" three racedestiny draws if Anakin's Podracer isbehind at any time during the LightSide player's draw phase. Next turn,the Light Side player must drawthree and must choose (use) two ofthem to stack on the Podracer.These scheduled race destiny drawscan still be restricted by subsequentactions, for example, the Dark Sideplaying Hit Racer.

Anger, Fear, Aggression (V)Projective Telepathy cannot cancelthis card when it is on table (only if itis 'inserted' or 'revealed').

Anoat (Dark Side)Starships using this systemlocation's game text to 'react' maymove only•from Anoat to the nearest relatedasteroid sector; or•from the nearest related asteroidsector to Anoat.

Antilles Maneuver (V)The first function of this Interruptmay still be used if the opponentdoes not have a weapon on table.See Implied Target Rule – UnknownTargets.

Are You Brain Dead?!This Interrupt card's Used functionrequires only a Light Side Episode I

Jedi to be defending a battle. Theabsence of a Dark Jedi is not part ofthe initiation conditions.

AricaIf Arica breaks cover at Luke's siteusing her game text while There IsGood In Him is on table, Luke will becaptured before she can completethe firing of her weapon.

Artoo & ThreepioAllowing all droids to be battledmeans that, for the purposes ofinitiating and continuing a battleonly, all droids are considered tooccupy their location. Thus a droidpiloting a starship may also bebattled.

Aurra SingBeing able to "use" a stolenlightsaber does not allow you totransfer a stolen lightsaber to AurraSing outside the normal rules oftransfer (it must be capable ofdeploying on her).

Bacta TankWhen removing a character from theBacta Tank whose deploy cost isdefined by an asterisk (*), treat thatdeploy cost as zero.

BeggarThis Light Side Effect remains ontable and allows you to use anyamount of your opponent's DarkSide Force during each of yourturns. At the end of each of yourturns, if you chose to use zero or 1Dark Side Force that turn, theBeggar remains on table; if youchose to use 2 or more Dark SideForce, Beggar is lost (even ifinactive).Force used by your opponent nevercounts against your Beggar. Forexample, some Jawas require theuse of Force by both players whendeploying. The portion of the Jawa'sdeploy cost that your Dark Sideopponent is required to pay does notcount against the Beggar; however,if you choose to use Dark SideForce to pay for your portion of thedeploy cost, this does count againstthe Beggar.

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Beru Stew(Errata) Activating Force is the resultof this Interrupt, not a condition ofinitiation (see actions).

Bionic HandWhen this device is used with acharacter weapon and more thanone card is drawn for weapondestiny, the character adds 1 to totalweapon destiny.

Blast The Door, Kid!(Errata) Characters of ability > 2 orleaders introduced to the battle afterthis Interrupt has been played arealso immediately excluded from thebattle.

Blaster ProficiencyThe first function of this Interruptadds 3 to total weapon destiny, noteach destiny draw.

Blaster Rack(Errata) Weapons on Blaster Rackare inactive. Placing weapons on theBlaster Rack is a top-level action,thus, you may not place cards in theRack as a response to a characterleaving the table.

Boba Fett (Cloud City)(Errata) When transferring a captiveto a prison, Fett modifies thatcaptive's forfeit value for thepurposes of resolving any Bountyeffects.

B'omarr MonkThe Monk equalizes Force iconsafter all other automatic Force iconmodifiers have been applied (forexample, Sleens, Presence Of TheForce etc). “May not use vehicles orstarships” on this card means thatthe B'omarr Monk may not deploy toor board a vehicle or starship.

Boonta Eve PodraceWhile you are free to use youropponent's copy of this card toinitiate a podrace (even if both are inplay), you must specifically note thisat the time you initiate the podrace.If you do not, you are assumed to beusing your own copy.The winner of a podrace isdetermined automatically wheneither player has a race total > 24 atany time during any move phase.

Bossk With Mortar GunThis is not an "all cards" situation, sothis may not target inactive cards oryour own cards. Unlike mostweapons, the Mortar Gun targetsafter the weapon destiny draw, butthis is still to be considered"targeting with a weapon."

Bossk's Mortar GunSee Bossk With Mortar Gun.

BountyThis Effect allows you to retrieveForce only if the bounty hunter whodelivers the captive to a prison is thesame bounty hunter who seized thatcharacter when it was captured.

BrainiacBrainiac counts as a card in handwhen computing Y to determine hisown deployment cost. He mayprovide nav computer capability on astarship as a passenger, butBrainiac is not an astromech andthus cannot occupy astromechcapacity.Imaginary numbers (which occur byhaving a negative number within thesquare root) result in a minimumpower of 1. Also, players must usethe positive root (thus, the squareroot of 4 is 2, not -2).Brainiac's destiny and power shouldnot be rounded. If you're comparingthis number to a certain value,examine it to see if it meets therequirements. For example, if Altertargets Luke Skywalker and Brainiacis drawn, Alter succeeds (because πis less than 4), and if Lost In TheWilderness targets your opponent's3 characters, it also succeeds (π isgreater than 3). If Brainiac is drawnfor battle destiny and a player mustsatisfy π attrition, that player mustforfeit at least π points of forfeit value(usually meaning 4 must beforfeited). However, you must roundwhenever you are required to dosomething which is impossible inpartial amounts (e.g., you cannotretrieve, activate, or lose anirrational amount of Force, youcannot cause an irrational number ofcharacters to be lost, etc.). Forexample, Vader initiates a duelagainst Luke using Vader'sObsession ("Each adds two destinyto power. Winner retrieves lost

Force equal to the difference. Loserloses same amount of Force, plusthe character."), and one of Luke'sdestinies is Brainiac. Vader's total is14 and Luke's is 14.14159..., whichmeans that Luke wins and retrievesForce equal to the difference(0.14159...). Because that'simpossible, Light retrieves 0. Darkloses the same amount, alsorounding to 0, and Vader, becauseeven though no Force was lost orretrieved, Luke's total was stillhigher.

Bravo FighterYou may not attempt to 'blow away'the Blockade Flagship unless itscorresponding starship card is ontable.

Bring Him Before Me / Take YourFather's PlaceThis card only restricts theopponent's use of cards that wouldplace Luke out of play. If a card hasmultiple functions (one placing acard out of play, and one that doesnot for example) this objective hasno impact on the latter function ofthe card. Also, if a card targetsmultiple cards on table, the LightSide player is only prevented fromplacing Luke out of play. This is aspecific exception to the normaltargeting rules.

C-3PO (See-Threepio)This droid adds 2 to total power foreach pairing of one Rebel and onedroid, neither of which may be usedas part of another pair.

Captain Needa(Errata) You 'choose' to forfeitcharacters because of battledamage or attrition; those forfeitedbecause of weapon 'hits' are not bychoice.

Captive FuryWhen using this Light Side interrupt,the captive is temporarily placed onthe Light Side of the site (even ifenclosed) to participate normally inthis battle. This relocation does notcount as being 'released'. If youhave other characters at the samesite they also participate in thisbattle (where applicable). All normalbattling conditions must be

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observed. For example, characterscan participate in only one battle perturn and presence is required onboth sides of the location. For thisreason, if the captive is a droid (orthe escort is a droid, for example IG-88 With Riot Gun) and no otherability is being provided, then thebattle would end immediately. If theoriginal escorting character and thecaptive (who was not captured orsent missing during the battle)survive, then the captive is returnedto being escorted by that characterat the end of the battle.

Carbon Chamber Testing / MyFavorite DecorationWhen deploying a Rebel (as aprisoner) to the Security Tower atthe start of the game, it deploysregardless of location deploymentrestrictions (this is a specificexception to the start of game rules).If there are no Rebels you canlegally deploy, this objective plays(for remainder of game) as if therewere no Rebels in the Light Sideplayer's deck. Rebels you cannotlegally deploy include characterswith objective deploymentrestrictions (such as Prisoner 2187)and those that deploy as anundercover spy (such as TK-422).Also, if opponent is playing RescueThe Princess, and their only Rebelin their deck is Leia, Leia cannot bedeployed (this also applies to Hanand You Can Either Profit By This...,and Luke and There Is Good InHim).

Careful PlanningThe starting text of this card isintended to mean "deploy fromReserve Deck one battleground siteor deploy from Reserve Deck two battleground sites." The location (orlocations) deployed must bebattlegrounds immediately after its(their) deployment.

Careful Planning (V)This Starting Interrupt may beplayed even if your starting locationwas converted (or 'failed' to convertan opponent's starting location thatmay not be converted). It simply'remembers' what your startinglocation was before it was convertedor placed out of play.

See Starting Interrupts/Objectives -Mandatory Actions, Ch. 2.

Charming To The LastThis Interrupt must target a Rebel ofability > 2 and thus may not targetthe •Leia card from the Jedi Pack.

ChasmSee Abyss.

Chief Retwin(Errata) This Imperial may target anyweapon or device deployed on a site(including "movable" weapons anddevices such as seekers), but maynot target cards deployed on acharacter, vehicle or starship at asite. (See Stealing, Ap. C)

Close Air Support"[Y]our Z-95 occupies a system orcloud sector" means that you mustoccupy the location, and the Z-95there must itself have presence(such as a permanent pilot), or havepresence aboard it (such as acharacter card).

Colo Claw FishThis card allows you to exchange acard drawn for destiny with a cardstacked on this effect. When thishappens, any modifiers to yourdestiny are now transferred over tothe new card, regardless of whenthey were played. Because this cardwas exchanged, it is considered tohave been "just drawn" for allpurposes (except, obviously, formodifiers that you have alreadyapplied to the card) and is notconsidered a substituted destiny(meaning it can be modified,canceled, or reset as normal).

Colonel SalmSalm may only cancel and redraw abattle destiny of a battle he isparticipating in.

Colonel Wullf YularenThis Imperial is power +1 with any orall of the three cards mentioned inits game text (not power +1 foreach).

Combat ReadinessSee Careful Planning.

Combat Readiness (V)See Careful Planning (V).

Combat ResponseOnce an unpiloted starfighter (orpilot) is revealed, if no matching pilot(or unpiloted starfighter) is found,the opponent is permitted to verify. Ifa match has been found but theplayer does not have enough Forceto deploy the cards (or there is nolocation where they can be legallydeployed), then the card revealedfrom hand is returned to hand, andthe card taken from the ReserveDeck is placed back in the ReserveDeck; reshuffle.

Combined Attack(Errata) This Interrupt combines thefiring of two or more weapons into asingle action. You may choose tofire any or all of your applicableweapons, at normal use of theForce.

Commence Recharging(Errata) The 8 Force specified bythis Effect must be stacked on theEffect itself and are separate fromthe X Force required by CommencePrimary Ignition.

Control (and Control (Ep I))The parenthetical text "(even if justdeployed)" means that this card maybe played to cancel a Mobile Effector an Immediate Effect as aresponse even after the deploymenthas successfully resolved (triggeringany automatic actions of deploymentbefore the cancellation). You maystill play Control (either version) as atop level action to cancel apreviously deployed Mobile orImmediate Effect, or as a responseto the declaration of the deployaction (in which case the Mobile orImmediate Effect is cancelled beforeit has its effect).

Conquest (V)An Interrupt is considered an"Immune to Sense" Interrupt if thefunction being utilized when it isplayed is immune to Sense.

Corporal BeezerBeezer's text that allows a device todeploy to same location does notrequire that device to deploy 'on' that

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location. Thus you may deploy adevice on cards at the same locationas Beezer.

Count DookuWhen using this card's game textallowing it to be targeted by ForceLightning, each instance of“Emperor” on Force Lightning istreated as “Dooku”. Thus, if the DarkSide player plays the LOST portionof Force Lightning in conjunctionwith Count Dooku's game text, theopponent's character would need tobe present with Dooku (not theEmperor), and Dooku would loseimmunity to attrition and becomedefense value -2 for the remainderof turn (not the Emperor).

Counter AssaultThe total power and number ofdestinies to be drawn is determinedimmediately when this Interrupt cardbegins resolving, and neitherchanges during the resolution. Thusif a character, starship or vehicle isintroduced to the location duringresolution of the Assault (such as viaTauntaun Bones) it does not addpower and does not permit anadditional destiny draw. Similarly, ifcards are removed from the locationduring the resolution (such as by aProgram Trap), they will stillcontribute power and still add adestiny draw for purposes ofresolving the Counter Assault.This Interrupt does not cause abattle and thus cards may not beforfeited to reduce Force loss.Remember that, at a systemlocation, characters and vehiclesaboard starships are not present atthe system. Therefore, for CounterAssault there will ordinarily only beone destiny draw per starship at thesystem but none for any cardsaboard.Counter Assault may technically beplayed at a holosite but, since thereare no characters present (onlydejariks and holograms), no destinywill be drawn and zero will becompared to the opponent's totalpower.

CounterattackThis card explicitly allowscharacters, vehicles and starships atthe targeted location to battle again

this turn (and since this is a battle,they may fire any applicableweapons). It does not allow anycharacters, vehicles or starships to'react' a second time this turn. Whendetermining the order of actions forthis second battle, treat it as thoughit were the turn of the player whoplayed this Interrupt. If a card wasexcluded from the previous battle, itmay participate in this battle unlessit is still prevented from participating(e.g., was targeted by ImperialBarrier).

Court Of The Vile Gangster / IShall Enjoy Watching You DieThe frozen Han character deployedby the Light Side Objective CardYou Can Either Profit By This... / OrBe Destroyed will count as a captivetowards the flip condition of thisObjective card, but because a frozencharacter has ability of zero, frozenHan will not flip this Dark Sideobjective by himself.

Covert LandingThe USED portion of this Interruptmay be used any time your shuttleor shuttle vehicle is participating in abattle, even if that shuttle is landedor unpiloted.

Credits Will Do FineBoth players get to see any card thatis lost from hand before it is placedunder this Effect. Other cards arenot viewed.

Cyborg ConstructIf your opponent takes control ofyour Cyborg Construct, any cardsunderneath it are placed on top ofyour Used Pile.

Dagobah: Bog ClearingThis site's game text supersedes theDagobah rules and the general rulesof deploying starfighters. Starfighterswith permanent pilots may deployhere.

Dannik Jerriko(Errata) The power bonus appliesonly to characters placed out of playusing Dannik's game text, not all outof play characters. This bonus willcontinue to apply even if Dannikleaves table. Note that this bonus isbased on "eating the soup" of a

character, and thus is unaffected bycards placed out of play by thevirtual card version of Dannik.

Dantooine Base Operations/MoreDangerous Than You RealizeThis card establishes a deploy costfor squadrons based on their currentpower. The squadron's power maybe modified (e.g. S-Foils), butbecause the deploy cost is equal tothis power, the cost may not bemodified (e.g. Haven, RendezvousPoint).The reference to squadron on thisobjective card refers only to thestarship class: squadron. It does notinclude starships such as RedSquadron X-wing and GoldSquadron Y-wing.

Dark ForcesWhen this Effect is deployed, andAlter is played as a response tocancel it, Dark Forces has not hadits result yet and thus will not affectthat Alter. (See actions.) When thiscard is used to exclude charactersfrom being the highest-abilitycharacter in response to Sense orAlter, the player playing Sense orAlter must immediately choose anew target for their highest-abilitycharacter, if possible, otherwise theInterrupt will fail.

Dark HoursThe person who plays this carddecides in what order to target theavailable characters. When targetinga character, if the player who playedthis card has no cards left in theirReserve Deck, then their opponentmay choose what happens to thatcharacter: either put to 'sleep' or left'awake.' A 'sleeping' charactercannot move, drive or pilot.

Dark ManeuversSee A Few Maneuvers.

Dark Maneuvers & Tallon RollSee A Few Maneuvers.

Dark StrikeThis Interrupt adds 3 to the totalweapon destiny for a lightsaber, not3 to each destiny draw.

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Dark WatersIf this card is deployed to an interiorvehicle site, then creatures presentmay attack as normal. This is aspecific exception to rules statingthat characters aboard vehicles maynot be attacked.

Darth MaulThe loser of a duel initiated byMaul's game text is the characterwith the lowest total destiny. If tied,there is no winner or loser.

Darth Vader(Errata) This Imperial's addition tobattle destiny is an automaticmodifier.

Death Star Assault SquadronFor purposes of cards that requireyou to use a pilot's ability, Vaderprovides 6 ability, and DS-61-2 andDS-61-3 both provide 2 ability.This card utilizes persona rules aswell as squadron rules. If these rulesconflict, the persona rules takeprecedence. Thus the Death StarAssault Squadron may be taken intohand from the table for 4 Force withHunt Down And Destroy The Jedi asthat card may target any version ofthe •Vader persona.Death Star Assault Squadron isdeploy -6 at a Star Destroyer:Launch Bay.

Death Star Sentry (V)See Ch. 1F. Free.

DefelEach Defel on table can cause theloss of only 1 Force per turn.

Desperate CounterBoth Combat Response andImperial Arrest Order can bedeployed in the same deploy phaseusing this card, although eachdeployment is a separate action.

Direct HitThis Interrupt works with anyweapon that can target a combatvehicle, including a Vehicle Mine.

Disarmed(Errata) This Effect causes thetargeted character to lose allweapons being carried (including

those represented by a permanentcharacter weapon icon).

Do They Have A Code Clearance?The reduction this Effect applies toForce retrieval is an automaticmodifier, and as such applies beforeany other comparisons or actionsare made. This means that the valueof X on Secret Plans is reduced bythe number of cards stacked on thisEffect. Note that a retrieving card isstacked on this Effect after theretrieval is completed, and isoptional (thus automatic actions mayoccur first, such as placing the cardout of play). A card that "retrieves" aspecific card by name is stillretrieval, and can be reduced. Forexample, Baragwin says "Once perturn, if the top card of your Lost Pileis a weapon, device or transportvehicle, may use 1 Force to retrieveit." If there is at least one Interrupt orUtinni Effect stacked upon Do TheyHave A Code Clearance?, that willreduce the Baragwin retrieval from 1card to no cards.An Interrupt that is placed out of playwhen it resolves (such as an Out OfPlay Interrupt or an Interrupt playedfrom Lost Pile by This Place Can BeA Little Rough, etc.) may be stackedon this card before it is placed out ofplay. However, an Utinni Effect thatis placed out of play "whencompleted" (such as when Outrideris on table) may not.

Docking And Repair FacilitiesWhen removing a squadron forwhich a deploy cost has beendefined, use this deploy cost todetermine the cost of the action.

Don't Tread On MeIf your starting location (or a locationyou have deployed with anobjective) was a battleground whendeployed, but is converted into anon-battleground, you may still usethe starting text of this interrupt.

Don't Tread On Me (V)If you play this as a StartingInterrupt, you must draw at least 8cards. You do not need to declarehow many cards you will draw, youmay continue to draw until you wishto stop (or have drawn 12 cards).The Used Interrupt function may not

be used to deploy an Effect that listsany deploy cost in its game text(such as Beggar) or is conditionallyimmune to Alter (such as WellGuarded).

Don't Underestimate Our ChancesThis Interrupt does not triple attrition.

E Chu TaWhen using the second function ofthis Interrupt, if your opponent'reacts' by bringing ability or a spy tothe battle, this does not cancel thebattle.

Echo Trooper Backpack(Errata) This device does not allow acharacter to use weapons that thecharacter cannot normally use. Italso does not override otherrestrictions (such as those forartillery weapons).

EG-4 (Eegee-Four)When this droid is drawn as battledestiny, it doubles total power (butnot attrition) present at the locationof the battle before adding any otherbattle destiny draws.

EG-6 (Eegee-Six)See EG-4.

Elis Helrot(Errata) The following actions arepart of the initiation of this Interrupt:• targeting the characters to bemoved;• targeting the site to move them to;• drawing destiny; and• paying the cost (using the Forcerequired to transport the targetedcharacters).

Emergency DeploymentAlthough this card allows you todeploy 'anywhere,' it does not giveyou permission to ignoredeployment restrictions. Forexample, the Hoth energy shield willstill prevent Dark Side deployment tomost Hoth sites.

Enter The BureaucratSee A Vergence In The Force.

Ephant MonIf this card is affected by a conditionthat prevents it from being 'forfeitedto satisfy attrition,' his text may still

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be used when forfeited to satisfy allremaining battle damage. Theremaining attrition at the end of thebattle would still need to be satisfiednormally.

Escape PodThis Interrupt does not save devicesor starship weapons currentlydeployed on the starship (or on avehicle or starfighter aboard thatstarship). You may not relocate youropponent's cards.

Evacuate?This Interrupt does not save devicesor starship weapons currentlydeployed on the starship (or on avehicle or starfighter aboard thatstarship). Saved cards may not berelocated to one of your capitalstarship cards unless that starshiphas sufficient capacity to hold all ofthem and they are all allowed toexist there. (Saved cards may not berelocated to starship sites.) You maynot relocate your opponent's cards.

Expand The EmpireThis Effect 'expands' game text tothe adjacent sites, but it does notexpand card titles, marker numbersetc. Thus, for example, it does notallow docking bay transit to or from anon-docking bay site. If Expand TheEmpire causes a site to have twocopies of the same modifier, thisdoes not violate the cumulative rule.For example, if a site has "Forcedrain +1 here" in its game text andadds another copy of the samegame text ('expanded' from anadjacent site), then Force drains are+2 at that site. If game textexpanded to an adjacent locationcontradicts the existing locationgame text, then the existing gametext takes precedence.

Explosive ChargeIf the Explosive Charge goes off andremoves all participating presencefrom either side of the battle, thebattle will end. This is an exceptionto the normal removing presencerules because the battle ends duringthe power segment.

