Table of Contents Chapter 1 - The Basics - Force, Actions, States, Reset...... 1-19 Reset - Competing Resets...... 1-19 etc...... 1-1 Reduce...... 1-19 Life Force...... 1-1 Cumulatively...... 1-19 Reserve Deck ...... 1-1 Duration (How Long a Change Lasts)...... 1-19 Force Pile ...... 1-1 Modifying/Resetting Totals ...... 1-19 Used Pile ...... 1-1 Free - Examples ...... 1-20 Lost Pile...... 1-1 No Ability, No Hyperdrive, Etc...... 1-20 Hand...... 1-1 Card With Ability...... 1-20 Re-circulating...... 1-1 Rounding...... 1-20 Stack ...... 1-1 Examples of substituted destinies and modifying totals...... 1-23 Counting A Deck, Pile, Or Stack...... 1-1 Draw X Choose Y - Example 1 ...... 1-23 Looking At A Deck, Pile, Or Stack...... 1-1 Draw X Choose Y - Example 2 ...... 1-23 Shuffle & Reshuffle ...... 1-2 Draw X Choose Y - Example 3 ...... 1-23 Empty Hand...... 1-2 Empty Deck Or Pile...... 1-2 Chapter 2 - Starting The Game & Turns ...... 2-1 Losing Force...... 1-2 Starting The Game - Example 1 ...... 2-2 Losing Force - From X ...... 1-2 Starting The Game - Example 2 ...... 2-3 Retrieve ...... 1-2 Starting The Game - Example 3 ...... 2-3 Leaves Table ...... 1-2 Starting The Game - Example 4 ...... 2-3 On Table...... 1-3 Starting The Game - Example 5 ...... 2-4 Exchange...... 1-3 Chapter 3 - Activation Phase & Activating...... 3-1 Placing Cards In A Hand, Deck, Or Pile ...... 1-3 Activating Force - Example...... 3-1 "With X in title/lore/game text" ...... 1-3 Force Generation Bonus...... 3-2 Taking Cards From A Deck Or Pile - Example 1...... 1-3 Force Generation Modifier...... 3-2 Deploying/Playing From A Deck Or Pile...... 1-4 Force drains vs. Force generation ...... 3-2 Taking Cards From A Deck Or Pile - Example 2...... 1-4 Force Drains vs. Force Generation - Example ...... 3-2 Taking Cards From A Deck Or Pile - Example 3...... 1-4 Force Icons - Example...... 3-2 Optional Actions...... 1-5 Start of Turn - Simple Example...... 3-3 Just Actions ...... 1-5 Chapter 4 - Control Phase, Presence, & Force Automatic Actions ...... 1-5 Mandatory Actions ...... 1-6 Draining...... 4-1 Meeting Conditions ...... 1-6 Instead Of Force Draining...... 4-1 Choosing Targets...... 1-6 May Force Drain...... 4-1 Paying Costs...... 1-6 Timing Of Responses To Force Drains...... 4-1 Actions - Just Targeted ...... 1-6 Force Drain Modifier...... 4-1 Actions - At Any Time...... 1-7 Force Drain Bonus...... 4-1 Actions - Duration ...... 1-7 Force Drains May Not Be Modified Or Canceled By Opponent ....4-1 Actions - For Each/For Every ...... 1-7 "Opponent's Force drain modifiers"...... 4-2 Actions - Immune...... 1-7 Force Drains And Modifiers Example 1...... 4-2 Actions - Just Deployed, Just Played ...... 1-7 Force Drains And Modifiers Example 2...... 4-2 Actions - Just Lost...... 1-8 Force Drains And Canceling Example ...... 4-2 Actions - Example 1 - Deploying A Card ...... 1-9 Present...... 4-3 Actions - Example 2 - Triggered Automatic Action...... 1-9 Present versus Present With ...... 4-3 Actions - Time To Respond...... 1-9 Where Present ...... 4-3 Actions - Example 3 - Just Actions And Backing Up...... 1-10 Control Of A Location ...... 4-3 Actions - Example 4 - Competing Just Actions...... 1-10 Unoccupied ...... 4-3 Actions - Example 5 - Battle, Just Actions And "Sense vs Alter" 1-10 Occupy...... 4-3 Actions - Example 6 - Turn Progression...... 1-11 Here ...... 4-3 Actions - Example 7 - Automatic vs. Just Actions...... 1-11 System Location...... 4-3 Actions - Example 8 - Mandatory Actions...... 1-11 Prepositions...... 4-3 Actions - Example 9 - Simultaneous Actions ...... 1-12 Present, Presence And Prepositions ...... 4-4 Canceling Game Text ...... 1-13 Alone/Lone ...... 4-4 Suspending Cards ...... 1-14 All Cards/All Characters...... 4-4 Never - Location Restrictions ...... 1-14 Present, Presence And Prepositions - A Simple Example...... 4-4 Once Per Game...... 1-14 Present, Presence And Prepositions - A More Detailed Example4-4 The One Rule - Examples...... 1-15 Present versus Present With - Example...... 4-5 One State Only - An Example ...... 1-15 Force Draining And Presence - A Set Of Complex Examples ...... 4-5 Active Cards - Example...... 1-16 Chapter 5 - Deploy Phase, Deploying & Inactive Cards - Example 1 ...... 1-16 Personas ...... 5-1 Inactive Cards - Example 2 ...... 1-16 Inactive Cards - Example 3 ...... 1-16 Deploy Phase ...... 5-1 Unit of Force - Example 1 ...... 1-17 Deploy...... 5-1 Unit of Force - Example 2 ...... 1-17 Deploying Cards On Vehicles And Starships ...... 5-1 Unit of Force - Example 3 ...... 1-17 Deploys Like A Starfighter ...... 5-1 Supporting Cards - Example 1 ...... 1-17 Location Deployment Restrictions...... 5-1 Supporting Cards - Example 2 ...... 1-17 Rules Deployment Restrictions...... 5-1 Supporting Cards - Example 3 ...... 1-17 Objective Deployment Restrictions ...... 5-1 Out of Play - Example 2 ...... 1-17 Never Deploys Or Moves...... 5-2 Stacked Cards And Card State - Example...... 1-18 Simultaneous Deployment...... 5-2 Global Effects And Card State - Example 1...... 1-18 Deployment - Examples...... 5-2 Global Effects And Card State - Example 2...... 1-18 Persona ...... 5-3 Global Effects And Card State - Example 3...... 1-18 Persona Replacement ...... 5-3 Global Effects And Card State - Example 4...... 1-18 Persona Replacement - Non-unique Persona...... 5-4 Automatic Modifiers ...... 1-19 Persona - Converting Characters...... 5-4 Unmodifiable Values ...... 1-19 Persona Replacement - Examples...... 5-4 NotEndorsedorSponsoredbyLucasfilm Page i Persona - Example ...... 5-4 Movement - Examples ...... 7-2 Multiple Personas Example...... 5-4 Regular - Sector Movement...... 7-2 Persona And Simultaneous Deployment - Example ...... 5-4 Regular - Shuttling...... 7-2 Converting Characters - Examples...... 5-4 Regular - Starship And Vehicle Sites...... 7-3 Persona - Crossing Over...... 5-5 Regular - Using The Movement Text On A Location Card ...... 7-3 Crossing Over Examples ...... 5-5 Regular Moves - Examples...... 7-3 Chapter 6 - Battle Phase, Battles, & Attacks ... 6-1 Movement - Unlimited ...... 7-3 Battle Phase...... 6-1 Unlimited - Embarking And Disembarking...... 7-3 Unlimited - Escaping Death Star II...... 7-3 Battle ...... 6-1 Unlimited - Moving Between Capacity Slots...... 7-3 Initiate the battle...... 6-1 Unlimited - Moving Between Docked Starships...... 7-4 Weapons Segment ...... 6-1 Unlimited - Prisoner Transfers ...... 7-4 Weapons Segment - Firing Weapons...... 6-1 Unlimited - Relocating Cards Between Locations...... 7-4 Weapons Segment - Other Actions...... 6-2 Regular Moves And Unlimited Moves - Examples...... 7-4 Power Segment ...... 6-2 Movement - but may move elsewhere ...... 7-5 Winner And Loser ...... 6-3 Movement - cannot move ...... 7-5 Damage Segment...... 6-3 cannot be moved/may not be moved/may not move ...... 7-5 Damage Segment - Forfeit...... 6-3 Movement - carrying cards ...... 7-5 Damage Segment - Weapon 'Hits' ...... 6-3 Movement - costs +X to move/moves for free...... 7-5 Damage Segment - Attrition...... 6-3 Movement - if within range...... 7-5 Damage Segment - Battle Damage...... 6-3 Movement - move away...... 7-5 End Of A Battle...... 6-4 Movement - moves like a character ...... 7-6 Battle In Brief ...... 6-4 Movement - moves like a starfighter ...... 7-6 Battle - Defender...... 6-4 Movement - moving through locations ...... 7-6 Battle - May Be Battled ...... 6-4 Movement - never deploys or moves...... 7-6 Battle - May Initiate Battle ...... 6-4 Chapter 8 - Draw Phase & End Of Turn...... 8-1 Battle - May Initiate Battle And Be Battled...... 6-5 Drawing Cards...... 8-1 Battles - A Simple Example...... 6-5 Until End Of Turn...... 8-1 Battles - A More Complex Example...... 6-5 Drawing, Draw Phase, And End of Turn - Examples...... 8-1 Battles - A Complex Example...... 6-5 End of Turn - Examples...... 8-2 Battle Destiny ...... 6-6 Battle Destiny - Draws X Battle Destiny If Unable To Otherwise...6-6 Chapter 9 - The Cards - Attributes, Types & Battle Destiny - Conditions On Drawing ...... 6-6 Icons...... 9-1 Battle Destiny - Modifying The Number Of Destinies...... 6-6 Card Attributes ...... 9-1 Battle Destiny - In Brief ...... 6-6 Unique, Restricted, & Non-Unique...... 9-1 Battle Destiny - Example...... 6-7 Game Text ...... 9-1 Participating In Battle ...... 6-7 Title ...... 9-1 Participating In Battle - May Not Participate In Battle Title - Identical Cards...... 9-1 (Cannot Battle)...... 6-7 Lore...... 9-1 Participating In Battle - Excluded From Battle ...... 6-7 Card Type ...... 9-1 Participating In Battle - In Battle...... 6-7 Subtype...... 9-1 Participating In Battle - In A Battle Together/In Battle With/Involved Power...... 9-2 In The Same Battle ...... 6-7 Deploy Cost...... 9-2 Participating In Battle - During Battle...... 6-7 Forfeit Value...... 9-2 Participating In Battle - Examples...... 6-7 Hyperspeed...... 9-2 Participating In Battle - Excluded - Example 1...... 6-8 Landspeed ...... 9-2 Participating In Battle - Excluded - Example 2...... 6-8 Ability ...... 9-2 Participating In Battle - Excluded - Example 3...... 6-8 Armor ...... 9-2 Participating In Battle - During Battle Example...... 6-8 Maneuver ...... 9-2 Immune To Attrition ...... 6-8 Owner...... 9-2 Immune To Attrition - Gaining And Losing...... 6-8 Flavor Text ...... 9-2 Immune To Attrition - Example 1...... 6-8 Issues With Physical Cards ...... 9-3 Immune To Attrition - Example 2...... 6-9 Boldface Type ...... 9-3 Immune To Attrition - Example 3...... 6-9 Capitalization...... 9-3 Attacks ...... 6-9 Italics...... 9-3 Card Backs...... 9-3 Attacks - Ferocity And Defense Value...... 6-9 Foreign Languages...... 9-3 Attacks - Attacking Outside Of Battle Phase...... 6-9 Alternate Image Cards...... 9-3 Attacks - The Steps Of An Attack...... 6-9 Attacks - Creatures Being Attacked...... 6-10 Admiral's Orders ...... 9-3 Attacks – Non-Parasite Creatures Attacking...... 6-10 Characters...... 9-3 Attacks - Creatures Attacking Each Other...... 6-10 Characters - deployment ...... 9-3 Attacks - Example 1...... 6-10 Characters - movement ...... 9-3 Attacks - Example 2...... 6-11 Characters - Card Types ...... 9-3 Attacks - Example 3...... 6-11 Characters - Alien...... 9-3 Chapter 7 - Move Phase & Movement...... 7-1 Characters - Dark Master...... 9-3 Characters - ...... 9-3 Move Phase...... 7-1 Characters - Imperial ...... 9-4 Movement...... 7-1 Characters - Jedi Master ...... 9-4 Movement - Regular...... 7-1 Characters - Rebel ...... 9-4 Regular - Attack Runs...... 7-1 Characters - Republic...... 9-4 Regular - Bombing Runs...... 7-1 Characters - ...... 9-4 Regular - Docking Bay Transit ...... 7-1 Characters - Dual Character Types ...... 9-4 Regular - Hyperspeed...... 7-1 Characters - Force sensitivity ...... 9-4 Regular - Landing And Taking Off...... 7-1 Force-Attuned...... 9-4 Regular - Landspeed ...... 7-2 Force-Sensitive ...... 9-4 Regular - Mobile System - Moving Death Stars...... 7-2 Characters - Dark Jedi...... 9-4 Regular - Mobile System - Moving To Or From A Death Star ...... 7-2 Characters - Dark Jedi Master...... 9-4 Characters - Jedi ...... 9-4 NotEndorsedorSponsoredbyLucasfilm Page ii Characters - Jedi Knight...... 9-4 Starships - capacity - lost capacity...... 9-14 Characters - Jedi Master...... 9-4 Starships - cargo hold...... 9-14 Highest-Ability Character ...... 9-5 Starships - deploying on or aboard ...... 9-14 Characters - Astromech ...... 9-5 Starships - deployment...... 9-14 Characters - Maintenance Droid...... 9-5 Starships - deploys like a starfighter ...... 9-14 Characters - Matching Pilot...... 9-5 Starships - Enclosed...... 9-14 Characters - Warrior ...... 9-5 Starships - Imperial...... 9-15 Characters - Icons...... 9-5 Starships - Independent...... 9-15 Creatures...... 9-5 Starships - Landed ...... 9-15 Creatures - Parasites ...... 9-5 Starships - leaves table ...... 9-15 Creatures - deployment...... 9-5 Starships - matching starships...... 9-15 Creatures - movement ...... 9-5 Starships - Movement...... 9-15 Creatures - relocating defeated cards ...... 9-5 Starships - must have pilot aboard to use...... 9-15 Creatures - selective ...... 9-6 Starships - nav computer...... 9-15 Defensive Shields...... 9-6 Starships - occupants ...... 9-15 Starships - passengers...... 9-15 Devices...... 9-6 Starships - permanent pilot ...... 9-15 Devices - Deploy, Carrying, And Transferring ...... 9-6 Starships - personas...... 9-15 Devices - Using Devices ...... 9-6 Starships - pilot...... 9-15 Devices - Tractor Beams...... 9-6 Starships - Piloted ...... 9-16 Effects ...... 9-6 Starships - Rebel...... 9-16 Effects - Effects...... 9-6 Starships - ship-docking capability...... 9-16 Effects - Starting Effects...... 9-6 Starships - squadron designations...... 9-16 Effects - Political Effects...... 9-7 Starships – Starfighters without maneuver...... 9-16 Effects - Immediate Effects ...... 9-7 Starships - starship weapons...... 9-16 Effects - Mobile Effects ...... 9-7 Starships - stealing...... 9-16 Effects - Utinni Effects...... 9-7 Starships (or Vehicles) - Unpiloted...... 9-16 'reaching' an Utinni Effect...... 9-7 Starships - Icons...... 9-17 Effects - Examples...... 9-7 Vehicles ...... 9-17 Epic Events ...... 9-7 Vehicles - Combat Vehicle...... 9-17 Interrupts...... 9-7 Vehicles - Creature Vehicles...... 9-17 Interrupts - Lost...... 9-8 Vehicles - Shuttle Vehicle...... 9-17 Interrupts - Used ...... 9-8 Vehicles - Transport Vehicle...... 9-17 Interrupts - Starting ...... 9-8 Vehicles - AT-ATs...... 9-17 Jedi Tests...... 9-8 Vehicles - capacity...... 9-17 Vehicles - crashed...... 9-17 Locations ...... 9-8 Vehicles - Deployment...... 9-17 Converting Locations ...... 9-9 Vehicles - Deploying On Or Aboard...... 9-17 Deploying/Arranging Locations ...... 9-9 Vehicles - Drivers ...... 9-17 Sites ...... 9-9 Vehicles - Enclosed...... 9-18 Exterior Site ...... 9-9 Vehicles - Landed...... 9-18 Interior Sites...... 9-9 Vehicles - Leaves Table ...... 9-18 Generic sites...... 9-9 Vehicles - Matching Vehicles...... 9-18 Holosites...... 9-9 Vehicles - Movement...... 9-18 Marker Sites...... 9-9 Vehicles - occupants ...... 9-18 Starship and Vehicle Sites...... 9-9 Vehicles - open vehicles...... 9-18 Sectors ...... 9-10 Vehicles - passengers ...... 9-18 Asteroid Sectors...... 9-10 Vehicles - permanent pilot ...... 9-18 Cloud Sectors ...... 9-10 Vehicles - pilot...... 9-18 Death Star II Sectors...... 9-10 Vehicles - Piloted...... 9-18 Systems...... 9-10 Vehicles - squadron designations ...... 9-18 Parsec Numbers ...... 9-10 Vehicles - vehicle weapons...... 9-18 Planet ...... 9-10 Vehicles - stealing ...... 9-18 Space ...... 9-10 Vehicles - Unpiloted...... 9-18 Mobile...... 9-11 Vehicles - Icons...... 9-18 Battleground ...... 9-11 Weapons...... 9-18 Location - General ...... 9-11 Weapons - Using Weapons ...... 9-18 Adjacent...... 9-11 Weapons - When Can I Fire? ...... 9-19 Characteristics ...... 9-11 Weapons - Just Fired ...... 9-19 Jabba's Palace sites ...... 9-11 Using Weapons - Examples...... 9-19 Prisons...... 9-11 Weapons - Artillery ...... 9-19 Rebel Base ...... 9-11 Weapons - Automated...... 9-19 Related locations ...... 9-11 Weapons - Character Weapon ...... 9-20 same and related sites...... 9-12 Weapon - Mobile System Weapons...... 9-20 same system...... 9-12 Weapons - Starship And Vehicle Weapons...... 9-20 Throne Room...... 9-12 Weapons - Starship Weapons - Special Deployment...... 9-20 Locations - Icons...... 9-12 Weapons - Deploying And Carrying...... 9-20 Objectives ...... 9-12 Weapons - Transferring...... 9-20 Podracers...... 9-12 Weapons - Destiny ...... 9-20 Starships ...... 9-13 Weapons - Firing For Free...... 9-20 Starships - capital ...... 9-13 Weapons - hit ...... 9-21 Starships - starfighter...... 9-13 Weapons - "hit targets are immediately lost"...... 9-21 Starships - squadron class...... 9-13 Weapons - Instead Of Firing...... 9-21 Starships - squadron class - replacement ...... 9-13 Weapons - Ion Weapons ...... 9-21 Squadron Class Examples...... 9-13 Weapons - ...... 9-21 Starships - astromech capacity ...... 9-14 Weapons - Long-Range Weapons...... 9-21 Starships - astromech icon...... 9-14 Weapon - Matching Weapon ...... 9-21 Starships - capacity...... 9-14 Weapons – May Not Be Targeted By Weapons...... 9-21 NotEndorsedorSponsoredbyLucasfilm Page iii Weapons - Permanent Weapons ...... 9-21 Dueling - Dueling Captives ...... 9 Weapons - Repeating Weapons (Fire Repeatedly) ...... 9-21 Dueling - Example ...... 9 Weapons - Seekers ...... 9-22 Energy Shield Rules ...... 10 Weapons - Stealing...... 9-22 Insert Cards...... 10 Weapons - Instead Of Firing Example...... 9-22 Insert Cards - Inserting ...... 11 Weapons - Long-Range Weapons Examples...... 9-22 Insert Cards - Revealing...... 11 Weapons - Fire Repeatedly Example...... 9-22 Insert Cards - Effects On Gameplay ...... 11 Other Cards...... 9-22 Jedi Testing...... 11 Icons ...... 9-22 Jedi Testing - Apprentice...... 12 Icons - Easter Eggs...... 9-23 Jedi Testing - Mentor...... 12 Icons - Episode I ...... 9-23 Jedi Testing - Mind What You Have Learned...... 12 Icons - Expansion Icons...... 9-23 Combat...... 12 Icons - Shorthand Icons ...... 9-23 Lightsaber Combat - Combat Cards ...... 12 Icons - Scomp Link Icon ...... 9-23 Icons - Grabbers ...... 9-24 Mining Droid Rules...... 12 Grabbers - An Example...... 9-24 Timer Mines...... 13 Icons - Maintenance Cards ...... 9-24 Infantry And Vehicle Mines ...... 13 Icons - Presence Icon ...... 9-24 Missing ...... 13 Matching Pairs ...... 9-25 Missing - Search Party...... 13 Matching Pair Examples: ...... 9-25 Podracing ...... 13 Virtual Cards...... 9-25 Podracing - Race Destiny And Race Total...... 13 Not Unique/Is Doubled/etc. and Virtual Cards ...... 9-26 Podracing - Damage And Repair ...... 13 Not Unique/Is Doubled/etc. and Virtual Cards - Example ...... 9-26 React...... 13 Appendix A - Errata...... 1 React - Deploy...... 14 Appendix B - Card Rulings...... 1 React - Move...... 14 Appendix C - Special Rules...... 1 ...... 15 Sabacc - Playing sabacc ...... 15 Asteroid Rules ...... 1 Sabacc - Perfect sabacc...... 15 Asteroid Rules - Asteroid Destiny...... 1 Sabacc - Timing & Mechanics ...... 15 Blown Away ...... 1 Senate...... 15 Blown Away - Blockade Flagship ...... 1 Agenda...... 15 Blown Away - Bunker...... 1 Politics...... 16 Blown Away - Death Star ...... 1 Senate Majority ...... 16 Blown Away - Death Star II ...... 2 Blown Away - Imperial Holotable...... 2 Stealing...... 16 Blown Away - Main Power Generators...... 2 Stealing Vehicles And Starships ...... 16 Blown Away - Planet Systems...... 2 Stealing Weapons And Devices...... 16 Blown Away - Timing...... 2 Trench Rules...... 16 Bluff Rules ...... 3 Undercover Spy Rules ...... 16 Blown Away - Example 1 - Hoth...... 3 Undercover Spy Rules - Deploy as Undercover Spy...... 17 Blown Away - Example 2 - Bunker ...... 3 Undercover Spy Rules - Movement ...... 17 Blown Away - Example 3 - Death Star II...... 3 Undercover Spy Rules - Breaking Cover ...... 17 Bombing Runs...... 3 Undercover Spy Rules - Dueling...... 17 Bombing Runs - Moving to the site...... 3 Appendix D - Identifying Cards...... 1 Bombing Runs - At the site...... 3 Game Text ...... 1 Bombing Runs - Bombing Run battle ...... 4 Lore...... 1 Bombing Runs - Leaving the site...... 4 Image ...... 1 Capturing ...... 4 Defined Attributes & Loaded Keywords ...... 2 Capturing Characters...... 4 Bomber...... 2 Captives...... 4 Gender ...... 2 Captives - Imprisoned ...... 4 Operatives...... 2 Captives - Escorting...... 4 R-unit ...... 2 Captives - Once Per Captive...... 4 Snub Fighter...... 2 Captives - Releasing...... 5 Spy...... 2 Captives - Frozen...... 5 Specific Rulings...... 2 Captives - Frozen - Releasing...... 5 Characteristics...... 3 Captives - Prisoner Transfers...... 5 Characteristics - The Rule Of Three ...... 3 Captives - Prisons...... 5 Characteristics – Padawan ...... 3 Capturing Characters - Example ...... 5 Characteristics – Senator ...... 3 Capturing, Escorting, And Imprisoning - Example ...... 6 Characteristics – Species ...... 3 Releasing Captives - Example 1 ...... 6 Characteristics – Trade Federation...... 3 Releasing Captives - Example 2 ...... 6 Characteristics – Troopers...... 3 Capturing Starships ...... 6 Persona Lists ...... 4 Capturing Starships - Besieged Battles...... 7 Capturing Starships - Example 1...... 7 Other Aspects Of A Card ...... 5 Capturing Starships - Example 2...... 7 Common Sense List...... 5 Besieged Battle - Example...... 7 Identifying Characteristics - Examples ...... 5 Cave Rules ...... 7 Appendix E - Location Deployment...... 1 Collapsed ...... 8 Sector Deployment...... 4 Combo Cards...... 8 Generic Sites...... 4 ...... 8 Spaceport Sites...... 4 Death Star and Death Star II...... 8 Deploying Locations While There Are Special Rules...... 9 Conditions...... 4 Dueling ...... 9 Appendix F - Current Rulings ...... 1 Dueling - Epic Duel ...... 9 NotEndorsedorSponsoredbyLucasfilm Page iv Introduction

The 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: The Gathering itself in sales). While the game has not been published for quite some time, it remains alive and well. This is due in no small part to the way it so accurately captures in card form the many complexities and exciting events of the Star Wars films. From training to be a Jedi to tracking down and capturing fugitives, from launching attacks from your hidden rebel base to blowing up traitorous worlds, from constructing a Death Star to conquering the planet - as the 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. This has led to some frustration about how to even play the game, a definite negative. With this in mind, this rulebook has been created to bring all the different ideas together in one place and try to not only offer the answers, but to help you understand why they are the answers we're using. Many things have changed to make this even easier for new players coming in and existing players who've never really looked at the "guts" of how the game works. But we have made 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 may work better or worse, but it will still do something. Feel - We have the unique honor of getting to play in the Star Wars universe, so we will try to represent its events in card form as often as possible. The game is the most fun when you feel like humming John Williams's music.

Some things have stayed the same and some things have changed. Rest assured that all those matters have been carefully weighed, because these decisions were not made by someone looking how best to get a buck out of your pocket, 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 are players 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 Sonnenburg Former 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 of the 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 Wars CCG. In this format, many of the older virtual cards were removed from the card pool (although those cards can 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 in both 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. See Substituted Destinies, Ch. 1.

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

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

NotEndorsedorSponsoredbyLucasfilm Page v Chapter 1 - The Basics - Force, Actions, States, etc.

Section A. Force, Decks, Piles, & The Table Hand The Force is an energy field generated by all living All cards held in a player's hand. Each player's hand things and represented as the basic unit of usually starts with 8 cards; thereafter, there are no limits measurement in the game (1 unit of Life Force = 1 to its size. card). Since the game revolves around players offensively and defensively manipulating their Life Force, understanding how the Force is represented and used is extremely important. During play, your Force cards will circulate through your piles as shown in the diagram.

Life Force Your Reserve Deck, Force Pile and Used Pile. If these three piles are totally depleted, you lose the game! Note that Unresolved Destiny Draws (see entry, Ch. 1) are also considered to be a part of your Life Force, as well as your sabacc hand (see Appendix C). Cards in your hand, on table or in the Lost Pile are not counted as part of your Life Force. Your Life Force is like a flow of energy. How well you manage this Force is a key strategic factor. Re-circulating Reserve Deck Act of placing your Used Pile (as a group) beneath your The 60-card deck you use to play the game becomes Reserve Deck. You re-circulate at the end of each your Reserve Deck and represents the total Force player's turn. Re-circulated cards will work their way available to you throughout the game. After deploying back to the top of the Reserve Deck during subsequent your starting card(s), shuffle the remaining cards and turns to be activated again. Re-circulating both Used place them on table to form your Reserve Deck. Piles at the end of every player's turn is mandatory. If Force Pile you forget, your opponent can insist that you re- The first thing you do during your turn is 'activate' Force circulate. A player who forgets (and is not reminded by by counting cards from the top of your Reserve Deck, the opponent before the next action has its result) may one at a time, and putting them face down in your Force not re-circulate until the end of the next turn. Pile (see Activating Force, Ch. 3). Cards are only in the Force Pile temporarily. They represent the amount of Stack Force energy that is available for you to use performing One or more cards placed on another card. various game actions. During your turn, any or all Force cards can be used, drawn into your hand (during the Counting A Deck, Pile, Or Stack Draw Phase, see Ch. 8) or left to accumulate for future A player may count their deck, pile or stack (face down) use. at any time. Also, a player may request such a count from their opponent. Used Pile Deploying a card to the table often requires you to use Looking At A Deck, Pile, Or Stack Force; cards from your Force Pile are moved face As a general rule, you may not look through any deck, down, one at a time, to your Used Pile to represent this pile, or stack unless permitted to by a rule or card (even expenditure. As the name implies, this temporary pile if it's face up, such as the Lost Pile). However, if your holds cards 'used' during a turn. Sometimes cards are card is stacked on (or under) another of your cards (or placed here from table or in other ways. any location), you may examine it at any time (unless a card or rule prohibits it). Thus Dark may examine his Lost Pile Bluff cards, combat cards, and cards under his Starting This is a pile where lost cards are placed face up. Effect, but not cards under Insignificant Rebellion Usually cards are discarded to the Lost Pile as the (they're not his), or I Feel The Conflict (it's not his result of battle or at any time the opponent causes you Effect). to lose Force. These cards are generally not available for the rest of the game, but you can use certain cards to retrieve them.

NotEndorsedorSponsoredbyLucasfilm Page 1-1 The Basics - Force, Actions, States, etc.

Shuffle & Reshuffle suffer due to sabacc, or the loss of unique male Rebels When directed to shuffle (or reshuffle) a deck or pile, in hand from M'iiyoom Onith. you must shuffle it and then allow the opponent an opportunity to 'cut' (take a portion of the deck or pile Losing Force - From X from the top and place it underneath the remainder). Sometimes a card will require that lost Force come from Return the deck or pile to its appropriate place on table. a specific place. This means that you must first lose The phrase "Shuffle, cut, and replace" was used on Force from there, but if you cannot, lose the remainder older cards; treat this the same as "reshuffle." from any appropriate place. For example, if you must lose 4 Force from Reserve Deck and have only 3 Force Empty Hand there, you would lose those 3 and the last one from See 1.C. Implied Target Rule somewhere else (hand, Force Pile, or Used Pile).

Empty Deck Or Pile Peeking At Cards When a deck (Reserve Deck) or pile (Used Pile, Force A game action that allows you to peek at a card (or Pile or Lost Pile) is empty, you may not: cards) allows you (and only you) to look at that card and  initiate any action that deploys, takes, exchanges or then place it back where it came from (unless stated steals a card (or cards) from that deck or pile; otherwise). When you peek at (examine, glance at, look  initiate any action that searches, peeks, glances, at etc.) a card, you are entitled to see the entire card, examines, reveals, selects or looks at a card (or cards) and the intention is that you limit yourself to a in that deck or pile; or reasonable amount of time to gather information (note:  initiate any action that draws a card (or cards) from older cards stated that you had [X] seconds to peek; that deck or pile (this does not apply to destiny draws). this text is obsolete by this rule and should be For example, you may not play How Did We Get Into disregarded). See Empty Deck Or Pile, Empty Hand, This Mess if your Reserve Deck is empty. Ch.1.  play a card to shuffle that deck or pile; Retrieve  use any game text that says "if you are about to draw" Act of taking the top card of your Lost Pile and placing it when your Reserve Deck is empty. See Drawing face down on your Used Pile. To retrieve multiple cards, Destiny - About To Draw. simply retrieve multiple times (this is all one action). If Any of these actions (even if they require multiple game text allows you to retrieve 1 Force for each of a cards) may be initiated as long as there is at least one specific card on table (or some similar condition), count card in the targeted deck or pile. If there are an up all copies of that card as specified and then retrieve insufficient quantity of cards in the deck or pile to that total number (as one action). To randomly retrieve complete the action, simply complete what is possible a card turn your Lost Pile face down, shuffle, cut and and then end the action. An empty Reserve Deck does replace the Lost Pile face up and then retrieve normally. not stop you from drawing destiny, that destiny draw To retrieve a specific card (e.g., such as "retrieve Luke" simply fails (see 1.E. Failed Destiny Draws). or "retrieve an Imperial"), search the Lost Pile; if a copy An empty Lost Pile does not stop a player from initiating of the card is there (it need not be the topmost one an action that retrieves Force (or retrieves card(s)). An unless the retrieving card says so) you then retrieve it empty Force Pile does not stop a player from moving (to Used Pile, as usual); do not reshuffle or change the that pile, such as placing it on an empty or non-empty order of the cards in any way unless instructed to do so. Used Pile, with I Did It! An empty deck or pile does not If retrieving "up to X" of a certain card, you may search stop a player from placing a card or cards under that your Lost Pile before choosing a number between 1 and deck or pile. X to initiate the retrieval. A retrieved card is always Losing Force revealed to both players, even when the Lost Pile is Act of discarding cards face up to Lost Pile. Like face down (see Eyes In The Dark, Ap. B). activation, you lose Force one at a time. You may Leaves Table choose cards to be lost from your hand, from the top of If a card leaves the table by being relocated to a deck your Reserve Deck, Force Pile, or Used Pile, as well as or pile, by being placed out of play, or by being returned from your sabacc hand or your most recent Unresolved to hand (for example, due to cards like Master Luke, Destiny Draw. Whenever you are required to lose ASP-707, Revealed or As Good As Gone) then all Force, you must move the appropriate number of cards cards deployed on, carried by, or aboard that card’s from your hand and/or Life Force to your Lost Pile. This bridge, cockpit, or cargo bay, as well as any inactive or is always written in the form of "lose [X] Force". When a supporting cards on it must be placed in their owner's card refers generally to "losing Force," this applies to Lost Pile unless specified otherwise. All the cards losing "cards as units of Force," not to losing a specific (including the card leaving table) leave play card because of its name or some particular simultaneously. Any owner of cards being lost characteristic of that card. Thus, for example, Honor Of simultaneously chooses the order to place their cards in The Jedi or It Could Be Worse would not reduce the their Lost Pile. number of cards you must lose to a Monnok, a loss you

NotEndorsedorSponsoredbyLucasfilm Page 1-2 The Basics - Force, Actions, States, etc.

For complex timing interactions, consider the phrase your opponent can check that you took a card matching "leaving the table" to be functionally equivalent to the criteria specified. However, when allowed to take "about to leave the table." See Actions - Before, Ch. 1. "any card" you do not have to reveal the card chosen, unless you retrieve that card from your Lost Pile. If the On Table initiating text provides more than one candidate card A term used to describe a card in play. See 1D. Card that may be taken from the same deck, pile or stack, States for a detailed explanation of how cards are you are permitted to declare the action specifying only considered "on table" based upon game conditions. the card you are using to search (if the card has multiple search functions, the player must declare which Exchange function he is utilizing). You may then look through that An action that requires you to Exchange one or more deck, pile, or stack before choosing which of the cards card(s) with one or more card(s) in a different location. you wish to take. Once the search has been initiated, a When a card instructs you to exchange one or more player must take a card if possible. cards with a card (or cards) from another location, If your search fails to find any card matching the criteria perform that exchange during the result step of the given, your opponent is permitted to look through that action. During the result step, select the appropriate deck, pile, or stack in order to prove that no candidate number of cards from one of the decks, piles, or stacks could have been taken; this is called "verifying." An targeted and set them aside, then select the appropriate exception to this is that an opponent may not verify your number of cards from the other deck, pile, or stack hand; however, they may call a judge to verify your targeted and set them aside. Once all target cards have hand for them. In addition, when the card or card type been identified, perform the exchange and replace each you searched for was not found and your opponent has deck, pile, or stack without shuffling, unless otherwise verified this, you may not use that search function (even instructed. If you are exchanging cards in a deck, pile, if on a card with the same name) to search or look or stack, the card(s) going into the deck, pile, or stack through the same deck, pile, or stack again this turn. should be placed in the same order of the deck, pile, or After searching, you should replace the deck, pile, or stack as the card(s) coming out. stack without shuffling, unless otherwise instructed.

Placing Cards In A Hand, Deck, Or Pile "With X in title/lore/game text" When a rule or game text allows or requires a card to Game text that searches for a specific word on a card be placed in (or on, on top of, on bottom of, etc.) a (usually in title, lore, or game text) cannot be matched if player's hand, deck, or pile, and that text does not that word is part of another word (though if the word is a specify which player's hand, deck, or pile it should be plural or possessive, that remains a valid target). If the placed in, the card is placed in (or on, on top of, on action depends upon more than one word in the card bottom of, etc.) the hand, deck, or pile belonging to its title then all the search keywords must also be in the owner. Also, when an action places multiple cards into same order and without any other words in between. a player's hand, deck, or pile, and the card's game text For example, ISB Operations looks for characters with does not state which player may decide the order of "Rebel" in lore; thus anyone with "Rebel," "Rebel's," or those cards, placing each card is considered a "Rebels" is valid, but "rebellious" isn't, since it's part of competing automatic action, and the order is decided by another word. the player whose turn it is. Taking Cards From A Deck Or Pile - Example 1 Removing Cards From A Hand, Deck, Pile, Or Stack Dark has Moff Jerjerrod ("Once during each of your When a card removes any card(s) from a hand, deck, turns, you make take one Death Star II sector or pile, or stack, do not reveal the card(s) unless instructed Superlaser Mark II into hand from Reserve Deck; to do so. If the card(s) being removed was face up, it reshuffle.") on table. Dark uses the ability and searches may be seen by both players. If the card was face down the Reserve Deck for such a card (he doesn't state or hidden (e.g. a card in hand), it may be seen by its which one). He finds Superlaser Mark II, reveals it to his owner if they were allowed to look at the card(s) opponent, and puts it in his hand. He then shuffles his normally. However, if the removing card uses the word Reserve Deck. The next turn he decides to search “unseen,” then neither player may view the card(s) again; however, this time there is no such card. His being removed. opponent is handed the Reserve Deck and allowed to verify; this should be done in a reasonable amount of time. After this the deck is shuffled and returned. Dark Section B. Taking Cards From A Deck/Pile cannot do another search with that portion of Jerjerrod's Many cards allow you to directly access your deck, pile, game text this turn. or stack, usually to take a card into hand, play a card, or to deploy a card from there directly. Whenever a card or rule allows you to take, play, or deploy a card from a deck, pile or stack, and there are any criteria for what kind of card you may take, you must reveal that card after it is obtained (reveal the entire card). In this way,

NotEndorsedorSponsoredbyLucasfilm Page 1-3 The Basics - Force, Actions, States, etc.

Deploying/Playing From A Deck Or Pile When permitted to deploy or play a card from a place Taking Cards From A Deck Or Pile - Example 3 other than your hand, you must still obey normal timing Light is playing Watch Your Step and has it flipped to rules of the card being played or deployed (unless the 7 side ("Once during each turn, may play one specifically told otherwise, such as Nal Hutta Interrupt from Lost Pile as if from hand (then place that Operative). Thus you cannot deploy a site using card out of play)."). He plays It Could Be Worse using : Jabba's Palace except during your deploy his objective's text to respond to a Force drain (it is phase, nor could you deploy a starfighter ‘stacked’ on legal to play It Could Be Worse as a response because Rebel Fleet outside of your deploy phase. You cannot the Objective allows it to be played "as if from hand") deploy or play such cards as a response unless the and his opponent responds by playing It's Worse! This card allowing it states you may do so "as if from cancels It Could Be Worse but it must still go out of play hand." You do not reshuffle or reorder the cards there (instead of the Lost Pile like most canceled cards) unless required to (note that the ▼ includes "reshuffle"). because the Objective says to place it out of play. If the played card must be sent to a specific place (e.g., Watch Your Step requires an Interrupt played from Lost Section C. Actions Pile be placed out of play) the card must go there, even Actions are the individual building blocks of game play. if canceled. The only exception is if the card must be Actions occur quite naturally during the game; in fact, stacked on a grabber (see Icons - Grabber, Ch. 9). Any most of the time you don't even need to think about action that searches a deck or pile to deploy a card may actions (just as you rarely need to think about the be initiated as long as the conditions of the card individual steps of how you get dressed in the morning). allowing the search are met (even when there may not Occasionally, however, situations will arise where it is be a valid target to deploy, or a valid target to deploy on desirable to understand the intricate details of actions - or to). If such an action is initiated, and upon searching particularly in tournaments, where players want strict the deck or pile no valid target is found, the normal and definitive rules governing the specific timing of rules of verification apply (see Taking Cards From A game play. Almost everything you do in the game is an Deck/Pile). The one exception to this is when all action. Examples of commonly occurring actions possible targets listed for such an action are unique (•) include: or restricted (••, •••) and would violate uniqueness rules  playing or deploying one card; by being deployed (see page 9-1); in such cases, the  performing one Force drain; search action may not be initiated.  performing one regular move, 'react' or unlimited Taking Cards From A Deck Or Pile - Example 2 move; Light is playing Watch Your Step and has flipped to the  conducting one battle; back side of the objective ("Once during each turn, may  firing one weapon; play one interrupt from Lost Pile as if from hand (then  drawing one destiny; place that card out of play)."). Thus, at any time (even in  activating, using, losing, drawing or retrieving one response to another action) he can state that he plans unit of Force (or any other act of moving a card from to play an interrupt from his Lost Pile; he doesn't have one deck, pile or hand to another); to state which one yet. Once he has done so he looks  using optional game text on a card already in play; for any interrupt he can play at that time and chooses to  taking one card from a deck or pile; play it; if none are found that he can play (he must play  re-circulating your Used Pile; and one if it is possible) the opponent verifies this. In either  choosing to use an optional modifier (e.g., a case the Lost Pile would not be reshuffled because the lightsaber bonus to a Force drain). objective doesn't say to. Automatic modifiers (e.g., "adds 2 to power of anything In this case, Light has chosen to play Out Of he pilots") and checking conditions (e.g., control of a Commission & Transmission Terminated as a top-level location) are not actions, neither is announcing the action. Dark responds with Unsalvageable, canceling it. beginning or end of a phase or turn. Everything else Normally canceled cards are placed in the Lost Pile, but you do in the game is an action. because the objective states the card is placed out of Every action has three steps that must occur in play, Out Of Commission must be placed out of play. order: Initiation, Responses, Result (see Steps Of An The next turn Light uses the ability in response to Dark Action). attempting to deploy Visage Of The Emperor (a hologram). Light searches his Lost Pile, but it turns out Action Within An Action he only had the one copy of OOC&TT. He looks for any Many times, an action causes other actions to occur other responses, but there are none, and he cannot within itself. For example, a Force drain is an action initiate a top-level action as a response, so he allows which typically causes the opponent to lose Force - Dark to verify and play continues; he cannot use the another action. For a more complex example, consider ability again this turn, even though it failed. playing Nabrun Leids; this action includes several other actions:  targeting (selecting) the characters you wish to transport; NotEndorsedorSponsoredbyLucasfilm Page 1-4 The Basics - Force, Actions, States, etc.

 targeting (selecting) the destination site; Just Actions Automatic Actions  drawing destiny to determine Nabrun's asking price; Putting a just lost character Completing (reaching) an  choosing whether to accept or decline the transport; on Bacta Tank

e Utinni Effect

 using Force to pay the asking price (a separate action s n Reacting to a Force Drain Losing a seeker and target for each Force used); o p Canceling Alter with Sense when they are together transporting the group of characters to the destination s

 e Playing Trooper Assault in Retrieving 2 Force for Scum site; and R response to a battle And Villainy placing the Nabrun Leids card on your Used Pile or  Deploying Tentacle on a just Creatures attacking each Lost Pile. played Interrupt other Perhaps the ultimate example of actions within an action is battle - a single action comprising many other Optional Actions actions, some of which contain still other actions within A top-level action you choose to initiate. Generally themselves. speaking, deploying or playing a card is optional, and anything which says "may." Types of Actions Actions are initiated either as top-level actions or Just Actions responses. Top-level actions are the most common A response to another action that you choose to initiate. action you'll perform; they're the actions that kick things To be a response, the action has to be connected to the off, such as deploying a character or activating a Force. action that just took place. For example, playing Beru Responses are actions that can only happen by Stew to activate Force is not a valid response to responding to something else that has just happened, someone playing Sense; instead, you could play they can't be used as a top-level action. To understand Control (which cancels Sense) or deploy What're You the difference, think of actions as a tennis game: one Trying To Push On Us? on it (it deploys on a just played player serves the ball, and then the other person may Interrupt). Like in the tennis match example, when you manage to hit it back. The person serving the ball is perform a top-level action, your opponent gets the first performing a top-level action, kicking things off, and the optional response to it (you can't return your own serve, one hitting the ball coming to him is performing a your opponent gets to, even if they pass). You can response, reacting to what's just happened. perform the next just action in response to that action, During your turn, you perform the first top-level action in then your opponent, and so on. This will be covered in each phase; once all the responses to that action are more detail under The Stack. complete, your opponent may perform the next top-level The word "just" is not needed for something to qualify action. When all responses to that are completed, it's as a just action. your turn to perform a top-level action, and so on. Some actions you can choose to have happen, and Automatic Actions some actions have to happen. For example, you don't A response that must take place. When the conditions have to Force drain, you can choose to do it or not do it are met for the automatic action to take place, it occurs (sometimes it's in your best interest not to), but you do (this is called triggering). While they are triggered have to have your creatures attack if they can (even automatically (not by choice), they are still actions like when it would be bad, like attacking your own any other that may in turn be responded to. characters!). Sometimes two or more automatic actions are triggered So there are top level actions and responses, and there by the same event; for example: are things that you can choose to happen or that must  specifying multiple targets (e.g. losing a seeker and happen. Thus, there are four types of actions that take its target, or affecting both players) place: Optional Actions, Automatic Actions, Mandatory  using an unordered sequence (e.g. a bulleted list) Actions, and Just Actions.  being mentioned on multiple cards in play and/or rules, (e.g. when the Dark Side initiates battle, both You Choose To Have It Must Happen First Strike and Scum And Villainy are triggered) It Happen Automatic actions are resolved one at a time. If it is on a single card, do the events in the order listed on that Optional Actions Mandatory Actions card (e.g., Draw Their Fire says "Whenever a battle is n o i initiated, player initiating battle retrieves 1 Force and t Force draining Drawing asteroid destiny c

a defender loses 1 Force" thus the retrieval happens first,

Initiating a battle Creatures attacking prey l

e then the Force loss). In all other circumstances, they

v A group of characters Losing Force to Visage of e

l attacking a creature the Emperor are done in an order chosen by the player whose turn it -

p is (in the First Strike/Scum And Villainy example, the

o Firing a weapon in a battle Paying maintenance costs

T player whose turn it is can choose to have either one of Playing Beru Stew Forfeiting a hit character those card to happen first, and then the other to happen second). Automatic Actions and Just Actions are both responses (see The Stack for details on responses); however, for

NotEndorsedorSponsoredbyLucasfilm Page 1-5 The Basics - Force, Actions, States, etc. timing purposes, all Automatic Actions happen first, just lost, and no response that had "just lost" as a then Just Actions can take place. condition can be initiated.

Mandatory Actions Choosing Targets A top-level action that must be performed. Mandatory An action cannot be initiated unless all of the targets actions are typically indicated (either on a card like It's required by its game text are able to be specified. That On Automatic Pilot or in a rule such as Attacks) by is, they all have to be able to be targeted by the action. saying they occur during a time frame, and indicate that The only exceptions are optional items, and those items there's no choice in the matter (such as losing Force to that cannot be known as a target (because it requires Search And Destroy or drawing asteroid destiny). Any knowing information about a card you cannot see or the time during that time frame (when the player is results of a random action). In such cases, targeting permitted to perform a top-level action), the owner of occurs once the potential targets are revealed (this is the card mandating the action may choose to initiate it. still considered targeting). See Implied Target Rule. If both players are directed to do something by the An action only affects the appropriate targets (e.g., same action, the player whose turn it is may choose Lateral Damage resets the forfeit of a starship to zero, when to initiate it, at which point those events are but not any characters aboard). treated as competing automatic actions and resolved Paying Costs accordingly. An action cannot be initiated unless all of the stated Any mandatory actions that have not been costs of rules and/or game text are satisfied. Examples performed by the end of the required time frame include using Force to deploy a character or initiate a become automatic actions triggered as a response battle, or losing 2 Force to deploy Visage Of The to the end of the time frame and must be resolved Emperor. Nabrun Leids requires you to draw destiny to before play can continue. For this reason, if the time determine the cost of that transport action. Sometimes frame is itself an end of something (end of battle, end of costs do not involve Force, but can involve another turn, etc.) the mandatory actions will always happen card, or even foregoing another action. For example, first before the optional actions. Noble Sacrifice's cost is that you must place one of your characters out of play. Steps Of An Action - 1: Initiation Some actions have Force loss as a cost of initiation, Initiation of an action (such as a character's game text such as playing Proficiency. Cards which modify or playing an Interrupt card) includes any or all of the or substitute another action for Force loss cannot be following requirements, in this order: (1) meeting all applied to this cost of initiation - it must be paid in full conditions; (2) choosing all targets; (3) paying all costs (barring anything that specifically refers to the cost of If all requirements for initiating an action cannot be met, initiating an action, such as a deployment modifier). For that action may not be initiated. Once it has been example, Blaster Proficiency allows you to cause a just successfully initiated, it doesn't matter if something hit character to be immediately lost; the cost is losing 1 affects one of those, it has still been initiated (in other Force. You cannot play this unless you choose to lose 1 words, a change doesn't back up and say the action Force, which means that cards such as It Could Be was invalid, the action simply continues). For example, Worse cannot be used to get around losing that 1 if you target a player with Monnok while they have 14 Force. Maintenance Costs are considered costs, so you cards in hand, and during the responses they lose 3 likewise cannot use an action that modifies or cards from hand, Monnok will still have its result as substitutes Force loss to avoid losing Force for them. normal. Steps Of An Action - 2: Responses Meeting Conditions After the action has been initiated and before it has You can't initiate an action unless all of the applicable begun its result, responses are allowed. See The Stack conditions of rules and/or game text are satisfied. For for details on how this works. example, to deploy a character, location deployment Once all responses are complete (assuming the action restrictions listed in that character's game text must be hasn't been canceled) it has its result). satisfied. In addition, presence or a Force icon is required by the rules for all non-spy characters, as is Actions - Just Targeted observance of special rule-based deployment One card is considered to have 'just targeted' another restrictions such as the Hoth Energy Shield rules or for 'response action' purposes during this second step Dagobah deployment rules. Similarly, a response (such of action resolution. This means that a player must wait as an interrupt that plays "if a battle was just initiated") for his opponent to completely finish the Initiation of the cannot occur unless it is responding to the appropriate first action (including Meeting Conditions, Specifying situation (in this case, it can't be played once the Targets, and Paying Costs) before he can play a weapon segment of a battle has commenced). As response action, even if that action uses the phrase responses take place those responses may change 'just targeted.' conditions so that other responses would no longer be valid; for example, if a just lost character is stacked, taken into hand, or placed out of play, they're no longer

NotEndorsedorSponsoredbyLucasfilm Page 1-6 The Basics - Force, Actions, States, etc.

Steps Of An Action - 3: Result Actions - For Each/For Every The result of the action is then carried out. The results Any time game text permits you to use, lose or retrieve of the action are themselves automatic actions, and Force "for each" (or "every") of a certain card, resolved as described under automatic actions. For characteristic, etc., that action is performed as one example, the result of Beru Stew is that each player action for the full calculated amount. For example, if you must activate 2 Force; since there are multiple targets occupy 3 Tatooine battleground sites, then Tatooine (you and your opponent) the player whose turn it is Celebration will permit you to initiate an action to decides who activates first and who activates second. retrieve 3 Force during your control phase (not three Responses may take place to those actions and the retrieval actions of one Force each). Whenever steps that make them up (activating each Force is a something happens “for each” or “for every” of X, and separate action), but not to Beru Stew itself because there are no X’s that qualify, the value is treated as an the time for responses to that action have passed. unmodifiable zero. For instance, the Force loss from Vengeance Of The Dark Prince is based on “opponent Actions - At Any Time loses 1 Force for each battleground location occupied This phrase is intended to indicate that an action may by Xizor or Emperor.” If there are no battleground sites be used during any phase of either player's turn. occupied by Xizor or Emperor, then that Force loss is 0 Actions that may be initiated "at any time" are not and cannot be modified. exceptions to the normal timing rules; that is, they may not respond to other unrelated actions. (To be Actions - Immune more precise, "at any time" actions may be initiated only A card that is immune to an action is not a valid target as a top-level action.) For example, if Dark plays for that action (and thus is not a legal response). If a Limited Resources, Light cannot respond to that by card is made immune to another card already targeting placing A Vergence In The Force in Used Pile to draw 2 (or deployed on) it, the other card is canceled. cards, because even though it says "at any time," that is The statement "Immune to Control" refers to the card not an actual response to the current action. Light Control, not other uses of that word. Note that several would have to wait until the stack was empty to perform cards in the game are immune to the Interrupts Sense, that top-level action. Alter, and Control. It is occasionally the case that some portions of a card will be Immune to one of those Actions - Duration interrupts while other portions may not. All of the game Some actions result in an effect that will persist for a text of the card that precedes the phrase "Immune to X" certain period of time (e.g., is power +2 until end of (where X is Sense, Alter, or Control) is protected from turn). Once such an action resolves, that effect will cancellation from the appropriate Interrupt. The only continue -regardless of what happens to the card that exception to this rule is an Interrupt that contains caused it- until that duration is complete. For example, if multiple types of functions (Used, Lost, Starting, Out of Maul's Sith Infiltrator uses its game text to "cloak," then Play, etc). When determining what part of one these even if its game text is canceled, it will remain cloaked types of Interrupts is Immune to Sense, apply the same until the stated duration ends. rule, but ONLY to the function type in which the Most of the time when a value (or other aspect of a "Immune to Sense" phrase is listed. card) is changed by an Interrupt or some other non- An Effect is considered “always immune to Alter” only if continuous action a duration will be given (e.g., until it is unconditionally immune to Alter according to its own end of turn). For instances where it is not stated, follow game text. A card that is “immune to your Alter” has the this guideline: condition of checking which player's Alter is targeting it,  If it happens during a battle, it lasts until the end of and thus is not considered “always immune to Alter.” the battle OR until the affected card leaves play, Also, any card that checks whether a card is immune to which ever happens first. Alter (or conversely, non-immune to Alter) only checks  If it happens outside of battle, it lasts until the card whether or not that card is currently immune, unless it leaves play. uses the word “always.” This applies similarly to text  If it was caused by a weapon (even during battle), it that checks for immunity to other cards, e.g. Sense, lasts until the card leaves play. Control, etc. For example, if Dark Jedi Presence doubles the power of Imperials, Power Pivot resets a starships power, or Actions - Just Deployed, Just Played , Scoundrel increases his power by a For Just Deployed actions, see The Stack. A card is card's destiny, those changes will last only until the end "Just Played" after the action is initiated but before it of the battle, because no duration is specified and has had its result (so responses to a just played card they're performed during a battle. However, if someone occur during the Responses step). is shot with Amidala's Blaster or a starship is hit by an ion cannon, those changes will last until the card leaves Actions - Before play (or something restores it to normal) because In certain rare instances, an action will indicate it is a weapons always last indefinitely, even when fired response to an attempt to initiate an action (often by during a battle. saying it happens "before" the action takes place). When such a "before" action takes place, it occurs

NotEndorsedorSponsoredbyLucasfilm Page 1-7 The Basics - Force, Actions, States, etc. before the other action is even initiated. Once the current action, not to one of the other actions lower in "before" action is completed, the player who had been the stack. Once the current action is completed, it attempting to initiate the original action may choose to comes off the stack and the one beneath it becomes again initiate it, or not to (unless, of course, the action is the new current action. mandatory). Let's go back to our tennis match example: Player 1 If you are using a "before" action to preempt one of your serves the ball (a top-level action), after which Player 2 opponent's actions, it may require backing up (because hits the ball back (a response). Player 1 can't respond this happens outside the normal order of play). You to his original serve, because right now the only thing may not back up when you are preempting one of your on his mind is the ball coming back at him; he can only own actions; you state that you are about to do react to that (by performing a response). Also, he's got something, and then play the "before" action. to hit it back, he's not allowed to catch it and serve it For example, Dark's first action of the Power Segment again (by performing a top-level action). That's similar is to draw battle destiny, but Light wants to use Zutton's to the way this works: while there's an action taking game text (“just before opponent draws battle destiny”) place, you can't perform any top-level actions, and you to reduce opponent's total battle destiny by 1. Play can't do anything except respond to the latest action, backs up to before dark side draws their destiny (no not to any other action. responses to the destiny draw have triggered). Once When responding to the current action, unless Zutton's text has resolved, Dark Side may then draw otherwise noted: each automatic action triggers only their battle destiny. once each time the triggering action occurs, and each Another example: if Light targets an unpiloted Speeder just action may be initiated only once per occurrence of Bike (maneuver = 0) with a Blaster Rifle, he may play Lucky Shot just as he was about to draw the weapon Current Action Response 4 to Response 3 destiny; it would resolve before the weapon does. He  Only action that can be still must draw the weapon destiny (even though it's not Response 3 to Response 2 responded to needed for him to hit the target) because all destiny  All automatic actions Response 2 to Response 1 happen first draws except battle destinies are mandatory. Light may  Opponent of player who not draw the weapon destiny and then back up and play Response 1 to Top-Level Action caused this action gets Lucky Shot, because you do not back up from your own first just action to actions. Top-Level Action respond to this action. the action it is responding to. This does not prevent Actions - Just Lost multiple copies of a card from responding separately to Some actions are dependent upon the condition "just a single action, however any modifiers from such lost". Unless stated otherwise, "just lost" actions are responses are still subject to the cumulative rule (see applied only to active and inactive cards. A card that cumulatively). has been "just lost" is already in the Lost Pile, and as such all cards aboard, deployed on, or targeting that What Is A Response? just lost card have already been placed in the Lost Pile To be considered a response, the action must do also. Thus when an action relocates a "just lost" something to the current action or state it can (or must) card to a place other than the Lost Pile, only that happen if the current action takes place (their condition card is relocated (no other cards that were connected is that current action causing those circumstances). to that card before becoming lost are relocated unless Modifying or canceling a just drawn destiny is a specifically stated). For example, if Luke wearing Luke's response to a destiny draw (it's doing something to the Backpack and armed with Anakin's Lightsaber is lost action) as is stacking it on Joh Yowza (it can happen from table, he can be relocated from the Lost Pile to the when there's a just drawn destiny on the stack). Bacta Tank, but his weapons and devices stay lost. The exceptions to this rule are the cards All Wrapped Up How The Stack Works and We Have A Prisoner. Refer to their individual While the current action is taking place, automatic entries in Ap. B. If a just lost card is returned to a site, actions will be initiated first, and then just actions may this is not considered deployment or movement. be done. The opponent of the player who performed the When a just lost card is removed from the Lost Pile, it is current action gets the first just action, and then the no longer considered just lost. other player. Any time you can't perform a just action (or The Stack just don't want to, since just actions are optional) you can choose to pass. When both players pass The Stack is a conceptual tool to understand the order consecutively, then all the responses to that action are things happen in under complex situations. We think of over and the action has its result. Once the action has this in terms of an imaginary stack of cards (sometimes with pseudo-cards representing actions that aren't an all its results it comes off the stack and the one below actual card, like a Force drain); the current action (the becomes the current action. Responses to that action take place (first automatic actions, then just actions) one on top of the stack) is always currently happening, until there are two passes and that action comes off, while all the ones beneath it are considered temporarily suspended. You can only ever respond to the making the one below that the current action. This continues until the stack is empty. NotEndorsedorSponsoredbyLucasfilm Page 1-8 The Basics - Force, Actions, States, etc.

Actions are removed from the stack if:  They resolve (have their result). cards (as described in game text). The stack is now  They are canceled. empty, so Dark gets to perform the next top-level  The conditions have changed so they are no longer a action. legal target for responses. Actions - Example 2 - Triggered Automatic Action Responding To Coming Off The Stack There are currently no actions on the stack and Dark Sometimes the act of an action coming off the stack will plays Set For Stun. Set For Stun is now the current itself be considered an action, and thus can be action and begins its three steps of initiation, responses responded to. For example, when a card is deployed, and result. the action that deployed it comes off the stack (it has Initiation - First Dark must target an opponent's had its result); actions that respond to a just deployed character, so this targeting becomes the current action, card will be responding to that as the current action, Set For Stun, is temporarily "covered up" (suspended). before the action that was underneath can begin. Once Dark has selected his target, that action comes Likewise, when a card finishes moving, the movement off the stack; Set For Stun is the current action again so action is complete and is taken off the stack, but play continues with its game text. Next Dark must use 2 anything that responds to a just moved card can Force; thus, Set For Stun is again suspended while happen before going to the next item in the stack. This using the first Force is the current action, then while only applies to responses to the completion of an action using the second Force is the current action. After he (e.g., you cannot respond to a canceled Alter coming off has finished using Force, that action comes off the the stack). stack and Set For Stun is once again the current action, and its initiation is now complete. Simultaneous Actions Responses - Light responds to Set For Stun by playing Sometimes events will happen simultaneously (this is Sense. Sense is now the current action, and goes not the same as when automatic actions are triggered through its own steps of initiation, optional responses by the same event; those items still happen one at a and result. The result is that Light fails the destiny draw; time). Simultaneous actions are rare; nothing happens the Sense card goes to the Used Pile and Set For Stun simultaneously unless a rule or card specifically says is once again the current action. so. In these cases, all the actions are briefly considered Result - The first part of Set For Stun's result is its to be on the top of the stack, and any of them may be destiny draw. This destiny draw becomes the current responded to. However, once one of them is responded action. Since the destiny draw is an action, it has its to (whether by an automatic action or a just action), that own initiation, optional responses and result. Light does action then is stacked on top of the others, and the not respond to the destiny draw, so it has its result response to it is placed on top of that. Once that (which is actually drawing the destiny card). Dark draws response and the action it was responding to resolve, a destiny of 2 and Light has Tauntaun Bones on table. the other actions are again on the stack together and This immediately triggers an automatic action for Light, responses to any one of them may continue, moving it who must activate 1 Force. This action is the current on top of its fellows, and so on. For just actions timing, action until it is completed, at which time Dark's destiny alternate who responds to the simultaneous action as if draw becomes the current action again. Dark places his it were a single action. destiny card on his Used Pile, and Set For Stun is now the current action once again. Assuming the character Actions - Example 1 - Deploying A Card targeted had ability of 2 or more, the destiny draw is not It's the start of Light's deploy phase, which means he sufficient to return that character to opponent's hand, so gets the first top-level action. Light Side deploys an Set For Stun is placed on the Lost Pile, conceptually Effect card, Crash Site Memorial (placing it on table to removing itself from the stack, and there is once again start a 'stack'). This is the current action. Dark responds no current action -the stack is empty. with an Interrupt card, Alter, stacking it on top of Crash Site Memorial (Alter specifically says it can cancel an Effect). This suspends the deployment of Crash Site Actions - Time To Respond Memorial and creates a new current action. Light In the spirit of sportsmanship, at any time a player is responds to Alter with Sense, stacking it on top of Alter. allowed to request a brief pause to consider options. In Neither player responds to Sense (both players actual play, of course, players rarely need to think about consecutively pass), so it has its result. It successfully timing of actions. Typically the game flows smoothly cancels Alter and both Interrupt cards are removed from from action to action, without complication. However, a the stack. The deployment of Crash Site Memorial player may feel that he didn't have enough time to becomes the current action once again, and Light now initiate an action or at least to request a brief pause has the next opportunity to respond to it, since Dark (because things moved too quickly, not because made the previous response (Alter). Neither player has something happened that he doesn't like). In these another response to the Crash Site Memorial cases, the player is justified in asking the opponent to deployment (both players consecutively pass again), so "back up" so that he may initiate his action in the proper it has its result and is placed with Light's other Effect sequence.

NotEndorsedorSponsoredbyLucasfilm Page 1-9 The Basics - Force, Actions, States, etc.

Actions - Example 3 - Just Actions And Backing Up Actions - Example 5 - Battle, Just Actions And Light plays Nabrun Leids (temporarily placing it on table "Sense vs Alter" as the current action); verbally targets Luke, R2-D2 and Light initiates a battle at a site, using 1 Force. (Since a a destination site (Jabba's Palace: Audience Chamber); battle has no card associated with it, picture a "pseudo draws destiny to determine the cost (3); and uses 3 card" symbolically placed on the stack to represent the Force to pay Nabrun's asking price. Nabrun Leids is action.) Dark responds to the battle by playing You now initiated. Dark responds with Tentacle, placing it on Overestimate Their Chances, placing it on top of the top of Nabrun Leids and using 1 Force. Neither player stack. Neither player responds to this Interrupt, so You responds to the use of 1 Force or to Tentacle itself, so it Overestimate Their Chances has its result (an has its result and is placed on table. Nabrun Leids is automatic modifier is scheduled to triple battle damage) now unique (•) and so no more may be initiated this and the Interrupt is placed on the Lost Pile. Light has turn. However, the current copy of Nabrun Leids is still the next opportunity to respond to the battle initiation, played out (it is now the current action again). Neither but chooses to pass. Dark responds to the battle player wishes to respond further to Nabrun Leids, so it initiation a second time by 'reacting' with a vehicle has its result (the Light characters are relocated). The (Ubrikkian 9000 Z001) from an adjacent site (a react is Nabrun Leids card is placed on top of Tentacle. Nabrun a special kind of just action). Neither player responds to is removed from the stack, and the stack is empty the react, so the Ubrikkian is moved, along with three (normally meaning that Dark performs the next top-level Dark characters aboard, to the site of the battle. Two of action). However, Light quickly announces the play of A the characters then disembark as part of the 'react.' Gift, which says "If you just moved a droid to Audience Light has another opportunity to respond to the battle Chamber..." Since this is a just action (a response, in initiation, but again declines to do so. Dark has no more this case, to an action coming off the stack), it must responses, so the battle proceeds to its result step, come before Dark's top-level action. But Dark, not to be which begins with the weapons segment. (The weapons outdone, announces his own just action: Double- segment has the special property of allowing actions to Crossing, No-Good Swindler ("If Nabrun Leids just occur even if they do not say they play during battle.) completed a transport…"). Dark's just action happens Light may initiate the first action of each segment; since first (because Dark gets the first response to any of the battle involves Luke and Han, Light initiates Don't Light's actions), so Light must return A Gift to his hand. Get Cocky. (Don't Get Cocky is not a response to battle, (Note that A Gift is not suspended or canceled; rather, it but rather plays during battle, and thus must occur in was never really initiated at all. This is an example of the weapons segment.) Dark responds to Don't Get a player having to "back up" so the opponent has Cocky with Sense. Light responds to Sense with Alter. time to initiate an action in the proper sequence.) Dark responds to Alter with Control. At this point, the After Double-Crossing, No-Good Swindler has its result, stack of actions looks like this: Control (current action)- Light has the next opportunity to initiate a just action Alter-Sense-Don't Get Cocky-battle (in its weapons and thus may decide whether or not to initiate A Gift. segment). Neither player responds to Control, so it has its result (canceling Alter). Both cards are placed in the Actions - Example 4 - Competing Just Actions appropriate Lost Piles (Alter is removed from the stack Dark deploys Blizzard 4, which states "When deployed, with Control because canceled actions are always you may deploy (for free) an Imperial warrior aboard removed from the stack) and Sense is again the current from your Reserve Deck; reshuffle." The deployment of action. Neither player responds to Sense, so it has its the Imperial is optional (you may deploy) so it is a just result. Dark draws destiny but fails to cancel Don't Get action. Light has the first just action, but passes. Dark Cocky. Light has the next opportunity to respond to uses Blizzard 4's text as a just action to deploy Darth Don't Get Cocky, but chooses not to do so. Dark Vader on board from Reserve Deck. Light is allowed the responds to Don't Get Cocky with another Sense. first just action to Vader's deployment (and passes); it Neither player responds, so Sense has its result. Dark then passes to Dark, who also passes. Two passes draws destiny, this time successfully canceling Don't means that the time for just actions responding to Get Cocky. Now the battle is the current action again, Vader's deployment is over and is removed from the and Dark has the next opportunity to initiate a top-level stack, and Blizzard 4's deployment is again the current action in the weapons segment. After both players are action. Light is now allowed the next just action to finished initiating actions in the weapons segment, the Blizzard 4's deployment, since there have not been two battle proceeds to the power segment, to be followed by consecutive passes yet for that action. Light plays It the damage segment. When the eventual winner is Can Wait to send Blizzard 4 back to opponent's hand; determined, the automatic action scheduled by You no just actions to that occur and the Interrupt resolves, Overestimate Their Chances will initiate itself to triple sending the back to the Dark hand and Vader to the loser's battle damage. the Lost Pile (per the Leaves Table rule). Had the Dark player not deployed Vader, It Can Wait could not have been played, because two consecutive passes would have taken place. No backing up is permitted because Light voluntarily passed.

NotEndorsedorSponsoredbyLucasfilm Page 1-10 The Basics - Force, Actions, States, etc.

Actions - Example 6 - Turn Progression deployment, and neither does Dark, so play continues It's Dark's turn during the deploy phase, and Light has with Deneb still in play and the Dark allowed the next 1 Force in their Force pile. Dr. Evazan is armed with a top-level action. Blaster Rifle at same site as Obi-Wan Kenobi and a By an amazing coincidence, the scenario happens Talz, meaning that if a battle takes place there this turn, again the following turn, except this time the character the Dark player would get the first action of the battle is Arleil Schous ("When deployed, you may take one phase (and thus be able to initiate a battle) and the first non-unique alien into hand from Reserve Deck; action of the weapon phase of that battle (and thus be reshuffle."). Because it's optional ("you may take") this able to fire at Obi-Wan and remove him from the battle, isn't an automatic action, it's a just action (remember resulting in significant battle damage). Light has Depa that the word "just" is not required). Because Dark gets Bilaba on the table who can be used for 1 Force to help the first just action they may play I'd Just As Soon Kiss ensure that the destiny card that will be drawn will miss, A to send him back to hand. Since the Light but once the battle phase starts the Light will have no no longer has a Protector in hand, the Interrupt opportunity to do so before Dr. Evazan fires, because resolves, Arleil leaves the table, and the just action in Depa's ability is a top-level action. In order to use her his game text never happens (nor can any other ability first, it must be performed during the deploy responses to the deployment take place, because he's phase. However, the Light is also worried that additional no longer "just deployed"). characters may be deployed to that site and join in the battle, and has a Rebel Barrier they would like to play to Actions - Example 8 - Mandatory Actions prevent that, which costs 1 Force. Ideally, the Light It's the start of Dark's battle phase, so they get the first player would want to have the last action of the phase action. That player has a number of characters at the (and thus ensure no more cards would be deployed that same site an opponent occupies, and at another site, they would need to use the Rebel Barrier on). Bubo is present with . Dark may choose to Unfortunately for the Light player, that can never battle, attack, or perform some other top-level action happen. One of two things will happen: appropriate for the situation (such as using Abyssin  Dark player performs an action, the Light player Ornament to take a Rodian into hand from Reserve passes, and then the Dark player passes. Two Deck). Dark chooses to initiate a battle. Once the battle consecutive passes means the deploy phase ends is over Light has the opportunity for an action; they and the battle phase begins, without the opportunity to pass. Dark can choose to initiate an attack with Bubo, use Depa Bilaba. but decides not to, thus ending the battle phase.  Light player performs an action, the Dark player However, Bubo must attack (because creature attacks passes, and then the Light player uses Depa Bilaba. are a mandatory action during the battle phase). Thus Since there were not two consecutive passes, the before the phase ends the attack is triggered as an deploy phase continues and the Dark player gets the automatic action and takes place as normal. Once the next current action, which may include deploying a attack is complete the battle phase is over and the character to the site. move phase begins. Neither side can perform any more Either way, the Light must choose between using Depa actions during the battle phase because two and taking their chances on deployment, or not using consecutive passes had still taken place. Had Dark Depa to be ready for the Rebel Barrier. They cannot instead voluntarily initiated the attack rather than compel the Dark player to allow them to use Depa's passing, then after the attack was finished Light would ability before the deploy phase ends (such as by asking have had an opportunity to initiate an action, and so on "tell me when the deploy phase ends" and then initiating until two consecutive passes ended the battle phase the action), nor can they prohibit the Dark player from (with no attack being triggered because all creatures deploying characters if her ability is used. had already attacked).

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

NotEndorsedorSponsoredbyLucasfilm Page 1-11 The Basics - Force, Actions, States, etc.