Eyes In The DarkThis Effect causes cards lost fromLife Force to be concealed during

the process of relocating them to theaffected Lost Pile. However, cardslost from hand (or from table) shouldstill be shown to both players beforebeing placed face down on that LostPile. Eyes In The Dark does notaffect taking or retrieving cards fromthe Lost Pile in any way (e.g.,whenever you wish to retrieve a cardusing a Baragwin's game text, youmay look at the top card to see if it isappropriate).

Failure At The Cave(Errata) When attempted, Jedi Test#5, It Is The Future You See,schedules an automatic action toturn the apprentice right side up atend of the Light Side player's nextturn (completing the Jedi Test). Thustargeting an upside-down apprenticewith Failure At The Cave willsuspend the benefits of completedtests, but will not stop the apprenticecompleting the test as scheduled(although it will stop it having anyeffect once completed).

Feltipern Trevagg(Errata) This alien resets the cost ofinitiating battle according to thenumber of Force icons present withhim; thus, if no Force icons arepresent with Trevagg (e.g., at theDeath Star: Trash Compactor orwhenever Trevagg is in an enclosedvehicle or starship), battles may beinitiated for zero Force. Since resetvalues are unmodifiable it cannot beaffected by cards such as Wars NotMake One Great (though actionsthat are "free" remain free).

For Luck(Errata) See Dark Forces.

Force LightningThis Dark Side interrupt may nottarget a frozen captive.

Force PushIf the revealed combat card isdestiny 4 or less, you lose 1 Force,and the combat card is returned tounderneath the opponent's Jedi.

Forced LandingA starfighter targeted by this cardmay not move from the relatedsystem to any other system orasteroid or Death Star II sector, maynot move from any cloud sector to

the system (or to any cloud sector ofhigher-altitude); and may not moveto any site other than the dockingbay where Forced Landing isdeployed.

Frozen AssetsThis Effect prevents you fromdrawing any card from below it inForce Pile. You also may not peakat (or otherwise look at) those cards,shuffle those cards, take any ofthose cards into hand, stack themon another card, move them toanother deck or pile, or reorderthose cards in any way, they are afrozen block of cards. The only thingyou may do with those cards is losethem. See also Slip Sliding Away.

Full Scale AlertCards that have their movement'blocked' by this card cannot move.

General DodonnaWhen this Rebel "increases RebelPlanners by 1," he adds 1 to X;when he "doubles" it, he doubles Xinstead. General Dodonna does notaffect the deploy cost of RebelPlanners.

General Walex BlissexIf deploying to a Home One sitewhen Home One is not on table,Blissex does not deploy at -2because you cannot establish thatthis site is aboard a "star cruiser".See starship sites.

Ghhhk(Errata) You may use the damagecanceling ability of this card if youhave no cards left capable of beingforfeited. Thus, cards that are notparticipating in the battle or that donot have a forfeit value (e.g., aVaporator) are ignored.

Gold Leader In Gold 1 (V)If the Dark Side player has Forceavailable, they may not avoid payingForce by invoking "Draws X battledestiny if unable to otherwise" text. Ifthey do not have Force available,then they may invoke "Draws Xbattle destiny if unable to otherwise"text. A player may choose not to payfor each battle destiny draw they areallowed to make, in which case theyare prevented from making that

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draw, and then proceed to the nextdraw (if any).

Grand Moff Tarkin(Errata) This Imperial may cancelany one destiny draw that occursafter a battle is initiated but before itis over, including (but not limited to)battle destiny, weapon destiny,destiny drawn for Sense etc.

Grappling HookOnce this Immediate Effect has itsresult, it causes new copies of thetargeted Interrupt to be unique (•) forboth players. Because that Interruptis now limited to one per turn, noadditional cards with the same namemay be played this turn.

Gravity ShadowGravity Shadow may target astarship whenever it attempts tomove through hyperspace, evenduring a battle (for example, using acard such as Hit And Run or HyperEscape). This Interrupt targets astarship and its highest-ability pilot(whether a permanent pilot or acharacter acting as a pilot). SeeStarships - Permanent Pilots, Ch. 9.

Great Warrior(Errata) Targeting a mentor, as wellas targeting (or deploying) anapprentice is considered part of theinitiation of this Jedi Test. Thus If aDark Side player uses I'd Just AsSoon As Kiss A Wookiee to returneither the just-deployed GreatWarrior (or the apprentice justdeployed with Great Warrior) tohand, both cards return to the LightSide player's hand.

Grimtaash(Errata) When this Interrupt targetsyour opponent's hand containing 13or more cards, this is a condition ofinitiation (see actions). Thus, if youinitiate Grimtaash, your opponentplays one or more cards asresponses and those card playsreduce opponent's hand size below13, your Grimtaash still has itsresult.

Han Solo(Errata) Han may cancel and redrawany one of your destiny drawsperformed during a battle involving

him (not just battle destiny). Hecannot cancel and redraw analready canceled destiny.

Han, Chewie, And The FalconFor purposes of cards that requireyou to use a pilot's ability, Hanprovides 3 ability and Chewieprovides 2 ability.

Han's ToolkitHan's Toolkit cannot be used in an"all cards" situation. For instance,when Overwhelmed is played Han'sToolkit cannot cancel it.

He Hasn't Come Back YetThis Interrupt targets one of "your"exterior planet sites, and thus mayplay at a site only if you deployedthat site card. Additionally, thisInterrupt may target charactersaboard starships or vehicles (eventhose that are enclosed) as long asthe character is at the site targetedby the Interrupt (and not, forexample, below decks at a relatedvehicle site). If the destiny draw issuccessful when targeting such acharacter, they are conceptuallyswept off the vehicle and then mademissing.

He Is Not ReadyThe second function of this cardcannot be used to target apermanent pilot.

Heading For The Medical FrigateSee Prepared Defenses

Hear Me Baby, Hold Together(Errata) When targeting a weaponthat may fire repeatedly, thisInterrupt reduces all of thatweapon's destiny draws during thesame battle, attack or whenever theweapon was fired.

Here We Go AgainSee the Dark Side counterpart,Counterattack.

Hero Of A Thousand DevicesYou may only use this Effect toforfeit devices that you own, not anydevice deployed on the droid. Forexample, you cannot use this Effectto forfeit a Restraining Bolt ownedby the opponent deployed on thedroid.

Hidden Base / Systems Will SlipThrough Your Fingers(Errata) If your Hidden Base is abattleground system, deploying itcounts as one of the 5 battlegroundsystems you must deploy to meetthe flip condition.

Hidden WeaponsMandalorian Armor refers to thedevice card, because it is not acharacteristic (Jodo Kast may betargeted by Hidden Weapons onlybecause his game text allows it, notbecause of his lore; if his game textis canceled, he can no longer betargeted).

Hiding In The GarbageThis Effect does not allow you totake cards from your opponent'sForce Pile, even with Beggar(because Beggar does not allow youto reveal your opponent's cards).

High Anxiety(Errata) This Immediate Effect iscanceled if the missing character isno longer missing for any reason(found, lost, captured, placed inUsed Pile, placed out of play etc.).

Hoth: Main Power GeneratorsSee Hoth energy shield rulesWhenever you deploy this location(even as a starting location or usingan objective), you must check to seeif the 4th, 5th or 6th marker site isalso on the table. If not, you mustimmediately deploy the 4th markerfrom your reserve deck (if you areunable to deploy the North Ridge,you may not deploy the Main PowerGenerators). If you are unable tofulfill this requirement when usingthe Main Power Generators as yourstarting location, you musttemporarily set this card aside andchoose a different starting location.

Houjix(Errata) See Ghhhk.

Human ShieldWhen the Used function of thisInterrupt is played to make a captive'hit' instead of an Imperial, any othereffects from being 'hit' (such asforfeit=0 or “may not be used tosatisfy attrition”) will affect thecaptive instead of the Imperial.

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The Lost function of this thisInterrupt allows you to takeadvantage of the full forfeit value ofcharacters you have captured tosatisfy attrition and battle damage,including forfeit modifiers from cardssuch as Lieutenant Sheckil.

Hunt Down And Destroy The Jedi/ Their Fire Has Gone Out Of TheUniverseWhile the 7 side of this objective ison table, you do not have to loseForce to deploy Visage Of TheEmperor.

I Can’t Shake Him! (V)See Antilles Maneuver (V).

I Did It!An empty Force Pile does not stop aplayer from 'placing' that pile on his(empty or non-empty) Used Pile.The Light Side player may onlyplace his on table Boonta EvePodrace out of play, not hisopponent's copy.

I Feel The ConflictSee Credits Will Do Fine.

I Have A Bad Feeling About ThisThis Interrupt's first function may beplayed either as a response to a justplayed Interrupt or Utinni Effect or asa top level action targeting a UtinniEffect already on table. It may re-target only one of the targets of anInterrupt or Utinni Effect. Forexample, Elis Helrot specifies twotargets: a group of characters and adestination site. Thus, you mayselect either a different destinationof the same side of the Force as theoriginal, or a different group of DarkSide characters together at any site(which may not include any of thoseoriginally targeted), but not both. An"appropriate" target or location isone which meets the targeting ordeployment requirements of the cardbeing retargeted or relocated. Onlytargets that have already beendefined when this interrupt is playedmay be changed. For example, thiscard cannot be used to retarget ajust played Twi'lek Advisor, becauseTwi'lek Advisor does not target untilits result step when the playersearches their Reserve Deck for anEffect. (see Implied Target Rule.)

The second function of this Interruptdoes not relocate Utinni Effects,Mobile Effects or Immediate Effects.

I Have A Very Bad Feeling AboutThisThis Interrupt's first function may beplayed just after your opponentdeploys a fourth character, a fifthcharacter etc. (See actions - 'just.')When the second function of thisInterrupt cancels a battle, it does notcancel any 'reacts' to that battle,even though it is a response to sucha 'react.'

I Must Be Allowed To Speak (V)"Once per character" on this cardshould be interpreted as "once percharacter persona.” Deployingdifferent versions of the samepersona in a game does not let youmake use of this text more thanonce.

I'd Just As Soon Kiss A Wookiee(Errata) No matter where thetargeted card is being deployed from(from hand, from Reserve Deck,from Bargaining Table etc.), thatcard is "bounced" to its owner'shand. The card that is "bounced"has been deployed (immediatelybefore being bounced) for anytriggers or automatic actionsdependent upon that event. Forexample, an objective may flip whenthe character is deployed ifdependent upon controlling oroccupy. Similarly, if Daughter ofSkywalker is being deployed fromReserve Deck (using Mind WhatYou Have Learned), Leia will betargeted by that objective forremainder of game, even ifsubsequently "bounced". SeeSimultaneous Deployment, Ch. 5.

I've Lost Artoo!(Errata) If this Effect is latercanceled, and a permanent navcomputer had been conceptuallyremoved by that Effect, thepermanent nav computer is restoredand astromech capacity returns tonormal. (see Starships - Capacity -Lost Capacity, Ch. 9).

Ice StormThis Mobile Effect deploys at theoutermost marker, even if the

outermost marker is the WampaCave. However, characters insidethe cave (a non-exterior site) areprotected from the Ice Storm.

Imperial DominationThis Effect triggers as an automaticaction if at any point during the DarkSide player’s control phase theycontrol the location it is deployed onand have not force drained therethat turn. However, if they forcedrain at that location later during thatcontrol phase, the effects of thetrigger would be canceled and LightSide would activate there normallyduring their next turn.

Imperial JusticeAt the time of its deployment, theplayer deploying this Dark Sideeffect must choose whether thefunction before or after the "OR" isbeing used. That function is then theonly one that operates until that cardleaves play.

Imperial Occupation / ImperialControlThis Objective may not start a <>site that may not deploy to aRenegade planet.

Imperial PilotTwo or more copies of this non-unique Imperial do not cumulativelyadd more than 2 to power of thesame starship they pilot.

Imperial Squad Leader(Errata) This character suspends the"cannot move" restriction in thegame text of all Imperial trooperguards present, allowing them tomove normally.

Inconsequential LossesThe game text "may forfeit one of itsweapons" means that a character,starship or vehicle may only forfeit aweapon deployed on that character,starship or vehicle. Thus a charactercannot use this Effect to forfeit anartillery weapon at the samelocation, a starship cannot forfeit anOrbital Mine at the same system andso on. The game text that allowsyour forfeited weapons go to yourUsed Pile applies to any weaponyou forfeit (including artillery

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weapons that already have a forfeitvalue).

Insertion PlanningThis card may target an openvehicle moving 'through' your scout'ssite. If the driver is removed formthat vehicle, then its movement willbe halted at that site.

Insignificant RebellionSee Credits Will Do Fine.

InvasionWhile this card is on table, Naboo isconsidered to be a non-battlegroundsystem in all states. Therefore, itmay not be deployed by cards thatsearch for battleground locations,and it does not count as one of thefive battleground systems that needto be deployed by a Hidden Baseplayer in order to flip his objective.Note that there is ONE exception tothis rule, however; this card is notconsidered to impact thebattleground status of Naboo during'start of game' actions. For example,Careful Planning (V) would notconsider Naboo to be a non-battleground system during the 'startof game.' This is a very specificexception to the Global Effects andCard State Rule.

It Can Wait(Errata) See I'd Just As Soon Kiss AWookiee.

It Is The Future You SeeGame text that requires you to"shuffle and draw destiny", such asAnakin Skywalker, can still have thatdestiny draw substituted by the cardon Jedi Test #5 (although you muststill shuffle your Reserve Deck).

It's WorseWhen this Interrupt increases youropponent's Force loss, this is simplya modifier of the original damagesource; it does not create a new,separate instance of Force loss. ItCould Be Worse is played during theresult step of a Force loss action,and therefore the chance foroptional responses to that Forceloss action has already passed. Forexample: the Dark Side player Forcedrains for 2. The Light Side playerhas no response to the Force drain

(neither does the Dark Side player)and the Force drain now has itsresult. The Light Side player nowplays It Could Be Worse and uses 2Force. The Dark Side playerresponds to It Could Be Worse byplaying It's Worse and using 5Force. Neither player has anyresponses to the It's Worse (theLight Side player doesn't have hisSense in hand) and thus it has itsresult. It is now a Force drain of 7Force and Light Side cannot play hisControl because the optionalresponse step to the Force drain isalready over.

IT-O (Eyetee-Oh)In rare cases, as the Light Sideplayer, you may be able to take(e.g., win, steal or purchase) thisdroid from the Dark Side, with orwithout a Hypo device. When thishappens, you may not use any ofIT-O's or the Hypo's game text thatrequires the presence of captives(because the Light Side cannot havecaptives).

Jabba's PrizeIf the Dark Side player elects toinclude this card in his deck, hemust start the game with theObjective titled Carbon ChamberTesting and he must follow thedeployment instructions on Jabba'sPrize at the start of the game.Since this character is only ever ontable as a captive, all the character'sgame text is considered applicableto his status as a captive (in otherwords, all his game text is appliedwhenever appropriate).

JawasUnless you are deploying to yourown Jawa Camp, when you deploy anon-unique Jawa you must use 1Force and your opponent must use1 Force (each player uses 2 or moreForce when Dathcha or Het Nkik isdeployed). Your opponent's use ofForce is mandatory. If both playersdo not have sufficient Forceavailable, the Jawa may not bedeployed. Any modifier to such aJawa's deploy cost affects bothplayers. If a Jawa's game text getscanceled, the asterisk (*) in itsdeploy box becomes undefined and

is treated as an "unmodifiable zero"(see undefined values).

Jedi Presence(Errata) The Jedi targeted does nothave to be a Rebel.

Jerus JannickSee Ephant Mon.

Jodo KastThis Dark Side character allows itsowner to cancel an opponent's justdrawn battle destiny (as long as it isnot the first one drawn in this battle).If Kast is using a repeating blaster,only the first shot is free and at +2 toweapon destiny. See HiddenWeapons

Joh YowzaWhen this alien 'jams' a card drawnfor destiny, that destiny draw is notcanceled. While Joh has a 'jammed'card, he may not 'jam' another.

Juri JuiceThis Utinni Effect can be canceledby moving to a Jabba's Sail Bargesite. The sentence 'That alien maynot use ability in battles' should beinterpreted to mean that the alienmay not apply its ability towarddrawing battle destiny. It may stilluse its ability to calculate its defensevalue for example.

K'lor'slugUsing multiple Force to raise totalpower may be performed only onceper battle.

Kal'Falnl C'ndros(Errata) This alien reduces youropponent's total battle destiny as anautomatic action that occurs justafter both players have finisheddrawing their one battle destiny.Modifiers to battle destiny areapplied before the comparison, andmodifiers to total battle destiny areapplied before the reduction to zerotakes place.

Kashyyyk (Light Side)The deployment benefit from thissystem location affects eachapplicable character, not eachcharacteristic. Thus, a Wookiee whois also a smuggler (e.g. Chewbacca)is deploy -2 here, not deploy -4.

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Kessel RunThis Utinni Effect must be deployedupon the Kessel system location.This Utinni Effect defines X at thetime the smuggler is targeted, and Xremains the same even if the parsecdistance between the two systemssubsequently changes. If movingyour smuggler from Kessel tocomplete the Kessel Run alsoreturns control of the Kessel system(Dark side location) to Dark Side(thus the Dark Side location gametext comes into effect) then thecompletion of the Kessel Run andthe canceling of the Kessel Run aretwo automatic actions triggered atthe same time, and are resolved assuch.

KiffexWhile this system's game text"doubles" a character, it means that: Every printed number on that card

is doubled (thus a 1 becomes a 2,a 2 becomes a 4, etc.)

Every printed indication ofnumber of uses is doubled (thus"once" becomes "twice," "twice"becomes "four times" etc.)

Apply any additional modifiers andother effects to the new values (e.g.,a doubled Tonnika Sisters withMandalorian Armor is power = 6,and a Vul Tazaene that hascompeted Jedi Test 3 will be ability4, not ability 6).

Kill Them ImmediatelyAll portions of this card are Immuneto Sense. This is a specificexception to the rule in Chapter 1,Section C.

Lana DobreedSee Elis Helrot.

Landing ClawThis device allows your starfighter toattach itself to an opponent's capitalstarship. To indicate that yourstarfighter is attached, place itacross the table on the targetedcapital starship card.While 'concealed':Starship is inactive, thus all cards

aboard it are inactive (except forcards that indicate they stillfunction, such as Homing Beaconand Landing Claw itself).

Your opponent may not Forcedrain at same location.

When you 'detach,' the starfighterreturns to normal.While attached, if the capital starshipis lost, the attached starfighter isalso lost.A starfighter attached to a starshipthat lands is still consideredattached. If detached (or if theLanding Claw is canceled) thestarfighter becomes landed at thatlocation (if this is not possible, thenstarfighter is lost). While attached, ifthe capital starship is lost, theattached starfighter is also lost. Thecapital starship is considered to be'carrying' the attached starfighter, soif the capital starship moves away,and the attached starfighter comesalong for the ride, that starfighter isbeing 'carried,' not moving on itsown. See Movement - carryingcards.

Lando with Vibro-Ax(Errata) See Vibro-ax.

Lift TubeThis vehicle is a specific exceptionto the rules of vehicle deploymentand movement: it may exist atinterior mobile sites, and may neverexist elsewhere. Lift Tubes arenever considered unpiloted.

Lightsaber ProficiencyA character with this Effect,whenever appropriate, may add 1 toa Force drain and may battle withpower +3 (possibly both in the sameturn). This Effect is lost if, for anyreason, the character is no longercarrying at least one lightsaber.

LIN-V8K (Elleyein-Veeatekay)(Errata) This mining droid maydefuse any number of mines perturn, whether 'laid' or 'buried.'

LIN-V8M (Elleyein-Veeateemm)(Errata) See the Light Sidecounterpart, LIN-V8K.

Lobot (Light Side)This alien has two deploymentrestrictions, and both must be metsimultaneously: (1) he deploys onlyas a 'react,' and (2) he deploys onlyto a Cloud City site or to where yourLando is present.

Local Uprising / LiberationThis Objective may not start a <>site that may not deploy to aSubjugated planet.

Lone WarriorThis Interrupt must be played onyour own lone character to add toyour battle destiny.

Lost In SpaceCharacters stacked on this Effectare considered inactive. Previousrules documents that may havehinted at anything otherwise were inerror and should be ignored. When acapital starship rescues a characterstacked on this card, the rescuedcharacter is placed aboard thatstarship (capacity permitting). Ifthere is insufficient capacity, therescuing action cannot be initiatedby that starship.

Lucky ShotSee Direct Hit.

Luke Skywalker, Jedi KnightThis Rebel's game text will subtractfrom the Dark Side's total destiny foran Epic Duel.

Luke Skywalker, Rebel ScoutWhen Always Thinking With YourStomach targets Luke's site, Lukestill counts as a character at the sitefor determining the Dark Sidedestiny draw required, he justcannot be "chosen" if the draw issuccessful.

Luke's BackpackLuke's Backpack permits a characterto carry another character around.This means that whenever thecharacter wearing the backpackmoves, the character in thebackpack automatically moves withhim or her per the carry cards rules(see Movement - Carrying Cards,Ch. 7). The character in thebackpack is not enclosed within itand will still occupy capacity slots onvehicles and starships. Whenevereither character is targeted by anaction that will make them inactive(e.g., being captured, missing) theother will also suffer the same fate.When that happens, the character inthe backpack automaticallydisembarks. The character also

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automatically disembarks if thecarrying character or Luke'sBackpack leaves table.

M-HYD 'Binary' DroidWhen this droid is turned 'off' and isface down, it is considered inactiveand NOT supporting. This is anexception to the normal rules of cardstates.

Magnetic Suction Tube(Errata) Some situations (e.g.Dagobah Rules) prohibit cards frombeing relocated. Such rules do notapply to this device (though you stillcannot use this to move a card thatcannot move). When this device“sucks up” a character, it may onlyrelocate that character to asandcrawler site deployed on thesandcrawler the device is deployedon, not sites deployed on othersandcrawlers at the same system(even though those are technicallyrelated).

Major Haash'nIf deploying to a Home One sitewhen Home One is not on table,Haash'n does not deploy at -2because you cannot establish thatthis site is aboard a "star cruiser".

Major MarquandThe game text "piloting a combatvehicle with Watts" means that bothWatts and Marquand must bepiloting the same combat vehicle.

Mantellian SavripThis Effect allows you to forfeit cardsthat have a forfeit value directly fromyour hand during the damagesegment of a battle you have lost.This is treated the same as normalforfeiture, satisfying battle damageand/or attrition (simultaneously ifboth need to be satisfied). Cardsforfeited from hand with MantellianSavrip must be placed in the LostPile regardless of any other gametext. For example, a character maynot be forfeited from hand to theBacta Tank, and the Star CruiserLiberty may not be forfeited fromhand to the Used Pile.

Mara Jade, The Emperor's HandMara's game text permits her to useVader's Obsession as if she were

Vader for both its text and the texton Epic Duel, but not The Circle IsNow Complete.

Massassi Base Operations / OneIn A MillionThe "For remainder of game" text onthe front side of this Objective cardprevents the Light Side player fromdeploying Revolution anywhere.

Master Qui-Gon (V)The text on this card that triggers “ifyou just lost Force from anopponent's Effect” may only be usedonce for each action causing Forceloss, regardless of how many unitsof force are lost to it. For example, ifthe Light Side player must lose 3force to Tatooine Occupation, andMaster Qui-Gon (V) is active, thatplayer may only upload a non-Control Episode I Interrupt (or placea card from their hand under CreditsWill Do Fine) once, not 3 times.

Medium Repeating BlasterCannon(Errata) This card permits you tomove two warriors using only theirlandspeed as a single movementaction (this weapon must move withthem). If performed as a normalmove, then both warriors areperforming a regular move (seemovement - regular - usinglandspeed) and you must use 1Force for each (plus 1 additionalForce for the weapon).

Meteor Impact?A character targeted by this UtinniEffect may not move to any othersystem; may not move to any site ofgreater distance (number ofadjacent sites) from the Utinni Effectthan the current site; and may notmove to the related system or cloudsector.

Mind Tricks Don't Work On Me(Errata) See Ghhhk.

Mind What You Have Learned /Save You It CanSee Jedi Testing, Ap. C.

Moment Of TriumphSee Lone Warrior.

Monnok(Errata) See Grimtaash.

Motion SupportedThe battle destiny substitutionportion of this card counts as'canceling' the original destiny forthe purposes of cards that preventsuch cancellations. If your battledestinies are prevented from beingcanceled by other rules or cards,you may not initiate this text.

My Kind of Scum/Fearless andInventiveSee Agents In The Court/No LoveFor The Empire

Nabrun Leids(Errata) See Elis Helrot.

Ng'ok(Errata) See I Have A Very BadFeeling About This.

No DisintegrationsThe Force loss from this Effect istriggered once per battle, not onceper Rebel.

No EscapeIf this Effect is deployed at the startof the game, it will not allow you totake your starting interrupt into handbecause that interrupt will still beresolving, and thus not yet in theLost Pile when this Effect isdeployed.

Noble SacrificeEven if this Interrupt is canceled, thesacrificed character is still placed outof play as the sacrifice is part of theinitiation.

NOOOOOOOOOOOO!When you use this Interrupt duringan Epic Duel to lose Luke instead ofcrossing him to the Dark Side, youmust still lose X Force (but not tripleX) as specified on Epic Duel.

Obi-Wan's JournalThe "lost if about to be stolen" texton this device will trigger any timethe device is about to be stolen,even if the Journal is not in an activestate. This is an exception to thenormal rules of card states.

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Observation HolocamA character at an adjacent site usingthis device to add power to a battledoes not otherwise participate in thebattle, and is not eligible to beforfeited. Thus, if the character isImperial Trooper Guard it would notbe defending in the battle and wouldadd zero to power.

Odin NesloorRefer to rulings on Elis Helrot.

Oh, Switch OffAn attempt to target your droid thathas been redirected by Self-DestructMechanism is still an attempt byyour opponent to target your droidand thus may be canceled by thisinterrupt.

Old Ben(Errata) Old Ben allows you to returnthe exact same card only, notanother copy of that card orpersona.

Oo-ta Goo-ta, Solo?When this Interrupt captures Rebels,if you want to seize or imprison themyou must have one or more potentialescorts at the site opponent ismoving to, or that site must be aprison. Any of the captured Rebelsthat you are unable to seize orimprison simply escape to youropponent's Used Pile.

Organa's Ceremonial NecklaceThe term 'steal' on this Utinni Effectsimply means to place the Necklaceon the target Imperial. In order topass Organa's Ceremonial Necklaceto an adjacent site you control, youmust immediately re-target (place iton) another one of your Imperialsthere.

Ounee TaSee No Escape.

Our Most Desperate HourThis Utinni Effect must be deployedupon the Alderaan system location.

OverloadThis Interrupt may destroy artilleryweapons. However, only the artilleryweapon itself is lost, because thereis no character or starship "carrying"it. This interrupt may also target a

character with a permanent weaponicon; however, it only has an effect ifthe destiny draw = 0 (character withweapon is lost).

OverwhelmedThis Interrupt is an all cardssituation, so it will affect inactivecards as well (e.g., those usingLanding Claw). However, inactivecards do not count towards eitherplayer's power total because theyare not on table for such purposes.This card can be played at a locationwhere opponent has 0 power, butnot one where he has no power.

PanicSee Emergency Deployment.

Perimeter PatrolThe Light Side must lose 1 Forcewhen deploying to an Endor: Bunkercontrolled by Dark Side.

Podrace PrepUsing the Lost function of thisInterrupt card replaces a single racedestiny draw. Additional race destinydraws may still be drawn normally.

Portable Fusion GeneratorAdding 1 to the power of one droidlasts until the droid is no longerpresent or you choose to turn off theenhancement. It may only modifyone droid at a time (if you modifyone, you may not modify anotheruntil you turn it off for the first one).

Precise AttackSee Combined Attack.

Prepared DefensesEffects that are "always immune toAlter" means any Effect which isunconditionally immune to Alteraccording to its own game text, asthese conditions must be met beforesuch an Effect is on table. Thereforecards that are immune to Alterbased on a condition in their gametext (such as Come Here You BigCoward) cannot be deployed withthis starting interrupt. Cards whichare immune to Alter in their gametext but can have that immunitycanceled by other cards may bedeployed using this Interrupt. Forexample, Prepared Defenses couldstill be used to deploy Mobilization

Points even if Don't Do That Againwas on table. When deployingEffects using this Starting Interrupt,each Effect deploys separately, andall automatic actions resolvenormally. Thus if this startinginterrupt is used to deploy NabooOccupation, No Escape, andImperial Arrest Order, NabooOccupation may be deployed first(and will be immediately lost),followed by No Escape (whichallows the dark side player to takethe top card of the lost pile intohand) followed by Imperial ArrestOrder.

Presence Of The ForceThis Effect is not cumulative; if youplay two at the same location, thesecond one has no result (seecumulative).

Princess Leia OrganaThis version of the Leia personaenters play either by deploying as acaptive or, on rare occasion, byreplacing a different Leia using thepersona replacement rule (only ifthat other Leia is a captive of Jabbaor a bounty hunter). Leia must stillobey all normal deployment rules(e.g., she cannot deploy withoutpresence or Force icons or to anopponent's starship or vehicle).All of this character card's game textshould be applied wheneverappropriate, even when she's acaptive (this is a specific exceptionto the rules).

Program TrapAlthough this Effect is triggeredaccording to the number ofcharacters at same site, only thosecharacters present with it are lostwhen it explodes. For example,Program Trap is deployed on a droidwith Lando aboard an enclosedvehicle at a site. Veers and Chewieare standing outside the vehicle;thus, there are four characters atthat site. If either player draws adestiny of 4 (anywhere), the droidexplodes, causing itself and Lando(the only other character presentwith it) to be lost. Although ProgramTrap may be deployed on a droidanywhere, it may explode only whenthat droid is at a site.

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Proton BombsProton Bombs deploy on yourbomber. They can be usedrepeatedly in one of two different"bombing modes" depending on thekind of site being targeted: Interior sites — You may perform

"orbital bombardment" in anattempt to 'collapse' a relatedinterior site (as long as it is notprotected by shields). This form ofbombardment can only beperformed from the system (or acloud sector), and the bomberdoes not move from that location.The related site may be collapsedas a response to the initiation ofthe Force drain, but the Lightplayer has first chance to respond.Therefore the Light player maycancel the drain (such as withControl) before the Dark Side getsa chance to collapse a site.

Non-interior sites — You mayperform "carpet bombing" during aBombing Run in an attempt todestroy characters, vehicles andstarships at a related non-interiorsite. TIE Bombers that are movingvia Bombing Run (to participate ina Bombing Run battle) areprotected from the effects of thisweapon, and so are any othercards on board such bombers. SeeBombing Runs, Ap. C.

Queen Amidala, Ruler of NabooThe game text that allows QueenAmidala to be treated as a senatorapplies only when placing her onto aPolitical Effect. That text does notgive her the senator characteristic,and so when checking to see ifPolitical Effect is occupied by asenator, Queen Amidala does notcount as a senator.

Rebel Flight Suit(Errata) See Matching Pairs, Ch. 9.The limit of +2 on the maneuvermodifier is only limiting modifierscoming from the pilot. Thus thismodifier could stack with other cardslike A Few Maneuvers for example.

Rebel PilotSee Imperial Pilot.

Rebel Squad Leader(Errata) This character suspends the"cannot move" restriction in the

game text of all Rebel Guards,allowing them to move normallywhile present.

Redemption(Errata) Characters must obeydeployment restrictions whendeploying from the Bacta Tank tothe Redemption.

Report To Lord VaderThe target "Imperial involved in thatbattle" specified on this card may notbe Vader.

Res Luk Ra'aufSee Lone Warrior.

Rescue The Princess / SometimesI Amaze Even MyselfThe commands "Place out of play"and "you may not deploy Death StarPlans for remainder of game" areboth linked to a single condition: "ifLeia is lost from table". Thus, eventhough the objective is not placedout of play if you are using Prisoner2187 and Leia is lost from table,Death Star Plans may still no longerbe played.On the destiny 7 side of thisObjective, only the opponent's justlost unique (•) characters, vehiclesand starships are placed out of play.

ResistanceSee Ultimatum

Restraining Bolt (both sides)This device may deploy on anopponent's droid.

Restricted AccessSee Access Denied.

Retract The BridgeThis Interrupt allows you torearrange Death Star sites in anyorder. However, the sites must stillconform to the pattern specified inthe location deployment rules (i.e.,Docking Bay 327 must remain at theend). Each Laser Gate on the DeathStar may be relocated between anytwo interior Death Star sites.

Reveal Ourselves To The JediSee Kill Them Immediately.

RevolutionThis Effect causes Force icons onthe revolved location to switch coloras well as side. Although the gametext switches sides, the individualwords are not transposed (e.g., youshould not substitute 'Imperial' for'Rebel' or vice versa).

Rogue AsteroidWhen targeted by starship weapons,this card may be targeted as if it wasany starship - starfighter, squadronor capital. If a choice exists, thefiring player chooses which.

Rycar's RunThis Utinni Effect defines a value forX at the time the Utinni Effect isinitiated, not when it is resolved.

SabotageThis Interrupt allows the destructionof any kind of weapon, device orvehicle. However, it does not giveyou permission to steal cards thatcannot normally be stolen.

Scum and VillainyYou may not receive any of thebenefits of this Effect if you do notalready have ability on table eitherprovided by an alien or a pilot of anindependent starship.

Scythe 1The game text of this card allows itsowner to initiate one or both of thefollowing actions with Scythe 1 intheir move phase (they may occur inany order, and each occurs as aseparate action):- make an additional move- fire one starship weapon aboard

Secret PlansSee Aim High.

Self-Destruct Mechanism(Errata) When this Interruptretargets a weapon to a droid, thatdroid must be a valid target for theweapon (e.g., a Power Harpoon maynot target droids). If 'hit' by theretargeted weapon, the droid inheritsthe target's forfeit value before anyfurther weapon effects are applied(such as forfeit reduction text).

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SenseWhen you use this Interrupt toattempt to cancel another Interrupt(except Alter) or a 'react,' you musttarget your highest-ability characteron table. Thus, if you do not have acharacter with ability on table, youmay not initiate Sense (unlesscanceling Alter). When multiplecards are moving or deploying as a'react,' each Sense played maycancel only one of thosedeployments or movements. Formore general rules on using Sense,see Alter.

Sergeant Brooks CarlsonThis Rebel modifies the movementcost and landspeed of other scouts.He does not actually permit otherscouts to perform a movementaction (regular, unlimited, or 'react')if they are not entitled to one.

Sergeant IrolIrol only adds 2 to the destiny drawfor the first function of High-speedTactics.

Set Your Course For Alderaan /The Ultimate Power In TheUniverseWhen the Yavin 4 system is blownaway, the destiny 7 side of this DarkSide Objective adds to the damageinflicted by the "blown away" rules.Therefore, generic sites are notconsidered when calculating therequirements or the results of theblown away action.

Shocking InformationThis card may only be played if ascomp link is on table (and able tobe targeted). This card may target(or affect) a Scomp link aboard astarship or vehicle at a location. Thesecond function of this Interruptaffects cards that peek at one, someor all of the cards in your hand.

Shocking RevelationSee Shocking Information.

Sith Probe DroidThe "limit 1 per location" text on thisdroid works as per the operativerules (see Characteristics -Operatives, Ap. D). A player may notvoluntarily deploy or move a SithProbe Droid to or across a location

where another Sith Probe Droid islocated. If this should ever happenaccidentally, the owner must chooseone to be lost. If they belong todifferent owners, the droid lost isdetermined randomly.

Slip Sliding AwayThis card may be used to moveFrozen Assets from the top of yourForce pile to the bottom.

Sneak AttackThe Used function of this Interruptcard adds to total battle destiny foreach spy and/or scout participatingin that battle, including droids.

Solo HanSee Lone Warrior.

Space SlugWhen this creature is deployed, itsmouth begins in an 'open' state.

Squadron AssignmentsSee Combat Response.

Staging AreasThe "may deploy" text on this LightSide Effect overrides thedeployment restrictions listed on anon-unique Star Cruiser card only. Itdoes not, for example, permit thedeployment of a non-unique StarCruiser to Dagobah, or 'behind' theEndor Shield.

Star Destroyer: Launch BayAlthough this site is not a dockingbay, starfighters may deploy here asif it were a docking bay. The site'sgame text is clarified as follows:Shuttle - Your cards that may shuttleto this site's star destroyer mayinstead shuttle here; likewise, yourcards here may shuttle to a siterelated to that star destroyer.Transfer - You may dock anotherstarship with this site's related stardestroyer (following the normal rulesof moving between dockedstarships) and transfer cardsbetween that starship and this site(when doing so, the cost of dockingis free).Embark - Your starships may land atthis site as if it were a docking bay.Disembark - Your starships maytake off from this site as if it were adocking bay.

These actions cannot be combinedwith similar actions involving thissite's star destroyer; for example,you may shuttle a group ofcharacters to this site and a group ofcharacters to the star destroyeritself, but these are both separateactions and are handled accordingly(the ones shuttled to the stardestroyer would not be free).

Stormtrooper Backpack(Errata) See Echo TrooperBackpack.

Stunning Leader(Errata) See Blast The Door, Kid!

Superficial DamageSee Inconsequential Losses.

Surface DefenseSee Don't Tread On Me.

Surface Defense (V)See Don't Tread On Me (V).

SurpriseSee I Have A Bad Feeling AboutThis.

Surprise AssaultSee Counter Assault.

Swing-And-A-MissThis Interrupt subtracts from thetotal weapon destiny for a lightsaber,not from an individual destiny draw.

Take The InitiativeSee Sneak Attack.

Take This!The second function of this Interruptmay only be used if the BlockadeFlagship is on table. See ImpliedTarget Rule.

TakeelThis Interrupt may be initiated onlyafter both players have completedone battle destiny draw, after bothplayers have completed Step 8 ofdrawing battle destiny (see Ch. 1,Drawing Destiny), but before totalbattle destiny is applied. Thus, thisaction requires that both playersdraw exactly one battle destinyeach. For all intents and purposes,the two destiny numbers tradeplaces. Any modifiers to the

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individual destiny draws switchalong with the draws, but anymodifiers to total battle destiny donot switch, and remain with theiroriginal owner.

Tallon Roll(Errata) You may use this Interruptto target an unpiloted Rebelstarfighter.If both players have the same total,neither starfighter is lost.

TalzDuring the damage segment of abattle, you may forfeit this alien inplace of a 'hit' character. Thiscapability may be used even if Talzhas been 'hit' (the forfeiture of Talzsatisfies both 'hits'). Neither the Talznor the original target is affected byany other results of the weapon,such as "forfeit = 0" or "may not beused to satisfy attrition."

Targeting ComputerUsing this device to fire a weapontwice requires normal use of theForce for both firings. When firingseparately, you may fire at the sametarget twice or at two differenttargets. When combined, add bothdestiny totals together against asingle target.

Tarkin DoctrineIf your Death Star becomes abattleground, it does not count asbeing within 2 parsecs of itself (thusit does not contribute to Force loss).

Tatooine: DesertThis non-unique location's game textprevents characters with landspeedless than 2 from moving away;however, it does not affect themovement of vehicles or other kindsof movement such as shuttling,landing and taking off. Characterswith landspeed greater than 1 (e.g.,Kal'Falnl C'ndros, Boba Fett) canmove away from the desert, but theaverage character needs some kindof assistance. (For example, avehicle could be deployed to rescuecharacters trapped in the desert,and some Interrupt cardstemporarily add landspeed.)

Tatooine: Great Pit Of CarkoonWhen performing an attack usingthis site's game text, the Sarlaccmay attack any captive present withit (even on board an open vehicle);thus Expand The Empire will notallow it to attack characters atadjacent sites, because they are notpresent with the Sarlacc.

TentacleSee Grappling Hook.

Thank The MakerThe phrase "drained of at least 5Force" on this Interrupt means thatyou lost a total of 5 or more Forceduring the same control phase as aresult of one or more Force drains.

That's OneThis Effect adds to Chewie'sweapon destiny draws (not Han's).

The CampThe deploy modifiers listed withinbrackets all apply to your opponent'saliens when they are deploying toTatooine only.

The Empire's BackSee Double Back.

The First Transport Is Away!Once this Utinni Effect has beenused to retrieve Force, it remains inplay only as a marker for the Hothsite power bonus. It may not beused to retrieve Force again.

The Shield Doors Must Be ClosedThis Effect stops movement from anon-Echo site to the Echo DockingBay, or from Echo Docking Bay to anon-Echo site.

There Is Good In Him / I Can SaveHimThe capture action targeting Luke onthe destiny 0 side of this Objectivecard may only be initiated if Lukecan be seized by an Imperial. This isa specific exception to the normalcapturing rules.

They Will Be No Match For YouAny Dark Side card that initiates aduel that Maul participates in isconsidered to be "Maul initiating aduel". Thus Maul Strikes will not

cancel Hunt Down And Destroy TheJedi while this Effect is in play.

They're Still Coming Through!When retargeting Fallen Portal, thisInterrupt need not follow the originaltargeting restrictions; charactersinside enclosed vehicles are validtargets.

This Deal Is Getting Worse All TheTime / Pray I Don't Alter It AnyFurther"Plays All Too Easy" means whenAll Too Easy is initiated. The LightSide player loses Force even if AllToo Easy is subsequently canceled.

This Is All Your Fault(Errata) See Self-DestructMechanism.

Timer MineSee Mining Droid Rules, Ap. C.

Tonnika Sisters(Errata) This card is a combo card.This is a specific exception to thecombo card rules (see ComboCards, Ap. C).The Tonnika Sisters may destroyany weapon or device, but may stealonly something they can carry (suchas a character weapon). TheTonnika Sisters may steal or destroyup to two weapons present or up totwo devices present — not one ofeach. (See Kiffex.)

Transmission TerminatedThis Interrupt cancels any cardeither on table or just played with thehologram attribute.

TzizvvtThis alien may use his landspeedonly during your deploy phase.However, he may make other kindsof regular moves and unlimitedmoves normally.

U-3PO (Yoo-Threepio)U-3PO's game text that adds hispower to the light side is appliedeven though he is not participating inthe battle and is inactive. This is asingular exception to the normalrules of undercover spies andparticipating in battle.If stolen while Undercover (e.g., by aCaller), U-3PO moves to your side

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of the location and becomes anUndercover spy for your opponent.The Light Side player may choose tonot accept this Dark side droid whenits cover is broken, in which case itbecomes a Dark Side non-Undercover droid.

UltimatumThe text of this card comes intoeffect as an automatic action whenyou lose your second Force (andmeet all other requirements of thecard). For example, if you are beingdrained for 5 Force and you satisfythe battleground requirements ofUltimatum as well as having It CouldBe Worse in hand and 2 Forcesaved. If you choose to play It CouldBe Worse to reduce the Force lossby 2, you have not lost any Force tothe drain, and must still lose 2 Forcebefore Ultimatum will take effect(and you then will not have to loseany more Force).

Vibro-AxThe destiny drawn by the playerwhose character is being targetedby the Vibro-Ax is not a weapondestiny.