Implied Target Rule Actions - Example 9 - Simultaneous Actions To target is to select and identify a particular thing such During battle at the Death Star system, Avenger (with as a card, pile, hand, player, icon, etc. for a purpose Emperor and a Laser Cannon Battery on specified by a card or rule. (It is also a synonym for the board) is hit by a Heavy Turbolaser Battery, then made thing that is targeted.) It's important to note that a card immediately lost by Power Pivot. As a result, Avenger does not have to explicitly use the word "target" to and all cards on board are simultaneously lost. Both are target something; this is where the implied target rule placed in the Lost Pile. No automatic actions are comes in. triggered, so just actions may now take place; Dark gets All the items listed for an action (even the results of the the first just action (it was Light's action that caused action) are targeted by that action. If you cannot target them to be lost, so placing them in the Lost Pile is still every item, you cannot initiate an action. Thus: his action). Dark can choose to respond to the loss of  You cannot cancel (or lose) something that doesn't any of those three cards, because all are momentarily exist or that cannot be canceled. on top of the stack. He chooses the Avenger, targeting  You cannot modify, reset, or otherwise target a value to place it on Return To Base. The stack is now: Return which does not exist (Droids are a specific exception; To Base-Avenger-Emperor/Laser Cannon Battery-hit they may be targeted by cards that compare against Avenger -battle (in its weapon segment). Light has no ability; in which case their ability is treated as an response to Return To Base, so Avenger is stacked on unmodifiable 0). that card. Avenger being just lost is also removed from  You cannot move a card that doesn't exist, relocate it the stack, because it's no longer just lost (it's left the lost to a stack, pile, deck, place it out of play, or take it pile). The loss of the two remaining cards are now on into hand. the stack, and because Dark had taken the first action,  You cannot move a card to a site, system, or sector Light may now perform the next response to their loss. that doesn't exist. He gets to choose which he'll respond to, so he  You cannot deploy, take, exchange, or steal a card chooses to play End Of A Reign, which targets a just from an empty deck, pile, or stack, nor can you lost Emperor. The stack is now End Of A Reign- search it, peek at it (examine, revealing, etc.), shuffle Emperor-Laser Cannon Battery-hit Avenger-battle. Dark it, or draw a card from it (An empty Reserve Deck responds to End Of A Reign by playing Sense, and does not prevent a player from drawing a destiny; the Light responds with Control to cancel Sense. Both leave draw simply fails. An empty Lost Pile does not stop a the stack and End Of A Reign is again the current player from initiating an action that retrieves action. Light has no response, nor does Dark, so it Force/cards. Empty piles may still be moved.). Cards resolves: Light draws a 4 for destiny, so Dark loses 4 may still be placed under an empty deck or pile. Force. End Of A Reign leaves the stack and Dark gets  You cannot look at (glance, reveal, etc.) a player's the next response to the loss of the Emperor (he cannot hand if they have no cards in hand, nor can cards be respond to the loss of the Laser Cannon Battery yet removed from an empty hand. because when Emperor Palpatine was targeted it was There are four exceptions to this: moved above it on the stack). Dark responds with 1) Optional targets: Some items do not have to be Evader, to place the Emperor on his Used Pile. Light targeted; their absence will not prevent the action from has no response to Evader, neither does Dark, so it being initiated (For example, when A Jedi's Resilience resolves and the Emperor is placed on the Used Pile. says "return Interrupt (if any) used to initiate duel to The loss of the Emperor is removed from the stack (he's owner's hand" the Interrupt is an optional target, and no longer in the Lost Pile so he's no longer just lost), thus you can still perform the action -canceling a duel- if leaving the loss of the Laser Cannon Batteries as the it was initiated without using an Interrupt). lone current action. Dark gets the next just action (Light 2) Gaining aspects: If something is gained by the had responded to the loss of both cards by targeting the action, you obviously are not targeting it. Emperor), but passes. Light also passes. With no 3) Unknown targets: For some items, you cannot know responses, the loss of the weapon resolves and its what the target is when the action is initiated, because it removed from the stack, leaving the hitting of Avenger cannot be directly observed at the moment or is the as the current action. It is then removed from the stack result of a random act. (For example, if you play The (because the Avenger isn't on table, there is no legal Signal to take an Effect into hand from your Reserve target for any response), leaving the battle in its Deck, you cannot know what cards are in your deck weapon segment as the current action. Dark may now when the card is played. Once you have looked through perform a top-level action (since Light's top-level action was to shoot the Avenger). your Reserve Deck, however, you can identify any potential targets.) Any card in a deck or pile (even if they are somehow face up, e.g., the cards in your Lost Pile), that is currently face down, or that is in your opponent's hand is considered unobserved. 4) Members of an 'all' group: Some cards target certain groups 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 NotEndorsedorSponsoredbyLucasfilm Page 1-12 The Basics - Force, Actions, States, etc. be individual members of that group that may be a TIE Fighter has no hyperspeed (you cannot modify a immune to the card targeting the group either due to value that doesn't exist). Note, however, that if you use their own game text or some other condition. This does S-Foils to reset an X-Wing's hyperspeed to 0 you could not prevent the targeting card from being played, target it; the implied targeting rule prevents you from instead, the card simply ignores the protected cards targeting a value that doesn't exist, but you may still and targets as many other members of the group that it target one that cannot be modified (it simply fails to can. Note that this does not adversely impact the rules modify that value). on '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 Canceling And Suspending (when R2-D2 is on a starship without hyperspeed, his is When you cancel an action, you prevent that action not targeting it, he's providing a continuous modifier; in (such as a card play or a battle) from having its result. this case he would modify the existing values only). You cancel an action after the initiation of that action is complete (during the optional responses step) which Implied Targeting Rule - Examples means that any costs paid to initiate that action remain Shocking Information ("Target a location. Scomp Links paid. When you cancel an action that was limited to there cannot be used for remainder of turn") targets a once during a particular time period (such as a turn, a location and scomp links at the location. If a location control phase or a battle), that action may not be does not have scomp links, it cannot be targeted by this initiated again during that same time period. When a card. card is canceled, it is placed in the Lost Pile unless Evader ("Cancel all Revolutions in play") targets the otherwise directed. However, if a destiny draw is card Revolution. If there are no Revolutions on table, canceled, the card drawn goes to the Used Pile this card cannot be played. because only the destiny draw was canceled, not the Focused Attack ("If Vader is present during a battle at a actual card itself. site, for remainder of turn, he loses his immunity to Canceling a card will not affect any action that is stated attrition, but adds ability to power (he may not apply to occur for a specific duration (see Actions - Duration). ability toward drawing battle destiny).") targets Vader Characters, vehicles, and starships may not be and his immunity to attrition. If Vader has no immunity canceled. to attrition, he cannot use this card (you cannot lose something that doesn't exist). Canceling Game Text The Bith Shuffle ("Shuffle any player's Reserve Deck or Actions that in any way suspend or stop the use of all Lost Pile or Used Pile.") targets a deck or pile. It cannot game text on a card are considered to be "canceling the shuffle a Used Pile if there are no cards in that player's game text" (and can be prevented by text that says Used Pile (you cannot shuffle an empty pile). "game text may not be canceled"). Canceling game text Defensive Fire ("Randomly select one card from effectively 'clears' the game text from the targeted card opponent's hand and place it, unseen, in Used Pile.") for a specific duration (or while the canceling card is in targets a card in opponent's hand. If Light has no cards play). No actions or modifiers may be initiated or in hand, this card cannot be played (because you triggered from the canceled card's game text. Statistics, cannot remove cards from an empty hand). card title, icons and other card information is Armed And Dangerous ("If a battle or duel was just unaffected, unless the game text of the card defines initiated at a site, search your hand or Reserve Deck for those statistics (see Values & Numbers - Undefined one unique weapon matching one of your participating Values). A card whose game text is canceled still characters.") targets a unique weapon matching a remains on table - it is not placed in the Lost Pile as a character in a battle or duel. If Luke was in a battle just canceled card would be, nor is it considered suspended initiated, he would be a target; since you cannot know if (see Suspending Cards). When a card's game text a unique matching weapon is in your Reserve Deck "returns", if that card is then found to be performing an unless you look, you don't target it yet. Once the action illegal operation (for example, Kal'Falnl C'ndros is found has its results, you then look through the Reserve Deck to be aboard a starfighter), that card is immediately and attempt to find a valid target; if you cannot, the placed in the owner's Lost Pile (this does not count as action merely has no result (the action cannot be being just lost). undone because it has already successfully resolved) If a card's game text triggers an automatic action at the and the Interrupt is placed wherever it normally would same time that its game text is canceled, the be (in this case, the Lost Pile, because it's a Lost cancellation is considered a competing automatic Interrupt). If you do find such a weapon (even if you action, and is resolved accordingly (see don't want it) it is still targeted and you would have to Actions -Automatic Actions). For example, if Sith Probe deploy it. Droid is deployed to the Galactic Senate while Plead My Case To The Senate is on table, the droid's "When A Few Maneuvers ("Add 2 to hyperspeed and deployed, immediately retrieve 1 Force" text is triggered maneuver of any starfighter for the remainder of this at the same time that the objective cancels its game turn.") Targets a starfighter, its hyperspeed, and its text. Thus, the active player chooses which would maneuver. Thus, it cannot target a TIE Fighter because resolve first; if it is the droid, Force is retrieved, then the

NotEndorsedorSponsoredbyLucasfilm Page 1-13 The Basics - Force, Actions, States, etc. game text is canceled. If not, the game text is canceled  Starfighters (and starships that deploy and move like and the retrieval will not happen (because canceled a starfighter) may exist at exterior sites, systems, and game text cannot be initiated). sectors.  Characters, creatures, devices, starships, vehicles Suspending Cards and weapons may not exist at a holosite. Rather than canceling or suspending game text, some A card cannot deploy or move to a location where it actions instead cause cards to become suspended. A cannot exist. If it is ever in such a situation, it is suspended card is inactive (see 1D. Card States). performing an illegal operation and must be placed in Lost Pile (this does not count as being "just lost"). Conditions Versus Costs An important distinction must be made between The One Rule conditions and costs; both are part of the initiation of an When a card that is on table, such as a character or action, but both are different parts of that initiation. Effect, allows you to perform an action during a Some cards or rules will allow you to ignore conditions, particular time frame (e.g., a turn, a phase, or a battle), others allow you to ignore costs (or occur for free), but and the context indicates that the action is singular those are always independent of each other. For (typically by use of the word "one," "a" or "an"), then you example, Cloud City Occupation has a deployment may perform that action only once during that time condition (occupying two sites); even though the rules frame. If there are multiple copies of that card on table, allow cards deployed at the start of game to deploy for you may perform it once for each of those cards. free, that doesn't affect the deployment condition, so the For example, Baragwin says "During your control card can't be deployed. Likewise, Encampment allows phase, may exchange one card in hand for one weapon you to ignore the deployment conditions of , but or device in your Lost Pile." Thus, the Baragwin may this does not affect his deploy cost. exchange only one card per control phase (though if you had two Baragwin's on table you could do it once Never for each). Cards in play that do not specify a particular The word "never" is used on cards and in rules for time frame for an action allow you to perform that action anything that cannot be circumvented. For example, as many times as you like. Also, you may play multiple since shielded sites are never battlegrounds, then copies of an Interrupt that allows an action during a Establish Control (V) cannot make a shielded Hoth: particular time frame in order to perform that action Echo Docking Bay a battleground. Likewise since multiple times, subject to the limitations on unique and inactive cards never provide presence, an undercover restricted cards. Note that when a card references the Probot cannot provide presence. "top card" of a particular deck or pile, the phrase "top A card with a deployment restriction using the word card" is considered singular for the purposes of this "never" cannot be circumvented by cards such as rule. Quarren and Cane Adiss. A character with a movement restriction of "never" Once Per Game cannot use any form of movement if it would violate the Actions that are limited by their game text to "once per stated restriction (though it may be carried, unless this game" may never be initiated more than once per game is also prohibited), and cannot be relocated from a pile, (even if it fails or is canceled). Once initiated, a card's card, etc. that would violate that restriction (as if it were "once per game" function may not be initiated again by moving there). either player, whether with that card or any other card A 'never' limitation is always applied, even if the card's with the same title, regardless of card back (for game text is canceled or the card is in a non-active example, if the Light Side Boonta Eve Podrace begins a state. podrace, the Dark Side Boonta Eve may not be used to start a podrace because they have the same card title). Never - Location Restrictions Actions that allow you to deploy "once per game" are Some cards are, by rule, restricted to certain locations: still limited to the owner's deploy phase (unless  Characters may exist only at sites (unless aboard a specifically stated otherwise). vehicle or starship). However, characters may not This rule applies similarly to cards and actions that are deploy to the Death Star: Trench, and may only exist limited to a certain number of uses in excess of once there aboard a starship. per game. For example, if a player uses Padmé  Vehicles may exist only at exterior sites (unless Naberrie's deployment text twice, they cannot use it aboard a starship). The only exceptions are Cloud again that game, even if Padmé leaves table and Cars, Patrol Craft, and Shuttle Vehicles, which may another copy of her is deployed. also exist at cloud sectors. Lift Tubes are also a special exception in that they can exist only at interior mobile sites.  Capital starships (except those that deploy and move like a starfighter) may exist only at systems and asteroid sectors.

NotEndorsedorSponsoredbyLucasfilm Page 1-14 The Basics - Force, Actions, States, etc.

Section D. Card States - Active, Inactive, The One Rule - Examples Supporting, Unit of Force, Out of Play Trade Federation Landing Craft ("While at a site, once Any card in your deck will be in one of these five states during your deploy phase may take an MTT into hand at any time. A card can never be in more than one state from Reserve Deck; reshuffle.") at a time; for example, a card that is a Unit of Force Here the "once" and the phase (deploy phase) make cannot be considered Active for any purpose. this a clear application of the one rule. You can only take into hand one MTT per turn. One State Only - An Example Two cards are stacked beneath Cyborg Construct; they It Is The Future You See ("Whenever you are about to are supporting. As such, they are not units of Force, draw a card for destiny, you may instead use the and thus are not considered a part of your Life Force. upside-down card") The action is singular ("a card") but no time frame is Active provided ("whenever you are about to draw" is a Active generally describes a card doing what it says it condition, not a time frame). The one rule does not does, whether it's an Interrupt being played or a apply, so you may substitute the destiny any number of character at a site or an Effect on the table. Once you times per turn. successfully initiate an action to play or deploy a card, There are three Biker Scout Troopers at the Back Door. that card is considered active. If the result is the card Biker Scout Trooper ("Once during each of your deploy being deployed on the table (or played on table, in the phases, may deploy a to same site from case of Defensive Shields), that card is now active as Reserve Deck; reshuffle.") well, and will remain active until it leaves table or is The one rule applies; the action is singular ("Once") and made inactive. When a card's state is not referred to, it a time frame is given ("deploy phases"). Each Biker applies only to active cards. Scout Trooper may deploy one speeder bike (once per Inactive turn per copy) for a total of three bikes per turn, though An inactive card represents a card that is in some each is a separate action initiated by a different card (in sense on the table, but isn't actually doing anything. other words, if Scout #1 deploys a bike, and Scout #2 Examples of this are a starship that has been captured, has his game text canceled, Scout #1 can't deploy it for a character that has gone missing, a weapon that has him, because he's already done as much as the one been stolen, a battle droid on Droid Racks, or an Effect rule allows). that has been suspended. Rules will state when a Captain Piett ("May use 1 Force to take one Probe card becomes inactive. Also, some stacked cards Droid into hand from Reserve Deck; reshuffle.") are inactive (see Stacked Cards And Card State). In this case, while the action is singular ("one Probe When a card is inactive, it is no longer considered to be droid"), there is no actual time frame stated on the card. on the table or at its location (if any) except: This means the one rule does not apply and you can Rules, actions, or conditions that specifically refer to take into hand any number of Probe Droids so long as its inactive state (e.g. Frostbite causes Force loss you pay the costs (though each counts as a single, based on missing characters), target a card in that separate topmost action). state (e.g. Take Your Father's Place allows Vader to duel a captive Luke; Besieged deploys on a captured Droid Racks ("If your battle droid was just lost, may starship), or checking to see if it remains inactive. place it here. During your control phase, may use 2 A unique (•) or restricted (••, •••) card still counts Force (1 Force if your piloted MTT on table) to take any towards the restrictions specified by the uniqueness battle droid from here into hand.") and persona rules A phase is listed. However, because the action is not If at a location, is still affected by cards that target "all singular (note the use of "any battle droid" rather than cards" or "all characters," etc. "one battle droid" or "any one battle droid") the one rule If aboard a vehicle or starship, counts towards does not apply; you may take any number of battle capacity limits. droids in your hand that you can pay the cost for Inactive cards never provide presence. (though each is a single, separate top level action). When a card goes from active to inactive, it has not left Interrogation Array ("Also, during your control phase, the table, thus it does not follow the Leaves Table rule. may use 1 Force to search your Reserve Deck, take Any active cards deployed on or carried by a card that one Torture or Aiiii! Aaa! Agggggggggg! into hand.") becomes inactive (or Utinni Effect that targets it) are not A time frame is given, and the action is singular, thus lost (unless a card or rule indicates they would be in this the one rule applies. Note that "one Torture or Aiiii! Aaa! state); instead they become inactive as well, unless Agggggggggg!" applies the singular to all cards in the they indicate they may deploy on or otherwise still list, so you cannot take multiples of the second card into function while the card is in this state (e.g., Bounty hand, nor can you take one of each. works while a character is a captive). If the card becomes active again, those cards return to being active as well.

NotEndorsedorSponsoredbyLucasfilm Page 1-15 The Basics - Force, Actions, States, etc.

If a card has an action "scheduled" and it becomes Inactive Cards - Example 2 inactive, the action still occurs. For example, Beggar Koensayr Manufacturing states that it is suspended would still be lost at end of turn even if suspended. while the opponent controls the Ralltiir system. If the Note, however, that this does not apply to continuous Dark Side does control Ralltiir, then it is no longer modifiers, resets, or similar changes on suspended considered to be on table and its game text does cards that contain scheduled actions. Those changes nothing. You may not deploy another copy of Koensayr would also be suspended. For example, if Maneuvering Manufacturing (because inactive cards still count Flaps or S-Foils is triggered during a Light Side player's towards uniqueness). The opponent cannot deploy control phase, its effects are scheduled to last until the Sudden Impact on it (even though the "Immune to Alter" following Light Side player turn. The game will game text is canceled, Sudden Impact does not state remember that that card is in effect until that time (even that it can deploy on suspended Effects, so Koensayr if suspended) but its modifiers and resets would not Manufacturing is not a valid target). Since part of apply at locations where it is suspended. Koensayr Manufacturing's game text is relevant to seeing if the suspension continues, that text is applied Active Cards - Example whenever appropriate (i.e. when opponent no longer Weapon Of An Ungrateful Son allows you to put controls that system). devices and character weapons on Used Pile. Since it Inactive Cards - Example 3 does not refer to a card state, it only affects active Vader is carrying a stolen Obi-Wan's Lightsaber. Since cards; it cannot affect those that are stacked on Blaster he cannot use that weapon, it is inactive; no copy of Rack or deployed on a ‘missing’ character (inactive), that unique weapon can be played. He is considered to stacked on a podracer (supporting), or out of play. be 'carrying' a stolen weapon, but it isn't on table for any Inactive Cards - Example 1 other purpose (he is not "armed", "using" or "with" a After being released from Carbonite (flipping the weapon; he may not swing it, may not gain a Force objective You Can Either Profit By This...), getting his drain bonus from it, does not get a bonus during an Heavy Blaster Pistol and then having a Death Mark Epic Duel, and may not receive a power bonus at the placed on him, the unfortunate Han Solo steps into a Cloud City: Lower Corridor). The lightsaber cannot be Sandwhirl and goes missing. Missing rules state that targeted, except as a stolen weapon (Weapon Of A Han is inactive, thus: Fallen Mentor), or by attempts to steal that weapon The objective You Can Either Profit By This... / Or Be back (Weapon Levitation), because the rules state that Destroyed flips back to its destiny 0 side because Han stolen weapons may be targeted to be stolen. is no longer on table. Death Mark is an Utinni Effect that targeted Han before he went missing; it became inactive when Han Unit of Force did, so no Force is lost from it, nor can it be targeted to Any card that is in your hand, Life Force, or Lost Pile is be lost. a unit of Force. A unit of Force is never on table, even if No cards can be deployed on the missing Han (he is revealed or face up (e.g. drawing a destiny; peeking at not on table for such purposes) unless they specifically the top card of a pile; turning the cards in a Used Pile deploy on missing characters. face up with Polarized Negative Power Coupling; or any If Leia With Blaster Rifle is in a battle at the same site card in your Lost Pile). A card does not have any where Han is missing, she would not get to add a aspects to it while it is a unit of Force, except when a battle destiny because her destiny adding text does rule, action, or condition specifically looks in the not specifically refer to a missing Han. Han will not appropriate place for that aspect (e.g. The Signal participate in the battle because he is not on table. looking through Reserve Deck for an Effect; Scanning The Dark Side cannot target Han's Heavy Blaster Crew looking through hand for a Rebel; Kintan Strider Pistol with Overload (it became inactive when Han retrieving a character from your Lost Pile; Forced did). Servitude reducing Force loss by the forfeit of a droid in Life Force; Mantellian Savrip allowing forfeiting of cards The Light Side player may not: deploy another version from hand.). When a card in a hand, deck, or pile has of Han, deploy another copy of Han's Heavy Blaster game text that allows itself to be targeted by another Pistol, or persona replace the missing Han. card, that game text is considered active and will Han may be captured by Corporal Oberk (he function normally if the targeting card is searching specifically targets missing characters). through that hand, deck, or pile. Likewise, when a card If Exhaustion is played (which counts missing in a hand, deck or pile has game text that says it is characters on table) it will count Han since it looks for immune to another card, that game text is considered cards that are missing. active and will function normally if that other card is Han may not be targeted by This Is Even Better, which searching through that hand, deck, or pile. targets captives (even though a captive is also inactive, Han is not a captive, he's missing).

NotEndorsedorSponsoredbyLucasfilm Page 1-16 The Basics - Force, Actions, States, etc.

Supporting A supporting card is one which is not on table for game by an exploding Thermal Detonator (even though it purposes but is nevertheless having some effect on the targets all cards there), and cannot have Rectenna game. Examples of this are a card stacked on It Is The deployed on it or be targeted by A Few Maneuvers. Future You See, one or more Interrupts stacked on It may be placed in the Used Pile by A Step Allegations Of Corruption, a card placed under Hem Backwards, because that Interrupt specifically targets Dazon, an alien stacked on My Kind Of Scum, a race destinies. senator on a Political Effect, or a stack of cards under Fear Is My Ally. Any card that is face down is always Supporting Cards - Example 2 supporting (except for any deck or pile). Also, some Let The Wookiee Win disarms a trooper and is stacked stacked cards are supporting (see Stacked Cards And on him. As a supporting card (because it's stacked after Card State). it resolves) it no longer can be canceled by Sense. A card that is supporting is not considered to be on the Supporting Cards - Example 3 table or at its location (if any) except for rules, actions, The Political Effect I Will Not Defer is on table, and or conditions that specifically refer to its supporting Queen Amidala, Ruler of the Naboo has been stacked state (e.g. Our Only Hope takes a card off Insignificant on it. Rebellion; There'll Be Hell To Pay counts the cards Amidala is not considered on table, which means that stacked on it; Tentacle affects the uniqueness of other you can deploy copies of her persona as normal, and Interrupts based on the name of the card on it; An you may neither target nor deploy anything on the Unusual Amount Of Fear will play Defensive Shields copy of her stacked on the Political Effect. from underneath it; The Ebb Of Battle states it may be I Will Not Defer looks at agendas of cards stacked on played when under your Dark Jedi as a combat card). it; thus her peace agenda will trigger its extra abilities. I Will Not Defer looks at characters for the senator Unit of Force - Example 1 characteristic; since Amidala does not have that EG-6 is drawn for destiny. Because its text states that characteristic, it does not affect that aspect of the card. you can compare power totals in battle when it is drawn for battle destiny, you may do so (the game text refers Sanity And Compassion may move her to your Used to its state as a unit of Force). Pile, as it specifically targets cards on Political Effects.

Unit of Force - Example 2 Out of Play M'iiyoom Onith looks at opponent's hand to cause all Cards which are taken out of the game entirely are unique male Rebels and aliens to be lost. Each card is placed out of play. An out of play card is not on table then checked to see if it is of the card type Rebel or and has no effect on game play except: alien, whether it is unique, and whether it has the Rules, actions, or conditions that specifically refer to characteristic of male. Those cards are then selected its out of play state (e.g. Dannik Jerriko gaining a and put in the Lost Pile. The Light side player cannot power bonus from cards he has placed out of play) use Bacta Tank to save any of them because they are Any unique character, vehicle, or starship that is out of units of Force being lost, even though the only reason play prevents any additional copies of that card (or they are being lost is because they had to meet the other versions of its persona) from being played. Unless above criteria. M'iiyoom Onith specifically looks at units stated otherwise, 'just placed out of play' actions are of Force, Bacta Tank does not. applied only to active and inactive cards. The only Unit of Force - Example 3 exception to this is when a card is placed out of play Abyss and the unique Effect card Insurrection are both while it is just lost; in that case, treat it as having been on table. Another copy of Insurrection is drawn for active (or inactive) for purposes of its state when placed destiny. Normally this would have no special effect out of play. other than the draw (the second Insurrection is a unit of Force, and thus its uniqueness is unimportant). Out of Play - Example 1 However, Abyss looks at the uniqueness of cards Noble Sacrifice places Dutch out of play, or Dannik drawn for destiny; since the draw is a copy of a unique Jerriko "eats his soup." No versions of the Dutch card in play, it is lost and the destiny is reset to 0. persona may be deployed for the remainder of the game, including Gold Leader In Gold 1 (because it Supporting Cards - Example 1 includes the Dutch persona as its permanent pilot). A podrace is taking place at the Podrace Arena, and the light side draws a card for race destiny. That card is Out of Play - Example 2 Red Leader In Red 1, and it is stacked on the site. As a Death Star Assault Squadron is randomly placed out of supporting card, it is not considered on table. While it is play by Out Of Commission. No versions of the there: following personas may be deployed for the remainder Red Leader In Red 1 is neither on table nor at that of the game: Vader, DS-61-2, DS-61-3, Vader's Custom site. You may deploy copies of Red Leader or Red 1 TIE, Black 2 and Black 3. as normal. Red Leader In Red 1 may not be targeted by an E-Web Blaster (it is not at the site), is unaffected NotEndorsedorSponsoredbyLucasfilm Page 1-17 The Basics - Force, Actions, States, etc.

Stacked Cards And Card State Global Effects And Card State - Example 1 When a card is stacked or placed on another card Bad Feeling Have I is on table, making Leia deploy +2. outside the normal rules of deployment, movement, This means that Boushh (a persona of Leia) is deploy=8 etc., it is either Inactive or Supporting. (printed 6 + 2) in all states. If the card is being placed there from an active or Active: If you attempt to deploy her, it will cost 8 Force. inactive state, it is inactive. Likewise if opponent wants to break her cover with If the card is being placed there from a supporting or Take Them Away, it will cost them 8 Force. unit of Force state, it is supporting. Inactive: If on your Bacta Tank, it will cost 8 Force to However, if the card is stacked on a grabber, the card take her into hand. is always supporting (see Icons - Grabbers, Ch. 9). Unit of Force: If opponent targets her with Frustration Face down cards are always supporting. while she is in your hand, he must identify 8 Force icons.

Exception - Just Lost Global Effects And Card State - Example 2 A card that is "just lost" (or "just forfeited") goes to the Raithal makes your troopers destiny +2 if you control it. Lost Pile before being placed wherever it ends up (for This means that is destiny 3 (printed 1 + example, if Luke is lost he is placed in the Lost Pile 2) in all states. briefly before being stacked on the Bacta Tank; see Unit of Force: If drawn for battle destiny, it is a destiny 1.C. Just Lost). Even though the card is briefly entering of 3. the Lost Pile (and thus becoming a unit of Force), treat Supporting: If stacked on a podracer, it is a destiny of it as having been active (or inactive) for purposes of 3. determining its state when it is actually stacked (in this Active: If targeted by Thermal Detonator to be lost, it example, Luke would be inactive on Bacta Tank rather would require a destiny of 3. than supporting). Global Effects And Card State - Example 3 The Dark Side deploys Baniss Keeg on Elite Squadron Stacked Cards And Card State - Example Stromtrooper to make him a pilot. This only affects that Light side has Senator Palpatine at Cloud City: Chasm single card; other copies of Elite Squadron Walkway. During a battle he is about to be hit; by that Stormtrooper will not be able to pilot, and will still get site's game text, he is placed on the Weather Vane. deploy, defense value, and forfeit modifiers from Since he went there from being on the table (active) he Intensify The Forward Batteries. is now in an inactive state (meaning among other things that you could not deploy another copy of Senator Global Effects And Card State - Example 4 Palpatine). The Light side uses Desperate Reach to Owen Lars & Beru Lars cause all versions of the Luke place him at the Cloud City: Platform 327 (Docking Bay) character persona to be power +6 until the end of the and he later transits to and moves to the next LS player turn. Galactic Senate, then is taken into hand with I've Active: Any such version of Luke on table would be Decided To Go Back. Now that he's in hand, the Light power +6 even if he was not previously on table when side places him on I Will Not Defer. Because this time Owen Lars & Beru Lars were lost. he came from hand (unit of Force), he will be in a Unit of Force: Camie can try to deploy a Luke of power supporting state while on that Political Effect. < 4 from Reserve, but would be unable to deploy the Premiere version of (printed power 3) because he is power 9 for remainder of turn. Global Effects And Card State When a card is being affected "globally" (i.e., it is not targeting a specific card on table), it affects all versions Section E. Values & Numbers of that card everywhere, regardless of its state. When a Most game actions will depend on values and numbers, rule, action, or condition affects a card directly (such as and so the manipulation of both will eventually when Uncontrollable Fury is deployed on Vader, giving determine the winner. Cards have some values printed him +2 power), it only affects that single copy of that on them, such as deploy, ability and destiny, but these card, and no others, regardless of their state. numbers are not absolute; they can be changed. There are two ways to change value: modifying and resetting.

Modifiers Anything that adds to, subtracts from, multiplies, or divides a 'base value'. For example, Anakin's Lightsaber modifies a Force drain ("May add 1 to your Force drain where present") while Jedi Presence modifies a Rebel's power ("battle at double power"). Multiple copies of the

NotEndorsedorSponsoredbyLucasfilm Page 1-18 The Basics - Force, Actions, States, etc. same card cannot cumulatively modify the same 'base Tusken Raider’s power to 3, but Speeder Bike resets its value' (e.g. deploying two copies of Tatooine Utility Belt pilot's power to 0. A Tusken Raider (under the tutelage on Luke will still only give him +2, not +4) unless they of Baniss Keeg) piloting a Speeder Bike (while Taym specifically state that they are cumulative. was at the Audience Chamber), would be power 0, When any card value is checked by a game action or because that is the lower value. rule, that targeted value is modified by any game text that is in effect. For example: to take Yoda into hand Reduce from the Bacta Tank when Bad Feeling Have I is on the Any time a value is modified or reset to a lower number, table will require the Light Side player to use 7 Force. If that value has been reduced. the Dark Side occupies Fondor, then a Corellian Corvette forfeited from hand with Mantellian Savrip will Limited have a forfeit value of 4 etc. (See Global Effects And Things are "limited" if you are not permitted all of what Card State) you are otherwise entitled to. For instance, if you can All modifiers are applied in the order that they occur. normally generate 3 Force for your Force icons at the For example, if a character has his power of 6 reduced Death Star, and This Place Can Be A Little Rough only by 2 and then doubled, the result will be 8 (6-2=4, allows you to generate 1 there, your Force generation 4x2=8) not 10 (6x2=12, 12-2=10) because the has been limited to 1. However, if you generate 1 Force subtraction came before the multiplication. at the Death Star: Detention Block Corridor under the same conditions, your Force generation has not been Automatic Modifiers limited, because you are generating what would be the Any modifier which simply states that it occurs (without 'normal' amount. Likewise, if you can draw two battle a word such as "may" to indicate that it is optional). For destinies, and Imperial Command says you may only example, "if you control, Force drain +1 here" draw one, your battle destiny has been limited to one. () is an automatic modifier when the condition However, if you were only entitled to draw one battle (controlling that location) is met. "May add 1 to a Force destiny, your battle destiny has not been limited, drain at a related site" (Clouds) is optional. As a rule of because you are drawing what you are otherwise thumb, any time you choose to apply a modifier, it's not allowed to. Anything which cancels modifiers is NOT automatic. In addition, interrupts are always played by limiting. Never apply a modifier directly to a value that's choice, and as such they usually constitute optional been limited. Instead, recalculate the entire value with modifiers (dependent upon context). Automatic all modifiers (in their original order) and then apply the modifiers are considered to be instantaneous, and are limit at the end. included before any actions or comparisons can be made. Cumulatively Term used in game text to indicate that multiple copies Unmodifiable Values of a card (or multiple applications of the same game A value that cannot be changed by modifying. See text, as for political effects) can increasingly modify the Reset. same thing. For example, Rebel Tech says, 'Cumulatively adds 1 to the total of Attack Run.' Three Substituted Values Rebel Techs would therefore add 3 to Attack Run. A value that you use instead of another value (either on Conversely, the in the Premiere set says, a card, or some previously existing total). In some rare 'Each Jawa at same exterior site is forfeit +1.' The cases, these can be used even if the total was Sandcrawler is not cumulative, and thus a Jawa present canceled. For example, Ng’ok War Beast tells a Dark with three is only forfeit +1, not forfeit +3. player to forfeit a card for 0. This is not a reset (see (No modifiers are cumulative unless they specifically Reset), just a required use of a substituted value. Note say they are.) Similarly, you may not place multiple that this new value may not be further modified or reset. copies of Queen Amidala, Ruler Of Naboo on I Will Not Defer to add more than 2 to a Force drain (you may Reset place them, but they will have no effect). The changing of a value to a specific new value (such as power=0). When a value is reset (e.g., ion cannons, Duration (How Long a Change Lasts) crashed vehicles, weapons that set forfeit = 0, Lateral See Actions - Duration. Damage), that value is unmodifiable until restored to normal (or until the affected card leaves play). Some Modifying/Resetting Totals cards define their value in their game text, such as Anything that modifies or resets the total of something Jawa or Brainiac. This is not resetting and may be does not affect the individuals that made up that total. modified. For example, Affect Mind will modify the total ability at a site, and Leia, Rebel Princess will reset it, but neither Reset - Competing Resets will change the ability of any of the individual cards. If a card has its value reset, and another action will reset that value, whichever value is lower is the one that is applied. For example, Taym Dren-garen resets a

NotEndorsedorSponsoredbyLucasfilm Page 1-19 The Basics - Force, Actions, States, etc.

Free Rounding Any action that is "free" ignores any cost, regardless of You do not round unless specifically told to. If you are whether or not the value is being modified or reset. told to round, but not told to round up or round down, Keep in mind that this only affects that action; separate you round as normal (to the nearest whole number). costs related to the action still apply. If a condition states that a card must be able to deploy for free (such Section F. Drawing Destiny as Prepared Defenses) it means the card must have no Drawing destiny represents the element of fate or deploy cost listed in its game text. chance involved in actions. Although destiny draws sometimes have special labels such as battle destiny, Free - Examples weapon destiny, asteroid destiny and training destiny, Battle Plan (which allows Light to initiate battle for free) all destiny draws are accomplished in the same is on table. This means that Wars Not Make One Great manner, as described below (For information on the (which modifies the cost of battles) and Feltipern various types of destinies see their appropriate section). Trevagg (which resets the cost of battles) are ignored. Drawing destiny is mandatory, except for battle destiny Stormtroopers deploy free to the same site as and draws that indicate they are optional (usually by Lieutenant Suba; however, if Sentry (V) on table saying "may draw destiny"). You never draw destiny (which requires you to first pay an additional cost for when your Reserve Deck is empty (even when you non-unique cards) you must still pay for its cost (if don't plan to physically draw the destiny). there's a stormtrooper there) because its cost is separate from the deploy cost of the stormtrooper. How To Draw Destiny 1) Draw the destiny Up to 2) Apply automatic draw modifiers Treat the phrase 'up to X' as '1 to X'. Thus zero is not a 3) Automatic actions valid choice (unless, obviously, X is 0). 4) Just actions 5) Complete draw Even Number And Zero 6) Return to step one if more draws must be made For game play purposes, zero is defined as an even 7) Add up destiny values and modifiers to total destiny number. 8) Complete all draws Step 1: Drawing the destiny Negative Numbers/Cannot Fall Below Reveal the top card of your Reserve Deck and move it to the table. It is now an unresolved destiny draw (see Zero/Minimum Zero Unresolved Destiny Draws, Ch. 1). The destiny number Some cards instruct you to subtract numbers, in which in the top right corner of that card is the value of the case the final result may not fall below zero. If a destiny draw (location cards have destiny of zero). This situation arises and you further modify a value that fell is called the destiny value. below zero, reapply all the modifiers (in order) to Sometimes you are permitted to use another action in determine the final result (e.g., if a power 2 character place of drawing a card for destiny value, such as has his power reduced by 3, he would be power 0. If he Darklighter Spin using a starfighter's maneuver or It Is then has his power increased by 2, he would be power The Future You See using a card stacked upon it (these 1, not power 2). are a substituted destiny). This destiny value cannot be modified, canceled, or reset. See Substituted Destinies. Values & Numbers - Undefined Values An important distinction must be made between the Treat any undefined numerical value as zero. The only destiny value and the card itself. If something happens exceptions are those values which literally do not exist. to the card, the destiny value remains unless the action For example, specifically refers to it. Likewise, if a destiny is "No hyperdrive" is not hyperspeed of zero and so it canceled, only the destiny value is being canceled; the cannot be increased through the addition of an card itself is not affected (again, unless it's specifically astromech droid. referred to by the canceling action). Substituted When a destiny draw is required but the player does destinies are perhaps the ultimate example of this, as not have any cards in the Reserve Deck, the destiny you have a destiny value without a physical card at all. does not exist and thus fails (is resolved in the favor of Step 2: Apply automatic draw modifiers the opponent, often meaning the action that required These are modifiers to the destiny value, not to be the destiny draw has no result). confused with modifiers to the total destiny. Undefined values are not modifiable. Step 3: Automatic actions Automatic actions triggered by the draw now take place No Ability, No Hyperdrive, Etc. (per the normal rules of automatic actions). These See Values & Numbers - Undefined Values . include actions such as Krayt Dragon Bones, Program Card With Ability Trap, and Abyss. Some cards state an action which A card with ability is any card that has an ability of takes place whenever they are drawn for destiny greater than zero. See droid, Ch. 9. (remember that automatic modifiers are not actions, thus the game text on Sith Probe Droid (V) or Grand NotEndorsedorSponsoredbyLucasfilm Page 1-20 The Basics - Force, Actions, States, etc.

Moff Tarkin (V) was applied in step 2). If that card is an fail, and be resolved in favor of the dark side. It would Interrupt, it is considered to have been played (and thus be preferable for Dark to lose this duel, because then may be canceled, grabbed, etc, as usual). If it is not an they can try to convert Luke; however, the immediate Interrupt (such as EG-4) this is simply triggered game resolution in favor of the dark side would have Luke text. lose, so that must happen. Step 4) Just actions An action that depends on matching a destiny draw Any just actions that respond to the draw take place, cannot match with a failed destiny draw. Unlike normal following the normal rules of just actions (your opponent failed destiny draws, when a destiny draw involving having the first response and the two players such an action fails, the action is not resolved in favor of alternating). When both players consecutively pass, the the opponent, but continues without the failed draw if draw is completed. possible; otherwise, the action ends with no result. Step 5) Complete draw If the destiny value is currently below zero, it is now Unresolved Destiny Draws immediately reset to zero before anything else can These are destiny draws that have been drawn from the happen. Any responses to a completed destiny draw Reserve Deck but are not yet 'completed' (see Step 5 of (e.g., We'll Need A New One's retrieval) now take place. How To Draw Destiny, Ch. 1). They are still subject to After they are done, place the card face down on your modifiers and may be targeted by automatic or Used Pile. "Response" actions. They are still Units of Force and Step 6) Return to step one if more draws must be made are not considered to be 'on table' for any purposes. Unless additional draws are optional, you must make Your unresolved destiny draws are considered part of the additional draws if at all possible. If you cannot, your Life Force. As such, cards you have drawn for move on to the next step. Draws that you cannot make destiny but not yet resolved may be lost to satisfy do not exist, thus they cannot be modified, etc. required Force losses that might occur during that time Step 7) Add up destiny values and modifiers to total frame (such as from an 'insert' card). Remember that destiny the destiny value and the card itself are separate Modifiers to total destiny are different than modifiers to entities, so if you lose an unresolved destiny draw card each destiny draw. Anything which stops destinies from to satisfy force loss, the destiny value still exists. being modified does not affect modifiers to your total destiny (for example, if your only destiny was a Canceled And Redrawn Destiny Draws substituted destiny -which cannot be modified- you are A canceled destiny draw counts towards the number of not prevented from modifying your total now). Note that destinies able to be drawn, counts against limits, and unless otherwise specified, modifiers to weapon destiny counts for any other cards or rules that check the are applied during this step, to the total weapon destiny, number of draws made during a particular time frame, and NOT to individual destiny draws during previous unless it is redrawn. In such cases, the redrawn destiny steps. is counted instead of the canceled destiny. After all destiny values and modifiers are applied, if the value is below zero, it is now reset to zero. If all your draws failed and/or were canceled, you have no total. Draw X Choose Y Sometimes you may have been told to draw a certain When a card instructs you to draw x destiny and choose number of destinies, but then to choose among them. y, perform the following steps: Make your choices before the values are added up and Step 1) Draw a destiny. This draw can be modified, the total is modified. You cannot choose a value which canceled, reset, or otherwise responded to normally just doesn't exist. after it is drawn; however, after being drawn, unless Step 8) Complete all draws canceled, it remains an Unresolved Destiny Draw and is If you have no destiny total, the draw now immediately not yet placed in Used Pile. The draw is considered a fails (see Failed Destiny Draws). weapon destiny, battle destiny, etc. where appropriate, If you have a destiny total, continue with the action that and counts against any applicable limits. If a limit required it (usually meaning a comparison and prevents a player from drawing more than x destinies, resolution of the action, though sometimes it might they instead draw a number of destinies equal to the mean your opponent drawing destiny first). limit. Repeat this step until x destinies have been drawn. Step 2) Once x destines have been drawn, choose a Failed Destiny Draws destiny from among the Unresolved Destiny Draws and Whenever a destiny draw fails (meaning that the player resolve it normally. Repeat this step until an appropriate had no destiny total, not that the action itself failed to number of destinies have been chosen as specified by have its desired result), the result is resolved in favor of y. the opponent. This does not mean that the opponent Step 3) Place any remaining unresolved draws in used may decide how to resolve it; rather, it means that the pile (unless otherwise instructed) in the order they were result is whatever is in the opponent's immediate favor drawn (if possible). for that action. For example, if the light side has no Reserve Deck, and the dark side has Vader duel Luke using Take Your Father's Place, the light destiny will

NotEndorsedorSponsoredbyLucasfilm Page 1-21 The Basics - Force, Actions, States, etc.

Multiple Destiny Values When a card has multiple printed destiny values (such Examples of destinies "about to be drawn" as R2-D2) its actual destiny is chosen by the owner Dark has Zuckuss piloting the Mist Hunter at the whenever that value is being checked by an action Kashyyyk (Light Side) system. Kashyyyk's Dark Side (including as a destiny draw, or a supporting card, such text says "Total ability of 6 or more required for you to as a card stacked on Jedi Test 5 or a race destiny). draw battle destiny here." Light initiates battle against them with Luke Skywalker (V) piloting Red 5. Dark has Defined Destiny Values the card Short Range Fighters & Watch Your Back! in When a card has a destiny value that is defined in its hand, and knows that there is a good chance he has a game text (e.g. it has an asterisk (*) instead of a printed location card on top. He is unable to play it however to destiny value), its actual destiny is determined substitute the maneuver of the Mist Hunter for his battle whenever that value is being checked by an action destiny, because of the text on the system. He is not (including as a destiny draw, or a supporting card, such 'about to draw' battle destiny, because Kashyyyk as a card stacked on Jedi Test 5 or a race destiny). An prevents him from drawing any kind of battle destiny asterisk is never considered a “printed destiny number”. whatsoever unless he has 6 ability piloting at the systtem. Even if Zuckuss was piloting said ship with 4- Substituted Destinies LOM With Concussion Rifle (adds a battle destiny with A destiny you have not physically drawn. A substituted Zuckuss) as a passenger, he would still not even get a destiny value is no different than a regular destiny for single battle destiny draw (because he cannot meet the purposes of the draw (i.e., is considered a "destiny condition required to draw battle destiny, which is 6 draw," has been "just drawn," etc.) with the unique ability piloting). It is important to note that a pilot that exception that it cannot be modified, canceled, or reset "draws battle destiny if unable to otherwise" would be and does NOT count towards limits. If you are using a able to get around the condition in Kashyyyk's text and value from a different card (such as a starfighter's in that case Dark could substitute his draw if desired. maneuver with Darklighter Spin) the destiny value is determined the moment the substituted action takes Dark has Zuckuss piloting the Mist Hunter at the Bespin place (using all existing modifiers). Note, however, that system with 4-LOM With Concussion Rifle aboard as a all you are using is the destiny value, no other aspects. passenger. Light initiates battle with Dash Rendar aboard the Outrider (immune to attrition < 4). Dark has About to Draw only one card in his Reserve Deck, and he wants to Some cards such as Smoke Screen, Artoo I Have A play Short Range Fighters & Watch Your Back! to Bad Feeling About This, Count Me In and Watch Your substitute the maneuver of the Mist Hunter (3), but he Back! allow a player to 'sacrifice' a destiny draw in order wants to take advantage of his extra battle destiny draw to substitute it with another value. Such game text can from 4-LOM as well. This is possible only if he only be initiated if: substitutes the maneuver for the first destiny, and then • the player is capable of making the draw (for example, draws the second normally. If he draws the first you cannot use Smoke Screen if you are not capable of destiny, then he has no cards left in Reserve, and then drawing battle destiny); and cannot substitute a destiny since he would no longer be • the Reserve Deck has at least one card in it (see able to draw any destinies in the first place. empty deck or pile). If such a card is canceled before resolving, then the Examples of substituted destinies player is still entitled to draw the destiny normally. Jedi Levitation (V) is stacked on It Is The Future You Modifying Totals See. When a destiny draw is required, instead of Certain cards instruct you to draw destiny, apply physically drawing a destiny, Light chooses to substitute modifiers, and examine a total. In these instances, all this for a destiny draw, giving him a destiny value of 4. those modifiers are considered to modify the destiny That 4 cannot be modified, canceled, or reset, because total, not the individual destiny draws (unless it states it's a substituted destiny. However, for most other that it is modifying each destiny, in which case the purposes it is considered a just drawn destiny: it can normal rules of no modifying apply). trigger Krayt Dragon Bones, but note that it does not count against battle destiny limits. Jedi Levitation (V) Targeting The Card itself was not drawn, so it cannot be placed in Lost Pile In unusual circumstances, some actions occur as a by Rachalt Hyst, or stacked on Tentacle. response to a just drawn destiny by targeting the card that was drawn. Since you have substituted a destiny, (V) is stacked on Sando Aqua you do not have a physical card, so none of this will Monster. When used for a destiny, dark gets a destiny apply: it cannot be taken into hand, lost, stacked, or value of 1, but he has not drawn Grand Moff Tarkin (V) placed in life Force, it will not trigger Abyss/Chasm, it for destiny - thus Dark doesn't get the destiny modifier does not have a card type, it does not have game text from Tarkin’s game text, nor could he take him into (meaning that cards such as EG-4 would not have any hand to cancel and redraw the destiny with Imperial affect), etc. Domination (V). NotEndorsedorSponsoredbyLucasfilm Page 1-22 The Basics - Force, Actions, States, etc.

Imperial Justice (V) is out, so Light gets only one battle player had a way to add a battle destiny in this destiny. He plays Out Of Nowhere at the start of the example, they would be better off NOT using Dash in battle to add a battle destiny. He uses Darklighter Spin, Rogue 10's text and simply drawing 2 normal destinies, targeting Artoo-Detoo In Red 5, which is piloted by Luke because using Dash in Rogue 10's text on the first Skywalker and affected by A Few Manuvers (total destiny would cause them to reach the limit of 2, maneuver of 10). Light's destiny value is 10 (the destiny preventing them from drawing the added battle destiny value has not been modified because that was the after. value when it was substituted). This counts as Light's first battle destiny, and he may draw his second Draw X Choose Y - Example 3 normally because substituted draws do not count Dash in Rogue 10 is in a battle with Commander Luke against battle destiny limits. If Light had drawn his first Skywalker v piloting Rogue 1 (so that Luke draws 2 destiny normally however, he would not be entitled to battle destiny if unable to otherwise). Luke's text will be play Darklighter Spin to substitute the second draw. usable because when it checks how many destinies Light Side is scheduled to draw at the beginning of the Examples of substituted destinies and modifying power segment, it will only see 1. (Luke's text only totals counts one destiny able to be drawn because Dash in Rogue 10's text has not triggered yet - it is only usable fires a Bowcaster at Vader ("May target a when the Light Side is about to draw a battle destiny) character or creature using X Force. Draw destiny. Add While the Light Side may theoretically use Dash in 1 if targeting a character, 2 if targeting a creature. Rogue 10's text to draw 2 and choose 1 on the first Target hit if total destiny > defense value."). He uses a destiny drawn, they would no longer be able to draw the destiny 6 card stacked on Sando Aqua Monster and 2nd destiny with Luke's text, because players may adds 1, for a total of 7 that hits Vader (the +1 is to the never combine multiple destiny drawing to draw more destiny total, so it may be applied). than the “if unable to otherwise” text allows (see "Battle Destiny - Draws X Battle Destiny If Unable To Under Attack ("During your control phase, target a Otherwise" on AR page 6-6). In this case, drawing 2 vehicle with armor present with your warrior. Draw and choosing 1 on the first destiny and attempting to destiny. If warrior has a Concussion Grenade or a draw the second would mean the Light Side would be lightsaber, add 3 to destiny draw (7 if both). Vehicle drawing 3 battle destinies, which would be prevented by (and grenade) lost if total destiny > armor.") is used with “if unable to otherwise” rules. If the first destiny with a destiny 4 stacked on Jedi Test 5. That draw cannot be Luke's text is drawn normally, the Light Side player may modified; however, Luke has a lightsaber, so the +3 not use Dash in Rogue 10's text on the second destiny modifier is applied (it applies to total destiny even from Luke's text, because again, that would result in the though it says "destiny draw"). Light Side player drawing 3 destinies and would be prevented. In short, like example 2, the Light Side Epic Duel ("If Vader is present with specified target, player would be better off simply drawing 2 normal each player draws two destiny (add 1 to each destiny battle destinies rather than using Dash in Rogue 10's draw if using a lightsaber") is used to initiate a duel text in this situation. between Vader With Lightsaber and Luke. Dark uses a combat card (destiny 6) for his duel destiny. This value cannot be modified by the +1 because that is modifying each draw rather than the total.

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

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

NotEndorsedorSponsoredbyLucasfilm Page 1-23 Chapter 2 - Starting The Game & Turns

Starting The Game In the event that one player's starting location may not Starting the game consists of two steps: be converted (either due to its own text or some other Step A - Playing starting cards rule) that player is still permitted to allow his opponent There are four types of starting cards: to attempt to convert his location. In this event his  Starting Effects: Each player may choose one Starting opponent's location is placed out of play and the Effect from his deck. remaining "start of game" actions then continue as if the  Starting location: A single location a player chooses to conversion took place. start the game. You may choose any location so long 3. Both players simultaneously reveal their Starting as it can meet any deployment conditions (see Interrupt, if any. The player who will go first in the game Starting Location). resolves his Starting Interrupt (if any) followed by his  Objective: Type of card that represents long-term opponent. planning by providing specific starting cards, game If you intend to insist on this order, it is recommended play conditions, and short and long term rewards for that you advise your opponent before he begins laying completing tasks. (See Ch. 9 for detailed information out cards. If, however, your opponent has already on Objectives). A player who has an Objective card in begun laying out starting cards, he should simply pick his deck must start with it (on the 0 side) and may not them up and proceed again according to this sequence. have more than one. A player has either a starting He may not voluntarily change any of his selections, location or an Objective, never both. however. Also, regardless of the order in which the starting cards are revealed, resolve them as described.  Starting Interrupt: Each player may choose one Starting Interrupt from his deck. Step B - Shuffle and draw starting hand While these cards (along with any or all of the cards Remaining cards must be shuffled, and your opponent they permit or require) may legally be revealed in any may briefly shuffle or cut. The remaining cards are order, either player may insist that both players adhere to the following sequence: placed face down in front of each player to form that 1. Both players simultaneously reveal their Starting player's Reserve Deck. Each player then draws 8 cards simultaneously. By default, the Dark Side player takes Effect, if any, then resolves his Starting Effect now. the first turn of the game, although certain cards may 2. Both players simultaneously reveal their starting allow the Light Side player to go first. location/Objective. Resolve the starting locations/Objectives as follows: For detailed information on Starting Effects, Objectives, Starting Interrupts and Locations, see Ch. 9.  If one player selects an Objective and his opponent selects a starting location, deploy the starting location first, followed by the Objective and other cards it Starting The Game - General Rules allows or requires (for free). If an Objective requires or Any cards deployed at the start of the game deploy for allows the player to deploy a location that is already on free (so you may deploy Visage Of The Emperor the table, that player simply converts the copy on the without losing Force or the Emperor using According To table (converting means to place a copy of a location My Design without using Force). However, they must on top of the opponent's version of that identical still obey all deployment conditions and rules. For location; the one on top is the one considered on table example, you cannot deploy Tatooine Occupation if you and the only version that applies). If a card or rule do not occupy two Tatooine sites (since it has a states that the location cannot be converted, take the deployment condition), you cannot deploy location you would have deployed and place it out of to the Detention Block Corridor (since Leia has a play and continue as if you had deployed it. deployment restriction), and you cannot start with Han,  If both players select an Objective, the player who will Chewie, And The Falcon at the Audience Chamber go first in the game (usually the Dark Side player) (since starships may not deploy to interior sites by rule). deploys card(s) first, followed by his opponent. During the start of game, any card that is not on table or  If both players select a different starting location, in your hand is considered part of your Reserve Deck. deploy them simultaneously. Any optional or mandatory actions that are responses to a card being deployed are valid (e.g., If Chall Bekan is  If both players select the same starting location, the deployed using You Can Either Profit By This..., then dark side player has the option of allowing his location Dark may ▲a non-unique alien into hand from his to be converted. If he declines, the light side player Reserve Deck). has the option of allowing his own location to be During the start of game, no player can activate, use, or converted. If both decline, each player sets his choice lose Force. That part of any action is ignored. aside and selects a new one: both players reveal their second choice simultaneously, and repeat this process until both locations are deployed or they select different locations (deploy both locations). Reshuffle any failed choices back into the Reserve deck. NotEndorsedorSponsoredbyLucasfilm Page 2-1 Starting The Game & Turns

Starting Hand All the cards placed in your hand by start of game Starting The Game - Example 1 actions, and all cards you draw before the start of It's the start of the game, so Light and Dark both game. By default you draw 8 cards, but some cards simultaneously reveal their Starting Effects: Anger, may change that amount. The number of cards you Fear, Aggression (V) for Light and Fear Is My Ally for draw is not affected by the number of cards in hand. Dark. The cards are now both immediately placed on For example: The Dark Side uses the Starting Interrupt the table, and the appropriate number placed under Operational As Planned to take Death Star II, Jerjerrod them as indicated by their text (15 for Light, 10 for and an Effect into hand; the Interrupt states that you Dark). Both players now reveal their starting draw only 6 more cards. Thus the starting hand is 9 location/Objective: Agents Of Black Sun for Dark, Plead cards, the 6 drawn plus the 3 taken into hand. My Case To The Senate for Light. Since both are Objectives and the dark player will go first, he deploys Starting Interrupts/Objectives - Mandatory the Objective and all the cards it states: the Coruscant system, Coruscant: Imperial City and Prince Xizor Actions there. Because the Objective deploys cards by title, Starting Interrupts and Objectives will list mandatory Dark may choose any appropriate card, and so deploys actions, optional actions, or both, for when they are the Coruscant system from the Coruscant expansion, played/deployed. Mandatory actions must be and Prince Xizor. Xizor deploys for 4 normally, but since performed: if something prevents you from performing this is the start of the game, he instead deploys for free. any of them, then the Objective or Starting Interrupt is Now that Dark is finished deploying the Objective, Light illegal. If you have an illegal Objective, place it out of deploys his. Light deploys Coruscant: Galactic Senate play and undo whatever that Objective did (usually and a location with an Episode I icon. In this case, he putting cards back into the Reserve deck); you get no has also chosen Coruscant. Since Coruscant is already starting location or Objective this game. If you have an on the table, it converts the dark Coruscant. illegal Starting Interrupt, place it back into the Reserve Both players now choose and reveal their Starting deck and undo whatever that Starting Interrupt did; you Interrupts: Light chooses Heading For The Medical get no Starting Interrupt this game (even if you have a Frigate, Dark chooses Surface Defense. Surface different Starting Interrupt in your deck). Defense states: "If you have deployed a battleground, However, as stated in Step A.2, if your objective deploy , Secret Plans and/or There Is No Try requires you to deploy a location, and it would require from Reserve Deck. Place Interrupt in Reserve Deck." converting a location that cannot be converted, place Even though the dark side no longer has a battleground your copy of the location out of play and continue as if location on table, he did actually deploy one (the you had deployed the location. This is a specific Coruscant system that was converted), so he is exception to the rules. permitted to play this card. Dark chooses not to deploy Resistance (in this case, all three are optional choices), Starting Location but does deploy Imperial Arrest Order & Secret Plans Location revealed by a player during Step A.2 of and There Is No Try & Oppressive Enforcement (like starting the game. A player with an Objective does not virtual and non-virtual cards, any reference to one of the have a starting location (locations deployed by titles in a combo card is a reference to that card too, so Objectives are not starting locations). the dark side can play these combo versions). The Locations that cannot be used as a starting location Interrupt states that it is placed in Reserve deck, so it is includes any location that could not be deployed to an shuffled in with the remaining cards in the deck (all "empty table." That is, any location that requires another cards remaining are part of the Reserve Deck). card or location to be on table before it can be Now Light's Interrupt resolves. "Deploy up to three deployed. Thus any non-unique vehicle (or starship) Effects if each of them deploys for free, is always site or a location with one or more  in title cannot be immune to Alter and has 'deploy on table' (or 'deploy on chosen as a player's starting location, nor can Death your side of table') in its game text. Place Interrupt in Star: Trench. Likewise, a player cannot use a starting Lost Pile." The first condition means that any Effect with location with a deployment condition they cannot meet. a deploy cost listed cannot be chosen, so Light cannot If a player selects an illegal starting location, return it to choose I Feel The Conflict, which deploys for 2. Light Reserve Deck; that player begins the game without a also cannot deploy S-Foils (it's only immune to Alter starting location. sometimes), or Civil Disorder (it doesn't have the required text in its game text). Light chooses Aim High, Chasm and K'lor'slug (V), then places the Interrupt in the Lost Pile as instructed. Both players now draw 8 cards simultaneously. When this is done, the game begins, with the start of the dark side player's first turn.

NotEndorsedorSponsoredbyLucasfilm Page 2-2 Starting The Game & Turns

Starting The Game - Example 2 Now Agents In The Court resolves, and Light deploys Both players simultaneously reveal their Starting Tatooine: Trade Route, Tatooine: Jabba's Palace Effects, then deploy them and place cards underneath. and Yarna d'al' Gargan. However, there's a problem: Objectives/starting locations are now revealed: Light Light is required to reveal a copy of their Rep (unique has Agents In The Court, Dark has the Tatooine alien with defined species). Unfortunately, Chewie was system. Since Dark has a starting location, that is the Rep, and the only copy included in the deck. deployed first, then Light deploys and resolves his Because Light cannot reveal his Rep from his deck Objective. The Objective then deploys Tatooine: Hutt (Chewie's on table), and he has no other aliens that can Trade Route and a Jabba's Palace site; Light chooses work as a Rep, Light cannot satisfy all the conditions of Tatooine: Jabba's Palace, which says (for the dark the Objective. As a result, the Objective is placed out of side): "When deployed, lose 1 Force for each of your play, and the three cards deployed get put back into the Jabba's Palace sites that you do not occupy." Since the Reserve Deck. The light side player is stuck with neither dark side doesn't occupy any Jabba's Palace sites, that an Objective nor a starting location. sounds bad, but since this is the start of the game, Starting Interrupts are now revealed, The Signal for nothing happens, because no Force can be lost during Light, Any Methods Necessary for Dark. Dark's resolves the start of game. Light chooses not to deploy Yarna first: "Take into hand from Reserve Deck one prison d'al' Gargan (it's optional), but must reveal a Rep (a and one bounty hunter (may also take a matching unique alien with a defined species), which is Jar Jar weapon and/or starship). When you draw your starting Binks. hand, draw six more cards instead of eight. Place Starting Interrupts are now revealed: Light has Podrace Interrupt in Reserve Deck." He takes into hand IG-88 Prep, Dark has Combat Readiness (V). Since Dark is (V) and Jabba's Palace: Dungeon. He has no use for going first, Combat Readiness (V) plays out: "If your the prison, but it's mandatory so he must take one; if he starting location was a system, ▼ a related site (must didn't he would lose his Starting Interrupt and the cards be a battleground if the system is a non-battleground or it would take, just like the light side player had. He also ) with < 3 and up to three Effects that are takes IG-88's Pulse Cannon, but doesn't take the always [Immune to Alter]. Place this Interrupt in Lost matching ship (that's optional, and he also has no use Pile." Dark deploys Tatooine: Bluffs (since the system for it). The Interrupt is put in Reserve Deck. was a battleground (and not Endor), the site need not Light's The Signal now resolves: "Deploy from your be one). Dark deploys Imperial Arrest Order, Blaster Reserve Deck one Effect which has no deploy cost; Rack (V) and Insignificant Rebellion (which deploys for reshuffle. Place Interrupt in Lost Pile." He deploys Goo free; unlike Heading For The Medical Frigate, Combat Nee Tay. It isn't immune to Alter, and it doesn't deploy Readiness (V) only requires that an Effect be immune on his side of table, but The Signal doesn't require any to Alter, not that it deploy for free). The Interrupt then of that, just that it deploys for free. The Interrupt is goes to the Lost Pile. placed in the Lost Pile. The Light Interrupt, Podrace Prep, resolves: "Deploy Starting hands are now drawn simultaneously: 8 for Podrace Arena (with a Podracer, opponent may also Light, 6 for Dark (giving Dark a starting hand total of 9). deploy a Podracer there), Boonta Eve Podrace, and any Effect that deploys for free. Place Interrupt in Starting The Game - Example 4 Reserve Deck." Light deploys the Podrace Arena, Both players simultaneously reveal their Starting Boonta Eve Podrace, Anakin’s Podracer (Dark declines Effects, then deploy them and place cards underneath. to deploy a Podracer), and Rebel Fleet (the Effect only Objectives/starting locations are now revealed: both needs to deploy for free, it doesn’t need to be immune players reveal the (Special Edition) Coruscant system. to Alter). Podrace Prep is shuffled into the Reserve Dark is given the choice to have his location converted Deck. but declines. Light is now given the choice; Starting hands are drawn simultaneously. Dark draws 8, unfortunately for him, he needs that as his starting as usual. Light draws 8 as well. location, so he deploys Coruscant and Dark converts it with his own. Starting Interrupts are now revealed; Dark Starting The Game - Example 3 uses Twi'lek Advisor to deploy Bad Feeling Have I. Both players simultaneously reveal their Starting Light uses Careful Planning (V) (the same as Combat Effects, then deploy them and place cards underneath. Readiness (V)); even though his location was Objectives/starting locations are now revealed: Light converted, it was a system so he may still play it; he has Agents In The Court, Dark has Carbon Chamber deploys a related site and three Effects. He need not Testing. Since Dark will go first, his Objective is the first deploy a battleground site because even though his to resolve: Dark deploys Cloud City: Carbonite system was converted, it was a battleground. After that Chamber, Carbonite Chamber Console there, and is done, starting hands are drawn. Cloud City: Security Tower. Also, the light side is required to give a Rebel to Dark to imprison at the Security Tower if there is one in his deck, and there is: Chewbacca. Chewbacca is imprisoned there.

NotEndorsedorSponsoredbyLucasfilm Page 2-3 Starting The Game & Turns

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

Turn Six consecutive phases of play (activate, control, deploy, battle, move and draw) executed by one player. Information on what those phases are and common events that occur during them are listed in Chapters 3-8. Anything that states that it happens during a turn never happens before the first turn begins or after the last turn ends. In addition, top-level actions such as playing a Used Interrupt cannot be initiated before the first turn begins, or after the last turn ends.

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

End Of Turn See End Of Turn, Ch. 8.

Order of Events in a Turn

Mandatory Start of Turn Events Optional Start of Turn Events Activate Phase Control Phase Deploy Phase Battle Phase Move Phase Draw Phase Mandatory End of Turn Events Optional End of Turn Events

NotEndorsedorSponsoredbyLucasfilm Page 2-4 Chapter 3 - Activation Phase & Activating

Activate Phase The first phase of each of your turns, in which you Activating Force - Example activate Force for subsequent use. The light side is playing Watch Your Step/This Place Can Be A Little Rough against the dark side's Bring Him  Count the Force icons on your side of each location on Before Me/Take Your Father's Place. At the moment, table. Light has Tatooine: Cantina, Tatooine: Docking Bay 94,  Add 1 to represent the personal Force you generate Tatooine and Kessel on table. Dark has Death Star II: yourself. Throne Room (with Emperor Palpatine there), Death  Add 1 for each of your Jedi Masters (for the Light Star II: Docking Bay (with Admiral Ozzel there) and Side) or Dark Jedi Masters (for the Dark Side). Endor: Landing Platform (with Blizzard 2 there), and the Effect card Establish Control (V). Both objectives are on This total (along with any modifiers to your "total Force their 0 side. generation") represents the full amount of Force you are It's the start of the light side player's turn, so they begin entitled to activate during your Activate Phase for that their activate phase. Light counts the number of light turn. This total may not be altered after the count is Force icons, and gets 7, then adds 1 for the personal completed. The only actions that may affect your total Force, for a total of 8. Thus Light may activate up to 8 activation count are those that occur at the 'beginning of Force during the activate phase (though he doesn't a turn.' For example, say that the DS player's total count need to activate any if he doesn't want to). Each for activation at the start of his turn is 12. After he activation is a separate action, so the light activates 3 activates 2, the LS player plays Clash of Sabers to Force by placing the top card of Reserve Deck on his cancel a Presence Of The Force on table. Because this Force Pile one at a time, then uses all three to play The was not a 'beginning of turn' action, the DS player's total Signal to take an Effect into hand from Reserve Deck. remains unaffected, and his available activation After that, Light activates an additional 5 Force one at a remains at 12 for this turn. You may activate up to that time. Over the course of Light's turn, they flip their total number of cards by transferring them, one at a objective. At the start of the dark player's turn, they time and face down, from the top of your Reserve Deck begin their activate phase. This is slightly complicated to the top of your Force Pile (see Ch. 1). Do not look at because of Light's objective. Watch Your Step says: the cards or put them into your hand. "For remainder of game, opponent activates no Force at Note that as your deck gets drained of Force by the your Cantina." Thus the two dark Force icons are not opponent, your options diminish. When you have fewer counted when calculating what Dark can activate. Also, than 10 or so cards remaining, you must be especially This Place Can Be A Little Rough says: "Opponent's careful how you handle your Force. For example, if you Force generation at non-battlegrounds is limited to 1." activate all the cards in your Reserve Deck, you will not Tatooine, Kessel, and Docking Bay 94 are be able to draw destiny if a battle occurs. When you battlegrounds, so Dark gets 1, 2 and 1, respectively, at reach this point in the game, consider leaving some those locations. Throne Room is not a battleground, so cards in your Reserve Deck so you can draw destiny, if even though it has 2 icons, Dark can only activate 1 necessary. In a close game, when both players have there. Establish Control (V) says: "Your Force only a few cards left, the way you manage your generation is +1 at docking bays you occupy." The remaining Life Force will be critical to your success! Death Star II: Docking Bay is occupied, so it should allow total generation of 2, but because it's not a battleground, the total there is only 1. However, the Activating Force Landing Platform is a battleground and is occupied, so Moving any number of cards, one at a time, from your it is permitted to generate 2. So all these total up to 8. Reserve Deck to your Force Pile. The Dark adds 1 for personal Force, for a total of 9. The Activating each unit of Force is a separate action. Dark also adds 1 for having a Dark Jedi Master (even During your activate phase, presence is not required to though the Emperor is at a non-battleground, the 1 he generate Force at locations where you have Force generates is not in any way connected to his location so icons, and you are not required to activate all the Force the light objective cannot stop it). Thus Dark can to which you are entitled. However, when other cards or activate a total of 10. However, since he has only 10 rules (e.g., Blue Milk) instruct you to activate Force, you cards in Reserve, Dark chooses to activate only 9 (in must activate all of it (or as much as possible). case he needs to draw a destiny). Light realizes this, Whenever Force activation is allowed by cards or rules, and so plays Beru Stew ("Each player must immediately it is taken from the top of the Reserve Deck and placed activate 2 Force."). Light activates 2 Force. Since it's on top of the Force Pile, one card at a time. not optional, Dark must activate 1 Force, since that's all he has.

NotEndorsedorSponsoredbyLucasfilm Page 3-1 Activation Phase & Activating

Force Icons Force Drains vs. Force Generation - Example Symbols (lightsabers) that identify the amount of Force As the game continues Light deploys Theron Nett to the generated by a location. Force icons also indicate Cantina. The following turn, he Force drains for 2 at the locations where you may deploy characters, vehicles Cantina. Even though the generation at that site is and starships. The existence of Force icons on both canceled for the dark side, there are nevertheless 2 sides of a location is the primary requirement for a dark icons there, which means he can be drained, and location to be a battleground (see Locations - that it's a battleground. Thus there is nothing to prevent Battlegrounds, ch. 9). Dark deploying Vader With Lightsaber there the next The icons on Jedi (or Dark Jedi) Masters are not Force turn and pummeling Nett mercilessly. icons. Light then deploys Spaceport Docking Bay to Tatooine, and Dark deploys No Escape ("At each opponent's  Force Generation site, your characters and vehicles are each deploy -3 The amount of Force you may activate each turn during and your Force generation is +1."). From now on, Dark your activate phase. Your Force is generated by three is activating 2 Force at that site, the 1 from the icon plus primary sources: the bonus from No Escape. Light deploys Yotts Orren  The Force icons on your side of the locations there to Force drain, but can only drain for 1, because deployed on table. the bonus is solely to generation, not to Force drains.  The personal Force you generate yourself. The icons are unaffected by it, thus allowing  The icon on your Jedi (or Dark Jedi) Master. With Lightsaber to deploy the next turn and pummel him A location without Force icons is considered to have with even less mercy. 'zero' Force icons; thus, it can be modified to allow Force generation (see Force drains vs. Force Force Icons - Example generation). On Tatooine, the following sites are on table: Obi-Wan's Hut, Anchorhead, Desert Landing Site and Bluffs. Also, Force Generation Bonus Endor: Bunker is on table. Only Anchorhead is a This refers to any positive Force generation modifier. battleground, because it is the only location with Force icons on both sides. Force Generation Modifier The Dark Side deploys Presence Of The Force on This term refers to any game text that adds to or Bluffs ("Deploy on any location to add one Icon and subtracts from Force generated from Force icons. one Icon."). Because it now has icons on both sides, Bluffs is now a battleground, and both side's Force generation and Force drains there are increased by 1. Light deploys B'omarr Monk ("While at a site, adds Force drains vs. Force generation Force icons to equalize them for both sides.") to Obi- The Force drains and Force generation allowed at a Wan's Hut, which means there are now 2 light and 2 particular location may be modified independently or dark Force icons there. That site is now a battleground, together. Cards that modify "Force drain" both players activate 2 there, and Light threatens to (e.g., Obi-Wan's Lightsaber) or "Force generation" Force drain there for 2. (e.g., Dagobah: Bog Clearing) affect one and not the Dark deploys a Swamp next to Endor: Bunker. Swamp other, whereas cards that modify Force icons has 1 icon on both sides, so it is a battleground. (e.g., Sleen, Presence Of The Force) affect both. However, Dark then deploys Sleen there ("Cumulatively absorbs (temporarily cancels) one icon present.). Thus, Swamp stops being a battleground, because there are no light Force icons there; Light activates 0 Force 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 Force icon. Thus Bunker is still not a battleground, there are no light Force icons here. Light's Force generation here is 0 (but Light will receive 1 from Yoda to his total Force generation by virtue of the fact he's on the table, but that'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 restored to normal. At Bunker it has no effect; it cannot cancel Yoda's Jedi Master icon because it only affects Force icons.

NotEndorsedorSponsoredbyLucasfilm Page 3-2 Activation Phase & Activating

Start of Turn Once both players have no end of turn actions to play or resolve, that turn ends. Any mandatory start of turn actions are now initiated, and they resolve normally as automatic actions. Any optional start of turn actions may now be initiated (the player whose turn it is gets the first chance to initiate an optional 'start of turn' action, and players then take turns). Only start of turn actions (or valid responses) may be played at this time - no other actions are legal. Once all start of turn actions are resolved and both players have passed on their right to initiate any other start of turn actions, the player who's turn it is now begins their activate phase.

Start of Turn - Simple Example It's the start of the dark side player's turn, and he has Your Destiny on table, with Vader at Endor: Back Door and Vote Of No Confidence. Luke is not on table. Your Destiny states: When Vader is present at a battleground site, at start of your turn opponent loses 3 Force unless Luke is captured, out of play, or present at a battleground site. Vote Of No Confidence states: Once per turn (even at start of turn), target a Political Effect; it is suspended for the remainder of the turn. Since Your Destiny is mandatory and Vote Of No Confidence is optional, opponent first loses 3 Force, and then Dark may choose to trigger the Defensive Shield. Both happen before the activate phase even begins.

NotEndorsedorSponsoredbyLucasfilm Page 3-3 Chapter 4 - Control Phase, Presence, & Force Draining

Control Phase May Force Drain Second phase of each turn, in which you may initiate A droid with this phrase in its game text (e.g., EV-9D9, Force drains. There are also many other actions Probe Droid) can control its location only for the permitted by cards that occur during the control phase; purpose of initiating and enhancing Force drains you may perform them before, after, or in-between (unless that droid is Undercover). Force drains as any other top level action. Timing Of Responses To Force Drains Force Drain Cards use somewhat different phrasing when stating Causing opponent to lose Force based on their icons at when they can be played in response to a force drain. locations you control. (See Control Of A Location). To standardize the timing of such actions, use the Conceptually, if the Dark Side dominates a portion of a timing indicated below for the following phrases. planet or an area of space, the Light Side Force in that • When a card uses the wording “whenever area is diminished, and vice versa. Accordingly, at each you/opponent force drain(s)” OR “if you/opponent just location you control during your control phase, once initiated a force drain”, perform that action during the during your control phase, you may choose to cause Response step to the force drain action, after the force your opponent to lose Life Force. drain is initiated but before it resolves. During your control phase, initiate each Force drain one • When a card uses the wording “if you/opponent just at a time (Force draining costs 0 Force, meaning this force drained”, perform that action just after the force value can be modified or reset). You may Force drain drain action has resolved, as the force drain action is an amount equal to the number of Force icons on your coming off the stack (see Responding To Coming Off opponent's side of the location where you initiated the The Stack). Force drain. (Some cards require or allow a modifier to be added to or subtracted from a Force drain.) Your Force Drain Modifier opponent must lose that much Force, taking the lost Any game text that directly adds to, subtracts from, or cards from hand, Life Force or both. A location without multiplies the amount of a Force drain. For example, Force icons is considered to have 'zero' Force icons. Projection Of A Skywalker and Ralltiir Operations / In Thus, you can actually drain there for zero Force, and The Hands Of The Empire have game text that is you can use modifiers to increase that Force drain (see considered a Force drain modifier. Harc Seff and It Force Drains Vs. Force Generation, Ch. 3). Could Be Worse do not provide Force drain modifiers as they affect the way the Force loss is satisfied, but not  All of your cards at the location of the Force drain are the amount itself. Similarly, Resistance and We're considered to participate in that Force drain. Doomed also do not provide Force drain modifiers, as  Unless stated otherwise (e.g. Organa's Ceremonial they simply limit the maximum loss to a Force drain, but Necklace), each of your cards may participate in only do not modify the amount of the Force drain. See Force one Force drain per turn. Drains May Not Be Modified Or Canceled By Opponent. Thus, if you have a card that has already participated in a Force drain this turn, you cannot Force Drain Bonus Force drain at that card's location even if you Any positive Force drain modifier. haven't yet drained at that specific location (for example, if Luke is at Tatooine: and Force drains there, then uses that site's movement game text to move to the Cantina where he has BoShek, Light Force Drains May Not Be Modified Or Canceled By cannot Force drain there because Luke has already Opponent done so this turn, even though BoShek has not). "May not be modified by opponent" prevents your opponent from utilizing any game text (whether Instead Of Force Draining declared or automatic) that would directly modify (add, Some cards permit you to perform a certain action subtract, multiply) your Force drain. See Force Drain "instead of Force draining". For example, Corporal Modifier for examples. Prescott or Cloud City: Security Chamber (Light Side). "May not be canceled by opponent" prevents your These texts cannot be used unless you are capable of opponent from initiating any action (in response to your Force draining. That is, you control the location and initiated Force drain) that would directly cancel that Force draining there would be a legal action in that drain without also providing presence. For example phase (remember that it is legal to Force drain for 0, so playing Control, placing a non-unique alien on the Den the absence of icons does not make drains at such Of Thieves, or using the 'canceling' text on Hidden sites illegal). Using such text means you may not Force drain at that location this turn.