Vul TazaeneSee Kiffex

Warrior's CourageSee Lone Warrior.

WED15-17 'Septoid' DroidIf other cards on table prevent thiscard's forfeit value from beingreduced (such as Chokk forexample) then when it is forfeitedthis droid does not satisfy any battledamage or attrition.

We Have A PrisonerWhen capturing a just forfeitedcharacter using this Dark SideInterrupt, that character is capturedafter applying forfeit value but beforebeing placed on the Lost Pile. Whencaptured, the characters values thatwould normally be restored uponleaving table (e.g., forfeit beingreduced by 2, power being reducedto 0) has those values reset. In thisway, cards deployed on thatcharacter (for example, Bounty or aweapon) are not placed in the LostPile. Additionally, if the card was

'hit', it is no longer 'hit'. However, ifany responses to the characterbeing lost remove a card (or cards)on that character prior to this cardbeing played to capture them, anyremoved card(s) would not return tothe character and would stay wherethey were placed when removed.This is a specific exception to thejust lost ruling.This Interrupt's first function maycapture a character lost or forfeitedfrom a system or sector, if you havea potential escort available aboard avehicle or starship at that location.

We're DoomedThis Interrupt is not a response to aForce drain. When applying thisautomatic force reduction modifier incombination with other automaticmodifiers (such as Honor of theJedi) the halving from We'reDoomed is applied first before theother cards take effect. This is aspecific exception to the rule that allautomatic modifiers are applied to avalue instantaneously.

We're Leaving(Errata) See Ghhhk.

We're The BaitThis Utinni Effect may target Lukeeven if he is on Dagobah (as impliedby the Jedi Test restriction). We'reThe Bait is canceled if the captive orfrozen character it is deployed on isreleased.

Weapon LevitationYou may not initiate a WeaponLevitation (Lost function) if thestealing character is incapable of"carrying" a weapon. For example, aB'omarr Monk, or a Disarmedcharacter.

Weapon Of A Fallen MentorIf the lightsaber targeted by this cardlater leaves table, this ImmediateEffect is lost. Likewise, if thetargeted lightsaber becomesinactive, this card will also beinactive until the lightsaber is activeagain.

Weather VaneIf an escort is about to be relocatedto a Weather Vane, any captivesthat character is escorting are

released. When a starship or vehiclerescues a character stacked on thiscard, the rescued character isplaced aboard that starship orvehicle (capacity permitting). If thereis insufficient capacity, the rescuingaction cannot be initiated by thatstarship or vehicle.

WHAAAAAAAAAOOOOW!This Interrupt card relocates acharacter after being defeated butbefore being eaten.

Wokling (V)The "once per game" function of thisEffect may not be used to take intohand an Effect that lists any deploycost in its game text (such asBeggar).

WuherThis alien's capability to causeweapons and droids to be lost is anautomatic action.

Yade M'rakYade may only take your (Darkside's) just-drawn race destiny intohand, not your opponent's.

Yavin IV Sentry (V)See Ch. 1F. Free.

Yerka MigThis Utinni Effect is not a characterand may not be targeted as acharacter. Yerka Mig deploys andmoves like a character, but does notrequire presence or Force icons anddoes not count toward vehicle orstarship capacity. While at a systemor sector location, Yerka Mig doesnot affect the opponent's power.

YodaA Dark Side character of ability > 3is only required to initiate battle (orattack) at Yoda's location. Thuseven if that character is laterexcluded, the battle will continue(assuming other Dark Side presenceis still participating).

Yoda, Senior Council MemberYoda may relocate only one otherJedi each Light Side move phase.

Yoda's Gimer StickThe text permitting battles on thiscard supersedes only (Dagobah set)

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Yoda's text that prevents initiation ofbattles at Yoda's location. It does notovercome any other rule or card-based battle initiation restrictions(such as the requirement ofpresence, or the restrictive text onDuel Of Fates).

You Can Either Profit By This... /Or Be DestroyedSince frozen Han cannot be moved,he cannot be targeted by Trap Dooror prisoner transferred.

You May Start Your Landing"Occupy with an AT-AT" means thatyou must occupy the location, andthe AT-AT cannot be unpiloted.

You Must Confront VaderUnlike the other Jedi Tests, this onedoes not require its target to be onDagobah, nor does it require amentor. However, it does requirethat the Skywalker being targeted isan apprentice. Note that the destinydraw required when attempting thetest is part of a duel, and thus is not"training destiny" (it is not subject totraining destiny modifiers).

You Overestimate Their ChancesSee Don't Underestimate OurChances.

You Want This, Don't You?If the Luke With Lightsabercharacter card is on table, this cardcancels only the text on that cardthat is within parentheses.

Your Eyes Can Deceive YouSee Eyes In The Dark.

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Appendix C - Special Rules

Asteroid RulesWherever 'Asteroid Rules' are in effect, your starshipspresent there continuously risk being hit by asteroids.During each of your control phases, for each ship youhave at an asteroid sector:1) Opponent draws one asteroid destiny. If this card is

itself an asteroid sector, the starship is immediatelylost, no matter how high its armor or maneuver.

2) Add 1 for each additional sector at that system thathas 'Asteroid Rules' in effect.

3) If total asteroid destiny > armor or maneuver, thestarship is lost.

Asteroid Rules - Asteroid DestinyDrawing asteroid destiny against your ship is amandatory action for your opponent. As such, youropponent chooses the target for each draw (before thedraw is actually made).

Blown AwayCertain cards will cause locations to be 'blown away.'Being blown away is a major event that will haverepercussions for the rest of the game. Whenever alocation is blown away, it is turned face down (Note thata blown away location is a special kind of supportingcard, since it is functioning as a location; the rules inthis section supersede the rules regarding card states).From this point on, the location cannot be deployed orconverted again. It is considered an unnamed location(i.e. a blown away Alderaan cannot have Havendeployed on it) with 0 Force icons, and no game text orother attributes except those specified below. Cardsmay still deploy and move to the location as normal(obeying all standard rules, e.g. having presence).If the blown away location is a site:Any cards at the site are lost. It is considered exterior, is a part of that system, and

retains its marker number (if applicable).If the blown away location is a system:All related sites, Cloud sectors, and Death Star II

sectors (and any cards on them) are lost.No named sites or sectors of that system may be

deployed again this game.All cards deployed on the system are lost (though

starships and mobile systems -and the cards on them-in orbit are not affected).

It is considered a space system ( ) and retains itsparsec number.

Generic sites are not counted in calculating totals,costs, or Force loss for blown away events.If a location deploys as a blown away location, itsname, game text, and icons still apply as normal (thisoverrides the general rules of being blown away). Youare not considered to have blown away that location,but it does satisfy conditions that check to see if thatlocation has been blown away.

See Blown Away - Timing for a specific breakdownon the order of events when a card is blown away.

Blown Away - Blockade FlagshipBravo Fighter describes how to blow away the BlockadeFlagship (this is a starship destiny draw). The generalrules regarding blown away do not apply here; insteadtake the Blockade Flagship and place it out of play. Itssites and all cards on the ship and at the sites are lost.No Blockade Flagship sites may be deployed forremainder of game.

Blown Away - BunkerDeactivate The Shield Generator describes how to blowaway the Bunker (this is an Epic Event destiny draw). Ifthe Landing Platform is on table, it is also blown away.If the Landing Platform not on table, then it is notconsidered destroyed and may still be deployed at theend of the row of exterior sites (at the opposite end fromChief Chirpa's Hut).

Blown Away - Death StarAttack Run describes how to blow away the Death Star(this is an Epic Event destiny draw). Note that this EpicEvent has been errata'ed so that proton torpedoes areimmune to Overload while Attack Run is on table. Alsonote that proton torpedoes is an attribute, so you mayuse any starship weapon with that attribute.Starships may move into the Death Star: Trench onlyfrom the Death Star system location itself. Onlystarfighters and TIE squadrons may move into theTrench; light side squadrons and cards that move like astarfighter may not. Moving light side starships intothe Trench is free and a regular move; moving darkside starships is free and an unlimited move.Your lead starfighter must have proton torpedoes toperform an Attack Run. If your lead starfighter issomehow lost while you still have wingmates, you mayselect one of the wingmates to become the leadstarfighter if that starfighter has Proton Torpedoes. TheAttack Run will immediately end if at any time there areno light side starfighters with proton torpedoes.During the Provide Cover stage of an Attack Run (asindicated by the Attack Run card), you identify leadstarfighter and wingmen. After that is complete, thisstage continues in a similar manner to the weaponsstage of a battle (but remember that it is not a battle):starting with the Light side, each player may performtop-level actions, and once both players passconsecutively, the Provide Cover stage ends and itproceeds to It's Away!. During the Provide Cover stage,the only actions that are permitted are those specificallypermitted to occur during an Attack Run (includingactions on the Attack Run card itself). This is the onlytime during an Attack Run that top-level actions can beinitiated. Responses can occur to any appropriateaction throughout the Attack Run. Attack Run

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specifically permits certain weapons to fire during thistime; they may do so only once (unless specificallystated otherwise). If you need to determine the ability ofa pilot when there are multiple permanent pilots on astarship, see Starships - Permanent Pilots, Ch. 9.When the Attack Run ends for whatever reason, moveall starships in the Trench back to the Death Starsystem location as an unlimited move for free.Generic sites do not count towards Epic Event totals,and so are not a factor in determining Y on Attack Run.If blown away, the dark side player loses 2 Force foreach dark side Force icon at all Death Star locations(regardless of who deployed it) including all modifiers tothe number of icons (such as Presence of the Force).

Blown Away - Death Star IIThat Thing's Operational describes how to blow awaythe Death Star II (this is an Epic Event destiny draw).To do so, Light must fly their starfighters through theDeath Star II sectors to the Reactor Core. Onlystarfighters may move to Death Star II sectors,squadrons and capital starships may not (even thosethat move like starfighters).Starfighters may move between the Death Star IIsystem and the Coolant Shaft, or move from one DeathStar sector to an adjacent sector. Both of these areregular moves that cost 1 Force.Dark side starfighters may move to a Death Star IIsector only if there is a light side starfighter at one ofthose sectors. Whenever there are no light sidestarfighters at any Death Star II sectors during the DarkSide's move phase, any dark side starfighters at thosesectors must move back toward the Death Star IISystem (for free, one sector per turn) until they havereturned to the system.If the Death Star II is blown away, starships at theReactor Core may attempt to 'escape' (as defined onthe Epic Event, not in the sense of captured starships).The light side selects their starships and, one at a time,moves one sector closer to the Death Star II system(this is free and considered an unlimited move). Witheach movement, draw movement destiny as indicatedby the sector (you draw for your own ships); cardswhich modify movement destiny (e.g., DesperateCounter) affect the total of the draw and the maneuver.Once the light side's starships are finished moving froma sector, the dark side follows the exact same process(including drawing movement destiny using the lightsidegame text) until all their starships have finished movingfrom that sector. This process repeats for the ships atthe next sector, and so on until all starships reach theDeath Star II system.If blown away, the damage is doubled per the EpicEvent: the dark side player thus loses 4 Force for eachdark side Force icon at all Death Star II locations(including all modifiers to the number of icons).

Blown Away - Imperial HolotableTransmission Terminated describes how to blow awaythe Imperial Holotable (this is an Interrupt destiny draw).The general rules regarding blown away do not apply

here; instead place the holotable, all cards that were atthe holotable, and any converted holosites that wereunderneath the holotable, into their owners’ Lost Piles.Because the Imperial Holotable does not represent aphysical location, either player may deploy anotherholosite as normal.

Blown Away - Main Power GeneratorsTarget The Main Generator describes how to blowaway the Main Power Generators (this is an Epic EventAND a weapon destiny draw).The light side loses 8 Force only when the site is "blownaway" directly, not when it is lost in another way (suchas when the Hoth system location is "blown away" byCommence Primary Ignition).

Blown Away - Planet SystemsCommence Primary Ignition describes how to blowaway planet systems (this is an Epic Event AND aweapon destiny draw). A system that is blown awaybecomes a space system, thus no sites or sectors maydeploy to that system (if there were asteroid sectorspreviously, they remain, but further sectors may not bedeployed).Generic sites do not count towards Epic Event totals,and so are not a factor in determining X or Z onCommence Primary Ignition.If the system blown away was a Rebel Base, the lightside player loses 2 Force for each light side Force iconat the system and all its related locations (regardless ofwho deployed it) including all modifiers to the number oficons (such as Presence Of The Force and Sleen).Again, generic sites are ignored for these purposes.When Systems Will Slip Through Your Fingers is faceup on table, any "blown away" system is considered tohave been 'probed.' Any 'probe' cards under a systemwhen it is "blown away" are lost.

Blown Away - TimingTo simplify the timing of the events which blow away alocation, follow the events on the card in question until itreaches the point where the card says that the locationis blown away. At this point, do the following in order:1) Any card deployed on that location that specifically

states it is relocated when the location is blown awayis now relocated (e.g. Down With The Emperor).

2) If at a site, all cards at that site are lost (except cardswhich are causing the blowing away event).

3) Any Force loss caused by any cards or rules is nowchecked and applied.

4) If the location is a system, all related sites, Cloudsectors, and Death Star II sectors (and all cards atthem) are lost, as well as any cards at the systembesides starships and mobile systems.

5) Flip the location over.6) Continue with events on the card (if still on table)7) Any automatic actions to the blowing away of that

location are now triggered8) Any just actions to the blowing away of that location

are now initiatedSee the following page for timing examples.

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Bluff RulesBluff rules means that the Dark Side may place "bluffcards" (a card from hand) at the Tatooine: Bluffs site.Thus, Revolution, Expand The Empire, or canceling thegame text of only one side of this site has no effect; theLight Side cannot bluff, and the Dark Side may not bluffat other sites.Once during each of your turns (at any time) you mayplace a bluff card face down under the Bluffs site. Eachbluff card cumulatively adds 1 to your total Force drainat that site. During your deploy phase, your opponentcan choose to flip over any of your bluff cards: If it is a character or vehicle, you may attempt to

deploy it (deploy cost = 0) to the Bluffs using normalrules of deployment (obeying uniqueness, deploymentrestrictions [including having presence or Force icons],etc.).

If it is not one of those cards, or you could not legallydeploy it there, you lose 2 Force and the bluff card.

Blown Away - Example 1 - HothThe Death Star, with a Superlaser on it, is in orbitaround the Hoth system. Currently Haven and A DayLong Remembered are deployed on that system andthere are two X-Wings there; there is also a Cloudsdeployed to Hoth. The Main Power Generators, IcePlains, and Echo Med Lab are all on table, with aSnowspeeder at the Ice Plains. The Dark Side playsCommence Primary Ignition, following the instructionson the card. After the calculations are done the resultsindicate that Hoth is blown away, so we begin the steps:1) A Day Long Remembered indicates it's relocated, sowe relocate it to opponent's side of table; 2) it is not asite, so we move on; 3) Force loss is 12, because thereare six blue icons at Hoth locations (the 8 loss of theMain Power Generators is not applied because wearen't blowing away that site, we're blowing away thesystem), note that this loss is only because Hoth is aRebel Base, that if it were Bespin or Sullust there wouldbe no Force loss; 4) All the Hoth sites (and the sector)and cards on them are lost, as is Haven; 5) flip the Hothsystem; 6) we continue with the card, which says it isnow lost; 7) no automatic actions are triggered; 8) nojust actions are initiated.

Blown Away - Example 2 - BunkerThe Bunker is on table, with 3 Rebels, 2 ExplosiveCharges, and Deactivate the Shield generator there.Blizzard 1 and General Veers are both at the LandingPlatform. The Back Door is unoccupied. The Shield IsDown! is on table. The Light Side has just completed itsdestiny draw, so we continue following the order ofevents on the card by relocating the Rebels to the BackDoor. The next event states that the Bunker andLanding Platform are blown away, so we beginfollowing the steps: 1) No cards state they're relocated;2) All the cards at the Bunker and Landing Platform arenow lost, except for Deactivate the Shield Generatorbecause it is causing the blowing away action; 3) TheForce loss on the Epic Event is now applied (we're not

resuming the card yet, that is merely where the damageis listed, and we check all sources); 4) it's not a system,so we move on; 5) flip the Bunker and LandingPlatform; 6) Continue with the card, which states it's lost(we already applied the damage, so we do not do itagain); 7) The Shield Is Down! is an automatic actiontriggered by the blowing away, so we retrieve 8 Forceand the opponent places their hand on Used Pile; 8) nojust actions are initiated.

Blown Away - Example 3 - Death Star IIDeath Star II, the three Death Star II sectors, and ThatThing's Operational are on table. Presence Of TheForce is on the Death Star II system, as is theSuperlaser Mark II. The Millennium Falcon armed withConcussion Missiles is at the Reactor Core, and makesits destiny draw. It succeeds, so following the order ofthe card the Falcon attempts to escape, moving sectorby sector for free, drawing movement destiny each timeuntil it reaches the system.Once that is complete (fortunately the Falcon escapessafely) the card continues and it says that Death Star IIis blown away, so we begin the steps:1) No cards statethey're relocated; 2) it is not a site, so we move on; 3)Force loss is 24 (there are 6 red Force icons includingthe one provided by Presence Of The Force, whichmakes 12, and the Epic Event states that the damage isdoubled); 4) The Superlaser, all the Death Star IIsectors, Presence Of The Force, and That Thing'sOperational are all lost, the ships at the system aresafe; 5) flip the system; 6) the card is no longer ontable, so we move on; 7) no automatic actions aretriggered; 8) no just actions are initiated.

Bombing RunsThe Mobile Effect card Bombing Run allows yourbombers to move and battle at a site. Such bombersare not landed, but rather are conceptually flying in theatmosphere (much like a snowspeeder).

Bombing Runs - Moving to the siteDuring your move phase, you may move your bomberfrom a system location to a related site that hasBombing Run deployed on it. This is not landing;instead it's a special regular move that costs 1 Force(+1 for each cloud sector that the bomber must passthrough). While cloud sectors affect the cost ofmovement, they are disregarded for the purposes ofmoving there (i.e., you don't stop after a certain numberof sectors but move straight to the site).

Bombing Runs - At the siteOnce the bomber has reached the site, it is performingthe bombing run and will continue to do so until itreturns to the system, even if the Bombing Run card iscanceled.Bombers performing a bombing run follow the normalrules of occupying locations, thus if their pilots provideability they may initiate battle and be battled, Forcedrain and prevent Force drains, etc. Nevertheless, theyare still starfighters and remain as such for all purposes(e.g., they cannot be targeted by weapons that do not

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target starships). You may deploy cards on yourbombers, but you may not deploy bombers themselvesor move cards aboard them.

Bombing Runs - Bombing Run battleA Bombing Run battle is a battle with at least onebomber that is performing a bombing run participating.Proton Bombs are not required to initiate a BombingRun battle, but they can be very useful in "carpetbombing" the site. There is nothing special about theway the battle is conducted; the starship may betargeted as appropriate (e.g., a stolen ThermalDetonator or E-Web, All Power To Weapons).

Bombing Runs - Leaving the siteAt the end of your next battle phase, your bombersmust return to the related system (if this is not possible,such as the bomber being unpiloted, it is lost).Returning to the related system is free (and also aregular move, even though this happens during thebattle phase), and unaffected by cloud sectors or similarcosts. Once it has returned to the system it is no longerperforming a bombing run.

CapturingIn a battle, not everyone who doesn't come back dies -some are wounded and cannot continue, some areforced to hide, some are caught by enemy forces, andsome may even desert. In the SWCCG, all these eventsare covered by being lost. However, under certaincircumstances, taking beings alive for torture orexploitation furthers someone's goals. This is almostalways for evil reasons, thus capturing in SWCCG doesnot represent taking someone alive, but treating beingsas disposable property.For this reason, only the Dark Side may capture; if theLight Side somehow controls a card which allowscapturing, the Light Side may not use the capturingportion of that card. (Thus, Light cannot use a stolenweapon that captures its target, nor can he capturecharacters using Weather Vane or Lost In Space). TheDark Side may capture only Light Side cards.(However, both players can steal the opponent's cards,which is different from capturing. See Stealing.) Specialcards are required to capture, such as Tractor Beam orAll Wrapped Up.The Dark Side may capture either characters orstarships, which are handled in different ways.

Capturing CharactersWhenever a rule or card says that a character iscaptured, the Dark Side player must immediatelychoose one of these three options:Seizure — Your bounty hunters, warriors, and battle

droids at the same location may seize (take intocustody) one of the captured characters each; thatcharacter is now a captive and is placed face upbeneath the character who is now its escort. SeeCaptives – Escorting.

Imprisonment — If the capture takes place at anyprison, you may imprison any number of the capturedcharacters there; those characters become imprisoned

captives and are placed face up beneath that prison.See Captives – Imprisoned.

Escape — be placed in the Light Side player's UsedPile.

CaptivesA captive (captured character) is inactive. It should benoted that an imprisoned character is treated a littledifferently than normal inactive cards. See Captives -Imprisoned.When a card looks for a specific attribute or charactertype when checking who a captive was captured by(e.g. Bounty looking for a character captured by abounty hunter), a captive is considered captured by acharacter when:- that character seized the captive (regardless of whatcaused the capturing action), or- that character used a weapon or their own game textto capture the captive (regardless of whether or not theyseized the captive)

Captives - ImprisonedAn imprisoned captive should be treated as if 'enclosed'within that prison, and is not present with any othercharacters, vehicles, weapons or devices at that prisonlocation. In addition, an imprisoned character isunaffected by "area affect" cards such as a ThermalDetonator or Program Trap, but can be lost to cardsthat 'destroy' the entire prison location such as byblowing away the planet or collapsing the prison.For releasing imprisoned captives, see Captives -Releasing.

Captives - EscortingWhen your bounty hunter, warrior, or battle droid takesa captive into custody (including by prisoner transfer)the bounty hunter, warrior, or battle droid becomes thatcaptive's escort. Each character may escort only onecaptive at a time. Unless specifically allowed by a card,an escort may not give its captive to another bountyhunter, warrior, or battle droid. A captive moves with itsescort automatically (at no additional use of the Force).An escort may use landspeed, shuttling, docking baytransit, embarks, disembarks, transfers between dockedstarships or uses the special movement text of a sitelocation (for example, Cloud City: Upper PlazaCorridor); no other forms of movement are allowedunless a card specifically allows it (such as Rise, MyFriend). The captive occupies passenger capacityaboard vehicles and starships (regardless of whetherthe escort is a passenger or a pilot). See Movement -Unlimited - Prisoner Transfers, Ch. 7.

Captives - Once Per CaptiveThe phrase "once per captive" means once for eachcaptive during that period of captivity. In other words, ifa captive is released, a once per captive action thattargeted them before can do so again, once.

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Captives - ReleasingWhen your characters are captives, you may releasethem using cards such as 8D8, Arc Welder, CaptivePursuit, Cell 2187, Detention Block Control Room, I'mHere To Rescue You, Jedi Mind Trick and SomeoneWho Loves You, as well as the Light Side game text ofyour opponent's Cloud City: Security Tower or Jabba'sPalace: Dungeon. Besides special cards, an escortedcaptive can also be released by removing the escort.Causing the escort to be forfeited, lost, missing, stolen,crossed over, converted, or leave the table will allrelease the captive. An exception to this is when anescort and a captive are both to be lost or mademissing by the same action, that is, any action or rulethat affects "all cards" or "all characters" such asblowing away the system, setting off a ThermalDetonator or Program Trap etc. In this case, the escortand the captive both suffer the effects of the action asappropriate - both of them are lost, or missing (in thiscase the captive is released before going missing andcannot escape or rally). Whenever a non-frozen captiveis released from an escort, the Light Side player maychoose whether the released character:Escape — be placed in the Light Side player's Used

Pile orRally — if released at a site, be moved to the Light

Side of the site location (even aboard a vehicle orstarship there)

Imprisoned characters are not escorted, and can onlybe released using a card that allows you to free acaptive, such as I'm Here To Rescue You or the lightside game text on Jabba's Palace: Dungeon (simplycontrolling the location of the prison is not sufficient torelease a captive). If a site loses prison status, anycaptives imprisoned there are immediately released. Acaptive released from a prison must Rally.For information on a captive released during a battle,see Participating In Battle, Ch. 6. See Captives –Frozen – Releasing.

Captives - FrozenThis term refers to a captive who is encased incarbonite (via a Dark Side card such as Carbon-Freezing or All Too Easy, or the Light Side Objectivecard You Can Either Profit By This... / Or BeDestroyed). A frozen captive is considered to be power,ability, and landspeed = 0 for any action or conditionthat targets these statistics of a captive. A frozencaptive:cannot be attacked by creatures (not even with the

game text on Great Pit of Carkoon)cannot be tortured or interrogated in any way (using

any card titled: IT-O, Hypo, EV-9D9, Aiii! Aaa!Agggggggggg!, Interrogation Array, SonicBombardment and Cloud City: Interrogation Room,along with cards that in some way mimic this ability,such as Expand The Empire).

cannot be "hit", and cannot battle or fight their escort,so they cannot be used with Captive Fury, HumanShield, or Strangle.

cannot be escorted with Binders.

cannot be targeted by any card that freezes acharacter.

cannot be targeted by a Seeker.Otherwise, a frozen captive functions the same as anormal captive. See Captives.

Captives - Frozen - ReleasingFrozen captives may be released by special cards orgame actions that release captives (see Captives –Releasing). In addition, if the Light Side controls alocation where an unescorted frozen captive is (and thatcaptive is not imprisoned), then that captive may bereleased. A frozen captive released at a site must Rally(if not at a site, then captive Escapes to the Light Sideplayer's Used Pile).

Captives - Prisoner TransfersSee Movement - Unlimited - Prisoner Transfers, Ch. 7,Captives – Escorting.

Captives - PrisonsSee Locations - Prisons, Ch. 9

Captives – Seizure ("if possible")In normal course of play, a character cannot voluntarilyseize a captive if they are already escorting themaximum number of captives, or if they are aboard avehicle or starship without sufficient capacity. In caseswhere you are required to seize a character "ifpossible," this likewise applies. In other cases whereyou are required to seize a character (cases whereimprisonment and escape are not options), and there isno "if possible" requirement, the seizing character must(as an automatic action):If already escorting: One captive already being escortedis released (escapes to Used Pile); Dark chooses.If on a vehicle or landed starship without sufficientcapacity, must immediately disembark.After that action resolves, the capturing action nowtakes place.

Captives – Collecting A BountySeveral cards use the phrase “collecting a bounty”. Thisphrase refers only to the use of retrieval game text onthe bounty Effects themselves (that comes from thetransfer of a captive to the appropriate prison listed inthat bounty's game text), and not any other actionrelated to the captive or bounty card (such as placing abounty in Used Pile with Assassin's Blaster Rifle toretrieve force).

Capturing Characters - ExampleIG-88 With Riot Gun ("Permanent weapon is riot gun(may target a character for free; draw destiny; targetcaptured if destiny +1> defense value).") and MaraJade are at same site as Leia. During battle, he targetsLeia and succeeds in his draw, capturing her. Hechooses Seizure, and takes her as a captive; he is nowher escort.

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During the next turn another battle takes place and IG-88 uses his permanent weapon against Luke. Itsucceeds, so Luke is captured. Because he's alreadyescorting a captive, he can't escort another. Instead, hechooses Seizure and has Mara Jade take Luke as acaptive (as a warrior, she can escort captives). Notethat Mara Jade could have taken Leia captive beforeinstead of IG-88, it was up to Dark to decide.During yet another battle, IG-88 uses his weapon onHan and succeeds. Dark cannot choose Seizurebecause there is no one who can escort Han (and IG-88 and Mara can't let their captives go), nor can hechoose Imprisonment (they're not at a prison), so he'sleft only with Escape, and Han is placed in the Lightside player's Used Pile.

Capturing, Escorting, And Imprisoning - ExampleCaptain Han Solo is piloting the Millennium Falcon atTatooine, where Captain Needa is piloting the Avenger.A battle takes place and Han is forfeited. Dark respondswith We Have A Prisoner ("Use 1 Force if opponent justlost or forfeited a character from battle. Character iscaptured instead."), capturing Han. Needa choosesSeizure and serves as Han's escort (neither the rules orcapture nor this capturing card require Han or Needa tobe present). Han is inactive and occupies passengercapacity onboard the Avenger. The Avenger then fliesto the Death Star system. Needa boards a Sentinel-class Landing Craft that is in the cargo hold of Avenger;Han automatically moves on board with him. TheLanding Craft lands at the Docking Bay 327, and Needadisembarks (along with Han). Needa moves to theDocking Control Room 327 using his personallandspeed (for 1 Force); Han is still brought along (at nocost). Needa embarks on a Lift Tube there (along withHan) which moves to Detention Block Corridor, wherehe disembarks (along with Han). He then prisonertransfers Han into the prison.

Releasing Captives - Example 1Han is now imprisoned at Detention Block Corridor.Leia Organa deploys there, so now Light controls thesite. However, control is not enough to release animprisoned captive, Light needs a card that willspecifically do that. Light plays Someone Who LovesYou ("If Leia is present at a site where Han is a captive,release Han."). Since Leia is present at the site andHan is a captive there, he is now released. Since hewas released from a prison, he must Rally (move to theLight side of the location).

Releasing Captives - Example 2Leia is a captive being escorted by IG-88. A battleoccurs there. Leia is not participating in the battle (she'sinactive). However, Luke swings his lightsaber and hitsIG-88, and then plays Blaster Proficiency to make himimmediately lost. With her escort removed, Leia is nowreleased and may Escape or Rally; Light chooses Rally.She moves to the light side of the location; she's activeand participating in the battle for all purposes.

Captives – Seizure ExamplesBoba Fett is alone escorting Luke. He uses HiddenWeapons to capture Han. He cannot choose to seizeHan since he's already escorting Luke; Han must beeither imprisoned if they're at a prison, or must escapeto the Used Pile.

Luke is at same site as two Imperials while There IsGood In Him is on table ("When any Imperial is atLuke's site, Luke is captured (seized by an Imperial, ifpossible, even if not a warrior")). One is escorting Han,the other is piloting a Single Trooper Aerial Platform.Neither one may seize Luke, because one is escortingthe maximum number of captives, and the other doesnot have sufficient capacity. The capture cannot happenbecause it only happens "if possible," and this isn't.

Luke is at same site as Vader while Bring Him BeforeMe is on table ("If Luke is present with Vader and Vaderis not escorting a captive, Luke is captured and seizedby Vader."). Vader is piloting a STAP. Because Vadermust seize Luke (it is not optional, and no other form ofcapturing is permitted), he must disembark and seizeLuke. If Vader were escorting a captive, he would NOTseize Luke, because the objective applies only if Vaderis not escorting a captive.

Capturing StarshipsDark Side players can use tractor beams to captureLight Side starships (except starships of the subtypeMon Calamari Star Cruiser). When a tractor beamcaptures a starship: If there are no characters aboard (permanent pilots

are not characters), it is now stolen (see Stealing). If there are characters aboard, place it face-up

beneath the card on which the tractor beam isdeployed.

If the captured starship is placed under a site (even if itis a capital starship), it is considered present at thatsite. No characters (of either player) may embark on thecaptured starship. However, any characters trapped onthe captured starship can disembark there as normal ifthe Dark Side does not occupy that site.If the captured starship is placed under a starship, thecaptured starship is considered aboard it (meaning thatany Dark Side characters also aboard are present withthe captured starship) except that it does not in any wayaffect capacity (this is a specific exception to theinactive rules). If the starship it is aboard is lost, thecaptured starship would be lost as well.A captured starship is inactive; thus any Light Sidecharacters on board are also inactive (though they arenot captives). The Dark Side may use cards such asWe Have A Prisoner or Besieged (see Besieged, Ap. Aand Besieged Battles, Ap. C) to attempt to capture oreliminate Light Side characters aboard a capturedstarship.Whenever a captured starship has no Light Sidecharacters aboard, the Dark Side immediately steals it(place on the Dark Side of the appropriate system orsector; this is not considered movement).

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If a tractor beam card is canceled, any cards which arebeing held underneath the related Star Destroyer or siteare released and the Light Side player may choosewhether the released starship (and cards on board): Launch — place on the Light Side of the system or

sector (this is not considered movement) or Escape — be placed in the Light Side player's Used

Pile.

Capturing Starships - Besieged BattlesBy deploying Besieged on a captured starship, yourcharacters aboard the Star Destroyer, at Death Star:Docking Bay 327 or at Star Destroyer: Launch Baywhere the starship now is can battle your opponent'scharacters 'trapped' aboard that starship. This workslike a battle at a site (although the dark side may selectsome or all of their characters to participate); thecharacters on the captured starship are consideredactive during a Besieged Battle. Starships and vehiclescannot participate in a besieged battle. If the Light Sidehas one group of characters in the docking bay orlaunch bay and another group trapped on the starship,these two groups may not combine when Besieged isplayed. You may initiate a battle against one group orthe other, but not both on the same turn. The characterson board the captured starship may not initiate battle,and do not participate in any battles other than thoseyou initiate against them using Besieged (because theyare inactive). If the trapped characters are eliminated(which might take several turns), you steal the starship(see Stealing Vehicles And Starships).Regardless of which side controls the starship, theBesieged card remains on the starship (and thus is notavailable to be retrieved from the Lost Pile) until thatstarship is no longer on table.

Capturing Starships - Example 1X-Wing and a Star Destroyer with a Tractor Beam are ina battle together. At the end of the battle the TractorBeam is used ("At the end of a battle at same system orsector, may target an opponent's starship present(except a Mon Calamari Star Cruiser) using 2 Force.Draw destiny. Target captured if destiny > defensevalue."). Dark draws destiny of 6, greater than the X-Wing's defense value, so the X-Wing is captured. Sinceit has no characters on board (just a permanent pilot),the X-Wing is stolen, and returned to the system as adark side starship with a dark side permanent pilot.

Capturing Starships - Example 2Captain Han Solo is piloting the Millennium Falcon atthe same system as the Avenger with its Tractor Beam.At the end of the battle, it targets the Falcon and drawshigher than its defense value. The Falcon is nowcaptured. Because there's a character on board, it'splaced under the Tractor Beam card; both it and Hanare now inactive. Dark plays We Have A Prisoner ("UseX Force to capture all characters aboard a capturedstarship, where X = twice the number of characters.")

and targets the Falcon. He uses 2 Force (twice thenumber of characters), and Han is captured. Sincethere's no escort available, Han Escapes to the UsedPile. Now with no pilot characters on board, the Falconis stolen; it is placed on the dark side of the system, andDark may now use it as their own starship.

Besieged Battle - ExampleHan With Heavy Blaster Pistol is on the Falcon, whichhas been captured by the Executor; Piett, Ozzel, andStormtrooper Garrison are deployed on the Executorcard, along with Blizzard 4 and a TIE Fighter. Vader isat Executor: Meditation Chamber. Dark has Besiegeddeployed on the Falcon, so Ozzel and the troopersattack Han (Vader isn't present with the Falcon becausehe's "below decks;" the TIE and AT-AT cannotparticipate in Besieged Battles. Dark has chosen not toinclude Piett.). The battle costs 1 to initiate and is anormal battle as if at a site; Han shoots the Garrisonand uses Blaster Proficiency to make him lost, thenplays Solo Han to add 2 battle destiny, creaming Ozzel.After it's finished, Han is still on board. The followingturn, Light plays Out Of Commission ("During yourcontrol phase, use 2 Force to release a starship held byany Tractor Beam"). Light chooses to Launch (placing iton his side of the system) and Han flies away, theBesieged card still on it in case of future capturing.

Cave RulesThe Big One: Asteroid Cave or Space Slug Belly site isa special location which must deploy next to a Big Onesector, as shown below.

Normally this location is an asteroid cave (planet site).However, when a Space Slug creature is present at therelated Big One sector, the location slides next to theSpace Slug and becomes a space slug belly (creaturesite).

When this site is a belly, starfighters may not land ortake off if the Space Slug's mouth is 'closed' (as definedby the Space Slug's game text). If the Space Slug islost, all cards in the belly are also lost and the site thenslides next to the Big One, reverting to a cave.

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Whether the site is a cave or a belly, it is always'related' to the Big One, and characters, vehicles andcreatures may deploy there normally.

CollapsedWhen an interior site is 'collapsed' (e.g., by CollapsingCorridor), all cards at that site are lost and its Forceicons and game text are canceled. The site remains inplay for other purposes; however, each deployment ormovement to or from that site requires 1 additionalForce. A collapsed site is 'rebuilt' if either player deploysa new copy of that site.Docking bay transit is permitted to and from a'collapsed' docking bay. The cost is 0 (docking bay'stext is canceled) +1 Force (as defined above) + anyother modifiers (such as the text on the other dockingbay). See movement - regular - docking bay transit.

Combo CardsA "combo card" is one that combines the functions oftwo cards of the same card type (such as twoInterrupts, two Effects, or two Characters). Combo cardis not the card type, as these cards still have a cardtype icon in their upper left hand corner (such as Effector Rebel). Combo card describes a category of cardsthat are identified by the ampersand ("&") in the cardtitle that separates the two individual card titles (theexception is Slayn & Korpil Facilities, which is not acombo card). Each separate card title also includes itsown uniqueness icon (if applicable). You do not need toown or remember any of the game text of the previous"single card" versions of a combo card. Just play thecombo card exactly as it reads (which may be differentfrom the way the individual card plays). The followingrules apply to combo cards:A combo card counts as both cards in its title for all

purposes, including uniqueness.When any portion of a combo card is targeted or

referenced by another card, game text, or a rule, ittargets or references the entire combo card.

Character Combo CardsSome combo cards combine well-known pairs ofcharacters into a one-card team. Each of these combocard characters follows all the combo card rules, and istreated as one card, one character, one Rebel, onedroid, or one alien — it costs 1 Force to use itslandspeed, it takes up one capacity 'slot' on a starshipor vehicle, and so on. These cards may not be includedin any persona replacement.Starship Combo CardsStarship combo cards combine multiple uniquepermanent pilots with a unique starship card. Unlikeother combo cards, these cards do not have anampersand in the title; instead the game text will statethat it has two or more unique permanent pilots (e.g.,Han, Chewie, And The Falcon or Death Star AssaultSquadron).Character and Starship combo cards have twoadditional special rules:The two personas are considered "with" each other for

all purposes (e.g., being together in battle). This is a

specific exception to the rules (normally a card cannotbe with itself).

The character or starship can only have its valuesmodified once by any single card, regardless of thenumber of personas it affects.

Thus, Artoo & Threepio may be targeted by Artoo, IHave A Bad Feeling About This, and Han, Chewie, AndThe Falcon is deploy +2 (not +4) when Bad FeelingHave I is on table.

DagobahThe sparse population, extreme remoteness, and thickatmosphere of the planet Dagobah make deployment toand movement at this system and its swampylandscape unusually difficult. Thus, special deploymentand movement restrictions apply to all Dagobahlocations:Characters, vehicles and starships may not deploy to

Dagobah unless specifically allowed by their game text(e.g., Yoda and Son Of Skywalker) or another card(e.g., Dagobah: Bog Clearing), or if they may deploy"regardless of location deployment restrictions" (e.g.,Encampment).

Devices and weapons may not deploy directly toDagobah (but may deploy on characters, vehicles andstarships already there, if applicable).

Utinni Effects may not deploy to (or target a card at)Dagobah unless specifically allowed by their gametext.

Shuttling rules and abilities that relocate cards (e.g.,Elis Helrot, Yoda, Senior Council Member, What WasIt?) may not be used to move to or from a Dagobahlocation, unless specifically allowed to (You Will Go ToThe Dagobah System).

Creatures, Effects of any kind (except Utinni Effects),and any other card types may deploy directly toDagobah locations, but they must obey any relevantdeployment restrictions. Interrupts play normally atDagobah."So, how do I get my characters and vehicles toDagobah?" Normally you will use a card that allows this(such as You Will Go To The Dagobah System) or youwill deploy your characters and vehicles elsewhere,then move them to the Dagobah system aboard astarship that can land at a Dagobah site.See Locations - Battlegrounds, Ch. 9.

Death Star and Death Star IIThe two Death Stars seen in A New Hope and Returnof the Jedi are completely separate from each other interms of gameplay; each has its own sites, its ownsuperlaser and its own enhancement cards. Thus, ingame text, the term "Death Star" refers only to the firstDeath Star and the term "Death Star II" refers only tothe second one. (For example, the cards Put AllSections On Alert and Set Your Course For Alderaan,which refer to any card with "Death Star" in its title, workonly with the first Death Star, and could not targetDeath Star II: Throne Room.)

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Although Death Star and Death Star II may be on tableat the same time, each player may deploy locationsonly from one of them. In other words, once you deploya Death Star location, you may not deploy a DeathStar II location in that game, and vice versa, thoughyour opponent is free to deploy locations from the otherDeath Star.

Dejarik Rules'Dejariks' are small holographic gamepiecesrepresenting lifeforms from various planets in thegalaxy. Any Interrupt or Effect with "dejarik" or"hologram" in lore is a dejarik or hologram, respectively(the exception is Well-earned Command, which is not ahologram). Dejariks and holograms may battle eachother at a holosite (Dejarik Hologameboard or ImperialHolotable). A holosite is placed by itself on table and isnever adjacent or related to any other site. Holositesallow dejariks and holograms to deploy and battle thereas if they were characters. Dejariks and holograms at aholosite are not considered to be Interrupts and Effects(except for cards that specifically refer to them at aholosite), they are simply dejariks and holograms (e.g.,Alter may not cancel Molator at the holosite). However,any card which specifically names a dejarik or hologramcard may still affect that card (e.g., Grimtaashspecifically cancels Molator). Vehicles, characters,starships, Utinni Effects etc. cannot be deployed ormoved to a holosite. Only dejarik and hologram cardscan exist at a holosite (and cards specifically permittedto deploy there). Dejariks and holograms are notcharacters, and may not be targeted as such.When you deploy a dejarik or hologram card to aholosite, use its destiny number as its deploy, forfeit,power and ability numbers. A dejarik deployed to theholotable counts as deploying a card (not a character!)with ability. Thus it will suspend the effects of Scum AndVillainy, satisfy the requirements of Ability, Ability,Ability, etc..While at the holosite, the card's normal game text issuspended. Dejariks and holograms must obeyuniqueness restrictions regardless of where they are ontable. Battles at holosites are similar to battles at othersites (including drawing battle destiny if you have 4 ormore ability present). If you control the holosite, youmay Force drain there and you may also return any ofyour dejarik/hologram cards there to your hand at anytime between other actions, except during battle.You may not deploy a card to the holosite from anyplace other than your hand (unless action specificallyallows you to deploy a dejarik/hologram).

DuelingDuels represent a one-on-one lightsaber battle betweenForce users. Lightsabers are not required for duels(conceptually the lightsaber represents finely-honedskill rather than the physical object). Once a duel hasbeen initiated follow this order:1) Responses to the initiating: actions to cancel the duel

(Jedi Escape, Sense) or that are played as aresponse to the initiation (Sith Fury)

2) If the duel is not canceled, both players may play anycards that add duel destinies (Focused Attack) ormodify duel destinies ('throwing' Darth Vader'sLightsaber). No other actions are permitted. Theplayer initiating the duel performs the first action.