NotEndorsedorSponsoredbyLucasfilm Page 4-1 Control Phase, Presence, & Force Draining

Base/Systems Will Slip Through Your Fingers. This Force Drains And Modifiers Example 2 text does not stop a player from canceling a Force Light controls the Endor system and the Light Endor drain using a 'react'. sites Bunker and Landing Platform (where Luke is This text does not prevent your opponent from armed with a lightsaber), as well as the Dark Endor canceling or modifying your Force drain modifiers. Thus sites Dark Forest and Village (both with ). it will not prevent Great Warrior, Imperial Decree, The Dark targets that system using A Bright Center To The Planet It's Farthest From or A Bright Center To The Universe ("At locations related to target system, Universe from working normally. opponent's Force drain modifiers are canceled."). Thus In addition, it has no effect on game text that "limits" the all the light side's modifiers to his Force drains are amount of a Force drain. Thus Ultimatum and canceled. This means that the drains will be: Resistance would also work normally. It should also be  2 at Endor (the system's -1 modifier is canceled) noted that 'preventing a drain' from being initiated (for  1 at Bunker (the site's +1 modifier is canceled) example, location text that says "You may not Force  1 at Landing Platform (the lightsaber's +1 modifier is drain here") is not the same as 'canceling a drain.' Thus canceled) an undercover spy, or the game text on You Can Either  3 at Dark Forest (the +1 modifier comes from a dark Profit By This... (which prevents the Dark Side from side card and is thus applied) Force draining at the Audience Chamber) is unaffected.  2 at Ewok Village (the +1 modifier comes from a dark side card and is thus applied) "Opponent's Force drain modifiers" Any text that refers to "opponent's Force drain Force Drains And Canceling Example modifiers" is referring to an opponent's modifiers is at the Hoth: Echo Med Lab, which has a (coming from their cards) to the opponent's Force +1 Force drain modifier. When the dark side Force drains. drains there, and there is no response, the light side loses 2 Force (one for the icon, one for the bonus). The Force Drains And Modifiers Example 1 following turn, when Dark drains again, Light responds The dark side has deployed Naboo: Swamp, whose with Control, which cancels the Force drain, thus no light text states "If your Gungan present, Force drain +1 Force will be lost. For good measure, Light plays the here." Light deploys (a Gungan) to that defensive shield Simple Tricks And Nonsense ("While site, and the next turn initiates a Force drain at the you occupy a battleground and opponent occupies less swamp (which is free). The dark side gets the first than two battlegrounds, cancel opponent's Force drains response, and does nothing; Light also does nothing. at non-battleground locations and opponent's Force The drain resolves, and the dark side loses a total of 2 retrieval."). Because the light side has a Snowspeeder Force, one from the single dark icon and +1 from the at Hoth: Defensive Perimeter (thus occupying a game text. battleground), and the dark side occupies no That same turn, Light deploys an Ithorian to the swamp battlegrounds (the Echo Med Lab has icons on only one ("While at any jungle, swamp, forest or exterior Endor side, so it is not a battleground), Dark cannot site, adds one icon and one icon."). The following successfully drain the following turn (as soon as it is turn, the light side initiates a Force drain there; there successfully initiated, it will be canceled). are no responses, so the drain is for 3, 2 from the two Dark deploys Prepare For A Surface Attack ("Your Dark icons and +1 from the site. The following turn Light Force drains at Hoth sites may not be canceled.") initiates a drain there again, but this time Dark has a response with Control, which cancels a Force drain. Thus, when Dark initiates the drain at the Echo Med Thus the dark side loses no Force that turn. Lab, Simple Tricks And Nonsense cannot cancel it, nor During the dark side's turn they deploy and satisfy can the light side use any other means of canceling it, Imperial Decree ("Whenever you control any two Rebel like another Control. Thus, they must lose 2 Force. Base locations, or any one planet site and two systems, Dark then initiates a drain at the Hoth: North Ridge, the effects of Revolution and all opponent's Force drain where Dark has some other characters. Light cannot bonuses are canceled."). For good measure, they cancel that drain, at least not normally. However, the deploy Dark Waters on the swamp as well ("Opponent's Snowspeeder may move as a react, and things which Force drains are -1 here."). The following turn the light prevent a drain from being canceled cannot stop reacts, side Force drains there, and there are no responses. so the light side pays 1 Force to use the Snowspeeder's Thus the dark side is drained of 2 Force: landspeed to move to the North Ridge and cancel the  the +1 from the site is not canceled by Imperial Decree drain. (it is on a Dark side card)  the icon added by the Ithorian is still added, because it During the light side's turn he deploys Boushh, an does not modify Force drains, but instead modifies the undercover spy, to the Echo Med Lab. The dark side number of Force icons there now cannot initiate a Force drain at either site. At the  1 is then subtracted from the total by Dark Waters North Ridge, both players have presence, meaning both Thus, 2 icons, -1, +1, for a total drain of 2. occupy the site, and you may only initiate Force drains at locations you control. The Echo Med Lab is slightly NotEndorsedorSponsoredbyLucasfilm Page 4-2 Control Phase, Presence, & Force Draining

example, “Where present, cancels game text of C-3PO different, as Boushh the undercover spy has no or R2-D2” on Commander Praji means that if Praji is presence, meaning Dark controls the site. However, present at a location, he cancels the game text of C- undercover spies prevent drains from being initiated 3PO or R2-D2 at that location (they don’t need to be wherever they are; Boushh isn't canceling the drain, present there, only Praji). she's preventing it from being done in the first place. Control Of A Location Presence You control a location if you have presence there and Think of presence in the spiritual or mystical sense, as your opponent does not. Control of a location is the Force emanating from an individual. Remember checked whenever required, not just during the control Vader saying, "I sense something. A presence I've not phase. The condition is continuous, not an action. felt since..." In game terms, each of your characters with ability creates a 'presence' at one location that your Unoccupied opponent's characters can sense (even when they are A location where no player has presence. However, an at the bridge, cockpit or cargo bay of an enclosed Undercover spy at a location prevents that location from vehicle or starship). Having presence at a location is being unoccupied. defined as (1) having total ability of 1 or higher present at that location or (2) having a vehicle or Occupy starship present at that location that has total ability A location where you have presence (regardless of of 1 or higher at its bridge, cockpit or cargo bay. No whether the opponent has presence there). card may create presence at more than one location. For example, if the Executor is at Dantooine with Ozzel Here on the bridge and Vader at the Executor: Main Corridor The word 'here' in game text means "at this location," site, then Ozzel (and the permanent pilots) create unless context indicates otherwise. (For example, Bacta presence only at the Dantooine system, whereas Vader Tank, Commence Recharging and Cyborg Construct creates presence only at the corridor site. use the word 'here' to mean "on this card.") See Prepositions. System Location Present When a card or rule refers to a "system location" it Think of the term present as applying to something that means the location itself. For example, Great Shot, Kid! is physically at a certain place (e.g., a starship can be in ("Whenever you deploy a unique (•) starship to a physical contact with the 'space' at a system location, system location, retrieve 3 Force") will not allow you to but a character cannot). No card is considered to be retrieve if you deploy a starship aboard a capital present at more than one place at the same time. There starship, because it has not been deployed to the are four places where a card can be present in the system location. game:  at a site location; Prepositions  at a sector location; Prepositions (at, on, aboard, to, with, from, in etc.) are  at a system location; or used to express simple relationships between cards, and have their normal English language connotations.  on an enclosed vehicle or starship card (at the bridge, A character, starship, vehicle, weapon, or device is "on" cockpit or cargo bay) or enclosed in a prison. a system if it is: (1) Present at any site, cloud or Death For example, if Red 5 is at the Hoth system with Luke Star II sector related to that system name. (2) At the aboard, then Red 5 is present at the Hoth system and Luke is present aboard Red 5 (although Luke is at the bridge, cockpit or cargo bay of a starship or vehicle that Hoth system, he is not present at the system). is present at any site, cloud or Death Star II sector related to that system name. Thus, for example, Luke is An inactive card is not considered present, except for "on Hoth" if he is present at the Echo Command Center, situations where it is considered "on table" (e.g., a inside the Wampa Cave, or piloting Rogue 1 at the Ice captive is present when targeted by Ice Storm). Plains. Present versus Present With A character, starship, vehicle, weapon or device is "at" When a card refers to another card being "present," that a system if (1) it is on that planet (2) At the bridge, cockpit or cargo bay of a starship that is present at applies only to the card being present at a location (orbiting) that system. For example, Luke is "at Hoth" if (even if the other card is not actually present itself). he is piloting Red 5 and Red 5 is present at the Hoth "Present with" is used to describe to cards that are both system. A card that deploys so that it is "at" a location present together (e.g., two character on the same enclosed vehicle are present with each other, but one has deployed "to" said location. on and one off are not present with each other). A character, starship, vehicle, weapon or device is "aboard" (or "on") a starship or vehicle if it is: Where Present (1) Present at any site related to that starship or vehicle. (2) At the bridge, cockpit or cargo bay of that starship or When a card uses the phrase “where present,” that means that card must be present at its location. For vehicle. This means that Luke would not be at Hoth if NotEndorsedorSponsoredbyLucasfilm Page 4-3 Control Phase, Presence, & Force Draining he was at the Home One: Docking Bay while the Star Cruiser Home One was present at the Hoth system. In Present, Presence And Prepositions - A Simple this case, Luke is at the Home One: Docking Bay, and Example aboard Home One. Similarly, Tarkin at the Death Star: If Bossk is aboard the Bespin Motors Void Spider at War Room while the Death Star orbits Alderaan is not Tatooine: Lars' Moisture Farm, the following are true: "at Alderaan", but the Death Star is. See Presence and Present. Prepositions Bossk is at the farm, at Tatooine, on Tatooine and on Present, Presence And Prepositions (or aboard) the Void Spider. These three concepts, though closely related, have very The Void Spider is at the farm, at Tatooine and on important differences in the game. As explained under Tatooine. the corresponding entries, think of prepositions as relational, presence as spiritual and present as Presence physical. These terms overlap somewhat, and are often Bossk creates presence at the farm. used together to make a card operate in a specific The Void Spider does not create presence at the farm, manner. The three concepts are easy to understand if but its permanent pilot does. you take them one at a time, as seen in the examples on the following page. Present Bossk is present aboard the Void Spider. Alone/Lone The Void Spider is present at the farm. Your character or permanent pilot is alone at a location An important distinction in this example is that Bossk is if it is active and you have no other cards at that at the farm but, because the Void Spider is enclosed, location that are active characters or active cards with he is not present at the farm. ability. Combo Cards (such as Artoo & Threepio or Tonnika Sisters), and a permanent pilot of a starship or Present, Presence And Prepositions - A More vehicle that has multiple permanent pilots (such as Detailed Example Executor or a TIE Squadron), are not considered to be This example describes a complex game situation, and alone. is provided primarily for reference. It is not necessary Your starship or vehicle is alone at a location if the only for most players to concern themselves with this level of active characters, vehicles and starships you have at detail. Assume that the Death Star is orbiting Yavin 4 that location are aboard that starship or vehicle. and the following starships are at the Death Star system: (with Han and C-3PO in the All Cards/All Characters cockpit), Red 6 (with Jek Porkins piloting) and the Any game text or rule that causes "all cards" (or "all Executor (with Piett on the bridge; also, Vader and Luke characters", etc.) to be lost, missing, or otherwise leave are at the Comm Station site, Tarkin is aboard a Lift the table will affect cards on both sides (even inactive Tube at the Comm Station and Leia is at the Main cards), unless specifically told otherwise. Cards with Corridor site). This example results in the following: such game text includes Cantina Brawl, Thermal Detonator, Proton Bombs, Program Trap and Debris Prepositions Zone. Rules include those for "blown away" as well as The characters are all on (also aboard) their "collapsed." It should be noted that an imprisoned respective starships. character and a frozen captive are treated a little The Death Star is at Yavin 4, and the starships are all differently. See captives - imprisoned, Ap. C; captives - at the Death Star. frozen, Ap. C. Han, C-3PO, Jek and Piett are all at the Death Star. Any weapon or interrupt that causes "all cards" to be Han is at same location as C-3PO, Jek and Piett. lost at a location only affects characters, vehicles, Vader, Tarkin, the Lift Tube and Luke are at the Comm starships, weapons and devices. Also, the effect on any Station site, at same location and at same site. target of an "all cards" situation cannot be prevented Tarkin is on (also aboard) the Lift Tube, and Leia is at (such as Force Field trying to stop Concussion the Main Corridor site. Grenade, Jerus Jannick trying to protect a leader from a Thermal Detonator, or Droid Shutdown to protect a Battle: A battle is initiated at the Death Star system, droid from a seeker; none of the above can be used) which means that Han, C-3PO and Jek (aboard Falcon unless it is specifically permitted (such as I Thought and Red 6) are in a battle together, against Piett and They Smelled Bad On The Outside protecting a the Executor. If a battle is occurring at the Comm character from Ice Storm). Note that this applies solely Station site, Vader and Tarkin are in a battle together to the effect, you may still cancel weapon destinies as (this may also be expressed as "Tarkin is with Vader in normal. a battle").

NotEndorsedorSponsoredbyLucasfilm Page 4-4 Control Phase, Presence, & Force Draining

Presence a card they are present with, so Chewie's weapon could Han, Jek, Piett and the Executor's permanent pilots only target someone present with him.) each create presence at the Death Star system. (The Light plays Courage Of A Skywalker ("One of your other characters do not.) Skywalkers present during a battle at a site, for Vader, Tarkin and Luke each create presence at the remainder of turn, loses immunity to attrition but adds Comm Station site. ability to power (he or she may not apply ability toward Leia creates presence at the Main Corridor site. drawing battle destiny).") Luke is present, thus he can C-3PO, the starships and the Lift Tube do not create be targeted, and he is now Power 11 (he does not use presence anywhere. the -2 in his game text because he is not present with None of these cards create presence at Yavin 4. Vader; Vader is present on the walker while Luke is present at the site). Present Dark now uses Molator ("For each unit of ability you Han is present with C-3PO and both are present have present during a battle, you may use 1 Force to aboard the Falcon. raise your total power by 1. Ability used in this way Piett is present aboard the Executor. cannot also be used to draw destiny."). Dark uses 3 Force to raise his power by 3; he can't do any more Vader is present with Luke and both are present at the than that, because he only has 3 ability present Comm Station site. (Tarkin); the rest of his ability is on board the walker. The Lift Tube is present at the Comm Station site. During the next turn, Dark wonders if his deploy costs Tarkin is present aboard the Lift Tube. Leia is present are affected by Corporal Kensaric (“When present at an at the Main Corridor site. exterior battleground site with your other scout, adds 2 (or 1 if Goo Nee Tay on table) to deploy cost of Present versus Present With - Example opponent’s characters, vehicles, and starships to same Master Luke, Chewie With Blaster Rifle, Sandcrawler site.”). Kensaric’s text may not be applied, because (with Endor Scout Trooper and Corporal Kensaric both Kensaric is not present at a battleground site, even aboard), Grand Moff Tarkin and Blizzard 4 (with Darth though he is with another scout. Vader, Dark Lord Of The Sith and Emperor Palpatine both aboard) are at the same site, and Molator is on the table. Light initiates battle, and targets Tarkin with Force Draining And Presence - A Set Of Complex Chewie's Blaster Rifle. The draw succeeds, so Dark Examples chooses to cancel it using Tarkin's game text ("When Tatooine: 's Junkyard (with a Sandspeeder), with Vader in a battle, once per battle may cancel one Tatooine: Jabba's Palace (with a dark side Skiff and Sy opponent's destiny just drawn."). This works because Snootles), Jabba's Palace: Droid Workshop (with Tarkin needs to be with Vader, but he doesn't have to EV-9D9 and R2-Q2), Jabba's Palace: Dungeon (with be present with Vader. Bossk), and Jabba's Palace: Audience Chamber (with Dark gets the next action. He'd like to play the Force ) are on table in that order. Also, Lightning ("Target any character (even a captive) Credits Will Do Fine ("If you just initiated a Force drain present with Emperor.") in his hand, but the Emperor (or won a battle) at Watto's Junkyard, opponent loses 1 isn't present with anyone but Vader, so he can't do Force (cannot be reduced) and stacks lost card here anything useful with it. Also, he'd like to play his Dark face down."). It's the light side player's turn, so he Jedi Presence ("If one of your Dark Jedi is present initiates a Force drain at Watto's Junkyard. As an during any battle, use 1 Force to cause all other automatic action, the opponent must now immediately Imperials there to battle at double power."). stack a card on Credits Will Do Fine, before anything Unfortunately, none of his Dark Jedi are present at the else can happen. Once this is completed the opponent site, so he can't play that either. However, Vader's gets the first response, and plays Control to cancel the game text ("When in battle, may target one opponent's Force drain. Even though they canceled the drain, the character present. Draw destiny. Target 'choked' (lost) if card stacked on Credits is still left there, though they do destiny > ability.") can be used, because it targets a not have to lose any Force to the drain itself. character present, even when Vader himself is not During the dark side's turn, he Force drains at the present (recall that in Episode V Vader choked Admiral Audience Chamber for one Force because Jabba Ozzel even when the two weren't in the same room controls the site. At the Droid Workshop, the dark side together). Vader targets Chewie, draws successfully, player has no presence. However, EV-9D9 states that and Chewie is lost. she may Force drain there, thus she can control the location for the purpose of draining there, and does so; (Could Chewie have targeted someone on the walker there are no icons on the light side, but EV-9D9 with his weapon; "may target a character or creature for provides a bonus of 1, for a total drain of 1. Dark now free; draw destiny; target hit, and its forfeit = 0, if destiny initiates a drain at the Dungeon with Bossk, who > defense value"? It doesn't state the target has to be controls that site. There are no light icons or drain present; however, that's because it doesn't need to. The bonuses here, so the total drain is 0. However, rules of weapons state that all weapons can only target because Jabba The Hutt says "While at Audience

NotEndorsedorSponsoredbyLucasfilm Page 4-5 Control Phase, Presence, & Force Draining

Chamber... allows you to activate 1 Force whenever the Sandspeeder controls it, but Arica as an undercover you Force drain with an alien," Dark may now activate 1 spy prevents the drain from being initiated; thus, the Force, as he did Force drain with an alien (even though dark side need not stack a card on Credits. Instead no Force was lost). Dark chooses not to Force drain at Light deploys Undercover on Leia, causing her to also Jabba's Palace (Force draining is always optional). become an undercover spy, and moves the During Light's turn, he initiates a Force drain at Watto's Sandspeeder over to Jabba's Palace. Junkyard, and Dark must immediately stack a card on It's the dark side's turn, and he still cannot drain at the Credits. Dark now responds by having Sy Snootles and Audience Chamber. Also, he may not drain at the Droid the Skiff move over as a react (for 1 Force) to cancel Workshop because even though Leia has no presence, the drain, but again, the card on Credits remains she's an undercover spy, and that prevents drains from stacked. During Light's turn, he deploys Leia Organa (a being initiated (EV-9D9's game text only allows her to spy, but not an undercover spy) to the Droid Workshop. drain as if she has presence, it does not allow her to Light also battles at Watto's Junkyard and Sy Snootles drain when she's not otherwise allowed to). Arica is now is lost. all alone over at Watto's Junkyard, but because During Dark's control phase, he drains for 1 at the undercover spies have no presence, she cannot control Audience Chamber with Jabba, and activates 1 Force the site, and thus cannot Force drain either. Dark (Jabba is an alien, after all). Dark also drains at the decides to move Bossk back to the Dungeon. Dungeon, but Light plays Control to cancel it; the dark Light is rather annoyed at this sudden move; he had a side doesn't get to activate a Force because a Force Motti Seeker in hand ("Use 1 Force to deploy on drain didn't actually take place (unlike Credits, which is opponent's side at any unoccupied site. Moves during triggered by initiating a drain, Jabba's ability is triggered your control phase (like a character) at normal use of by actually draining). Because Leia has presence at the Force. When present with Motti or a pilot of the Workshop, EV-9D9 cannot drain there. Dark then ability < 3, choose one to be lost. Seeker also lost.") plays the defensive shield Battle Order ("...for either which could be used to kill Bossk. However, there is no player to initiate a Force drain, that player must first use place to deploy it, because there are no unoccupied 3 Force unless that player occupies a battleground site sites; even though Arica and Leia provide no presence, and a battleground system."). their sites are still not considered unoccupied.

Neither player occupies a battleground system, so Battle Order will affect both players from now on until they occupy a battleground site and system. Dark also deploys Desilijic Tattoo ("While at Audience Chamber, no battles or Force drains may take place here unless a Rebel present.") on Jabba. Light wants to drain at Watto's Junkyard, and he can do so because while the dark side has cards there, there's no actual ability, thus Dark has no presence there and Light controls the site. In order to drain, however, Light must use 3 Force for Battle Order; if he didn't, then the drain wouldn't be initiated and Dark wouldn't have to stack a card on Credits. So Light uses 3 Force, initiating the drain; Dark places a card on Credits, then loses 1 to the drain itself. Over at the Droid Workshop, Leia also controls the site, because although Dark has two characters there, neither of them have ability, and thus provide no presence. Light uses 3 Force and drains for 1 there. It's now Dark's control phase. Desilijic Tattoo stops Jabba from draining; he cannot even initiate it. EV-9D9 still cannot drain because Leia has presence there; it too cannot even be initiated. Bossk could drain if he wished, but it would cost 3 Force to do so, and since it would only allow him to activate 1 Force with Jabba's ability it's not worth the bother. So Dark performs no Force drains this turn. He deploys Arica (an undercover spy) to Watto's Junkyard. He also moves Bossk over to Leia's site. It's the light side's turn, and he finds himself in the same boat. Leia and Bossk both occupy the Droid Workshop, so neither may Force drain there. At Watto's Junkyard,

NotEndorsedorSponsoredbyLucasfilm Page 4-6 Chapter 5 - Deploy Phase, Deploying & Personas

Deploy Phase Deployment Restrictions Third phase of each turn, in which you may deploy Some cards may deploy only to certain places or under cards from your hand to the table. specific circumstances. In addition to deployment, this is also when you are Location Deployment Restrictions permitted to persona replace characters. Presence or Force Icons: Characters, vehicles and starships cannot deploy to a location unless they Deploy have presence there or at least one Force icon. To bring a card into play by placing it on table. Cards However, see spy, Ap. D, and Undercover Spy are usually deployed during your deploy phase. You Rules, Ap. C. can deploy characters, vehicles and starships where Dagobah: Characters, vehicles, starships, Utinni Effects you have presence or a Force icon on your side of a and some weapons and devices may not deploy to location. Weapons, devices, Effects, creatures and Dagobah locations. See Dagobah, Ap. C. similar cards may be deployed wherever appropriate, Shielded Sites: Dark Side characters, vehicles and with or without presence or Force icons. The specific starships may not deploy to a site where Hoth rules of how each card type deploys is covered in Ch. 9. Energy Shield rules are in effect. See Hoth Energy Card deployment usually requires the expenditure of Shield Rules, Ap. C. Force; if it doesn't the card may deploy for free. Paying Game Text: Some cards state in their game text they the deploy cost is part of the initiation, so if the deploy is must deploy (or cannot deploy) to certain locations. canceled the Force has still been used. If the deploy is Rules Deployment Restrictions successful, place the card on the location, table, etc. General Rules: Certain card types and subtypes are where it is supposed to go. restricted to certain locations (e.g., the Executor See Never - Location Restrictions, Ch. 1 for restrictions cannot deploy to a site, Rogue 1 cannot deploy to the on where cards can deploy. Kessel system location, Blizzard 2 cannot deploy to Actions that allow a card (or cards) to be deployed may Cantina, Red 1 cannot deploy to Bluffs). only be initiated in the owner's deploy phase, unless the Special Rules: Trench Rules (Ap. C), Dejarik Rules (Ap. action lists a specific phase during which it can be C) and Death Star II Sector rules (Ch. 9) restrict deployed, or specifies an action that the deployment deployment to Death Star: Trench, holosites and can be made as a valid response to. Cards that contain Death Star II sectors, respectively. deployment conditions or modifiers may not necessarily Objective Deployment Restrictions specify when the card may be deployed. For example, Restricted by Objective: Anything listed on an objective "Deploys -1 to same site as...." adds a condition ("same that you cannot deploy (or that limits where you may site as") and a modifier ("-1") to deployment but does deploy it). not add a specific timing and as such is limited to the Restricted to Objective: Anything on a card that states it owner's deploy phase. Similarly, "once per game" can only deploy if a certain objective (or side of an details how often the action may be performed, but objective) is on table. specifies no timing for that action, and may therefore Thus a card that ignores location deployment only be initiated within the owner's deploy phase. Thus, restrictions can deploy to Dagobah, to a shielded site, for example, Mara Jade may only deploy a weapon on to a site where you have neither presence nor Force her from Reserve Deck during her owner's deploy icons, and may ignore location requirements in their phase. Similarly, We'll Find Han and Jabba's Palace: game text. However, that would only apply to that Audience Chamber (DS) may only be used during the category; you could not, for instance, deploy Home One owner's deploy phase. However, Bargaining Table says to the Endor: Back Door because as a rule capital "If Effect canceled ... may immediately deploy" which starships cannot deploy to sites. Likewise you cannot has a specific timing (when the Effect is canceled) and deploy Prisoner 2187 without Rescue The Princess on as such can be performed outside of the deploy phase. the table or deploy Darth Vader if Invasion is on table, Interrupts, Defensive Shields and some Epic Events because those are objective deployment restrictions. play rather than deploy, and thus are unaffected by See Jedi Testing - Mind What You Have Learned, Ap. C cards which deploy or affect deployment (e.g. This Deal for a specific exception to this rule. Is Getting Worse All The Time may deploy an Effect As always, there may be cards that overrule these rules named Secret Plans but not a Defensive Shield). (e.g., a card that lets you deploy without presence or Force icons, a card that specifically permits you to Deploying Cards On Vehicles And Starships deploy to Dagobah, etc.). Deployment modifiers are not See Starships - deploying on or aboard, Ch. 9 deployment restrictions (e.g., if deploying Ki-Adi-Mundi to a place besides the Jedi Council Chamber, the extra Deploys Like A Starfighter cost is not a deployment restriction; the same applies to See Starships - deploys like a starfighter, Ch. 9. non-smugglers modified by Watch Your Step). NotEndorsedorSponsoredbyLucasfilm Page 5-1 Deploy Phase, Deploying & Personas

Never Deploys Or Moves See Never, Ch. 1. Dark now deploys the Effect card Undercover on the React Probe Droid (no cost, so it's free). Dark can now deploy See React, Ap. C there because you may deploy to locations where you have no presence or Force icons if you have an Simultaneous Deployment Undercover spy there. Dark deploys Blizzard 1 there If two cards are deployed simultaneously, one must (6 Force), then General Veers (3 Force). They were not deploy on the other. If this cannot occur (due to deployed simultaneously, so Veers can deploy to the capacity restrictions etc.) the deployment action fails. site or to the AT-AT; Dark chooses the AT-AT. Dark For example, if deploying Luke and Red 5 then deploys the creature Bubo to Massassi Throne simultaneously, Luke must deploy on board Red 5. Room for 3 Force (Dark has no presence or Force icons If two cards are deployed simultaneously, and one is there, but it doesn't matter because Bubo's a creature). "bounced" (placed somewhere else as a response, such as It Can Wait returning a card to hand) or Over on Hoth, the Hoth: Main Power Generator, targeted by Imperial Barrier/Rebel Barrier, (and both Defensive Perimeter and Ice Plains, are all on table. cards are valid targets for Barrier) apply the Because Hoth Energy Shield Rules are in effect, all results to both (e.g., if Aratech Corporation (V) deploys those but the Ice Plains are shielded; this means that a Biker Scout Trooper and Speeder Bike even though there are dark Force icons at the simultaneously, and the trooper is targeted by Rebel Defensive Perimeter, Dark still cannot deploy Barrier, only the trooper is affected by the Barrier characters, vehicles and starships there, nor can they since that card may not target vehicles). deploy a spy to the Main Power Generator (spies only ignore the presence/icon restriction). Dark had moved Deployment - Examples Blizzard 2 to the Defensive Perimeter, and now deploys Light has Yavin 4: Jungle in hand; locations do not have AT-AT Cannon and Electro-Rangefinder on it and a deploy cost, thus deploy for free. Light places it on the deploys a Wampa there; even though the site is table between the Yavin 4 system and Massassi Throne shielded, it doesn't stop other card types from deploying Room. Light wants to deploy a Rebel Trooper there; his there. deploy cost (found in the white box on the left) is 1, so Light uses 1 Force (taking the top card of Force Pile On Endor, the Rebel Landing Site, Spaceport Docking and placing it on the Used Pile) and deploys the trooper Bay and Bunker are all on table. Light deploys Daughter there. Light also has the Effect card Encampment; it Of Skywalker to the Rebel Landing Site for 3 Force (she doesn't have a deploy cost box, but it does state that it has a deploy cost of 7, but deploys -3 to Endor by her costs 2 Force to deploy it, so 2 Force is used and it's game text, and -1 to that site by its game text). Light played on the Jungle. Son Of Skywalker is now played can't deploy characters to the Bunker (it has no light there (5 Force); his game text states that he can only Force icons), but Light can deploy the Epic Event card deploy to Dagobah or Cloud City, so normally he Deactivate The Shield Generator, the device Remote, couldn't do this (it is a location deployment restriction). the Effect card Wars Not Make One Great and the However, Encampment allows Light's cards to deploy weapon Medium Repeating Blaster Cannon. despite location deployment restrictions, so this is legal. Light has Squadron Assignments on table ("...may Dark plays Surface Defense (V), which allows him to reveal one unpiloted starfighter from hand to take its use 1 Force to ▼ Aratech Corporation (V). However, matching pilot character from Reserve Deck (or vice Dark has to wait until his deploy phase, because that's versa) and deploy both simultaneously...") and so when deployment actions happen. He does so, reveals Tycho Celchu to get Green Squadron 3; deploying it onto the table (no cost is listed so it's free). because they are deployed simultaneously, Tycho must It works similar to Squadron Assignments, getting an deploy on the A-Wing. The A-Wing deploys for 2 Force; Imperial pilot with a Speeder Bike or AT-ST, then Tycho deploys for 1 (his deploy cost says 3, but his saying to "deploy both simultaneously." Dark then uses game text states that he deploys -2 to Green Squadron this to deploy a Lieutenant Arnet and Blizzard Scout 1 3). The two cards are deployed to the Yavin 4 system. to Spaceport Docking Bay; because they're deployed On the dark side player's turn, he would like to deploy to simultaneously, he must deploy on the AT-ST (normally the Jungle also, but there are no dark icons there. vehicles and pilots do not deploy simultaneously, but However, he does have a Probe Droid which is a spy; Aratech Corporation specifically requires it). The AT-ST thus it can deploy to the Jungle (2 Force is used). Dark deploys for 3 Force, Arnet deploys for free (even though still does not have presence there, however, so he still the site's text says that pilots deploys +1 there, Arnet's can't deploy much else. However, he can deploy the text states he deploys for free; free cannot be modified). weapon Probe Droid Laser and device Probe Antennae on the Probe Droid because only characters, vehicles and starships are restricted from deploying under these circumstances. Neither of those cards has a deploy cost listed anywhere, and so deploy for free.

NotEndorsedorSponsoredbyLucasfilm Page 5-2 Deploy Phase, Deploying & Personas

Persona Commander Luke Skywalker (V) (has an expansion Different versions of a single character, starship, or icon the other doesn't have). weapon are all considered to be part of the same You may only persona replace your own characters 'persona (even if they are on different sides of the (some cards, such as Lobot, allow the opponent to Force).' No more than one version of the same unique "replace" them; this is actually converting; see persona may be on table at the same time. For a Converting Characters). complete list of personas, see Ap. D. To persona replace, during your deploy phase take a Any card or action that targets or manipulates a character card version of that persona from your hand persona may target or manipulate any card that and place it at the same location as the version you're contains that persona. For example: Lando In replacing. The new version: Millennium Falcon is considered a wild card for Cloud 1) must have both power and ability at least equal to City Sabacc because it contains the persona of •Lando. those of the replaced character, The Dark Side may deploy In Slave I for free 2) must not contain a unique permanent weapon to a Docking Bay where Lyn Me is present, because it persona already on table, contains the persona of •Boba Fett. The exceptions to 3) must obey all deployment restrictions, except this rule are: location deployment restrictions that are not listed on  Cards that deploy upon a specific persona may only its card deploy upon a card of that type (i.e. character For example, Luke Skywalker (power 3, ability 4) may weapons must deploy on a character persona, be replaced by Commander Luke Skywalker (power 4, Effects deploying on weapon personas must deploy ability 4), but only when Luke is on Hoth (because on weapons cards, etc.). For example, neither Commander Luke Skywalker can only deploy on Hoth). Vader's Lightsaber nor Uncontrollable Fury may Any cards deployed on or targeting the character deploy upon the Death Star Assault Squadron transfer to the new version of that character (if because even though it contains the persona of applicable). Any cards which are not applicable are Vader, that card is nevertheless a starship, and not a placed in the owner's Lost Pile, along with the replaced legal target. See Ap. D for persona types. version of the character (at which point the new version  The persona replacement rule applies only to of the character is now on table). Note that the replaced character cards. That is, only a character card can be persona going lost is not considered to be a 'just lost' replaced, and only by another applicable character character. Any 'residual' game play effects (such as card of that persona. being the target of Imperial Barrier) will likewise apply to Even though different versions of a single persona the new version on table. For example, if Boba Fett was conceptually represent the same person or thing, they targeted by Clash Of Sabers and then persona are still different cards. For example, the Interrupt card replaced, the new version would still be under the effect Monnok affects "all cards opponent has two or more of" of Clash Of Sabers. in hand. If you play Monnok on an opponent who is When replacing a persona, remember that any direct holding one Luke Skywalker and one Commander Luke modifiers affect only the card they are deployed upon, Skywalker, those characters are unaffected by the not all versions. Thus when Darth Vader, Dark Lord Of Interrupt because it targets duplicate card titles. The Sith has Uncontrollable Fury (which provides power If two characters (or permanent pilots), starships, or +2) deployed upon him (giving him total power of 8), he weapons have the exact same title, they are the same cannot be replaced by Lord Vader who is only power 7. persona. Thus Lobot and Lobot (V) are the same Persona replacement is not deployment, and as such persona; the Reflections III Obi-Wan's Lightsaber, has no cost, nor is it permitted or restricted by other Premiere Obi-Wan's Lightsaber, and the permanent deployment rules or game text. For example, you do not weapon on Obi-Wan With Lightsaber are all the same need presence or Force icons on your side of a location weapon; and the character Dutch and the permanent to replace a persona there. Similarly, you do not need pilot of Gold Leader In Gold 1 are the same persona. If to observe Dagobah deployment rules for replacement a unique persona that is part of another card is purposes (unless the newer version has a Dagobah suspended or removed (or the game text of that card is related deployment restriction in its game text), you may canceled or suspended), that persona's uniqueness still not replace a persona because a card allows you to applies, unless the card that persona is part of is a deploy (including deploying from a deck or pile), starship or vehicle that was stolen, or a permanent persona replacement is unaffected by the out of play weapon card that has been disarmed. rule, and replacing a persona does not allow any "just deployed" actions to be initiated. Persona Replacement You may persona replace an Undercover spy with a During your deploy phase, you may replace any of your non-spy character or vice versa, as long as you follow unique character cards on table with a different version the replacement rules given above. For example, of that persona. Two cards are "different versions" if: TK-422 may replace Han Solo as long as TK-422's  Their titles are different, or deployment restrictions are observed (that there is an Imperial there, that it's a site, and he must go  One has an expansion icon the other does not have Undercover). Similarly, an Undercover Leia Organa Thus you could persona replace Commander Luke Skywalker with Son Of Skywalker (different title) or may be replaced by Princess Leia, although the NotEndorsedorSponsoredbyLucasfilm Page 5-3 Deploy Phase, Deploying & Personas

Undercover card would not be applicable to Princess Leia (she is not a spy) and would be lost (and she Lobot (a power 0 light side character) is at the Cloud would cease being undercover). City: Casino. Dark has their own Lobot (a power 2 dark side character) in hand. Persona Replacement - Non-unique Persona They are both versions of the persona of Lobot, thus "Skywalker" is a non-unique persona name. Because the dark side card cannot be deployed. Also, he may persona replacement only applies to unique personas, not persona replace the version that is on the table; you may not persona replace a Skywalker with another even though all the other persona requirements are one who is not the same unique persona (e.g. Son of satisfied, it's not the dark side's card, and thus cannot Skywalker may not persona replace Princess Leia). be persona replaced by Dark.

Persona - Converting Characters Persona - Example Conceptually, some characters have no real loyalty to a Qui-Gon Jinn With Lightsaber and Obi-Wan Kenobi, side of the Force they are on and can be brought to Padawan Learner are both at the Back Door. Light has work on the opposing side, such as when Lando ended Qui-Gon's Lightsaber, Ben Kenobi and Master Qui-Gon his alliance with Vader and freed Leia and Chewie. This in hand. None of those cards may be deployed: Both is called converting characters, and can be achieved in Qui-Gons are the same persona. Likewise, both two ways. The card Double Agent will cause Tonnika Kenobis are the same (even though they are from Sisters to convert via its "crosses over to your side" text. different eras). Qui-Gon also contains a version of the In this case, the card (and all cards on it) moves to your weapon Qui-Gon's Lightsaber, so no additional versions side of the location and becomes yours; it fights on your of that weapon persona may be deployed. side, obeys your orders, goes to your Lost Pile, etc. The other way to convert is with a character's game Multiple Personas Example text; if it states "can be replaced by opponent" it can be Light has Wookiee Roar, which may take Chewie into converted. To do this, the opposing side puts their hand from Reserve Deck. Han, Chewie, And The version of that character at the location during their Falcon is found, which contains Chewie as a permanent deploy phase, transfers over any legal cards to deploy pilot; it is taken and deployed. Quad Laser Cannon on them, and places the original version in opponent's (which deploys on Falcon) is deployed on the ship, but Lost Pile (along with any cards not transferred). not Chewie's Bowcaster or That's One (they have to No matter how it happens, a converted character deploy on a character version of Chewie). When Dark operates the same. The character retains their identity, attacks, Light plays Punch It! to add 2 destiny (Han is and cards deployed on or targeting the character piloting Falcon) and Life Debt to add 2 more (Han and continue to function normally. The opponent is not Chewie are in battle together). Dengar may make Han, prevented from re-deploying that character, barring the Chewie, And The Falcon forfeit = 0 if it is landed at a uniqueness rules (e.g. if Light Lando is lost, Dark Lando docking bay if he is present at the site. can be deployed.). Converting is not deployment, Persona And Simultaneous Deployment - Example persona replacement, or crossing over. Squadron Assignments, which permits Light to reveal a unique starfighter to find the matching pilot and deploy Persona Replacement - Examples both simultaneously, is on table. Light reveals Red 5, Tedn Dahai (with another musician) is on table and whose matching pilot is Luke. Thus any version of the targets Cloud City Boba Fett (who is carrying Binders) Luke persona may be found in Reserve: Luke at Mos Eisley (which adds 1 to the power of bounty Skywalker, Son Of Skywalker, Master Luke, etc. Luke hunters there), canceling Fett's game text for remainder Skywalker is selected, and both he and Red 5 are of turn. Dark has Special Edition Boba Fett, Boba Fett deployed. Because they must be deployed With Blaster Rifle, Boba Fett In Slave I and Boba Fett, simultaneously, Luke must deploy on board Red 5, Bounty Hunter in hand. Of those, only the last can regardless of where they are deployed. persona replace the one on table. The first lacks sufficient power (3 versus 5). The second also lacks Converting Characters - Examples sufficient power (the bonus from the site only affects the Tonnika Sisters with Mandalorian Armor and a Scout version there, not the one in hand). The third is a Pistol are present at the Cantina. Light plays Double starship, and only character cards may persona Agent, converting them to his side. The Tonnika Sisters replace. So, during Dark's deploy phase he places are placed on the light side of the Cantina. They keep Boba Fett, Bounty Hunter at Mos Eisley and transfers the armor and the pistol. Nothing has changed about Binders to him. The Cloud City Boba Fett card is placed them except the side they're on; they can still fire the in the Lost Pile. Starting at that moment, the new Fett's pistol for free (as a spy), are still aliens, thieves, female, game text is canceled by 'residual' effect of Tedn etc. When lost, they - along with the armor and pistol - Dahai's earlier cancellation and it will continue until end go to the light side's Lost Pile. of turn. Dark Side Lando Calrissian ("If present at a site, can be replaced by opponent with any Light Side Lando.") is at the Security Tower.

NotEndorsedorSponsoredbyLucasfilm Page 5-4 Deploy Phase, Deploying & Personas

side (so that "any Luke" would never refer to Son Of He too has Mandalorian Armor and a Scout Pistol. Vader). The exception is Mara Jade/Mara Skywalker, During Light's deploy phase, Light chooses to replace which for simplicity and brevity will be referred to as him with General Calrissian (that he couldn't normally "any Mara." deploy there doesn't matter; it's not deployment). General Calrissian has only 4 power compared to the 5 Crossing Over Examples (3+2) of the one on the table, but that doesn't matter The Light has used the objective Mind What You Have because converting is not the same as persona Learned to have Son of Skywalker complete all six Jedi replacement. The pistol is placed on General Calrissian Tests, and he is currently armed with Luke's Lightsaber (he is a warrior) but not the armor because he is neither and Luke's Blaster Pistol. The Dark then defeats Luke an alien nor an Imperial. The armor and Lando using Epic Duel and Luke crosses over. At this moment: Calrissian are both placed in Dark's Lost Pile.  Luke ceases being Luke and becomes Son Of Vader  Luke ceases being a Skywalker  Luke ceases being a Rebel and becomes an Imperial Persona - Crossing Over  Luke ceases being a Jedi and becomes a Dark Jedi Crossing over occurs when a character conceptually  Any cards on him that target him as being Luke (such "gives in" to the opposite side of the Force (this is not as Luke's Lightsaber) are lost, except for You Must the same as converting, which represents a change of Confront Vader, since it's a Jedi Test. Luke's Blaster loyalties, but rather a change between good and evil, a Pistol remains because it deploys on a warrior, which change of self). When game text causes a character to he is (but it does not gain any of the benefits of being cross over, that character moves to your side of the "targeted by Luke" because he is no longer Luke). table and is used as your own (changing from Rebel to  The dark side gets the benefits of all Luke's Jedi tests. Imperial, or vice versa). A character who crosses to  Son of Skywalker's game text now states "a lightsaber your side conceptually takes on a new identity, just as may deploy on Son Of Vader (for free)," meaning that Anakin Skywalker gave in to the Dark Side and became if the once per game text has not been used to play a Darth Vader. Your opponent may not deploy any more lightsaber on him, it may do so. copies of that persona for the rest of the game. Also,  Save You It Can does not affect the Jedi Tests, any cards which affect that character by name, card because it affects Luke's tests, not Son Of Vader's type, etc. do not apply (lose any such cards deployed (they are not suspended now that Luke is no longer on on or targeting the character at the moment of crossing table, but if Son Of Vader leaves table they'll be lost). over; place them in the original player's lost pile), except Likewise it no longer allows the character to ignore Jedi Tests. When a character crosses over to the Dark location deployment restrictions. Side, the benefits of any Jedi Tests that character has completed apply to the Dark Side player (and are not lost). Table 5-1 shows how the names change for characters as they cross over.

Table 5-1 Light Dark Anakin Skywalker Vader Leia Lady Vader Luke Son Of Vader Mara Skywalker Mara Jade

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

NotEndorsedorSponsoredbyLucasfilm Page 5-5 Chapter 6 - Battle Phase, Battles, & Attacks

Battle Phase Fourth phase of each turn, in which you may initiate one Steps of a Battle or more battles against your opponent's characters, vehicles and starships. Also the phase when your characters may attack creatures and when your Initiate The Battle creatures attack. Weapons Segment Power Segment Battle Damage Segment A conflict you initiate during your battle phase in an End of Battle effort to deplete your opponent's Life Force. Battles can occur at a location only if both players occupy that location - i.e., they both have presence there. (But note Initiate the battle that if all presence is completely removed from either Because a battle is an action, it follows the normal rules side before the battle's power segment, the battle ends. of actions: meeting conditions, choosing targets, paying This happens instantly, not as an action, so there is no costs. The condition is both you and your opponent time between the exclusion and the end of the battle for having presence at a location, and the target is that anything to take place. Events that occur at the end of location. The cost of initiating battle is 1 Force, though battle -or last until end of battle- happen at this point, so this may be modified (Wars Not Make One Great), reset long as they do not depend on the battle successfully (Feltipern Trevagg), or allowed to occur for free (Battle completing. If all presence is removed during or after Plan). If all three of these have happened, then a battle the power segment, the battle will continue as normal; has been initiated at that location for all purposes. however, see Explosive Charge, Ap B.) Although Once the initiation is complete, any automatic actions weapon cards are useful during battle, weapons are not triggered by the initiation of a battle occur (Scum And required for a battle to take place. Weapons simply Villainy retrieves 2 Force because it's not optional). allow you to target specific characters, vehicles, After all automatic actions are complete, just actions starships etc. (Conceptually, weapons represent a now occur. Since you initiated the battle, the opponent character, vehicle, or starship's skill with a weapon.) is allowed the first just action. Responses that take You may battle more than once during a turn, but not at place "if a battle was just initiated" or "at the start of a the same location. Each of your characters, vehicles battle" may be initiated now. Also, the opponent may and starships may battle only once per turn, and those deploy or move cards as a react (see React, Ap. C). cards are considered to have participated in a battle (Other actions that may occur during a battle may not from the moment it is initiated; even if they are be initiated yet, because the battle has not begun its somehow moved away from the battle or the battle is result). You are then permitted the next just action, and canceled, those cards may not participate in another so on until both players have passed. At that point, the battle that turn. Also, game text that prevents a weapons segment begins. character, vehicle, or starship from being excluded from The three segments of a battle that must occur (in battle may not be used to allow that card to participate order) are the weapons segment, power segment and in more than one battle per turn. Other cards such as damage segment. The following entries on these three devices, artillery weapons, automated weapons, segments are comprehensive; for a more concise Interrupts and Effects may be used in more than one description, see Battle In Brief. battle per turn (if applicable and subject to the rules on unique and restricted cards). Battle is an action, and follows the normal timing rules Weapons Segment for actions. A battle is divided into three segments, During the weapons segment you may do two things: which occur similarly to the phases of a turn: when both fire weapons and perform top level actions permitted players consecutively pass on a top level action, it during battle. Both are actions and follow the normal proceeds to the next segment (except the Damage rules of actions. You (as the initiator of the battle) Segment, which ends when all hit cards have been perform the first action of the weapons segment. forfeited and all attrition and battle damage has been Once players 'pass' consecutively, the weapons satisfied). The only top level actions that may take place segment ends. during the Power or Damage Segment are those Weapons Segment - Firing Weapons specifically permitted to do so. The Weapon Segment is It is a special rule of battle that any weapons in the unique in that you may perform certain top level actions battle may be used once (and only once, unless even if they don't specifically involve the battle (see specifically permitted otherwise - this applies even if the Weapons Segment). weapon is somehow on a different card during the

NotEndorsedorSponsoredbyLucasfilm Page 6-1 Battle Phase, Battles, & Attacks battle than the one who fired), and that it must target a elsewhere on table, if applicable. (And don't forget that card participating in the battle. (see Weapons - When your 'hit' cards still get to add to total power.) Can I Fire?, Ch. 9). Any weapons involved in the battle may be fired one at Draw Battle Destiny a time; each use of a weapon is one action within the Often you can increase your total power in a battle by battle. Each weapon describes how it works, including drawing battle destiny. As a general rule, each player the kinds of cards it may target, the Force required to who has a combined ability of 4 or more participating in fire it, the destiny draw required for success and, if the battle may make one destiny draw. (Having 8 ability successful, the consequences for the target. Most present does not entitle you to draw two battle destiny.) weapons specify that they 'hit' their target when To meet the 4 ability requirement, you count the ability successful. (Some weapons, instead of causing a 'hit,' of: specify some other kind of outcome.) Any 'hit' cards are  Cards that are present during the battle turned sideways, but they still participate in the battle.  Characters/permanent pilots that are piloting during For example, a card that is 'hit' can still fire its own the battle weapon, if it has one. (Conceptually, the entire battle is During your battle, you draw all your destinies first, then happening simultaneously, although for game purposes opponent does the same. the individual steps are carried out sequentially.) Later Some cards may change the number of battle destinies on during the damage segment, all 'hit' cards will have you are allowed to draw, or even prevent you from to be forfeited to their owners' Lost Piles, regardless of drawing altogether. For a detailed explanation, see the who wins the battle. (If the battle ends prematurely, 'hit' detailed section on Battle Destiny later in this chapter. cards must still be lost.) At the start of the Power Segment, battle destinies are For detailed information on weapons, their use, being drawn. The player whose turn it is draws all theirs first, 'hit,' etc. See Weapons, Ch. 9. and then the other player does the same. Where precise timing is required, follow this sequence of Weapons Segment - Other Actions actions: Other actions may also be initiated during the weapons When the power segment begins, the player whose turn segment. Such an action may be specifically related to it is may choose to draw battle destiny (if able); if so, he weapons and/or the battle (e.g., playing Combined draws all his battle destinies. If a player is permitted to Attack), or it may be unrelated to both (e.g., playing draw X battle destinies, and he elects to draw battle Beru Stew or Gravel Storm, or peeking at your Reserve destiny, he may not draw less than X battle destinies Deck with Electrobinoculars). In fact, it is a special rule unless prevented by some other condition (insufficient of the weapons segment that players may initiate cards in his Reserve Deck, for example). After his actions even if they do not specify that they apply draws are complete, his opponent has the same choice, during a battle. More precisely, during the weapons and may now draw all of his battle destinies. No actions segment, if the battle itself is the topmost action, the (except responses or actions that indicate they take player who has the next opportunity to initiate an action place "just before" battle destinies are drawn) may take may initiate any action that is allowable during the battle place until after both players have chosen whether or phase (except he may not initiate another battle). not to draw, and made their draws. It's important to note that this is unique to the weapons segment. During the power and damage segment each Totaling Power action initiated during the battle must be either Each player increases their total power by the amount specifically required or allowed to occur during the of their total battle destiny (if they drew any), then power segment or damage segment, or must be a places their battle destiny card(s) on their Used Pile. response to another action in one of those segments. (Battle destiny draws also create attrition in the damage Thus, if you think you'll need to activate extra Force with segment, so make a mental note of the battle destiny Blue Milk, you should do that during the weapons totals.) Occasionally a card will specify that you "add segment, otherwise you will not be allowed to do so. one destiny to power only" or "add a destiny to total power." Although you draw such a destiny at this time Power Segment (before drawing any battle destiny), this is not To determine who wins the battle, add up the total considered a battle destiny and does not add to power you have participating in the battle (plus any attrition. Add all that up with your power from before to positive or negative modifiers to total power); your get your total power in the battle. opponent does likewise. If the battle is taking place at a system or sector, add the power of each of your Calculating Attrition starship and vehicle cards; if at a site, add the power of If you draw battle destiny, that total is your attrition each of your vehicle cards, and of each of your (determined immediately upon the completion of all character cards except those aboard enclosed vehicles your battle destinies).Sometimes an action may modify and starships. Don't forget modifiers to power from the or reset attrition; perform that action after battle destiny game text of the battling cards themselves, the location is drawn but before the winner is decided (unless the card, other related location cards or even cards timing is specifically stated to be different). This is distinct from actions that satisfy or cancel attrition;

NotEndorsedorSponsoredbyLucasfilm Page 6-2 Battle Phase, Battles, & Attacks perform those actions in the damage segment. For Damage Segment - Attrition information on attrition, see Damage Segment - Gameplay mechanism that simulates battle casualties Attrition. (mandatory forfeitures) determined by battle destiny, regardless of which player wins or loses the battle. Winner And Loser Attrition represents inevitable losses in battle that occur The player with the higher overall total power (including regardless of who wins the battle. (For example, in battle destiny) wins the battle (the other player loses). Episode V, the Dark Side clearly won the Battle of Hoth, At this time, initiate and/or complete all actions yet they still lost some Imperial walkers to attrition.) depending on this determination. (If there is a tie, there Attrition against you equals the total battle destiny is no winner and no loser of the battle.) drawn by your opponent. This attrition against you requires a mandatory forfeiture of your cards from that Damage Segment battle location. For example, if your opponent's total In this segment, players typically lose and/or forfeit battle destiny was 3, the attrition against you will be 3 cards because of three factors: weapon 'hits,' attrition and you will be required to forfeit (if possible) one or and battle damage. more cards whose forfeit values total at least 3. Since Actions taken to satisfy weapon 'hits,' attrition and battle hit cards are forfeited, you also apply their forfeit values damage, as well as actions that modify or cancel battle toward satisfying attrition. If forfeiting all your hit cards damage, alternate between the players, beginning with does not satisfy all of the attrition against you, then you the player who initiated the battle. You may forfeit your must forfeit additional cards until your attrition has been cards and/or lose Force in any sequence, but the order satisfied (unless all of your remaining cards are immune you choose sometimes has strategic importance. Once to the attrition, in which case the remainder may be you have forfeited all of your cards that were hit and ignored). If you have no cards left to forfeit, any satisfied all your attrition and battle damage, you may remaining attrition against you may be ignored. not voluntarily forfeit any additional cards. After both Sometimes you have to forfeit cards with a total forfeit players have forfeited all hit cards and have satisfied all value in excess of your attrition; for example, if your attrition and battle damage, the battle ends. Cards that attrition is 5 and your cards that participated in the allow you to satisfy, reduce, or cancel battle damage battle each have a forfeit value of 3, to satisfy your AND attrition in the damage segment may be used attrition you will have to forfeit two of those cards for a even if only one of those (battle damage OR attrition) is total of 6 forfeit. pending. This is a specific exception to the Implied If your opponent does not draw battle destiny, then Target Rule. there is no attrition against you (meaning that this amount cannot be modified, such as cards that "add 1 Damage Segment - Forfeit to attrition). Act of losing cards from a battle to satisfy attrition, battle damage and weapon hits. You may forfeit cards only Damage Segment - Battle Damage during the damage segment of a battle. Other actions Unlike weapon 'hits' and attrition, battle damage applies might cause a card to be lost, but this is not the same only to the player who lost the battle. The loser's battle as forfeiting. (A forfeited card is always 'lost,' but a lost damage is equal to the difference between the winner's card is not always 'forfeited.') You may forfeit a card total power (including battle destiny) and the loser's only if it has a forfeit value, and only if it was hit by a total power (including battle destiny). For example, if weapon or if it is being forfeited from the location of a your opponent's total was 11 and yours was 7, you battle that it participated in to satisfy attrition or battle suffer battle damage of 4. You may satisfy battle damage affecting you. Any card which is still damage by forfeiting cards from the battle. Each card participating in battle during the damage segment is you forfeit — including those forfeited because of eligible to be forfeited, and is subject to attrition, even weapon 'hits' or attrition — satisfies battle damage up to cards which have had their forfeit set to zero (see its forfeit value. Unlike weapon 'hits' and attrition, battle unmodifiable values). damage may also be satisfied by losing Force from your Since a forfeited card leaves the table, it causes hand and/or Life Force. Each card lost satisfies 1 unit of everything on that card to be lost as well. It's usually battle damage. You may select which cards to lose from best to forfeit the cards aboard a vehicle or starship your hand, but if you wish to lose cards from your Life before forfeiting the vehicle or starship itself. Force they must come from the top of your Force Pile, Damage Segment - Weapon 'Hits' Used Pile and/or Reserve Deck. To satisfy your battle Cards hit during the weapons segment must be damage, you may use any combination of forfeiture and forfeited (lost) during the damage segment. However, losing Force. As with attrition, sometimes you will forfeit this only means that their forfeiture is mandatory, not cards with a total forfeit value in excess of your battle that they must be forfeited first. For example, if Luke damage. For example, if your battle damage is 4 but Skywalker is piloting Red 5 and Red 5 is hit, you may your only card that participated in the battle has a forfeit forfeit Luke first and then Red 5 second. value of 6, to satisfy your battle damage you will have to either forfeit that card or lose 4 Force. For this reason it's generally a good idea to perform all your forfeiting before you lose Force. Remember that all cards that

NotEndorsedorSponsoredbyLucasfilm Page 6-3 Battle Phase, Battles, & Attacks you forfeit – including your cards that were 'hit' – that total battle destiny to total power. Make all your automatically count toward your attrition and your draws first, then your opponent does likewise. battle damage. For example, if you forfeit a 'hit' card  The player with the higher overall total power whose forfeit value is 5, this simultaneously satisfies (including battle destiny) wins the battle. attrition of up to 5 and battle damage of up to 5. Damage segment  All actions taken to satisfy weapon hits, attrition and End Of A Battle battle damage alternate between players, beginning Any action that occurs at the "end of a battle" (for with you. Although each player may take such actions example, Tractor Beams) happens after all damage in any order, it is recommended that new players segment actions are completed by both players. The follow the sequence below. cards are still considered to be "in a battle", and any  All cards hit by weapons must be forfeited. modifiers etc. that last for "remainder of battle" are still  Each player's total battle destiny causes attrition for in effect. Remember that values that were changed the opposite player. Each player who is affected by during battle (except those caused by weapons or with attrition must forfeit enough cards (including any hit a specific time frame stated) return to normal at the end cards) to satisfy attrition. If you have no cards left to of battle. forfeit, or if all your cards remaining are immune to attrition, any remaining attrition may be ignored. Battle Just Ended  The loser of the battle suffers battle damage equal to Any action that refers to a battle “just ended” takes the difference between the overall power totals place immediately after a battle ends, as the battle (including battle destiny). The loser must forfeit cards action is leaving the stack (See Responding To Coming and/or lose Force, one at a time in any sequence, to Off The Stack). Thus such actions are no longer satisfy battle damage. Each card forfeited (including considered to be during battle and any modifiers or cards forfeited because of weapon 'hits' and attrition) effects that last until the end of battle have already satisfies battle damage up to its forfeit value; each expired. This is distinct from actions that take place at card lost (from hand or Life Force) satisfies 1 unit of the “end of a battle” or at the “end of battle”. battle damage. The loser may not leave any battle damage unsatisfied. Battle In Brief What follows is a checklist of the steps to follow when Besieged Battles you battle during your own turn. See Capturing Starships, Beseiged Battles, Ap. C Initiate the battle  Use 1 Force. Both players must have presence at the Bombing Run Battles location; each character, vehicle, starship and location See Bombing Runs, Ap. C is limited to one battle per turn.  Responses such as 'reacts' and "start of battle" Battle - Defender actions may occur now. First all automatic actions take The defender of a battle is the player who did not place (you choose the order). Optional responses then initiate the battle and any of his or her cards take place (opponent takes the first response). participating in that battle. Weapons segment  You initiate the first action, then alternate actions with Battle - May Be Battled your opponent. A card without ability that has this phrase in its game  Fire weapons and/or initiate other actions such as text (such as Artoo & Threepio) occupies its location Electrobinoculars and Beru Stew during this segment. (unless undercover) only for the purposes of: Even actions not specifically related to battle may be • the opponent of the player controlling the card initiated during the weapons segment. initiating a battle at that card's location  'Hit' cards are turned sideways but continue to • participating in battles that are initiated by the participate in the battle. If all presence is removed opponent of the player controlling the card. from either side of the battle (e.g., because of tauntauns 'reacting' away from the battle, or a card That card continues to occupy the location for purposes play such as Hit And Run) prior to the power segment, of that battle until removed from that battle, or until that the battle ends. (Any hit cards must still be lost.) battle ends. Power segment  Each player adds up the total power of their cards Battle - May Initiate Battle participating in the battle (plus any positive or negative A card without ability with this phrase in its game text modifiers to total power). Do not include power of (IG-88 With Riot Gun, IG-88 in IG-2000) occupies its characters aboard enclosed vehicles and starships. location (unless undercover) only for the purposes of:  Each player with total ability of 4 or more in the battle • the player controlling the card initiating a battle (not counting ability of passengers aboard enclosed • participating in battles that are initiated by the player vehicles and starships) may draw one battle destiny — controlling the card (unless that card is excluded from assuming no other factors are involved — and add

NotEndorsedorSponsoredbyLucasfilm Page 6-4 Battle Phase, Battles, & Attacks the battle by other game actions such as being targeted Dark has Fel's text) so both do: 2 for Dark (including the by Clash Of Sabers, etc.). +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 That card continues to occupy the location for purposes + 2 from All Power To Weapons + 2 from the battle of that battle until removed from that battle, or until that destiny). Light's total power is 5 (Red 1's 3 + 2 from Red battle ends. Leader + 0 from Spiral + 0 from the battle destiny). Dark has won the battle; Light must now lose 1 Force to Battle - May Initiate Battle And Be Battled Insignificant Rebellion. The damage segment begins, A droid with this phrase in its game text (e.g., K-3PO, and Light must forfeit Red 1 at some point because it is 4-LOM, IG-88, Probe Droid) occupies its location only hit. However, he first chooses to forfeit Red Leader for the purpose of battle (unless that droid is (Forfeit of 5) reducing battle damage and attrition to 0. Undercover). Dark has 0 attrition against him and thus forfeits nothing. Light also has 0 for both, but Red 1 must still be forfeited because it was hit. The battle then ends.

Battles - A Simple Example Battles - A Complex Example Princess Leia is piloting Rogue 1 at same site as Battle Plan, Draw Their Fire and Civil Disorder (V) are Snoova. During his battle phase, Light uses 1 Force to on table. Han With Heavy Blaster Pistol, Lando initiate battle there. There are no responses or reacts, Calrissian, Darth Vader With Lightsaber and so the weapon segment begins. Neither player has an Commander Igar are at the Forest. At the next site action, so after both have passed the power segment over is Luke Skywalker, Jedi Knight armed with a begins. Light has 4 ability there and so gets a battle lightsaber. The next site over has a Biker Scout Trooper destiny, which is 1. Light totals up his power, which is 4 with a Comlink riding a Speeder Bike. (the speeder is power 3 plus the 1 Leia adds; Leia's Light initiates battle for free (because of Battle Plan). As personal power isn't applied because she's inside the an automatic action, he retrieves 1 Force (because of speeder), and with the battle destiny gets a total of 5. Draw Their Fire) and Dark loses 1 Force. Dark then Dark gets no battle destiny, so only Snoova's power is gets the first response to the initiation and moves the applied, which is 6. Thus Dark wins the battle. The Speeder Bike to the Forest as a react. Light retrieves damage segment now begins. The difference between Princess Leia using Civil Disorder (V). Dark has a the two totals is 1, so Light must satisfy 1 battle Comlink at the site of the battle now and chooses to damage; this can be done by forfeiting or losing cards deploy Blizzard 1 as a react (this is still the time when from hand or Life Force. Light chooses to lose a card responses -including reacts- take place, so even though from hand. Now Dark must satisfy the 1 attrition from the Comlink didn't show up until later it still can be the battle destiny (even though Dark won he must still used). Light plays Run Luke, Run! to move Luke over satisfy attrition). Attrition requires forfeiting cards, so (Light cannot react to his own battles, but this interrupt Snoova must be forfeited. With all attrition and battle isn't a react so that's legal). Dark deploys Grand Moff damage satisfied, the battle ends. Tarkin as a react aboard Bizzard 1. Light passes, Dark passes, and so the weapon segment begins. Battles - A More Complex Example Light initiated the battle and so gets the first action. Han Insignificant Rebellion is on table. At Kessel, Baron fires his blaster at Igar and hits; Igar is turned sideways. Soontir Fel is piloting Saber 1 armed with SFS L-s9.3 Dark's action is for Vader to swing at Han, and misses. Laser Cannons, and Light has Red Leader piloting Red Light gets the next action and plays You'll Find I'm Full 1. Dark uses 1 Force to initiate battle. Light gets the first Of Surprises to initiate a duel between Luke and Vader response and chooses to deploy Spiral as a react to the (an action that can occur at +any time may occur even battle (Dark can't react because you cannot react to during battle, so the duel takes place). During the duel, your own battles). Dark does have a response to the Tarkin cancels one of Luke's duel destiny draws (he battle and plays All Power To Weapons, which among may cancel any destiny during battle, and this is still other things makes his TIE power +2. Neither player occurring during a battle) and Luke loses and is placed has any further responses and so the weapon segment out of play. Dark gets the next action and plays begins. Dark gets the first action since it’s his battle and Trample, targeting Han. He succeeds, and Han is he chooses to fire his cannon at Red 1. His draw immediately lost. Light has no action. Dark plays succeeds, so Red 1 is hit and thus turned sideways to Focused Attack (the Forest gives Vader immunity to indicate it. Light gets the next action; he chooses to play attrition), adding Vader's ability to his power. Both The Signal to ▲Kessel Run (even though it has nothing players then pass and the power segment begins. to do with the battle, you may perform top level actions Light has power of 3 and cannot draw battle destiny. during a battle that may occur at any time). Dark gets Dark has total power of 24 plus a battle destiny draw of the next action and plays Relentless Pursuit targeting 3 for a total of 27, clearly winning. Dark plays Physical the Spiral, resetting its power to 0. Light has no action, Choke as a response to having won and attempts to Dark has no action, so the power segment begins. Both choke Lando, succeeding and causing Lando to be lost. players may draw battle destiny (Light has 4 ability, With no more responses the damage segment begins.

NotEndorsedorSponsoredbyLucasfilm Page 6-5 Battle Phase, Battles, & Attacks

Other actions add destinies as an option. All interrupts, Light goes first and must satisfy 24 battle damage. Light for example, apply optional modifiers. Also, text such as chooses to play Houjix to cancel all the remaining battle "May add one battle destiny" is optional, because the damage since he lost the battle and has no cards left to choice to initiate this is up to the player. Any optional forfeit. Since Light didn't draw a battle destiny there is actions that are "top level" actions, that is, they are not no attrition so dark doesn't have to forfeit for battle responses to another action, which means they can damage or attrition. However, Igar was still hit, and thus only be initiated during the weapons segment of battle. is required to be forfeited, so he is. With no further The required initiation conditions for any optional actions the battle ends. actions are checked when that action is initiated. For example, if playing Skywalkers, the condition of Luke Battle Destiny and Leia being in a battle together is checked at the Under most circumstances, battle destiny is fairly time the interrupt is played. If the action successfully straightforward. However, sometimes there will be resolves, the additional draw(s) is scheduled as an actions or conditions that can complicate this normally automatic modifier that will occur when battle destiny is simple process. This section will address all issues drawn. At that time, the conditions for initiating that related to the drawing of battle destiny. By default, the action are not checked again. Using the Skywalkers number of battle destinies you draw is 0; thus the example, if Leia was lost or captured after playing number of draws may be modified. Drawing battle Skywalkers, the two additional destinies from destiny is always optional. Skywalkers would still be drawn. The cumulative rule applies to any modifiers to the Battle Destiny - Draws X Battle Destiny If Unable To number of destinies you draw, whether automatic or Otherwise optional. Thus two Armored Attack Tanks will add 2 This game text is only applicable during the power battle destiny, not 4. segment of the battle, and only when fewer than X For a character, starship, vehicle, weapon, or device to battle destinies are eligible to be drawn by any other add battle destiny (or destiny to power or attrition), that means. Thus, this text may never be used in card must be participating in battle (unless specified combination with any other destiny drawing text to gain otherwise). For other card types, simply follow the more than X destiny draws. However, if other destiny conditions on the cards themselves. drawing text provides fewer than X destiny draws, this text may be used to provide X destiny draws. The use Battle Destiny - In Brief of this text is always optional, because drawing battle Follow this for a simplified breakdown for how many destiny is always optional. This game text will override battle destiny draws you are allowed. any battle destiny conditions such as "Ability of 6 or Step 1: Counting more required to draw battle destiny" or "opponent Start with 0. draws no more than Y battle destiny" (where Y is less Add 1 if you have 4 or more ability in the battle (except than X). Any of these draws may still be cancelled or passengers of starships or enclosed vehicles) reduced normally. Add any optional modifiers that you played during the weapon segment (such as Skywalkers) Battle Destiny - Conditions On Drawing Add any automatic modifiers that are currently satisfied If game text imposes conditions for drawing battle (such as Leia With Blaster Rifle) destiny (for example, "Ability of 6 or more required to That number is your total: X draw battle destiny here"), then those conditions affect Step 2: Prohibiting Conditions all battle destiny draws except those granted by the Check for any conditions such as "ability of 6 or more game text "if not able to otherwise." Ability used to required to draw battle destiny" or "draws no more than satisfy such a requirement must itself be eligible to 1 battle destiny" that prevent or limit your draws. If there be used to draw battle destiny. are none, or if you meet those conditions, go to the next step. If there is at least one, and you do not meet those Battle Destiny - Modifying The Number Of Destinies conditions, then X is reduced to whatever the condition Like all modifiers, any modifiers to the number of battle states. destinies you draw will be either automatic or optional. Step 3: Unable To Otherwise Conditions They are handled in different ways. Check to see if you have any cards participating that Automatic destiny modifiers do not use the word "may," say "Draws Y Battle Destiny If Unable To Otherwise." thus they are constantly applied while their conditions Step 4: Total Destinies are met. For example, Leia With Blaster Rifle says You may draw X or Y destinies, whichever is larger. "Adds one battle destiny if with Han." This is an automatic modifier, because there's no option to use it. Automatic modifiers to the number of destinies are checked immediately before you draw destiny in the power segment. In this case, Leia and Han must still be participating in the battle to use this modifier.

NotEndorsedorSponsoredbyLucasfilm Page 6-6 Battle Phase, Battles, & Attacks

Battle Destiny - Example Participating In Battle - Excluded From Battle For example: Light Side has Han With Heavy Blaster Excluding a card from battle removes a card from Pistol and Commander Luke Skywalker (V) (who is participating in the current battle in progress. Cards that piloting Rogue 1) at Jundland Wastes. The Dark Side are excluded from battle are considered inactive for the initiates a battle there; during the weapons segment duration of the battle (remember that when a card is Light Side plays Don't Get Cocky to add 2 battle inactive, then all cards deployed on and aboard it are destinies (Han and Luke are together). The Dark Side inactive as well); however, being excluded will not shoots Han with a Disruptor Pistol, a weapon which cause objectives to flip or other cards to be canceled or makes its target immediately lost, so Han goes to the otherwise removed from table (these are specific Lost Pile. During the power segment, the Light Side exceptions to the rules). Inactive pilots and passengers starts with 0, adds 1 for four ability (Luke), adds 0 for will still occupy pilot/passenger capacity slots. automatic modifiers (Han's game text would have Only a card currently participating in a battle is a added a destiny with Luke if he were here now, but suitable target for an exclusion action (except for cards because he left the table he can't), adds 2 for Don't Get subjected to a "may not participate" condition). Cocky (because conditions were met when it was Inactive cards do not participate in battle (since they are played, and are not rechecked) for a total of 3. not on table for such purposes); however, simply However, the location states "Total ability of 6 or more making a card inactive does not count as excluding it required for you to draw battle destiny here." Luke does for the purposes of actions that prevent or are triggered not have enough ability alone, so the 3 is reduced to 0. by exclusion. Likewise, leaving table does not count as Now, Luke states that when he's piloting Rogue 1 he exclusion. Thus, while Coruscant: Night Club prevents draws 2 battle destiny if not able to otherwise. Two is Han from being excluded, he can still be captured, the larger number, thus you may draw 2 battle destiny. missing, lost, taken into hand, or sent to the Used Pile. However, game text that prevents a card from being excluded from battle may not be used to allow that card Participating In Battle to participate in more than one battle per turn. All characters, starships, vehicles, weapons, or devices at the location where a battle takes place Participating In Battle - In Battle (whether present or not) are participating in that This phrase is equivalent to participating in battle. battle (unless they are excluded). A card is considered to be participating in a battle as soon as the battle has Participating In Battle - In A Battle Together/In been initiated, or as soon as that card is introduced to Battle With/Involved In The Same Battle the battle location as long as that card is introduced Two or more characters are "in a battle together" if they before the power segment begins. Any card introduced are participating in the same battle. after the power segment has begun is not participating. Participating In Battle - During Battle Even if the battle ends prematurely (or is canceled) the All characters, starships, vehicles, weapons, or devices cards have still participated in a battle. Cards which that can perform an action "during battle" can only be participate in one battle may not normally participate in used if that card is participating in battle. battle again during the same turn. A card that fires a long-range weapon into a battle from Participating In Battle - Examples another location is not participating in that battle for Sergeant Wallen deploys as a react to a battle; he is game purposes. participating in battle. Any card which leaves the location of a battle Panic deploys a starship to the system where a battle is immediately ceases participating in that battle. taking place; the starship is participating in battle. A battle destiny draw triggers Tauntaun Bones, allowing Participating In Battle - May Not Participate In Battle Light to deploy a character immediately for free. Since (Cannot Battle) the power segment has begun, the character is not Some game actions may restrict a card from participating in the battle. participating in battle. A card that may not participate A captive is released during the damage segment of a cannot contribute presence towards the initiation of a battle after his escort is forfeited, moving to the Light battle (nor can any cards on board it), nor can its game side of the location. He is not participating in battle. text be applied in order to initiate a battle. The game Luke is forfeited during battle; he immediately ceases text of other cards (such as Artoo & Threepio) may not participating in that battle. Old Ben is used to return him be used to initiate a battle at that location either unless to the site; he is still not participating in the battle there are other applicable cards there that may (because he returned after the power segment began). participate in battle. If a battle is initiated at that card's location (because there are other cards that allow battle to be initiated), or a card is subject to a may not participate effect while participating in a battle, then that card is immediately excluded from that battle. See Excluded From Battle. A card that may not participate in battle can still attack and be attacked by creatures. NotEndorsedorSponsoredbyLucasfilm Page 6-7 Battle Phase, Battles, & Attacks

Immune To Attrition Participating In Battle - Excluded - Example 1 Some characters, vehicles and starships are protected Leia With Blaster Rifle ("Adds one battle destiny if with from varying levels of attrition (written as "immune to Han.") and Han (V) are at the Battle Plains. Dark attrition < 5"). When forfeiting cards to satisfy attrition, deploys Blizzard 1, and then General Veers aboard it. you are not required to forfeit any card that has this Light responds to the playing of Veers with Rebel immunity (unless the total attrition is greater than the Barrier ("Use 1 Force to prevent any character or card's immunity level). starship just deployed by the opponent from battling or At the start of the damage segment, check all cards that moving for the remainder of this turn."). Dark now list immunity to attrition, and compare that to the current deploys Snoova and a Vibro-ax on him ("Target attrition against you. Any cards with an immunity immediately excluded from battle if..."). number greater than that are unaffected by attrition this Dark initiates battle; Veers is excluded as an automatic battle (you do not have to forfeit them); all others are action (he is now inactive). Because there are no other affected. After this is done it cannot be changed for this pilots aboard, Blizzard 1 is unpiloted for this battle. Dark battle (i.e., you can't recheck it again later to see if takes the first action and targets Han with the ax, and immunity had changed, such as Luke Skywalker, Jedi wins the draw. Han is now excluded and thus inactive. Knight having his immunity increased when he's alone). Leia fires at Snoova and misses. With no further actions An enclosed vehicle or starship with immunity to the power segment begins. Light gets 1 battle destiny attrition protects itself and all cards aboard. for having four ability there, but does not add 1 for Leia Immunity is not cumulative; thus, if a card is granted being with Han (because Han is inactive and thus not immunity to attrition from more than one source, it there); his draw is 2 and total power is 5. Dark gets no benefits only from the highest such immunity. Any destiny (Veers' ability is not applied because he's card which is immune to attrition may still be voluntarily inactive) so his total is 7. Light loses 2 Force from hand forfeited to satisfy attrition or battle damage. to cover the battle damage. Dark loses Snoova to cover the attrition (he could have chosen Blizzard 1, which Immune To Attrition - Gaining And Losing even unpiloted was still participating, which would have Whenever an action or game text that grants immunity caused Veers to be lost as well. Veers couldn't be to attrition is in conflict with an action or game text that forfeited because he was inactive). With the damage removes immunity to attrition, the removing action segment completed the battle ends and Han and Veers overrides the gaining action. For example, the Light are no longer inactive. Side player has Sometimes I Amaze Even Myself on table, causing all Imperials to lose their immunity to Participating In Battle - Excluded - Example 2 attrition. Thus a Stormtrooper alone at the (Dark Side) Light has Weapons Display (V) on table ("Whenever Yavin 4: Jungle still has no immunity. In a battle there, if opponent excludes any character(s) from battle, they the dark side plays Trooper Assault it will provide a lose 2 Force."). Dark plays Imperial Barrier on Luke, power bonus to the Stormtrooper, but will not provide and Light battles (Light has another character present that trooper with any attrition immunity. that may participate in battles). Luke will be excluded as Remember that you cannot lose something that does an automatic action when the battle begins, and thus not exist (see Implied Target Rule, Ch. 1), so you may Dark loses 2 Force (his card excluded Luke). not initiate an action that results in losing immunity to attrition if you do not have immunity. Participating In Battle - Excluded - Example 3 Light has Weapons Display (V) on table. Dark has Maul Immune To Attrition - Example 1 piloting Maul's Sith Infiltrator at Kessel, and 'cloaks' (it Your Lord Vader and one Stormtrooper (forfeit = 2) are doesn't participate in battles). A battle occurs there in a battle and the attrition against you is 4. You do not (Dark has other ships present); the ship is immediately have to forfeit Vader because of his immunity to excluded, becoming inactive. Maul also becomes attrition < 6, but you must still satisfy as much attrition inactive (because cards on an inactive card are also as possible; thus you must forfeit the Stormtrooper. inactive) , but no Force is lost to Weapons Display (V) (Because you forfeited all cards which were vulnerable because Maul is not excluded, just inactive. to attrition, you may ignore the remaining attrition.) On the other hand, if the attrition against you is 6 or Participating In Battle - During Battle Example more, your Vader is no longer protected. In this 4-LOM ("Once during each battle, if present with instance, he would have to be forfeited — even if you Zuckuss, may use 1 Force to search any Used Pile and forfeit the Stormtrooper first — because you do not relocate one character there to the lost pile.") is present have enough other cards available to satisfy all attrition with Zuckuss at the Cantina. A battle occurs at Kessel. against you. (You cannot forfeit the Stormtrooper and Dark cannot use 4-LOM's ability because he isn't then compare Vader's immunity to the remaining participating in the battle at Kessel. unsatisfied attrition, because immunity is only applicable against total attrition as compared at the start of the damage segment.)

NotEndorsedorSponsoredbyLucasfilm Page 6-8 Battle Phase, Battles, & Attacks

Attacks are mandatory actions, optional actions, or Immune To Attrition - Example 2 automatic actions, depending on the type of attack. Daughter of Skywalker is Jedi Testing. She completes  Whenever a creature is present with another creature Size Matters Not, which grants her immunity to attrition (and they are not selective creatures that are < 3. However, her game text already provides her with members of the same species) they immediately immunity to attrition < 4, so it does nothing; the 4 is the attack each other as an automatic action. value used. She completes It Is The Future You See,  During your battle phase, your creature present with which provides immunity to attrition < 4; that too does a potential target (these vary depending on the type nothing. She completes You Must Confront Vader, of creature) must attack a potential target as a which provides immunity to attrition < 5. This is higher mandatory action - even if it's your own card that than the 4 of her game text, so she is now immune to would be attacked. Each creature may participate in attrition < 5. only one such attack per turn.  During your battle phase, your characters, vehicles, Immune To Attrition - Example 3 and starships present with a creature (even your Emperor Palpatine is involved in a battle at the Galactic own) may attack that creature; this is an optional Senate. Plead My Case To The Senate is on table, action (meaning you don't have to do it if you don't which states “game text of non-Republic characters is want to). You may initiate only one such attack per canceled” there. Dark would like to play Force Lightning location during your battle phase. ("Emperor loses immunity to attrition and is defense value -2 for remainder of turn. Draw destiny. Target lost Attacks - Ferocity And Defense Value if destiny +1 > defense value.") but can't because, due Creatures do not have power, they have ferocity. If a to having canceled game text, the Emperor currently creature has a variable ferocity, such as "3 + destiny," has no immunity to attrition; losing immunity is part of draw such destiny each time the creature participates in the cost of this Interrupt. However, the next turn Dark an attack, or when its ferocity is required by a card deploys Vader's Cape on him ("Immune to attrition < 5. (e.g., Yaggle Gakkle). Each creature also has its own When in battle, adds 1 to each of your battle destiny defense value, such as "SLITHER 5" or "VICIOUS draws."). Now he may use Force Lightning, because he HOWL 3." has immunity that can be lost. A few turns later, Light flips his objective to Sometimes I Attacks - Attacking Outside Of Battle Phase Amaze Even Myself. Since all Imperials now lose their Occasionally, a card will permit a creature to initiate an immunity to attrition, the Emperor can no longer use attack (or be attacked) outside of the battle phase. Force Lightning; the canceling action supersedes the When this happens, it still is treated as a normal attack, adding action. but it does not count towards the number of attacks that are performed by the attacker that turn (e.g., a Attacks attacking a captive using Great Pit Of Carkoon's text Creatures do not participate in battles (and thus must still make its mandatory attack that turn). weapons cannot normally target a creature during a battle); instead, they participate in attacks. Attacks are Attacks - The Steps Of An Attack like battles in some ways: An Attack is an action, so it follows the normal rules of  You attack only during your battle phase actions: meeting conditions, choosing targets, paying  You follow the steps of a battle (weapon segment, costs. Conditions are something that can attack being power segment, damage segment) with something that can be attacked (obviously).  Participating cards may fire weapons at the Choosing target means first selecting a side of the participating creature as if the attack were a battle Force (you or your opponent) that has a potential target, then randomly selecting one of their potential targets to  Hit cards are lost during the damage segment attack; any other cards are excluded from the attack.  No action that is forbidden during a battle may occur The cost is free. during an attack (e.g., no Elis Helrot) Once this is complete any automatic actions triggered There are some important differences: by the attack occur, then any just actions may be  It is not a battle, so any action or condition related to initiated (with the opponent getting the first response, battles does not apply even if they're not actually participating in the attack).  Attacks do not create battle damage or attrition, and When there are no more responses, the weapon there is no forfeiting segment begins. This is handled just like the weapon  Actions that add destinies to power cannot be used segment of a battle, with the important differences kept unless allowed during an attack in mind from the list on the left. A creature may be  Attacks are free and do not require presence targeted by weapons during an attack (the normal rule  You may attack your own cards (in fact, you might be that you cannot target your own cards with weapons required to) does not apply in this instance; you may fire your If during an attack all cards on one side of the attack weapon at your own creature). You may only fire a are removed, the attack immediately ends. weapon at a creature if it states it targets creatures (many weapons have been errata'ed to reflect this; see.

NotEndorsedorSponsoredbyLucasfilm Page 6-9 Battle Phase, Battles, & Attacks

Ap. A). Only cards participating in an attack may fire attack characters that are aboard a starship or weapons (no one else may use weapons, even long- vehicle (even if that vehicle is not enclosed). range weapons, unless specifically permitted to) and Parasites will attack inactive cards, such as captives or they may only fire at participating creatures. Even if the missing characters (inactive cards are active during the creature is hit by a weapon, the attack still continues. attack, then return to their inactive state afterwards, if When both players consecutively pass, the weapon they're still on the table). segment ends, and the power segment occurs: If the attack reaches the power segment, the parasite compare the attackers total against the defenders total automatically wins. At the beginning of the damage (including all applicable modifiers). If the attacker's total segment, it attaches to the target (now called the "host") is greater, the attacker wins and the defender is with whatever result is listed in its game text. If the defeated. creature was hit, it will be lost after it has attached. The damage segment then begins. If the defender is defeated, the appropriate action takes place (eaten, Attacks - Creatures Attacking Each Other lost, relocated, etc.). Hit creatures are then lost. After This is a special kind of attack that does not follow that, the attack then ends. these rules. If at any time at least two creatures are The details of how attacks work will vary depending on present together (and not the same kind of selective who does the attacking; see the following entries for creature), they immediately attack each other; this is an specific points. automatic action. Randomly select two creatures that can attack each Attacks - Creatures Being Attacked other. Compare the total ferocity between the two Attackers: All your characters, vehicles and starships creatures. The creature with the lower ferocity is 'eaten' there. (lost). If there is a tie, both creatures are lost. If after the Potential Targets: Any creature. attack, there are still more than two creatures present Your cards with long-range weapons may fire into this that can attack each other, repeat the process of type of attack (this is a specific exception to the rules). creatures attacking each other until there are no longer Attacker Total: Total of all your power participating + creatures present that will attack each other. all modifiers + a destiny draw (if they have four or more ability total) Attacks - Example 1 Defender Total: Creature's Ferocity + Defense Value + Commander Narra (with a Blaster Rifle), Stormtrooper all modifiers and One-Arm are together at the Echo Docking Bay. It If the creature was defeated, it will be lost unless is the dark side player's battle phase, so he is required another action intervenes. to have One-Arm attack. This can occur any time during his battle phase (he can also choose not to initiate it, in Attacks - Creatures Attacking which case when the battle phase ends it will happen There are two types of creatures: Parasites and Non- as an automatic action; either way, One-Arm's attacking Parasites (See Creatures, Ch. 9 for details on these someone). Given this, he decides not to battle there, types). While they attack differently, they are both still but let the Wampa try to eat Commander Narra. To do attacks for all purposes. this he declares that he's going to attack, which is free. He then chooses a side, light or dark (if he chose dark Attacks – Non-Parasite Creatures Attacking One-Arm would attack the Stormtrooper). He chooses Attackers: Your non-parasite creature light, so the target is randomly chosen from one of the Potential Targets: Creature Vehicles, Non-Droid potential targets light has (since there's only characters who aren't on starships or vehicles (even Commander Narra, he's chosen). open ones, such as Skiffs). After the attack begins and enters the weapon segment, Non-parasite creatures will attack inactive cards, such Dark gets first action; he has nothing. Light gets the as captives or missing characters (inactive cards are next action; he fires at One-Arm with the Blaster Rifle active during the attack, then return to their inactive (he cannot fire at the Stormtrooper, because he is not state afterwards, if they're still on the table). Each non- participating in the attack). His total weapon destiny of 5 parasite creature attacks separately. exceeds One-Arm's defense value (Roar 4). One-Arm is Attacker Total: Creature's Ferocity + all modifiers hit, and thus turned sideways (as hit cards always are Defender Total: Defender's Power + a destiny draw (if during battle). Dark has no action, nor does Light, so they have four or more ability) + all modifiers. the weapon segment ends and the power segment Defeated targets are normally 'eaten' (lost), but they begins. may have other things happen instead, depending on Dark's attack total is 3 (One-Arm's ferocity). Light's total the attacker or other factors. is 2 (Commander Narra’s power). He doesn't add a destiny to this because he doesn't have 4 ability in the Attacks - Parasites Attacking attack. Commander Narra's game text (“Draws one Attackers: Your parasite creature battle destiny if unable to otherwise.") doesn't apply Potential Targets: Stated on the creatures card, in the because this is not a battle. The totals are thus form of Parasite: X. However, parasites will not compared, and Dark exceeds Light, so One-Arm wins and Commander Narra is defeated.

NotEndorsedorSponsoredbyLucasfilm Page 6-10 Battle Phase, Battles, & Attacks

The damage segment now begins. Because Commander Narra was defeated, he is now "eaten" defense value total 9, so Bubo is defeated. The damage (placed in the Lost Pile). One-Arm is then lost because segment begins and Bubo is then lost. he was hit. With no further actions necessary, the damage segment (and the attack) ends. Attacks - Example 3 The Light Side has Uutkik riding a Rogue at Attacks - Example 2 Tatooine: Docking Bay 327, and Senator Palpatine is Han With Heavy Blaster Pistol, Princess Leia (V), Darth present with them. The Dark Side has a Rancor there. Vader and Bubo are all at the Yavin 4: Jungle. It is the The Dark Side must attack, so he chooses a side (Light, Dark Side player's turn, so he is required to have Bubo since it is the only one with legal targets available) and perform an attack. He chooses to initiate an attack at the targets are randomly chosen. The legal targets are the Jungle; he cannot choose for Bubo to attack the Palpatine and the Bantha (Uutkik is on a vehicle and dark side because Bubo says he won't attack his thus is safe from creature attacks). The result is characters, and without any creature vehicles he has no Palpatine, and the attack is initiated for free. No legal targets. Thus Dark selects the light side. The automatic actions or just actions occur, and the weapon target is randomly selected between Leia and Han, with segment begins. The Dark Side passes. The Light Side Leia being the result. The attack is free so no Force is plays Stay Here, Where It's Safe (it adds a destiny to used. The attack triggers no automatic actions, and power, which turns out to be a 4), leaving Palpatine with neither player has a just action to perform, so the a power of 5. The Dark Side passes, as does the Light, weapon segment begins. The Dark Side goes first, and and the weapon segment ends, beginning the power passes. Han is there with a weapon, but because he is segment. The Rancor text indicates it has ferocity of not participating in the attack he can't fire it. The Light 8+a destiny, which unfortunately is a 0, leaving Rancor Side has Nabrun Leids in hand, but can't use it to with a total of 8. Palpatine has 4 ability, and so draws a transport Leia away because Nabrun cannot be played destiny, getting a 3, leaving him also with a total of 8. during a battle (even though this is not a battle, cards Because the ferocity wasn't greater than the power (ties forbidden during battles are forbidden during attacks aren't good enough), Palpatine is safe for the moment. too). Thus the Light Side also has nothing they can do During his own battle phase, Light has the option of and must pass. Two consecutive passes means the attacking the Rancor and chooses to do so (unlike a weapon segment ends and the power segment begins. battle, there are no negative consequences if they fail, Bubo has ferocity of 4. Leia has power of 3, but she even though the odds are against them). The attack is also has ability of 4, which means she may add a initiated for free, and all the Light Side cards there are destiny (note that her game text allows her to add a participating. There are no automatic actions or just battle destiny with Han or Vader, but since this is an actions, so the weapon segment begins. The Light Side attack, this does nothing, because there is no battle gets the first action and plays another Stay Here, destiny). The Light Side draws a 3, giving Leia a total Where It's Safe on Palpatine (this time it's a 5) giving power of 6. She is not defeated, so the damage him a power of 6. The Dark Side player plays Yaggle segment begins and then immediately ends; both she Gakkle. The Bantha's landspeed + maneuver =3, and and Bubo stay where they are. the Rancor's destiny added to 8 is more than that, so The next turn the Light Side chooses to battle Vader the Bantha is eaten (Uutkik 'jumps off' because he was there (note that Vader gets the benefit of the Jungle's aboard a creature vehicle) and the Rancor's ferocity is text because Bubo is a creature and thus doesn't stop increased by 2 (this is a separate act from the attack Vader from being alone). After the battle ends (no one itself; it's caused by the Interrupt only). Neither side has has been lost), the Light Side chooses to initiate an another action; the weapon segment ends, beginning attack against Bubo (characters, vehicles and starships the power segment. Ferocity is again calculated may make one battle and one attack during their turn). (ferocity is always rechecked when it is needed). The Both Leia and Han are there, so both must participate. destiny draw is a 4, so 8+4=12, plus the permanent +2 This is free. No automatic actions or just actions take from Yaggle Gakkle makes a 14. The Light Side draws place, so the weapon segment begins. The Light Side destiny and gets a 2, giving them a total of 9, not gets the first action, and Han fires at Bubo. Han draws a enough, the Rancor lives. 3 and Bubo has a defense value of 5, so Bubo is not hit The Light Side draws during their draw phase, and (though even if he had been, Bubo would remain until during the Dark Side player's turn he uses Scanning the damage segment). The Dark Side gets the next Crew to look at Light's hand and sees Fallen Portal, action and passes. The Light Side passes (Han cannot which could spell trouble for his Rancor. Nevertheless, fire again because -like a battle- you can only fire the Rancor must attack, so during the battle phase it weapons once during an attack unless specifically told does so; again Palpatine is chosen (Uutkik is no longer otherwise). Thus the weapon segment ends and the on a vehicle and thus was a potential target). It is power segment begins. The results are now checked: initiated for free. There are no automatic actions, but Han and Leia have a power of 7 between them, and get there is a just action: Fallen Portal. The total destinies a destiny because of their 4 or more ability, so they exceed the Rancor's defense value and it is lost, ending draw a destiny of 3, for a total of 10. Bubo's ferocity and the attack before the weapon segment even starts.

NotEndorsedorSponsoredbyLucasfilm Page 6-11 Chapter 7 - Move Phase & Movement

Move Phase Regular - Docking Bay Transit Fifth phase of each turn, in which you may move your Docking Bay Transit allows you to relocate any or all of characters, vehicles, starships, and other cards that are your characters, vehicles, and any weapons that deploy permitted to move. on a site and can be moved using their own game text (such as Medium Repeating Blaster Cannon) as a Movement group from one docking bay to any other docking bay There are three distinct types of movement defined for on table (by the symbolic use of starships for hire) for characters, creatures, starships, vehicles and mobile an expenditure of Force as listed on the docking bay Death Star systems. They are regular moves; unlimited card(s). If a vehicle that has characters aboard moves moves; and 'reacts'. Any form of relocation of cards using Docking Bay Transit, this is not considered a during the game that is not a react, a regular move or move for those characters aboard. See movement – an unlimited move is not considered movement, and carrying cards. therefore is not restricted by game conditions that If a docking bay has no cost listed, docking bay transit restrict, modify, cancel or suspend movement. is still possible, and the cost is considered zero Remember that a vehicle or starship that is unpiloted (although the docking bay at the other end may modify cannot move (see Starships - Unpiloted, Ch. 9). Also this cost). remember that an astromech/nav computer is only required for a starship to use hyperspeed; all other Regular - Hyperspeed forms of movement may be performed without one. A starship with an astromech or nav computer aboard See Never - Location Restrictions, Ch. 1 for restrictions may utilize its hyperspeed; additionally, Death Stars on where cards can move. have (or may gain) hyperspeed. Using hyperspeed costs 1 Force and involves moving from the orbit of one React system card to the orbit of another system card (you are See React, Ap. C. not permitted to end your hyperspeed movement anywhere but at a system card). The limit is equal to the hyperspeed value for that card (so that a card with Movement - Regular hyperspeed of 2 may move 0, 1, or 2 parsecs in either The following moves are regular moves for the card direction). Moving 0 parsecs requires a hyperspeed making the move action as long as the movement is not > 0 and still requires an astromech or nav computer part of a 'react': using landspeed, using hyperspeed, (the exception is when moving between a Death Star moving between sectors (or sectors and the related and the system it is orbiting; see Regular - Mobile system), using the movement text on a location, Systems - moving to or from a Death Star). See Docking Bay Transit, landing, taking off, shuttling, Regular - Mobile Systems - Moving Death Stars moving between a starship/vehicle card and the related starship/vehicle site, a Light side starfighter moving into Regular - Landing And Taking Off the Death Star: Trench to start an Attack Run, moving a Your starfighter or squadron may "land" or "take off" by Death Star, moving starships to or from an orbiting  moving between a system location and a related Death Star, moving to start (or finish) a TIE Bombing exterior site Run. A card is only permitted one regular move per  moving between a sector and a related site (see turn. All regular moves occur during your move Regular - Sector Movement) phase unless a card or rule says otherwise. Some regular moves are permitted by rules, while others are  moving between a starship docking bay site and the allowed due to game text. system that starship is present at. Landing and taking off costs 1 Force, unless landing or Regular - Attack Runs taking off at a Docking Bay, which is free. TIEs require See Blown Away - Death Star, Ap. C. docking bay facilities and may land only at docking bay sites. Landed starships are considered unpiloted (see Regular - Bombing Runs Starship - Landed, Ch. 9). If cloud sectors are deployed at that system, applicable starships may See Bombing Runs, Ap. C. not land or take off directly between the system and its related sites - they must "fly through" the cloud sectors first and may only land from or take off to the lowest-altitude cloud sector to/from a related exterior site. See Regular – Sector Movement - Clouds.

NotEndorsedorSponsoredbyLucasfilm Page 7-1 Move Phase & Movement

Regular - Landspeed A character, creature or vehicle may use its landspeed Death Star Movement - Examples to traverse adjacent site locations (vehicles may only The Death Star is in deep space at parsec 4 and has traverse exterior sites) as a regular move for an hyperspeed=1. There is an X-Wing at Yavin 4 (parsec expenditure of 1 Force. While vehicles have their 4) and a TIE fighter at Hoth (parsec 5). The dark side landspeed indicated on their card, characters and uses hyperspeed to move the Death Star to parsec 5 creatures have a landspeed of 1, unless stated (which costs 1 Force, per the hyperspeed rules); the otherwise. A card's landspeed indicates how many player may choose deep space again or to orbit Hoth. adjacent sites that card may move (at most as a single He chooses to orbit Hoth. Even though the TIE fighter move). Thus a vehicle with a landspeed of two may has no hyperspeed, it may move to the Death Star move up to two exterior sites in one move. because the Death Star is in orbit around the same It should be noted that some locations require extra system. The next turn the dark side player uses the landspeed to move to or from (for example, the hyperspeed to move the Death Star 0 parsecs and Tatooine: Desert) and this will reduce the landspeed chooses deep space (the Death Star is no longer "range" of cards moving from/to/through it by that orbiting Hoth but is still at parsec 5); the TIE must go amount. When using landspeed, a character, creature with it. The TIE may no longer move back to Hoth or vehicle may not reverse direction, and once stopped, because they're no longer in orbit there and it has no that regular move is considered completed. See also hyperspeed. However, the X-Wing may move to the Movement - moving through locations. Death Star because even though it's in deep space, it is within the X-Wing's hyperspeed of 5. On a later turn, the Regular - Mobile System - Moving Death Stars X-Wing may move from the Death Star to Hoth using its Death Stars (Death Star and Death Star II) are hyperspeed as normal. permitted only one form of movement: using hyperspeed. The hyperspeed of the original Death Star Regular - Sector Movement is defined in its game text (or by other cards), while that Starships may move to and from asteroid sectors. of Death Star II is defined by That Thing's Operational. Starfighters and certain vehicles (patrol craft, shuttle Death Stars follow the normal rules of hyperspeed (see vehicles, and cloud cars) with landspeed > 0 may move Regular - Hyperspeed), except they do not need a nav to cloud sectors. Such movement costs 1 Force. You computer or astromech. In addition, Death Stars are may perform any of the following moves: also permitted to move into "deep space;" that is, they  from the system to the nearest related sector or vice do not have to finish in orbit around a system. versa. Whenever a Death Star moves, state at what parsec it  from a sector to any adjacent sector (starfighters -and will be and whether it is in deep space or in orbit around cards that move like starfighters - may move up to two one of the system locations at that parsec. sectors away per move). When a Death Star moves, it carries with it all cards  Take off or land (either by moving between the Big that are at the Death Star's location. Death Stars are One site and Big One sector or the lowest-altitude not starships, they're mobile systems, and thus are cloud sector and a related exterior site). (see Regular unaffected by cards that cancel, modify, or otherwise – Landing And Taking Off) affect hyperspeed (unless they specifically indicate It should be noted that Death Star II sectors work otherwise). differently. For movement at those sectors, see Blown Away - Death Star II, Ap. C. Regular - Mobile System - Moving To Or From A Death Star Regular - Shuttling Because the Death Stars are systems, a starship may Your character or vehicle may shuttle from an exterior move to or from a Death Star using the normal site to your capital starship at the related system (or hyperspeed rules (even when the Death Star is in deep vice versa) for 1 Force. Characters may also be carried space). In addition, a starship may move from a Death aboard a vehicle as it shuttles (see Movement - carrying Star to a planet the Death Star is orbiting (or vice versa) cards). The cost of shuttling is cumulatively increased for 1 Force without using hyperspeed (meaning that if it by 1 for each cloud sector between the planet system in some way is prevented from using its hyperspeed, or and its related sites. has no hyperspeed at all, it may still make this move). A shuttle vehicle like the Bespin Motors Void Spider or the T-16 Skyhopper can shuttle characters to or from any starship (even a starfighter, they are specially equipped to deal with smaller starships) at the related system. In this case, this is considered to be a regular move for the character and the shuttle vehicle. This movement is free (and unaffected by intervening cloud sectors). The vehicle conceptually makes a round trip, and thus remains at the site. See Vehicles - shuttle vehicle, Ch. 9.

NotEndorsedorSponsoredbyLucasfilm Page 7-2 Move Phase & Movement

Regular - Starship And Vehicle Sites You may move your cards to or from your starship or  The Lift Tube uses its landspeed to move; it can move vehicle card (or its location) and a related 1, 2, or 3 sites away, so it moves to the Control Room. starship/vehicle site for free. You may perform any of This costs 1 Force. Piett is automatically moved with it the following moves: (for free), and because he was carried, he hasn't • Moving between the starship/vehicle site and the actually moved as far as the rules are concerned. He related starship/vehicle card (capacity permitting) can still make a regular move, but the Lift Tube can't. • Moving between a vehicle site and the starship card  Black 2 lands at the Executor: Docking Bay. This is that vehicle is aboard. free (because it's a docking bay, otherwise it would • While the starship/vehicle at a site, moving between a cost 1 Force), though Black 2 cannot perform another starship/vehicle site and the location the related regular move. However, DS-61-2 was carried like Piett starship/vehicle is present at (This is the only one of had been, so he hasn't performed a move. He these moves your opponent may use. Follow the cost disembarks from his ship and performs his own listed on the starship/vehicle site; if no cost listed, it is regular move, moving to the bridge of the Executor as free). Ozzel had done (for free, as a regular move).

Regular - Using The Movement Text On A Location Movement - Unlimited Card The following moves are unlimited moves: embarking, Many locations allow one or more cards to utilize disembarking, moving between docked starships, special movement between specific sites. For example: moving between pilot/passenger capacity slots, Light Side Tatooine: Mos Eisley, the Cloud City: Upper relocating cards between locations, prisoner transfers. Plaza Walkway or the Endor: Back Door. These are all Cards may perform any number of unlimited moves. considered regular moves (unless they are listed as a If a card or rule specifically states that what is normally 'react'), and the cost, timing and conditions of these an unlimited move is a regular move, it is conducted as moves are specified on the location cards in question normal, except that it counts towards the number of (for example, Mos Eisley allows the movement to occur regular moves a card may make per turn. for free and during your control phase). Unless otherwise noted, each move is a separate action for Unlimited - Embarking And Disembarking each card using such text, and if no cost is Certain cards may embark (move onto) or disembark specified, each move costs 1 force. (move off of) other non-location cards. This movement is free. A card that has embarked on another card is Regular Moves - Examples being carried (see carrying). The following forms of The Executor is on table (at Hoth), along with the embarking and disembarking are allowed (capacity Executor sites Comm Station, Main Corridor, Control permitting): Room, Holotheatre, Meditation Chamber, and Docking Bay (in that order). Stormtrooper, Chief Bast, TIE  moving your character or vehicle between your vehicle Fighter, Corporal Drazin, Admiral Ozzel, and a Lift Tube (or landed starship) and the site it is present at. (with Captain Piett on board) are all at the Docking Bay.  moving your starship between a carrying starship's Black 2 (with DS-61-2 as pilot) is at Hoth. It is the dark cargo hold and the system that carrying starship is side player's move phase, and he does the following: present at.  The Stormtrooper moves to the Meditation Chamber  moving a character between Luke's Backpack and the using his landspeed of 1, which costs 1 Force. site Luke's Backpack is present at.  Chief Bast moves to Yavin 4: Docking Bay using  moving a character between a starship or vehicle in Docking Bay transit, which is free (by the docking the cargo hold of a carrying starship to the "bridge" of bay's game text), though he still cannot make another the carrying starship. regular move this turn (the free means there's no cost See React, Ap. C. for the movement, not that it doesn't count as a regular move). Unlimited - Escaping Death Star II See Blown Away - Death Star II, Ap. C.  The TIE Fighter takes off from the Docking Bay to Hoth. This is free (normally it would be 1 Force, but taking off from a docking bay is always free). Like Unlimited - Moving Between Capacity Slots Bast, it cannot make another regular move this turn. During your deploy phase and your move phase, you may 'move' any character aboard your starship, combat  Admiral Ozzel moves to the "bridge" of the Executor vehicle or shuttle vehicle from a pilot capacity slot to a (meaning that he moves to the Executor starship passenger capacity slot or vice versa (capacity card). This is moving from a starship site, so it's free permitting). See Starships - pilot, Ch. 9. Similarly, (but still counts as a regular move for Ozzel). anytime during your deploy or move phase you may  Corporal Drazin uses the movement text of Main designate any character aboard your transport vehicle Corridor ("During your move phase, you may move as the driver or as a passenger. If a slot may be used free between here and Executor or any Executor for multiple purposes, you may also change it at this site."). It's free (by the site's text) but again still counts time (such as designating a filled pilot/passenger slot in as a regular move for Drazin. NotEndorsedorSponsoredbyLucasfilm Page 7-3 Move Phase & Movement a Y-Wing as a pilot or a passenger). This movement is considered to be movement. Similarly, forfeiting a free. character from a battle to the Lost Pile does not move that card from one location to another, nor does putting Unlimited - Moving Between Docked Starships a character on Bacta Tank or Weather Vane; none of During your move phase, you may "dock" two of your these are considered to be any type of movement. It starships present at the same system or sector with the should be noted that a card being carried aboard intention of moving cargo or personnel back and forth another card is not considered to be moving. See between the two. This movement can only be movement – carrying cards. performed if at least one of the starships has "ship- The timing of relocation is stated on the card allowing docking capability" and at least one of the starships is the movement (such as the control phase for Lando being piloted. It is important to note, however, that all System?). If no timing is given, it can be performed at capital starships are considered to have 'ship-docking any time as a top level action (Elis Helrot). If the capability by rule. For 1 Force your two starships dock, relocation does not specify the destination (or what kind relocate any number of characters, vehicles or starships of destination it must be) it may be to any location between the two docked starships (capacity permitting), (barring restrictions on movement or relocation, such as and then undock. Characters moved must be pilots or the Trench or Dagobah). If a card gives no cost for the passengers moving from (or to) the 'bridge'. Starships movement, that movement is considered free. or vehicles moved can only move between the starships "cargo" capacity. No characters, vehicles or starships Regular Moves And Unlimited Moves - Examples can be moved to or from starship sites in this way. Home One (with Luke Skywalker, Jedi Knight, Red 5, This is considered movement for the starships only, not and Millennium Falcon on board) and a Red Squadron the cards that are transferred. X-Wing are at Yavin 4, Red Leader In Red 1 is at the uppermost cloud sector at Yavin, the Death Star is at Unlimited - Prisoner Transfers Parsec 4 (in deep space) with Bright Hope piloted by During the Dark Side's move phase, that player may Pops, and the Trench is there with Attack Run. Han perform any of the following "prisoner transfers." These Solo is at the Death Star: Docking Bay 327. Gold 1 and are unlimited moves for both the escort and the captive Gold 5 are both at the Home One: Docking Bay, and (See Capturing Characters, Ap. C) and are free: Dutch is at Home One: War Room. During Light's  An escort present at a prison may transfer (deliver) its control phase he uses S-Foils ("...until beginning of your captive to that prison. Place that captive face-up below next turn, each of your X-wings and B-wings is power the prison. That captive is 'delivered' and 'imprisoned.' +2 and hyperspeed = 0...").  A bounty hunter or warrior present at a prison may Light performs the following moves: take a captive imprisoned there into custody.  Red Leader In Red 1 uses cloud sector movement to  An escort present at any site may leave a frozen move from the upper cloud sector to Yavin 4 (for 1 captive he is escorting at that site. That frozen Force). Having performed a regular move, he cannot character is now "unattended" and is no longer perform any more, though he can still perform any considered to be escorted. number of unlimited moves. He embarks (for free)  An unattended frozen captive may be taken into onto Home One (to the cargo bay). custody by any Dark Side bounty hunter or Dark Side  Red Squadron X-Wing needs to get to the Death Star warrior present. for the Attack Run, but it has hyperspeed=0 from S- Remember that since prisoner transfers are movement, Foils. Because of this it cannot use its hyperspeed to a captive that cannot move may not undergo any type move to the Death Star, because even though the of prisoner transfer difference between Yavin 4 and the Death Star's parsec is 0, you need hyperspeed greater than 0 to Unlimited - Relocating Cards Between Locations use hyperspeed. Instead the X-Wing embarks on Some cards initiate actions that will allow (or force) a Home One as well. character to relocate from one location to another  Home One uses its hyperspeed to move to the Death location. For example, Nabrun Leids moves a group of Star (it has a nav computer and sufficient hyperspeed) characters from one location to another, Trap Door will for 1 Force. All the cards on it are carried with it. relocate a character from the Audience Chamber to the  Luke embarks on Red 5 by moving from the bridge to Rancor Pit, and Path Of Least Resistance allows a the cargo hold (this is free). Red 5 then disembarks character to move between interior mobile sites when (for free) to the system (the Death Star). played. All of these relocations are considered to be  Han shuttles from his docking bay to Home One (for 1 unlimited moves, meaning that the card is considered to Force), which is a regular move. He's now at the be moving, thus a card which cannot move is not bridge. Han then embarks on the Falcon (moving to permitted to perform this type of relocation. If a card is the cargo bay), and the Falcon disembarks (both relocated but does not change actual locations, then it moves are unlimited and free). is not considered to have performed any move. For  Dutch uses his landspeed (1 Force) to move from the example, sending your spy undercover relocates your War Room to the docking bay (regular move). He card from your side of the table to the opponent's side embarks on Gold 1 (unlimited move). Gold 1 then of the table, but this is not changing locations so is not

NotEndorsedorSponsoredbyLucasfilm Page 7-4 Move Phase & Movement

takes off to the Death Star (a regular move for the one card is carrying another, indicate this by placing the fighter; Dutch is carried by it) for free. carried card underneath the carrying card.  For 1 Force, Bright Hope and Home One dock and See Starships - Capacity, Ch. 9. Pops moves over to Home One (unlimited move for the ships and Pops). Pops then moves to the Home Movement - costs +X to move/moves for free One: Docking Bay for 1 Force (regular move). He Anything that modifies the cost of movement or allows embarks on Gold 5, and the ship then takes off to the movement for free (and does not specify what type of Death Star for free. movement it is modifying) affects all forms of  Red Leader In Red 1 and Red Squadron X-Wing both movement. Modifiers that apply to movement to or disembark from Home One (unlimited moves). away does not count movement where the location  Light makes an Attack Run (Red 5 has Proton doesn't change, such as moving cargo between docked Torpedoes) which is a regular move. Red 5, Red starships. Any change to movement cost applies only to Squadron X-Wing, and Millennium Falcon move into the applicable cards; all other cards travel normally. the Trench (for free). No other ships may do so; Gold Keep in mind that "free" cannot be modified, thus 1, Gold 5, and Red 1 have all made regular moves movement that is free is always free. When moving already, Home One is not a starfighter, nor is Bright cards as a group (such as with Nabrun Leids) with Hope (even though it may move like a starfighter, it differing movement costs, apply the highest movement still cannot be targeted as if one, even by Attack Run). cost of that group.  The three starfighters return to the Death Star system For example, Lirin Car'n adds to the cost of characters after the destiny draws (this is free and unlimited). The to move to his location, thus using landspeed, shuttling, destiny draws failed so the Death Star is still there. docking bay transit, and using the movement text of a  Red 5 embarks on Home One. Luke disembarks from location. However, if the docking bay transit were free, Red 5 and heads to the bridge (both unlimited moves). or if a shuttle vehicle was performing the shuttling, the  Luke moves to the War Room for 1 Force (he himself movement would remain free; likewise, anyone who is had not made a regular move yet). moving away moves as normal, and a character being Light plays Nabrun Leids targeting Luke at the War carried to the site has nothing to worry about (carrying Room; the cost listed on the card is paid and Luke is isn't movement). relocated to Endor: Back Door. This is an unlimited move (relocating a card between locations). Movement - if within range When a card uses landspeed or hyperspeed, it must Movement - but may move elsewhere always move within its own range unless specifically Cards with deployment restrictions such as "deploys stated otherwise; thus this redundant phrase is no only on Hoth" are generally allowed to move elsewhere longer used on cards and can be ignored. unless otherwise specified; thus, this redundant phrase is no longer used on cards and can be ignored. Movement - move away For a character to "move away" (by cards such as Obi- Movement - cannot move Wan Kenobi, Move Along..., Neb Dulo, Dodge), that The phrase "cannot move" means that a card cannot character must use personal landspeed (although that make any regular move, unlimited move, or 'react'. See character must disembark from a vehicle or landed Movement. This does not stop a card from being starship first). "carried." See Movement – carrying cards. When an For a vehicle to move away (Keep Your Eyes Open, action attempts to move a group of cards, and one or Hyper Escape), that vehicle must move using some of those cards cannot move, the action is not landspeed, or any regular sector movement. canceled; simply move all cards in the group that are For a starship to move away (Keep Your Eyes Open, able to move. Hit And Run, Hyper Escape), that starship must move away using hyperspeed, or any regular sector cannot be moved/may not be moved/may not move movement, or movement to or from a system a Death These phrases are all synonymous with "cannot move." Star is orbiting. If a card uses landspeed, hyperspeed, or regular sector Movement - carrying cards movement when performing a “move away” action, it is Many cards can "carry" other cards, such as starships considered a regular move (unless specified otherwise). and vehicles, characters carrying weapons or devices, A card cannot be targeted by any action that or even Luke carrying Yoda in Luke's Backpack. When includes moving away (or relocating to an adjacent the carrying card performs a permitted move, all carried site) if there is no legal location to move to. For cards are relocated with it. This is not considered to be example, if a duel is initiated against a Jedi, What Was movement for the carried card. Thus a card that cannot It? cannot be deployed to cancel the duel if there are no move is not restricted from being carried. Note that a adjacent sites. If such an action is performed and a card character "carrying" another character (such as Yoda in is not able to move for some reason, follow the stated Luke's Backpack) cannot move aboard a vehicle or results on the card (if none are provided, the movement starship unless there is sufficient capacity for the text is simply ignored). carrying character and the carried character. Whenever NotEndorsedorSponsoredbyLucasfilm Page 7-5 Move Phase & Movement

Movement - moves like a character Cards which move like a character are not characters, but may move like characters utilizing a landspeed of 1, docking bay transit, embarking, disembarking, moving between docked starships and shuttling where appropriate. These cards do not take up passenger capacity. These cards may not be moved or affected by other cards which work on characters (e.g., they cannot be transported with Nabrun Leids).

Movement - moves like a starfighter Cards 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 as such (e.g., Mynock may move at cloud sectors like a starfighter, but may not embark on Home One because it does not have capacity for creatures).

Movement - moving through locations A character, vehicle etc. moving 'through' (or across) a location (a landspeed > 1) is considered to be at that location as it passes through it. This can trigger automatic actions (for example, an Utinni Effect) and can satisfy conditions (for example, control of a location). If any of these triggered actions or conditions force the vehicle to stop (for example, a Sandwhirl makes the skiff driver go missing), the movement ends at that location. It should be noted that new (non- automatic) actions may not be initiated until the movement action is finished. For example, a Dark Side player can only play The Circle Is Now Complete if Vader ends his movement at Obi-Wan's location, not if Vader simply "passes" Obi-Wan.

Movement - never deploys or moves See Never, Ch. 1.

Movement At A Glance Attack Run (Dk Starships) Unlimited Free Attack Run (Lt Starships) Regular Free Between Capacity Slots Unlimited Free Bombing Run (from site) Regular Free Bombing Run (to site) Regular 1 Force* Dock Starships Unlimited 1 Force Docking Bay Transit Regular See Card DS II Sectors (Entering) Regular 1 Force DS II Sectors (Escaping) Unlimited Free Embarking/Disembarking Unlimited Free Hyperspeed Regular 1 Force Landing/Taking Off Regular 1 Force† Landspeed Regular 1 Force Location Text Regular See Card Moving to Death Star Regular 1 Force Prisoner Transfer Unlimited Free Relocation Unlimited See Card Sector Movement Regular 1 Force Shuttling 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 NotEndorsedorSponsoredbyLucasfilm Page 7-6 Chapter 8 - Draw Phase & End Of Turn

Draw Phase Until End Of Turn Sixth and final phase of your turn, in which you may Actions which last "until end of turn" cease during the draw cards off your Force Pile and then complete your end of turn. This is treated as automatic actions and turn. thus are resolved accordingly. For example, if Trooper You may draw cards and perform other draw phase Assault has made Stormtrooper power +2 until end of actions at this time. When you have finished drawing, turn, then one of the automatic actions taking place at re-circulate your Used Pile under your Reserve Deck the end of that turn is his power restoring to normal. As (your opponent must do the same). Then inform your they are automatic actions, they can happen in any opponent that your turn is over (such as by saying "The order the player whose turn just ended chooses, but Force is with you!"). they must occur before any optional actions take place. Remember that these actions may cause changes Drawing Cards relevant to this end of turn period. For example, if a Taking any number of cards, one at a time, from your maintenance card has its game text canceled until end Force Pile into your hand. of turn, then its game text will be restored during this Drawing each card during your draw phase is a time. Since its maintenance cost hasn't been paid yet, it separate action, which means that you may draw, must still be paid before any optional end of turn actions perform another action, and then continue drawing if occur (see Icons - Maintenance Costs, Ch. 9). you wish. There is no limit to the size of your hand. (You also may want to leave some cards in your Force Drawing, Draw Phase, And End of Turn - Examples Pile; these can be expended to do such things as It's the dark side's draw phase and he has six cards in reacting and playing Interrupts during your opponent's his Force Pile. He draws the first -Darth Vader- into turn.) Drawing is optional, unless required by a card, in hand. He then draws the second -Imperial Command- which case you must draw that amount (or as much as into hand. He draws the third, which is another Imperial possible). By default you draw from your Force Pile, Command. Because Imperial Command is a unique though you may be instructed to draw from another card he can only play one per turn, so he stops drawing deck or pile. for the moment to play one of them to take an admiral into hand from his Reserve Deck; this way he can take End Of Turn a second admiral into hand during his opponent's turn. The "end of the turn" occurs after the final part of the Having done this, he chooses to draw the fourth draw phase, which is both players re-circulating their card -Avenger- into hand. He decides to stop at this Used Piles. For issues of timing, assume that it is still point, saving those two Force in case he needs to use it the turn of the player's whose turn just ended (so if it is during his opponent's turn. He re-circulates his Used the end of the light side player's turn, treat it as if it were Pile by placing it under his Reserve Deck; Light does the light side player's turn for any relevant point). the same. He then announces it's the end of his turn. Any mandatory and automatic actions are now initiated It's now the light side player's turn, and he activates, and resolve normally as automatic actions. Any optional goes through his control phase, and reaches his deploy end of turn actions may then be initiated (the player phase. He deploys Deneb Both ("When deployed, draw whose turn it just was gets the first chance to initiate an up to 2 cards from top of Reserve Deck."). By its optional "end of turn" action, and players then take phrasing, this draw is mandatory, so Light must draw up turns). For example, losing Force to Frostbite must to 2 cards (remember that "up to X" means at least 1, occur before a player can perform an optional action so he cannot say he will draw 0 cards). It also comes like using 2 Force to remove cards from their Political from the Reserve Deck rather than the Force Pile; he Effects, as shown on My Lord, Is That Legal? / I Will draws 2 cards. One is an Ishi Tib, the other is Chewie, Make It Legal. See also Start Of Turn, Ch. 3. Only end Enraged; both are deployed to Deneb's site. of turn actions (or valid responses) may be played at When Light's draw phase arrives he has five cards in this time - no other actions are legal. Once players his Force Pile. He draws the first, another Deneb, which have no end of turn actions to play or resolve, that he has no use for. However, Ishi Tib ("During your draw turn ends. The next player's turn immediately begins phase, may place one card from your hand on bottom with their start of turn; there is no time between turns for of Used Pile to draw a card from Reserve Deck.") lets things to happen. him use it to draw another card, although from Reserve Deck 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 was mentioned). Grudgingly he goes back to drawing off his Force Pile and takes one more card. After this he re-circulates by placing his Used Pile under his Reserve

NotEndorsedorSponsoredbyLucasfilm Page 8-1 Draw Phase & End Of Turn

Deck; Dark does the same. Light announces it's the end player's turn, he may take the first action; he passes (he of his turn, and now the end of turn events happen, has no legal end of turn actions he can perform). Light which includes Chewie's maintenance cost. Paying uses 2 Force to take Senator Palpatine off his Political maintenance costs is mandatory and thus is resolved Effect and place him on the Used Pile. Dark passes, as an automatic action; Light chooses to use 2 Force to Light passes, so now that start of the light side player's keep Chewie in play. Dark had forgotten to use his turn begins. Dark has 1 card in his Used Pile, Light has Imperial Command until now, and unfortunately he still 5 (the 1 used to pay for It Could Be Worse, It Could Be can't play it; only end of turn actions or responses may Worse, the 2 used to pay for moving Palpatine, and take place at this time, so he'll have to use it during his Palpatine himself). Those cards will continue to remain own turn. With no more end of turn actions it proceeds there until they are re-circulated at the end of Light's immediately to the dark side player's turn - note that turn. there are two cards on Light's Used Pile; he does not re-circulate again even though there are cards there; they will be re-circulated at the end of the dark side player's turn.

End of Turn - Examples Dark is playing Hunt Down And Destroy The Jedi versus Light's Plead My Case To The Senate. Both have flipped their objectives. Light has placed Senator Palpatine 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, during which he had played Sense, which Light had grabbed using Grappling Hook (making Sense unique). Dark still has Visage Of The Emperor ("At the end of each player'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 the maintenance cost of Blizzard 4, which are then treated as competing automatic actions. Since it's the end of the dark side player's turn it is treated as if it were his turn for all purposes, so he may choose which order for these events to occur in. He chooses to pay for Blizzard 4 first, using 1 Force and placing it on his empty Used Pile. Now the Force loss from Visage happens; Dark loses nothing because his objective protects him, so only Light loses Force. Light has three cards in hand: It's A Hit!, It Could Be Worse, and Transmission Terminated. Transmission Terminated can cancel holograms, but that cannot occur at this time because it's not a valid end of turn action. However, Light is about to lose Force, and thus can play It Could Be Worse now, because responses may still be played. He does so, using 1 Force (which goes on his empty Used Pile. Dark plays It's Worse to cancel it; responses don't have to be to end of turn actions, they may play out normally. Light plays It's A Hit! to cancel It's Worse. Dark has a Sense in hand, but unfortunately he can't play it because Sense is now unique and he played a copy during his turn (it is still treated as if it were his turn for all purposes, including card uniqueness). Dark has no more responses, so It's Worse is canceled, It Could Be Worse goes through, and the loss from Visage Of The Emperor is thus canceled. With no more mandatory actions, optional end of turn actions may now be initiated. Since it was the dark side

NotEndorsedorSponsoredbyLucasfilm Page 8-2 Chapter 9 - The Cards - Attributes, Types & Icons

Card Attributes Title Name identifying a card. Unique, Restricted, & Non-Unique A card may have dots (•) or diamond symbols () next Title - Identical Cards to their title. This is a reflection of a card's uniqueness. Some cards look for identical cards, such as Monnok If a card is unique (•) or restricted (e.g., •••), the number ("All cards opponent has two or more of in hand are of dots restricts: (a) the number of cards of that title that lost.") or Abyss ("If a unique (•) card is drawn for destiny are allowed on table at any given time, and (b) the and a duplicate is on table, destiny card is lost (destiny number of cards of that title and persona that may be = 0). If duplicated card is a character, it loses immunity played or deployed each turn (even if one is canceled, to attrition for rest of turn and player must lose 2 Force returned to hand, if it has already resolved and been or lose that character."). Any such card looks solely at placed in the Used Pile or Lost Pile, etc). Some unique the titles of cards; anything else is ignored. Thus Boba or restricted cards are available to both sides of the Fett from Cloud City and Boba Fett from Special Edition Force (such as •Ice Storm), but this restriction is still are the same, even though they have different pictures, applicable, regardless of the fact that it is being played expansion icons, game text, etc. They do not even have by a different player. to be on the same side (Dark Side Ice Storm is Some cards have one or more diamond () symbols in considered the same as Light Side Ice Storm). the card title. The number of diamonds indicates the However, if two cards do not have identical titles, then number of copies that both players together can have they are not considered the same card. on table at any given system (whether on the system For example, if Abyss is on the table and you draw itself or at a related location). There is no limitation on Lando Calrissian as destiny and your opponent has the number of systems where such a card may be Lando Calrissian on table, your destiny is zero and your used. For example, the Asteroid Field card has Lando is lost. Your opponent's Lando has no immunity three diamonds. Therefore, both players together are to attrition for the remainder of the turn, and your limited to a total of three Asteroid Field locations at opponent must either lose 2 Force or lose his own each planet system. A starship with  uniqueness may Lando. However, if General Calrissian is drawn in the not be deployed to a location where another copy of same situation, the Lando Calrissian on table is fine that  starship already exists, and may not move to the because they are two different cards (even though same location as another copy of that  starship. they're both personas of Lando). When checking if two If a condition that allows a unique or restricted card to cards have the same card title, you must also check for legally be on table in excess of its normal on table limit matching uniqueness/restricted symbols. If the cards is later removed, then all extra copies of that card are have different types of symbols (or if one card has placed in the owner's Used Pile (owner's choice as to symbols and the other card does not), then they are not which copies are removed). For example, the character considered to have identical card titles (thus card Kalit allows multiple copies of Jawa Siesta to be on <>Tatooine: Desert and ***Tatooine: Desert do not table at once. If Kalit is lost (or has his game text interact in any special way and are considered to have canceled, or is missing, etc.), with three Jawa Siestas different titles). on table, they are returned to being unique (as Kalit's game text is continuous only while he is on table). The Lore owner of the Jawa Siestas then decides which two This text, appearing on many card types, presents copies of Jawa Siesta to place in the owner's Used Pile. background information about the characters, starships, It should be noted that this rule does not affect the weapons etc. in the Star Wars universe. Lore jurisdiction of Tournament Directors in the handling of sometimes contains terms that are relevant to game illegal misplays. play. Any card with no dots or with two or more dots (••) is non-unique. Card Type Except for locations, (which are defined as the same Game Text card type) card type is always defined by the icon in the Game play information in the large text block located at upper left hand corner of a card. See the following the bottom of each card (or on each side of a location pages for detailed information on the various card card). types.

Icons Subtype See the section titled Icons later in this chapter. In addition to a card type, many cards have a subtype, whether it is a common game type (Mobile Effect, Used Interrupt) or one specific or even unique to a particular

NotEndorsedorSponsoredbyLucasfilm Page 9-1 The Cards - Attributes, Types & Icons model of some object (TIE, protocol droid, cruiser). "maneuver" does not also affect armor; however, game Subtypes are located under the image on vehicles, text which targets "maneuver or armor" refers to starships, weapons, Effects, and Interrupts and is whichever of those attributes occurs on the affected located in the right box under the picture on droids. card. Some subtypes contain more than one item (e.g., Blizzard 2 has the subtype Combat Vehicle and AT-AT). Defense Value If a reference is made to any part of the subtype, then it A collective term which refers to the various attributes is applying to that card (e.g., Hound's Tooth [Modified often used when cards are targeted by weapons. A Corellian Freighter] and Millennium Falcon [Modified character's defense value is its ability, armor, or Light Freighter] can both be targeted by cards that maneuver - whichever is highest. (Unarmored droids target freighters). without maneuver have a defense value of zero.) A vehicle or starship's defense value is its armor or Power maneuver. A creature's defense value is indicated by a An attribute of characters, vehicles and starships that term that is unique to that creature, such as scales, represents their overall 'strength' (conceptually slither, vicious howl etc. Occasionally, a weapon will be representing experience, training, tactical skill, built-in able to target some other kind of card (such as a seeker weaponry etc.). or artillery weapon). In that case, the card itself will provide a defense value to be used. Deploy Cost Defense value is always dependent upon the armor, The amount of Force required to be used in order to maneuver, or ability of the card it is based on, but the deploy a card. If a card that deploys does not have a reverse is not true. For example, if a card increases the deploy cost box, does not list a deploy cost in its game maneuver of Red 5, the defense value will reflect that text and has not been given a cost by some other game change. However, if a card increased Red 5's defense function, that card is 'free' to deploy. (It may have other value, it does not increase Red 5's maneuver. requirements, however.). Characteristics Forfeit Value See Ap. D Number on a card representing the amount of attrition and/or battle damage that may be satisfied by losing Owner that card during a battle. The owner of a card, when referenced in game text, is the player who played the card. Stolen cards, sold Hyperspeed cards (by Treva Horme) or cards won in sabacc change Maximum number of parsecs a piloted starship with ownership until the end of the game, or until they hyperdrive and a nav computer can move each turn. change owners again. (See Stealing, Ap. C)

Landspeed Flavor Text Maximum number of adjacent sites a character, In some instances, game text will refer to a term or creature or vehicle can travel each turn. Characters and phrase in quotes that is not a game term, but is used as creatures by default have a landspeed of 1. if it were a game term (not to be confused with "hit," "react," "blown away," etc. which are game terms). This Politics is termed flavor text, because unlike other game terms See Senate, Ap. C they're not in the rules, because they have no effect on overall play besides what is listed for their explanation. Ability Examples are: "nighttime conditions," "fly," "choke," An attribute of characters, creature vehicles and cards "salt," "jump off," "defuse," "cloak," "throw," "rider," and with permanent pilots that represents their capability to "eat the soup." While these are not rules of the game, use the Force. these terms may be referenced by other cards or rules; for example, "purchase" on Wioslea is mentioned in Armor Guri's game text and in the rules for Presence Droids. An attribute generally used on capital starships, large vehicles and a few special characters as an indicator of resistance to weapon fire and other potential threats. Game text which specifically targets "armor" does not also affect maneuver; however, game text which targets "armor or maneuver" refers to whichever of those attributes occurs on the affected card.

Maneuver An attribute generally used on starfighters, small vehicles and a few special characters as an indicator of how well it can evade weapon fire and other potential threats. Game text which specifically targets NotEndorsedorSponsoredbyLucasfilm Page 9-2 The Cards - Attributes, Types & Icons

Issues With Physical Cards Characters A type of card that represents the individuals who Boldface Type participated in the events of Star Wars (Rebel, Imperial, Type style used on some cards to emphasize important alien, droid, etc.). A few characters represent more than terms. However, boldface type has no effect on game one of these things; for example, Chewbacca (in the A play (e.g. Momaw Nadon is a leader even though the New Hope expansion set) is both a Rebel and an alien. characteristic is not in boldface in his lore, because Characters have landspeed of 1 unless otherwise boldface type is not relevant). specified. 'Character' is a game term that refers only to cards of the character category. Although cards of other Capitalization types (e.g., starships, creature vehicles) sometimes The specific capitalization of card names, provide ability, these are not characters. (See characteristics and other game terms is not relevant for permanent pilot.) game play purposes. For example, the words "Stormtrooper" and "stormtrooper" are interchangeable; Characters - deployment both refer to any character with the characteristic of During your deploy phase, you may deploy a character stormtrooper. (See Ap. D.) card from your hand to a location if there are Force icons on your side of that location, or if you already Italics have presence at that location. A character can deploy Type style used on cards for text such as the names of to a site, or aboard a vehicle or starship (with sufficient unique capital starships. Italics are not relevant for capacity) at a site following these rules. A character game play purposes. may only deploy to a system (or cloud or asteroid sector) if it deploys aboard a starship or vehicle at that Card Backs location (see starship - deploying on or aboard). When playing with clear sleeves (or no sleeves), all Some card texts or characteristics (e.g., a spy) allow cards in any deck or pile must be oriented in the same you to deploy characters to a place where you do not direction (i.e. the logos facing all the same way). have presence and do not have Force icons on your side of the location. Foreign Languages To ensure consistent tournament play worldwide, one Characters - movement language (English) is used as the standard for all game See Movement, Ch. 7. play. Cards and rules printed in other languages are played and interpreted exactly the same as their Characters - Card Types English-language counterparts (and according to all Character is actually a card category, and can be current rulings, errata and clarifications). For example, divided into different card types of its own (in addition to different language versions of the same card, such as sub-types, etc.). Card type is always indicated by the Vader's Lightsaber (English) and Sable De Luz De icon shown in the upper left hand corner of the card. Vader (Spanish), are considered to have the same title for all game play purposes. Characters - Alien Alternate Image Cards A type of Light Side or Dark Side character, An alternate image card set is two or more cards with representing individuals not directly aligned to any side. identical title, game text, lore, statistics etc., but with differing pictures. Since card identity is determined by Characters - Dark Jedi Master title, they are considered the same. See the entry on the following page. Also, these cards are marked by a gold ring around the expansion icon. This does not change the expansion icon in any way (thus you may not persona replace Characters - Droid Queen Amidala, Ruler Of Naboo with an alternate A type of Light Side or Dark Side character, image Queen Amidala, Ruler Of Naboo). representing mechanical beings. Droids have no ability, thus they do not create presence (with some exceptions, see Presence Icon). Droids without armor Admiral's Orders or maneuver have a defense value of zero. Type of card which represents tactical and strategic Droids may, however, be targeted by cards that planning. Admiral's Orders deploy on table for free, but compare against ability; in this case treat the droid's only during your deploy phase and only if you occupy a ability as an unmodifiable zero. Note that since droids battleground system. There can be only one Admiral's have no ability they may never be treated as your Order on table at any time; when a new one is "highest-ability character" or as a "card with ability." deployed, the previous one (no matter which player it See highest-ability character, defense value, Ability, belongs to) is placed in its owner's Used Pile. Note that Ability, Ability. you may not deploy an Admiral's Order if a unique (•) one of the same name is already on table. NotEndorsedorSponsoredbyLucasfilm Page 9-3 The Cards - Attributes, Types & Icons

by a character's ability and overrides any printed sensitivity. Characters - Imperial A type of Dark Side character, representing individuals Force-Attuned that directly support the Empire. A level of Force sensitivity that indicates minimal awareness of and strength in the Force, but no training Characters - Jedi Master (represented in the game by an ability level of 3). See the entry on the following page. Force-Sensitive Level of Force sensitivity that indicates an awareness of Characters - Rebel and some training in the use of the Force (represented A type of Light Side character, representing individuals in the game by an ability level of 4 or 5). that directly support the Rebellion. Characters - Dark Jedi A subtype used to represent Dark Side characters of Characters - Republic ability 6 or greater. This collective term thus includes all A type of Light Side or Dark Side character, cards of type "Dark Jedi" as well as all "Dark Jedi representing individuals that are directly involved with Masters". It should be noted that a Dark Jedi is not a the Republic. Note that the "Republic" and "New "Jedi", and cannot be targeted by text that targets only Republic" icons represent two completely separate Jedi. (such as a revolved Tatooine: City Outskirts). If government entities and are not interchangeable in any your Dark Jedi is crossed to the Light Side (such as way. with Anakin Skywalker), it will then be a Jedi.

Characters - Sith Characters - Dark Jedi Master A type of Dark Side character, representing individuals A type of Dark Side character, as indicated by the icon loyal to the Sith order who may not possess any other in the top left hand corner of the character card political affiliations or ambitions. (meaning it is a card type in addition to a level of Force sensitivity), representing those who have mastered the Characters - Dual Character Types dark side of the Force. Such individuals are represented Some characters have more than one character type in the game by an ability level of 7. The distinctive icon. For example, Chewbacca from the A New Hope round icon indicates that a Dark Jedi Master can expansion set is both an alien and a Rebel. Also, Mara channel the flow of the Force, and is a valuable ally for Jade, The Emperor's Hand from the Enhanced Jabba's the Dark Side. Such an icon means that when you Palace product is both an alien and an Imperial. When activate Force during the Activation Phase, each Dark any action checks for the specific character type of such Jedi Master you have in play cumulatively adds 1 to cards, simply check the necessary card for the required the Force you normally generate for yourself. This icon character icon only. For example, the Dark Side Effect is not connected to any location in any way, and as Scum And Villainy says "While all your ability on table is such is not affected by a Nudj's ability to cancel Force provided by aliens." If Mara Jade is on table she is a icons, cannot be 'equaled' by B'omarr Monks, and does card with ability. The check then simply becomes "is not affect a locations "battleground" status. Mara an alien?" She is, so Scum and Villainy can work normally while Mara is on the table. None Shall Pass, Characters - Jedi on the other hand, says "and you have no Imperials at a A subtype used to represent Light Side characters of Jabba's Palace site." With Mara Jade at a Jabba's ability 6 or greater. This collective term thus includes all Palace site in this case, the check would be "is Mara cards of type "Jedi Knight" as well as all "Jedi Masters". Jade an Imperial?" She is, so None Shall Pass cannot If your Jedi is crossed to the Dark Side (such as with be played. Note that a dual-icon character does not Join Me!), it will then be a Dark Jedi. It should be noted count as two characters. Thus, for example, the Dark that a Jedi is not a "Dark Jedi" and cannot be targeted Side player cannot play Main Course (which says "If by text that targets only Dark Jedi. opponent's alien and Rebel are in battle together") Characters - Jedi Knight against a lone Chewbacca. A subtype used to represent Light Side characters of A character can only be considered a non- if they lack that character type icon. Thus Arica, "Dark Jedi", and cannot be targeted by text that targets who has both an Imperial icon and an Alien icon cannot only Dark Jedi. If your Jedi Knight is crossed to the be targeted as either a non-Alien or a non-Imperial. Dark Side (such as with Epic Duel, or Join Me!), they are now a Dark Jedi. Characters - Force sensitivity Describes a character's level of ability to use the Force. Characters - Jedi Master Although it is sometimes written in the third box below A type of Light Side character, as indicated by the icon the character's picture, it is not a requirement to have a in the top left hand corner of the character card degree of Force sensitivity. Force sensitivity is defined (meaning it is a card type in addition to a level of Force NotEndorsedorSponsoredbyLucasfilm Page 9-4 The Cards - Attributes, Types & Icons sensitivity) representing those who have mastered the Characters - Icons light side of the Force.. Such individuals are represented in the game by an ability level of 7. The Pilot distinctive icon indicates that a Jedi Master can channel the flow of the Force, and is a valuable ally for your Warrior side. Such an icon means that when you activate Force during the Activation Phase, each Jedi Master you have Astromech in play cumulatively adds 1 to the Force you normally generate for yourself. This icon is not connected to any Permanent Weapon location in any way, and as such is not affected by a Sleen's ability to cancel Force icons, cannot be Presence Icon 'equaled' by B'omarr Monks, and does not affect a locations "battleground" status. Creatures Type of card that represent the threats that wild animals Highest-Ability Character can pose to an unwary traveler. Instead of participating Your "highest-ability character" must be a character in battles, creatures participate in attacks (see Attacks, card with an ability of greater than zero. Thus, droids Ch. 6). All creatures are considered excluded from (who do not have ability) and permanent pilots (who are battle by rule (and thus are inactive). However, not character cards) can never be your highest-ability creatures which affect a card participating in the battle character. If two or more of your characters are tied for still provide whatever effect is stated, whether on the highest ability, you may choose which one to target. creature or another card. For instance, if an attached See Droid. creature reduced a character's power by 2, the character would remain power -2 during battle, and if a Characters - Astromech character's game text stated they add one battle destiny Astromech is a subtype of droid, as shown next to the if with a creature, they would add one battle destiny. power box. Astromechs are programmed to function as This is a special exception to the inactive rules that nav computers and allow your ships to travel through applies only to creatures. hyperspace. Astromech droids count as passengers (and thus take up passenger capacity) unless Creatures - Parasites astromech capacity is available. A creature with the parasite attribute. Parasites do not function the way normal creatures do - they will often Characters - Maintenance Droid attach to prey rather than trying to devour it. While Maintenance droid is a subtype of droid, as shown next attached, a creature will not attempt to attach to another to the power box. It is not a characteristic, and as such target, and it may not voluntarily detach. An attached droids such as 2X-7KPR that refer to "maintenance" in creature moves with its host (as a carried card) their lore are not maintenance droids. wherever they go and does not take up any capacity. Attached creatures are lost if they are defeated or Characters - Matching Pilot detach outside of their habitat. If the host is lost, the See Matching Pairs. attaching creature is lost (unless the host is eaten, in which case all attaching creatures simply detach first). Characters - Warrior All normal rules still apply to parasites, thus a Mynock A warrior icon is not required to carry or use a weapon, cannot board a starship, multiple Vine Snakes are not but some cards (such as Blaster Rifle) only work with cumulative (you apply only the largest value for X), a warrior characters. Additionally, Dark Side warriors may Bog-Wing that relocates a character can still perform a escort captives (see Captives – Escorting). regular move, and they will attack creatures of a One important note, however, is that if a character has different species. two (or more) printed warrior icons, that character is permitted to use that number of different weapons per Creatures - deployment turn; this supersedes all other weapon use rules. Creatures deploy only within their 'habitat' (habitat is However, this only applies to using multiple different defined on each creature's card). Neither presence nor weapons; you may not use the same weapon twice. Force icons are required for deployment, and they may Also, this rule applies only to printed warrior icons, not deploy to Dagobah or shielded sites. icons added in other ways. A character with multiple warrior icons is not considered to be multiple warriors. Creatures - movement Creatures move only within their 'habitat'. Creatures (even Mynocks) have a landspeed of 1 (unless they say otherwise), and may move once during each of their owner's move phases (for 1 Force).