3) Follow duel cards directions (usually drawing destiny)to determine winner. No other actions may beperformed at this time (except responses to destinydraws, e.g. The Ebb Of Battle)

4) Duel has its result, as stated on the duel card.However, if one or both participants leave tablebefore this step, the duel immediately ends with noresult. Responses to a character going lost or out ofplay would normally occur here.

5) Any automatic actions to the duel are triggered6) Any optional just actions to the duel may be initiated

Dueling - Epic DuelAn "epic duel" is a type of duel that represents one withlong-ranging consequences. The duel between DarthMaul and Qui-Gon on Tatooine was obviously notimportant, while their fateful match on Naboo possiblychanged the course of galactic history. There are manycards which initiate an epic duel including the card titled"Epic Duel." These other cards do not require that EpicDuel be on table in order to initiate an epic duel.Because of this confusion, any reference to "Epic Duel"is a reference to the card title, and "epic duel" to a duelwhich is an epic duel (this is a singular, specificexception to the rules; capitalization never matters inany other circumstance). The objective Hunt Down AndDestroy The Jedi/Their Fire Has Gone Out Of TheUniverse will not be placed out of play if you initiate anepic duel without using the Epic Duel card.

Dueling - Dueling CaptivesIn some instances a card (such as Take Your Father'sPlace) may allow a character to duel a captive. Thecaptive is considered active until the results of the duelcard are completed (step 4 above). After this, noresponses that target the captive by name or personamay be initiated (except by the duel card). Thus in aVader/Luke duel initiated by Take Your Father's Place,Dark may not deploy I Am Your Father and Light maynot play NOOOOOOOOOOOO!, but the results on theobjective will still occur.

Dueling - Example

You Must Confront Vader is on table, targeting LukeSkywalker as the apprentice. You Must Confront Vadersays "Attempt during your move phase when Vader withtarget (even as a non-frozen captive). Vader and targetduel: Each player draws destiny. Add ability. Highesttotal wins. If target wins, test completed: Leave ontable. Add one battle destiny in every battle. Also, targetis immune to attrition < 5."

During Light's move phase, Luke and Vader are at thesame location, so Light initiates the duel. Dark gets firstresponse and plays Lightsaber Parry ("If opponent just

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initiated a duel, opponent must choose to lose 4 Forceor cancel the duel.") but Light cancels Lightsaber Parrywith Sense. Light gets the next response and passes,then Dark passes. Step 1 is complete and the duel hasnow begun; it cannot be canceled at this point. Duringstep 2, Light gets first action and passes, then Darkplays Focused Attack to add a destiny to his total. Bothplayers then pass and Step 3 begins. Light draws hisdestiny first, and then Dark draws his two destinies.Dark also plays The Ebb Of Battle to add 1 to one of hisdestiny draws. Dark has the higher total and wins theduel. Nothing happens in Step 4 because You MustConfront Vader doesn't have any special results thatoccur when Dark wins (it does not specify that Luke islost, or that Light must lose Force, or anything else). InStep 5, no automatic actions are triggered. In Step 6,Dark deploys I Am Your Father on Luke as an optionalresponse to Vader having just won a duel.

The next time that it is Light's move phase, Lightdecides to try again. Luke and Vader are still at thesame location, and so Light initiates the duel. This time,neither player has any actions to play in Step 1 or Step2. In Step 3, Light draws a much higher destiny thanDark, causing Luke to win the duel. During step 4, YouMust Confront Vader causes several results to play out:the Jedi Test is completed (raising Luke's ability to 6and enabling Light to add a battle destiny in everybattle), and Luke is made immune to attrition <5. Lightalso has I Feel The Conflict on table (" Each time youwin a battle or duel, opponent loses 1 Force (cannot bereduced) and stacks lost card here face down.") soduring Step 5, as an automatic response to losing theduel, Dark must lose 1 Force and stack it there. Neitherplayer has any optional responses for Step 6.

Dueling And Epic Dueling – ExampleEpic Duel is on table. Vader moves to Obi-Wan's siteand Dark plays The Circle Is Now Complete. At thispoint, Dark must declare if they're initiating a regularduel or an epic duel, as that determines how the card isbeing played. If it was a regular duel, Dark would thenpay 1 Force and follow the Interrupt's game text.However, he wishes to have an epic duel, so EpicDuel's game text is examined. It says Vader must bewith the specified target (Obi-Wan, according to ourinterrupt), and the duel is then carried out using theEpic Event's game text only; aside of stating who isdoing the dueling, the Interrupt's game text is nowignored (though it may still be canceled, grabbed, etc.).

After this is over, Dark moves Mara Jade, TheEmperor's Hand over to Luke's site from an adjacentsite. Mara's game text allows her to use Vader'sObsession and Epic Duel as if Vader, so Dark maychoose to play Vader's Obsession using its game textor Epic Duel's. In this case, the Interrupt's game text isused, and Luke is defeated. The next turn Luke comesback again and deploys directly to Mara's site.However, Dark has another copy of Vader's Obsession.Because Mara cannot move to his site from an adjacent

site (per the wording of Vader's Obsession) she can'thave another regular duel, but she can have an epicone. Dark may play the Interrupt using the text of EpicDuel, and the condition of moving over no longerapplies.However, fearful that Luke's got something planned,Dark waits, then persona replaces Mara with her virtualversion, which has a permanent lightsaber. However,she loses the original Mara's game text permitting her touse those Epic Duel cards.

Hoth Energy Shield RulesSee Hoth: Main Power Generators, Ap. B.The Hoth: Main Power Generators site produces anenergy shield which is "strong enough to withstand anybombardment." This shield protects much of Hoth forthe Light Side by preventing many forms of Dark Sidedeployment and movement; however, the Dark Sidemay deploy or land beyond the shield and "march in" toEcho Base. When the Main Power Generators site isface up on table, the energy shield covers all EchoBase sites and the first three marker sites. If the 5

th

marker is on table, the shield will reach the 4th

marker,and if the 6

this on table it will reach the 5

thmarker. The

shield will never extend beyond the 5th

marker.Starship/vehicle sites corresponding to starships orvehicles that are at shielded sites are considered to beshielded sites as well. At shielded sites, the Dark Sidemay not:deploy vehicles, starships or characters (not even

spies) unless specifically allowed to deploy to shieldedsites;

take off, land, shuttle, docking bay transit, perform aBombing Run, or use abilities that relocate cards (e.g.,Elis Helrot, Chief Bast); or

add power to battles as a result of starships controllingthe system (e.g., from the Hoth system location, aVictory-Class Star Destroyer or Fear Will Keep ThemIn Line).

The energy shield does not protect the Light Side froma ground assault "underneath the shield." At shieldedsites, the Dark Side maymove vehicles and characters from site to site;deploy and use creatures, weapons, Effects, and other

cards normally; andperform any actions not otherwise prohibited by these

rules.The energy shield does not restrict the Light Side in anyway (because conceptually the Rebels can activate anddeactivate the shield to allow their own forces to pass).When the energy shield is not active, both sides candeploy and move to Hoth normally.See Locations - Battlegrounds, Ch. 9.

Insert CardsAn 'insert' card is any card which instructs you to insertit into a Reserve Deck. "Insert" is defined as: the act ofsliding a card face down into your opponent's ReserveDeck (or face up into your own), then reshuffling. To bea valid target for an 'insert' card, a Reserve Deck must

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contain a minimum of two cards (otherwise there'snothing to insert between). Inserting is a form ofdeployment, thus any action that allows you to deployan Effect will allow you to deploy an insert card, andmust obey uniqueness rules.

Insert Cards - InsertingWhen inserting a card in your opponent's ReserveDeck, you must insert it face down. (Cards that insertinto your own Reserve Deck, such as Access Deniedand Restricted Access, specify that they are insertedface up.) The Reserve Deck is shuffled and cut(repeating the shuffle and cut as needed until no 'insert'card is on top of the deck), then replaced.

Insert Cards - RevealingWhen an 'insert' card reaches the top of the ReserveDeck, it is considered revealed. When an 'insert' isrevealed it immediately becomes the topmost action,suspending all further game play. Responses, whetherautomatic actions (Your Insight Serves You Well) oroptional (Don't Forget The Droids) may now be initiated.If the 'insert' card is not canceled, it then resolves, thenis placed in the Lost Pile. Game play continues.

Insert Cards - Effects On GameplayWhenever the deck is shuffled, 'insert' cards are

shuffled along with it. If at the completion the top cardis an 'insert' card, reshuffle until that's no longer thecase.

A Reserve Deck with an 'insert' card in it cannot becounted.

'Insert' cards are not considered to be a part of theopponent's Reserve Deck (but instead are consideredto be on table). 'Insert' cards can never be activated,lost to satisfy Force damage, used as a destiny drawetc.

Whenever one of your opponent's cards comes to thetop of your Reserve Deck, you must reveal it so thatboth players can see whether it is an 'insert' card. If itis not, return it to the top of your Reserve Deck,otherwise it is revealed.

While an opponent's insert is in your Reserve Deck,you must declare to your opponent how much totalForce you intend to activate for your normal activationof Force (during your Activate phase), or wheneverany action allows you to activate a variable amount ofForce. You are then required to activate exactly thatamount (although other actions and valid responsesmay be played during that activation, as normallypermitted). If all of the opponent's insert cards in yourReserve Deck are revealed during your activationaction, after resolving all of them, you have the choiceof then activating more than the amount you declared,up to the maximum you are permitted by thatactivation action.

If an insert card is revealed during a "peek" at yourReserve Deck, it is not considered to have reachedthe top of your deck yet, and as such does not resolve.In addition, since an insert is not a card in yourReserve Deck, it does not count as a card when

peeking, and thus can be ignored. All "peeked at"cards that are returned are replaced such that they areon top of the insert card. For example, Dark Sideplayer uses The Dark Path. He peeks at the top twocards, but the third card down in his Reserve Deck hasa Light Side back, and when revealed is shown to beNever Tell Me The Odds. He replaces it on the deck,and peeks at the card below it. He then places two ofthe three cards peeked at in his Lost Pile, and returnsone card such that it is on top of the insert card.

Jedi TestingThe Light Side can train non-droid characters in the useof the Force using Jedi Test cards. Completing JediTests gives you new capabilities that can have far-reaching consequences, and can also raise yourcharacter's ability. Attempting Jedi Tests involvesbringing an apprentice to a mentor on Dagobah anddrawing training destiny (any time the mentor or theapprentice leaves the table, uncompleted Jedi Tests arelost). Each Jedi Test card describes how to begin,attempt and complete the test. The following rules applyto Jedi Tests:For every Dagobah site on table (except generic

sites), you may add 1 to each training destiny draw.Each time an apprentice completes a Jedi Test

numbered higher than that character's ability, theability number increases to match the Jedi Testnumber. For example, completing test #4 raises theapprentice's ability to 4.

A mentor may train only one apprentice at a time.An apprentice may change mentors between Jedi

Tests, if necessary.An apprentice may not attempt a test that is already

placed on that apprentice.An apprentice may be targeted by only one

uncompleted Jedi Test at a time (targeting is part ofthe deployment of a Jedi Test, so you cannot deploy aJedi Test that cannot target an apprentice). Once acharacter becomes an apprentice, that character'spersona remains an apprentice until becoming a Jedi

A character may not be an apprentice and a mentor atthe same time.

If a character is replaced by a different version of thesame persona, all benefits he or she earned from Jeditraining apply to the new version. This is also true if thatcharacter converts or crosses over to the other side ofthe Force.If an apprentice (or mentor) becomes inactive (e.g.,becomes captured or missing) any completed oruncompleted Jedi Tests targeting that apprentice (ormentor) will "remember" such that -when the characteris no longer inactive- the apprentice (or mentor) mayresume Jedi Training from where he or she left off.Completed Jedi Tests are deployed on an apprentice,so if the apprentice leaves table their completed JediTests are lost.Only apprentices may attempt Jedi Tests. If anuncompleted Jedi Test is targeting a character (as theapprentice) that then loses "apprentice status" (e.g.

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replaced with a Jedi version of that persona), then thatJedi Test is lost.

Jedi Testing - ApprenticeA non-droid, non-Jedi character of lesser ability than itsmentor.

Jedi Testing - MentorA character of ability > 2 who is targeted to train anapprentice.

Jedi Testing - Mind What You Have LearnedThis objective has numerous effects on the way JediTesting works. These changes supersede the normalJedi Testing rules.Even though the apprentice's Jedi Tests are deployedonto the table, the tests should be treated as if theywere still deployed on him or her. Thus, if theapprentice leaves table, they would be lost, if he/shebecomes inactive, so will they, etc. You still obviouslyfollow the text on the Side 7 of the objective that statesthat while it's up the tests are suspended rather thanlost. Completed Jedi Tests cannot be taken into handfrom the table.Deployment RestrictionsThe Side 0 text on this card permits you to ignoreDagobah deployment rules and location deploymentrestrictions listed in the game text of any version of theLuke or Yoda persona when deploying them toDagobah using the objective. It also permits you todeploy At Peace during your deploy phase (overridingits printed requirement to deploy at the beginning ofyour turn.The Side 7 text does not permit Luke to deploy withoutpresence or Force icons; this is a specific exception tothe location deployment restrictions rule.RetrievalAn action whose result may be retrieval using cards onDagobah can still be initiated, but if the result is aretrieval action, no retrieval occurs. For example, theLight Side may still initiate a battle on Dagobah againstthe Dark Side player even though Draw Their Fire is inplay, but the Light player will not retrieve a Force.Similarly, Failure At The Cave will work normally,except that if the destiny draw is < 4, the Dark Sidedoes not retrieve 2 Force.

Lightsaber CombatLightsaber combat depicts the type of extended battleswhere a lightsaber-wielding Jedi attempts to wear downhis foe through a series of thrusts and parries. Only thestrongest of attacks will be enough to defeat youropponent. Lightsaber combat is not a "duel," and assuch is not affected by any cards or rules that affectduels (and vice-versa). The objective cards We'llHandle This / Duel Of The Fates and Let Them MakeThe First Move / At Last We Will Have Revenge detailthe conditions, targets, resolution and effects of alightsaber combat. Other cards can affect yourlightsaber combat total, Force loss from lightsabercombat, or even how you draw lightsaber combat

destiny. A lightsaber is not required to initiate lightsabercombat (conceptually the lightsaber represents finelyhoned skill rather than the physical object).If a player cannot draw any destiny for lightsabercombat, treat their combat total as an unmodifiable 0. Ifone or both participants leave table before the winnerand loser are determined, the combat immediately endswith no result.

Lightsaber Combat - Combat CardsThe Epic Event cards Inner Strength and Deep Hatredpermit you to place combat cards under your Jedi (orDark Jedi). These cards provide you with extra optionsfor lightsaber combat or even duels, and represent thereserves of strength, combat training and use of theForce that a Jedi can call upon during combat. Thecards you may place under your character must comefrom your hand. Combat cards can be used to replace asingle lightsaber combat or duel destiny draw.Additional lightsaber combat or duel destiny draws maystill be drawn normally (or substituted with anothercombat card, at the player's discretion).

Local Trouble BattleA Local Trouble battle is one where a battle has beeninitiated by a card titled Local Trouble. During a LocalTrouble battle, any other characters, vehicles, orstarships at the site that are not participating in theLocal Trouble battle are inactive for the duration of thebattle, with two specific exceptions:• If a character participating in a Local Trouble battle ison an open vehicle, that vehicle is not inactive.• Cards that become inactive because of a LocalTrouble battle are considered to be on table for thepurposes of objectives.Remember that these cards are inactive by rule, theyare not considered excluded for any game-relatedpurpose.

Mining Droid RulesTimer Mines, Infantry Mines, and Vehicle Mines may bedeployed by mining droids in two different ways, asindicated below (remember that because weapons onlytarget characters present with them, charactersenclosed on vehicles or starships are immune to them).Laying MinesWhen your mining droid is present at any site, it may'lay' (deploy face up) mines there (based upon themine's game text).Burying MinesIf your mining droid is present at an exterior planet site,it may 'bury' (place face down) mines there to simulatecreation of a minefield. You may bury any number ofcards from your hand face down underneath that site,but only during your deploy phase. You may choose tobury 'real' mines, 'duds' (non-mine cards buried to tryand trick your opponent) or a mixture of the two. Whenany character, vehicle or starship deploys or moves toor across that site, all buried cards there are 'tripped'(revealed). Any duds are simply lost. Any mines'explode,' targeting the card that tripped them if

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applicable. If buried mines are tripped during your turnand you have a mining droid present, you may chooseto 'defuse' any or all of them (at normal use of theForce) before they explode.

Timer MinesThe destiny draw for Timer Mines is not considered aweapon destiny (thus it can't be modified, substituted,etc., as if it were one). The phrase "owner's choice" onthis automated weapon refers to the owner of theaffected characters, not the owner of the Timer Mine.Timer Mines do not affect your characters. If you tripyour own buried Timer Mine, it is simply discarded.

Infantry And Vehicle MinesInfantry and Vehicle Mines are treated as "all card"situations (thus they may target inactive cards or yourown cards). If two or more potential targets trigger oneof your mines simultaneously, you may choose whichone for the mine to target. See All Cards, Ch. 4.

MissingSeveral cards cause characters to become disorientedor uncertain where they are, such as when Luke was inthe wastes of Hoth after escaping the wampa's cave.This condition is defined in game terms as 'missing,'and is caused by cards such as Ice Storm, He Hasn'tCome Back Yet, Always Thinking With Your Stomach,and Sandwhirl. Missing characters can be rescuedusing specific cards such as Found Someone YouHave, or by forming a search party. A missing characteris inactive.

Missing - Search PartyDuring your control phase, you may attempt to findmissing characters (even if they went missing that sameturn) by forming and using a search party as follows:1) Designate one or more of your characters at the

same site as the missing character(s) to be membersof the search party.

2) Draw destiny.3) Add 1 to the destiny draw for each member of the

search party (2 if that search party character is ascout).

4) If total destiny > 5, one of your missing charactersthere (random selection) is found and joins thesearch party.

You may only search where you have one or morecharacters missing (you may not search for youropponent's characters). Members of a search party(including any characters they find) may not move,search again or participate in a battle you initiate for theremainder of that turn.

PodracingThe mechanics for a Podrace are contained on the EpicEvent card Boonta Eve Podrace. Although you canparticipate in a race without a Podracer card (the EpicEvent permits you to place race destiny on the PodraceArena), you'll find your chances of winning are greatly

enhanced when using cards like Sebulba's Podracer orAnakin's Podracer.You can deploy more than one type of Podracer for asingle race (although at this time, Light Side has onlyAnakin's Podracer available.) As specified on the EpicEvent, you are only normally entitled to draw one racedestiny per Control Phase, so if you have more thanone Podracer at the Arena, you must state whichPodracer you are drawing for before you draw thedestiny.

Podracing - Race Destiny And Race TotalThe Epic Event indicates when you may draw racedestiny. Race destiny draws that you decide to use arestacked face-up on your Podracer (or on the PodraceArena if you have no Podracer there) in the order theyare drawn, and your race total is the sum of all racedestiny stacked on a particular Podracer (as well as anymodifiers). Either player may look through any racedestiny stack at any time (being careful not to changethe order of the cards there). Once used (or "stacked"),a race destiny is no longer considered to be a destinydraw, and as such is unaffected by anything that wouldcancel, modify or replace a destiny draw. Since racedestinies are stacked from Life Force, they are in aSupporting state. If a race total does not exist, it is stilltargeted normally, and is treated as an unmodifiable 0.This is a specific exception to the normal rules ofundefined values. "Here" on a podracer refers to a racedestiny stacked on that podracer, not any other. Forexample, when Dud Bolt's Podracer is lost, only therace destinies stacked on that podracer are placed inUsed Pile.

Podracing - Damage And RepairDuring a race, your Podracer may become 'damaged'by cards such as Hit Racer and Losing Track. Toindicate this, rotate the Podracer 180° such that it isupside down with respect to its owner (note thatdamaging an already damaged Podracer has no effect).While damaged, you may draw race destiny normally,but if you choose to use a race destiny (by placing it onyour damaged Podracer) you must first lose 1 Force.This Force loss is considered to be Force loss fromyour card (where your card is your damaged Podracer),and cannot be reduced. If your damaged Podracer is'repaired' (such as by a Pit Droid) return it to its normalorientation.

ReactThis is a special form of deployment or movement(granted by cards that say 'react') that may occur duringyour opponent's turn. A react occurs just after youropponent initiates a battle or Force drain, and allowsyou to deploy or move one or more cards to the locationof the battle or Force drain (at normal use of the Force).All Force costs required to move or deploy as a reactare considered to be part of the initiation of the reactaction, and thus cannot be recovered even if the reactis canceled. Cards such as CZ-3 are not intended toimply that all of the movements or deployments are one

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big 'react.' Thus, each opponent's Sense card maycancel only one card's deployment or movement.Reacting to a Force drain cancels the Force drain if youbring presence to the location (even if a card states thatthe Force drain "cannot be canceled). All cards involvedin a react (including cards deployed as a react, or thatembarked on or disembarked from a card moving as areact) are prevented from being involved in anotherreact during the same turn (even if it was canceled).

React - DeployTo deploy as a 'react,' a card must comply with alldeployment rules. Only characters, vehicles, starships,weapons, and devices may deploy as a react.If a card is deployed from the Reserve deck as a react,and that react is cancelled, the reacting card is returnedto the Reserve deck; reshuffle. If an unpiloted starshipor vehicle is being deployed as a react to a location thatrequires simultaneous deployment of a pilot, you mayalso deploy a pilot from hand (even if the pilot is notspecifically allowed to react).

React - MoveCards that move as a react are permitted to move to thelocation of an opponent's just-initiated battle or Forcedrain. Unless specifically stated otherwise, moving as areact must always be to the location of the opponent'sbattle or Force drain. Arcona and Tauntaun areexamples of cards whose game text specifically allowsthem to move away from the opponent's battle (ifreacting away removes all your presence there, thebattle will end).When moving as a react, the reacting cards mustobserve all normal movement rules or game text, suchas being within range, obeying the Unpiloted rule,having a nav computer if moving through hyperspace,paying normal costs (unless stated otherwise), and soon. A card that may move as a react to a battle or Forcedrain may not react if it is already at that location.The following forms of movement are legal moves forthe reacting card (not other cards):using its landspeed or hyperspeed; landing or taking off;embarking on or disembarking from a vehicle or

starship;performing any regular sector move.Other cards may embark on the 'reacting' card justbefore it leaves, and disembark just after it arrives.

Deploying As A React - Example 1Dathcha has a Comlink ("If opponent has just initiated abattle or Force drain at Comlink's location or anadjacent site, you may 'react' by deploying cards (atnormal use of the Force) to that battle or Force drainlocation.") at Desert. Light battles him there, so Darkbegins deploying cards as a react. He deploys Ronto(for 2 Force), his opponent takes no action, he deploysBlizzard 2 (V) (for 6 Force), his opponent takes noaction, Dark deploys AT-AT Driver on the walker (for 2Force), his opponent takes no action, and Dark takesno action. He could not react with the Sandwhirl he hadbecause it's a Mobile Effect. Dathcha cannot embark on

the Ronto because unless a card or rule specificallysays otherwise, you only embark during your movephase.

Deploying As A React - Example 2Light Force drains at Bespin: Cloud City. Dark deploysPatrol Craft ("May deploy or move as a 'react.'") thereas a react, simultaneously with Mercenary Pilot from hishand (for 3 Force total). This is legal because, eventhough the Mercenary Pilot cannot deploy as a react, aPatrol Craft cannot deploy unpiloted to a cloud sector,so any legal pilot in hand can be deployed with it.Later that turn, Light battles a lone Mercenary Pilot atthe East Platform. Dark reacts with another Patrol Craftto that site. However, he cannot deploy itsimultaneously with pilot, because Patrol Craft maydeploy unpiloted to sites. He also cannot have hisMercenary Pilot embark on board (for the same reasonDatcha couldn't climb on his Ronto). The Patrol Craftwould remain unpiloted this battle. However, Darkdeploys Boba Fett ("May deploy -1 as a 'react' to samesite as a gangster or smuggler.") aboard it, becauseBoba Fett's game text allows him to deploy as a react; itis in no way related to the react of Patrol Craft.

Moving As A React – Example 1Dark initiates a battle at Echo Docking Bay againstWedge. A Snowspeeder at the first marker moves thereas a react (for 1 Force). At the second marker, LukeWith Lightsaber embarks on Rogue 3 (piloted by DashRendar) and Rogue 3 moves to the docking bay as areact (for 1 Force), at which time Luke disembarks(when Rogue 3 reacts, characters can react when itstarts and disembark when it ends). Wedge cannotembark on Rogue 3, however, because you can onlyembark on a card that begins a react, not when it endsit. Also, Light's cards at the Yavin 4: Docking Baycannot use docking bay transit to react to the battle,because that is not a form of movement allowed by thereact movement rules.

Moving As A React – Example 2The Dark Side text on Nar Shaddaa reads "Starshipspiloted by bounty hunters are power +1 here. Allstarships may move between here and Nal Hutta as a'react.' Let's assume that both Nar Shaddaa and NalHutta are on table. Light has Captain Han Solo aboardthe Millennium Falcon at Nal Hutta, and Officer Dolpheaboard Bravo 2 at Nar Shaddaa. The Stalker (V) withAdmiral Piett and Commander Praji aboard is also atNal Hutta. Dark comes down with the Avenger and twonon-unique Imperial-Class Star Destroyers to NarShaddaa. He goes to initiate battle. Light wishes tomove the Falcon over as a 'react.' Normally, locationrules state that any text that allows a player to initiatean action (such as a 'react') applies only to the playeron the same side of the Force. But note that in thisparticular case, context provides an exception, becausethe card says "All" starships. So Light can move theFalcon over, play Punch It!, and any other applicable

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cards to generally ruin the dark player's day. But Dark isnot finished. He wants to bring his Stalker (V) over tojoin the battle as well. He cannot do so as a 'react'(because you are not permitted to 'react' to your ownbattles), but he can 'follow' the Falcon over from NalHutta (for 1 Force) because it is within range andbecause the Stalker's text permits it to do so wheneveran opponent's starship moves from its same system.

SabaccIn the Star Wars universe, sabacc is a high-stakes cardgame commonly played by gamblers, cutthroats andother rough characters. Many variants exist throughoutthe galaxy. You and your opponent can play sabacc asa "side game" by using special sabacc Interrupt cards.The following rules apply to all sabacc variants.The object of the game is to draw two to six sabacccards which have a total value as close to 11 aspossible (without going over). To initiate sabacc, youmust target one of your characters that meets therequirements on the sabacc Interrupt (it is notnecessary for an opposing character to be present;conceptually, your character can play against anunseen adversary). Your opponent may also target oneof his characters if he has one who meets therequirements. For example, in Cloud City Sabacc,targeting a gambler can be helpful to either player. Bothplayers temporarily set aside their regular hands whileplaying sabacc.

Sabacc - Playing sabaccEach player draws the top two cards from his ReserveDeck (sabacc cannot be initiated unless this ispossible). Players may then choose to draw additionalcards. Beginning with your opponent, each player inturn may either draw a card or "pass." (A player mustpass if he has no cards remaining in his Reserve Deckor if he already has six cards in his sabacc hand.) Aftera player passes, that player may not draw any moresabacc cards. Each card's value is equal to its destinynumber, except for wild cards and clone cards (whichare defined on the sabacc Interrupt):Each wild card must be assigned a value within the

range shown on the sabacc Interrupt. (You maychoose a different value for each of your wild cards.)

Each clone card must "clone" (duplicate) the value ofany other non-clone card in that hand (even a valueassigned to a wild card). A hand containing nothingbut clone cards has a total value of zero. Playerschoose the values of their wild cards and clone cards(if any), then reveal their entire sabacc hands todetermine the winner.

The player who is closest to 11 (without going over)wins.

If both players go over, the player who is closest to 11wins.

In the case of a tie, the player with the fewest sabacccards wins. (If players also tie for number of sabacccards, the game is a draw; there is no winner or loser)

The loser must give up one sabacc card as follows:

If any cards in the loser's sabacc hand are listedamong the stakes, the winner chooses one such cardand places it in his Used Pile as if stolen (seeStealing).

Otherwise, the winner chooses any card there to belost. All remaining sabacc cards are then placed intheir owners' Used Piles and regular gameplayresumes.

Sabacc - Perfect sabaccIf a player's first two sabacc cards total exactly 11 (withno wild cards or clone cards), that player announces"sabacc!" and immediately wins double: the loser mustgive up each of his two sabacc cards (stakes to thewinner's Used Pile; others to the loser's Lost Pile). Ifboth players have a perfect sabacc, the game is a draw.If you use any game text (such as Lando) to modifyyour total, you cannot have a perfect sabacc.

Sabacc - Timing & MechanicsEach hand of sabacc is a single action initiated by theplay of the appropriate Interrupt card. Sabacc may notbe initiated during battle. Sabacc draws are not destinydraws, and thus do not trigger the game text of cardssuch as R2-D2 or Tauntaun Bones. Apply allcontinuous modifiers to the destiny numbers of cardsdrawn during sabacc. For example, conditions at Kiffexcould cause the Tonnika Sisters card to have a sabaccvalue of four.Your sabacc hand is considered part of your Life Force.As such, cards from your sabacc hand may be lost tosatisfy required Force losses that might occur duringsabacc (such as from an 'insert' card). When the LightSide player wins an Imperial starship as a stake insabacc, that starship becomes a Rebel starship (andvice versa).When a game of Sabacc has already been initiated anda player is unable to draw the 2 cards necessary tobegin the hand, the Sabacc game will immediately endwith no result (see Empty Deck Or Pile) and anySabacc cards already drawn are placed in their owner'sUsed Pile.

SenateThe Galactic Senate was the center of government inthe Old Republic, where conflicts were resolved withwords rather than weapons. Battles may still take placethere, but as is indicated by the site itself, during battlesthere a character's politics is treated as that character'spower (for anything that checks power). Any card whichmodifies or resets a character's power at the GalacticSenate is ignored during battle (though you may stillmodify total power as normal).

AgendaA character's agenda(s) is listed in a sentence of theirgame text, immediately following the keyword"Agenda(s)." For example, Queen Amidala, Ruler OfNaboo has the agendas of 'justice' and 'peace.' Othergame text can then provide a benefit or disadvantagebased on a condition relating to that agenda. When

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referring to two characters, a matching agenda exists ifeither of them has one agenda that the other characteralso possesses.

PoliticsSome characters have a numerical value entitledPolitics, whether it is printed (such as on Aks Moe) orprovided by another card (such as the Objective MyLord, Is That Legal). This indicates their relative politicalpower when 'voting' (battling) at the Galactic Senate.Politics functions differently than the normal rules ofvalues. A character whose politics is 0 (even iftemporarily reduced) is a character without politics.Also, a character without politics can have his politicsadded to by other game actions (though if a value isreset the normal reset rules will still apply). Whenever aplayer has no characters with politics at the GalacticSenate, their total politics is considered an unmodifiablezero.

Senate MajorityA player has a "senate majority" when his or her totalpolitics at the Galactic Senate is greater than theopponent's total politics there (in the case of a tie,neither side has senate majority). All that player'scharacters at the Galactic Senate are then "in a senatemajority".

StealingA card is stolen when one player is able to take the cardfrom the other player and use it as his own (from thatpoint out, the new player is considered the "owner").The opponent may not take ownership of one of yourcards unless a card or rule allows it to be stolen (or'won' in the case of sabacc). For example, an emptylanded starfighter cannot be stolen simply by having anopponent's pilot walk up to it. Stolen cards that areplaced in the new owner's Life Force can be activated,used, lost, deployed, etc. as if they were still thatplayer's cards (they are still considered ‘stolen’).However, if a ‘stolen’ card is stolen back by its originalowner, it is no longer considered a ‘stolen’ card for anypurposes. At the end of the game, stolen cards counttowards their owner's Life Force total. This is differentfrom a card your opponent inserts in your ReserveDeck, which is not considered stolen (and is still youropponent's card). See Insert Cards. Stolen cards arereturned to their rightful owners at the end of the game.

Stealing Vehicles And StarshipsEven when a card allows stealing, an opponent'sstarship or vehicle may not be stolen if the opponenthas characters aboard (permanent pilots/nav computersare not characters). When you steal a vehicle orstarship, any cargo aboard it is stolen as well (as longas there are no characters aboard that cargo). If thevehicle or starship has a permanent pilot, it isconceptually replaced by a permanent pilot of theopposite side of the Force possessing the same abilitynumber and listed abilities. Any unique personasidentified as permanent pilot/astromech are no longer

those unique personas while the opposing playercontrols them. If returned to the original owner, it isrestored to its original game text. If this would causetwo versions of the unique persona to be on table, placeone of them (and all cards on them) in owner's UsedPile.

Stealing Weapons And DevicesCharacters may only steal weapons or devices that saythey can be deployed on (or moved by) characters. Forexample, a character may steal a lightsaber or a LightRepeating Blaster Cannon, but may not steal ProtonTorpedoes, a Laser Gate, a Hydroponics Station or thePlanet Defender Ion Cannon. The thief does not have toactually be able to use the weapon or device, just carryit. A stolen weapon or device follows the normal rules oftransfer (See weapons - transferring). Remember thatwhen a character is carrying a weapon or device theycannot use, that card is inactive.A weapon that has been stolen may be targeted to bestolen back (even if inactive).

Stealing - ExamplesReegesk steals Dash In Rogue 10. The Dash personais removed from the card and replaced with a genericdark side permanent pilot who provides ability of 3.Light is not prevented from deploying Dash Rendar,since he's no longer on board Rogue 10.

Reegesk attempts to steal a weapon from Light's LostPile: X-Wing Laser Cannon, Obi-Wan's Lightsaber,Medium Repeating Blaster Cannon. Since the MediumRepeating Blaster Cannon and Obi-Wan's Lightsabercan both be carried by a character, he may steal them.He cannot steal the X-Wing Laser Cannon becausethey can't be carried by characters.

Trench RulesThe Death Star: Trench is an exterior mobile site withsome special properties. It must deploy next to theDeath Star system (it cannot deploy if the system is noton the table) as shown below.

Players may not deploy or move any cards to theTrench unless a specific card allows them to do so(e.g., Attack Run, Maneuver Check and the Death Star:Trench itself).

Undercover Spy RulesCertain cards can make your character into an"undercover spy", such as the Effect card Undercoveror the Immediate Effect A Gift. When your spy goesundercover, place it on your opponent's side of the site(even if spy was on an enclosed vehicle).

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Your undercover spy is considered inactive. However,the following exceptions apply: Their game text remains active. You may still deploy Effects, weapons, and devices

on them (they are not inactive). Except during battle, they may still be targeted by

Interrupts, as well as cards that target spies (or ISBAgents), and anything that would cause them to bedueled, hit, or lost.

Undercover spies may still be attacked by creatures,and any creature attached to an undercover spy willremain active.

Note that these exceptions apply only towards the spy'sstate as an undercover spy, anything else (such asgoing missing or 'all cards' situations) overrides theseexceptions. Also, when an undercover spy goesmissing, the character remains undercover, but missingrules will override the undercover spy rules until theyare found (thus while missing, they cannot use theirgame text, cannot have Effects, weapons, or devicesdeployed on them, they no longer prevent force drainsfrom being initiated at their location, etc.).Wherever you have an undercover spy: Your opponent cannot Force drain. You may deploy without presence or Force icons.

Undercover Spy Rules - Deploy as Undercover SpySome characters may (or must) deploy as anundercover spy. In such cases, the character can onlydeploy to a site location, never aboard a vehicle orstarship card. The character deploys to the opponentside of that location. Canceling the game text of suchcharacters will not stop them from being undercover.Deploying a card as an undercover spy still counts asdeploying a character, a card with ability (if applicable),a card of that card type, a copy of that persona, etc.before going undercover.

Undercover Spy Rules - MovementUndercover spies may still move. This movementoccurs during the opponent's move phase. They mayuse any movement a character can normally make(they are still your character, thus they use the dockingbay text on your side of a location and cannot "tagalong" when opponent plays Elis Helrot or NabrunLeids, which relocates only "your" cards). However,they cannot move onto a vehicle or starship card (theymay still move to vehicle sites or starship sites).

Undercover Spy Rules - Breaking CoverCertain cards will cause an undercover spy to "breakcover" (cease being undercover). You may also haveyour undercover spy voluntarily break cover during yourdeploy phase. If your undercover spy ceases to be aspy (for example, loses the Plastoid Armor) they willalso immediately break cover. If your spy's cover isbroken, (either voluntarily, or by opponent's card) itloses all undercover-related cards and returns to yourside of the table.

Undercover Spy Rules - DuelingWhen your undercover spy is dueled, they are active forthe duration of the duel, and return to being inactiveonce it's complete (if still on table).

Undercover Spy Rules - ExamplesUndercover is deployed on Leia Organa at the DeathStar: Conference Room where The Emperor and LordVader (armed with a lightsaber) are present. Leia isinactive and thus not on table for most purposes.However, Light deploys Leia's Blaster Rifle on her(because Effects, weapons, and devices can deploy onUndercover spies). Light deploys Obi-Wan WithLightsaber there (because you may deploy to a sitewhere you have an Undercover Spy) and Dutch.Dark then plays The Circle Is Now Complete to initiate aduel between Vader and Obi-Wan. During the duel,Obi-Wan is power +1 because of Leia's game text(undercover spies may still use their game text). Thatbonus is not enough, however, and Obi-Wan loses andis placed out of play.Feeling gutsy, Light then initiates a battle there.Because undercover spies are inactive, Leia does notparticipate in the battle, so she can't fire her weapon,etc. However, her game text is still active.Unsurprisingly, Dutch loses the battle and is forfeited.The next turn comes and during his control phase Darkcannot Force drain at Leia's site because even thoughhe controls the site, undercover spies prevent Forcedrains at their site. Instead, he plays Sniper to swing atLeia (undercover spies may be targeted by Interruptsand to be hit). Luckily for Leia he misses. Dark attemptsto use the Interrupt Force Lightning to fry her (he maydo so because Force Lightning is targeting her to belost and is an Interrupt); he misses. Dark, frustrated,moves Emperor and Vader to the War Room. Leiafollows, because undercover spies move during theopponent's move phase.At the start of his control phase Light uses Sorry AboutThe Mess for Leia to fire at Vader (she can also betargeted by Light's Interrupts), and hits. During hisdeploy phase Leia breaks cover (no cost is listed so it'sfree) and Undercover is lost. Light then deploys TK-422to the War Room and moves Leia back to theConference Room. During Dark's next turn, they wish tobattle the now active Leia and they have a copy of ThisIs Just Wrong in hand to make Leia power -2. Darkwishes to deploy it on TK-422, but since Utinni Effectscannot deploy on undercover spies, they deploy it onthe Emperor instead.

Being InactiveBecause undercover spies are inactive, they are notconsidered on table for most purposes. Thus, if Arica isat the Landing Platform, she will have no effect on Lukeand There Is Good In Him. Likewise, an undercoverHan will cause Or Be Destroyed to flip back. CorranHorn would still be able to break the cover ofundercover spies, because he specifically targets them.

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Appendix D - Identifying Cards

Many rules and cards willrefer to certain attributeson cards for identificationpurposes (Droid, Jedi,star destroyer, hologram,etc.). Cards are mostcommonly referred toby name, subtype, oricon.

The two cards picturedhere illustrate this. Theymight be referred to bytheir card type icons -droid or starship – or byother icons on the card.Artoo, for instance, isfrom Episode I; Conquesthas a permanent navcomputer and scomp link.The cards can also bereferred to by their name (or a part of theirname) or their subtype (or a part of that).Artoo, for instance, is an astromech, because hissubtype is "Astromech Droid." Conquest is "Capital:Imperial-class Star Destroyer." This means that anyreferences to capital starship refers to Conquest, aswell as star destroyers and Imperial-class stardestroyers. This applies to all cards: Probe Droid andSith Probe Droid are both probe droids, because "probedroid" is a part of the name. Likewise, Jabba's SpaceCruiser and Home One are both cruisers, because it'spart of the name for the former and part of the subtypefor the latter.A certain amount of common sense is required withthis (if confused, check the list at the end of theappendix for some of the most common examples).Astromechs, for instance, are characters (droids), thusAstromech Translator and Astromech Shortage are nottargeted by cards that refer to astromechs. Likewise,banthas are creature vehicles (big lumbering beastsyou ride) – Bantha, Rogue Bantha, andURoRRuR'R'R's Bantha are all banthas, WED-9-M1'Bantha' Droid, Bantha Herd, and Bantha Fodder aren't.In addition, there is a list of characteristics –characteristics never refer to a card that is not acharacter. For instance, Red Leader In Red 1 is not aleader, even though "leader" is in the card's name andthe permanent pilot's name.

Game TextA card may also gain attributes by its game text. LandoCalrissian (V) is a smuggler by his game text. Likewise,Rebel Squad Leader is a trooper – his game text refersto "other troopers" which indicates that he himself is one(they can't be other troopers if he isn't one). A card'sgame text must indicate that it is referring to itself togain an attribute. For instance, the presence of the word

"Jedi" in Padme's game text doesn't make her a Jedi,because it's obviously not referring to her.If a card has an attribute by virtue of its game text,and that game text is canceled, they still have theattribute (unless they have it conditionally, such as"Spy while on Coruscant."). In these cases, LandoCalrissian (V) and Rebel Squad Leader would remainsmugglers and troopers, respectively.

LoreAs you can see by the images above, lore is nottypically used to identify a card. Lore exists to provideflavor and background information. In the instances ofthe cards above, Artoo is not a maintenance droid andConquest is not a cruiser. Even though their lore refersto those things, it is not generally used to identify acard.That being said, there are some rare cases where it isused. It is important to remember that these areexceptions to the normal rules of referencing – loreis normally not used to identify a card. These are theonly six situations where lore matters: Dejarik Rules, See Dejarik Rules, Ap. C Enclosed rule, See Starships – Enclosed, Ch. 9 Squadron designations, See Starships – squadron

designations, Ch. 9 Gender, See Gender in the following section Characteristics, See Characteristics A card specifically refers to lore (such as ISB

Operations)A breakdown of this by card type is found at the end ofthis chapter.

ImageWith the exception of gender and identifying certaincharacteristics for some non-unique cards, imagesnever matter under any circumstances.

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Defined Attributes & Loaded KeywordsCertain cards are referred to by defined attributes – thismeans that they have the attribute not because it'sdirectly stated on that card, but because of a rule. Inother cases, an attribute is simply defined based uponknown information about the card (Chief Chirpa is anEwok). Some attributes have certain rules that apply tothose cards that have them (sometimes called "loadedkeywords"). Both of these are explained in this section.Note that there are some defined aspects alsodescribed in Chapter 9 that are specific to its card type.For instance, the three creature types are undercreature, the different starships under starships, andprisons under locations.