Creatures - relocating defeated cards Some creatures are able to relocate a defeated card to another location, either specific or general. This choice NotEndorsedorSponsoredbyLucasfilm Page 9-5 The Cards - Attributes, Types & Icons can only be performed if such a location is on table and Devices - Using Devices the defeated card can be moved; if not, the defeated Unless specified otherwise, each character, vehicle or card is eaten. For example, if Dragonsnake defeats starfighter may use only one device per turn. Squadron- R2-D2, and there are no adjacent sites to relocate him, class starships may use three different devices per turn. R2-D2 is eaten. Capital starships may use any number of devices per Some situations (e.g. Dagobah Rules) prohibit cards turn. Using a device means to initiate an optional action, from being relocated. Such rules do not apply to any mandatory action, or just action using its game text. card that would relocate a defeated character, such as Employing any other game text of the device (for Wampa, Bog-Wing, or WHAAAAAAAAAOOOOW!. example, a continuous modifier like the power and immunity bonus of Luke's Bionic Hand) is NOT Creatures - selective considered using the device. A device may be used any Many creatures in the Star Wars universe refuse to number of times per turn (subject to the One Rule). consume each other. Selective creatures of the same However, see Portable Fusion Generator, Ap. B for species never attack each other (being the same explanations on this device. species is determined by card title or, in the case of One-Arm, a defined attribute). Devices - Tractor Beams Tractor beams may be used any number of times per Defensive Shields turn, though only once per battle using their own game Type of card that represents strong counter-measures text (other uses allowed during battle (such as with In against some of an opponent's strategies. These cards, Range) do not use up the once per battle use from combined with the Starting Effects for each side, Tractor Beam's game text). It may only be used when a provide the player with a suite of defensive options to card allows it (e.g., Captain Lennox or its own game assist their deck. You may play one Defensive Shield text). card at any time that you are permitted to take an action, as long as no other action is currently resolving Effects (and as limited by the Starting Effect game text). For Type of card that represents long-term alterations to example, a Defensive Shield could be played during other cards or aspects of the game. There are six your deploy phase, during the opponent's turn, or even different kinds, or subtypes, of Effects: Effects, during the weapons segment of a battle (following the Immediate Effects, Mobile Effects, Utinni Effects, above rules). You could not play Do, Or Do Not in Political Effects and Starting Effects. A card that targets response to an opponent initiating a Sense card though, 'Effects' (or an Effect) targets only the first subtype of because playing a Defensive Shield is not a valid Effect (it is not targeting the card type Effect), not the response to any other action. other five, unless it specifically mentions one or more of Many Defensive Shield cards replicate the name of a the others. Game text that targets an "Effect of any previously printed card. For example, Your Insight kind" can target any subtype of Effect. Serves You Well is an Effect from the Death Star II expansion, and is replicated as a Defensive Shield. Effects - Effects Despite this similarity, these cards are in no way Effects (sometimes called "normal Effects" for interchangeable. They are different card types, and clarification) are identified by their Effect icon in the often have an altered or reduced game function upper-left corner of their card, and the single keyword compared to the original card. The only rule that ties "Effect" in their subtype box (just below the picture). two such cards together is the "unique and restricted These Effects are deployed during your deploy phase. cards" rule, since many Defensive Shield cards often Where they deploy is specified within their game text. share the same card title as an existing Effect card. Defensive Shields play rather than deploy, and Effects - Starting Effects therefore are not a valid target for actions that deploy Starting Effects are identified by their Effect icon in the cards, even if the card is mentioned by name. For this upper-left corner of their card, and "Starting Effect" in reason, you cannot use This Deal Is Getting Worse All their subtype box. Starting Effects provide players a The Time to deploy the Secret Plans shield, nor can way to start their game with a "reserve" of cards, you use Don't Tread On Me to deploy Ultimatum and/or typically Defensive Shields. This provides valuable Do, Or Do Not shields. additional defense against an opponent's nastier strategies while only sacrificing one "card slot" of your Devices regular 60-card deck. Starting Effects deploy before any Type of card that represents useful tools and other starting location or objectives are revealed. They never equipment. deploy at any other time, but if they are found in a deck, hand, or pile, they may be used normally like any other Devices - Deploy, Carrying, And Transferring card or unit of Force. Cards placed under your Starting See Weapons - Deploying And Carrying; Weapons - Effect must be of the same allegiance as the deck you Transferring. are playing, and do not count against your "deck limit". That is, they are considered permissible extra cards above the normal 60 cards of a standard game deck. NotEndorsedorSponsoredbyLucasfilm Page 9-6 The Cards - Attributes, Types & Icons

The Starting Effect itself does count as one card of your becomes inactive), the Utinni Effect is lost (or inactive). game deck, and therefore is calculated against your See inactive, Ch. 1 deck limit. For tournament play, when offering your shuffled deck 'reaching' an Utinni Effect for an opponent to count and cut, provide your A target "reaches" an Utinni Effect that is deployed on a opponent with two piles. One pile will be your Starting location when: Effect (face-up) on top of the cards (face-down) that will  the target is present at the location; or go beneath it. The other pile is the rest of your game  the target is in a pilot, passenger or astromech slot of deck (face-down). Your opponent can then verify that a starship that is present at that location or you have the correct number of cards under your  the target is in a pilot, driver or passenger slot of a Starting Effect (your opponent will see your Starting vehicle that is present at that location. Effect, but will see only the card backs under that For example: Our Most Desperate Hour is deployed on Starting Effect), and that your deck contains exactly 59 the Alderaan system targeting Leia on Tatooine. Leia cards (the Starting Effect is the 60th card). Once moves from Docking Bay 94 to the Home One: Docking counted, the cards under your Starting Effect may only Bay (the starship Home One is present at the Alderaan be removed from there or manipulated using texts that system). Leia has not yet "reached" the Utinni Effect, as specifically allow it, such as the text on the Starting she is not in a pilot or passenger slot. To trigger the Effect itself. Utinni Effect, she would need to use her regular move Cards under your Starting Effect are supporting (see next turn to move from the Docking Bay to the "bridge" Card States, Ch. 1). of Home One. (see movement - regular - starship and vehicle sites). Effects - Political Effects Political Effects are identified by their Effect icon in the upper-left corner of their card, and "Political Effect" in Effects - Examples their subtype box. A Political Effect is deployed just like Dark plays Combat Readiness (V) at the start of the a normal Effect, and can be canceled by game text that game ("If your starting location was a system, ▼ a cancels Political Effects (see the Coruscant card related site (must be a battleground if the system is a "Alter"). non-battleground or Endor) with < 3 and up to three Effects - Immediate Effects Effects that are always ."). Dark may ▼an Effect that Immediate Effects are identified by their Effect icon in is immune to Alter, but not a Starting Effect, Political the upper-left corner of their card, and "Immediate Effect, or Immediate Effect. Dark then plays Twi'lek Effect" in their subtype box. Unlike other types of Advisor ("Use 3 Force to search your Reserve Deck Effects, Immediate Effects are not limited to the deploy and take one Effect of any kind into hand; reshuffle"). phase. They will deploy as a response, or during a He may ▲any Effect, including those mentioned, specific time (or any time, if no time is stated) as because it says "of any kind." He could take into hand a indicated by their game text. Starting Effect (though he couldn't deploy it because Starting Effects only deploy at the start of game). He Effects - Mobile Effects takes into hand Frozen Dinner, an Immediate Effect. Mobile Effects are identified by their Effect icon in the Because of this -and because its game text does not upper-left corner of their card, and "Mobile Effect" in indicate it must respond to another action- it can be their subtype box. Mobile Effects are deployed during deployed at any time. your deploy phase like normal Effect cards, but have a built-in movement function. Where they deploy and how they move is specified within their game text. Epic Events A card type which represents a major storyline Effects - Utinni Effects occurrence (the destruction of the Death Star, the Utinni Effects are identified by their Effect icon in the turning of Luke Skywalker etc.). Epic Events are unique upper-left corner of their card, and "Utinni Effect" in their in that they are the only card type which can either play subtype box. Utinni Effects are deployed during your or deploy, depending on their game text: Attack Run deploy phase (unless indicated otherwise) like normal and Epic Duel deploy on table (like Effects) and thus Effect cards, but deploy upon a location and usually may be utilized more than once, whereas Commence require you to choose a specific on table card that the Primary Ignition and Target The Main Generators play Utinni Effect is targeting. They have text that generally (like Interrupts) and are placed in the Used Pile or Lost compels a targeted character, vehicle or starship to Pile after use, according to their result. move to a specific location (usually the one where the Utinni Effect is deployed) in order to cancel a negative Interrupts condition or initiate a positive one. Where they deploy Type of card representing a sudden short term change and how they act is specified within their game text. If (such as the surprise attack by the Ewok army or Luke the target of an Utinni Effect leaves the table (or blinding Vader with carbonite gas). Interrupts may be played during any player's turn, and once it has its

NotEndorsedorSponsoredbyLucasfilm Page 9-7 The Cards - Attributes, Types & Icons effect is then discarded. An Interrupt may play at any 'Starting' function on an Interrupt may never be altered time between other actions, or as a response to an in a way so that it might play as any other subtype of action that the Interrupt specifically cancels or modifies. Interrupt (Used, Lost, etc). The exact conditions required are listed in the interrupt's game text. If no condition is stated, then the interrupt is Jedi Tests a legal card play whenever a "top level" action is A card type that represents the ability to learn the ways possible for that player (i.e. no other actions are of the Force. Completing Jedi Tests gives you new resolving). To play one, say, "Interrupt!" and bring out capabilities that can have far-reaching consequences, the card. Interrupt cards play, have their result and then and can also raise your character's ability. go to the Used Pile or the Lost Pile; they are not To learn how to use Jedi Tests, see Jedi Testing, Ap. C. considered to be "on table" while they are executing. Interrupts play, they do not deploy. If an Interrupt instructs you to place it somewhere other than where Locations that subtype of interrupt would normally be placed after Types of cards that represent the many exotic places resolving (for example, a Used Interrupt that tells you to shown in the Star Wars universe. Locations are where place it back in your hand), follow the instruction on the Force is generated and where characters, starships, interrupt (unless canceled). vehicles etc., are deployed. All location cards have a The following subtypes or Interrupts exist, and may destiny value of zero. Location cards are placed on even exist on the same interrupt card (this will be noted table in a horizontal line between the two players. in their game text and their description box): Used, Lost, Related locations are played next to each other to form and Starting. If an interrupt has multiple functions, the a group. Locations belonging to different systems are owner playing it chooses which function is being used separated by a gap. The cards are oriented so that, at the time the interrupt is played. when deployed, the Light Side player is facing the side with the blue lightsaber icons and the Dark Side player Interrupts - Lost is facing the side with the red lightsaber icons. Game Lost Interrupts are identified by their interrupt icon in the text on one side of a location should be considered a upper-left corner of their card, and "Lost Interrupt" in 'global effect' (it affects both players) unless context their subtype box. Lost interrupts (or interrupts with a clearly specifies otherwise (usually by use of words like Lost function) are played under standard interrupt rules. 'you,' 'your,' or 'opponent's') or if the text is somehow Once resolved they are placed in their owner's Lost canceled. Note that some locations may contain Pile. duplicate text on both sides of the Force, in such cases the redundant text should be ignored (for example, Interrupts - Used modifiers may not be double-counted). There are two Used Interrupts are identified by their interrupt icon in notable exceptions to this rule: the upper-left corner of their card, and "Used Interrupt" in their subtype box. Used interrupts (or interrupts with 1. Text that provides a Force drain modifier only affects a Used function) are played under standard interrupt the player on the corresponding side of the Force. rules. Once resolved they are placed in their owner's 2. Text that allows a player to initiate an optional action Used Pile, and in this way the chance often arises to (or causes him to initiate a mandatory action) only play them more than once. It should be noted that if affects the player on the corresponding side of the canceled, a Used interrupt is still placed in its owner's Force, unless context specifies otherwise. Lost Pile, not the Used pile. Locations have no deploy cost. You may deploy any Interrupts - Starting number of location cards from your hand, for free, Starting Interrupts are identified by their interrupt icon in during any of your deploy phases. There are three kinds the upper-left corner of their card, and "Starting of location: site, system and sector. Interrupt" in their subtype box. Starting interrupts (or Site locations represent different areas on a planet (or interrupts with a Starting function) are played after both within the Death Star or Cloud City) where characters players' starting locations (or objective and objective and vehicles may deploy, battle and move. Site starting cards) have been deployed, and before locations related to a system may be deployed Reserve Decks have been shuffled to draw opening regardless of whether that system card is already on hands, each player may play one starting Interrupt. See table (and vice versa). Starting the game, Ch. 2. Both players reveal their System locations represent different planets (or Death starting interrupt simultaneously. If both players choose Stars) in the galaxy. They are deployed on the end of a to use a starting interrupt, the player who goes first in row of 'related' site locations (if already in play). the game must resolve his starting interrupt first, then Otherwise a system may be deployed alone. A system the opponent must resolve his starting interrupt. The card is related to all sites in the same system (e.g., the player going second thus has an opportunity to view the Tatooine system is related to all Tatooine sites). cards his opponent has chosen before searching for her Sector locations represent different altitudes of airspace own. Where the Starting interrupt is placed after it over a planet (for cloud sectors) or areas within an resolves is stated on the actual interrupt card. A asteroid belt (for asteroid sectors). They are deployed on either side of a system location, and thus the system NotEndorsedorSponsoredbyLucasfilm Page 9-8 The Cards - Attributes, Types & Icons location card must already be on table or you to deploy generic site on table with another generic site of the sectors in that system. Bespin: Cloud City, is the only same name (excluding the name of the planet it has sector that may deploy without the system on table. taken on). Most generic sites are exterior-only, and thus are grouped with the other exterior sites on the planet. Converting Locations Interior/exterior generic sites should be placed at the Many locations have both a Light Side and a Dark Side end of a planet's exterior locations, separating them version. (Be aware that the game text and Force icons from any interior sites (including other interior/exterior will vary!) Only one of each unique (•) location may be locations). in play at a time. A location in play can be converted by See Blown Away, Ap. C and Jedi Testing, Ap. C for the deploying the opposing side's version on top (you may interaction of generic sites with those events. not convert your own locations). It is possible for a location to change back and forth (Light to Dark, Dark to Holosites Light) several times during a game. Any action that The Dejarik Hologameboard and Imperial Holotable are permits you to deploy a location may be used to convert both holosites, with their own special rules. See Dejarik an opponent's location; in fact, if you attempt to deploy Rules, Ap. C. a location from a deck or pile, and the only legal location would convert your opponent's location, you Marker Sites must deploy it. Any exterior Hoth site (except Echo Docking Bay) and the Wampa Cave. The lowest numbered site is the Deploying/Arranging Locations "innermost" and the highest is the "outermost." Locations should be arranged and deployed as laid out in Appendix E. Starship and Vehicle Sites Starship and vehicle sites obey location deployment rules (e.g., interior/exterior sequence and insertion) and Sites create locations aboard a starship/vehicle where cards Horizontally oriented location where characters and may deploy, battle and move. For convenience, each other cards can deploy, battle and move. There are group of starship sites is placed on table separately planet, mobile, vehicle, and starship sites (as indicated from other sites. However, the group is related to one by their icons). particular starship. There are two types of starship/vehicle sites: unique, Exterior Site and non- unique. Non-unique sites can be related to A site location which is conceptually 'outside' (or any card that has an aspect mentioned in its title (for partially outside); identified by an exterior icon. instance, : Launch Bay may be related to anything considered a star destroyer). Non-unique sites Interior Sites deploy only to a starship/vehicle on table, and are lost if A site location which is conceptually 'inside' (or partially that starship/vehicle leaves table. inside), identified by an interior icon. At sites that are Unique starship/vehicle sites are instead related to one interior-only (i.e., those without an exterior icon), specific starship/vehicle in their name (such as  characters and vehicles may not shuttle; and Executor: Control Room, it is related only to the  vehicles may not deploy or move unless specifically Executor). They operate independently of their related allowed to on the card. starship/vehicle, which means they can deploy whether For example, a vehicle may move to Docking Bay 94 or not the starship/vehicle is on table, and do not leave but may not enter the Cantina. If the vehicle's play even if the related starship/vehicle does (however, occupants want to go into the Cantina they must see Blown Away, Ap. C for dealing with blown away disembark and move inside, leaving their vehicle at a starships). nearby exterior site. Cards at a starship/vehicle site are considered to be on Generic sites (and aboard) a starship or vehicle, and they are These locations represent environments found on a considered on or aboard a starship/vehicle mentioned variety of different planets. They may be deployed as in the site's title. Also, they are considered to be on part of any planet system (except those excluded by (and aboard) the related vehicle and starship (if it is on their game text) that is already represented on table by table). For instance, if Stormtrooper is at Star a system location or a non-generic site. Once deployed Destroyer: Launch Bay related to Flagship Executor, he to a planet system, a generic site takes on the name of is aboard a capital starship, the Executor, and a Super- that planet and is thus related to the system, its other Class Star Destroyer. A Rebel Trooper at Home One: sites and its cloud sectors. (This relationship begins War Room is aboard a starship and Home One. after the site is deployed; thus, for example, the game However, if the Rebel Trooper is at the Home One: War text of the Dagobah system does not allow you to take Room while Home One is not on table, then that is all a generic Swamp from your Reserve Deck.) Each he is aboard (he is aboard Home One and aboard a generic site has a single diamond () symbol in its card starship, but not aboard a capital starship or a cruiser, title, indicating that only one copy of that site may be on because that information is not on the starship site, so table for each planet. Your opponent may convert your only exists when Home One is on table). Cards at NotEndorsedorSponsoredbyLucasfilm Page 9-9 The Cards - Attributes, Types & Icons starship/vehicle sites are considered to be "below depending on the kind of sector (see asteroid sectors decks" rather than on the "bridge"/"cockpit" of the and cloud sectors). starship/vehicle, and thus are not considered in any way to be at the location of the vehicle or starship. For Asteroid Sectors instance, if Home One and Flagship Executor from our Asteroid sectors deploy to any planet system. They are above examples were both at Endor, neither the related to the system location, but not to the planet's Stormtrooper nor the Rebel Trooper would be sites. They are not part of the planet and thus do not considered at Endor or have any effect on any battle take on its name (e.g., asteroid sectors at Dagobah are that might take place there. not "Dagobah locations" and thus are not affected by Dagobah's deployment restrictions). If the planet is Starship/vehicle sites are related to any other "blown away," asteroid sectors there are not destroyed. starship/vehicle sites related to the same Starships may deploy, battle and move at asteroid starship/vehicle. While the starship/vehicle is at a site, sectors. its sites are considered adjacent to that site, and are considered related to locations related to that adjacent Cloud Sectors site. If not at a site, they are not adjacent and are not Cloud sectors deploy to any planet system. They are related to any other location (except other related placed between the system location and its related vehicle/starship sites). sites, and represent various "altitudes" of airspace above the planet's surface. Cloud sectors are related to However, while such sites may be related, they are not the planet system where they are deployed and to that considered sites on that planet or deploying to that planet's sites. They are part of the planet and thus take planet. For instance, Jabba's Sail Barge: Passenger on its name (i.e., cloud sectors at Tatooine are Tatooine Deck is not a Tatooine site for the purposes of My Kind locations, effectively becoming "Tatooine: Clouds"). If Of Scum, and controlling the AT-AT: Deployment the planet is "blown away," cloud sectors there are Platform (on Blizzard 1 assuming it is present at a destroyed (lost). Tatooine site) cannot count towards flipping Imperial Shuttle vehicles, cloud cars, patrol craft, squadrons, Entanglements. and starfighters (or any starship that moves like a For movement related to starship/vehicle sites, see starfighter) may deploy, battle and move at cloud Regular - Starship And Vehicle Sites, Ch. 7 and sectors. Regular - Landing And Taking Off, Ch. 7). Any planet sector with “cloud” in its title is considered a cloud sector. Sectors Vertically oriented location where starfighters and other Death Star II Sectors cards can deploy, battle and move. All sectors share Neither player may deploy, battle or initiate Force drains the following features: at a Death Star II sector.  Sectors are oriented vertically, like systems; however, they have no parsec number and thus Systems cannot be used for hyperspeed movement. Vertically oriented location where starships and other  Characters may not deploy or move to a sector cards can deploy, battle and move. Systems use the unless aboard a vehicle or starship which is allowed same card template as sectors but also have a parsec at that sector. number. There are planet, space and mobile systems.  Vehicles may deploy aboard a starship (capacity permitting) that is allowed at a sector. Parsec Numbers  Certain vehicles are permitted to deploy and move to Number on system locations symbolizing the relative cloud sectors (see Cloud Sectors), however any hyper-route distance between systems. (See Movement vehicle may be carried to any sector if the carrying - regular - using hyperspeed, Ch. 7.) card is permitted to move to the sector. Planet Cards which affect a starship at a system may not The term 'planet' includes a planet system location and necessarily affect a starship at a sector. Refer to the all of its sites and cloud sectors. Phrases such as "at latest game text of the card in question and check if it that planet" and "on that planet" have their normal mentions sectors. English meanings (see Prepositions, Ch. 4). Asteroid Asteroid sectors and cloud sectors (except Bespin: sectors grouped next to a planet are 'related' to the Cloud City) deploy next to any planet system or another planet, but are not part of it (e.g., a starship in the sector of the same type that is already on the table. asteroids is not 'at' the planet). Sectors may be inserted in any order, as long as you maintain the legal pattern (see Location Deployment, Space Ap. E). Sites and sectors cannot be deployed to space At sector locations, you may make any applicable systems. 'reacts' and any applicable unlimited moves. In addition, certain regular moves are allowed at sectors, NotEndorsedorSponsoredbyLucasfilm Page 9-10 The Cards - Attributes, Types & Icons

Mobile to each other on table without being adjacent (e.g., a Cloud and asteroid sectors (and generic sites) cannot system next to a sector). be deployed to mobile systems. Mobile systems can move; see Movement - Regular - Mobile Systems, Characteristics Ch. 7. Locations do not have characteristics; instead they will be referred to by an element of their title or a defined Battleground attribute about them (e.g., prison, subjugated planet, Any system, sector or site location where both players etc.). Thus, for example, any card with "desert" in title or have Force icons. It does not matter if these Force is provided that attribute somehow is considered a icons are provided by other cards such as Daughter Of desert. However, see Throne Room. Skywalker or Presence Of The Force, as long as they Jabba's Palace sites are active at that location (not canceled by a Sleen, for All Jabba's Palace (including Tatooine: Jabba's Palace) example). Remember that the icon on Jedi Masters and locations are considered to be Tatooine locations as Dark Jedi Masters are not Force icons, and therefore do well as Jabba's Palace locations. Thus they are related not affect battleground status. to any Tatooine site, sector, or system location.

However, the following locations are never Prisons battlegrounds: Prisons will state "Prison" in their title. Also, three sites  holosites, are defined as prisons:  Dagobah locations, •Death Star: Detention Block Corridor  Coruscant: Galactic Senate, •Cloud City: Security Tower  shielded Hoth or Death Star II locations, •Jabba's Palace: Dungeon  Jabba's Palace: Audience Chamber when Bo Shuda is deployed there, Rebel Base  Tatooine: Podrace Arena while either player has a Any Yavin 4 or Hoth location is a Rebel Base location. race total > 0. While Expand The Empire is deployed This includes related cloud sectors but not asteroid on the Tatooine: Podrace Arena, the adjacent sites sectors in the same system. For the purpose of are also prohibited from being battlegrounds while Commence Primary Ignition, cloud sectors increase the either player has a race total > 0. potential damage but do not decrease the chance for  <> Desert where a Sandwhirl is present. success. The planet indicated by the Hidden Base card is conceptually unknown to the Empire and thus is not considered a Rebel Base for game play purposes Sector Cheat Sheet – What Can I Deploy There? (unless the Light player were to choose Yavin 4 or Hoth to be his 'hidden base').

Asteroid Sector – All starships can deploy, move, and Related locations battle there as if it was a system. Sites and cloud sectors that are deployed to the same system are Cloud Sector – Only shuttle vehicles, cloud cars, patrol  related to that system; craft, squadrons, and starfighters may deploy there. Of  related to other sites and cloud sectors deployed to course starships that may 'deploy like a starfighter' or that system; and 'move like a starfighter' are also eligible.  part of that system. Death Star II Sector – No cards may deploy here! Asteroid sectors that are deployed to the same system They must move in from the Death Star II system itself. are  related to that system;  related to each other; but Location - General  not part of that system (e.g., an asteroid sector at the Dagobah system is not a Dagobah location) and not Adjacent related to normal sites or cloud sectors in that Some cards refer to adjacent sites or sectors (systems system. cannot be adjacent). These are related sites or sectors The Big One Cave is related only to the Big One. A that have been played next to each other. Cards may location is not related to itself. move from location to adjacent location like a sequence The exception to these rules is that a starship site or a of connected spaces on a game board. Two location Death Star or Death Star II site is not a related site to cards are adjacent only if they are the system that the starship (or Death Star) is orbiting, (1) the same kind of location (site or sector), and similarly the system is not a related system to that (2) physically next to each other and starship (or Death Star) site. (3) part of the same system, starship etc. For a vehicle at a site with its own vehicle site, the (Vehicle sites are also adjacent to the planet site where vehicle site is related to the sites of the planet where the vehicle is located.) Locations can be physically next that vehicle is located. A starship, Death Star, Death

NotEndorsedorSponsoredbyLucasfilm Page 9-11 The Cards - Attributes, Types & Icons

Star II or vehicle site is related to its other starship, mandatory actions stated in this section, then that Death Star, Death Star II or vehicle sites. Objective is placed out of play leaving you with no starting location and no Objective. The deployment same and related sites occurs before anything else on the objective is applied Cards using this phrase must be at a site to utilize the (for example, if an objective instructed you to deploy an associated game text. See Related locations. alien, and the "For remainder of game" or "While this side up" text prohibited deploying Rebels, you could still same system deploy Chewbacca because that game text is not Unless specifically noted otherwise, "same system" applied until the deployment is complete). refers directly to the system location and does not The bold-faced terms "For", "While" and "Flip" on extend to the related sites or sectors of that system. Objective cards contain game actions that apply to that entire clause, until the next bold-faced term. Thus a System location "For remainder of game" section condition will apply to See Ch. 4, System location. all game text (including more than one sentence) until the "While this side up" or "Flip" keyword is found. Throne Room When an Objective card flips is stated in that section of Death Star II: Throne Room, Naboo: Theed Palace its game text. Unless stated as an optional action ("flips Throne Room, and Yavin 4: Massassi Throne Room are anytime after..."), Objective flip actions are automatic all throne rooms. However, to avoid confusion, a actions. The face up side of an Objective is the only reference to "Throne Room" is to Death Star II: Throne side that is currently on table (and thus currently Room, and the other two sites will be referred to by their 'active'). Many objective cards can also flip back to their title. For a card targeting all three, it will state "any destiny 0 side, while some cannot be flipped back. This throne room." is shown within the actual game text on each side of the Objective. Locations - Icons If a card is deployed on (or stacked on) an Objective, Mobile and the Objective flips, those cards simply transfer to the new side of the objective. For example, Your Space Destiny would now be on Take Your Father's Place and Planet remain active. Likewise, Mosep on Fearless And Inventive would remain supporting if the Objective Exterior site flipped back to My Kind Of Scum, and may deploy from it to the table. Interior site References to an objective's title solely affect's that side Underground of the objective, not both sides (e.g., Strike Planning will cancel Dark's generation at Endor if Endor Operations Underwater flips to Imperial Outpost). However, if it refers to "that Starship site card" or "that objective" it is referring to the entire card (both sides). Thus, when Daughter of Skywalker is Vehicle site targeted by "that card" for remainder of game, it means Creature site that both Mind What You Have Learned and Save You It Can will target her. Scomp Link Podracers Objectives Type of card that represents one of the renowned Type of card that represents long-term planning by machines that Podracer pilots use to compete in the providing specific starting cards, game play conditions, dangerous high-speed sport of Podracing. The and short and long term rewards for completing tasks. mechanics for a Podrace are contained on the Epic A player may only include one Objective card in a deck, Event card Boonta Eve Podrace. Although you can and if you choose to include one, you must deploy it participate in a race without a Podracer card (the Epic instead of a starting location. Objectives have game text Event permits you to place race destiny on the Podrace on both sides of the card. An Objective card always Arena), you'll find your chances of winning are greatly deploys with its front side (as indicated by the destiny enhanced when using cards like Sebulba's Podracer or value of zero) face up (and thus "on table"). See Anakin's Podracer. All references to Podracer target a Starting the game, Ch. 1. Your opponent may, at any card of type Podracer. This means that cards such as A time, examine both sides of your Objective card. Step Backwards cannot be played against race destiny Italicized text on the front side of an Objective that is stacked on the Podrace Arena. (beginning with the term "Deploy") specifies actions and Podracer cards deploy during your Deploy Phase (for deployment taken at the start of the game. All such free unless specified otherwise) to your side of the race actions or deployment ignore deployment costs (but location indicated in their game text. You do not need must obey deployment conditions). Whenever you are presence or Force icons to deploy your Podracer. Your prevented from (or fail to) deploy or execute any NotEndorsedorSponsoredbyLucasfilm Page 9-12 The Cards - Attributes, Types & Icons podracer is considered to be present, and "at" that If a squadron does not have at least as many pilots as it location. does starships, it is considered unpiloted (see For the rules of podracing, see Podracing, Ap. C. Unpiloted).

Starships Starships - squadron class - replacement Type of card representing the many machines used to Some squadrons do not have a deploy cost, but instead travel and battle throughout the galaxy in space. replace three starfighters of a certain class (or classes) Starships are divided into three distinct subtypes - present at the same location (thus you may not replace capital starships, starfighters and squadrons. at a "cargo hold"). These squadrons may not be Starships also come in different types based on the targeted by other cards for deployment unless those presence (or absence) or certain icons. cards explicitly allow for the deployment of squadrons (e.g., Atmospheric Assault). A squadron cannot replace Starships - capital another squadron. The three 'replaced' starfighters and Capital starships represent the larger fleet style all cards deployed on them go to their owner's Used starships of the Star Wars galaxy, such as Imperial Star Pile. However, the owner may choose to transfer any Destroyers or Mon Calamari Cruisers. Capital starships characters, weapons and devices to the squadron if are identified by their starship icon in the upper-left there is capacity (and the card may legally deploy on corner of their card, and the keyword "Capital" in their squadrons); this transfer is free. Any cards targeting a description box (just below the picture). replaced starship transfer that targeting to the squadron, unless they are not applicable (for example, Starships - starfighter they only target starfighters) in which case they are lost. Starfighters represent the smaller snub-class of Replacement is not deployment, and may be performed starships, often manned by only a single pilot, or a irrespective of deployment rules or restrictions. See small number of crew. Examples include the TIE Fighter squadron class. and the Alliance's X-wing Fighter. Starfighters are identified by their starship icon in the upper-left corner Squadron Class Examples of their card, and the keyword "Starfighter" in their The following examples illustrate the squadron class description box (just below the picture). starship rules, often demonstrating the difference between a squadron class starship and a starfighter. Starships - squadron class  An X-wing Squadron cannot board a Mon Calamari A squadron is a class of starship card, separate from Cruiser (it has capacity only for starfighters) but a starfighter and capital starship, that represents more Star Destroyer may carry a TIE Squadron (which than one starship (usually of the same class) on one takes up the capacity of 3 TIEs). card. Squadron class starships are identified by their  Imperial Reinforcements may retrieve a TIE starship icon in the upper-left corner of their card, and Squadron if the destiny draw is 3 or more (or 2 TIE the keyword "Squadron" in their description box (just squadrons if it is a 6 or more), while Seinar Fleet below the picture). It should be noted that not all Systems cannot place a just-lost TIE Squadron in starships with Squadron in their title are squadron class the Used Pile (it can only relocate one TIE). starships. Some titles, such as Gold Squadron 1, simply  Don't Get Cocky can destroy an entire TIE represents their flight squadron designations, and does squadron. not make them a squadron class starship (see  A squadron at Clouds is power and maneuver -2, squadron designations). A squadron is treated as because it modifies starships.  one card  Proton Torpedoes and SW-4 Ion Cannon may  one starship deploy on a Y-wing; thus a Y-wing squadron may  multiples of its starship class(es). fire up to three of these weapon cards per turn. For example, a B-Wing Squadron is considered to be 3  The Death Star Assault Squadron, each turn, may B-Wings, while the Death Star Assault Squadron counts fire one weapon that is applicable to a TIE as three TIEs (one TIE Advanced x1, 2 TIE/lns). A advanced x1 as well as up to two weapons that are squadron is NOT targeted or treated as a starfighter in applicable to TIE/lns. any way. Any game action that takes or places a  All Power To Weapons adds 2 to the power of each squadron component (X-wings, Y-wings, TIEs etc.) to or TIE, so a TIE Assault Squadron is power +6. from a deck or pile (retrieve, deploy from Reserve,  Surface Defense Cannon, Landing Claw and place in Used Pile etc.) can only work with a squadron if Astromech Translator work only on a starfighter and it affects all three of the starfighters depicted on the thus are not usable by squadrons. squadron card. Similarly, an action that moves a  Fusion Generator Supply Tanks and Targeting component of a squadron (such as You're All Clear Kid, Computer deploy on a starship and thus enhance which moves a TIE) can only move the squadron if it the squadron by 1 (not by 3). can move all of its components. The only exception to  Commander Brandei can take only one TIE, not a this rule is that any game action that causes one of the squadron, from Reserve Deck. squadron's components to be lost, captured, or placed out of play affects the entire card. NotEndorsedorSponsoredbyLucasfilm Page 9-13 The Cards - Attributes, Types & Icons

 Attack Run specifies "up to 3 TIEs" and thus allows hold" of that starship. All vehicles and starships in the a single TIE squadron to Enter Trench; however, X- cargo hold are considered landed. (see Landed) wing and Y-wing squadrons may not make an Attack Run because the Epic Event requires Starships - Clone Army 'starfighters'. A starship with the Clone Army icon.  Dark Maneuvers & Tallon Roll may be played on a TIE squadron, but the power and maneuver bonus Starships - deploying on or aboard only applies once (not 3 times) because the You may deploy characters, vehicles and starfighters Interrupt only affects a single TIE. directly aboard your starships at any location where you have presence or at least one Force icon, and the Starships - astromech capacity starship has sufficient capacity. Weapons, devices, Some starfighters have passenger capacity specifically Effects and similar cards may be deployed wherever reserved for an "astromech." Astromech capacity on a appropriate, with or without presence or Force icons. starship is a type of passenger capacity that can only be filled by an astromech droid (not Brainiac!). Of Starships - deployment course, any character that provides nav computer Starships deploy only to locations where you have capabilities can still work normally from any regular presence or Force icons. passenger capacity slot. Capital starships that have permanent pilots may deploy to system locations and asteroid sectors. A Starships - astromech icon capital starship that does not have a permanent pilot This obsolete term has been superseded by the term may deploy to either of the above places if deployed nav computer icon. simultaneously with a pilot (which counts as a single action), at normal use of the Force. Capital starships Starships - capacity may not deploy 'empty.' The exception is capital The limit that a vehicle or starship can carry, as defined starships that "deploy like a starfighter". These more on the vehicle or starship card. When a vehicle or maneuverable starships follow all the deployment rules starfighter's capacity includes pilots, drivers and/or for starfighters instead. passengers, this capacity conceptually represents the Starfighters and squadrons that have permanent pilots bridge or cockpit. When its capacity includes vehicles aboard may deploy to (1) docking bays, (2) "cargo hold" and starfighters, this capacity conceptually represents of your capital starship with sufficient capacity and the cargo hold. Only characters which are conceptually (3) system and sector locations. A starfighter that does "on the bridge" (or cockpit) take up capacity; those at a not have a permanent pilot aboard may deploy related starship or vehicle site do not occupy capacity  to any of the three places listed above if it is on the "outer" starship or vehicle, and may not pilot, deployed simultaneously with a pilot (which counts drive or otherwise enhance that vehicle or starship. as a single action), at normal use of the Force; or Characters which remain aboard something in the  'empty' to a docking bay or "cargo hold" of a starship cargo hold (such as a character aboard an AT-AT which – not to a system location. is aboard a Star Destroyer), occupy capacity only on When deploying an unpiloted starship from anywhere the "inner" starship or vehicle (in our example, the (including a deck or pile) you may deploy it to a system AT-AT) and are considered only to be passengers - that or sector with a pilot from hand. Any action that deploys is they are not piloting or driving that "inner" starship or a starship "with pilot" or "with a pilot," and does not vehicle. Vehicles or starships that use the phrase "May indicate that the pilot is optional for that particular add X pilots or passengers" may have any combination starship, must be deployed simultaneously with a pilot of pilots or passengers at the bridge or cockpit as long or the starship cannot deploy. as the total number of pilots and passengers aboard does not exceed X. Starships - deploys like a starfighter Cards that "deploy like a starfighter" must follow all Starships - capacity - lost capacity rules and game text that apply to the deployment of Occasionally capacity will be altered while cards are starfighters; this is never optional. For example, Bright occupying the slots (such as an astromech when I've Hope can deploy to the clouds, but will only be able to Lost Artoo has been canceled or a non-pilot character deploy -1 to Light Side Dantooine (it does not get the with Ellorrs Madak who has the Effect canceled while choice to use the capital starship deployment reduction piloting). In those instances, the character automatically at that location). See also Movement - moves like a moves into a passenger capacity slot. If there is no starfighter, Ch. 7. passenger capacity slot available, that character is placed on top of the Used Pile. Starships - Enclosed All starships are defined as being enclosed. Any vehicle Starships - cargo hold with "enclosed" in its lore is also enclosed. Characters Some starships may carry vehicles or starships on aboard an enclosed vehicle or starship are sheltered board. This area is conceptually considered the "cargo from the environment and thus are not present at the location, preventing them from adding their personal

NotEndorsedorSponsoredbyLucasfilm Page 9-14 The Cards - Attributes, Types & Icons power to a player's total power at that location, firing computers are also provided by astromech droids. A character weapons or being targeted by weapons. On permanent nav computer is not a character ('character' an enclosed vehicle or starship, all characters may use is a game term referring to a card type) and does not ability, forfeit and game text (when appropriate), but incorporate any features of characters (such as droid, only pilots and drivers –not passengers– may apply astromech, game text etc.). their ability toward drawing battle destiny. See Landed; Vehicles - open vehicles. Starships - occupants Characters aboard a vehicle or starship (but not when Starships - Imperial at a related vehicle site or starship site). Occupants fall A Dark Side starship with no other allegiance icons into two categories: pilots/drivers, and passengers. See such as Independent, Republic, Trade Federation, etc. astromech capacity, capacity, passenger, pilot, Vehicles - Drivers. Starships - Independent A Light or Dark Side starship with the Independent icon. Starships - passengers Any characters aboard a starship or vehicle who are not Starships - Landed acting as a pilot or driver of that starship or vehicle. A starship at a site location (or a starship or vehicle in a Passengers aboard an enclosed vehicle or starship capital starship's "cargo hold") is "landed.” Landed (except characters "below decks" at vehicle or starship starships and vehicles are considered unpiloted, thus all sites or in a vehicle or starship in the cargo hold) rules applying to unpiloted starships also apply here participate in battles at the location of that vehicle or (see Unpiloted). There are a few additions and starship normally, except that they may not apply their exceptions to this; for one, the game text of the starship ability toward drawing battle destiny. Astromech is a (unless suspended/canceled) also includes identity and specific type of passenger. See astromech capacity. ability of any permanent pilots. Also, while a pilot (or permanent pilot) is aboard: Starships - permanent pilot  Landed starships may take off from a site or A "built-in" pilot aboard a starship, indicated by a pilot disembark from a starship. icon on the starship card. Permanent pilots are not  Landed starships and vehicles may use any weapons characters ('character' is a game term referring to a and devices that indicate they may be used while card type) and do not incorporate any features of landed (such as Surface Defense Cannon). characters (such as Rebel, spy, ability, game text etc.) other than those specified. For example, the unique  Game text also includes any text that indicates it permanent pilot •Red Leader In Red 1 starship card functions when the starship or vehicle is landed (such does not incorporate features of the Red Leader as Bravo Fighter or Trade Federation Landing Craft). character card (and is not a leader), nor can Vader on Pilot characters and permanent pilots function as Death Star Assault Squadron be targeted by Sense or I passengers aboard landed starships and vehicles Have You Now. See Personas, Ch. 5. (though they still occupy the pilot capacity rather than A permanent pilot sometimes may provide ability; if so passenger capacity), but return to functioning as pilots this is stated in the game text of the card. If unstated, once they are no longer landed. the pilot provides no ability. If a starship or vehicle has multiple non-unique permanent pilots, and a value is Starships - leaves table required for one specific permanent pilot, take the total If a starship is lost or otherwise leaves the table, any ability of the permanent pilots divided by the number of cards aboard it are lost (All Cards situation). See permanent pilots aboard (rounded up if necessary). Leaves Table, Ch. 1. Thus, one of the permanent pilots of Executor is ability 1. If there are unique permanent pilots, see the card's Starships - matching starships entry in Appendix B to find the value for each See Matching Pairs. permanent pilot. Starships - Movement Starships - personas See Movement, Ch. 7. See Personas - Starships And Weapons, Ap. D.

Starships - must have pilot aboard to use... Starships - pilot This and similar game text on some early cards is Aspect of characters that allows them to control and incorporated into the Unpiloted rule, and thus does not move a starship, combat vehicle or shuttle vehicle appear on new cards. This text is considered stricken. (indicated by a pilot icon on the character card). In addition, many starships, combat vehicles and shuttle Starships - nav computer vehicles have built-in permanent pilots as indicated by This icon indicates the navigation computer necessary the pilot icon on their card. See permanent pilot. for a starship to move through hyperspace (remember When a pilot character is deployed or moved aboard a that all other forms of movement can be done without a vehicle or starship, that character is considered to be nav computer). Most capital starships and some acting as a pilot if sufficient pilot capacity is available, starfighters have a permanent nav computer, and nav unless the deploying player specifies otherwise.

NotEndorsedorSponsoredbyLucasfilm Page 9-15 The Cards - Attributes, Types & Icons

However, pilots deploying simultaneously with an piloting Black 2. A similar definition exists for a gunner unpiloted starship, combat vehicle, or shuttle vehicle and a starship that belongs to a squadron. must act as a pilot, since that is a condition of deploying them simultaneously with such a starship or vehicle. Starships – Starfighters without maneuver You may designate which characters are acting as A starfighter without maneuver may not be targeted by pilots (that is, you may relocate them between pilot and a card that examines maneuver due to the Implied passenger capacity) at any time during your deploy or Targeting Rule. Thus Obi-Wan In Radiant VII cannot be your move phase (if the capacity offers a choice, you targeted by A Few Maneuvers or I'm On The Leader. may also change it between pilot and passenger as Note that this applies to cards that look only at well). Any pilots aboard a starship or vehicle in excess maneuver, not those that look at maneuver or armor or of its pilot capacity are passengers and thus may not those that look at defense value. A card with maneuver enhance the starship or vehicle. Any modifiers to a of an unmodifiable zero may still be targeted as a card pilot's personal power do not increase the bonus that with maneuver. pilot grants to a starship or vehicle. While all characters aboard a starship or vehicle apply ability normally, on Starships - starship weapons enclosed vehicles and starships only the pilot (or driver) See Weapons. applies their ability towards drawing battle destiny. Starships - stealing See Stealing - vehicles and starships, Ap. C. Starships - Piloted Any starship or vehicle with a permanent pilot (or driver) Starships - Trade Federation or a character who is currently performing that function. A starship with the Trade Federation icon. A starship must have a pilot aboard to perform most of its game related functions; any starship without a pilot is Starships (or Vehicles) - Unpiloted considered unpiloted (see Unpiloted). A starship or vehicle that is not piloted. Conceptually, any starship or vehicle that isn't actively Starships - Rebel being piloted (or driven) has been "powered down," and A Light Side starship with no other allegiance icons is useful for little more than something to hide in or such as Independent, Republic, Trade Federation etc. behind. An unpiloted starship or vehicle: Starships - Republic  has power, maneuver (if applicable), and hyperspeed A Light or Dark Side starship with the Republic icon. (if a starship) or landspeed (if a vehicle) equal to an unmodifiable zero (if it has armor, armor = 2) Starships - Separatist  may not move (other than the exceptions listed A starship with the Separatist icon. below)  may not utilize weapons or devices Starships - ship-docking capability  may not utilize any card that would logically require Also indicated by "[Ship-docking]" in game text. the vehicle or starship to be powered or operational Feature of some starships that allows two starships to (e.g., Dark Maneuvers, All Power To Weapons, dock in order to move pilots, passengers and cargo Attack Pattern Delta, Trample). between them, capacity permitting. See movement – Also, the starship or vehicle's game text is considered unlimited – moving between docked starships, Ch 7. All suspended, except game text related to: capital starships have ship-docking capability.  deployment (either its own or to deploy cards on Starships - squadron designations board it [even if from a deck or pile]); Squadron designations (for example, Red, Rogue or  capacity (e.g., "May add 2 pilots or passengers, and Black) are contained in title, lore or game text. As 1 astromech"); always, common sense and context should be used to  identity of permanent astromech; determine if the text is referring to the card in question  ship-docking capability; (ie General Crix Madine is not a member of Rogue  maintenance costs. Squadron) or if the text is referring to an actual An unpiloted starship or vehicle may still be forfeited, squadron (ie if Keder The Black were to become a pilot targeted by weapons, targeted to be stolen or he would not be a Black Squadron pilot by virtue of his destroyed, etc. Passengers still function normally title). Game text conditions based upon a squadron aboard unpiloted starships and vehicles (see designation require a particular squadron designation passengers). An unpiloted starship at the same system as well as some secondary requirement (such as being as a capital starship may embark on board that starship a pilot, gunner or TIE). For example, Black 4 is a Black if possible, or may have cards move between it and a Squadron TIE and Red Leader is a Red Squadron pilot docked starship (these are specific exceptions to the (both due to title). Commander Luke Skywalker is a "may not move" rule). Conceptually starships have Rogue Squadron pilot due to his game text. In addition, tractor beams to manipulate unpiloted starships. An a character piloting a starship that belongs to a unpiloted vehicle at a site may still use docking bay squadron is a pilot for that squadron (a permanent pilot transit, and may be shuttled to a starship at the related never counts as a squadron designation pilot). For system. Likewise an unpiloted vehicle in the "cargo example, Officer Evax is a Black Squadron pilot while hold" of a starship may be shuttled to a related site and

NotEndorsedorSponsoredbyLucasfilm Page 9-16 The Cards - Attributes, Types & Icons may be transferred between docked starships (these Vehicles - Transport Vehicle are specific exception to the "may not move" rule). Lift Class of vehicles used for ground transportation, such Tube and creature vehicles are never unpiloted. as the . Transport vehicles are identified by their vehicle icon in the upper-left corner of their card, Starships - Icons and the keyword "Transport" in their description box (just below the picture). Transport vehicles have drivers Nav Computer rather than pilots (see Drivers). Permanent Pilot Vehicles - AT-ATs Independent Because of its bulk and mechanical limitations, an AT-AT may not increase its landspeed above 1. Republic Clone Army Vehicles - capacity See Starships - capacity. Trade Federation Separatist Vehicles - crashed Some cards can cause a vehicle to crash. A crashed Presence Icon vehicle is considered unpiloted (see Starships - Unpiloted); thus any permanent pilots (or drivers) Scomp Link aboard the vehicle provide no ability. If the 'crashed' vehicle is enclosed: Vehicles  embarking or disembarking from the vehicle requires Type of card that represents the machines that allow 1 Force per character movement across the ground or through the clouds.  any character aboard may not use game text related Vehicles are divided into the following distinct subtypes to battle or apply ability towards drawing battle - combat vehicles, creature vehicles, shuttle vehicles destiny (although they still provide presence and transport vehicles. A vehicle must have a pilot (or normally). driver) aboard to perform most of its game related functions; any vehicle without a pilot or driver is Vehicles - Deployment considered unpiloted, except Lift Tube and creature Vehicles deploy only to locations where you have vehicles (see Starships - Unpiloted). presence or at least one Force icon on your side of that location. Vehicles may deploy to exterior sites, or to the Vehicles - Combat Vehicle "cargo hold" of a starship if sufficient capacity exists. Class of vehicle which is specialized for battle. Combat vehicles are identified by their vehicle icon in the upper- In addition, shuttle vehicles and vehicles with the left corner of their card, and the keyword "Combat" in subtype "Cloud Car" or Patrol Craft may also deploy to their description box (just below the picture). a cloud sector where you have presence or at least one Force icon on your side of the location. If the vehicle Vehicles - Creature Vehicles does not have a permanent pilot (or driver), it must be Class of vehicles which are actually domesticated deployed simultaneously with a pilot/driver character animals used as transport of people and goods. (as one action) or it may not deploy to the sector. This Creature vehicles are identified by their vehicle icon in follows the same rules as deploying an unpiloted the upper-left corner of their card, and the keyword starship. "Creature" in their description box (just below the picture). Creature vehicles have ability, and thus do not Vehicles - Deploying On Or Aboard require drivers or pilots. For this reason, a creature You may deploy characters directly aboard vehicles vehicle is never considered "unpiloted". If a creature with sufficient character capacity at any location where vehicle is about to be lost, any characters aboard it may you have presence or Force icons. Weapons, devices, "jump off" — disembark — at the same site and survive. Effects and similar cards may be deployed wherever appropriate, with or without presence or Force icons. Vehicles - Shuttle Vehicle Class of vehicles specialized for short hops from a Vehicles - Drivers planet site to an orbiting capital starship. Shuttle Unlike most vehicles, transport vehicles require drivers vehicles are identified by their vehicle icon in the upper- rather than pilots. Non-droid characters (and droids of left corner of their card, and the keyword "Shuttle" in the subtypes Vehicle Droid, Battle Droid, Protocol their description box (just below the picture). A piloted shuttle vehicle may use its regular move to either make Droid, or any droid with a or icon) may drive a any normal vehicle move (including being shuttled) or to transport vehicle, even if not a pilot. If more than one shuttle characters to or from any starship. See character is aboard a transport vehicle with driver movement – regular – shuttling. capacity, you must designate which one is driving (you may do so at any time during your deploy or move phase). A pilot who is serving as a driver is not 'piloting' NotEndorsedorSponsoredbyLucasfilm Page 9-17 The Cards - Attributes, Types & Icons and thus does not add a power bonus to the vehicle. Vehicles - stealing Any transport vehicle (except Lift Tube) without a driver See Stealing - vehicles and starships, Ap. C. is considered unpiloted (see Starships - Unpiloted). Vehicles - Unpiloted Vehicles - Enclosed See Starships - Unpiloted See Starships - Enclosed. Vehicles - Icons Vehicles - Landed Vehicles in the "cargo hold" of a starship are considered landed (See Starships - Landed). Permanent Pilot/Driver Clone Army Vehicles - Leaves Table If a vehicle is lost or otherwise leaves the table, any Separatist cards aboard it are lost (All Cards situation). The rule exception to this is creature vehicles, whereby any Scomp Link passengers may immediately disembark before the creature vehicle is lost. Likewise some vehicles may Presence Icon allow characters on board to disembark when it is about to be lost (such as Speeder Bike) via their game text. See Leaves Table, Ch. 1. Weapons Type of card that represents the hardware utilized by Vehicles - capacity - lost capacity characters, starships, vehicles or even Death Stars See Starships - capacity - lost capacity. during battle in order to inflict damage against opposing forces. You do not need a weapon to initiate a battle, Vehicles - Matching Vehicles but they can provide advantages. (Conceptually, most See Matching. participants have weapons, but are using them with less precision, such as the stormtrooper-Rebel fight on the Vehicles - Movement Tantive IV at the beginning of Episode IV). A weapon See Movement, Ch. 7. card conceptually represents skill with a weapon (such as Han specifically blasting the trooper that shot Leia on Vehicles - occupants Endor.) See Starships - occupants. Weapons are divided into distinct subtypes that describe where they deploy and in some cases, how Vehicles - open vehicles they operate. Subtypes include - artillery weapons, Any vehicle without the Enclosed attribute is considered automated weapons, character weapons, Death Star 'open.' Characters aboard an open vehicle are exposed weapon, Death Star II weapon, starship weapons and to the surrounding environment; they are present at the vehicle weapons. site (and thus are vulnerable to cards which affect Weapons - Using Weapons characters at the site). All characters aboard an open Unless specified otherwise, each character, vehicle or vehicle may use personal power, ability, forfeit and starfighter may use (as in using its game text) only one game text (when appropriate). They may also fire weapon per turn (but see Characters - Warrior for a character weapons and may likewise be targeted by specific exception). Also, a player may not use or fire an weapons. opponent's weapon unless specifically directed otherwise. Squadron-class starships may use three Vehicles - passengers different weapons per turn. Capital starships may use See Starships - passengers any number of weapons per turn. A weapon providing a continuous modifier (such as the power bonus on Vibro- Vehicles - permanent pilot ax) is not considered using the weapon; all other uses See Starships - permanent pilot of its game text is (so if you choose to use the Force drain modifier of Vader's Lightsaber or the power Vehicles - pilot resetting text of Aurra Sing's Blaster Rifle, your See Starships - pilot character can only use that weapon that turn). A weapon may be used any number of times per Vehicles - Piloted turn, but weapons may be fired only when permitted See Starships - Piloted by a rule or action (See When Can I Fire?). If a character, vehicle, or starship has game text that Vehicles - squadron designations refers to using or firing a weapon, that text applies only See Starships - squadron designations. to that character, vehicle, or starship card unless otherwise specified. For example, the game text of Vehicles - vehicle weapons Weequay Marksman (“May fire one weapon during your See Weapons - Starship And Vehicle Weapons. control phase (at double use of Force).”) applies only to

NotEndorsedorSponsoredbyLucasfilm Page 9-18 The Cards - Attributes, Types & Icons a weapon deployed on that Weequay Marksman, and cost (free). He draws and gets a 5, which is more than not to any weapon on table. enough to hit. Luke is turned sideways (he'll be lost during the damage segment). None of Light's cards Weapons - Firing may fire because all the cards with weapons are The act of using a weapon against an opponent's inactive. target, including swinging a lightsaber, ax or Gaderffii Firing Using A Card: Stick. The exception to this is automated weapons (see Han armed with Han's Heavy Blaster Pistol (V) uses its Automated); Laser Projector is the only automated text to fire during Light's control phase. He meets weapon which fires, all others are performing whatever conditions (the weapon's game text). He targets an act is stated in their game text (such as when Timer undercover spy there (he is present with the target). He Mine "explodes"). A weapon may only fire at targets pays the cost (1 Force). He draws destiny, and hits; the mentioned in its text (some weapons have received spy is immediately lost (resolve weapon fire). errata for this reason; see Ap. A). A weapon has been fired once the firing action resolves; if it is canceled Using Weapons Several Times Per Turn: before then, it is not considered to have fired (though it Obi-Wan armed with his lightsaber ("Deploy on Obi- has still been used, see Using Weapons). See Wan. May add 1 to Force drain where present. May Weapons - Just Fired. target a character or creature for free. Draw two Weapons fire is an action, and thus follows the rules of destiny. Target hit, and its forfeit = 0, if total destiny > actions. Choose your weapon to fire: defense value.") is present at the Cantina with Vader. (1) Meet Conditions - you must be permitted to fire by Light plays Sorry About The Mess and Obi-Wan targets rule or card. Vader. He has met conditions (the interrupt permits (2) Choosing Target - you may only target an firing), has chosen his target (who is present with the opponent's card that is present with the weapon. weapon) and he pays the cost (it's free): thus he draws (3) Paying Costs - pay the cost of firing the weapon (if 2 destiny, which totals 8. Vader is hit, and thus no cost listed, it is free). immediately lost. Obi-Wan now controls the site, so Once all responses are completed, if the firing hasn't Light Force drains there. Obi-Wan may use that been canceled, resolve the weapon fire, usually by lightsaber to modify the Force drain (because it isn't a drawing destiny and then apply any appropriate effects. continuous modifier, but an optional one, it counts as using the weapon, so had Obi-Wan fired a different Weapons - When Can I Fire? weapon, he couldn't modify the Force drain with his You may fire a weapon only when a card or rule permits lightsaber). Light then uses the movement text of Mos you to fire. Simply follow the rules of firing listed under Eisley to move Obi-Wan there where Dengar is present. Firing (and anything the card or rule might add). During his battle phase Light starts a battle there. Obi- For example, you are permitted by rule to use a weapon Wan may swing his lightsaber at Dengar as well, but during battle. When you do this, you must obey the may do so only once (because weapons can only be normal rules of firing; in addition, there are two special fired once per battle). rules for firing during battle: you must also only target a card that is participating in the battle and you may Weapons - Artillery attempt to fire each weapon only once per battle. A kind of weapon which is deployed on a site. Unlike most other weapons, artillery weapons usually have Weapons - Just Fired deploy and forfeit boxes. To fire your artillery A weapon is considered to have been 'just fired' after weapon, you must have your own power source (a the firing action has completed all 3 steps successfully power droid or any fusion generator) present. The Hoth: (Initiation, Responses, and Result) and the firing action Main Power Generators site and Captain Yutani With is coming off the stack. If a weapon firing action is Blaster Cannon also say that they can power Light Side canceled or prevented from resolving throughout this artillery weapons. An artillery weapon may not be process, then that weapon cannot be considered to moved unless it so specifies. If an artillery weapon that have been 'just fired.' can be carried is destroyed (such as, by Overload) while being carried, cards carrying that weapon will be Using Weapons - Examples lost also. Firing During Battle: When an artillery weapon is fired by a character (even if Dutch piloting Rogue 1 and Luke are in a battle with using an Artillery Remote) it counts towards the number Boba Fett With Blaster Rifle, who has captured Leia of weapons that character may use in a turn. Thus a With Blaster Rifle. Han With Heavy Blaster Pistol has character using an E-web Blaster may not use a Blaster been excluded from battle, Chewie With Blaster Rifle is Rifle in the same turn. missing, and Lando With Vibro-Ax is undercover. During the battle Boba Fett wants to fire his weapon; he Weapons - Automated meets conditions (he's in a battle). He chooses his A kind of weapon which activate themselves. Since they target, which must be Luke (because Han, Leia, are automatic, you do not need a character, vehicle, Chewie, and Lando are not participating in the battle, etc. to fire them. Most automated weapons specify and Dutch is not present with the weapon). He pays his when they are used within their game text. Unlike other

NotEndorsedorSponsoredbyLucasfilm Page 9-19 The Cards - Attributes, Types & Icons weapons, automated weapons are not fired. The lone Although you are restricted in the number of weapons exception to this is Laser Projector, which may be fired and devices you may use in a turn, you may still deploy during battle like any other weapon. Cards that allow as many on an appropriate card as you like. If a you to fire a weapon outside of the battle phase (for weapon can deploy on a card, then that card may use example Sniper, Sorry About The Mess, Blasted Droid that weapon. However, the reverse is not true – just or Suppressive Fire) may only be used to fire a Laser because a character may use a particular weapon does Projector. not mean that that weapon can be deployed on them The destiny draw for automated weapons is still (see Aurra Sing). Some characters, such as Kabe and considered a weapon destiny, except for Timer Mine. RA-7, have game text that allows them to carry Seekers are a special type of automated weapon (see weapons that they cannot use. While a card is carrying Seekers). a weapon or device they cannot use, that weapon or For information on mines, see Mining Droid Rules, device is inactive (this does not apply to 'extra' weapons Ap. C. a character might be armed with after he uses a particular weapon on a turn, only to weapons that a Weapons - Character Weapon character can never normally use). A kind of weapon that deploys on a character (it may only be used by that character). Weapons - Transferring During your deploy phase, you may transfer your Weapon - Mobile System Weapons weapon (or device) from one of your characters, A weapon deployed on a mobile system (or Trench) is vehicles or starships to another such card present by considered present at its location, and may fire using Force equal to the deploy cost of the weapon (or according to the normal rules of firing. device)and obeying all relevant deployment restrictions. (e.g. you cannot transfer Vader's Lightsaber to Obi- Weapons - Starship And Vehicle Weapons Wan, or a Cloud City Blaster if you are not on Cloud A kind of weapon that deploys on a starship or vehicle City). (it may only be used by that starship or vehicle). Your starships and vehicles may fire weapons so long Weapons - Destiny as they are piloted (or driven). This counts as the Any destiny drawn when firing a weapon (different from starship or vehicle firing, not the characters on board, battle destiny). Drawing weapon destiny is mandatory even if the weapon's game text mentions that a once you fire the weapon (meaning you may not fire the character is required in order to target with it (thus, a weapon if you do not have at least one card in your Nikto alone on a Skiff may use his Mos Eisley Blaster Reserve Deck). If the weapon specifies more than one the same turn the Skiff fires an Antipersonnel Laser destiny draw, you must draw the required number. See Cannon). 1.F. Destiny, Ch. 1. A weapon destiny draw is considered to be "at" the Weapons - Starship Weapons - Special Deployment location of the weapon. Thus for any location text that Some starships have game text allowing weapons with says "Your weapon destinies here are +1", it refers to certain attributes to deploy on them. Such weapons can any weapons at that site (even if the target is at another only be deployed if they can deploy (by the weapon's location). own game text) on another starship of the same type Unless otherwise specified, any modifier applied to (capital or starfighter). For example, you may deploy destiny when firing a weapon is applied to the TOTAL Quad Laser Cannons on Nebulon-B Frigate because weapon destiny, and NOT to any individual weapon the cannon may deploy on Corellian Corvettes; but not destiny draw. Note that this is AFTER each individual X-Wing Laser Cannons because those only deploy on draw has been completed (and thus after any individual starfighters. Likewise you may deploy Boosted TIE weapon destinies that were negative are reset to 0). Cannon on a TIE Defender because it deploys on a (see Section F. Drawing Destiny) type of starfighter, but not Laser Cannon Batteries because that weapon only deploys on capital starships. Weapons - Firing For Free Note that if a card is mentioned by name as being Sometimes a weapon is permitted to fire for free, such permitted to deploy, the card may deploy regardless of as with the card Stay Sharp. In those cases, if any its game text (e.g., Ion Cannon on IG-2000). variables depend on the cost of firing, the value for that variable is 0. For example, if Stay Sharp! was used to Weapons - Deploying And Carrying fire X-Wing Laser Cannons, X would be 0 and thus Each weapon (and device) specifies who or what it may provide no bonus to hitting the target. be deployed on and what the deploy cost is (if any). See Repeating Weapons. Although many character weapons specify that they deploy only on warriors, other character weapons Weapons – Firing Separately or Combined deploy on bounty hunters, Jawas, Han, etc. and thus do Sometimes you are permitted to fire a weapon more not require a warrior. You may not deploy weapons or than once and do so either separately or combined. In devices on your opponent's character, vehicle, or these instances (not in instances where you can fire starship (unless specifically allowed to by the card more than once, such as Maul's Double-bladed itself). Lightsaber, but only when you may do so "separately or NotEndorsedorSponsoredbyLucasfilm Page 9-20 The Cards - Attributes, Types & Icons combined" such as Targeting Computer), do the Weapons - Lightsabers following: declare that you are firing twice, and then Because a lightsaber is not present at a system or declare whether you are firing separately or combined. sector location, it cannot enhance Force drains at such Both shots fired will be considered part of the same locations. overall action, so no top-level actions may take place between shots. If firing separately, choose the first Weapons - Long-Range Weapons target, and resolve, then choose a target again (it may A weapon capable of targeting at locations other than be the same target) and resolve. where the weapon is present. Such weapons are If firing combined, treat each firing as a single weapon indicated by game text that permits them to fire at destiny (not a weapon destiny total, even if multiple targets at different locations, such as the Superlaser. draws are made), then add them together to form the When firing a long-range weapon, the normal rule of the total weapon destiny, apply further modifiers to total target being present with the weapon doesn't apply; weapon destiny, and then resolve. instead, the weapon and the target must both be present at their location. Otherwise the normal rules of Weapons - hit firing weapons apply: you fire according to the rules The act or state of having been successfully shot by stated under When Can I Fire?. any weapon that specifies "target hit" in its game text. See Weapons - Destiny Hit cards are marked by turning the card sideways until the damage segment of the battle, at which time the Weapon - Matching Weapon target must be forfeited. If the battle ends before the See Matching Pairs. damage segment, then "hit" cards are immediately lost. Any card "hit" but not participating in a battle (e.g., a Weapons – May Not Be Targeted By Weapons weapon is fired using an Interrupt such as Sniper, or the This phrase does not prevent a player from deploying character is excluded) is immediately lost. It should be weapons. Furthermore, a card that “may not be noted that any other weapon effect besides "hit" (e.g., targeted by weapons” may still carry, use, fire, etc captured, forfeit = 0, lost) is applied immediately upon weapons normally. These are exceptions to normal resolution of the weapon destiny draw. targeting rules.

Weapons - "hit targets are immediately lost" Weapons - Permanent Weapons The phrase "Any 'hit' targets are immediately lost" A weapon "built-into" a character, vehicle, or starship applies only to weapons which actually 'hit' targets. card. Other weapons have their normal result. A permanent weapon on a character, vehicle, or starship is considered to be a "character weapon", Weapons - Instead Of Firing "vehicle weapon", or "starship weapon", respectively. Some cards permit you to use a certain modifier or Permanent weapons may not be separated from a action "instead of firing" a weapon (such as End This vehicle or starship, and may not be separated from a Destructive Conflict or Precise Hit). To perform such character (lost, stolen, transferred, retrieved etc.) actions, you must target your weapon that would be except by cards that disarm. If a character is no longer capable of being fired during that timeframe and has an disarmed, the weapon is restored. Game text that applicable target (you do not have to have the Force to relocates weapons (e.g., to or from a pile) may not be fire it, merely the ability). That weapon is now treated as used to relocate a card with a permanent weapon having been used (not fired), so that it counts towards unless that action also relocates the character, vehicle, the number of times that weapon may be fired, and or starship. counts towards the number of weapons the character, If the game text of a card with a permanent weapon is vehicle, or starship may use per turn (X-Wing Assault canceled or suspended, that card is still considered to Squadron may fire only 2 more, IG-88 may fire only one be in possession of the weapon that is specified within more, and A-Wing may not fire any). its game text; the uniqueness of that weapon still applies, but that character, vehicle, or starship is Weapons - Ion Weapons incapable of utilizing the weapon's text. 'Scanning' or An ion weapon conceptually disables electronic circuitry copying the game text of a card with a permanent and mechanical systems of starships and droids, but weapon does not enable the scanning card to use that does not cause a target to be 'hit.' The results of an ion weapon, and the scanning card is not considered to weapon are immediate. Most ion weapons are ion possess that weapon. cannons, which can reset power, armor, maneuver and/or hyperspeed to zero (see unmodifiable values). Weapons - Repeating Weapons (Fire Repeatedly) This reset lasts until the target is repaired by a card A weapon that states it may "fire repeatedly" (e.g., specifically able to do so (e.g., R5-D4, R5-A2, Fire Antipersonnel Laser Cannon, Boba Fett's Blaster Rifle, Extinguisher), or the target leaves play. The phrase "all etc.). A weapon that does not state this is not a weapons aboard target are lost" refers only to weapons repeating weapon (e.g., Maul's Double-Bladed the targeted starship can use (i.e., starship weapons Lightsaber is not a repeating weapon). After each firing deployed on the starship, not weapons deployed on of your repeating weapon, you may choose to fire it other cards inside the starship). NotEndorsedorSponsoredbyLucasfilm Page 9-21 The Cards - Attributes, Types & Icons again. If so, you fire it again immediately (before any other top level actions occur). You may keep doing this Weapons - Instead Of Firing Example so long as you like (and can pay for it); once you are Dark has a TIE Interceptor with SFS L-s9.3 Laser finished state that you are not firing again. Once that is Cannons at same system as Home One. He would like done you cannot choose to begin firing again (In other to play Coordinated Attack, but can't since the weapon words, you may not fire that weapon, then fire a only targets starfighters. The TIE embarks on the different weapon, then come back to the first weapon Avenger, and an X-Wing is moved to the same system. again). Each individual firing is a separate action within The card still can't be played because the weapon isn't the main action of firing repeatedly. present with the target. Once the TIE disembarks and Repeating weapons may fire repeatedly whenever they there's a battle, the card can be played, because all the are permitted to fire, whether during a battle or outside conditions for firing the weapon are met. After the card of it. has its result, and Light takes his action, the TIE may If a weapon that fires repeatedly has its firing cost fire the Laser Cannon if they like, but just once modified, reset, or just permitted to fire for free (for (because the TIE specifically is permitted to fire twice, example, a character wearing Mercenary Armor may so this counted towards its firing limit. If it had no fire blasters for free), that will only apply to the first shot special permission, it couldn't fire at all.) fired; all subsequent shots fired by the repeating weapon are at normal cost. Weapons - Long-Range Weapons Examples TK-422, Bo Shek, and Lieutenant Cecius are at the Weapons - Seekers Forest. A Stormtrooper with Assault Rifle is at an A special type of automated weapon -indicated by adjacent site, and Luke is at the next site over. A battle "Seeker" in the title- that seeks out and eliminates takes place at the Forest. The Stormtrooper can fire at targets. Seekers follow the rules of deployment and Bo Shek, but not at Luke or TK-422 (neither are movement of undercover spies, though they are not participating in battle) and may fire only once. The characters and do not function in any other way like following turn he plays Blasted Droid, which allows him undercover spies. (See Undercover, Ap. C). "Treat as to fire the Assault Rifle during his control phase. Now an all cards situation" means that the targeting of this he may target any of the three light side characters weapon is handled using the "all cards" rules (see All (participating in battle limitations only apply if the Cards, Ch. 4). Targeting a character with one of these weapon is fired during a battle). automated weapons is an automatic action which will affect any one applicable character regardless of which Weapons - Fire Repeatedly Example side it is on. If multiple potential targets are present, the Jodo Kast (who may fire blasters for free) is armed with player controlling the seeker may choose which Boba Fett's Blaster Rifle ("Use 1 Force to deploy on character to target. Boba Fett, or 3 on your other bounty hunter. May All seekers have received errata; check Ap. A for the deploy as a 'react.' May target a character, creature or correct text. vehicle using 2 Force. Draw destiny. Add 1 if targeting a vehicle. Target hit if total destiny > defense value. May Weapons - Stealing fire repeatedly for 1 Force each time.") is at the Cantina See Stealing - weapons and devices, Ap. C. along with IG-88 With Riot Gun. Light has Han, Chewie, Luke, and Leia there as well. A battle takes place, and Firing Separately Or Combined - Example 1 Jodo fires at Han. The first shot is free and hits. He fires Karie Neth is piloting Red 7 with Enhanced Proton again at Leia; this one is fired for 1 Force because only Torpedoes and Targeting Computer. During battle, light the first shot is free. Jodo misses. He fires for 1 Force at declares he's using Targeting Computer to fire twice, Chewie and hit. Pleased, he fires again at Leia and hits. combined, at Stalker. The weapon destiny drawn first is Now he stops; Light gets the next action and passes. 4, with Karie's +1 becoming 5 and -1 from the computer Now IG-88 shoots at Luke, but misses. Jodo would like becoming 4 again, and the second destiny (2) adding to fire at Luke to finish him off, but because he stopped and then losing 1 to become 2, for a total of 7. The firing he can't start again. weapon adds 1 to the total, for 8 against Stalker's defense value of 7, so the star destroyer is hit. Other Cards No other cards besides those types listed here are legal Firing Separately Or Combined - Example 2 in your deck (e.g., Hyperoute Navigation Chart, Rules Home One has Heavy Turbolaser Battery and Targeting Cards, Checklists, etc.). Computer. During battle, light declares he's using Targeting Computer to fire twice, combined, at Zuckuss Icons In Mist Hunter. Light's first firing is 2 and 4 for a total of Icons are small symbols used on a card to indicate 4 (Targeting Computer subtracts 1 from each draw), attributes a card has that are referenced by other cards and second is 3 and 6 for a total of 7. Together they or rules. Except for shorthand icons and the icons of make 11, minus 6 from the weapon because it is maintenance cards, all icons must be found outside the targeting a starfighter, for a total of 5, defeating Mist game text of a card to be valid. For example, Nute Hunter's defense value of 3 and causing it to be hit. Gunray, Neimoidian Viceroy has the Presence Icon in NotEndorsedorSponsoredbyLucasfilm Page 9-22 The Cards - Attributes, Types & Icons his game text, but that does not mean he has that icon Icons - Easter Eggs for any purpose (except if it specifically looks in the Over the years, Decipher placed the occasional "Easter game text for the icon). An icon in a card’s game text egg" on their cards for players to spot, such as the does not give that card any characteristics or attributes snowflake appearance of the Imperial icon on associated with the icon when the icon is used in the Snowtrooper or the Vader picture in the piloting icon on context of referring to other cards. Death Star Assault Squadron. These icons were meant When an icon symbol is used in game text, it is simply a to be fun, not serious game play changes. Treat any picture, not shorthand for the word or words that make it Easter eggs as if they were the normal icon (e.g. up. For example, this is the Hoth expansion icon: Tzizvvt is an alien). This icon is found in the game text of some cards, such Icons - Episode I as Echo Base Garrison. Any card that specifically tried Cards depicting things and events from the film The to deploy a card with "Hoth" in its game text from Phantom Menace have the Episode I icon. There are no Reserve Deck would not be able to target Echo Base specific rules associated with this icon, but like all icons Garrison since it doesn't have the word "Hoth" in its it may be referenced by others. (Note: the Interrupt game text. Desperate Times erroneously bears this icon; it is considered stricken.) Listed below are the non-shorthand icons, what they stand for, and where the rules regarding them may be Icons - Expansion Icons found. If there are no special rules, this is blank. Not listed here are another type of icon called an expansion icon. These icons were put on cards as a Errata way to indicate what set the card came from. Generally Force Icons Ch. 3 these will not have an impact on play, but there are occasionally references to an expansion icon version of Pilot/Permanent Pilot Starships a card (for example, Echo Base Garrison refers to the Special Edition version of Wedge and the Hoth version Warrior Ch. 9 of Luke). These icons will not be listed here because of Nav Computer Starships the infrequency of reference, the sheer number of them, and that they are always referred to by the icon symbol Permanent Weapon Weapons regardless - when in doubt, look outside the game text box and see if you can find the round expansion symbol Selective Creature Creatures being referenced; if you can, it applies to that card. Independent Starship Starships Icons - Shorthand Icons Trade Federation St. Starships These icons are found in the game text of cards and are used to present a great deal of information while only Republic Starship Starships taking up a small amount of space. While the symbols represent these phrases, the phrases themselves are Clone Army not in the game text (e.g. a card with ▼ in game text Separatist does not have the word "reshuffle" in its text).

Presence Icon See next page Adds X to the power of anything they pilot Take X into hand from Reserve Deck, Grabber See next page ▲ reshuffle Scomp Link See this page ▼ Deploy X from Reserve Deck, reshuffle A card with a maintenance cost Mobile Systems Immune to Alter Space Systems Immune to Control Planet Systems Immune to Sense Virtual Exterior site Sites or Interior site Sites Icons - Scomp Link Icon Represents a computer connection on a site or starship; Underground referenced by various Interrupts and other cards. A scomp link on an enclosed vehicle or starship is present Underwater only to characters aboard that vehicle or starship Starship site Sites (although it is still a scomp link at that location). Similarly, a scomp link on a location card is not present Vehicle site Sites to a character aboard an enclosed vehicle or starship at that location. While canceled, a scomp link cannot be Creature site the subject of any other action or condition. NotEndorsedorSponsoredbyLucasfilm Page 9-23 The Cards - Attributes, Types & Icons

Icons - Maintenance Cards Icons - Grabbers Some cards use symbols in their game text to indicate a A card with the grabber icon is so named because it "maintenance" cost that must be satisfied at the end of "grabs" cards and places them on itself (a card must their owner's turn (remember that end of turn actions have the grabber icon to be considered a grabber). A happen after Used Piles are re-circulated). Not all cards card stacked on a grabber is always supporting, even if with maintenance costs will show all symbols, but the it comes from on table. Once a card has been stacked "sacrifice" () option will always be offered. If a card on a grabber, that exact card may not be targeted by does not have the sacrifice icon, it is not a another grabber (though other copies of that card can maintenance card. Next to the symbol will be "Use X" be if they are not being stacked). A card cannot be or "Lose X" which indicates that a player must use X removed from a grabber unless a card specifically says Force or lose X Force to pay the cost of this option. it can (e.g. A Jedi's Resilience cannot return a grabbed There is no cost associated with sacrificing the card, Interrupt that initiated a duel into hand). Also, if an and as such it is the default option if no costs can be Interrupt has already been placed elsewhere, and a paid. The player may choose any provided option, but grabber is a valid response to the action, the grabber must choose one of them. may still be used to stack that Interrupt (e.g. Watch Your Step placing an Interrupt out of play when played, Pay this cost and the card remains or The Ebb Of Battle being placed in the Lost Pile when Maintain on table until the next maintenance played as a combat card - both are stacked instead).  is due. In certain extremely rare instances, a card will require that it be stacked on two different grabbers when it is Pay this cost to place that card played (e.g. Sense is already stacked on Allegations of  Recycle (and any cards on it) in their Corruption and Uncertain Is The Future is already owner's Used Pile. stacked on What're You Trying To Push On Us? and Place the card out of play. Any the dark side plays the combo card Sense & Uncertain Sacrifice Is The Future). In this case, resolve this as competing  cards on that card are lost. automatic actions, meaning that the player whose turn it is may decide which one to stack it on. If a maintenance card that leaves the table was escorting a captive, the captive is released. Grabbers - An Example Maintenance costs are part of a card's game text; thus if The Light Side plays Desperate Reach, the Dark Side the game text is canceled, it need not be paid (for responds with the Immediate Effect Tentacle vehicles and starships, however, see Starships - (remember your opponent always gets the first just Unpiloted). If a card's game text is canceled until end of action to your actions), which stacks the Interrupt on turn, the cost will need to be paid once the end of the that card. Once Tentacle resolves and the card is turn arrives (you cannot "skip" the maintenance cost stacked on it, the Light Side cannot target that while its text is still canceled, it is a mandatory part of Desperate Reach with their own grabber because it's the end of your turn). A maintenance card with its game already been stacked. Later on, however, if Desperate text canceled is still a maintenance card. However, a Reach is played again, it may be grabbed because that maintenance card whose maintenance cost is version isn't stacked. The following turn, when the Light canceled is no longer considered to be a maintenance Side plays Desperate Reach, the Dark Side uses the card for any reason for the duration of the cancellation. Defensive Shield Allegations Of Corruption to grab it, so Thus the owner of the card would not be required to pay the card is stacked on it. Again, the Light Side cannot any maintenance cost, and the card would be immune grab the card because it's already stacked on a to cards such as Turn It Off! Turn It Off! (V) and immune grabber. The next turn when Desperate Reach is to restrictions found on cards such as Civil Disorder (V). played, the card must be stacked on Allegations Of Because of the high standard of sportsmanship Corruption as part of the initiation; since it's already associated with SW:CCG, it is assumed that both stacked the card cannot be grabbed again. players will make every effort to remember to choose a maintenance cost option. As such, if a player fails to declare a choice and is not reminded by his opponent in The following cards have been errata'ed to a timely manner (that is, prior to the opponent's first have the grabber icon: action in his Activate phase), there is no default option. A Tragedy Has Occurred In this case, his opponent is advised to be more vigilant Allegations Of Corruption during the next turn. Do They Have A Code Clearance? Grappling Hook Icons - Presence Icon Tentacle This icon is used to indicate a unit (such as a battle There'll Be Hell To Pay droid or droid starfighter) that is optimized for terrain What're You Tryin' To Push On Us? acquisition and control. A card with this icon has presence at its location for all purposes, even though it does not have ability. Thus, a Destroyer Droid may NotEndorsedorSponsoredbyLucasfilm Page 9-24 The Cards - Attributes, Types & Icons occupy and control a location, Force drain, block an Luke Skywalker is a matching pilot for the starship Red opponent's Force drain, battle, be battled, etc. 5, the combat vehicle Rogue 1, and the shuttle vehicle Additionally, a card with this icon may not be the target Luke's T-16 Skyhopper. He is not a matching pilot for of a Restraining Bolt, and may not be 'purchased' by Luke's X-34 Landspeeder, because transport vehicles Wioslea. are driven, not piloted. URoRRuR'R'R is not a matching pilot for Matching Pairs URoRRuR'R'R's Bantha, because creature vehicles Three types of matching pairs can be formed: matching are not piloted. pilot/starship, matching pilot/vehicle, and matching Luke (from the 2-Player game) is not a matching pilot weapon/character (only character weapons may be a for Rogue 1 because he's not a pilot, and thus cannot matching weapon). A matching pair can never be pilot it. formed between two cards that cannot interact in this Princess Leia with a Rebel Flight Suit is a matching pilot way (e.g., if a character cannot pilot the vehicle or for any starfighter, combat vehicle, or shuttle vehicle starship, or cannot use the weapon). There are no she can pilot, even if it's non-unique. special rules related to the interaction of a matching Queen's Royal Starship is not a matching starship for pair, but it may be referenced by cards. Being part of a Queen Amidala with Ellorrs Madak deployed on her, matching pair does not change who someone is; for because neither mentions the other in title or game example, while Luke Skywalker with a Rebel Flight Suit text ("Queen" is not her card title or persona name). is a matching pilot while piloting any starfighter, he does Luke's Lightsaber is a matching weapon for Luke, as its not provide Han's immunity to attrition on Falcon (he's game text mentions Luke (his persona name). not Han). Anakin's Lightsaber is a matching weapon for Luke, as Matching pairs are formed in two ways, by rule, and by its game text mentions Skywalkers (Luke is part of the game text. Skywalker persona). Matching By Rule If Luke crosses over, neither is a matching weapon for A matching pair is formed if: him (because he is no longer a persona of Luke or Skywalker).  Both cards are unique, and Anakin's Lightsaber is not a matching weapon for Leia  One refers to the other in its title or game text (by Organa (because even though she is a Skywalker, it card title or persona). cannot deploy on her, so she cannot use it). Matching By Game Text Anakin's Lightsaber (V) is not a matching weapon for Also, a matching pair can be formed if a card Anakin Skywalker, Padawan Learner (because it specifically states it is part of such a pair (even if one or cannot deploy on him). both of the cards are non-unique). Mara Jade's Lightsaber is a matching weapon for Mara Some characters may state that Blaster Rifle is a Jade (it mentions her in its game text); however, if she matching weapon. This is referring only to the Premiere is disarmed, it will not be her matching weapon card Blaster Rifle, and not any weapon with the blaster (because disarmed characters cannot use weapons). rifle attribute. A280 Sharpshooter Rifle is not a matching weapon for A unique permanent pilot is considered a matching pilot Lieutenant Greeve because the rifle is not unique. for that starship or vehicle, and a unique permanent weapon is considered a matching weapon for that character. Note: For matching operatives, see operatives Virtual Cards rules, Ap. D. For matching agendas, see Senate, Ap. A virtual card (often indicated by adding "(V)" after the C. card title of the altered card) is a card that is created by placing a print off of a modified card over the Matching Pair Examples: corresponding area of the original physical card it is Han Solo is a matching pilot for Gold Squadron 1, as changing. When this happens, the print off replaces his game text mentions the Falcon (its persona name). whatever was printed on the physical card; anything Han with Heavy Blaster Pistol is a matching pilot for that is changed is no longer applicable for any purposes Millennium Falcon, as its game text mentions Han (his and only the overriding information is considered. For persona name). example, Mara Jade With Lightsaber has the slip Han with Heavy Blaster Pistol is not a matching pilot for covering up the pilot icon; thus, even though the original Gold Squadron 1, because neither card's title or game Mara was a pilot, the virtual card is not a pilot for any text mentions the other. purpose. Han Solo is not a matching pilot for Lando In Millennium You cannot use a virtual card if you do not have a Falcon, because he cannot pilot it (unless he wins a physical version of that card to use with it (and a game of Sabacc, in which case he would become a physical card for each copy of the virtual card in your matching pilot). deck). Note, a virtual card need not precisely match the TK-422 is not a matching pilot for Millennium Falcon, entire title of the card it is used with (only the card because undercover spies cannot deploy or move named in its lower left-hand corner, which is not used aboard starships, and thus can't pilot it (though if he for any other purposes). breaks cover he would become a matching pilot). NotEndorsedorSponsoredbyLucasfilm Page 9-25 The Cards - Attributes, Types & Icons

You may use both virtual and non-virtual cards in the Dual Icon Cards same deck. Some virtual cards (those with "(V)" in title), See Characters - Dual Character Types. regardless of version, are considered to have the same title as the original card (thus meaning they are identical Not Unique/Is Doubled/etc. and Virtual Cards cards for game purposes). Thus, if your opponent plays There are a number of characters with game text that Monnok and you have a copy of Luke Skywalker and were intended to make less useful Premiere Effects Luke Skywalker (V) in your hand, both cards will be lost. (and Utinni Effects) more playable. These cards have The virtual sets released by the Player's Committee been virtualized, and so there is some question of how added several icons; see Icons for a list of what they they interact. This works as follows: are and how they work. In addition, the pilot icon is also "Is not unique:” you may have multiple copies of the found in the game text of some characters, followed by card on the table (see unique and restricted). Each a number. This means that the indicated character adds copy may be used (subject to the cumulative rule). that amount to the power of anything he/she pilots. In "Is doubled:” double all values listed in its game text, some cases, the piloting bonus is not applied to all even if that value is a variable such as X (this does not cards equally; in such cases the types of cards to which double the number of times the ability may be used the bonus applies will be indicated as well. per card). Altered deploy cost: The deploy cost listed on the Virtual Cards and New Card Types character overrides that of the virtual card. When a virtual card has a different card type than the "Immune to Alter:” the card is now immune to Alter for physical card (as indicated by the box above the card's all purposes. game text), the card's icon is considered to be changed All other interactions are disregarded. appropriately. Thus a virtual Defensive Shield might replace with . This means that card cannot be Not Unique/Is Doubled/etc. and Virtual Cards - targeted as if it were the original card type (e.g., Affect Example Mind (V) cannot be targeted by Alter). While Grondorn Muse is on table, you may have any number of Yavin Sentry (V) on table. It's doubled, so the Errata of Non-Virtual Version Dark Side player must use double X force to deploy a Any errata to title, lore, destiny, or uniqueness of a card non-unique card (except a Jawa or Tusken Raider) to a will carry over to its virtual counterpart with the same location. Because Defensive Shields cannot be targeted name, as well as any rulings regarding characteristics. by Alter, the text "and is immune to Alter" is ignored. Thus, a virtual Captain Han Solo would be Corellian, a virtual Ghhhk would not be a hologram, and a virtual Legendary Starfighter would be unique.

NotEndorsedorSponsoredbyLucasfilm Page 9-26 Appendix A - Errata

To check to see if a card has been errata'ed to have the Grabber icon, see Icons - Grabber, Ch. 9

4-LOM's Concussion Rifle Ability, Ability, Ability Alternatives To Fighting Use 4 Force to deploy on your Deploy on opponent's side of table. Use 3 Force to cancel a battle just warrior, free on 4-LOM. May target a At the end of opponent's deploy initiated at a system or sector. OR character or creature for free at phase, if they did not deploy a card Cancel Besieged. OR Release same site or exterior site up to 2 with ability, opponent loses 2 Force. (move for free) all your characters sites away. Draw destiny. Add 1 if Effect lost if opponent has more from a captured starship to your side Blaster Scope attached. If total cards with ability on table than you. of any docking bay site. destiny - distance to target > Immune to Alter. defense value, target hit. Anakin's Lightsaber Access Denied Deploy on your Skywalker of ability 5D6-RA-7 (Fivedesix) Insert face up in your Reserve Deck. > 3. May add 1 to Force drain where Power +1 if at same site as Motti or When Effect reaches top it is lost, present. May target a character or Yularen. Adds 1 to deploy cost of along with all opponent's 'insert' creature for free. Draw two destiny. each opponent's droid (and your cards there. Reshuffle. (Immune to Target hit, and its forfeit = 0, if total 'mouse' droids) when deploying to Alter.) OR Deploy between two destiny > defense value. same location. Immune to attrition mobile sites. Opponent's characters during “nighttime conditions.” may pass only if aboard a Lift Tube Antipersonnel Laser Cannon or opponent uses +1 Force each. Use 3 Force to deploy on your 8D8 transport vehicle. Your warrior May cancel Torture, Aiiii! Aaa! Admiral Motti present, if aboard, may target a Aggggggggggggg! or Sonic Deploys -2 if at least two Imperial character or creature using 3 Force. Bombardment targeting a character starships on table. Adds 2 to power Draw destiny. Target hit if destiny +2 at same site. Once during each of of anything he pilots. Subtracts 1 > defense value. May fire repeatedly your turns, if with any imprisoned from forfeit of Rebel pilots at same for 2 Force each time. captive, may draw destiny: if destiny system. > 3, randomly select one captive Arica there to be released. Admiral Ozzel Deploys only to a site as an Adds 2 to the power of anything he Undercover spy. While present, A Disturbance In The Force pilots. Subtracts 1 from deploy cost reduces Luke's forfeit and immunity Once per game, during your deploy of each of your capital starships at to attrition by 2 here. During phase, 'insert' (face down) into same system. Lost if Vader on table opponent's control phase, Arica may opponent's Reserve Deck; reshuffle. and opponent 'reacts' to same 'break cover' to fire one weapon (for When effect reaches top it is location as Ozzel. free). Immune to attrition < 4. immediately lost, but opponent may not activate any more Force that Advantage Arleil Schous turn. (Immune to Alter.) If an opponent's character of ability When deployed, you may take one > 3 was just lost in a battle or duel non-unique alien into hand from A Jedi's Resilience you won, deploy on one of your Reserve Deck; reshuffle. Adds 2 to If you just lost a duel opponent warriors involved. Warrior is power power of anything he pilots. Your initiated (before duel has any result) +2. During each of opponent's move aliens deploy -1 to same or adjacent lose 1 Force to cancel the duel and phases, opponent loses 1 Force (2 if Tatooine site. return Interrupt (if any) used to character was a Dark Jedi). initiate duel to owner's hand. OR If (Immune to Control.) Armed And Dangerous you just lost a character armed with If a battle or duel was just initiated at a lightsaber, take that character into Advosze a site, deploy (for free) a unique hand. Adds 2 to power of anything he matching weapon on one of your pilots. Whenever you deploy a participating characters from hand or A Tremor In The Force weapon or device from hand at Reserve Deck; reshuffle (if from Once per game, during your deploy same location, activate 1 Force as a Reserve Deck). phase, 'insert' (face down) into 'kickback.' Limit of one Advosze per location. Artoo opponent's Reserve Deck; reshuffle. During each of your control phases, When effect reaches top it is Affect Mind may take one Hero Of A Thousand immediately lost, but opponent may Use 1 Force to deploy on one of Devices or A Gift into hand from not activate any more Force that your Jedi. While present at a site, Reserve Deck; reshuffle. If at a turn. (Immune to Alter.) unless a Dark Jedi is also present, battleground site with C-3PO, may opponent's total ability at same subtract 1 from each opponent's location is reduced by 2.

NotEndorsedorSponsoredbyLucasfilm Page A-1 Errata battle destiny at same and related wingmen (if any). Turbolaser may 'revive' (place here from Lost sites. Batteries and TIEs with weapons Pile) your character forfeited from may now target your starfighters same site this turn. Immune to Assault Rifle (wingmen first, then lead if no attrition <5. Use 3 Force to deploy on your wingmen remaining). Hit starfighters warrior. May target a character, are immediately lost. Beru Lars creature or vehicle at same or It's Away!: Draw two destiny. Forfeit +2 when at same site as adjacent site using 2 Force. Draw Pull Up!: All starfighters now move Owen Lars or a Hydroponics destiny. Target hit if destiny +1 > to Death Star system (for free). If Station. If lost from table during defense value. (total destiny + X + Y - Z) > 15, opponent's turn, Luke is power +3 until the end of your next turn. Asteroid Sanctuary Death Star is "blown away." X = Deploy on any asteroid sector you ability of lead pilot or 3 if Targeting Beru Stew control. During each of your control Computer is present. Y = total sites This interrupt is now unique (•) and phases, opponent loses X Force, at largest Rebel Base (Yavin 4 or should read as "•Beru Stew". where X = total number of asteroid Hoth). Z = highest ability of TIE sectors at same system that are not pilots present just before Pull Up!. Besieged occupied by opponent. Effect *Your Proton Torpedoes are Deploy on a captured starship. Your canceled if opponent controls this immune to Overload. characters present with captured location. starship may battle opponent's Aurra Sing's Blaster Rifle characters aboard it (as if present Astromech Shortage Deploy on Aurra Sing. May target a together at a site). Effect canceled if Use 3 Force to deploy on opponent's character or creature for free. Target starship escapes or is stolen. side of table. All opponent's loses any immunity to attrition for remainder of turn. Draw destiny. Bespin Motors Void Spider THX 1138 starships with a icon are deploy May add 3 passengers. Permanent +1. Target hit if destiny +1 > defense value. Jedi hit by Aurra Sing are pilot provides ability of 1. May move AT-AT Cannon power = 0 for remainder of battle. as a 'react.' * Landspeed = 3. OR Up Use 2 Force to deploy on your to 3 characters may shuttle to or AT-AT. May target a starfighter (use Baniss Keeg from same site for free. 3 as defense value), character, Deploy on your non-pilot character (except droids) to give that character Biggs Darklighter creature or vehicle at same or Adds 2 to power of anything he adjacent site using 2 Force. Draw pilot skill. Adds 2 to power of anything that character pilots. OR pilots. When piloting Red 3, also destiny. Add 1 if targeting a adds 1 to maneuver and draws one character or creature, 2 if a vehicle. Deploy on your pilot. Adds 1 to power of anything that character battle destiny if not able to Target hit if total destiny > defense otherwise. value. pilots. (Immune to Alter.) Black 4 Atgar Laser Cannon Bantha Herd Deploy on an exterior Tatooine site. May add 1 pilot. May deploy with a Deploy on an exterior planet site. pilot as a 'react' to a battle where Your warrior present may target a Specify starting direction. During your control phase, moves to next you have a TIE (for free if TIE is vehicle at same or adjacent site Black 2 or 3). using 2 Force. Draw destiny. Target adjacent exterior site (reversing crashes if destiny +2 > armor. direction as necessary). During Black Squadron TIE Target hit if destiny +1 > maneuver. battle here, if your Tusken Raider or Deploy -2 to Death Star or same bantha here, may add one battle location as Vader. Permanent pilot Atmospheric Assault destiny. aboard provides ability of 2 and If you just initiated a battle at a Beedo adds 2 to power. Adds 1 to its Cloud City sector, add one battle weapon destiny draws. destiny. OR During your deploy * Replaces any other male Rodian phase, deploy one TIE Assault for free (Rodian goes to the Used Blast The Door, Kid! Squadron for free (no replacement is Pile) or deploys for 3 Force. While at If a battle was just initiated at an necessary). Audience Chamber, all your Rodians interior site, use 1 Force to exclude are power +2, and whenever from that battle all characters of Attack Run threatens a smuggler, may add 2 to ability > 2 and all leaders (on both Deploy on Death Star: Trench. destiny draw. sides). During your move phase, you may make an Attack Run as follows: Beldon’s Eye Blasted Droid Enter Trench: Move up to 3 of your Deploy on Bespin: Cloud City. During your control phase, fire (for starfighters into trench (for free). [remaining text unchanged] free) one of your blasters carried by Dark Side may immediately follow Ben Kenobi a trooper or one of your automated with up to 3 TIEs (for free). Provide Deploys only on Tatooine. When in weapons. Any 'hit' targets are Cover: Identify your lead starfighter a duel, adds 2 to your total. Once immediately lost. (Proton Torpedoes * required) and per turn, if a battle just ended here, NotEndorsedorSponsoredbyLucasfilm Page A-2 Errata

Blaster captive, captive is forfeit +5. May 'fly' Bounty Use 1 Force to deploy on your (landspeed = 3). Immune to attrition Deploy on an opponent's non-droid warrior. May target a character, < 3. character. If subsequently captured creature or vehicle using 1 Force. by a bounty hunter and then Draw destiny. Target hit if destiny > Boba Fett (Special Edition) transferred to a prison, retrieve defense value. Adds 2 to power and 1 to maneuver Force equal to character's forfeit -2 of anything he pilots. May deploy -1 and place Effect in Used Pile. Blaster Rack as a 'react' to same site as a (Immune to Alter.) Deploy on your side of table. At any gangster or smuggler. When firing time, you may transfer one of your weapons, any 'hit' characters are Bowcaster character weapons from any site to forfeit = 0. May 'fly' (landspeed = 3). Use X Force to deploy on your the Blaster Rack. During your deploy Immune to attrition <3. warrior, where X = (7 - warrior's phase, weapon may be transferred power). X cannot fall below 1. May to your character on table for an Boba Fett's Blaster Rifle target a character or creature using expenditure of Force equal to the Use 1 Force to deploy on Boba Fett, X Force. Draw destiny. Add 1 if weapon's deploy cost. or 3 on your other bounty hunter. targeting a character, 2 if targeting a May deploy as a 'react.' May target a creature. Target hit if total destiny > Blaster Rifle character, creature or vehicle using defense value. Use 2 Force to deploy on your 2 Force. Draw destiny. Add 1 if warrior. May target a character, targeting a vehicle. Target hit if total Cane Adiss creature or vehicle using 2 Force. destiny > defense value. May fire If opponent just initiated a Force Draw destiny. Target hit if destiny +1 repeatedly for 1 Force each time. drain at a non-shielded planet > defense value. location, deploy on that location. Bog-wing Your characters, vehicles and Blaster Scope *Ferocity = destiny -1. Habitat: starships may deploy here Deploy on your non- blaster. Dagobah. Parasite: Character (that regardless of presence and location Scope allows that weapon to target can move). Relocate Bog-wing and deployment restrictions. (Immune to at an adjacent site. host up to two sites away (opponent Control.) of victim chooses). Bog-wing then Blizzard 1 detaches. Captain Han Solo May add 2 pilots and 8 passengers. Deploys only on Falcon, Hoth or Immune to attrition < 4. Landspeed Boosted TIE Cannon Cloud City. Adds 3 to power of may not be increased. When using Use 1 Force to deploy on your TIE anything he pilots. When piloting AT-AT cannon to Target The Main Advanced x1. May target a starship Falcon, adds one battle destiny and Generator, adds 1 to total. using 1 Force. Draw destiny. 2 to maneuver. Once during each Subtract 1 if targeting a capital battle, may use 2 Force to cancel Blizzard 2 starship. Add 1 if targeting a May add 1 pilot and 8 passengers. one opponent's destiny just drawn starfighter. Target hit if total destiny and cause a re-draw. Immune to attrition < 4. Landspeed > defense value. may not be increased. Permanent Captain Khurgee pilot provides ability of 2. BoShek Once during each of your control Adds 3 to power of anything he phases, you may use 2 Force to Blizzard Scout 1 pilots. May make a Kessel Run in May add 1 pilot or passenger. May take one Scanning Crew into hand place of a smuggler. Immune to from Reserve Deck; reshuffle. move as a 'react.' Power +1 at any attrition < 3. Hoth site. Permanent pilot provides Captain Lennox ability of 1. Bossk Adds 2 to power of anything he Adds 2 to power of anything he Blizzard Walker pilots (3 if starship is Tyrant). When pilots. When piloting Hound's Tooth, on a Star Destroyer, may use its May add 2 pilots and 8 passengers. draws one battle destiny if not able Immune to attrition < 4. Landspeed tractor beam once during each of to otherwise. Adds 1 to attrition your control phases. may not be increased. against opponent in battles at same Blockade Flagship: Hallway site. While present, may reduce Captain Needa DARK: If you occupy, Force Chewie's forfeit to zero here. Adds 2 to power of anything he generation +1 for you here, and pilots. When piloting Avenger, that Bothawui starship is also immune to attrition opponent's characters may not Light Side game text: Your spies move from here. <4. You may re-target applicable deploy -1 here and at related sites. If Utinni Effects to Needa. If in a battle Boba Fett (Cloud City) you control, characters targeted by where you choose to forfeit Adds 3 to power of anything he Undercover are immune to Hutt characters, you must forfeit Needa pilots. When piloting Slave I, also Smooch. first. adds 2 to maneuver and may draw one battle destiny if not able to otherwise. When escorting a NotEndorsedorSponsoredbyLucasfilm Page A-3 Errata

Captain Piett DARK: If you control, each Bith into hand from Reserve Deck; Power +1 when at same site as character is destiny -1 and Ghhhk is reshuffle. Vader. Adds 2 to power of anything power +2 in battles at a holosite. Commander Desanne he pilots (3 if starship is Executor). Adds 2 to power of anything he May use 1 Force to take one Probe Cloud City: Chasm Walkway (both sides) pilots. Your shuttling, landing and Droid into hand from Reserve Deck; taking off to or from same location is reshuffle. If Weather Vane on table, characters about to be 'hit' here are relocated free. During your control phase, may Carbonite Chamber Console there. take one Lambda shuttle or Landing Deploy on Carbonite Chamber. Craft into hand from Reserve Deck; Adds 3 to Carbon- Freezing destiny. Cloud City Blaster reshuffle. Also, once during each of your turns, Use 2 Force to deploy on your warrior at a Cloud City site. May Commander Luke Skywalker you may use 1 Force to take one Deploys only on Hoth. Adds 3 to Ugnaught, Prepare The Chamber or target a character or creature using 2 Force. Draw destiny. Target hit power of anything he pilots. When Carbon-Freezing into hand from piloting Rogue 1, also adds 2 to Reserve Deck; reshuffle. (and may not be used to satisfy attrition) if destiny > defense value. maneuver. Immune to attrition < 3. Chall Bekan Adds 1 to forfeit of each other Collision! When deployed, you may take one Rogue Squadron pilot or gunner at Use 1 Force if opponent has at least non-unique alien into hand from same Hoth site. two starships present at same Reserve Deck; reshuffle. Adds 2 to Commander Nemet system or sector. Draw destiny. If power of anything he pilots. Your Adds 1 to power and maneuver of destiny < number of those starships, aliens deploy -1 to same or adjacent anything he pilots. Opponent may opponent must lose one of them. Tatooine site. not 'react' to or from same location. Colo Claw Fish (both sides) Chewbacca Commander Praji Deploy on table. Cancels Opee Sea Power +1 at same location as Han. Adds 2 to power of anything he Killer. While no card here, you may Adds 2 to power of anything he pilots. When piloting Devastator, place a card from hand face-up pilots. When piloting Falcon, also also adds 1 to hyperspeed. Where here. If you just drew weapon or adds 1 to maneuver. Your vehicles, present, cancels game text of C- battle destiny (limit once per destiny starships, and droids at same site 3PO or R2-D2. draw), you may exchange it for card that are 'hit' and about to be lost go here, which then counts as that Commander Vanden Willard to Used Pile instead. destiny draw. Immune to Alter. When at a war room you control, Chief Bast adds 1 to power of each Rebel Combined Attack Adds 2 to power of anything he starship at the related system. May During a battle, target opponent's pilots. Power +1 if at same site as use 1 Force to cancel Astromech starship present with two (or more) Tarkin. If a battle was just initiated Shortage. of your starship weapons. Add all where Bast is present with your non- weapon destiny draws together. Commander droid character aboard a starship, Apply that total separately for each Adds 3 to power of anything he may 'evacuate' (relocate) both to a weapon in an order of your pilots. When piloting Rogue 3, also related site. choosing. adds 2 to maneuver and draws one Chief Retwin battle destiny if not able to Come With Me otherwise. May use 2 Force to take May use 3 Force to 'hide' (be Use 1 Force to target a starfighter excluded) from a battle. May use 2 one One More Pass into hand from having one or more permanent Reserve Deck; reshuffle. Force to target one device or pilots. Draw destiny. If destiny > 2, weapon present which deploys on a deploy on starfighter to remove all Commence Recharging site. Draw destiny. If destiny > permanent pilots (otherwise, effect is Deploy on a superlaser. May not fire target's deploy cost, target is lost. lost). May add one pilot for each at a planet until 'recharged.' Civil Disorder permanent pilot removed. (Immune Opponent may use Force (stacking Deploy on opponent's side of table. to Alter.) it here); accumulating 8 Force At the end of opponent's deploy recharges superlaser. When fired at Comm Chief a planet, Effect is canceled. If Effect phase, if they did not deploy a card Adds 2 to power of anything he with ability, opponent loses 2 Force. canceled, accumulated Force is pilots, and that starship or vehicle placed in Used Pile. Effect lost if opponent has more moves for free. cards with ability on table than you. Comscan Detection Immune to Alter. Commander Brandei If opponent just moved a character, Adds 2 to power of anything he vehicle or starship as a 'react' to a Clak'dor VII pilots. Once during each of your location, you may immediately move LIGHT: If you occupy, each Bith control phases, when aboard a Star one vehicle or starship, if within character is destiny +2. Destroyer or at any docking bay, range, to that location (as a regular may use 1 Force to take one TIE move). NotEndorsedorSponsoredbyLucasfilm Page A-4 Errata

Concussion Grenade passenger (adds 3 if aboard Rogue Move! Move! Move!: If total destiny Use 2 Force to deploy on your 1 or with Luke). > 12, your characters here may warrior. May 'throw' at same or relocate to Back Door for free, adjacent site. Draw destiny. All Dagobah (Dark Side) Bunker and Landing Platform (if on characters, weapons and devices DARK: If you occupy, opponent may table) are “blown away,” opponent with that destiny number present at not Force drain at related locations. loses 8 Force and this card is lost. that site are lost. (Only your warrior LIGHT: Neither player may Force Death Squadron is lost if destiny = 0.) Concussion drain here. Grenade also lost. Deploy on any system. Adds X to Dagobah (Light Side) total power of your starships at that Conduct Your Search DARK: Neither player may Force system, where X = number of your Deploy on table. Once during your drain here. starships present. Your troopers and deploy phase, you may deploy a combat vehicles may shuttle to non-Interrupt card with "door" in title Dannik Jerriko related sites for free. from your Reserve Deck; reshuffle. Once per battle, may use 1 Force to At Endor sites where you have a "eat the soup" of (place out of play) Death Star Tractor Beam scout, Rebel scouts are power -1 one opposing non-droid character Use 2 Force to deploy on Docking and forfeit -3. (Immune to Alter.) just lost or forfeited at same site. * Bay 327. At the end of a battle at Power = 1 + total ability of all victims Death Star system, may target an Conquest whose soup was eaten. opponent's starship present (except May add 6 pilots, 8 passengers, 2 a Mon Calamari star cruiser) using 2 vehicles and 4 TIEs. Has ship- Dantooine (Dark Side) Force. Draw two destiny. Target docking capability. Permanent pilot DARK: Your starships may move captured if total destiny > defense provides ability of 1. Just after here as a 'react'. value. initiating battle against Falcon, may Danz Borin peek at opponent's hand. Death Star: Detention Block Adds 3 to power of anything he Control Room (Light Side) Corellia pilots. Adds 1 to weapon destiny LIGHT: If you control, Force Drain LIGHT: Your Falcon (with one pilot) draws of anything he is aboard as a +1 here and all imprisoned and your Corellian corvettes may passenger. characters on Death Star are deploy here as a 'react.' Dark Jedi Lightsaber released. DARK: Each of your starships are Use X Force to deploy on your Death Star: Docking Control hyperspeed +1 when moving from warrior where X = (7 - warrior's Room 327 here. ability). May add 1 to Force drain Both sides of this site gain where present. May target a Coruscant: Imperial Square character or creature using X Force. Death Star: Level 6 Core Shaft DARK: Emperor deploys free here. If Draw two destiny. Target hit if total Corridor your moff here, all Imperials are destiny > defense value. LIGHT: If the Light Side controls this deploy -1 at sites. site, Luke and Obi-Wan are each Darth Vader power +2. LIGHT: Force drain +1 here. If you When in battle, adds 1 to each of control, Emperor may not deploy to your battle destiny draws. Adds 3 to Death Star II: Capacitors Coruscant. power of anything he pilots (or 4 to Light Side game text: When your starship moves from here, draw Crash Landing power and 3 to maneuver if Vader's Custom TIE). Immune to attrition <5. movement destiny. Add maneuver (if If you have a piloted AT-AT present any). If total destiny <2, starship is at a site, target opponent's Daughter Of Skywalker lost. noncreature vehicle present at same Deploys -3 on Tydirium, Endor, or or adjacent exterior site. Draw Dagobah. May be targeted instead Death Star II: Coolant Shaft destiny. If AT-AT has a vehicle of Luke by Mind What You Have Light Side game text: When your weapon, add 1 to destiny draw. Learned (that card then targets Leia starship moves from here, draw Target 'crashes' if total destiny > 3. instead of Luke for remainder of movement destiny. Add maneuver (if game). While at any exterior site, any). If total destiny <1, starship is Crash Site Memorial lost. Deploy on your side of table. If you adds one . Immune to attrition < 4. just lost a vehicle, droid, weapon, or Deactivate The Shield Generator Demotion device, may stack it here. Once Deploy on Bunker. Once during your Use 2 force to deploy on any during your deploy phase, you may control phase, if you control Bunker Imperial except Vader, Emperor or a exchange any one card in hand with with a Rebel, you may attempt to stormtrooper. That Imperial is power one card stacked here. “blow away” Bunker as follows: -2 and its game text is canceled. Dack Ralter Charges! Come On, Come On!: Dengar Adds 1 to weapon destiny draws of Draw two destiny. Add 3 to total for Adds 2 to power of anything he anything he is aboard as a each Explosive Charge on Bunker. pilots. Power +1 for each opponent's NotEndorsedorSponsoredbyLucasfilm Page A-5 Errata character present. While present, Cannons aboard from Reserve Droid Detector may reduce Han's forfeit to zero Deck; reshuffle. Deploy at any interior site. Cannot here. be moved. Droids may not deploy to Disarmed same site. Following the turn this Dengar With Blaster Carbine If both players have a character with device is deployed, all droids Adds 2 to power of anything he a weapon present at same site, present are lost at end of any turn. pilots. Permanent weapon is deploy on that opponent's character •Dengar's Blaster Carbine (may during any control phase. Character Droid Merchant target a character, creature or loses all weapons, is power -1 and Spaceport Speeders may be played vehicle for free; draw destiny; target may no longer carry weapons. at same site. Once per game, may hit, and its forfeit = 0, if destiny +1 > (Immune to Alter.) do one of the following: activate 1 defense value; may be fired twice Force when you deploy a droid OR per battle). Do Or Do Not (Dagobah) retrieve 1 Force when you deploy an This effect is now unique (•) and astromech to a starfighter. Dengar's Blaster Carbine should read as "•Do Or Do Not". Use 1 Force to deploy on Dengar, 3 Droid Shutdown on your other warrior. May target a Dodge Cancel an attempt by opponent to character, creature or vehicle using Some versions of this Interrupt were target your droid to be stolen, 'hit,' 1 Force. Draw destiny. Target hit if misprinted. The misprints play the lost or captured. Droid is protected destiny +1 > defense value. If hit by same as the correct copies, which from all such attempts for remainder Dengar, target's forfeit = 0. end with "… move that character of turn. away as a 'react' (for free)." Dengar's Modified Riot Gun DS-61-2 Use 2 Force to deploy on Dengar, or Don't Get Cocky Adds 3 to power of anything he 5 on your other bounty hunter. May If Luke and Han are in a battle pilots. When piloting Black 2, also target a non-droid character using 3 together, you may add two battle adds 1 to maneuver and may draw Force. Draw destiny. Character destiny. OR If opponent just initiated one battle destiny if not able to immediately captured if destiny +3 > a battle at a system or sector, otherwise. defense value. choose one TIE/ln present to be lost. DS-61-3 Derek 'Hobbie' Klivian Double Agent Adds 3 to power of anything he Power +2 when at same site as If both players have a spy at same pilots. When piloting Black 3, also Biggs. Adds 2 to power of anything site, draw destiny. Add 2 if adds 1 to maneuver and may draw he pilots (3 if a Star Destroyer is at opponent's spy is Undercover. one battle destiny if not able to same location). When piloting Opponent's spy is lost if destiny > 2. otherwise. Rogue 4, also adds 2 to maneuver. OR Opponent's Tonnika Sisters present at a site cross to your side. DS-61-4 Descent Into The Dark Adds 3 to power of anything he During your turn, if either player just Double Laser Cannon pilots. When piloting Black 4, also placed a card in a Used Pile, deploy Use 4 Force to deploy on Jabba's may draw one battle destiny if not on table. All Used Piles are Sail Barge or your sandcrawler; it is able to otherwise. May use 1 Force immediately re-circulated. When any power +3 and immune to attrition < to take one Lone Pilot into hand player places one or more cards in a 5. Your warrior present, if aboard, from Reserve Deck; reshuffle. Used Pile, Immediate Effect may target a vehicle using 2 Force. canceled. Draw destiny. Target hit if destiny +2 Dual Laser Cannon > defense value. Use 2 Force to deploy on your T-47. Desperate Times May target a character, creature or The icon has been stricken. Dr. Evazan vehicle using 1 Force. Draw destiny. Adds 2 to power of anything he Subtract 1 if targeting a character or Devaronian pilots. The not-so-good doctor may creature. Add 2 if targeting a vehicle. Power +2 at Mos Eisley, any mobile 'operate' on any other character Target hit if total destiny > defense site or any docking bay. Adds 2 to present that was just 'hit' or just value. power of anything he pilots. When Disarmed; 'patient' is lost. playing sabacc, may use clone Dutch cards to 'clone' his own destiny Dreadnaught-Class Heavy Cruiser Adds 2 to power of anything he number. May add 3 pilots, 6 passengers and pilots. When piloting Gold 1, also 4 TIEs. Has ship-docking capability. adds 1 to maneuver and draws one DFS Squadron Starfighter Permanent pilots provide total ability battle destiny if not able to Deploys -1 to Naboo or same of 2. Turbolaser Battery may deploy otherwise. Adds 1 to forfeit of each system as your battleship. While at aboard. Your TIEs present are each other Gold Squadron pilot at same same system as your battleship, power +1. location. during your deploy phase, may deploy one Droid Starfighter Laser

NotEndorsedorSponsoredbyLucasfilm Page A-6 Errata

Echo Trooper Backpack Elom Executor: Holotheatre Deploy on your trooper. May use Power +3 at same site as an DARK: If Vader or Emperor on table, any number of weapons and Imperial. For remainder of game, your Force generation is +1 here (+2 devices. Trooper is immune to Plastoid Armor is an Effect, is not if both). attrition < 3 when at a planet site. unique, is immune to Alter while on table, and it deploys only on a Rebel Exposure Effective Repairs or alien at same mobile site as Elom Use X Force during your control USED: Cancel Limited Resources. (character is now 'disguised'). phase, where X = the total number LOST: Use 3 Force to retrieve into of characters present or missing at hand one Effect of any kind. End This Destructive Conflict exterior marker sites under USED: During a battle at a site, "nighttime conditions." Those EG-6 (Eegee-Six) instead of firing one character characters are lost. Adds 1 to power of each of your weapon, cause one opponent's droids present, except power droids. character present to be power -4 Failure At The Cave * Destiny equals zero, but if drawn until end of turn. LOST: During a Deploy on Dagobah: Cave. Target as a battle destiny where you have battle at a site, use 3 Force to an apprentice on Dagobah. All Jedi less power than opponent, your total cancel one battle destiny just drawn. Test game text is suspended. If power present is doubled (once per target present during any battle battle). Enhanced TIE Laser Cannon phase, opponent draws destiny. If Use 1 Force to deploy on your TIE. destiny < 4, you retrieve 2 Force Egregious Pilot Error May target a starship using 1 Force. (also, if destiny = 0, target is lost). During opponent's control phase, if Draw destiny. Subtract 2 if targeting Otherwise, Utinni Effect canceled. opponent has two or more capital a capital starship. Target hit if starships at a system or sector destiny > defense value. Fall Back! together, draw destiny. If destiny -1 If opponent just initiated a battle at < number of those starships, they Evacuation Control an exterior site with more than may not move or participate in battle Deploy on your war room. Once double your total power, use 1 Force until end of your next turn. during each of your move phases, to cancel the battle and move all your Planet Defender Ion Cannon at your characters there to an adjacent Eject, Eject! same planet may fire. Also, each of site (for free) where the opponent Use 1 Force to target a starfighter your medium transports at same has no presence. having one or more permanent planet is hyperspeed +2, is immune pilots. Draw destiny. If destiny > 2, to attrition < 3 and may move for Fallen Portal deploy on starfighter to remove all free. Target one creature or up to two permanent pilots (otherwise, effect is characters present that just initiated lost). May add one pilot for each Evacuation Control (V) an attack or battle against you at permanent pilot removed. (Immune Deploy on table; shuffle your Back Door, Rancor Pit, Tatooine: to Alter.) Reserve Deck, peek at top three Jabba's Palace or any docking bay. cards, and stack them face-up here. Draw destiny. Target(s) immediately Electrobinoculars During battle, may take a card here lost if destiny +2 > total defense Use 1 Force to deploy on any into hand to prevent all battle destiny value. warrior. At any time, you may peek draws from being modified or at the top card of your Reserve Deck canceled (each player may draw no Fear Will Keep Them In Line by using 2 Force. You may choose more than one battle destiny). Deploy on any capital starship. to move that card to the top of your (Immune to Alter.) When that starship is at a system or Force Pile. sector you control, your total power Evader is +1 in battles at related sites. Elis Helrot USED: Cancel all Revolutions in At any time (except during battle), play (owner loses 1 Force for each). Feltipern Trevagg target any or all of your characters at LOST: If Vader or Vader's Custom While no droid present with Trevagg, one site to 'transport' (relocate) to TIE was just lost, relocate that card to initiate battles at same location as any one other site. Draw destiny. to Used Pile. OR Relocate to Used Trevagg, player must use X Force, Use that much Force to 'transport,' Pile one Imperial just lost from any where X = total number of and or place Interrupt in Lost Pile. Death Star location. present with him. Ellorrs Madak E-web Blaster Field Promotion Deploy on your non-pilot character Deploy on any site. May be moved Deploy on an Imperial of ability < 5 (except droids) to give that character with two warriors for 1 additional present with Vader, Emperor or one pilot skill. Adds 2 to power of Force. Your warrior present may of your admirals, generals, or moffs. anything that character pilots. OR target a starfighter (use 5 as Imperial gains leader skill, is power Deploy on your pilot. Adds 1 to defense value), character, creature +1, and is immune to Demotion, power of anything that character or vehicle using 2 Force. Draw Report to Lord Vader, and What is pilots. (Immune to Alter.) destiny. Target hit if destiny +1 > Thy Bidding, My Master?. (Immune defense value. to Alter.) NotEndorsedorSponsoredbyLucasfilm Page A-7 Errata

Fire Extinguisher battle, use 3 Force to cancel the creature for free. Draw destiny. Deploy on your astromech droid. targeting. Target hit if destiny > defense value. Cancels an 'exploding' Program Trap here. Any starship it is aboard Fozec Garouf Lafoe is immune to Lateral Damage and Adds 2 to power of anything he Adds 1 to power of anything he ion cannons. If deployed on R2-D2, pilots. While at a site you control, pilots. Adds 1 to forfeit of each of may lose Fire Extinguisher to cancel Imperials are immune to Ke Chu Ke your characters at same Tatooine a battle just initiated where present Kukuta? at that site. site. Subtracts 1 from forfeit of each at a site. of opponent's characters at same Frozen Dinner Hoth site. Game text suspended if at Firefight Deploy on opponent's character same site as a tax collector. During a battle, if you have weapons alone at Wampa Cave. Character is at at least 2 sites adjacent to that power = 0 and may not move. May General Veers battle, add 3 to your total power and be canceled if opponent has a Power +1 when at same site as add one battle destiny. OR For lightsaber or total ability > 4 present. Admiral Ozzel. Adds 1 to power of remainder of turn, your scout at an If character eaten by a creature, each Imperial at same Hoth site. exterior site is power +1 and adds 1 cumulatively adds 2 to ferocity. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, also to each of that character's weapon Frustration destiny draws. adds 1 to armor and draws one During your control phase, peek at battle destiny if not able to First Officer Thaneespi opponent's hand and target one otherwise. Deploys -2 to Home One. Adds 3 to non- Interrupt card you find there power of any capital starship she that has a deploy cost < total Ghhhk pilots. When piloting a Star Cruiser number of icons on table. Lore: Dejarik of creature from with another Mon Calamari pilot Opponent must deploy a card of that Clak'dor VII. Ghhhk rise with the aboard, unless opponent has total title by the end of your next turn, or dawn, screeching their mating calls ability > 6 piloting here, reset lose a card of that title from hand (if across the jungle. Locals use their opponent's total battle destiny here possible). skin oils as a healing salve. to 0. Full Throttle During the damage segment of a Flagship If your pilot (or permanent pilot) is battle you lost, if you have no cards Use 2 Force to deploy on your Star defending a battle alone at a system left that can be forfeited, cancel all Destroyer. Your other starships may or sector, add one battle destiny. OR remaining battle damage. (Immune move as a 'react' to same system or If Luke is defending a battle alone at to Sense.) OR Cancel Nightfall. sector (for free). If starship lost, you a system or sector, add 1 to power and add one battle destiny. Ghhhk & Those Rebels Won't lose X Force, where X = starship's Escape Us armor. (Immune to your Alter.) Fusion Generator Supply Tanks USED: Cancel Nabrun Leids. Floating Refinery Deploy on your starship at a system LOST: During the damage segment This device is now restricted (••) and or sector where a related docking of a battle you lost, if you have no should read as "••Floating Refinery". bay is on table. Adds 1 to cards left that can be forfeited, hyperspeed, power and maneuver. cancel all remaining battle damage Deploy on a cloud sector (limit one (Immune to Sense). OR Cancel per sector). Force you activate may Gaderffii Stick Hyper Escape, Closer?!, or one be drawn into hand (one per turn for Use 2 Force to deploy on any 'react.' OR During your move phase, each of your Floating Refineries on Tusken Raider. If a battle has just cancel Landing Claw. table). Each cloud sector or gas been initiated where present, target miner drawn in this way may be a character for free; draw two Golan Laser Battery revealed to retrieve 1 Force. destiny. If total destiny > 5, target's Deploy on any exterior planet site. weapons are 'knocked away' (may Your warrior present may target a For Luck not be used this battle). creature, character or vehicle at Deploy on table. If Counter Assault Gailid same or adjacent site using 2 Force. is played, may use 1 Force to add Deploys free to same site as Mosep. Draw destiny. Add 2 if targeting a one destiny to your total. If Sense or Adds 2 to power of anything he creature or character. Target hit if Alter just played, may use X Force pilots. While at Audience Chamber, destiny > defense value. to exclude X Dark Jedi from being adds 1 to your Force drains at Gold 2 the "highest-ability character." Jabba's Palace sites. May add 2 pilots or passengers. Force Field Gamorrean Ax May forfeit in place of your other USED: Cancel an attempt to target a Use 1 Force to deploy on your starfighter 'hit' in Death Star: Trench, Dark Jedi with a character weapon. Gamorrean. Adds 1 to power. When restoring that starfighter to normal. LOST: If one of your characters was present at a site, Gamorrean draws Grand Moff Tarkin just targeted by a weapon during a one battle destiny if not able to Adds 2 to power of anything he otherwise. May target a character or pilots. When with Vader in a battle, NotEndorsedorSponsoredbyLucasfilm Page A-8 Errata once per battle may cancel one Falcon, also adds 2 to maneuver you may cancel one opponent's opponent's destiny just drawn. and may draw one battle destiny if Force drain (limit twice per turn). not able to otherwise. You may not deploy any systems. At Gravel Storm each system opponent occupies Strikes at Dune Sea, Jundland Han's Heavy Blaster Pistol during any deploy phase, opponent Wastes, Beggar's Canyon, Lars' Use 1 Force to deploy on Han, or 3 may 'probe' there by placing one Moisture Farm, Jawa Camp, or Mos on your warrior. May target a card from hand face down beneath Eisley. Target opponent's character character, creature or vehicle using that system. Place out of play if present at that site. Draw destiny. 1 Force. Draw destiny. Target hit if "Hidden Base" system is 'probed;' Target lost if destiny > ability. destiny +1 > defense value. If hit by Dark Side places 'probe' cards in Han, target's forfeit = 0. Great Shot, Kid! Used Pile (and may retrieve 1 Force Deploy on table. If Death Star Han's Toolkit for each Probe Droid used to "blown away": Whenever you deploy Use 1 force to deploy on one of your 'probe'). a unique (•) starship to a system characters, vehicles or starships High Anxiety location, retrieve 3 Force; Once (free on Falcon or Han). While If an opponent's character with during each of your turns you may aboard a vehicle or starship, you ability > 2 has just become missing, deploy (for free) a starship from may use 1 force to cancel any deploy on a Rebel with ability > 2 on hand or Reserve Deck and reshuffle. Interrupt or Effect of any kind which same planet. Rebel may not (Immune to Alter.) targets that vehicle or starship. participate in battle. Immediate Great Warrior Haven Effect canceled if missing character The last line of this Jedi test reads: Deploy on one of the following is found or lost. "Place on apprentice. All opponent's systems: Rendezvous Point, Hoth, Higher Ground Force drain bonuses are canceled." Yavin IV, Alderaan, or Sullust. USED: During a battle at a site, [remaining text unchanged] Grimtaash instead of firing one character USED: If opponent has 13 or more Hear Me Baby, Hold Together weapon, cause one opponent's cards in hand, place all but 8 If opponent just targeted your character present to be power -4 (random selection) in Used Pile. starship with a starship weapon, until end of turn. LOST: During a LOST: Cancel Molator (even at a subtract 2 from each of that battle at a site, use 3 Force to holosite). OR Use 4 Force to reveal weapon's destiny draws. cancel one battle destiny just drawn. opponent's hand. All cards opponent Hindsight has two or more of in hand are lost. Het Nkik * Deploys only on Tatooine for 2 Deploy on C-3PO. Eyes In The Grondorn Muse Force from each player's Force Pile. Dark, The Professor, Mantellian While Grondorn is on Yavin 4, your Het is power +1 for each Savrip and Hopping Mad are Yavin Sentry is not unique (•), is stormtrooper at same site, unless immune to Alter. Once during each doubled, deploys free, applies all Reegesk is present. draw phase, unless C-3PO is three of its modifiers and is immune present with a Wookiee, you may to Alter. Power -1 when not on Yavin Hidden Base / Systems Will Slip examine the cards in your Used Pile. 4. Through Your Fingers (Immune to Alter.) (front) Deploy Rendezvous Point. H'nemthe Place a planet system (with a parsec Holonet Transmission Adds 2 to power of anything she number from 1 to 8) from outside USED: Cancel Transmission pilots. Adds 2 to deploy cost of each your deck face down on your side of Terminated. LOST: Take one opponent's male Imperial when that table (not in play); that card Imperial or Visage Of The Emperor Imperial is deploying to same or indicates the planet where your into hand from Used Pile; reshuffle. adjacent site. "Hidden Base" is located. While this Hoth: Echo Med Lab side up, once during each of your Light Side game text: Once per turn, Han Seeker deploy phases, may deploy one when you deploy a medical droid, it Deploys for 1 Force to an system from Reserve Deck; is deploy -2. unoccupied site. Deploys and moves reshuffle. Opponent loses no more like an undercover spy. When than 1 Force from each of your Houjix present with Han (or alien) of ability Force drains at systems and Lore: Dejarik creature. These < 3, choose one to be immediately sectors. Flip this card any time after ferocious-looking beasts are gentle, lost (treat as an "all cards" situation). you have deployed five battleground loyal, and often domesticated as Seeker is also lost. systems and your "Hidden Base" guard animals or pets on Kinyen, the system. Gran homeworld. Han Solo Once during battle, may use 1 Force (back) While this side up, to draw a During the damage segment of a to cancel and re-draw your just card from Force Pile, opponent must battle you lost, if you have no cards drawn destiny. Adds 2 to power of first use 1 Force. For each left that can be forfeited, cancel all anything he pilots. When piloting battleground system you control,

NotEndorsedorSponsoredbyLucasfilm Page A-9 Errata remaining battle damage. (Immune control phases may reveal the than the opponent, double to Sense.) OR Cancel Sunsdown. bottom card of your Lost Pile and opponent's battle damage if you win place it on top of your Force Pile. At the battle (if Han is present at the Houjix & Out Of Nowhere the end of opponent's turn, opponent battle location, triple opponent's USED: If opponent just initiated a must lose 2 Force or place their battle damage). battle at a system or sector where Force Pile onto their Used Pile. you have a starship with maneuver I've Got A Problem Here >3, use 1 Force to add one battle I Find Your Lack Of Faith Use 1 Force to target opponent's destiny. LOST: During the damage Disturbing starfighter with maneuver at a segment of a battle you lost, if you Use 1 Force to deploy on one of system or sector where a battle just have no cards left that can be your Dark Jedi. While present at a finished. Draw destiny. Starfighter forfeited, cancel all remaining battle site, unless a Jedi is also present, lost if destiny > maneuver. damage. (Immune to Sense.) opponent's total ability at same location is reduced by 2. I've Lost Artoo! Human Shield Use 1 Force to deploy on a starship USED: If an opponent’s weapon just I Had No Choice with a or astromech aboard. ‘hit’ an Imperial present with a Deploy on an opponent's gambler. Target or astromech and draw captive being escorted, the captive Cancels gambler's game text. If a destiny. If destiny > 1, astromech is ‘hit’ instead. LOST: During a battle was just initiated, you may use lost (lose Effect) or is canceled battle at a site, you may forfeit any X Force to exclude gambler from (may add 1 astromech); otherwise, or all captives present (once per that battle, where X = gambler's Effect lost. battle per captive). ability. IG-2000 Hutt Bounty I Thought They Smelled Bad On May add 1 pilot (must be a smuggler Deploy on an opponent's smuggler, The Outside or bounty hunter) and 2 passengers. gambler, or thief. If subsequently Sacrifice (lose) your creature vehicle Maneuver +3 and immune to attrition captured by a bounty hunter and to protect one character present < 3 if IG-88 piloting. Ion Cannon may then transferred to Jabba's Palace: from Exposure, Ice Storm, Frostbite deploy aboard. Dungeon, retrieve Force equal to and Gravel Storm for remainder of character's forfeit (+6 if Han) and turn. (Two characters may be IG-88 lose Effect. (Immune to Alter.) protected if sacrificing a ronto.) OR Adds 2 to power of anything he Double Tzizvvt's power until he pilots. May 'assassinate' any Hydroponics Station moves. character at same site hit by IG-88 Use 1 Force to deploy on any (victim is immediately lost). May use exterior Tatooine site. Cannot be I'd Just As Soon Kiss A Wookiee two different weapons. May initiate moved. The first Force you activate Use 3 Force to place an opponent's battle and be battled. Immune to during your activate phase may be just deployed character, starship, Restraining Bolt and purchase. drawn into hand instead. If a vehicle, weapon, or device in Vaporator on table, the second opponent's hand. On opponent's IG-88's Pulse Cannon Force you activate may also be next turn, that card (or one card of Use 1 Force to deploy on IG-88, 4 drawn into hand. same title) may deploy for free. on your other warrior. Adds 2 to power. May target X non-droid Hyper Escape I'm Here To Rescue You characters or creatures using X If a battle was just initiated at any If you have a spy present at the Force. Draw destiny for each. If system or sector, move all your Detention Block Corridor, target a destiny = 0, character is power -1 starships and vehicles there away. captive there. Draw destiny. If and forfeit -1 until end of turn. If destiny + ability of spy > ability of destiny -1 > defense value, target Hypo captive, target is released. hit. Deploy on your IT-O. Once during Otherwise, spy is captured. OR your control phases, if present with a Cancel Spice Mines Of Kessel Imperial Blaster captive (or with an imprisoned (releasing targeted captive). Use 1 Force to deploy on your captive): You may ask one yes-or-no warrior. May target a character, question about cards in opponent's I'm On The Leader creature or vehicle using 1 Force. hand. Opponent must answer Target opponent's starfighter making Draw destiny. Target hit if destiny > truthfully or lose 1 Force. OR May an Attack Run. Draw destiny. Add 1 defense value. add 1 to Force drain where present. for each of your TIEs in Death Star: Trench. If total destiny > maneuver, Imperial Decree I Did It! starfighter is lost. OR Add 1 to Deploy on your side of table. Deploy on table if you've won a weapon destiny draws of any Whenever you control any two Podrace. Once per game, may place starfighter for remainder of this turn. Rebel Base locations, or any one Boonta Eve Podrace out of play to planet site and two systems, the retrieve 4 Force. If you occupy a I've Got A Bad Feeling About This effects of Revolution and all battleground site and a battleground If you just initiated a battle at a opponent's Force drain bonuses are system, once during each of your location where you have less power canceled. (Immune to Alter.)

NotEndorsedorSponsoredbyLucasfilm Page A-10 Errata

Character lost if destiny +2 > Jabba's Sail Barge Imperial Decree (V) defense value. Infantry Mine is also Deploys only on Tatooine; you may Deploy on table. Whenever you lose lost. immediately deploy Passenger Deck Force (except from Force drains, from your Reserve Deck and battle damage, or your card), may Informant reshuffle. May add 1 driver and 7 reduce loss (to a minimum of 1) by If a battle was just initiated at same passengers. Your aliens deploy -1 the number of battlegrounds you site as your Undercover spy, your aboard. occupy. During battle, may place characters at adjacent sites may this Effect out of play to draw one move there as a 'react' (for free). OR Jabba's Sail Barge: Passenger Deck battle destiny if unable to otherwise. Cancel Sabotage. The sentence "Deploy on Jabba's (Immune to Alter.) Sail Barge" is considered stricken Innocent Scoundrel from this card. Imperial Gunner This interrupt is now unique (•) and Adds 1 to weapon destiny draws of should read as "•Innocent Jabba The Hutt anything he is aboard as a Scoundrel." Deploy -2 at Tatooine or Nal Hutta. passenger. To use his landspeed requires +2 USED: If your gambler was just Force. May escort a captive. While Imperial Helmsman targeted by a weapon, opponent at Audience Chamber, adds 1 to Adds 2 to power of anything he must choose to select a new target forfeit of all your other aliens and pilots. When piloting a Star or lose 2 Force. LOST: Cancel any allows you to activate 1 Force Destroyer, also draws one battle Effect (except those immune to whenever you Force drain with an destiny if not able to otherwise. Alter) deployed on Han or your alien. Immune to attrition <4. Lando. Imperial Justice (V) Jawa Blaster Deploy on table; shuffle your Into The Ventilation Shaft, Lefty Deploy on your Jawa. May target a Reserve Deck, peek at top three Relocate one of your characters character or creature for free. Draw cards, and stack them face-up here. from a Cloud City site to Weather destiny. If destiny -1 > defense During battle, may take a card here Vane (if “hit,” character is first value, target hit. If destiny = 0, Jawa into hand to prevent all battle destiny restored to normal). May be played Blaster 'explodes' (weapon and draws from being modified or even after a battle has just been character firing it are lost). canceled (each player may draw no initiated. more than one battle destiny). Jawa Ion Gun (Immune to Alter.) Intruder Missile (Light Side) Use 1 Force to deploy on your Jawa, Deploy on your B-wing, Z-95, YT- 3 on your warrior. May target a Imperial Pilot 1300 Transport, or Falcon. May character using 1 Force. Draw POWER 0 target a capital starship for free. destiny. Targeted droid stolen if Adds 2 to power of anything he Draw destiny. Add 3 if that capital destiny +1 > forfeit. Targeted non- pilots. starship was targeted by another droid character excluded from battle weapon this turn. Target hit if total if destiny = defense value. Imperial Reinforcements destiny > defense value. After firing, If opponent has more total place Missile in Used Pile. Jedi Lightsaber characters and starships on table Use X Force to deploy on your than you have, use 1 Force to draw Ion Cannon warrior where X = (7 - warrior's destiny. Retrieve that number of Use 2 Force to deploy on your Star ability). May add 1 to Force drain Stormtroopers and/or TIE/lns. Destroyer. May target a starship where present. May target a using 1 Force. Draw destiny. If Imperial Squad Leader character or creature by using X destiny +2 > defense value, all Force. Draw two destiny. Target hit if Adds 1 to forfeit of your other starship weapons deployed on troopers at same site. When moving total destiny > defense value. target are lost, armor or maneuver = Jek Porkins with a 'squad' of exactly three other 0 and hyperspeed = 0. troopers, all four move for 1 Force. Adds 2 to power of anything he Imperial Trooper Guards at same It Can Wait pilots. When piloting Red 6, also site may move. Use 3 Force to place an opponent's adds 1 to maneuver and draws one just deployed character, starship, battle destiny if not able to Imperial Trooper Guard vehicle, weapon, or device in otherwise. POWER 0 opponent's hand. On opponent's Jeroen Webb Power +4 when defending a battle. next turn, that card (or one card of Cannot move. Adds 2 to power of anything he same title) may deploy for free. pilots. When in battle with a Rebel Infantry Mine IT-O leader, subtracts 1 from opponent's Deploy at same exterior site as your When at Detention Block Corridor, total battle destiny. mining droid. 'Explodes' if a adds X to your Force drains here, character deploys or moves (without K-3PO (Kay-Threepio) where X = number of captives here. May initiate battle and be battled. K- using a vehicle or starfighter) to or Immune to Restraining Bolt. across same site. Draw destiny. 3PO is power +1 for each of your NotEndorsedorSponsoredbyLucasfilm Page A-11 Errata other droids at same Hoth or Yavin 4 Lando With Vibro-Ax Leslomy Tacema site. Functions as a leader if present This card should be treated as if it Adds 3 to power of anything she with another of your droids. has one (and only one) . pilots. While at Audience Chamber, adds 2 to the power bonus provided K’lor’slug (V) Laser Gate by Ellorrs Madak. Deploy on table. If your character, Deploy between any two interior starship, or vehicle in battle is about mobile sites. To pass, a character Let The Wookiee Win to be lost before the damage must have (power + ability) > 4 or During a battle at a holosite, add segment, it is instead lost at end of use a Lift Tube (all other vehicles one battle destiny. OR Target an battle (if forfeited, forfeit for 0). are blocked). Laser Gate defense opponent's character of ability < 5 (Immune to Alter.) value = 3; may be targeted (as if a present with your Wookiee that just character) by a character weapon participated in a battle you lost; Kal'Falnl C'ndros from either site. character is Disarmed (power -1 and When in a battle, if both players may no longer carry weapons). draw only one battle destiny and Laser Projector Stack on that character. yours is higher, reduces opponent's Use 2 Force to deploy on an interior destiny to zero. Landspeed = 3. site. May target a seeker (use Lieutenant Cabbel Adds 2 to power of anything she defense value = 1), character or Adds 2 to power of anything he pilots. May not deploy to or board creature for free. Draw destiny. pilots. On Tyrant, also adds 1 to starfighters or enclosed vehicles. Target hit if destiny -1 > defense armor. When in battle with an value. Laser Projector may be Imperial leader, subtracts 1 from Kessel (Dark Side) opponent's total battle destiny. DARK: Your starships deploy -1 targeted by any weapon (use here, -2 if Tarkin is aboard a starship defense value = 1). Lieutenant Sheckil here. If you control, Kessel Run is Legendary Starfighter The name "Sumner" in this card's canceled. This Immediate Effect is now unique game text is a misprint and should read "Sheckil." Kintan Strider (•) and should read as "•Legendary Lore: A dejarik of a ferocious Starfighter " Lieutenant Tanbris creature with incredible healing If opponent just lost a starship in a Deploy -1 for starship weapons of abilities. Extinct on their homeworld battle you won, deploy on your any starship he pilots. Adds 2 to of Kintan, but used as guard beasts participating starfighter. Once during power of anything he pilots. by many Hutt gangsters. each of opponent's move phases, Subtracts 1 from maneuver of any starfighter he pilots. Kithaba opponent loses 1 Force (2 if Deploys only on Tatooine. Adds 1 to starfighter is Falcon or Red 5). Also, Light Repeating Blaster Rifle power of anything he pilots. * Power that starfighter is power +2 (Immune Use 2 Force to deploy on your = 1 + ability of opponent's highest- to Control.) warrior. If your power droid or fusion ability character present. Leia Seeker generator present, may target a Deploys for 1 Force to an character, creature or vehicle using Knowledge And Defense 2 Force. Draw destiny. Target hit if Insert in opponent's Reserve Deck. unoccupied site. Deploys and moves like an undercover spy. When destiny +1 > defense value. May fire When Effect reaches top it is lost repeatedly for 2 Force each time. and opponent may not initiate any present with Leia (or warrior) of battles for remainder of turn. ability < 3, choose one to be Limited Resources (Immune to Alter.) immediately lost (treat as an "all This interrupt is now unique (•) and cards" situation). Seeker is also lost. should read as "•Limited Lando Calrissian (Dark Side) Resources." Deploys only on Cloud City. Adds 2 Leia, Rebel Princess to power of anything he pilots. When Twice per game, may place top card LIN-V8K (Elleyein-Veeatekay) playing Sabacc, may subtract 1 from of Lost Pile on top of Reserve Deck At any time during your turn, may or add 1 to your total. If present at a to cancel a Force drain at a related use 1 Force to 'defuse' (lose) any site, can be replaced by opponent site. Unless opponent's non-alien one mine at same site. with any Light Side Lando. character here, opponent's total ability at same site = 0. Immune to LIN-V8M (Elleyein-Veeateemm) Lando Calrissian (Light Side) attrition < 5 if with Luke, Han or At any time during your turn, may Adds 2 to power of anything he Jabba. use 1 Force to 'defuse' (lose) any pilots (3 if piloting Falcon). Power +1 one mine at same site. for every Cloud City location you Leia's Sporting Blaster control. When playing Sabacc, may Use 1 Force to deploy on Leia, or 2 Lirin Car'n add 1 to or subtract 1 from your on your warrior. May target a For each other musician present, total. character, creature or vehicle for adds a "cover charge" of 1 to the free. Draw destiny. Target hit if Force required to move or deploy destiny -1 > defense value. If hit by each character to same site. Leia, target's forfeit = 0. NotEndorsedorSponsoredbyLucasfilm Page A-12 Errata

Location, Location, Location Luke Skywalker Sandcrawler site or owner's Used Deploy on table. At the end of each While Luke is not on Tatooine your Pile). player's deploy phase, if they did not total Force generation is +1. Adds 3 deploy a location, they lose 1 Force. to power of anything he pilots. When Major Bren Derlin Effect canceled if any player deploys piloting Red 5, also adds 2 to While on Hoth, opponent may not three or more locations in a single maneuver. Immune to attrition < 3. 'react' to any Echo site, and Derlin turn. may use 1 Force to cancel Breached Luke's Blaster Pistol Defenses. While at Cantina, power Lone Pilot Use 1 Force to deploy on Luke, 3 on +1 and may use 1 Force to cancel If your pilot (or permanent pilot) is your other warrior. May target a Local Trouble. defending a battle alone at a system character, creature or vehicle using Medium Repeating Blaster Cannon or sector, add one battle destiny. OR 2 Force. (If targeted by Luke, target Deploy on a site. May be moved by If Motti is defending a battle alone at loses any immunity to attrition for two warriors for 1 additional Force. a system or sector, add two battle remainder of turn.) Draw destiny. Your warrior present may target up destiny. Add 1 if targeting a character or to two characters or creatures at creature. Target hit if total destiny > same or adjacent site using 2 Force. Lone Rogue defense value. If one of your pilots is at an exterior Draw two destiny. Target(s) hit if Hoth site, use 2 Force to search Luke's Cape total destiny > total defense value. your Reserve Deck and take one T- Use 2 Force to deploy on a Rebel or Merc Sunlet 47 into hand. OR If your piloted T-47 alien. If Luke's Cape is not at a Deploy on your non-thief to give that is defending a battle alone at a site, Tatooine location, your total Force character thief skill. Once during add one battle destiny. generation is +1. That character is each of your control phases, may immune to attrition < 3. target one device at same site. Draw Lord Maul destiny. If destiny < target's destiny Deploys -2 to Naboo. While with Luke's Hunting Rifle number, it is stolen. OR Deploy on a Qui-Gon, your battle destinies here Use 1 Force to deploy on Luke or weapon to prevent theft. (Immune to are each +1. When Maul wins a Owen Lars, 3 on your non-droid Alter.) lightsaber combat, adds 2 to character. May target a character or creature using 1 Force. Draw opponent's Force loss. Immune to Mercenary Pilot destiny. Subtract 1 if targeting a Clash Of Sabers and attrition < 5 (or Adds 2 to power of anything he character. Add 2 if targeting a < 6 if armed with a lightsaber). May pilots or drives. When driving a creature. Target hit if total destiny > not be Disarmed. transport vehicle, adds one battle defense value. destiny. When piloting at a cloud Lost In Space sector, once per turn may add one If a pilot was just lost from a system Luke's X-34 Landspeeder battle destiny during battle at a or sector, deploy on that location May add 1 driver and 2 passengers. related exterior site. and stack pilot here. Pilot may be Moves free if Luke aboard. May rescued or captured by any capital move as a 'react.' M-HYD 'Binary' Droid starship present here during any Luminous Adds 2 to forfeit of each non-droid move phase, and may be targeted Deploys and moves like a character at same and adjacent by weapons (except during battle) starfighter. May add 1 pilot and 6 sites. At any time, any player may as if present (treat as a starfighter passengers. Has ship-docking use 1 Force to turn M-HYD off (face with defense value = 0). Lost if no capability. Permanent pilot provides down) or on again (face up). pilot here. ability of 2. May use Covert Landing Mind Tricks Don't Work On Me Lt. Pol Treidum like a shuttle or starfighter (even Use 3 Force to deploy on table. While at Docking Control Room 327, while landed). During the damage segment of a adds 2 to your total power at M'iiyoom Onith battle your opponent initiated, if you Docking Bay 327. Once during each Once during each of your control have no cards left that can be of your control phases, if at same phases, may reveal opponent's hand forfeited, you may place this Effect site as an Undercover spy, may by using X Force, where X = number out of play to cancel all remaining draw destiny. Spy's "cover is of cards in opponent's hand. All battle damage. (Immune to Alter.) broken" if destiny = spy's ability. unique (•) male Rebels and unique Mirax Terrik Luke Seeker (•) male aliens there are lost. The foil version of this character has Deploys for 1 Force to an Magnetic Suction Tube an incorrectly printed deploy unoccupied site. Deploys and moves Deploy on your sandcrawler. Once number. Mirax's printed deploy cost like an undercover spy. When during each of your control phases, should be 2. present with Luke of ability < 4 or may target one character present. pilot of ability < 3, choose one to be Draw destiny. If destiny > Mobquet A-1 Deluxe Floater immediately lost (treat as an "all character's ability, "suck up" May add 1 driver and 1 passenger. cards" situation). Seeker is also lost. character (relocate to related interior Moves free if Jabba or any bounty

NotEndorsedorSponsoredbyLucasfilm Page A-13 Errata hunter aboard. May move for free as Naboo: Battle Plains (Dark Side) Obi-Wan's Cape a 'react' to a battle where your thief, DARK: Unless Gungan Energy Use 2 Force to deploy on your Rebel smuggler or bounty hunter is Shield on table, your AATs are each or alien. Character is immune to participating. power +2 here. attrition < 5. Also, When a battle was just initiated where present, may use Monnok Naboo: Battle Plains (Light Side) 1 Force to choose one opponent's USED: If opponent has 13 or more DARK: Your AATs deploy +1 here. character of ability = 1 present to cards in hand, place all but 8 Naboo: Theed Palace Generator move away (for free), or that (random selection) in Used Pile. character is lost. LOST: Use 4 Force to reveal Core (both sides) opponent's hand. All cards opponent Any characters of ability < 5 about to Obi-Wan's Journal has two or more of in hand are lost. be 'hit' here (and all cards on them) Deploy on Luke or Obi-Wan. Your are placed in owner's Used Pile. characters present armed with a Mos Eisley Blaster Nabrun Leids unique (*) lightsaber Weapon card Use 1 Force to deploy on your alien may not be Disarmed, once per warrior (free if on Tatooine). May At any time (except during battle), target any or all of your characters at battle may cancel a weapon destiny target a character for free. Draw just drawn, and that lightsaber's destiny. Target is forfeit -2 for one site to 'transport' (relocate) to any one other site. Draw destiny. Force drain modifiers may not be remainder of turn if destiny +2 > canceled. Lost if about to be stolen. defense value. Use that much Force to 'transport,' or place Interrupt in Lost Pile. Obi-Wan's Lightsaber (Premiere) Mosep Narrow Escape Deploy on Obi-Wan. May add 1 to When opponent is losing Force from Force drain where present. May Force drains at the same or an If opponent just initiated battle at a site where you have a Rebel of target a character or creature for adjacent site, lost Force must come free. Draw two destiny. Target hit, from Reserve Deck if possible. ability > 2 present, move all of your cards with ability there away (using and its forfeit = 0, if total destiny > Motti Seeker their landspeed). defense value. Deploys for 1 Force to an Nevar Yalnal Observation Holocam unoccupied site. Deploys and moves Deploy on a site. Adds 1 to the total like an undercover spy. When If both players have a spy at same site, draw destiny. Add 2 if weapon destiny of each of your present with Motti (or pilot) of ability automated weapons at same and < 3, choose one to be immediately opponent's spy is Undercover. Opponent's spy is lost if destiny > 2. adjacent sites. During battle, may lost (treat as an "all cards" situation). add the power of one of your Seeker is also lost. Ng'ok characters at an adjacent site you Mournful Roar Lore: Dejarik of a Ng'ok war beast. control to your total. Deploy on Chewie if Han was just Foul temper gives rise to bad feelings. Has razor-sharp retractable Obsidian Squadron TIE lost or just became missing. Deploy -1 at any cloud sector. Opponent cannot play Let The claws. Used in many systems to frighten off potential attackers. Permanent pilot provides ability of 2 Wookiee Win or Wookiee Roar. and adds 2 to power. Power +2 at Opponent must also lose 1 Force at Ng’ok War Beast non-unique cloud sectors. Boosted end of every player's turn. If Han on Deploy on table. If your character, TIE Cannon may deploy aboard and table, Effect canceled. starship, or vehicle in battle is about fires free aboard. Moving To Attack Position to be lost before the damage segment, it is instead lost at end of Officer Evax Target one starfighter participating in Adds 2 to power of anything he a battle at a system or sector. For battle (if forfeited, forfeit for 0). (Immune to Alter.) pilots. When at a Death Star site, remainder of turn, starfighter may Imperial starships may move to the not move, is immune to attrition and, Nudj Death Star system as a 'react.' if piloted by any Corellian, is power *Ferocity = destiny -4. Habitat: +2. planet sites (except Hoth and Oh, Switch Off Cancel an attempt by opponent to Mynock Tatooine) and Dark Waters. Cumulatively absorbs (temporarily target your droid to be stolen, 'hit' or Habitat: unlimited. Parasite: lost. Droid is protected from all such Starfighter. Host's power and cancels) one icon present. Parasite: None. attempts for remainder of turn. OR hyperspeed are cumulatively -2; Switch OFF any binary droid for while both < 1, Mynocks randomly Obi-Wan Kenobi remainder of turn. detach one at a time (cannot attach When a battle was just initiated for remainder of turn). Moves like a where present, may use 1 Force to Old Ben starfighter. choose one opponent's character of Use 1 Force if any of your ability = 1 present to move away (for characters (except Obi-Wan) was free), or that character is lost. just forfeited from a Tatooine site. Immune to attrition < 5. Mysterious "crazy wizard" steps in NotEndorsedorSponsoredbyLucasfilm Page A-14 Errata and revives (returns from Lost Pile) now 'disguised:' gains spy skill, randomly selected from opponent's that character back to same site. power and forfeit +2, and armor = 5. hand. One More Pass Ponda Baba Probe Droid If you are about to draw power Power +3 when battling at same site Deploys only if a Star Destroyer on harpoon weapon destiny, add ability as Dr. Evazan, unless opponent has table. Once during each of your of one pilot aboard same vehicle. a lightsaber present. Adds 2 to control phases, may peek at X cards power of anything he pilots. randomly selected from opponent's Ord Mantell (Light Side) hand, where X = number of icons LIGHT: If you control, each of Pops at same site. May Force drain, opponent's bounty hunters is forfeit - Adds 2 to power of anything he initiate battle and be battled. 2. pilots. When piloting Gold 5, also DARK: Each of your bounty hunter adds 1 to maneuver and draws one Probe Droid Laser pilots add an additional 1 to power of battle destiny if not able to Deploy on your probe droid. May starships they pilot here. otherwise. target an artillery weapon (use 5 as defense value), character or Out Of Nowhere Power Harpoon creature for free. Draw destiny. If opponent just initiated a battle at a Use 2 Force to deploy on your Artillery weapon lost if destiny > system or sector where you have a combat or shuttle vehicle. May defense value. Character or creature starship with maneuver > 3, use 1 target an AT-AT or AT-ST for 1 hit if destiny > defense value. Force to add one battle destiny. Force. Draw destiny. Target crashes if destiny + your vehicle's maneuver Program Trap Outflank > 8. Your vehicle crashes if destiny Use 2 Force to deploy on an During a battle, if you have weapons = 0. opponent's droid (except R2-D2 and at at least 2 sites adjacent to that C-3PO), 1 on your droid. When battle, add 3 to your total power and Precise Attack either player draws a destiny add one battle destiny. OR For During a battle, target opponent's matching the number of characters remainder of turn, your biker scout character or vehicle present with two at same site, droid 'explodes' (all at an exterior site is power +1 and (or more) of your weapons. Add all characters present with Effect are adds 1 to each of that character's weapon destiny draws together. lost). weapon destiny draws. Apply that total separately for each weapon in an order of your Projective Telepathy Owen Lars choosing. Cancel Anger, Fear, Aggression Deploys free at Lars' Moisture Farm. when it is inserted or revealed. OR If Power +2 if at same site as Beru Pride Of The Empire your opponent just initiated a battle Lars or a Vaporator. If lost from table This Immediate Effect is now unique or Force drain, opponent must during opponent's turn, Luke is (•) and should read as "•Pride Of choose to use 2 Force, or cancel power +3 until the end of your next The Empire". that battle or Force drain. turn. If opponent just lost a starship in a Proton Torpedoes Palejo Reshad battle you won, deploy on your Use 1 Force to deploy on your X- Adds 2 to power of anything he participating starfighter. Once during wing, Y-wing or B-wing. May target a pilots. While at Audience Chamber, each of opponent's move phases, starship using 1 Force. Draw all your Corellians are power and opponent loses 1 Force (2 if destiny. Target hit if destiny > forfeit +1 (+2 if non-unique) and your starfighter is a TIE/ln). Also, that defense value. Force generation at the Corellia starfighter is power +2 (Immune to Pucumir Thryss system is +2. Control.) While on Cloud City, adds 1 to your Planet Defender Ion Cannon Princess Leia Force drains at Cloud City sites and Deploy on an exterior Rebel Base Deploys only on Hoth or Cloud City. adds 4 to destiny of each of your site. During a battle at related Adds 1 to power of anything she miners drawn for battle destiny. system, may target a capital starship pilots. May deploy (on Hoth or Cloud During your deploy phase, may there using 2 Force. Draw destiny. If City) or move as a 'react' to same deploy one non-unique Rebel to destiny +3 > armor, all starship site as Han or Luke. Immune to same Cloud City site from Reserve weapons aboard target are lost, attrition < 3. Deck; reshuffle. power = 0 and hyperspeed = 0. Probe Antennae Punch It! Plastoid Armor Deploy on your Probe Droid. Adds 2 If Han or your Lando is piloting a Deploy on a Death Star site where a to X for that droid. OR Use 1 Force starfighter which is defending a stormtrooper was just lost. Target to deploy on one of your other battle at a system, add one battle one of your characters not on Death droids. When at a site you control, destiny (add two if starfighter is Star. When target reaches Utinni once during each of your control Falcon). Also, starfighter is immune Effect, relocate to target. Target is phases, you may peek at one card to attrition for remainder of turn.