BomberAll B-wings and TIE/sa are bombers.

GenderOnly characters (even droids) have gender. Todetermine the gender of a character, examine title, lore,and game text for words which will indicate the gender(he, she, him, her, male, female, princess, etc.). If thereare none, check the picture and see if a reasonableperson would conclude that the character is female (ifyou are not a reasonable person, find one). If it isunclear, the character is considered male.

OperativesOperatives are identified by their title, X Operative, withX being a system. The operative is considered a'matching operative' for system X (e.g., Kiffex Operativeis a matching operative for Kiffex).Operatives are restricted by special rules as follows:You may not voluntarily deploy or move your operative

to (or through) a location on its matching planet whereyou already have an operative (even if inactive) of thesame card title.

If, at any time, two of your Operatives (even if inactive)of the same card title are at the same location on theirmatching planet, you must choose one to be lost (youmay choose an inactive operative to be lost).

Your operative character on its matching planet maynot apply its ability toward drawing battle destiny. Youroperative may not control a location on its matchingplanet for any reason unless you have other cardsthere capable of controlling the location (e.g., anability-1 character or a battle droid). Your operativesstill occupy that location (and may battle or be battled),but may not Force drain or flip an objective alone.

R-unitR-unit is only defined as any droid that is an astromechor vehicle droid.

Snub FighterA snub fighter is any starship with the subtype of A-Wing, B-Wing, X-Wing, Y-Wing, or Z-95.

SpySpy is a characteristic (see Characteristics). Spies maydeploy to locations even where you do not havepresence or Force icons. Also, if you are permitted by

rule or card to deploy a spy simultaneously with anothercard, they may both deploy to a location where you donot have presence or Force icons.

Specific RulingsAll Character versions of Dash, Han, Tarl and Wedge

are Corellian.No Character versions of BoShek are to be considered

Rogue Squadron pilots based on lore.Chewie, Enraged is a Wookiee.Chief Chirpa is an Ewok.Ewok Sentry is a scout.General Jar Jar is a Gungan.Grondorn Muse is a Corellian.Jabba Desilijic Tiure is a Hutt.Keder The Black is a Coruscant guard.Kir Kanos is a royal guard.Lieutenant Grond is a scout and Corellian.Owen & Beru Lars is both male and female.Princess Organa is a senator.Rep Been is a Gungan.Sergeant Major Bursk is a snowtrooper.Sergeant Major Enfield is a Death Star trooper.Sergeant Narthax is a snowtrooper.Sergeant Torent is a Death Star trooper.Shawn Valdez is an Echo Base Trooper.Thok & Thug is a Gamorrean.Trooper Davin Felth is a sandtrooper.Trooper Jerrol Blendin is a Cloud City trooper.URoRRuR'R'R is a Tusken Raider.One-Arm is a wampa.Weequay Marksman is an assassin.Blockade Flagship is a Droid Control Ship.Bright Hope is a Medium Transport.Luminous is a Medium Transport.4-LOM's Concussion Rifle is a blaster rifle.Assault Rifle is a blaster rifle.Echo Base Trooper Rifle is a blaster rifle.Imperial Blaster is a DH-17 blaster.

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CharacteristicsIn addition to common attributes (e.g., deploy cost,ability, icons), many characters have additional game-relevant features called characteristics (e.g., leader,stormtrooper, Wookiee). Only Characters havecharacteristics. Characteristics are printed in the loreof the character (in addition to the normal means ofhaving it, such as by having it in the name, subtype, orgame text). In addition, a character may gain thatcharacteristic from other cards (for instance, Agents OfBlack Sun makes certain characters a Black Sunagent).Below is the list of characteristics. It must be on this listto qualify as a characteristic (note that, with theexception of infantry battle droid, droid-specificreferences are not on this list; this is because droids aretypically referred to by subtype only). Thus, Thul Fain isnot an Imperial, WED-9-M1 'Bantha' Droid is not abantha, and Gray Squadron Y-wing Pilot is not a Y-Wing.To determine if a card has a characteristic, see TheRule Of Three.

accountant Jedi Council memberadmiral leaderassassin mercenaryBlack Sun agent minerbounty hunter musiciancommander Royal Naboo Securityclone scoundrelpadawan scoutgambler senator*gangster slavergeneral smugglergunner species*handmaiden spyImperial Council member tax collectorInfantry battle droid thiefinformation broker Trade Federationinsurgent trooper*ISB Agent * see entry on right

Characteristics - The Rule Of ThreeIn order to have a characteristic, a card must meetthree criteria: It must be a character; It must have the word appear in the lore of the card

(and, of course, the standard rules of name, subtype,and game text apply). It must appear in its entirety,by itself (or as a plural or possessive) as printed inthe list of characteristics;

the context must indicate that it is referring to thatcard. For the purposes of non-unique cards, anycontext that refers to the image (oftentimes a uniquemember example of someone from the group namedby the card) pictured on the card, also applies to thecard itself. This applies for all characteristics,including species. In addition, a non-unique card is

considered to possess a certain characteristic if it is amember of a group and its lore states that manymembers of said group possess that characteristic.

It is important to emphasize that it must be the exactterm, not a variation of it. For example, cards such asLieutenant Arent ("Commanded a prototype...") and

Nute Gunray ("Commanding Viceroy of the TradeFederation...") are not commanders, because the word"commander" is missing. Likewise, Tech Mo'r ("...whilegambling") is not a gambler and Corellia Operative isnot a Corellian.

Characteristics – PadawanA character with printed ability of 6 or higher (or whohas completed Jedi Test 6) may never be considered aPadawan.

Characteristics – SenatorAnyone with "member of the Imperial Senate" in lore isalso considered a senator.

Characteristics – SpeciesExamples of species are Wookiees, Jawas, Hutts,Tusken Raiders, Ewoks, and Corellians (yes, Corelliansare actually a race of humans; for simplicity we refer toall such identifications as species). Human is notconsidered a species (since it is subdivided intodifferent races), nor is humanoid.

Characteristics – Trade FederationThis refers only to characters who are members of theTrade Federation. Trade Federation Starship refers tostarships with the Trade Federation Starship icon (seeStarships, Ch. 9).

Characteristics – TroopersAnyone with a characteristic containing the word"trooper" (even within another word) has thatcharacteristic and the trooper characteristic. Thus Rebeltroopers, stormtroopers, Cloud City troopers, etc. all areconsidered troopers in addition to those characteristics.Specialized trooper characteristics are:Biker Scouts (these are also stormtroopers and scouts)Cloud City TrooperDeath Star TrooperEcho Base TrooperRebel Trooper (any trooper that is of the card type

Rebel is a rebel trooper)Sandtrooper (Sandtroopers are also stormtroopers)Snowtroopers (Snowtroopers are also stormtroopers)Stormtrooper

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Persona ListsMost of the time, a shorthand reference to a particularStar Wars character or item is obvious, usually utilizingonly the first name or the last name (e.g. Xizor). Anyreference to Vader is obviously referring to all cardsrepresenting the persona of Darth Vader. Piett is thepersona name for either Captain Piett or Admiral Piett,and, Boba Fett is represented by Boba Fett, Boba FettWith Blaster Rifle, and Boba Fett in Slave I. Starshipswith an "in" preceding the name are also of the samepersona, so that Hound's Tooth and Bossk In Hound'sTooth represent the same ship.The following lists show the standard names for various"personas" of the Star Wars universe wherever thatcard may be known by more than one name (a namedoes not have to be on this list to be referred to by ashorthand version, such as Biggs). Whenever any cardor rule text refers to the standard persona name, it isreferring to ANY card that represents that persona. Forexample, a reference to 'Lando' would affect all cardsthat 'contain' a persona of Lando Calrissian, such as theDark or Light side character card Lando Calrissian,Lando With Blaster Pistol, Tamtel Skreej, and Lando InMillennium Falcon.In the event that a card title matches the persona name(e.g. Boba Fett, Emperor or Vader), references to thatname are considered to refer to the persona, not theindividual card. If the specific card is the intendedtarget, a set reference will be included (e.g. CC BobaFett, Emperor).When a character crosses over, their persona namechanges (see Crossing Over, Ch. 5).If the persona name of a permanent pilot and acharacter are identical, it is considered a characterpersona, even if not on the list (e.g. Zuckuss andZuckuss In Mist Hunter are both the Zuckuss persona;thus Zuckuss is a character persona, and Dark cannotdeploy Zuckuss' Snare Rifle on the starship).

Starship PersonasBlack 2 (also part of Death Star Assault Squadron)Black 3 (also part of Death Star Assault Squadron)Executor (also called Flagship Executor)Falcon (the Millennium Falcon, also Gold Squadron 1)Gold 1Hound's ToothIG-2000Mist HunterPunishing OneRed 1Red 2 (Wedge's starship, also called Red Squadron 1)Red 5Slave IVader's Custom TIE (also part of Death Star Assault

Squadron)

Weapon PersonasMaul's Lightsaber (also depicted as Maul's Double-

Bladed Lightsaber)Qui-Gon's Lightsaber (also depicted as Qui-Gon Jinn's

Lightsaber)Vader's Lightsaber (also depicted as Darth Vader's

Lightsaber)

Character Persona Examples4-LOM (the bounty hunter)Amidala (also depicted as Padmé)Boba Fett (see Persona Lists entry)Bossk (the bounty hunter)C-3PO (also depicted as Threepio, See-Threepio etc.).Chewie (the Wookiee, Chewbacca)Dengar (the bounty hunter)Dofine (the Neimoidian, Daultay Dofine)Emperor (the Imperial, Emperor Palpatine; see below).Fett (refers to any version of Boba Fett or Jango Fett)Gunray (the Neimoidian, Nute Gunray)Haako (the Neimoidian, Rune Haako)Han (also seen disguised as stormtrooper TK-422)IG-88 (the bounty hunter)Lando (also seen disguised as Tamtel Skreej)Leia (also seen disguised as Boushh, and referred to as

Daughter Of Skywalker)Luke (also referred to as Son Of Skywalker)Mace (the Jedi Master, Mace Windu)Maul (the Sith, Darth Maul)Mara Jade (also depicted as Arica)Obi-Wan (also depicted as Ben Kenobi)Panaka (the Queen's guard, Captain Panaka)Piett (see Persona Lists entry)Qui-Gon (the Jedi Master, Qui-Gon Jinn)R2-D2 (also referred to as Artoo, Artoo-Detoo etc.)Ric (the Naboo pilot, Ric Olie)Skywalker (refers to any version of Shmi and the light

side versions of Leia, Luke, Anakin Skywalker, andMara Skywalker; see Crossing Over, Ch. 5).

Vader (see Persona Lists entry)Wedge (the Rebel pilot, Wedge Antilles)Yoda (the Jedi Master, Yoda)

Personas - Anakin Skywalker and Darth VaderFor game purposes, Anakin and Darth Vader aretreated as two distinct people, and both may be on tableat the same time. However, if both of them are on tableat the same time and one of them crosses over, theplayer who now owns both must immediately chooseone of them to be lost. For example, if the Light Sideplayer uses the Anakin Skywalker Interrupt to crossDarth Vader to the Light Side while Anakin Skywalker,Padawan Learner is also on table, the Light Side playermust immediately choose one of them to be lost.

Personas - Palpatine, Sidious, And The EmperorWhile in the saga of Star Wars we learn that theEmperor, Senator Palpatine, and Darth Sidious are onein the same, for game purposes they are treated as

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three distinct people. They will be referred to asEmperor, Palpatine, and Sidious, respectively.

Other Aspects Of A CardIn addition to those covered so far, the following cardattributes may also be referenced: card back (Light Side, Dark Side) card category (character, weapon, starship, Admiral's

Order, location etc.) card type (same as card category, except for

characters which are alien, Imperial, Rebel, droid,etc.)

Force sensitivity (Force-attuned, Dark Jedi) unique or restricted (found in card title) statistics (destiny, deploy, power, ability, forfeit,

parsec number etc.) card state (missing, undercover, captured, just lost,

just forfeited etc.) card owner (light side player, dark side player, you,

opponent, etc.)

Common Sense ListHere's some examples of terms and card typesAstromech droidBantha creature vehicleBlaster weaponDark Jedi characterJedi characterLift Tube vehicleMentor characterSpeeder vehicleStar Destroyer capital starshipT-47 vehicleTatooine locationTauntaun creature vehicleY-Wing starfighter

Lore use per card type

Starships: to identify squadron designationVehicles: to check to see if enclosed; to identifysquadron designationEffects & Interrupt: to check if hologram or dejarikCharacters: Gender, Characteristics, to identifysquadron designationOtherwise, lore doesn't matter unless a card specificallyrefers to it

Identifying Characteristics - ExamplesCharacteristics can be found in title, lore, subtype orgame text, which means that Jawa, Daroe, and Theditall have the characteristic "Jawa." Jawa has the word inits title (even though it occupies the entire title); Daroein lore ("Jawa who has inside connections with theEmpire."); and Thedit in game text ("When in a battlewith at least two of your other Jawas, adds one battledestiny.").

The presence of the word in the text is not enough byitself; it must by context also be clear that it's referringto the card in question. Het Nkik, Corporal Avarik, andCorporal Misik all have the word "stormtrooper" in theirlore. However, Het Nkik ("Wants to avenge deaths ofrelatives killed in stormtrooper assault on sandcrawler.")doesn't refer to Het himself, so he is not a stormtrooper.Avarik ("Stormtrooper assigned to biker scout unit.")clearly refers to himself, so he is a stormtrooper. Misiksimply has "Stormtrooper." as a single sentence; thisalways means the card has that characteristic. Thesame is also true for every other place you might check.Lieutenant Suba ("While at a Death Star or Executorsite, your troopers deploy free there and are power andforfeit +1 there...") is not a trooper, because the contextdoes not indicate it is referring to himself. Rebel SquadLeader ("Adds 1 to forfeit of your other troopers andRebel Guards at same site.") is a trooper because thecontext refers to itself as a trooper (they cannot be"other troopers" if he himself isn't one). If Rebel SquadLeader's game text is canceled, he'll remain a trooper(but he still won't be able to use his game text abilities).

A characteristic applies only to characters. Forexample, Stormtrooper Backpack would seem to havethe stormtrooper characteristic; it is present in the titleand is referencing itself. However, only characters canbe stormtroopers, and Stormtrooper Backpack is adevice, thus it's not a stormtrooper.

A term must be on the list to be a characteristic; if itisn't, then the characteristic rules cannot be applied.Artoo, Brave Little Droid ("Starship maintenance droidwithin the Naboo droid pool.") might seem a legal targetfor anything looking for a maintenance droid. However,"maintenance droid" doesn't appear on the list ofcharacteristics; it is, in fact, a droid subtype. Thus Artooisn't a maintenance droid, nor is 2X-3KPR (Tooex) orR5-A2 (Arfive-Aytoo).

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Appendix E - Location DeploymentThere are numerous major planets, two mobilesystems, and several starships that have their owndistinct locations; those locations may deploy evenwhen their system (or starship) isn't on table (obeyingtheir own deployment conditions, of course). Inaddition, there are numerous "minor" systems (Eriadu,Kiffex, Malastare, etc.) that do not have their owndistinct sites or sectors, but which may still havegeneric sites (Forest, Farm, etc.) and cloud orasteroid sectors deployed to them.

Each different planetary system is separated on thetable from the others, to make a visual separationbetween them and to leave room for site and sectorlocation cards. Sites are deployed in a manner whichemulates natural planet topographies while allowingthe players to actually create the layout of the planet asthey play. The location of a planet system relative to itsrelated sites on the table is completely arbitrary.Meaning, it is not required that a system be deployedphysically 'next to' any particular site, (as long as it is atthe 'end' of the layout) only that the corresponding sitesand sectors are located properly relative to each other.Planet layouts using sectors must still obey theguidelines as shown in Sector Deployment. In general,the sites for a given system are placed in a patternwhere interior and exterior sites are separated fromeach other by a site which is both interior and exterior(often a docking bay, though there are exceptions). Aslong as you maintain this pattern, when a new site isdeployed to an existing system, it may be insertedbetween (or placed at the end of) the related sites.Once deployed, locations may not be rearranged. Ifany of these groups are not yet on table, the othergroups are laid out adjacent to each other. As newgroups come into play, they are inserted into theappropriate place.

For example, in the picture below there are two placesto deploy the interior site: on the end, or between theinterior site and the exterior site.

Certain sites serve as a buffer between interior andexterior sites. "Buffer Sites" (defined as EntranceCavern, Ewok Village, Uplink Station, and all

interior/exterior docking bays) may not deployelsewhere (as seen in the following image). If therewere no interior (or no exterior) sites, the buffers sitewould be placed on either end, and when the firstinterior (or exterior) site was finally deployed, it wouldgo on the end with the buffer site in-between.

(Note: This applies solely to these buffer sites. Anyother interior/exterior site deploys -for layout purposesonly- as if it were an exterior site.

A new exterior site would have three places it coulddeploy to: the end, between the exterior site and theinterior/exterior site, and in between any exterior sites.

This section provides example layouts for all the majorplanets, mobile systems, and starships that can comeup during a game. This is just a guide; the generalrules still apply, except when a location is referred tospecifically. For example, here is the Yavin 4 systemlayout:

The interior sites listed don't have to be those specificones pictured, or be in that order, nor do the exteriorsites have to be as shown. However, it does mentionthe Docking Bay and the Massassi Headquarters byname, so those two sites must be next to each other ifthey're on table; no exterior site can separate them.

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Bespin/Cloud City

1st

Docking Bay is the first docking bay to be deployed, light or dark. The second docking bay (if deployed) must beplaced at the far end as indicated.

Blockade Flagship

Coruscant

Dagobah

Death Star

Death Star II

Endor

It's important to note that the Back Door need not be placed next to the Bunker; as an exterior site, it may deployanywhere exterior sites are permitted.

Throne Room

Xizor’s Palace Uplink Station

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Executor

Home One

Hoth

The marker sites may be deployed in any order, but when deployed they must be arranged by their numerical order, asindicated above. If an exterior site without a printed marker number is permitted to deploy to Hoth, it becomes a markersite and should be placed between the sixth and seventh marker.

Naboo

Tatooine

As you can see, the Cantina, Docking Bay 94, and Mos Eisley must be grouped together. No site may be deployed toseparate them.

Yavin 4

Generic Planet Layout

All other planets should follow this layout.

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Sector DeploymentAsteroid and Cloud sectors deploy as shown below. For Death Star II sectors, see the Death Star II entry.

Generic SitesSee “Generic Sites” entry in Chapter 9.

Spaceport SitesSome generic sites include the word 'spaceport' in theirtitle (e.g., Spaceport Docking Bay). Whenever youdeploy a generic spaceport site to a planet, you mustplace it adjacent to another of that planet's spaceportsites (if any). Spaceport sites on the same planet maynot be separated by any other non-Spaceport sites.

Deploying Locations While There AreSpecial ConditionsWhen deploying locations -regardless of how it isdone- the deployment action can only be performed ifthe end result will be that the card will obey alldeployment rules, meet any conditions for any othercards on table, meet its own deployment conditions,and -if deployed by another card- meets that card'sdeployment condition. However, that does not allowcards that deploy sites of a specific system name todeploy generic sites, as such sites only take on thatsystem's name after deployment. See “Generic Sites”entry in Chapter 9.

Example 1The Hyperdrive Generator's Gone states: While thisside up... you may not deploy any systems. Light isplaying this objective (which is currently on the 0 side)and plays Mindful Of The Future to attempt to deploy aunique battleground location from his Reserve Deck.Both Ord Mantell and Tatooine: Hutt Trade Route(Desert) are found in Light's Reserve Deck. However,because systems can't be deployed (because of hisobjective restriction), Ord Mantell isn't a valid target forMindful Of The Future. Tatooine: Hutt Trade Route(Desert), which is a valid target, must be deployed tothe table instead.

Example 2The Hoth: Main Power Generators are on table alongwith Hoth: North Ridge, but no other marker sites areon table. The Hoth Energy Shield rules are in effect,making all cards of marker number three or lessshielded (and thus non-battleground locations). Lightplays Mindful Of The Future, begins looking throughhis Reserve Deck for a unique battleground location,and finds Hoth: Snow Trench. However, because itwould be a non-battleground when deployed, it's not a

legal target (because the Interrupt deploying it onlytargets battlegrounds).

Example 3Light is playing a Local Uprising deck with Dagobah asthe Subjugated system and Swamp deployed toDagobah. Light uses the text on the 0 side of theirobjective (once during each of your deploy phases,may deploy one site to the Subjugated planet fromReserve Deck; reshuffle.) to deploy a Jungle toDagobah; this is fine because the objective onlyrequires that it be a site. During the dark sideplayer's deploy phase, Dark uses Vigo (V) (Once pergame, may use 1 force to ▼ a non-war room battleground planet site (or system) not already ontable.) and finds a Forest. If there are no other planetsystems on table besides Dagobah, he cannot deployit (because it would not be a battleground whendeployed). If there is another planet system on tablewhere Forest could deploy, he must deploy it, and hemust deploy it to a planet system besides Dagobah(unless, for some reason, there is already a dark sideForest at that system already; if there is a light sideForest of his opponent, Dark's Forest could not bedeployed, as converting the Forest would beattempting to deploy a location already on table and acondition in Vigo (V)'s game text prohibits that).

Page 158: Actions - Example 1

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Appendix F - Current Rulings

Current rulings and errata more recent than the lastupdate of this document can be found in the CurrentRulings/Errata thread in the Rules Questions subforumon the SWCCGPC website forums.