NotEndorsedorSponsoredbyLucasfilm Page A-15 Errata

Punishing One restores armor/maneuver and one Bunker or Deactivate The May add 1 pilot (must be a smuggler hyperspeed. Shield Generator into hand from or bounty hunter) and 1 passenger. Reserve Deck; reshuffle." Immune to attrition < 3 if Dengar RA-7 (Aray-Seven) piloting. Deploy -3 when deploying May transfer character weapons (for Rebel Tech with Dengar. Boosted TIE Cannon free) to or from your other When at your war room: may deploy aboard. characters present. May carry up to Cumulatively adds 1 to total of four such weapons at one time. Attack Run. OR Once during each of Put That Down your control phases, may send this If one of your characters was just Rayc Ryjerd tech to your Used Pile and take targeted by a weapon during battle, Adds 2 to power of anything he Death Star: Trench into hand from use 3 Force to cancel that targeting. pilots (or 4 if trained by Rycar Reserve Deck; reshuffle. OR Cancel Double Back or Res Luk Ryjerd). Any starfighter Rayc pilots Ra'auf. is immune to Tallon Roll and is not Recoil In Fear lost if an asteroid sector is drawn for Use 3 Force. Each player places Quad Laser Cannon asteroid destiny. hand onto Reserve Deck (if Use 2 Force to deploy on your possible), then places Used Pile Corellian corvette or Falcon. May Rebel Flight Suit onto Reserve Deck; reshuffle. Each target a starship using 1 Force. Deploy on your pilot character. player then draws cards from Draw destiny. Add 1 if targeting a While piloting any starfighter, Reserve Deck equal to the number starfighter. Target hit if total destiny combat vehicle or shuttle vehicle, of cards just placed from hand onto > defense value. that character is considered to be Reserve Deck (if any). the "matching pilot" (pilot adds 2 to R2-Q2 (Artoo-Kyootoo) maneuver (limit +2) and draws one Rectenna While aboard any starfighter, adds 1 battle destiny if not able to Use 1 Force to deploy on your to power, maneuver and otherwise). starship. You may deploy cards as a hyperspeed. When at a Scomp link 'react' to a battle at same system or during your draw phase, may use 1 Rebel Guard sector. Force to peek at top three cards of POWER 0 your Reserve Deck. Power +4 when defending a battle. Red Leader Cannot move. Adds 2 to power of anything he R3-T6 (Arthree-Teesix) pilots. When piloting Red 1, also While aboard a capital starship, Rebel Pilot adds 1 to maneuver and draws one adds 1 to power and 2 to POWER 0 battle destiny if not able to hyperspeed, and that starship is Adds 2 to power of anything he otherwise. Adds 1 to forfeit of each immune to attrition < 4. While at pilots. other Red Squadron pilot at same Death Star: Central Core, Rebel Planners location. hyperspeed of Death Star system=2. Use 1 Force to deploy at Massassi Red Squadron X-wing R4-E1 (Arfour-Eeone) War Room or any docking bay. Adds Deploy -2 at Yavin 4 or to same While aboard a non-creature X to total power of your starships at location as Red Leader. Permanent vehicle, adds 1 to power, maneuver the related system and related pilot provides ability of 2 and adds 2 and landspeed. May drive transport sectors, where X = the number of to power. Proton Torpedoes deploy vehicles. your starships present. and fire free aboard. R4-M9 (Arfour-Emmnine) Rebel Scout Redemption While aboard a non-creature May move as a 'react' (for free) to a May add 4 pilots and 4 passengers. vehicle, adds 1 to power, maneuver battle where you have a Rebel of Has ship-docking capability. and landspeed. May drive transport ability > 2 or a leader. Permanent pilot provides ability of 1. vehicles. Rebel Squad Leader Your medical droids and Bacta Tank R5-A2 (Arfive-Aytoo) Adds 1 to forfeit of your other 'patients' may deploy aboard for While aboard any starship, adds 1 to troopers and Rebel Guards at same free. power and maneuver. During your site. When moving with a 'squad' of Reflection control phase, if aboard your exactly three other troopers and/or Deploy on Leia. Once during each of starship damaged by an ion cannon, Rebel Guards, all four move for 1 your control phases, you may use 3 restores armor/maneuver and Force. Rebel Guards at same site Force to retrieve 1 Force. Also, hyperspeed. may move. when an apprentice, adds 1 to her R5-D4 (Arfive-Defour) Rebel Strike Team / Garrison training destiny. While aboard any starship, adds 1 to Destroyed Remote power and maneuver. During your The third line on Side 0 of this Use 1 Force to deploy at any site. control phase, if aboard your Objective card is clarified to read: Moves like a character at normal starship damaged by an ion cannon, "Once during each of your deploy use of the Force. Once during each phases, may use 2 Force to take NotEndorsedorSponsoredbyLucasfilm Page A-16 Errata of your control phases, may: Select Rogue Asteroid LIGHT: Deploy on your sandcrawler. one character present to be power Deploy on an asteroid sector and Each Jawa is forfeit +2 here. or forfeit +1 for remainder of turn. specify starting direction. Every "Nighttime conditions" here. OR Use 2 Force to cancel any move phase, moves to next adjacent seeker present. asteroid sector (reversing direction DARK: Your characters may as necessary). Where present, adds enter/exit here for 1 Force each. Rendezvous Point 2 to asteroid destiny. May be "Nighttime conditions" here. LIGHT: Your starships deploy -2 targeted by starship weapons Sandspeeder here and are hyperspeed +2 when (defense value = 3). moving to or from here. Neither May add 1 pilot or passenger. player may Force drain here. Rogue Bantha Permanent pilot provides ability of 1. May add 2 'riders' (passengers). May move as a 'react' to Tatooine or Reserve Pilot Bantha ability = 1/2. May move as a desert sites. Adds 1 to power of anything he 'react.' Whenever a battle was just Self-Destruct Mechanism pilots. When piloting Black 2, Black initiated at same site, one Tusken 3 or Black 4, also adds 1 to Lose a droid to cancel all attrition Raider present (your choice) is against you at same site this turn. maneuver and draws one battle 'trampled' (immediately lost). destiny if not able to otherwise. OR Retarget an opponent's weapon Rogue Gunner to one of your droids at same site as Responsibility Of Command Adds 1 to weapon destiny draws of target. If droid is 'hit', use original Use 2 Force to deploy on any war anything he is aboard as a target's forfeit number. room at a Rebel Base. Target a passenger. Rebel with forfeit > 4 or an Sense & Recoil In Fear opponent's leader. Opponent may Romas "Lock" Navander USED: Target your highest-ability not initiate a battle or a Force drain Adds 1 to power and maneuver of character and one just-played at same location as target. Utinni anything he pilots. Opponent may interrupt. Draw destiny. If destiny < Effect canceled when reached by not 'react' to or from same location. ability of target character, cancel target. target Interrupt. LOST: Use 3 Force. Run Luke, Run! Each player places hand onto Restricted Access At any time, move Luke as a regular Reserve Deck (if possible), then Insert face up in your Reserve Deck. move (for free) to a battle just places Used Pile onto Reserve When Effect reaches top it is lost, initiated at an adjacent site. Luke is Deck; reshuffle. Each player then along with all opponent's 'insert' power +2 during that battle, unless draws cards from Reserve Deck cards there. Reshuffle. (Immune to Vader is present or adjacent to the equal to the number of cards just Alter.) OR Deploy between two battle site. OR You may cancel placed from hand onto Reserve mobile sites. Opponent's characters Vader's Obsession. Deck (if any). may pass only if aboard a Lift Tube or opponent uses +1 Force each. Saber 4 Sense & Uncertain Is The Future May deploy with a pilot as a 'react' to See Sense & Recoil In Fear. Retractable Arm a battle where you have a TIE (for Deploy on any R-unit droid to give free if TIE is in Saber Squadron). Shattered Hope that droid thief skill. Once during May add 1 pilot. Immune to attrition If a battle you won just ended at an each of your control phases, you < 4 when DS-181-4 piloting. interior site and you have a may use 1 Force to target a weapon character of ability > 3 present there, or device present. Draw destiny. If Sandcrawler relocate one opponent's character destiny > 2, target is 'stolen.' Target Deploys only to a Tatooine site. May present to an adjacent site. (If on may then be transferred for free. add 1 driver and 7 passengers. Cloud City, may relocate that Droid may not be Disarmed. Cannot move to mobile sites. Adds 1 character to Weather Vane instead.) to forfeit of each Jawa at same Rodian exterior site. Shawn Valdez Adds 1 to power of each of your Whenever you just initiated a battle bounty hunters and smugglers (but Sandcrawler: Droid Junkheap at same site as Shawn, your subtracts 1 from Greedo's power) at The title of this card has received troopers at adjacent sites who have same site. Adds 1 to power of errata to be (•••) unique. not already battled this turn may anything he pilots. LIGHT: Your characters may immediately move to same site (as a enter/exit here for 1 Force each. regular move). Rogue 2 "Nighttime conditions" here. May add 2 pilots or passengers. Shot In The Dark Immune to attrition < 3 if Zev DARK: Deploy on your sandcrawler. Deploy on your side of table. Once piloting. May add 2 to search party Each Jawa is forfeit +2 here. per turn, you may lose 1 Force to destiny draw if all pilots aboard are "Nighttime conditions" here. draw the top card of your Reserve part of that search party. Deck into your hand. If that card is a Sandcrawler: Loading Bay space creature, you may The title of this card has received immediately deploy it for free. errata to be (•••) unique. NotEndorsedorSponsoredbyLucasfilm Page A-17 Errata

Skiff or Luke aboard. May move as a Stone Pile Deploy -1 to a Tatooine site. May 'react'. Use 2 Force to deploy on any add 1 driver and 5 passengers. May Dagobah site. Randomly select two move as a 'react.' If lost, any Sorry About The Mess cards from opponent's hand and characters aboard may "jump off" During your control phase, fire one place them, unseen, face down (disembark). of your weapons. If Han firing, may beneath Stone Pile. Cards return to add 1 to each weapon destiny draw. opponent's hand if Effect leaves Slave I (A seeker may be targeted by a table. Canceled if opponent This card was erroneously printed character weapon using defense occupies this site. with “hyperdrive” instead of value of 4.) Any 'hit' targets are hyperspeed. The card should read immediately lost. Stormtrooper Backpack “hyperspeed 4” and has hyperspeed Deploy on your trooper. May use for all gameplay purposes (e.g., Space Slug any number of weapons and adding to hyperspeed with Dark *Ferocity = two destiny. Habitat: Big devices. Trooper is immune to Maneuvers). One (Cave is now Belly). Attacks attrition < 3 when at a planet site. starfighters (defeated cards are Sleen eaten or relocated to Belly, Stunning Leader *Ferocity = destiny - 3. Habitat: opponent of victim chooses). Once If a battle was just initiated at an planet sites (except Hoth and per turn, may open or close mouth. interior site, use 1 Force to exclude Tatooine) and Dark Waters. from that battle all characters of Cumulatively absorbs (temporarily Spaceport Speeders ability > 2 and all leaders (on both cancels) one icon present. This interrupt is now restricted (•••) sides). Parasite: None. and should read as "•••Spaceport Speeders". Superlaser Sniper Deploy on Death Star system at During your control phase, fire one Special Delivery parsec 0. May target a capital of your weapons. If URoRRuR'R'R Deploy on a prison. When one of starship at Death Star system, or at firing, may add 2 to each weapon your troopers 'delivers' (imprisons) a a system it orbits, using 4 Force. destiny draw. (A seeker may be captive here, you may search your Draw two destiny. Target hit if total targeted by a character weapon Lost Pile, take any one card into destiny > defense value. using defense value of 4.) Any 'hit' hand and then lose this Effect (each targets are immediately lost. captive may be 'delivered' only once Surface Defense Cannon until they are released or leave Use 1 Force to deploy on your Snowspeeder table). starfighter, free on Falcon. May May add 1 pilot or passenger. target a character or creature at Permanent pilot aboard provides Special Modifications same site using 1 Force. Draw ability of 1. May move as a 'react' to Use 1 Force to deploy on any destiny. Target hit if destiny +1 > Hoth sites. starship to add 2 to its armor or defense value. maneuver. If on Falcon with Han, Snowtrooper Lando or Chewie piloting, also adds SW-4 Ion Cannon Deploys only on Hoth. Power -1 2 to power and forfeit. Use 1 Force to deploy on your Y- when not at a Hoth site. wing or B-wing. May target a Spice Mines Of Kessel starship using 1 Force. Draw Solomahal Deploy on Kessel system [remaining destiny. If destiny > target's defense Deploy on your warrior to give that text unchanged] value, all starship weapons warrior scout skill. That warrior may deployed on target are lost, armor or move as a 'react.' OR Deploy on Stalker maneuver = 0 and hyperspeed = 0. your scout. When that scout 'reacts,' May add 6 pilots, 8 passengers, 2 it is power +2 for remainder of turn. vehicles and 4 TIEs. Has ship- Swilla Corey (Immune to Alter.) docking capability. Permanent pilot Deploy on any non-thief to give that provides ability of 1. Probe droids character thief skill. Once during Son Of Skywalker deploy free to sites related to same each of your control phases, may Deploys only on Dagobah or Cloud system. target one device at same site. Draw City. Adds 2 to power of anything he destiny. If destiny < target's destiny pilots. Once per game, during your Stay Sharp! number, it is stolen. OR Deploy on a deploy phase, a lightsaber may During your control phase, fire one weapon to prevent theft. (Immune to deploy on Luke (for free) from of your starship weapons (for free). Alter.) Reserve Deck; reshuffle. Immune to If Han or any gunner is aboard that attrition < 4. starship, may add 2 to the total Tagge Seeker weapon destiny. 'Hit' target is lost. Deploys for 1 Force to an SoroSuub V-35 Landspeeder OR If you just fired a weapon in unoccupied site. Deploys and moves May add 1 driver and 3 passengers. battle, add that weapon's destiny like an undercover spy. When Moves free if Owen Lars, Beru Lars number to your total power. present with Tagge (or warrior) of ability < 3, choose one to be

NotEndorsedorSponsoredbyLucasfilm Page A-18 Errata immediately lost (treat as an "all Tatooine: Watto's Junkyard (Light power +1 and forfeit +2. Aliens may cards" situation). Seeker is also lost. Side) not have their deploy cost modified LIGHT: While you occupy, your and Imperials deploy +1 to Tatooine Tallon Roll Force generation is +2 here. sites. Whenever you complete a Target two starfighters (your TIE/ln Immune to Revolution. non-substituted battle destiny draw, and any Rebel starfighter) present at may retrieve 1 Force (Force same system or sector. Each player Tauntaun retrieved in this way may be taken draws destiny. Opponent totals May add 1 'rider' (passenger). into hand). While Queen's Royal destiny and starship's power. You Deploy only on Hoth. Ability = 1/4. Starship at a planet system, once total destiny, TIE's power and TIE's May move as a 'react' from a battle. during each of opponent's control maneuver. Lowest total loses May be 'sacrificed' (lost) to make phases may activate up to 2 Force. starfighter. rider immune to Exposure this turn. Once during each of your control Tamizander Tauntaun Handler phases, loses 1 Force for each Adds 2 to power of anything he Adds 2 to power of any creature battleground site you occupy with a pilots. Your starships may move vehicle he rides. When riding a senator. from same exterior site for free. tauntaun, also draws one battle There Is No Conflict While at Echo Docking Bay, once destiny if not able to otherwise. USED: If your Imperial of ability > 2 every turn, may allow one character just won a battle, randomly take into on Hoth to be immune to The Shield Taym Dren-garen hand one card stacked on I Feel The Doors Must Be Closed. When on Tatooine, may cancel any result of Krayt Dragon Bones. While Conflict. (Immune to Sense.) LOST: Tamtel Skreej at Audience Chamber, all your If Vader in battle, subtract 2 from Deploys only on Tatooine. Adds 2 to are power = 3 and each of opponent's battle destiny power of anything he pilots. Once forfeit +2. draws. per game, Undercover may deploy They’re On Dantooine on Tamtel from Reserve Deck; Tempest Scout 1 Once per game, use 2 Force to reshuffle. While at a site you control, May add 2 pilots or passengers. deploy on Dantooine system. Rebels are immune to None Shall May move as a 'react' for free. When [remaining text unchanged] Pass at that site. Arnet piloting, immune to attrition < 4 and adds 1 to attrition against This Is All Your Fault Tantive IV opponent here. CAPITAL: CORELLIAN CORVETTE Lose a droid to cancel all attrition May be deployed even without That's It, The Rebels Are There! against you at same site this turn. presence or Force icons. May add 3 If you have a probe droid at a site OR Retarget an opponent's weapon pilots and 4 passengers. Has ship- during your control phase, move one to one of your droids at same site as docking capability. Permanent pilot of your starships to the related target. If droid is 'hit', use original provides ability of 2. system. That starship cannot move target's forfeit number. again this turn. Tarkin Doctrine Thok & Thug Deploy on Death Star system. The Circle Is Now Complete Deploys -2 to a Jabba's Palace site. [remaining text unchanged] If Vader and Obi-Wan are present at If opponent just initiated battle at same site, use 1 Force to initiate a same site, may use X force (limit 2) Tarkin Seeker duel between them. Compare their to add twice X to total power. Your Deploys for 1 Force to an power, and add 2 if that character is alien leaders present may not be unoccupied site. Deploys and moves armed with a lightsaber. Loser targeted by weapons. End of your like an undercover spy. When (lowest total) of duel is placed out of turn:  Use 2 or Lose 1 or . present with Tarkin (or alien) of play. Thul Fain ability < 3, choose one to be The Emperor's Prize Deploys free to your starship. immediately lost (treat as an "all If Luke was just 'frozen,' deploy on Adds 2 to power of anything he cards" situation). Seeker is also lost. Emperor or Detention Block pilots. When with Lieutenant Tanbris Tatooine: Hutt Trade Route Corridor. Target Luke and Vader. in a battle at a system, adds 2 to (Desert) When reached by targets, place each of your battle destiny draws. LIGHT: Your characters here aboard Utinni Effect on Luke and opponent TIE Avenger vehicles are each power +1. must lose Force (from Life Force) Deploy -1 to same system as any equal to half their Life Force (round Imperial capital starship. May add 1 Tatooine: Lars' Moisture Farm down). If Luke released, lose Utinni pilot. Boosted TIE Cannon may (Light Side) Effect. (Immune to Alter.) LIGHT: Beru Lars and Luke deploy aboard. deploy -1 here. The Hyperdrive Generator's TIE Vanguard Gone/We'll Need A New One Permanent pilot provides ability of 1. (back) While this side up, your You may deploy cards to same unique (•) Republic characters are system or sector as a 'react.'. NotEndorsedorSponsoredbyLucasfilm Page A-19 Errata

Tiree Otherwise, subtract 5. Target hit if Vehicle Mine Adds 2 to power of anything he total destiny > defense value. Deploy at same exterior site as your pilots. When piloting Gold 2, also mining droid. 'Explodes' if starfighter adds 1 to maneuver and (when in Tusken Raider (use 5 as defense value) or non- Death Star: Trench) adds 1 to total Power 1 creature vehicle deploys or moves to of Attack Run. Deploys only on Tatooine. Power +1 or across same site. Draw destiny. if another non-unique Tusken Raider Target lost if destiny +2 > defense Tonnika Sisters present. If you have four or more value. Vehicle Mine is also lost. Twice during each of your control non-unique Tusken Raiders present, phases, may use 2 Force to draw 2 your total power here is +2. Vibro-Ax (both sides) destiny for 2 chances at a destiny = Use 3 Force to deploy on any alien 2. If successful, may steal or destroy Twilight Is Upon Me warrior. Adds 1 to power. May target up to 2 weapons or 2 devices Deploy on table. Once per turn, may a character using 1 Force. Both present. take one The Force Is Strong With players draw destiny. Target This One or Anakin Skywalker immediately excluded from battle if Toryn Farr into hand from Reserve Deck, warrior's power + your destiny > Adds 2 to power of anything she reshuffle. May use 2 Force to cancel target's power + opponent's destiny. pilots. When at any war room, adds You Are Beaten (unless canceling 1 to weapon destiny draws of your Uncontrollable Fury) or Dark Jedi Vine Snake Planet Defender Ion Cannon on Presence. (Immune to Alter.) Habitat: planet sites (except Hoth). same planet. Parasite: Non-droid Character. Each Ubrikkian 9000 Z001 move phase, draw destiny; each Tractor Beam May add 1 driver and 2 passengers. time destiny > ability, add 1 to X (X Use 2 Force to deploy on your Star May move as a 'react.' starts at 0). Host is power -X (eaten Destroyer. At the end of a battle at if power = 0). same system or sector, may target Uncertain Is The Future an opponent's starship present See Recoil In Fear. Vul Tazaene (except a Mon Calamari Star Adds 2 to power of anything he Under Attack Cruiser) using 2 Force. Draw pilots. Twice during battle at same During your control phase, target a destiny. Target captured if destiny > system, may use 2 Force to add 2 to vehicle with armor present with your defense value. any destiny of 2. If present with warrior. Draw destiny. If warrior has Tonnika Sisters, Vul and Tonnika a Concussion Grenade or a Trample Sisters are lost. If you have a piloted AT-AT or AT- lightsaber, add 3 to destiny draw (7 ST present at a site, target if both). Vehicle (and grenade) lost if Walker Barrage opponent's character, 'crashed' total destiny > armor. If you have a piloted AT-AT present vehicle or unpiloted vehicle without at a site, target opponent's artillery Undercover armor present. Draw destiny. weapon at same or adjacent exterior Deploy on your spy at a site and Character lost if destiny > ability. site. Draw destiny. Target lost if cross spy to opponent's side. Spy is Vehicle lost if destiny < 7. destiny +1 > forfeit. Also, one now Undercover. During your deploy opponent's character at same site as phase, may voluntarily "break cover" Treva Horme target (random selection) lost if (lose Effect) if at a site. (Immune to During your control phase, may 'sell' destiny +1 > 6. one Interrupt card from hand. Alter.) Opponent must use X Force, where Wall Of Fire X = destiny of that card or entire URoRRuR'R'R's Hunting Rifle If you have a piloted AT-AT present Force Pile (opponent's choice). Use 1 Force to deploy on at a site, target any number of Place sold card on opponent's Used URoRRuR'R'R or Chief Bast, 3 on opponent's troopers present at same Pile and activate X Force. your non-droid character. May target or adjacent exterior site. Draw a character or creature using destiny. If destiny > number of Trooper Jerrol Blendin 1 Force. Draw destiny. Subtract 1 if troopers targeted, they are lost. Deploys only on Cloud City, but may targeting a character. Add 2 if move elsewhere. Power +2 when Warrant Officer M'Kae targeting a creature. Target hit if participating in a battle you initiate. Adds 2 to power of anything he total destiny > defense value. Opponent may use 2 Force to 'bribe' pilots. May use 1 Force to take one (exclude) Blendin from battle. Vader's Lightsaber tractor beam, Our First Catch Of The Deploy on Vader. May add 1 to Day or Besieged into hand from Turbolaser Battery Force drain where present. May Reserve Deck; reshuffle. Use 3 Force to deploy on your Star target a character or creature for Destroyer or any mobile system. Watch Your Step/This Place Can free. Draw two destiny. Target hit, May target a starship using 2 Force. Be A Little Rough and its forfeit = 0, if total destiny > Draw two destiny. Subtract 2 if (back) While this side up, your Force defense value. targeting a capital starship. generation is +1 at each system you control with a smuggler. Opponent's

NotEndorsedorSponsoredbyLucasfilm Page A-20 Errata

Force generation at non- otherwise. May use 1 Force to take cards have been forfeited, cause all battlegrounds is limited to 1. When one Corellian Slip into hand from attrition for both sides to be reduced you have two or more smugglers in Reserve Deck; reshuffle. to zero. a battle, add one battle destiny. Each of your smugglers is forfeit +2. Weequay Marksman You Do Have Your Moments Once during each turn, may play Deploys only on Tatooine. May fire At the start of the damage segment one interrupt from Lost Pile as if one weapon during your control during a battle, before any cards from hand (then place that card out phase (at double use of Force). May have been forfeited, cause all of play). Sense, Alter, and Keep use 2 Force to 'assassinate' any attrition for both sides to be reduced Your Eyes Open may not be played. character just 'hit' by Weequay to zero. Flip this card if you do not occupy Marksman (victim is immediately lost). Zev Senesca two battlegrounds (unless you have Adds 2 to power of anything he completed two Kessel Runs). Wes Janson pilots. When piloting Rogue 2, also We're Leaving Adds 1 to weapon destiny draws of adds 3 to maneuver and may draw Use 3 Force to deploy on table. anything he is aboard as a one battle destiny if not able to During the damage segment of a passenger (adds 3 if aboard Rogue otherwise. 3 or with Wedge or Jek). battle your opponent initiated, if you Zuckuss have no cards left that can be What Is Thy Bidding, My Master? Adds 2 to power of anything he forfeited, you may place this Effect Deploy on Emperor or any system. pilots. May move for free as a 'react.' out of play to cancel all remaining Target one character whose lore Once during each battle, may use 1 battle damage. (Immune to Alter.) uses the word 'Emperor.' Target Force to cause one alien of ability < WED-1016 'Techie' Droid cannot use ability to draw battle 3 at same site to be forfeit = 0 for While at an exterior planet site or destiny and is excluded from being remainder of turn. Immune to docking bay, once per turn may lose the "highest-ability character." Utinni attrition < 3. 1 Force to place a 'hit' starship or Effect canceled when reached by target. Zuckuss In Mist Hunter vehicle at same site, adjacent site, May add 1 pilot and 3 passengers. related system or related cloud Wioslea Permanent pilot is *Zuckuss, who sector in Used Pile instead of Lost During your control phase, may use provides ability of 4 and adds 2 to Pile. 1 Force to target an opponent's power. Unless opponent has ability WED15-17 'Septoid' Droid unoccupied transport vehicle or > 6 piloting here, reset opponent's *Forfeit value begins at 7. When droid present. Draw destiny. If total battle destiny here to 0. 'forfeited,' droid remains in play destiny > target's destiny number, use Force equal to target's deploy Zuckuss' Snare Rifle (unless 'hit'), but forfeit value is Deploy on Zuckuss, or use 1 Force reduced by the amount of attrition or cost to 'purchase' target (use as if stolen). to deploy on any other bounty battle damage absorbed. Droid lost hunter. May target a character or when forfeit value reaches zero. Wooof creature using 2 Force. Draw WED15-I662 'Treadwell' Droid Deploys only at Tatooine. Power +2 destiny. Character captured if Adds immunity to attrition < 2 to all when defending a battle at a Jabba's destiny -1 > defense value. Creature your vehicles and droids at same Palace site. Adds 2 to power of lost if destiny +1 > defense value. location. Also, if 'treadwell' droid is at anything he pilots (3 if piloting an a docking bay, adds immunity to starship or if Jabba is aboard). attrition < 3 to all your starfighters at Wyron Serper the related system and related Once during each of your control sectors. phases, may peek at X cards WED-9-M1 'Bantha' Droid randomly selected from opponent's Adds immunity to attrition < 2 to all hand, where X = number of your vehicles and droids at same icons at same site. Also, when you location. Also, if 'bantha' droid is at a are drawing destiny, adds 2 to the docking bay, adds immunity to destiny of any card with 'scan' in the attrition < 3 to all your starfighters at title. the related system and related Yoda Stew & You Do Have Your sectors and may cancel Lateral Moments Damage. USED: During opponent's turn, take Wedge Antilles up to four cards from your hand and Adds 3 to power of anything he place them on top of your Force pilots. When piloting Red 2, also Pile. adds 2 to maneuver and draws one LOST: At the start of the damage battle destiny if not able to segment during a battle, before any NotEndorsedorSponsoredbyLucasfilm Page A-21 Appendix B - Card Rulings

If 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-LOM considered 'just lost' at the time this be played immediately after any This droid adds 1 to total power for card is initiated. destiny draw that is to be used in a each pairing of one alien and one This is a necessary exception to the comparison (greater than, less than, droid, neither of which may be used normal rules regarding units of force or equal to) with the vehicle's as part of another pair. See may and unseen cards. Because maneuver or defense value (or a initiate battle and be battled. A Jedi's Resilience specifically is calculation that involves said searching for these 2 cards (or 1 maneuver or defense value). A Few Maneuvers card) in a 'just lost' state, they are The phrase “Interrupt may even 'active' and able to be targeted in Abyss affect the result immediately after a that state by this card or other cards This card does not require that the destiny draw targeting the that target cards in a 'just lost' state. 'duplicated' character on table has starfighter's maneuver” means that immunity to attrition. This is a this card can be played immediately A Jedi's Strength specific exception to the Implied after any destiny draw that is to be An apprentice that later becomes a Targeting Rule. used in a comparison (greater than, Jedi will still get the +1 power bonus less than, or equal to) with the from this Jedi Test. Advosze starfighter's maneuver or defense (Errata) You may not voluntarily value (or a calculation that involves A Step Backward deploy or move an Advosze to the said maneuver or defense value). The first function of this card may be same location as another Advosze. played as long as at least one (If this somehow occurs A New Secret Base podracer has at least one race involuntarily, you must choose one This Light Side Effect allows you to destiny stacked upon it. This card to be lost.) take the following cards into hand targets "Podracers", which is a card from your Reserve Deck, once type (See Podracing, Ap. C). It Agents In The Court/No Love For during each of owner's turns: cannot remove a race destiny The Empire • one site with "Echo" in its title stacked upon the Podrace Arena. A character whose species is • two sites, both with "Echo" in their defined in the Advanced Rulebook titles A Useless Gesture may be revealed normally as a Rep • one Effect with "Echo" in its title The game text that prevents Ketwol as if that species was defined in that • one Effect and one site, both with from exchanging a docking bay card's lore. "Echo" in their titles more than once per game does not • one planet system with two Light count any exchange(s) that took Agents Of Black Sun / Vengeance Side Force icons. place before A Useless Gesture was Of The Dark Prince on table. Thus, after A Useless When this Objective card is (or has A Jedi's Resilience Gesture is played, Ketwol may been) in play, Dark Side cards in the This Interrupt is played as a exchange one more docking bay following all have the characteristic response to the completion of a before further exchanges are Black Sun agent: all cards with duel, and is played before any result prevented, even if Ketwol was 'Black Sun agent' in lore. (such as actually takes place. already used before A Useless Guri); all aliens with 'Black Sun' in OR Gesture was played. lore. (such as Makurth); all This card targets a 'just lost information brokers (such as Labria); character armed with a lightsaber.' It A Vergence In The Force all bounty hunters (such as Boba searches for the character and You may only draw 2 cards by Fett). saber at the time the interrupt is placing in Used Pile a copy of this played. In order to be considered as card that is on table. This last Aim High such, the light side character must sentence of this Immediate Effect The amount of Force used (X) must either: does not permit you to perform that be equal to the full amount of the a) Possess a [permanent weapon function using a copy in hand. initiated retrieval, even if the icon] lightsaber OR retrieving player's Lost Pile does not b) Be armed with a lightsaber when Accelerate contain that many cards. heading lost, be lost simultaneously The phrase “Interrupt may even with the lightsaber, and both he or affect the result immediately after a she and the lightsaber must be destiny draw targeting the vehicle's maneuver” means that this card can

NotEndorsedorSponsoredbyLucasfilm Page B-1 Card Rulings

All Too Easy Ambush Jedi to be defending a battle. The This Immediate Effect creates an This Interrupt is an all cards absence of a Dark Jedi is not part of unattended frozen captive if there is situation, so it will affect inactive the initiation conditions. no available escort. cards as well (missing, undercover, etc.). However, inactive cards do not Arica All Wrapped Up count towards either player's power If Arica breaks cover at Luke's site When capturing a just forfeited total because they are not on table using her game text while There Is character using this Dark Side for such purposes. This card can be Good In Him is on table, Luke will be Effect, that character is captured played at a location where opponent captured before she can complete after applying forfeit value but before has 0 power, but not one where he the firing of her weapon. being placed on the Lost Pile. When has no power. captured, the character's values that Artoo & Threepio would normally be restored upon Anakin Skywalker Allowing all droids to be battled leaving table (e.g., forfeit being A card about to be placed out of play means that, for the purposes of reduced by 2, power being reduced does not qualify as a card "about to initiating and continuing a battle to 0) has those values reset. In this be lost from table." only, all droids are considered to way, cards deployed on that occupy their location. Thus a droid character (for example, Bounty or a Anakin's Podracer piloting a starship may also be weapon) are not placed in the Lost When drawing 2 race destiny battled. Pile. Additionally, if the card was instead of 1, the Light Side player is 'hit', it is no longer 'hit'. However, if permitted to stack (use) both of them Aurra Sing any responses to the character on Anakin's Podracer. The decision Being able to "use" a stolen being lost remove a card (or cards) to use a race destiny is made lightsaber does not allow you to on that character prior to this card immediately after one is drawn. (See transfer a stolen lightsaber to Aurra being used to capture them, any Podracing, Ap. C) This Podracer will Sing outside the normal rules of removed card(s) would not return to automatically "schedule" three race transfer (it must be capable of the character and would stay where destiny draws if Anakin's Podracer is deploying on her). they were placed when removed. behind at any time during the Light This is a specific exception to the Side player's draw phase. Next turn, Bacta Tank just lost ruling. the Light Side player must draw When removing a character from the This card merely requires that the three and must choose (use) two of Bacta Tank whose deploy cost is bounty hunter be present at the them to stack on the Podracer. defined by an asterisk (*), treat that location. He need not be present These scheduled race destiny draws deploy cost as zero. with the forfeited character. can still be restricted by subsequent actions, for example, the Dark Side Beggar Alter playing Hit Racer. This Light Side Effect remains on This Interrupt can only cancel the table and allows you to use any cards stated in its game text (thus it Anger, Fear, Aggression (V) amount of your opponent's Dark cannot cancel a Starting Effect). To Projective Telepathy cannot cancel Side Force during each of your use Alter to cancel any card other this card when it is on table (only if it turns. At the end of each of your than Sense, you must have a is 'inserted' or 'revealed'). turns, if you chose to use zero or 1 character with ability on table. Alter Dark Side Force that turn, the is a response to the deployment of Anoat (Dark Side) Beggar remains on table; if you an Effect or Utinni Effect, but it is not Starships using this system chose to use 2 or more Dark Side a response to a subsequent use of location's game text to 'react' may Force, Beggar is lost (even if that Effect's or Utinni Effect's game move only inactive). text. A card that is "immune to Alter" •from Anoat to the nearest related Force used by your opponent never is not a valid target for Alter (see asteroid sector; or counts against your Beggar. For immune). •from the nearest related asteroid example, some Jawas require the sector to Anoat. use of Force by both players when Alter & Collateral Damage deploying. The portion of the Jawa's If you draw successfully for the Lost Antilles Maneuver (V) deploy cost that your Dark Side function of this card, you would still The first function of this Interrupt opponent is required to pay does not have to lose 2 Force to Do, Or Do may still be used if the opponent count against the Beggar; however, Not or There Is No Try. does not have a weapon on table. if you choose to use Dark Side See Implied Target Rule – Unknown Force to pay for your portion of the Alter & Friendly Fire Targets. deploy cost, this does count against See Alter & Collateral Damage. the Beggar. Are You Brain Dead?! This Interrupt card's Used function requires only a Light Side Episode I

NotEndorsedorSponsoredbyLucasfilm Page B-2 Card Rulings

Beru Stew Bossk With Mortar Gun Force equal to the difference. Loser (Errata) Activating Force is the result This is not an "all cards" situation, so loses same amount of Force, plus of this Interrupt, not a condition of this may not target inactive cards or the character."), and one of Luke's initiation (see actions). your own cards. Unlike most destinies is Brainiac. Vader's total is weapons, the Mortar Gun targets 14 and Luke's is 14.14159..., which Bionic Hand after the weapon destiny draw, but means that Luke wins and retrieves When this device is used with a this is still to be considered Force equal to the difference character weapon and more than "targeting with a weapon." (0.14159...). Because that's one card is drawn for weapon impossible, Light retrieves 0. Dark destiny, the character adds 1 to total Bossk's Mortar Gun loses the same amount, also weapon destiny. See Bossk With Mortar Gun. rounding to 0, and Vader, because even though no Force was lost or Blast The Door, Kid! Bounty retrieved, Luke's total was still (Errata) Characters of ability > 2 or This Effect allows you to retrieve higher. leaders introduced to the battle after Force only if the bounty hunter who this Interrupt has been played are delivers the captive to a prison is the Bravo Fighter also immediately excluded from the same bounty hunter who seized that You may not attempt to 'blow away' battle. character when it was captured. the Blockade Flagship unless its corresponding starship card is on Blaster Proficiency Brainiac table. The first function of this Interrupt Brainiac counts as a card in hand adds 3 to total weapon destiny, not when computing Y to determine his Bring Him Before Me / Take Your each destiny draw. own deployment cost. He may Father's Place provide nav computer capability on a This card only restricts the Blaster Rack starship as a passenger, but opponent's use of cards that would (Errata) Weapons on Blaster Rack Brainiac is not an astromech and place Luke out of play. If a card has are inactive. Placing weapons on the thus cannot occupy astromech multiple functions (one placing a Blaster Rack is a top-level action, capacity. card out of play, and one that does thus, you may not place cards in the Imaginary numbers (which occur by not for example) this objective has Rack as a response to a character having a negative number within the no impact on the latter function of leaving the table. square root) result in a minimum the card. Also, if a card targets power of 1. Also, players must use multiple cards on table, the Light Boba Fett (Cloud City) the positive root (thus, the square Side player is only prevented from (Errata) When transferring a captive root of 4 is 2, not -2). placing Luke out of play. This is a to a prison, Fett modifies that Brainiac's destiny and power should specific exception to the normal captive's forfeit value for the not be rounded. If you're comparing targeting rules. purposes of resolving any Bounty this number to a certain value, effects. examine it to see if it meets the C-3PO (See-Threepio) requirements. For example, if Alter This droid adds 2 to total power for B'omarr Monk targets Luke Skywalker and Brainiac each pairing of one Rebel and one The Monk equalizes Force icons is drawn, Alter succeeds (because π droid, neither of which may be used after all other automatic Force icon is less than 4), and if Lost In The as part of another pair. modifiers have been applied (for Wilderness targets your opponent's example, Sleens, Presence Of The 3 characters, it also succeeds (π is Captain Needa Force etc). “May not use vehicles or greater than 3). If Brainiac is drawn (Errata) You 'choose' to forfeit starships” on this card means that for battle destiny and a player must characters because of battle the B'omarr Monk may not deploy to satisfy π attrition, that player must damage or attrition; those forfeited or board a vehicle or starship. forfeit at least π points of forfeit value because of weapon 'hits' are not by Boonta Eve Podrace (usually meaning 4 must be choice. While you are free to use your forfeited). However, you must round opponent's copy of this card to whenever you are required to do Captive Fury initiate a podrace (even if both are in something which is impossible in When using this Light Side interrupt, play), you must specifically note this partial amounts (e.g., you cannot the captive is temporarily placed on at the time you initiate the podrace. retrieve, activate, or lose an the Light Side of the site (even if If you do not, you are assumed to be irrational amount of Force, you enclosed) to participate normally in using your own copy. cannot cause an irrational number of this battle. This relocation does not The winner of a podrace is characters to be lost, etc.). For count as being 'released'. If you determined automatically when example, Vader initiates a duel have other characters at the same either player has a race total > 24 at against Luke using Vader's site they also participate in this any time during any move phase. Obsession ("Each adds two destiny battle (where applicable). All normal to power. Winner retrieves lost battling conditions must be

NotEndorsedorSponsoredbyLucasfilm Page B-3 Card Rulings observed. For example, characters See Starting Interrupts/Objectives - Combat Readiness (V) can participate in only one battle per Mandatory Actions, Ch. 2. See Careful Planning (V). turn and presence is required on both sides of the location. For this Charming To The Last Combat Response reason, if the captive is a droid (or This Interrupt must target a Rebel of Once an unpiloted starfighter (or the escort is a droid, for example IG- ability > 2 and thus may not target pilot) is revealed, if no matching pilot 88 With Riot Gun) and no other the •Leia card from the Jedi Pack. (or unpiloted starfighter) is found, ability is being provided, then the the opponent is permitted to verify. If battle would end immediately. If the Chasm a match has been found but the original escorting character and the See Abyss. player does not have enough Force captive (who was not captured or to deploy the cards (or there is no sent missing during the battle) Chief Retwin location where they can be legally survive, then the captive is returned (Errata) This Imperial may target any deployed), then the card revealed to being escorted by that character weapon or device deployed on a site from hand is returned to hand, and at the end of the battle. (including "movable" weapons and the card taken from the Reserve devices such as seekers), but may Deck is placed back in the Reserve Carbon Chamber Testing / My not target cards deployed on a Deck; reshuffle. Favorite Decoration character, vehicle or starship at a When deploying a Rebel (as a site. (See Stealing, Ap. C) Combined Attack prisoner) to the Security Tower at (Errata) This Interrupt combines the the start of the game, it deploys Close Air Support firing of two or more weapons into a regardless of location deployment "[Y]our Z-95 occupies a system or single action. You may choose to restrictions (this is a specific cloud sector" means that you must fire any or all of your applicable exception to the start of game rules). occupy the location, and the Z-95 weapons, at normal use of the If there are no Rebels you can there must itself have presence Force. legally deploy, this objective plays (such as a permanent pilot), or have (for remainder of game) as if there presence aboard it (such as a Commence Recharging were no Rebels in the Light Side character card). (Errata) The 8 Force specified by player's deck. Rebels you cannot this Effect must be stacked on the legally deploy include characters Colo Claw Fish Effect itself and are separate from with objective deployment This card allows you to exchange a the X Force required by Commence restrictions (such as Prisoner 2187) card drawn for destiny with a card Primary Ignition. and those that deploy as an stacked on this effect. When this undercover spy (such as TK-422). happens, any modifiers to your Control (and Control (Ep I)) Also, if opponent is playing Rescue destiny are now transferred over to The parenthetical text "(even if just The Princess, and their only Rebel the new card, regardless of when deployed)" means that this card may in their deck is Leia, Leia cannot be they were played. Because this card be played to cancel a Mobile Effect deployed (this also applies to Han was exchanged, it is considered to or an Immediate Effect as a and You Can Either Profit By This..., have been "just drawn" for all response even after the deployment and Luke and There Is Good In purposes (except, obviously, for has successfully resolved (triggering Him). modifiers that you have already any automatic actions of deployment applied to the card) and is not before the cancellation). You may Careful Planning considered a substituted destiny still play Control (either version) as a The starting text of this card is (meaning it can be modified, top level action to cancel a intended to mean "deploy from canceled, or reset as normal). previously deployed Mobile or Reserve Deck one battleground site Immediate Effect, or as a response or deploy from Reserve Deck two  Colonel Salm to the declaration of the deploy battleground sites." The location (or Salm may only cancel and redraw a action (in which case the Mobile or locations) deployed must be battle destiny of a battle he is Immediate Effect is cancelled before battlegrounds immediately after its participating in. it has its effect). (their) deployment. Colonel Wullf Yularen Conquest (V) Careful Planning (V) This Imperial is power +1 with any or An Interrupt is considered an This Starting Interrupt may be all of the three cards mentioned in "Immune to Sense" Interrupt if the played even if your starting location its game text (not power +1 for function being utilized when it is was converted (or 'failed' to convert each). played is immune to Sense. an opponent's starting location that may not be converted). It simply Combat Readiness Corporal Beezer 'remembers' what your starting See Careful Planning. Beezer's text that allows a device to location was before it was converted deploy to same location does not or placed out of play. require that device to deploy 'on' that

NotEndorsedorSponsoredbyLucasfilm Page B-4 Card Rulings location. Thus you may deploy a this turn (and since this is a battle, character, and thus is unaffected by device on cards at the same location they may fire any applicable cards placed out of play by the as Beezer. weapons). It does not allow any virtual card version of Dannik. characters, vehicles or starships to 'react' a second time this turn. When Dantooine Base Operations/More When using this card's game text determining the order of actions for Dangerous Than You Realize allowing it to be targeted by Force this second battle, treat it as though This card establishes a deploy cost Lightning, each instance of it were the turn of the player who for squadrons based on their current “Emperor” on Force Lightning is played this Interrupt. If a card was power. The squadron's power may treated as “Dooku”. Thus, if the Dark excluded from the previous battle, it be modified (e.g. S-Foils), but Side player plays the LOST portion may participate in this battle unless because the deploy cost is equal to of Force Lightning in conjunction it is still prevented from participating this power, the cost may not be with Count Dooku's game text, the (e.g., was targeted by Imperial modified (e.g. Haven, Rendezvous opponent's character would need to Barrier). Point). be present with Dooku (not the The reference to squadron on this Emperor), and Dooku would lose Court Of The Vile Gangster / I objective card refers only to the immunity to attrition and become Shall Enjoy Watching You Die starship class: squadron. It does not defense value -2 for the remainder The frozen Han character deployed include starships such as Red of turn (not the Emperor). by the Light Side Objective Card Squadron X-wing and Gold You Can Either Profit By This... / Or Squadron Y-wing. Counter Assault Be Destroyed will count as a captive The total power and number of towards the flip condition of this Dark Forces destinies to be drawn is determined Objective card, but because a frozen When this Effect is deployed, and immediately when this Interrupt card character has ability of zero, frozen Alter is played as a response to begins resolving, and neither Han will not flip this Dark Side cancel it, Dark Forces has not had changes during the resolution. Thus objective by himself. its result yet and thus will not affect if a character, starship or vehicle is that Alter. (See actions.) When this introduced to the location during Covert Landing card is used to exclude characters resolution of the Assault (such as via The USED portion of this Interrupt from being the highest-ability Tauntaun Bones) it does not add may be used any time your shuttle character in response to Sense or power and does not permit an or shuttle vehicle is participating in a Alter, the player playing Sense or additional destiny draw. Similarly, if battle, even if that shuttle is landed Alter must immediately choose a cards are removed from the location or unpiloted. new target for their highest-ability during the resolution (such as by a character, if possible, otherwise the Program Trap), they will still Credits Will Do Fine Interrupt will fail. contribute power and still add a Both players get to see any card that destiny draw for purposes of is lost from hand before it is placed Dark Hours resolving the Counter Assault. under this Effect. Other cards are The person who plays this card This Interrupt does not cause a not viewed. decides in what order to target the battle and thus cards may not be available characters. When targeting forfeited to reduce Force loss. Cyborg Construct a character, if the player who played Remember that, at a system If your opponent takes control of this card has no cards left in their location, characters and vehicles your Cyborg Construct, any cards Reserve Deck, then their opponent aboard starships are not present at underneath it are placed on top of may choose what happens to that the system. Therefore, for Counter your Used Pile. character: either put to 'sleep' or left Assault there will ordinarily only be 'awake.' A 'sleeping' character one destiny draw per starship at the Dagobah: Bog Clearing cannot move, drive or pilot. system but none for any cards This site's game text supersedes the aboard. Dagobah rules and the general rules Dark Maneuvers Counter Assault may technically be of deploying starfighters. Starfighters See A Few Maneuvers. played at a holosite but, since there with permanent pilots may deploy are no characters present (only here. Dark Maneuvers & Tallon Roll dejariks and holograms), no destiny See A Few Maneuvers. will be drawn and zero will be Dannik Jerriko compared to the opponent's total (Errata) The power bonus applies Dark Strike power. only to characters placed out of play This Interrupt adds 3 to the total using Dannik's game text, not all out weapon destiny for a lightsaber, not Counterattack of play characters. This bonus will 3 to each destiny draw. This card explicitly allows continue to apply even if Dannik characters, vehicles and starships at leaves table. Note that this bonus is the targeted location to battle again based on "eating the soup" of a

NotEndorsedorSponsoredbyLucasfilm Page B-5 Card Rulings

Dark Waters those represented by a permanent be used to deploy an Effect that lists If this card is deployed to an interior character weapon icon). any deploy cost in its game text vehicle site, then creatures present (such as Beggar) or is conditionally may attack as normal. This is a Do They Have A Code Clearance? immune to Alter (such as Well specific exception to rules stating The reduction this Effect applies to Guarded). that characters aboard vehicles may Force retrieval is an automatic not be attacked. modifier, and as such applies before Don't Underestimate Our Chances any other comparisons or actions This Interrupt does not triple attrition. Darth Maul are made. This means that the value The loser of a duel initiated by of X on Secret Plans is reduced by E Chu Ta Maul's game text is the character the number of cards stacked on this When using the second function of with the lowest total destiny. If tied, Effect. Note that a retrieving card is this Interrupt, if your opponent there is no winner or loser. stacked on this Effect after the 'reacts' by bringing ability or a spy to retrieval is completed, and is the battle, this does not cancel the Darth Vader optional (thus automatic actions may battle. (Errata) This Imperial's addition to occur first, such as placing the card battle destiny is an automatic out of play). A card that "retrieves" a Echo Trooper Backpack modifier. specific card by name is still (Errata) This device does not allow a retrieval, and can be reduced. For character to use weapons that the Death Star Assault Squadron example, Baragwin says "Once per character cannot normally use. It For purposes of cards that require turn, if the top card of your Lost Pile also does not override other you to use a pilot's ability, Vader is a weapon, device or transport restrictions (such as those for provides 6 ability, and DS-61-2 and vehicle, may use 1 Force to retrieve artillery weapons). DS-61-3 both provide 2 ability. it." If there is at least one Interrupt or This card utilizes persona rules as Utinni Effect stacked upon Do They EG-4 (Eegee-Four) well as squadron rules. If these rules Have A Code Clearance?, that will When this droid is drawn as battle conflict, the persona rules take reduce the Baragwin retrieval from 1 destiny, it doubles total power (but precedence. Thus the Death Star card to no cards. not attrition) present at the location Assault Squadron may be taken into An Interrupt that is placed out of play of the battle before adding any other hand from the table for 4 Force with when it resolves (such as an Out Of battle destiny draws. Hunt Down And Destroy The Jedi as Play Interrupt or an Interrupt played that card may target any version of from Lost Pile by This Place Can Be EG-6 (Eegee-Six) the •Vader persona. A Little Rough, etc.) may be stacked See EG-4. Death Star Assault Squadron is on this card before it is placed out of deploy -6 at a Star Destroyer: play. However, an Utinni Effect that Elis Helrot Launch Bay. is placed out of play "when (Errata) The following actions are completed" (such as when Outrider part of the initiation of this Interrupt: Death Star Sentry (V) is on table) may not. • targeting the characters to be See Ch. 1F. Free. moved; Docking And Repair Facilities • targeting the site to move them to; Defel When removing a squadron for • drawing destiny; and Each Defel on table can cause the which a deploy cost has been • paying the cost (using the Force loss of only 1 Force per turn. defined, use this deploy cost to required to transport the targeted determine the cost of the action. characters). Desperate Counter Both Combat Response and Don't Tread On Me Emergency Deployment Imperial Arrest Order can be If your starting location (or a location Although this card allows you to deployed in the same deploy phase you have deployed with an deploy 'anywhere,' it does not give using this card, although each objective) was a battleground when you permission to ignore deployment is a separate action. deployed, but is converted into a deployment restrictions. For non-battleground, you may still use example, the Hoth energy shield will Direct Hit the starting text of this interrupt. still prevent Dark Side deployment to This Interrupt works with any most Hoth sites. weapon that can target a combat Don't Tread On Me (V) vehicle, including a Vehicle Mine. If you play this as a Starting Enter The Bureaucrat Interrupt, you must draw at least 8 See A Vergence In The Force. Disarmed cards. You do not need to declare (Errata) This Effect causes the how many cards you will draw, you Ephant Mon targeted character to lose all may continue to draw until you wish If this card is affected by a condition weapons being carried (including to stop (or have drawn 12 cards). that prevents it from being 'forfeited The Used Interrupt function may not to satisfy attrition,' his text may still

NotEndorsedorSponsoredbyLucasfilm Page B-6 Card Rulings be used when forfeited to satisfy all the process of relocating them to the the system (or to any cloud sector of remaining battle damage. The affected Lost Pile. However, cards higher-altitude); and may not move remaining attrition at the end of the lost from hand (or from table) should to any site other than the docking battle would still need to be satisfied still be shown to both players before bay where Forced Landing is normally. being placed face down on that Lost deployed. Pile. Eyes In The Dark does not Escape Pod affect taking or retrieving cards from Frozen Assets This Interrupt does not save devices the Lost Pile in any way (e.g., This Effect prevents you from or starship weapons currently whenever you wish to retrieve a card drawing any card from below it in deployed on the starship (or on a using a Baragwin's game text, you Force Pile. You also may not peak vehicle or starfighter aboard that may look at the top card to see if it is at (or otherwise look at) those cards, starship). You may not relocate your appropriate). shuffle those cards, take any of opponent's cards. those cards into hand, stack them Failure At The Cave on another card, move them to Evacuate? (Errata) When attempted, Jedi Test another deck or pile, or reorder This Interrupt does not save devices #5, It Is The Future You See, those cards in any way, they are a or starship weapons currently schedules an automatic action to frozen block of cards. The only thing deployed on the starship (or on a turn the apprentice right side up at you may do with those cards is lose vehicle or starfighter aboard that end of the Light Side player's next them. See also Slip Sliding Away. starship). Saved cards may not be turn (completing the Jedi Test). Thus relocated to one of your capital targeting an upside-down apprentice Full Scale Alert starship cards unless that starship with Failure At The Cave will Cards that have their movement has sufficient capacity to hold all of suspend the benefits of completed 'blocked' by this card cannot move. them and they are all allowed to tests, but will not stop the apprentice exist there. (Saved cards may not be completing the test as scheduled General Dodonna relocated to starship sites.) You may (although it will stop it having any When this Rebel "increases Rebel not relocate your opponent's cards. effect once completed). Planners by 1," he adds 1 to X; when he "doubles" it, he doubles X Expand The Empire Feltipern Trevagg instead. General Dodonna does not This Effect 'expands' game text to (Errata) This alien resets the cost of affect the deploy cost of Rebel the adjacent sites, but it does not initiating battle according to the Planners. expand card titles, marker numbers number of Force icons present with etc. Thus, for example, it does not him; thus, if no Force icons are General Walex Blissex allow docking bay transit to or from a present with Trevagg (e.g., at the If deploying to a Home One site non-docking bay site. If Expand The Death Star: Trash Compactor or when Home One is not on table, Empire causes a site to have two whenever Trevagg is in an enclosed Blissex does not deploy at -2 copies of the same modifier, this vehicle or starship), battles may be because you cannot establish that does not violate the cumulative rule. initiated for zero Force. Since reset this site is aboard a "star cruiser". For example, if a site has "Force values are unmodifiable it cannot be See starship sites. drain +1 here" in its game text and affected by cards such as Wars Not adds another copy of the same Make One Great (though actions Ghhhk game text ('expanded' from an that are "free" remain free). (Errata) You may use the damage adjacent site), then Force drains are canceling ability of this card if you +2 at that site. If game text For Luck have no cards left capable of being expanded to an adjacent location (Errata) See Dark Forces. forfeited. Thus, cards that are not contradicts the existing location participating in the battle or that do game text, then the existing game Force Lightning not have a forfeit value (e.g., a text takes precedence. This Dark Side interrupt may not Vaporator) are ignored. target a frozen captive. Explosive Charge Gold Leader In Gold 1 (V) If the Explosive Charge goes off and Force Push If the Dark Side player has Force removes all participating presence If the revealed combat card is available, they may not avoid paying from either side of the battle, the destiny 4 or less, you lose 1 Force, Force by invoking "Draws X battle battle will end. This is an exception and the combat card is returned to destiny if unable to otherwise" text. If to the normal removing presence underneath the opponent's Jedi. they do not have Force available, rules because the battle ends during then they may invoke "Draws X the power segment. Forced Landing battle destiny if unable to otherwise" A starfighter targeted by this card text. A player may choose not to pay Eyes In The Dark may not move from the related for each battle destiny draw they are This Effect causes cards lost from system to any other system or allowed to make, in which case they Life Force to be concealed during asteroid or Death Star II sector, may are prevented from making that not move from any cloud sector to NotEndorsedorSponsoredbyLucasfilm Page B-7 Card Rulings draw, and then proceed to the next him (not just battle destiny). He Hidden Base / Systems Will Slip draw (if any). cannot cancel and redraw an Through Your Fingers already canceled destiny. (Errata) If your Hidden Base is a Grand Moff Tarkin battleground system, deploying it (Errata) This Imperial may cancel Han, Chewie, And The Falcon counts as one of the 5 battleground any one destiny draw that occurs For purposes of cards that require systems you must deploy to meet after a battle is initiated but before it you to use a pilot's ability, Han the flip condition. is over, including (but not limited to) provides 3 ability and Chewie battle destiny, weapon destiny, provides 2 ability. Hidden Weapons destiny drawn for Sense etc. Mandalorian Armor refers to the Han's Toolkit device card, because it is not a Grappling Hook Han's Toolkit cannot be used in an characteristic (Jodo Kast may be Once this Immediate Effect has its "all cards" situation. For instance, targeted by Hidden Weapons only result, it causes new copies of the when Overwhelmed is played Han's because his game text allows it, not targeted Interrupt to be unique (•) for Toolkit cannot cancel it. because of his lore; if his game text both players. Because that Interrupt is canceled, he can no longer be is now limited to one per turn, no He Hasn't Come Back Yet targeted). additional cards with the same name This Interrupt targets one of "your" may be played this turn. exterior planet sites, and thus may Hiding In The Garbage play at a site only if you deployed This Effect does not allow you to Gravity Shadow that site card. Additionally, this take cards from your opponent's Gravity Shadow may target a Interrupt may target characters Force Pile, even with Beggar starship whenever it attempts to aboard starships or vehicles (even (because Beggar does not allow you move through hyperspace, even those that are enclosed) as long as to reveal your opponent's cards). during a battle (for example, using a the character is at the site targeted card such as Hit And Run or Hyper by the Interrupt (and not, for High Anxiety Escape). This Interrupt targets a example, below decks at a related (Errata) This Immediate Effect is starship and its highest-ability pilot vehicle site). If the destiny draw is canceled if the missing character is (whether a permanent pilot or a successful when targeting such a no longer missing for any reason character acting as a pilot). See character, they are conceptually (found, lost, captured, placed in Starships - Permanent Pilots, Ch. 9. swept off the vehicle and then made Used Pile, placed out of play etc.). missing. Great Warrior Hoth: Main Power Generators (Errata) Targeting a mentor, as well He Is Not Ready See Hoth energy shield rules as targeting (or deploying) an The second function of this card Whenever you deploy this location apprentice is considered part of the cannot be used to target a (even as a starting location or using initiation of this Jedi Test. Thus If a permanent pilot. an objective), you must check to see Dark Side player uses I'd Just As if the 4th, 5th or 6th marker site is Soon As Kiss A Wookiee to return Heading For The Medical Frigate also on the table. If not, you must either the just-deployed Great See Prepared Defenses immediately deploy the 4th marker Warrior (or the apprentice just from your reserve deck (if you are deployed with Great Warrior) to Hear Me Baby, Hold Together unable to deploy the North Ridge, hand, both cards return to the Light (Errata) When targeting a weapon you may not deploy the Main Power Side player's hand. that may fire repeatedly, this Generators). If you are unable to Interrupt reduces all of that fulfill this requirement when using Grimtaash weapon's destiny draws during the the Main Power Generators as your (Errata) When this Interrupt targets same battle, attack or whenever the starting location, you must your opponent's hand containing 13 weapon was fired. temporarily set this card aside and or more cards, this is a condition of choose a different starting location. initiation (see actions). Thus, if you Here We Go Again initiate Grimtaash, your opponent See the Dark Side counterpart, Houjix plays one or more cards as Counterattack. (Errata) See Ghhhk. responses and those card plays reduce opponent's hand size below Hero Of A Thousand Devices Human Shield 13, your Grimtaash still has its You may only use this Effect to When the Used function of this result. forfeit devices that you own, not any Interrupt is played to make a captive device deployed on the droid. For 'hit' instead of an Imperial, any other Han Solo example, you cannot use this Effect effects from being 'hit' (such as (Errata) Han may cancel and redraw to forfeit a Restraining Bolt owned forfeit=0 or “may not be used to any one of your destiny draws by the opponent deployed on the satisfy attrition”) will affect the performed during a battle involving droid. captive instead of the Imperial.

NotEndorsedorSponsoredbyLucasfilm Page B-8 Card Rulings

The Lost function of this this The second function of this Interrupt outermost marker is the Wampa Interrupt allows you to take does not relocate Utinni Effects, Cave. However, characters inside advantage of the full forfeit value of Mobile Effects or Immediate Effects. the cave (a non-exterior site) are characters you have captured to protected from the Ice Storm. satisfy attrition and battle damage, I Have A Very Bad Feeling About including forfeit modifiers from cards This Imperial Domination such as Lieutenant Sheckil. This Interrupt's first function may be This Effect triggers as an automatic played just after your opponent action if at any point during the Dark Hunt Down And Destroy The Jedi deploys a fourth character, a fifth Side player’s control phase they / Their Fire Has Gone Out Of The character etc. (See actions - 'just.') control the location it is deployed on Universe When the second function of this and have not force drained there While the 7 side of this objective is Interrupt cancels a battle, it does not that turn. However, if they force on table, you do not have to lose cancel any 'reacts' to that battle, drain at that location later during that Force to deploy Visage Of The even though it is a response to such control phase, the effects of the Emperor. a 'react.' trigger would be canceled and Light Side would activate there normally I Can’t Shake Him! (V) I Must Be Allowed To Speak (V) during their next turn. See Antilles Maneuver (V). "Once per character" on this card should be interpreted as "once per Imperial Justice I Did It! character persona.” Deploying At the time of its deployment, the An empty Force Pile does not stop a different versions of the same player deploying this Dark Side player from 'placing' that pile on his persona in a game does not let you effect must choose whether the (empty or non-empty) Used Pile. make use of this text more than function before or after the "OR" is The Light Side player may only once. being used. That function is then the place his on table Boonta Eve only one that operates until that card Podrace out of play, not his I'd Just As Soon Kiss A Wookiee leaves play. opponent's copy. (Errata) No matter where the targeted card is being deployed from Imperial Occupation / Imperial I Feel The Conflict (from hand, from Reserve Deck, Control See Credits Will Do Fine. from Bargaining Table etc.), that This Objective may not start a <> card is "bounced" to its owner's site that may not deploy to a I Have A Bad Feeling About This hand. The card that is "bounced" Renegade planet. This Interrupt's first function may be has been deployed (immediately played either as a response to a just before being bounced) for any Imperial Pilot played Interrupt or Utinni Effect or as triggers or automatic actions Two or more copies of this non- a top level action targeting a Utinni dependent upon that event. For unique Imperial do not cumulatively Effect already on table. It may re- example, an objective may flip when add more than 2 to power of the target only one of the targets of an the character is deployed if same starship they pilot. Interrupt or Utinni Effect. For dependent upon controlling or example, Elis Helrot specifies two occupy. Similarly, if Daughter of Imperial Squad Leader targets: a group of characters and a Skywalker is being deployed from (Errata) This character suspends the destination site. Thus, you may Reserve Deck (using Mind What "cannot move" restriction in the select either a different destination You Have Learned), Leia will be game text of all Imperial trooper of the same side of the Force as the targeted by that objective for guards present, allowing them to original, or a different group of Dark remainder of game, even if move normally. Side characters together at any site subsequently "bounced". See (which may not include any of those Simultaneous Deployment, Ch. 5. Inconsequential Losses originally targeted), but not both. An The game text "may forfeit one of its "appropriate" target or location is I've Lost Artoo! weapons" means that a character, one which meets the targeting or (Errata) If this Effect is later starship or vehicle may only forfeit a deployment requirements of the card canceled, and a permanent nav weapon deployed on that character, being retargeted or relocated. Only computer had been conceptually starship or vehicle. Thus a character targets that have already been removed by that Effect, the cannot use this Effect to forfeit an defined when this interrupt is played permanent nav computer is restored artillery weapon at the same may be changed. For example, this and astromech capacity returns to location, a starship cannot forfeit an card cannot be used to retarget a normal. (see Starships - Capacity - Orbital Mine at the same system and just played Twi'lek Advisor, because Lost Capacity, Ch. 9). so on. The game text that allows Twi'lek Advisor does not target until your forfeited weapons go to your its result step when the player Ice Storm Used Pile applies to any weapon searches their Reserve Deck for an This Mobile Effect deploys at the you forfeit (including artillery Effect. (see Implied Target Rule.) outermost marker, even if the

NotEndorsedorSponsoredbyLucasfilm Page B-9 Card Rulings weapons that already have a forfeit (neither does the Dark Side player) is treated as an "unmodifiable zero" value). and the Force drain now has its (see undefined values). result. The Light Side player now Insertion Planning plays It Could Be Worse and uses 2 Jedi Presence This card may target an open Force. The Dark Side player (Errata) The Jedi targeted does not vehicle moving 'through' your scout's responds to It Could Be Worse by have to be a Rebel. site. If the driver is removed form playing It's Worse and using 5 that vehicle, then its movement will Force. Neither player has any Jerus Jannick be halted at that site. responses to the It's Worse (the See Ephant Mon. Light Side player doesn't have his Insignificant Rebellion Sense in hand) and thus it has its Jodo Kast See Credits Will Do Fine. result. It is now a Force drain of 7 This Dark Side character allows its Force and Light Side cannot play his owner to cancel an opponent's just Invasion Control because the optional drawn battle destiny (as long as it is While this card is on table, Naboo is response step to the Force drain is not the first one drawn in this battle). considered to be a non-battleground already over. If Kast is using a repeating blaster, system in all states. Therefore, it only the first shot is free and at +2 to may not be deployed by cards that IT-O (Eyetee-Oh) weapon destiny. See Hidden search for battleground locations, In rare cases, as the Light Side Weapons and it does not count as one of the player, you may be able to take five battleground systems that need (e.g., win, steal or purchase) this Joh Yowza to be deployed by a Hidden Base droid from the Dark Side, with or When this alien 'jams' a card drawn player in order to flip his objective. without a Hypo device. When this for destiny, that destiny draw is not Note that there is ONE exception to happens, you may not use any of canceled. While Joh has a 'jammed' this rule, however; this card is not IT-O's or the Hypo's game text that card, he may not 'jam' another. considered to impact the requires the presence of captives battleground status of Naboo during (because the Light Side cannot have Juri Juice 'start of game' actions. For example, captives). This Utinni Effect can be canceled Careful Planning (V) would not by moving to a Jabba's Sail Barge consider Naboo to be a non- Jabba's Prize site. The sentence 'That alien may battleground system during the 'start If the Dark Side player elects to not use ability in battles' should be of game.' This is a very specific include this card in his deck, he interpreted to mean that the alien exception to the Global Effects and must start the game with the may not apply its ability toward Card State Rule. Objective titled Carbon Chamber drawing battle destiny. It may still Testing and he must follow the use its ability to calculate its defense It Can Wait deployment instructions on Jabba's value for example. (Errata) See I'd Just As Soon Kiss A Prize at the start of the game. Wookiee. Since this character is only ever on K'lor'slug table as a captive, all the character's Using multiple Force to raise total It Is The Future You See game text is considered applicable power may be performed only once Game text that requires you to to his status as a captive (in other per battle. "shuffle and draw destiny", such as words, all his game text is applied Anakin Skywalker, can still have that whenever appropriate). Kal'Falnl C'ndros destiny draw substituted by the card (Errata) This alien reduces your on Jedi Test #5 (although you must Jawas opponent's total battle destiny as an still shuffle your Reserve Deck). Unless you are deploying to your automatic action that occurs just own Jawa Camp, when you deploy a after both players have finished It's Worse non-unique Jawa you must use 1 drawing their one battle destiny. When this Interrupt increases your Force and your opponent must use Modifiers to battle destiny are opponent's Force loss, this is simply 1 Force (each player uses 2 or more applied before the comparison, and a modifier of the original damage Force when Dathcha or Het Nkik is modifiers to total battle destiny are source; it does not create a new, deployed). Your opponent's use of applied before the reduction to zero separate instance of Force loss. It Force is mandatory. If both players takes place. Could Be Worse is played during the do not have sufficient Force result step of a Force loss action, available, the Jawa may not be Kashyyyk (Light Side) and therefore the chance for deployed. Any modifier to such a The deployment benefit from this optional responses to that Force Jawa's deploy cost affects both system location affects each loss action has already passed. For players. If a Jawa's game text gets applicable character, not each example: the Dark Side player Force canceled, the asterisk (*) in its characteristic. Thus, a Wookiee who drains for 2. The Light Side player deploy box becomes undefined and is also a smuggler (e.g. Chewbacca) has no response to the Force drain is deploy -2 here, not deploy -4.

NotEndorsedorSponsoredbyLucasfilm Page B-10 Card Rulings

Kessel Run  Your opponent may not Force Local Uprising / Liberation This Utinni Effect must be deployed drain at same location. This Objective may not start a <> upon the Kessel system location. When you 'detach,' the starfighter site that may not deploy to a This Utinni Effect defines X at the returns to normal. Subjugated planet. time the smuggler is targeted, and X While attached, if the capital starship remains the same even if the parsec is lost, the attached starfighter is Lone Warrior distance between the two systems also lost. This Interrupt must be played on subsequently changes. If moving A starfighter attached to a starship your own lone character to add to your smuggler from Kessel to that lands is still considered your battle destiny. complete the Kessel Run also attached. If detached (or if the returns control of the Kessel system Landing Claw is canceled) the Lost In Space (Dark side location) to Dark Side starfighter becomes landed at that Characters stacked on this Effect (thus the Dark Side location game location (if this is not possible, then are considered inactive. Previous text comes into effect) then the starfighter is lost). While attached, if rules documents that may have completion of the Kessel Run and the capital starship is lost, the hinted at anything otherwise were in the canceling of the Kessel Run are attached starfighter is also lost. The error and should be ignored. When a two automatic actions triggered at capital starship is considered to be capital starship rescues a character the same time, and are resolved as 'carrying' the attached starfighter, so stacked on this card, the rescued such. if the capital starship moves away, character is placed aboard that and the attached starfighter comes starship (capacity permitting). If Kiffex along for the ride, that starfighter is there is insufficient capacity, the While this system's game text being 'carried,' not moving on its rescuing action cannot be initiated "doubles" a character, it means that: own. See Movement - carrying by that starship.  Every printed number on that card cards. is doubled (thus a 1 becomes a 2, Lucky Shot a 2 becomes a 4, etc.) Lando with Vibro-Ax See Direct Hit.  Every printed indication of (Errata) See Vibro-ax. number of uses is doubled (thus Luke Skywalker, Jedi Knight "once" becomes "twice," "twice" Lift Tube This Rebel's game text will subtract becomes "four times" etc.) This vehicle is a specific exception from the Dark Side's total destiny for Apply any additional modifiers and to the rules of vehicle deployment an Epic Duel. other effects to the new values (e.g., and movement: it may exist at a doubled Tonnika Sisters with interior mobile sites, and may never Luke Skywalker, Rebel Scout Mandalorian Armor is power = 6, exist elsewhere. Lift Tubes are When Always Thinking With Your and a Vul Tazaene that has never considered unpiloted. Stomach targets Luke's site, Luke competed Jedi Test 3 will be ability still counts as a character at the site 4, not ability 6). Lightsaber Proficiency for determining the Dark Side A character with this Effect, destiny draw required, he just Kill Them Immediately whenever appropriate, may add 1 to cannot be "chosen" if the draw is All portions of this card are Immune a Force drain and may battle with successful. to Sense. This is a specific power +3 (possibly both in the same exception to the rule in Chapter 1, turn). This Effect is lost if, for any Luke's Backpack Section C. reason, the character is no longer Luke's Backpack permits a character carrying at least one lightsaber. to carry another character around. Lana Dobreed This means that whenever the See Elis Helrot. LIN-V8K (Elleyein-Veeatekay) character wearing the backpack (Errata) This mining droid may moves, the character in the Landing Claw defuse any number of mines per backpack automatically moves with This device allows your starfighter to turn, whether 'laid' or 'buried.' him or her per the carry cards rules attach itself to an opponent's capital (see Movement - Carrying Cards, starship. To indicate that your LIN-V8M (Elleyein-Veeateemm) Ch. 7). The character in the starfighter is attached, place it (Errata) See the Light Side backpack is not enclosed within it across the table on the targeted counterpart, LIN-V8K. and will still occupy capacity slots on capital starship card. vehicles and starships. Whenever While 'concealed': Lobot (Light Side) either character is targeted by an  Starship is inactive, thus all cards This alien has two deployment action that will make them inactive aboard it are inactive (except for restrictions, and both must be met (e.g., being captured, missing) the cards that indicate they still simultaneously: (1) he deploys only other will also suffer the same fate. function, such as Homing Beacon as a 'react,' and (2) he deploys only When that happens, the character in and Landing Claw itself). to a Cloud City site or to where your the backpack automatically Lando is present. disembarks. The character also

NotEndorsedorSponsoredbyLucasfilm Page B-11 Card Rulings automatically disembarks if the Vader for both its text and the text Monnok carrying character or Luke's on Epic Duel, but not The Circle Is (Errata) See Grimtaash. Backpack leaves table. Now Complete. Motion Supported M-HYD 'Binary' Droid Massassi Base Operations / One The battle destiny substitution When this droid is turned 'off' and is In A Million portion of this card counts as face down, it is considered inactive The "For remainder of game" text on 'canceling' the original destiny for and NOT supporting. This is an the front side of this Objective card the purposes of cards that prevent exception to the normal rules of card prevents the Light Side player from such cancellations. If your battle states. deploying Revolution anywhere. destinies are prevented from being canceled by other rules or cards, Magnetic Suction Tube Master Qui-Gon (V) you may not initiate this text. (Errata) Some situations (e.g. The text on this card that triggers “if Dagobah Rules) prohibit cards from you just lost Force from an My Kind of Scum/Fearless and being relocated. Such rules do not opponent's Effect” may only be used Inventive apply to this device (though you still once for each action causing Force See Agents In The Court/No Love cannot use this to move a card that loss, regardless of how many units For The Empire cannot move). When this device of force are lost to it. For example, if “sucks up” a character, it may only the Light Side player must lose 3 Nabrun Leids relocate that character to a force to Tatooine Occupation, and (Errata) See Elis Helrot. sandcrawler site deployed on the Master Qui-Gon (V) is active, that sandcrawler the device is deployed player may only upload a non- Ng'ok on, not sites deployed on other Control Episode I Interrupt (or place (Errata) See I Have A Very Bad sandcrawlers at the same system a card from their hand under Credits Feeling About This. (even though those are technically Will Do Fine) once, not 3 times. related). No Disintegrations Medium Repeating Blaster The Force loss from this Effect is Major Haash'n Cannon triggered once per battle, not once If deploying to a Home One site (Errata) This card permits you to per Rebel. when Home One is not on table, move two warriors using only their Haash'n does not deploy at -2 landspeed as a single movement No Escape because you cannot establish that action (this weapon must move with If this Effect is deployed at the start this site is aboard a "star cruiser". them). If performed as a normal of the game, it will not allow you to move, then both warriors are take your starting interrupt into hand Major Marquand performing a regular move (see because that interrupt will still be The game text "piloting a combat movement - regular - using resolving, and thus not yet in the vehicle with Watts" means that both landspeed) and you must use 1 Lost Pile when this Effect is Watts and Marquand must be Force for each (plus 1 additional deployed. piloting the same combat vehicle. Force for the weapon). Noble Sacrifice Mantellian Savrip Meteor Impact? Even if this Interrupt is canceled, the This Effect allows you to forfeit cards A character targeted by this Utinni sacrificed character is still placed out that have a forfeit value directly from Effect may not move to any other of play as the sacrifice is part of the your hand during the damage system; may not move to any site of initiation. segment of a battle you have lost. greater distance (number of This is treated the same as normal adjacent sites) from the Utinni Effect NOOOOOOOOOOOO! forfeiture, satisfying battle damage than the current site; and may not When you use this Interrupt during and/or attrition (simultaneously if move to the related system or cloud an Epic Duel to lose Luke instead of both need to be satisfied). Cards sector. crossing him to the Dark Side, you forfeited from hand with Mantellian must still lose X Force (but not triple Savrip must be placed in the Lost Mind Tricks Don't Work On Me X) as specified on Epic Duel. Pile regardless of any other game (Errata) See Ghhhk. text. For example, a character may Obi-Wan's Journal not be forfeited from hand to the Mind What You Have Learned / The "lost if about to be stolen" text Bacta Tank, and the Star Cruiser Save You It Can on this device will trigger any time Liberty may not be forfeited from See Jedi Testing, Ap. C. the device is about to be stolen, hand to the Used Pile. even if the Journal is not in an active Moment Of Triumph state. This is an exception to the Mara Jade, The Emperor's Hand See Lone Warrior. normal rules of card states. Mara's game text permits her to use Vader's Obsession as if she were

NotEndorsedorSponsoredbyLucasfilm Page B-12 Card Rulings

Observation Holocam character with a permanent weapon Points even if Don't Do That Again A character at an adjacent site using icon; however, it only has an effect if was on table. When deploying this device to add power to a battle the destiny draw = 0 (character with Effects using this Starting Interrupt, does not otherwise participate in the weapon is lost). each Effect deploys separately, and battle, and is not eligible to be all automatic actions resolve forfeited. Thus, if the character is Overwhelmed normally. Thus if this starting Imperial Trooper Guard it would not This Interrupt is an all cards interrupt is used to deploy Naboo be defending in the battle and would situation, so it will affect inactive Occupation, No Escape, and add zero to power. cards as well (e.g., those using Imperial Arrest Order, Naboo Landing Claw). However, inactive Occupation may be deployed first Odin Nesloor cards do not count towards either (and will be immediately lost), Refer to rulings on Elis Helrot. player's power total because they followed by No Escape (which are not on table for such purposes. allows the dark side player to take Oh, Switch Off This card can be played at a location the top card of the lost pile into An attempt to target your droid that where opponent has 0 power, but hand) followed by Imperial Arrest has been redirected by Self-Destruct not one where he has no power. Order. Mechanism is still an attempt by your opponent to target your droid Panic Presence Of The Force and thus may be canceled by this See Emergency Deployment. This Effect is not cumulative; if you interrupt. play two at the same location, the Perimeter Patrol second one has no result (see Old Ben The Light Side must lose 1 Force cumulative). (Errata) Old Ben allows you to return when deploying to an Endor: Bunker the exact same card only, not controlled by Dark Side. Princess Leia Organa another copy of that card or This version of the Leia persona persona. Podrace Prep enters play either by deploying as a Using the Lost function of this captive or, on rare occasion, by Oo-ta Goo-ta, Solo? Interrupt card replaces a single race replacing a different Leia using the When this Interrupt captures Rebels, destiny draw. Additional race destiny persona replacement rule (only if if you want to seize or imprison them draws may still be drawn normally. that other Leia is a captive of Jabba you must have one or more potential or a bounty hunter). Leia must still escorts at the site opponent is Portable Fusion Generator obey all normal deployment rules moving to, or that site must be a Adding 1 to the power of one droid (e.g., she cannot deploy without prison. Any of the captured Rebels lasts until the droid is no longer presence or Force icons or to an that you are unable to seize or present or you choose to turn off the opponent's starship or vehicle). imprison simply escape to your enhancement. It may only modify All of this character card's game text opponent's Used Pile. one droid at a time (if you modify should be applied whenever one, you may not modify another appropriate, even when she's a Organa's Ceremonial Necklace until you turn it off for the first one). captive (this is a specific exception The term 'steal' on this Utinni Effect to the rules). simply means to place the Necklace Precise Attack on the target Imperial. In order to See Combined Attack. Program Trap pass Organa's Ceremonial Necklace Although this Effect is triggered to an adjacent site you control, you Prepared Defenses according to the number of must immediately re-target (place it Effects that are "always immune to characters at same site, only those on) another one of your Imperials Alter" means any Effect which is characters present with it are lost there. unconditionally immune to Alter when it explodes. For example, according to its own game text, as Program Trap is deployed on a droid Ounee Ta these conditions must be met before with Lando aboard an enclosed See No Escape. such an Effect is on table. Therefore vehicle at a site. Veers and Chewie cards that are immune to Alter are standing outside the vehicle; Our Most Desperate Hour based on a condition in their game thus, there are four characters at This Utinni Effect must be deployed text (such as Come Here You Big that site. If either player draws a upon the Alderaan system location. Coward) cannot be deployed with destiny of 4 (anywhere), the droid this starting interrupt. Cards which explodes, causing itself and Lando Overload are immune to Alter in their game (the only other character present This Interrupt may destroy artillery text but can have that immunity with it) to be lost. Although Program weapons. However, only the artillery canceled by other cards may be Trap may be deployed on a droid weapon itself is lost, because there deployed using this Interrupt. For anywhere, it may explode only when is no character or starship "carrying" example, Prepared Defenses could that droid is at a site. it. This interrupt may also target a still be used to deploy Mobilization

NotEndorsedorSponsoredbyLucasfilm Page B-13 Card Rulings

Proton Bombs game text of all Rebel Guards, Revolution Proton Bombs deploy on your allowing them to move normally This Effect causes Force icons on bomber. They can be used while present. the revolved location to switch color repeatedly in one of two different as well as side. Although the game "bombing modes" depending on the Redemption text switches sides, the individual kind of site being targeted: (Errata) Characters must obey words are not transposed (e.g., you  Interior sites — You may perform deployment restrictions when should not substitute 'Imperial' for "orbital bombardment" in an deploying from the Bacta Tank to 'Rebel' or vice versa). attempt to 'collapse' a related the Redemption. interior site (as long as it is not Rogue Asteroid protected by shields). This form of Report To Lord Vader When targeted by starship weapons, bombardment can only be The target "Imperial involved in that this card may be targeted as if it was performed from the system (or a battle" specified on this card may not any starship - starfighter, squadron cloud sector), and the bomber be Vader. or capital. If a choice exists, the does not move from that location. firing player chooses which. The related site may be collapsed Res Luk Ra'auf as a response to the initiation of See Lone Warrior. Rycar's Run the Force drain, but the Light This Utinni Effect defines a value for player has first chance to respond. Rescue The Princess / Sometimes X at the time the Utinni Effect is Therefore the Light player may I Amaze Even Myself initiated, not when it is resolved. cancel the drain (such as with The commands "Place out of play" Control) before the Dark Side gets and "you may not deploy Death Star Sabotage a chance to collapse a site. Plans for remainder of game" are This Interrupt allows the destruction  Non-interior sites — You may both linked to a single condition: "if of any kind of weapon, device or perform "carpet bombing" during a Leia is lost from table". Thus, even vehicle. However, it does not give Bombing Run in an attempt to though the objective is not placed you permission to steal cards that destroy characters, vehicles and out of play if you are using Prisoner cannot normally be stolen. starships at a related non-interior 2187 and Leia is lost from table, site. TIE Bombers that are moving Death Star Plans may still no longer Scum and Villainy via Bombing Run (to participate in be played. You may not receive any of the a Bombing Run battle) are On the destiny 7 side of this benefits of this Effect if you do not protected from the effects of this Objective, only the opponent's just already have ability on table either weapon, and so are any other lost unique (•) characters, vehicles provided by an alien or a pilot of an cards on board such bombers. See and starships are placed out of play. independent starship. Bombing Runs, Ap. C. Resistance Scythe 1 Queen Amidala, Ruler of Naboo See Ultimatum The game text of this card allows its The game text that allows Queen owner to initiate one or both of the Amidala to be treated as a senator Restraining Bolt (both sides) following actions with Scythe 1 in applies only when placing her onto a This device may deploy on an their move phase (they may occur in Political Effect. That text does not opponent's droid. any order, and each occurs as a give her the senator characteristic, separate action): and so when checking to see if Restricted Access - make an additional move Political Effect is occupied by a See Access Denied. - fire one starship weapon aboard senator, Queen Amidala does not count as a senator. Retract The Bridge Secret Plans This Interrupt allows you to See Aim High. Rebel Flight Suit rearrange Death Star sites in any (Errata) See Matching Pairs, Ch. 9. order. However, the sites must still Self-Destruct Mechanism The limit of +2 on the maneuver conform to the pattern specified in (Errata) When this Interrupt modifier is only limiting modifiers the location deployment rules (i.e., retargets a weapon to a droid, that coming from the pilot. Thus this Docking Bay 327 must remain at the droid must be a valid target for the modifier could stack with other cards end). Each Laser Gate on the Death weapon (e.g., a Power Harpoon may like A Few Maneuvers for example. Star may be relocated between any not target droids). If 'hit' by the two interior Death Star sites. retargeted weapon, the droid inherits Rebel Pilot the target's forfeit value before any See Imperial Pilot. Reveal Ourselves To The Jedi further weapon effects are applied See Kill Them Immediately. (such as forfeit reduction text). Rebel Squad Leader (Errata) This character suspends the "cannot move" restriction in the

NotEndorsedorSponsoredbyLucasfilm Page B-14 Card Rulings

Sense where another Sith Probe Droid is These actions cannot be combined When you use this Interrupt to located. If this should ever happen with similar actions involving this attempt to cancel another Interrupt accidentally, the owner must choose site's star destroyer; for example, (except Alter) or a 'react,' you must one to be lost. If they belong to you may shuttle a group of target your highest-ability character different owners, the droid lost is characters to this site and a group of on table. Thus, if you do not have a determined randomly. characters to the star destroyer character with ability on table, you itself, but these are both separate may not initiate Sense (unless Slip Sliding Away actions and are handled accordingly canceling Alter). When multiple This card may be used to move (the ones shuttled to the star cards are moving or deploying as a Frozen Assets from the top of your destroyer would not be free). 'react,' each Sense played may Force pile to the bottom. cancel only one of those Stormtrooper Backpack deployments or movements. For Sneak Attack (Errata) See Echo Trooper more general rules on using Sense, The Used function of this Interrupt Backpack. see Alter. card adds to total battle destiny for each spy and/or scout participating Stunning Leader Sergeant Brooks Carlson in that battle, including droids. (Errata) See Blast The Door, Kid! This Rebel modifies the movement cost and landspeed of other scouts. Solo Han Superficial Damage He does not actually permit other See Lone Warrior. See Inconsequential Losses. scouts to perform a movement action (regular, unlimited, or 'react') Space Slug Surface Defense if they are not entitled to one. When this creature is deployed, its See Don't Tread On Me. mouth begins in an 'open' state. Sergeant Irol Surface Defense (V) Irol only adds 2 to the destiny draw Squadron Assignments See Don't Tread On Me (V). for the first function of High-speed See Combat Response. Tactics. Surprise Staging Areas See I Have A Bad Feeling About Set Your Course For Alderaan / The "may deploy" text on this Light This. The Ultimate Power In The Side Effect overrides the Universe deployment restrictions listed on a Surprise Assault When the Yavin 4 system is blown non-unique Star Cruiser card only. It See Counter Assault. away, the destiny 7 side of this Dark does not, for example, permit the Side Objective adds to the damage deployment of a non-unique Star Swing-And-A-Miss inflicted by the "blown away" rules. Cruiser to Dagobah, or 'behind' the This Interrupt subtracts from the Therefore, generic sites are not Endor Shield. total weapon destiny for a lightsaber, considered when calculating the not from an individual destiny draw. requirements or the results of the Star Destroyer: Launch Bay blown away action. Although this site is not a docking Take The Initiative bay, starfighters may deploy here as See Sneak Attack. Shocking Information if it were a docking bay. The site's This card may only be played if a game text is clarified as follows: Take This! scomp link is on table (and able to Shuttle - Your cards that may shuttle The second function of this Interrupt be targeted). This card may target to this site's star destroyer may may only be used if the Blockade (or affect) a Scomp link aboard a instead shuttle here; likewise, your Flagship is on table. See Implied starship or vehicle at a location. The cards here may shuttle to a site Target Rule. second function of this Interrupt related to that star destroyer. affects cards that peek at one, some Transfer - You may dock another Takeel or all of the cards in your hand. starship with this site's related star This Interrupt may be initiated only destroyer (following the normal rules after both players have completed Shocking Revelation of moving between docked one battle destiny draw, after both See Shocking Information. starships) and transfer cards players have completed Step 8 of between that starship and this site drawing battle destiny (see Ch. 1, Sith Probe Droid (when doing so, the cost of docking Drawing Destiny), but before total The "limit 1 per location" text on this is free). battle destiny is applied. Thus, this droid works as per the operative Embark - Your starships may land at action requires that both players rules (see Characteristics - this site as if it were a docking bay. draw exactly one battle destiny Operatives, Ap. D). A player may not Disembark - Your starships may each. For all intents and purposes, voluntarily deploy or move a Sith take off from this site as if it were a the two destiny numbers trade Probe Droid to or across a location docking bay. places. Any modifiers to the

NotEndorsedorSponsoredbyLucasfilm Page B-15 Card Rulings individual destiny draws switch Tatooine: Great Pit Of Carkoon cancel Hunt Down And Destroy The along with the draws, but any When performing an attack using Jedi while this Effect is in play. modifiers to total battle destiny do this site's game text, the Sarlacc not switch, and remain with their may attack any captive present with They're Still Coming Through! original owner. it (even on board an open vehicle); When retargeting Fallen Portal, this thus Expand The Empire will not Interrupt need not follow the original Tallon Roll allow it to attack characters at targeting restrictions; characters (Errata) You may use this Interrupt adjacent sites, because they are not inside enclosed vehicles are valid to target an unpiloted Rebel present with the Sarlacc. targets. starfighter. If both players have the same total, Tentacle This Deal Is Getting Worse All The neither starfighter is lost. See Grappling Hook. Time / Pray I Don't Alter It Any Further Talz Thank The Maker "Plays All Too Easy" means when During the damage segment of a The phrase "drained of at least 5 All Too Easy is initiated. The Light battle, you may forfeit this alien in Force" on this Interrupt means that Side player loses Force even if All place of a 'hit' character. This you lost a total of 5 or more Force Too Easy is subsequently canceled. capability may be used even if Talz during the same control phase as a has been 'hit' (the forfeiture of Talz result of one or more Force drains. This Is All Your Fault satisfies both 'hits'). Neither the Talz (Errata) See Self-Destruct nor the original target is affected by That's One Mechanism. any other results of the weapon, This Effect adds to Chewie's such as "forfeit = 0" or "may not be weapon destiny draws (not Han's). Timer Mine used to satisfy attrition." See Mining Droid Rules, Ap. C. The Camp Targeting Computer The deploy modifiers listed within Tonnika Sisters Using this device to fire a weapon brackets all apply to your opponent's (Errata) This card is a combo card. twice requires normal use of the aliens when they are deploying to This is a specific exception to the Force for both firings. When firing Tatooine only. combo card rules (see Combo separately, you may fire at the same Cards, Ap. C). target twice or at two different The Empire's Back The Tonnika Sisters may destroy targets. When combined, add both See Double Back. any weapon or device, but may steal destiny totals together against a only something they can carry (such single target. The First Transport Is Away! as a character weapon). The Once this Utinni Effect has been Tonnika Sisters may steal or destroy Tarkin Doctrine used to retrieve Force, it remains in up to two weapons present or up to If your Death Star becomes a play only as a marker for the Hoth two devices present — not one of battleground, it does not count as site power bonus. It may not be each. (See Kiffex.) being within 2 parsecs of itself (thus used to retrieve Force again. it does not contribute to Force loss). Transmission Terminated The Shield Doors Must Be Closed This Interrupt cancels any card Tatooine: Desert This Effect stops movement from a either on table or just played with the This non-unique location's game text non-Echo site to the Echo Docking hologram attribute. prevents characters with landspeed Bay, or from Echo Docking Bay to a less than 2 from moving away; non-Echo site. Tzizvvt however, it does not affect the This alien may use his landspeed movement of vehicles or other kinds There Is Good In Him / I Can Save only during your deploy phase. of movement such as shuttling, Him However, he may make other kinds landing and taking off. Characters The capture action targeting Luke on of regular moves and unlimited with landspeed greater than 1 (e.g., the destiny 0 side of this Objective moves normally. Kal'Falnl C'ndros, Boba Fett) can card may only be initiated if Luke move away from the desert, but the can be seized by an Imperial. This is U-3PO (Yoo-Threepio) average character needs some kind a specific exception to the normal U-3PO's game text that adds his of assistance. (For example, a capturing rules. power to the light side is applied vehicle could be deployed to rescue even though he is not participating in characters trapped in the desert, They Will Be No Match For You the battle and is inactive. This is a and some Interrupt cards Any Dark Side card that initiates a singular exception to the normal temporarily add landspeed.) duel that Maul participates in is rules of undercover spies and considered to be "Maul initiating a participating in battle. duel". Thus Maul Strikes will not If stolen while Undercover (e.g., by a Caller), U-3PO moves to your side

NotEndorsedorSponsoredbyLucasfilm Page B-16 Card Rulings of the location and becomes an 'hit', it is no longer 'hit'. However, if released. When a starship or vehicle Undercover spy for your opponent. any responses to the character rescues a character stacked on this The Light Side player may choose to being lost remove a card (or cards) card, the rescued character is not accept this Dark side droid when on that character prior to this card placed aboard that starship or its cover is broken, in which case it being played to capture them, any vehicle (capacity permitting). If there becomes a Dark Side non- removed card(s) would not return to is insufficient capacity, the rescuing Undercover droid. the character and would stay where action cannot be initiated by that they were placed when removed. starship or vehicle. Ultimatum This is a specific exception to the The text of this card comes into just lost ruling. WHAAAAAAAAAOOOOW! effect as an automatic action when This Interrupt's first function may This Interrupt card relocates a you lose your second Force (and capture a character lost or forfeited character after being defeated but meet all other requirements of the from a system or sector, if you have before being eaten. card). For example, if you are being a potential escort available aboard a drained for 5 Force and you satisfy vehicle or starship at that location. Wokling (V) the battleground requirements of The "once per game" function of this Ultimatum as well as having It Could We're Doomed Effect may not be used to take into Be Worse in hand and 2 Force This Interrupt is not a response to a hand an Effect that lists any deploy saved. If you choose to play It Could Force drain. When applying this cost in its game text (such as Be Worse to reduce the Force loss automatic force reduction modifier in Beggar). by 2, you have not lost any Force to combination with other automatic the drain, and must still lose 2 Force modifiers (such as Honor of the Wuher before Ultimatum will take effect Jedi) the halving from We're This alien's capability to cause (and you then will not have to lose Doomed is applied first before the weapons and droids to be lost is an any more Force). other cards take effect. This is a automatic action. specific exception to the rule that all Vibro-Ax automatic modifiers are applied to a Yade M'rak The destiny drawn by the player value instantaneously. Yade may only take your (Dark whose character is being targeted side's) just-drawn race destiny into by the Vibro-Ax is not a weapon We're Leaving hand, not your opponent's. destiny. (Errata) See Ghhhk. Yavin IV Sentry (V) Vul Tazaene We're The Bait See Ch. 1F. Free. See Kiffex This Utinni Effect may target Luke even if he is on Dagobah (as implied Yerka Mig Warrior's Courage by the Jedi Test restriction). We're This Utinni Effect is not a character See Lone Warrior. The Bait is canceled if the captive or and may not be targeted as a frozen character it is deployed on is character. Yerka Mig deploys and WED15-17 'Septoid' Droid released. moves like a character, but does not If other cards on table prevent this require presence or Force icons and card's forfeit value from being Weapon Levitation does not count toward vehicle or reduced (such as Chokk for You may not initiate a Weapon starship capacity. While at a system example) then when it is forfeited Levitation (Lost function) if the or sector location, Yerka Mig does this droid does not satisfy any battle stealing character is incapable of not affect the opponent's power. damage or attrition. "carrying" a weapon. For example, a B'omarr Monk, or a Disarmed Yoda We Have A Prisoner character. A Dark Side character of ability > 3 When capturing a just forfeited is only required to initiate battle (or character using this Dark Side Weapon Of A Fallen Mentor attack) at Yoda's location. Thus Interrupt, that character is captured If the lightsaber targeted by this card even if that character is later after applying forfeit value but before later leaves table, this Immediate excluded, the battle will continue being placed on the Lost Pile. When Effect is lost. Likewise, if the (assuming other Dark Side presence captured, the characters values that targeted lightsaber becomes is still participating). would normally be restored upon inactive, this card will also be leaving table (e.g., forfeit being inactive until the lightsaber is active Yoda, Senior Council Member reduced by 2, power being reduced again. Yoda may relocate only one other to 0) has those values reset. In this Jedi each Light Side move phase. way, cards deployed on that Weather Vane character (for example, Bounty or a If an escort is about to be relocated Yoda's Gimer Stick weapon) are not placed in the Lost to a Weather Vane, any captives The text permitting battles on this Pile. Additionally, if the card was that character is escorting are card supersedes only (Dagobah set)

NotEndorsedorSponsoredbyLucasfilm Page B-17 Card Rulings

Yoda's text that prevents initiation of battles at Yoda's location. It does not overcome any other rule or card- based battle initiation restrictions (such as the requirement of presence, or the restrictive text on Duel Of Fates).

You Can Either Profit By This... / Or Be Destroyed Since frozen Han cannot be moved, he cannot be targeted by Trap Door or prisoner transferred.

You May Start Your Landing "Occupy with an AT-AT" means that you must occupy the location, and the AT-AT cannot be unpiloted.

You Must Confront Vader Unlike the other Jedi Tests, this one does not require its target to be on Dagobah, nor does it require a mentor. However, it does require that the Skywalker being targeted is an apprentice. Note that the destiny draw required when attempting the test is part of a duel, and thus is not "training destiny" (it is not subject to training destiny modifiers).

You Overestimate Their Chances See Don't Underestimate Our Chances.

You Want This, Don't You? If the Luke With Lightsaber character card is on table, this card cancels only the text on that card that is within parentheses.

Your Eyes Can Deceive You See Eyes In The Dark.

NotEndorsedorSponsoredbyLucasfilm Page B-18 Appendix C - Special Rules

Asteroid Rules See Blown Away - Timing for a specific breakdown Wherever 'Asteroid Rules' are in effect, your starships on the order of events when a card is blown away. present there continuously risk being hit by asteroids. During each of your control phases, for each ship you Blown Away - Blockade Flagship have at an asteroid sector: Bravo Fighter describes how to blow away the Blockade 1) Opponent draws one asteroid destiny. If this card is Flagship (this is a starship destiny draw). The general itself an asteroid sector, the starship is immediately rules regarding blown away do not apply here; instead lost, no matter how high its armor or maneuver. take the Blockade Flagship and place it out of play. Its 2) Add 1 for each additional sector at that system that sites and all cards on the ship and at the sites are lost. has 'Asteroid Rules' in effect. No Blockade Flagship sites may be deployed for 3) If total asteroid destiny > armor or maneuver, the remainder of game. starship is lost. Blown Away - Bunker Asteroid Rules - Asteroid Destiny Deactivate The Shield Generator describes how to blow Drawing asteroid destiny against your ship is a away the Bunker (this is an Epic Event destiny draw). If mandatory action for your opponent. As such, your the Landing Platform is on table, it is also blown away. opponent chooses the target for each draw (before the If the Landing Platform not on table, then it is not draw is actually made). considered destroyed and may still be deployed at the end of the row of exterior sites (at the opposite end from Blown Away Chief Chirpa's Hut). Certain cards will cause locations to be 'blown away.' Being blown away is a major event that will have Blown Away - Death Star repercussions for the rest of the game. Whenever a Attack Run describes how to blow away the Death Star location is blown away, it is turned face down (Note that (this is an Epic Event destiny draw). Note that this Epic a blown away location is a special kind of supporting Event has been errata'ed so that proton torpedoes are card, since it is functioning as a location; the rules in immune to Overload while Attack Run is on table. Also this section supersede the rules regarding card states). note that proton torpedoes is an attribute, so you may From this point on, the location cannot be deployed or use any starship weapon with that attribute. converted again. It is considered an unnamed location Starships may move into the Death Star: Trench only (i.e. a blown away Alderaan cannot have Haven from the Death Star system location itself. Only deployed on it) with 0 Force icons, and no game text or starfighters and TIE squadrons may move into the other attributes except those specified below. Cards Trench; light side squadrons and cards that move like a may still deploy and move to the location as normal starfighter may not. Moving light side starships into (obeying all standard rules, e.g. having presence). the Trench is free and a regular move; moving dark If the blown away location is a site: side starships is free and an unlimited move. Your lead starfighter must have proton torpedoes to  Any cards at the site are lost. perform an Attack Run. If your lead starfighter is  It is considered exterior, is a part of that system, and somehow lost while you still have wingmates, you may retains its marker number (if applicable). select one of the wingmates to become the lead If the blown away location is a system: starfighter if that starfighter has Proton Torpedoes. The  All related sites, Cloud sectors, and Death Star II Attack Run will immediately end if at any time there are sectors (and any cards on them) are lost. no light side starfighters with proton torpedoes.  No named sites or sectors of that system may be During the Provide Cover stage of an Attack Run (as deployed again this game. indicated by the Attack Run card), you identify lead  All cards deployed on the system are lost (though starfighter and wingmen. After that is complete, this starships and mobile systems -and the cards on them- stage continues in a similar manner to the weapons in orbit are not affected). stage of a battle (but remember that it is not a battle):  It is considered a space system ( ) and retains its starting with the Light side, each player may perform parsec number. top-level actions, and once both players pass Generic sites are not counted in calculating totals, consecutively, the Provide Cover stage ends and it costs, or Force loss for blown away events. proceeds to It's Away!. During the Provide Cover stage, If a location deploys as a blown away location, its the only actions that are permitted are those specifically name, game text, and icons still apply as normal (this permitted to occur during an Attack Run (including overrides the general rules of being blown away). You actions on the Attack Run card itself). This is the only are not considered to have blown away that location, time during an Attack Run that top-level actions can be but it does satisfy conditions that check to see if that initiated. Responses can occur to any appropriate location has been blown away. action throughout the Attack Run. Attack Run NotEndorsedorSponsoredbyLucasfilm Page C-1 Special Rules specifically permits certain weapons to fire during this here; instead place the holotable, all cards that were at time; they may do so only once (unless specifically the holotable, and any converted holosites that were stated otherwise). If you need to determine the ability of underneath the holotable, into their owners’ Lost Piles. a pilot when there are multiple permanent pilots on a Because the Imperial Holotable does not represent a starship, see Starships - Permanent Pilots, Ch. 9. physical location, either player may deploy another When the Attack Run ends for whatever reason, move holosite as normal. all starships in the Trench back to the Death Star system location as an unlimited move for free. Blown Away - Main Power Generators Generic sites do not count towards Epic Event totals, Target The Main Generator describes how to blow and so are not a factor in determining Y on Attack Run. away the Main Power Generators (this is an Epic Event If blown away, the dark side player loses 2 Force for AND a weapon destiny draw). each dark side Force icon at all Death Star locations The light side loses 8 Force only when the site is "blown (regardless of who deployed it) including all modifiers to away" directly, not when it is lost in another way (such the number of icons (such as Presence of the Force). as when the Hoth system location is "blown away" by Commence Primary Ignition). Blown Away - Death Star II That Thing's Operational describes how to blow away Blown Away - Planet Systems the Death Star II (this is an Epic Event destiny draw). Commence Primary Ignition describes how to blow To do so, Light must fly their starfighters through the away planet systems (this is an Epic Event AND a Death Star II sectors to the Reactor Core. Only weapon destiny draw). A system that is blown away starfighters may move to Death Star II sectors, becomes a space system, thus no sites or sectors may squadrons and capital starships may not (even those deploy to that system (if there were asteroid sectors that move like starfighters). previously, they remain, but further sectors may not be Starfighters may move between the Death Star II deployed). system and the Coolant Shaft, or move from one Death Generic sites do not count towards Epic Event totals, Star sector to an adjacent sector. Both of these are and so are not a factor in determining X or Z on regular moves that cost 1 Force. Commence Primary Ignition. Dark side starfighters may move to a Death Star II If the system blown away was a Rebel Base, the light sector only if there is a light side starfighter at one of side player loses 2 Force for each light side Force icon those sectors. Whenever there are no light side at the system and all its related locations (regardless of starfighters at any Death Star II sectors during the Dark who deployed it) including all modifiers to the number of Side's move phase, any dark side starfighters at those icons (such as Presence Of The Force and Sleen). sectors must move back toward the Death Star II Again, generic sites are ignored for these purposes. System (for free, one sector per turn) until they have When Systems Will Slip Through Your Fingers is face returned to the system. up on table, any "blown away" system is considered to If the Death Star II is blown away, starships at the have been 'probed.' Any 'probe' cards under a system Reactor Core may attempt to 'escape' (as defined on when it is "blown away" are lost. the Epic Event, not in the sense of captured starships). The light side selects their starships and, one at a time, Blown Away - Timing moves one sector closer to the Death Star II system To simplify the timing of the events which blow away a (this is free and considered an unlimited move). With location, follow the events on the card in question until it each movement, draw movement destiny as indicated reaches the point where the card says that the location by the sector (you draw for your own ships); cards is blown away. At this point, do the following in order: which modify movement destiny (e.g., Desperate 1) Any card deployed on that location that specifically Counter) affect the total of the draw and the maneuver. states it is relocated when the location is blown away Once the light side's starships are finished moving from is now relocated (e.g. Down With The Emperor). a sector, the dark side follows the exact same process 2) If at a site, all cards at that site are lost (except cards (including drawing movement destiny using the lightside which are causing the blowing away event). game text) until all their starships have finished moving 3) Any Force loss caused by any cards or rules is now from that sector. This process repeats for the ships at checked and applied. the next sector, and so on until all starships reach the 4) If the location is a system, all related sites, Cloud Death Star II system. sectors, and Death Star II sectors (and all cards at If blown away, the damage is doubled per the Epic them) are lost, as well as any cards at the system Event: the dark side player thus loses 4 Force for each besides starships and mobile systems. dark side Force icon at all Death Star II locations 5) Flip the location over. (including all modifiers to the number of icons). 6) Continue with events on the card (if still on table) 7) Any automatic actions to the blowing away of that Blown Away - Imperial Holotable location are now triggered Transmission Terminated describes how to blow away 8) Any just actions to the blowing away of that location the Imperial Holotable (this is an Interrupt destiny draw). are now initiated The general rules regarding blown away do not apply See the following page for timing examples.

NotEndorsedorSponsoredbyLucasfilm Page C-2 Special Rules

resuming the card yet, that is merely where the damage Bluff Rules is listed, and we check all sources); 4) it's not a system, Bluff rules means that the Dark Side may place "bluff so we move on; 5) flip the Bunker and Landing cards" (a card from hand) at the Tatooine: Bluffs site. Platform; 6) Continue with the card, which states it's lost Thus, Revolution, Expand The Empire, or canceling the (we already applied the damage, so we do not do it game text of only one side of this site has no effect; the again); 7) The Shield Is Down! is an automatic action Light Side cannot bluff, and the Dark Side may not bluff triggered by the blowing away, so we retrieve 8 Force at other sites. and the opponent places their hand on Used Pile; 8) no Once during each of your turns (at any time) you may just actions are initiated. place a bluff card face down under the Bluffs site. Each bluff card cumulatively adds 1 to your total Force drain Blown Away - Example 3 - Death Star II at that site. During your deploy phase, your opponent Death Star II, the three Death Star II sectors, and That can choose to flip over any of your bluff cards: Thing's Operational are on table. Presence Of The Force is on the Death Star II system, as is the  If it is a character or vehicle, you may attempt to Superlaser Mark II. The Millennium Falcon armed with deploy it (deploy cost = 0) to the Bluffs using normal Concussion Missiles is at the Reactor Core, and makes rules of deployment (obeying uniqueness, deployment its destiny draw. It succeeds, so following the order of restrictions [including having presence or Force icons], the card the Falcon attempts to escape, moving sector etc.). by sector for free, drawing movement destiny each time  If it is not one of those cards, or you could not legally until it reaches the system. deploy it there, you lose 2 Force and the bluff card. Once that is complete (fortunately the Falcon escapes safely) the card continues and it says that Death Star II Blown Away - Example 1 - Hoth is blown away, so we begin the steps:1) No cards state The Death Star, with a Superlaser on it, is in orbit they're relocated; 2) it is not a site, so we move on; 3) around the Hoth system. Currently Haven and A Day Force loss is 24 (there are 6 red Force icons including Long Remembered are deployed on that system and the one provided by Presence Of The Force, which there are two X-Wings there; there is also a Clouds makes 12, and the Epic Event states that the damage is deployed to Hoth. The Main Power Generators, Ice doubled); 4) The Superlaser, all the Death Star II Plains, and Echo Med Lab are all on table, with a sectors, Presence Of The Force, and That Thing's Snowspeeder at the Ice Plains. The Dark Side plays Operational are all lost, the ships at the system are Commence Primary Ignition, following the instructions safe; 5) flip the system; 6) the card is no longer on on the card. After the calculations are done the results table, so we move on; 7) no automatic actions are indicate that Hoth is blown away, so we begin the steps: triggered; 8) no just actions are initiated. 1) A Day Long Remembered indicates it's relocated, so we relocate it to opponent's side of table; 2) it is not a site, so we move on; 3) Force loss is 12, because there Bombing Runs are six blue icons at Hoth locations (the 8 loss of the The Mobile Effect card Bombing Run allows your Main Power Generators is not applied because we bombers to move and battle at a site. Such bombers aren't blowing away that site, we're blowing away the are not landed, but rather are conceptually flying in the system), note that this loss is only because Hoth is a atmosphere (much like a snowspeeder). Rebel Base, that if it were Bespin or Sullust there would be no Force loss; 4) All the Hoth sites (and the sector) Bombing Runs - Moving to the site and cards on them are lost, as is Haven; 5) flip the Hoth During your move phase, you may move your bomber system; 6) we continue with the card, which says it is from a system location to a related site that has now lost; 7) no automatic actions are triggered; 8) no Bombing Run deployed on it. This is not landing; just actions are initiated. instead it's a special regular move that costs 1 Force (+1 for each cloud sector that the bomber must pass Blown Away - Example 2 - Bunker through). While cloud sectors affect the cost of The Bunker is on table, with 3 Rebels, 2 Explosive movement, they are disregarded for the purposes of Charges, and Deactivate the Shield generator there. moving there (i.e., you don't stop after a certain number Blizzard 1 and General Veers are both at the Landing of sectors but move straight to the site). Platform. The Back Door is unoccupied. The Shield Is Bombing Runs - At the site Down! is on table. The Light Side has just completed its Once the bomber has reached the site, it is performing destiny draw, so we continue following the order of the bombing run and will continue to do so until it events on the card by relocating the Rebels to the Back returns to the system, even if the Bombing Run card is Door. The next event states that the Bunker and canceled. Landing Platform are blown away, so we begin Bombers performing a bombing run follow the normal following the steps: 1) No cards state they're relocated; rules of occupying locations, thus if their pilots provide 2) All the cards at the Bunker and Landing Platform are ability they may initiate battle and be battled, Force now lost, except for Deactivate the Shield Generator drain and prevent Force drains, etc. Nevertheless, they because it is causing the blowing away action; 3) The are still starfighters and remain as such for all purposes Force loss on the Epic Event is now applied (we're not (e.g., they cannot be targeted by weapons that do not

NotEndorsedorSponsoredbyLucasfilm Page C-3 Special Rules target starships). You may deploy cards on your captives and are placed face up beneath that prison. bombers, but you may not deploy bombers themselves See Captives – Imprisoned. or move cards aboard them.  Escape — be placed in the Light Side player's Used Bombing Runs - Bombing Run battle Pile. A Bombing Run battle is a battle with at least one bomber that is performing a bombing run participating. Captives Proton Bombs are not required to initiate a Bombing A captive (captured character) is inactive. It should be Run battle, but they can be very useful in "carpet noted that an imprisoned character is treated a little bombing" the site. There is nothing special about the differently than normal inactive cards. See Captives - way the battle is conducted; the starship may be Imprisoned. targeted as appropriate (e.g., a stolen Thermal When a card looks for a specific attribute or character Detonator or E-Web, All Power To Weapons). type when checking who a captive was captured by (e.g. Bounty looking for a character captured by a Bombing Runs - Leaving the site bounty hunter), a captive is considered captured by a At the end of your next battle phase, your bombers character when: must return to the related system (if this is not possible, - that character seized the captive (regardless of what such as the bomber being unpiloted, it is lost). caused the capturing action), or Returning to the related system is free (and also a - that character used a weapon or their own game text regular move, even though this happens during the to capture the captive (regardless of whether or not they battle phase), and unaffected by cloud sectors or similar seized the captive) costs. Once it has returned to the system it is no longer performing a bombing run. Captives - Imprisoned An imprisoned captive should be treated as if 'enclosed' Capturing within that prison, and is not present with any other In a battle, not everyone who doesn't come back dies - characters, vehicles, weapons or devices at that prison some are wounded and cannot continue, some are location. In addition, an imprisoned character is forced to hide, some are caught by enemy forces, and unaffected by "area affect" cards such as a Thermal some may even desert. In the SWCCG, all these events Detonator or Program Trap, but can be lost to cards are covered by being lost. However, under certain that 'destroy' the entire prison location such as by circumstances, taking beings alive for torture or blowing away the planet or collapsing the prison. exploitation furthers someone's goals. This is almost For releasing imprisoned captives, see Captives - always for evil reasons, thus capturing in SWCCG does Releasing. not represent taking someone alive, but treating beings as disposable property. Captives - Escorting For this reason, only the Dark Side may capture; if the When your bounty hunter, warrior, or battle droid takes Light Side somehow controls a card which allows a captive into custody (including by prisoner transfer) capturing, the Light Side may not use the capturing the bounty hunter, warrior, or battle droid becomes that portion of that card. (Thus, Light cannot use a stolen captive's escort. Each character may escort only one weapon that captures its target, nor can he capture captive at a time. Unless specifically allowed by a card, characters using Weather Vane or Lost In Space). The an escort may not give its captive to another bounty Dark Side may capture only Light Side cards. hunter, warrior, or battle droid. A captive moves with its (However, both players can steal the opponent's cards, escort automatically (at no additional use of the Force). which is different from capturing. See Stealing.) Special An escort may use landspeed, shuttling, docking bay cards are required to capture, such as Tractor Beam or transit, embarks, disembarks, transfers between docked All Wrapped Up. starships or uses the special movement text of a site The Dark Side may capture either characters or location (for example, Cloud City: Upper Plaza starships, which are handled in different ways. Corridor); no other forms of movement are allowed unless a card specifically allows it (such as Rise, My Capturing Characters Friend). The captive occupies passenger capacity Whenever a rule or card says that a character is aboard vehicles and starships (regardless of whether captured, the Dark Side player must immediately the escort is a passenger or a pilot). See Movement - choose one of these three options: Unlimited - Prisoner Transfers, Ch. 7.  Seizure — Your bounty hunters, warriors, and battle droids at the same location may seize (take into Captives - Once Per Captive custody) one of the captured characters each; that The phrase "once per captive" means once for each character is now a captive and is placed face up captive during that period of captivity. In other words, if beneath the character who is now its escort. See a captive is released, a once per captive action that Captives – Escorting. targeted them before can do so again, once.  Imprisonment — If the capture takes place at any prison, you may imprison any number of the captured characters there; those characters become imprisoned NotEndorsedorSponsoredbyLucasfilm Page C-4 Special Rules

Captives - Releasing  cannot be targeted by any card that freezes a When your characters are captives, you may release character. them using cards such as 8D8, Arc Welder, Captive  cannot be targeted by a Seeker. Pursuit, Cell 2187, Detention Block Control Room, I'm Otherwise, a frozen captive functions the same as a Here To Rescue You, Jedi Mind Trick and Someone normal captive. See Captives. Who Loves You, as well as the Light Side game text of your opponent's Cloud City: Security Tower or Jabba's Captives - Frozen - Releasing Palace: Dungeon. Besides special cards, an escorted Frozen captives may be released by special cards or captive can also be released by removing the escort. game actions that release captives (see Captives – Causing the escort to be forfeited, lost, missing, stolen, Releasing). In addition, if the Light Side controls a crossed over, converted, or leave the table will all location where an unescorted frozen captive is (and that release the captive. An exception to this is when an captive is not imprisoned), then that captive may be escort and a captive are both to be lost or made released. A frozen captive released at a site must Rally missing by the same action, that is, any action or rule (if not at a site, then captive Escapes to the Light Side that affects "all cards" or "all characters" such as player's Used Pile). blowing away the system, setting off a Thermal Detonator or Program Trap etc. In this case, the escort Captives - Prisoner Transfers and the captive both suffer the effects of the action as See Movement - Unlimited - Prisoner Transfers, Ch. 7, appropriate - both of them are lost, or missing (in this Captives – Escorting. case the captive is released before going missing and cannot escape or rally). Whenever a non-frozen captive Captives - Prisons is released from an escort, the Light Side player may See Locations - Prisons, Ch. 9 choose whether the released character:  Escape — be placed in the Light Side player's Used Captives – Seizure ("if possible") Pile or In normal course of play, a character cannot voluntarily  Rally — if released at a site, be moved to the Light seize a captive if they are already escorting the Side of the site location (even aboard a vehicle or maximum number of captives, or if they are aboard a starship there) vehicle or starship without sufficient capacity. In cases Imprisoned characters are not escorted, and can only where you are required to seize a character "if be released using a card that allows you to free a possible," this likewise applies. In other cases where captive, such as I'm Here To Rescue You or the light you are required to seize a character (cases where side game text on Jabba's Palace: Dungeon (simply imprisonment and escape are not options), and there is controlling the location of the prison is not sufficient to no "if possible" requirement, the seizing character must release a captive). If a site loses prison status, any (as an automatic action): captives imprisoned there are immediately released. A If already escorting: One captive already being escorted captive released from a prison must Rally. is released (escapes to Used Pile); Dark chooses. For information on a captive released during a battle, If on a vehicle or landed starship without sufficient see Participating In Battle, Ch. 6. See Captives – capacity, must immediately disembark. Frozen – Releasing. After that action resolves, the capturing action now takes place. Captives - Frozen This term refers to a captive who is encased in Captives – Collecting A Bounty carbonite (via a Dark Side card such as Carbon- Several cards use the phrase “collecting a bounty”. This Freezing or All Too Easy, or the Light Side Objective phrase refers only to the use of retrieval game text on card You Can Either Profit By This... / Or Be the bounty Effects themselves (that comes from the Destroyed). A frozen captive is considered to be power, transfer of a captive to the appropriate prison listed in ability, and landspeed = 0 for any action or condition that bounty's game text), and not any other action that targets these statistics of a captive. A frozen related to the captive or bounty card (such as placing a captive: bounty in Used Pile with Assassin's Blaster Rifle to  cannot be attacked by creatures (not even with the retrieve force). game text on Great Pit of Carkoon)  cannot be tortured or interrogated in any way (using Capturing Characters - Example any card titled: IT-O, Hypo, EV-9D9, Aiii! Aaa! IG-88 With Riot Gun ("Permanent weapon is riot gun Agggggggggg!, Interrogation Array, Sonic (may target a character for free; draw destiny; target Bombardment and Cloud City: Interrogation Room, captured if destiny +1> defense value).") and Mara along with cards that in some way mimic this ability, Jade are at same site as Leia. During battle, he targets such as Expand The Empire). Leia and succeeds in his draw, capturing her. He  cannot be "hit", and cannot battle or fight their escort, chooses Seizure, and takes her as a captive; he is now so they cannot be used with Captive Fury, Human her escort. Shield, or Strangle.  cannot be escorted with Binders. NotEndorsedorSponsoredbyLucasfilm Page C-5 Special Rules

During the next turn another battle takes place and IG- Captives – Seizure Examples 88 uses his permanent weapon against Luke. It Boba Fett is alone escorting Luke. He uses Hidden succeeds, so Luke is captured. Because he's already Weapons to capture Han. He cannot choose to seize escorting a captive, he can't escort another. Instead, he Han since he's already escorting Luke; Han must be chooses Seizure and has Mara Jade take Luke as a either imprisoned if they're at a prison, or must escape captive (as a warrior, she can escort captives). Note to the Used Pile. that Mara Jade could have taken Leia captive before instead of IG-88, it was up to Dark to decide. Luke is at same site as two Imperials while There Is During yet another battle, IG-88 uses his weapon on Good In Him is on table ("When any Imperial is at Han and succeeds. Dark cannot choose Seizure Luke's site, Luke is captured (seized by an Imperial, if because there is no one who can escort Han (and IG- possible, even if not a warrior")). One is escorting Han, 88 and Mara can't let their captives go), nor can he the other is piloting a Single Trooper Aerial Platform. choose Imprisonment (they're not at a prison), so he's Neither one may seize Luke, because one is escorting left only with Escape, and Han is placed in the Light the maximum number of captives, and the other does side player's Used Pile. not have sufficient capacity. The capture cannot happen because it only happens "if possible," and this isn't. Capturing, Escorting, And Imprisoning - Example Captain Han Solo is piloting the Millennium Falcon at Luke is at same site as Vader while Bring Him Before Tatooine, where Captain Needa is piloting the Avenger. Me is on table ("If Luke is present with Vader and Vader A battle takes place and Han is forfeited. Dark responds is not escorting a captive, Luke is captured and seized with We Have A Prisoner ("Use 1 Force if opponent just by Vader."). Vader is piloting a STAP. Because Vader lost or forfeited a character from battle. Character is must seize Luke (it is not optional, and no other form of captured instead."), capturing Han. Needa chooses capturing is permitted), he must disembark and seize Seizure and serves as Han's escort (neither the rules or Luke. If Vader were escorting a captive, he would NOT capture nor this capturing card require Han or Needa to seize Luke, because the objective applies only if Vader be present). Han is inactive and occupies passenger is not escorting a captive. capacity onboard the Avenger. The Avenger then flies to the Death Star system. Needa boards a Sentinel- Capturing Starships class Landing Craft that is in the cargo hold of Avenger; Dark Side players can use tractor beams to capture Han automatically moves on board with him. The Light Side starships (except starships of the subtype Landing Craft lands at the Docking Bay 327, and Needa Mon Calamari Star Cruiser). When a tractor beam disembarks (along with Han). Needa moves to the captures a starship: Docking Control Room 327 using his personal  If there are no characters aboard (permanent pilots landspeed (for 1 Force); Han is still brought along (at no are not characters), it is now stolen (see Stealing). cost). Needa embarks on a Lift Tube there (along with  If there are characters aboard, place it face-up Han) which moves to Detention Block Corridor, where beneath the card on which the tractor beam is he disembarks (along with Han). He then prisoner deployed. transfers Han into the prison. If the captured starship is placed under a site (even if it is a capital starship), it is considered present at that Releasing Captives - Example 1 site. No characters (of either player) may embark on the Han is now imprisoned at Detention Block Corridor. captured starship. However, any characters trapped on Leia Organa deploys there, so now Light controls the the captured starship can disembark there as normal if site. However, control is not enough to release an the Dark Side does not occupy that site. imprisoned captive, Light needs a card that will If the captured starship is placed under a starship, the specifically do that. Light plays Someone Who Loves captured starship is considered aboard it (meaning that You ("If Leia is present at a site where Han is a captive, any Dark Side characters also aboard are present with release Han."). Since Leia is present at the site and the captured starship) except that it does not in any way Han is a captive there, he is now released. Since he affect capacity (this is a specific exception to the was released from a prison, he must Rally (move to the inactive rules). If the starship it is aboard is lost, the Light side of the location). captured starship would be lost as well. A captured starship is inactive; thus any Light Side Releasing Captives - Example 2 characters on board are also inactive (though they are Leia is a captive being escorted by IG-88. A battle not captives). The Dark Side may use cards such as occurs there. Leia is not participating in the battle (she's We Have A Prisoner or Besieged (see Besieged, Ap. A inactive). However, Luke swings his lightsaber and hits and Besieged Battles, Ap. C) to attempt to capture or IG-88, and then plays Blaster Proficiency to make him eliminate Light Side characters aboard a captured immediately lost. With her escort removed, Leia is now starship. released and may Escape or Rally; Light chooses Rally. Whenever a captured starship has no Light Side She moves to the light side of the location; she's active characters aboard, the Dark Side immediately steals it and participating in the battle for all purposes. (place on the Dark Side of the appropriate system or sector; this is not considered movement). NotEndorsedorSponsoredbyLucasfilm Page C-6 Special Rules

If a tractor beam card is canceled, any cards which are and targets the Falcon. He uses 2 Force (twice the being held underneath the related Star Destroyer or site number of characters), and Han is captured. Since are released and the Light Side player may choose there's no escort available, Han Escapes to the Used whether the released starship (and cards on board): Pile. Now with no pilot characters on board, the Falcon  Launch — place on the Light Side of the system or is stolen; it is placed on the dark side of the system, and sector (this is not considered movement) or Dark may now use it as their own starship.  Escape — be placed in the Light Side player's Used Pile. Besieged Battle - Example Han With Heavy Blaster Pistol is on the Falcon, which Capturing Starships - Besieged Battles has been captured by the Executor; Piett, Ozzel, and By deploying Besieged on a captured starship, your Stormtrooper Garrison are deployed on the Executor characters aboard the Star Destroyer, at Death Star: card, along with Blizzard 4 and a TIE Fighter. Vader is Docking Bay 327 or at Star Destroyer: Launch Bay at Executor: Meditation Chamber. Dark has Besieged where the starship now is can battle your opponent's deployed on the Falcon, so Ozzel and the troopers characters 'trapped' aboard that starship. This works attack Han (Vader isn't present with the Falcon because like a battle at a site (although the dark side may select he's "below decks;" the TIE and AT-AT cannot some or all of their characters to participate); the participate in Besieged Battles. Dark has chosen not to characters on the captured starship are considered include Piett.). The battle costs 1 to initiate and is a active during a Besieged Battle. Starships and vehicles normal battle as if at a site; Han shoots the Garrison cannot participate in a besieged battle. If the Light Side and uses Blaster Proficiency to make him lost, then has one group of characters in the docking bay or plays Solo Han to add 2 battle destiny, creaming Ozzel. launch bay and another group trapped on the starship, After it's finished, Han is still on board. The following these two groups may not combine when Besieged is turn, Light plays Out Of Commission ("During your played. You may initiate a battle against one group or control phase, use 2 Force to release a starship held by the other, but not both on the same turn. The characters any Tractor Beam"). Light chooses to Launch (placing it on board the captured starship may not initiate battle, on his side of the system) and Han flies away, the and do not participate in any battles other than those Besieged card still on it in case of future capturing. you initiate against them using Besieged (because they are inactive). If the trapped characters are eliminated Cave Rules (which might take several turns), you steal the starship The Big One: Asteroid Cave or Space Slug Belly site is (see Stealing Vehicles And Starships). a special location which must deploy next to a Big One Regardless of which side controls the starship, the sector, as shown below. Besieged card remains on the starship (and thus is not available to be retrieved from the Lost Pile) until that starship is no longer on table.

Capturing Starships - Example 1 X-Wing and a Star Destroyer with a Tractor Beam are in a battle together. At the end of the battle the Tractor Beam is used ("At the end of a battle at same system or Normally this location is an asteroid cave (planet site). sector, may target an opponent's starship present However, when a Space Slug creature is present at the (except a Mon Calamari Star Cruiser) using 2 Force. related Big One sector, the location slides next to the Draw destiny. Target captured if destiny > defense Space Slug and becomes a space slug belly (creature value."). Dark draws destiny of 6, greater than the X- site). Wing's defense value, so the X-Wing is captured. Since it has no characters on board (just a permanent pilot), the X-Wing is stolen, and returned to the system as a dark side starship with a dark side permanent pilot.

Capturing Starships - Example 2 Captain Han Solo is piloting the Millennium Falcon at the same system as the Avenger with its Tractor Beam. At the end of the battle, it targets the Falcon and draws higher than its defense value. The Falcon is now When this site is a belly, starfighters may not land or captured. Because there's a character on board, it's take off if the Space Slug's mouth is 'closed' (as defined placed under the Tractor Beam card; both it and Han by the Space Slug's game text). If the Space Slug is are now inactive. Dark plays We Have A Prisoner ("Use lost, all cards in the belly are also lost and the site then X Force to capture all characters aboard a captured slides next to the Big One, reverting to a cave. starship, where X = twice the number of characters.")

NotEndorsedorSponsoredbyLucasfilm Page C-7 Special Rules

Whether the site is a cave or a belly, it is always specific exception to the rules (normally a card cannot 'related' to the Big One, and characters, vehicles and be with itself). creatures may deploy there normally.  The character or starship can only have its values modified once by any single card, regardless of the Collapsed number of personas it affects. When an interior site is 'collapsed' (e.g., by Collapsing Thus, Artoo & Threepio may be targeted by Artoo, I Corridor), all cards at that site are lost and its Force Have A Bad Feeling About This, and Han, Chewie, And icons and game text are canceled. The site remains in The Falcon is deploy +2 (not +4) when Bad Feeling play for other purposes; however, each deployment or Have I is on table. movement to or from that site requires 1 additional Force. A collapsed site is 'rebuilt' if either player deploys Dagobah a new copy of that site. The sparse population, extreme remoteness, and thick Docking bay transit is permitted to and from a atmosphere of the planet Dagobah make deployment to 'collapsed' docking bay. The cost is 0 (docking bay's and movement at this system and its swampy text is canceled) +1 Force (as defined above) + any landscape unusually difficult. Thus, special deployment other modifiers (such as the text on the other docking and movement restrictions apply to all Dagobah bay). See movement - regular - docking bay transit. locations:  Characters, vehicles and starships may not deploy to Combo Cards Dagobah unless specifically allowed by their game text A "combo card" is one that combines the functions of (e.g., Yoda and Son Of Skywalker) or another card two cards of the same card type (such as two (e.g., Dagobah: Bog Clearing), or if they may deploy Interrupts, two Effects, or two Characters). Combo card "regardless of location deployment restrictions" (e.g., is not the card type, as these cards still have a card Encampment). type icon in their upper left hand corner (such as Effect  Devices and weapons may not deploy directly to or Rebel). Combo card describes a category of cards Dagobah (but may deploy on characters, vehicles and that are identified by the ampersand ("&") in the card starships already there, if applicable). title that separates the two individual card titles (the  Utinni Effects may not deploy to (or target a card at) exception is Slayn & Korpil Facilities, which is not a Dagobah unless specifically allowed by their game combo card). Each separate card title also includes its text. own uniqueness icon (if applicable). You do not need to  Shuttling rules and abilities that relocate cards (e.g., own or remember any of the game text of the previous Elis Helrot, Yoda, Senior Council Member, What Was "single card" versions of a combo card. Just play the It?) may not be used to move to or from a Dagobah combo card exactly as it reads (which may be different location, unless specifically allowed to (You Will Go To from the way the individual card plays). The following The Dagobah System). rules apply to combo cards: Creatures, Effects of any kind (except Utinni Effects),  A combo card counts as both cards in its title for all and any other card types may deploy directly to purposes, including uniqueness. Dagobah locations, but they must obey any relevant  When any portion of a combo card is targeted or deployment restrictions. Interrupts play normally at referenced by another card, game text, or a rule, it Dagobah. targets or references the entire combo card. "So, how do I get my characters and vehicles to Character Combo Cards Dagobah?" Normally you will use a card that allows this Some combo cards combine well-known pairs of (such as You Will Go To The Dagobah System) or you characters into a one-card team. Each of these combo will deploy your characters and vehicles elsewhere, card characters follows all the combo card rules, and is then move them to the Dagobah system aboard a treated as one card, one character, one Rebel, one starship that can land at a Dagobah site. droid, or one alien — it costs 1 Force to use its See Locations - Battlegrounds, Ch. 9. landspeed, it takes up one capacity 'slot' on a starship or vehicle, and so on. These cards may not be included Death Star and Death Star II in any persona replacement. The two Death Stars seen in A New Hope and Return Starship Combo Cards of the Jedi are completely separate from each other in Starship combo cards combine multiple unique terms of gameplay; each has its own sites, its own permanent pilots with a unique starship card. Unlike superlaser and its own enhancement cards. Thus, in other combo cards, these cards do not have an game text, the term "Death Star" refers only to the first ampersand in the title; instead the game text will state Death Star and the term "Death Star II" refers only to that it has two or more unique permanent pilots (e.g., the second one. (For example, the cards Put All Han, Chewie, And The Falcon or Death Star Assault Sections On Alert and Set Your Course For Alderaan, Squadron). which refer to any card with "Death Star" in its title, work Character and Starship combo cards have two only with the first Death Star, and could not target additional special rules: Death Star II: Throne Room.)  The two personas are considered "with" each other for all purposes (e.g., being together in battle). This is a NotEndorsedorSponsoredbyLucasfilm Page C-8 Special Rules

Although Death Star and Death Star II may be on table 2) If the duel is not canceled, both players may play any at the same time, each player may deploy locations cards that add duel destinies (Focused Attack) or only from one of them. In other words, once you deploy modify duel destinies ('throwing' Darth Vader's a Death Star location, you may not deploy a Death Lightsaber). No other actions are permitted. The Star II location in that game, and vice versa, though player initiating the duel performs the first action. your opponent is free to deploy locations from the other 3) Follow duel cards directions (usually drawing destiny) Death Star. to determine winner. No other actions may be performed at this time (except responses to destiny Dejarik Rules draws, e.g. The Ebb Of Battle) 'Dejariks' are small holographic gamepieces 4) Duel has its result, as stated on the duel card. representing lifeforms from various planets in the However, if one or both participants leave table galaxy. Any Interrupt or Effect with "dejarik" or before this step, the duel immediately ends with no "hologram" in lore is a dejarik or hologram, respectively result. Responses to a character going lost or out of (the exception is Well-earned Command, which is not a play would normally occur here. hologram). Dejariks and holograms may battle each 5) Any automatic actions to the duel are triggered other at a holosite (Dejarik Hologameboard or Imperial 6) Any optional just actions to the duel may be initiated Holotable). A holosite is placed by itself on table and is never adjacent or related to any other site. Holosites Dueling - Epic Duel allow dejariks and holograms to deploy and battle there An "epic duel" is a type of duel that represents one with as if they were characters. Dejariks and holograms at a long-ranging consequences. The duel between Darth holosite are not considered to be Interrupts and Effects Maul and Qui-Gon on Tatooine was obviously not (except for cards that specifically refer to them at a important, while their fateful match on Naboo possibly holosite), they are simply dejariks and holograms (e.g., changed the course of galactic history. There are many Alter may not cancel Molator at the holosite). However, cards which initiate an epic duel including the card titled any card which specifically names a dejarik or hologram "Epic Duel." These other cards do not require that Epic card may still affect that card (e.g., Grimtaash Duel be on table in order to initiate an epic duel. specifically cancels Molator). Vehicles, characters, Because of this confusion, any reference to "Epic Duel" starships, Utinni Effects etc. cannot be deployed or is a reference to the card title, and "epic duel" to a duel moved to a holosite. Only dejarik and hologram cards which is an epic duel (this is a singular, specific can exist at a holosite (and cards specifically permitted exception to the rules; capitalization never matters in to deploy there). Dejariks and holograms are not any other circumstance). The objective Hunt Down And characters, and may not be targeted as such. Destroy The Jedi/Their Fire Has Gone Out Of The When you deploy a dejarik or hologram card to a Universe will not be placed out of play if you initiate an holosite, use its destiny number as its deploy, forfeit, epic duel without using the Epic Duel card. power and ability numbers. A dejarik deployed to the holotable counts as deploying a card (not a character!) Dueling - Dueling Captives with ability. Thus it will suspend the effects of Scum And In some instances a card (such as Take Your Father's Villainy, satisfy the requirements of Ability, Ability, Place) may allow a character to duel a captive. The Ability, etc.. captive is considered active until the results of the duel While at the holosite, the card's normal game text is card are completed (step 4 above). After this, no suspended. Dejariks and holograms must obey responses that target the captive by name or persona uniqueness restrictions regardless of where they are on may be initiated (except by the duel card). Thus in a table. Battles at holosites are similar to battles at other Vader/Luke duel initiated by Take Your Father's Place, sites (including drawing battle destiny if you have 4 or Dark may not deploy I Am Your Father and Light may more ability present). If you control the holosite, you not play NOOOOOOOOOOOO!, but the results on the may Force drain there and you may also return any of objective will still occur. your dejarik/hologram cards there to your hand at any time between other actions, except during battle. Dueling - Example You may not deploy a card to the holosite from any place other than your hand (unless action specifically You Must Confront Vader is on table, targeting Luke allows you to deploy a dejarik/hologram). Skywalker as the apprentice. You Must Confront Vader says "Attempt during your move phase when Vader with target (even as a non-frozen captive). Vader and target Dueling duel: Each player draws destiny. Add ability. Highest Duels represent a one-on-one lightsaber battle between total wins. If target wins, test completed: Leave on Force users. Lightsabers are not required for duels table. Add one battle destiny in every battle. Also, target (conceptually the lightsaber represents finely-honed is immune to attrition < 5." skill rather than the physical object). Once a duel has been initiated follow this order: 1) Responses to the initiating: actions to cancel the duel During Light's move phase, Luke and Vader are at the (Jedi Escape, Sense) or that are played as a same location, so Light initiates the duel. Dark gets first response to the initiation (Sith Fury) response and plays Lightsaber Parry ("If opponent just NotEndorsedorSponsoredbyLucasfilm Page C-9 Special Rules initiated a duel, opponent must choose to lose 4 Force site (per the wording of Vader's Obsession) she can't or cancel the duel.") but Light cancels Lightsaber Parry have another regular duel, but she can have an epic with Sense. Light gets the next response and passes, one. Dark may play the Interrupt using the text of Epic then Dark passes. Step 1 is complete and the duel has Duel, and the condition of moving over no longer now begun; it cannot be canceled at this point. During applies. step 2, Light gets first action and passes, then Dark However, fearful that Luke's got something planned, plays Focused Attack to add a destiny to his total. Both Dark waits, then persona replaces Mara with her virtual players then pass and Step 3 begins. Light draws his version, which has a permanent lightsaber. However, destiny first, and then Dark draws his two destinies. she loses the original Mara's game text permitting her to Dark also plays The Ebb Of Battle to add 1 to one of his use those Epic Duel cards. destiny draws. Dark has the higher total and wins the duel. Nothing happens in Step 4 because You Must Hoth Energy Shield Rules Confront Vader doesn't have any special results that See Hoth: Main Power Generators, Ap. B. occur when Dark wins (it does not specify that Luke is The Hoth: Main Power Generators site produces an lost, or that Light must lose Force, or anything else). In energy shield which is "strong enough to withstand any Step 5, no automatic actions are triggered. In Step 6, bombardment." This shield protects much of Hoth for Dark deploys I Am Your Father on Luke as an optional the Light Side by preventing many forms of Dark Side response to Vader having just won a duel. deployment and movement; however, the Dark Side may deploy or land beyond the shield and "march in" to The next time that it is Light's move phase, Light Echo Base. When the Main Power Generators site is decides to try again. Luke and Vader are still at the face up on table, the energy shield covers all Echo same location, and so Light initiates the duel. This time, Base sites and the first three marker sites. If the 5th neither player has any actions to play in Step 1 or Step marker is on table, the shield will reach the 4th marker, 2. In Step 3, Light draws a much higher destiny than and if the 6th is on table it will reach the 5th marker. The Dark, causing Luke to win the duel. During step 4, You shield will never extend beyond the 5th marker. Must Confront Vader causes several results to play out: Starship/vehicle sites corresponding to starships or the Jedi Test is completed (raising Luke's ability to 6 vehicles that are at shielded sites are considered to be and enabling Light to add a battle destiny in every shielded sites as well. At shielded sites, the Dark Side battle), and Luke is made immune to attrition <5. Light may not: also has I Feel The Conflict on table (" Each time you  deploy vehicles, starships or characters (not even win a battle or duel, opponent loses 1 Force (cannot be spies) unless specifically allowed to deploy to shielded reduced) and stacks lost card here face down.") so sites; during Step 5, as an automatic response to losing the  take off, land, shuttle, docking bay transit, perform a duel, Dark must lose 1 Force and stack it there. Neither Bombing Run, or use abilities that relocate cards (e.g., player has any optional responses for Step 6. Elis Helrot, Chief Bast); or  add power to battles as a result of starships controlling Dueling And Epic Dueling – Example the system (e.g., from the Hoth system location, a Epic Duel is on table. Vader moves to Obi-Wan's site Victory-Class Star Destroyer or Fear Will Keep Them and Dark plays The Circle Is Now Complete. At this In Line). point, Dark must declare if they're initiating a regular The energy shield does not protect the Light Side from duel or an epic duel, as that determines how the card is a ground assault "underneath the shield." At shielded being played. If it was a regular duel, Dark would then sites, the Dark Side may pay 1 Force and follow the Interrupt's game text.  move vehicles and characters from site to site; However, he wishes to have an epic duel, so Epic  deploy and use creatures, weapons, Effects, and other Duel's game text is examined. It says Vader must be cards normally; and with the specified target (Obi-Wan, according to our  perform any actions not otherwise prohibited by these interrupt), and the duel is then carried out using the rules. Epic Event's game text only; aside of stating who is The energy shield does not restrict the Light Side in any doing the dueling, the Interrupt's game text is now way (because conceptually the Rebels can activate and ignored (though it may still be canceled, grabbed, etc.). deactivate the shield to allow their own forces to pass). When the energy shield is not active, both sides can After this is over, Dark moves Mara Jade, The deploy and move to Hoth normally. Emperor's Hand over to Luke's site from an adjacent See Locations - Battlegrounds, Ch. 9. site. Mara's game text allows her to use Vader's Obsession and Epic Duel as if Vader, so Dark may Insert Cards choose to play Vader's Obsession using its game text An 'insert' card is any card which instructs you to insert or Epic Duel's. In this case, the Interrupt's game text is it into a Reserve Deck. "Insert" is defined as: the act of used, and Luke is defeated. The next turn Luke comes sliding a card face down into your opponent's Reserve back again and deploys directly to Mara's site. Deck (or face up into your own), then reshuffling. To be However, Dark has another copy of Vader's Obsession. a valid target for an 'insert' card, a Reserve Deck must Because Mara cannot move to his site from an adjacent NotEndorsedorSponsoredbyLucasfilm Page C-10 Special Rules contain a minimum of two cards (otherwise there's peeking, and thus can be ignored. All "peeked at" nothing to insert between). Inserting is a form of cards that are returned are replaced such that they are deployment, thus any action that allows you to deploy on top of the insert card. For example, Dark Side an Effect will allow you to deploy an insert card, and player uses The Dark Path. He peeks at the top two must obey uniqueness rules. cards, but the third card down in his Reserve Deck has a Light Side back, and when revealed is shown to be Insert Cards - Inserting Never Tell Me The Odds. He replaces it on the deck, When inserting a card in your opponent's Reserve and peeks at the card below it. He then places two of Deck, you must insert it face down. (Cards that insert the three cards peeked at in his Lost Pile, and returns into your own Reserve Deck, such as Access Denied one card such that it is on top of the insert card. and Restricted Access, specify that they are inserted face up.) The Reserve Deck is shuffled and cut Jedi Testing (repeating the shuffle and cut as needed until no 'insert' The Light Side can train non-droid characters in the use card is on top of the deck), then replaced. of the Force using Jedi Test cards. Completing Jedi Tests gives you new capabilities that can have far- Insert Cards - Revealing reaching consequences, and can also raise your When an 'insert' card reaches the top of the Reserve character's ability. Attempting Jedi Tests involves Deck, it is considered revealed. When an 'insert' is bringing an apprentice to a mentor on Dagobah and revealed it immediately becomes the topmost action, drawing training destiny (any time the mentor or the suspending all further game play. Responses, whether apprentice leaves the table, uncompleted Jedi Tests are automatic actions (Your Insight Serves You Well) or lost). Each Jedi Test card describes how to begin, optional (Don't Forget The Droids) may now be initiated. attempt and complete the test. The following rules apply If the 'insert' card is not canceled, it then resolves, then to Jedi Tests: is placed in the Lost Pile. Game play continues.  For every Dagobah site on table (except generic sites), you may add 1 to each training destiny draw. Insert Cards - Effects On Gameplay  Each time an apprentice completes a Jedi Test  Whenever the deck is shuffled, 'insert' cards are numbered higher than that character's ability, the shuffled along with it. If at the completion the top card ability number increases to match the Jedi Test is an 'insert' card, reshuffle until that's no longer the number. For example, completing test #4 raises the case. apprentice's ability to 4.  A Reserve Deck with an 'insert' card in it cannot be  A mentor may train only one apprentice at a time. counted.  An apprentice may change mentors between Jedi  'Insert' cards are not considered to be a part of the Tests, if necessary. opponent's Reserve Deck (but instead are considered  An apprentice may not attempt a test that is already to be on table). 'Insert' cards can never be activated, placed on that apprentice. lost to satisfy Force damage, used as a destiny draw  An apprentice may be targeted by only one etc. uncompleted Jedi Test at a time (targeting is part of  Whenever one of your opponent's cards comes to the the deployment of a Jedi Test, so you cannot deploy a top of your Reserve Deck, you must reveal it so that Jedi Test that cannot target an apprentice). Once a both players can see whether it is an 'insert' card. If it character becomes an apprentice, that character's is not, return it to the top of your Reserve Deck, persona remains an apprentice until becoming a Jedi otherwise it is revealed.  A character may not be an apprentice and a mentor at  While an opponent's insert is in your Reserve Deck, the same time. you must declare to your opponent how much total If a character is replaced by a different version of the Force you intend to activate for your normal activation same persona, all benefits he or she earned from Jedi of Force (during your Activate phase), or whenever training apply to the new version. This is also true if that any action allows you to activate a variable amount of character converts or crosses over to the other side of Force. You are then required to activate exactly that the Force. amount (although other actions and valid responses If an apprentice (or mentor) becomes inactive (e.g., may be played during that activation, as normally becomes captured or missing) any completed or permitted). If all of the opponent's insert cards in your uncompleted Jedi Tests targeting that apprentice (or Reserve Deck are revealed during your activation mentor) will "remember" such that -when the character action, after resolving all of them, you have the choice is no longer inactive- the apprentice (or mentor) may of then activating more than the amount you declared, resume Jedi Training from where he or she left off. up to the maximum you are permitted by that Completed Jedi Tests are deployed on an apprentice, activation action. so if the apprentice leaves table their completed Jedi  If an insert card is revealed during a "peek" at your Tests are lost. Reserve Deck, it is not considered to have reached Only apprentices may attempt Jedi Tests. If an the top of your deck yet, and as such does not resolve. uncompleted Jedi Test is targeting a character (as the In addition, since an insert is not a card in your apprentice) that then loses "apprentice status" (e.g. Reserve Deck, it does not count as a card when NotEndorsedorSponsoredbyLucasfilm Page C-11 Special Rules replaced with a Jedi version of that persona), then that destiny. A lightsaber is not required to initiate lightsaber Jedi Test is lost. combat (conceptually the lightsaber represents finely honed skill rather than the physical object). Jedi Testing - Apprentice If a player cannot draw any destiny for lightsaber A non-droid, non-Jedi character of lesser ability than its combat, treat their combat total as an unmodifiable 0. If mentor. one or both participants leave table before the winner and loser are determined, the combat immediately ends Jedi Testing - Mentor with no result. A character of ability > 2 who is targeted to train an apprentice. Lightsaber Combat - Combat Cards The Epic Event cards Inner Strength and Deep Hatred Jedi Testing - Mind What You Have Learned permit you to place combat cards under your Jedi (or This objective has numerous effects on the way Jedi Dark Jedi). These cards provide you with extra options Testing works. These changes supersede the normal for lightsaber combat or even duels, and represent the Jedi Testing rules. reserves of strength, combat training and use of the Even though the apprentice's Jedi Tests are deployed Force that a Jedi can call upon during combat. The onto the table, the tests should be treated as if they cards you may place under your character must come were still deployed on him or her. Thus, if the from your hand. Combat cards can be used to replace a apprentice leaves table, they would be lost, if he/she single lightsaber combat or duel destiny draw. becomes inactive, so will they, etc. You still obviously Additional lightsaber combat or duel destiny draws may follow the text on the Side 7 of the objective that states still be drawn normally (or substituted with another that while it's up the tests are suspended rather than combat card, at the player's discretion). lost. Completed Jedi Tests cannot be taken into hand from the table. Local Trouble Battle Deployment Restrictions A Local Trouble battle is one where a battle has been The Side 0 text on this card permits you to ignore initiated by a card titled Local Trouble. During a Local Dagobah deployment rules and location deployment Trouble battle, any other characters, vehicles, or restrictions listed in the game text of any version of the starships at the site that are not participating in the Luke or Yoda persona when deploying them to Local Trouble battle are inactive for the duration of the Dagobah using the objective. It also permits you to battle, with two specific exceptions: deploy At Peace during your deploy phase (overriding • If a character participating in a Local Trouble battle is its printed requirement to deploy at the beginning of on an open vehicle, that vehicle is not inactive. your turn. • Cards that become inactive because of a Local The Side 7 text does not permit Luke to deploy without Trouble battle are considered to be on table for the presence or Force icons; this is a specific exception to purposes of objectives. the location deployment restrictions rule. Remember that these cards are inactive by rule, they Retrieval are not considered excluded for any game-related An action whose result may be retrieval using cards on purpose. Dagobah can still be initiated, but if the result is a retrieval action, no retrieval occurs. For example, the Mining Droid Rules Light Side may still initiate a battle on Dagobah against Timer Mines, Infantry Mines, and Vehicle Mines may be the Dark Side player even though Draw Their Fire is in deployed by mining droids in two different ways, as play, but the Light player will not retrieve a Force. indicated below (remember that because weapons only Similarly, Failure At The Cave will work normally, target characters present with them, characters except that if the destiny draw is < 4, the Dark Side enclosed on vehicles or starships are immune to them). does not retrieve 2 Force. Laying Mines When your mining droid is present at any site, it may Lightsaber Combat 'lay' (deploy face up) mines there (based upon the Lightsaber combat depicts the type of extended battles mine's game text). where a lightsaber-wielding Jedi attempts to wear down Burying Mines his foe through a series of thrusts and parries. Only the If your mining droid is present at an exterior planet site, strongest of attacks will be enough to defeat your it may 'bury' (place face down) mines there to simulate opponent. Lightsaber combat is not a "duel," and as creation of a minefield. You may bury any number of such is not affected by any cards or rules that affect cards from your hand face down underneath that site, duels (and vice-versa). The objective cards We'll but only during your deploy phase. You may choose to Handle This / Duel Of The Fates and Let Them Make bury 'real' mines, 'duds' (non-mine cards buried to try The First Move / At Last We Will Have Revenge detail and trick your opponent) or a mixture of the two. When the conditions, targets, resolution and effects of a any character, vehicle or starship deploys or moves to lightsaber combat. Other cards can affect your or across that site, all buried cards there are 'tripped' lightsaber combat total, Force loss from lightsaber (revealed). Any duds are simply lost. Any mines combat, or even how you draw lightsaber combat 'explode,' targeting the card that tripped them if NotEndorsedorSponsoredbyLucasfilm Page C-12 Special Rules applicable. If buried mines are tripped during your turn enhanced when using cards like Sebulba's Podracer or and you have a mining droid present, you may choose Anakin's Podracer. to 'defuse' any or all of them (at normal use of the You can deploy more than one type of Podracer for a Force) before they explode. single race (although at this time, Light Side has only Anakin's Podracer available.) As specified on the Epic Timer Mines Event, you are only normally entitled to draw one race The destiny draw for Timer Mines is not considered a destiny per Control Phase, so if you have more than weapon destiny (thus it can't be modified, substituted, one Podracer at the Arena, you must state which etc., as if it were one). The phrase "owner's choice" on Podracer you are drawing for before you draw the this automated weapon refers to the owner of the destiny. affected characters, not the owner of the Timer Mine. Timer Mines do not affect your characters. If you trip Podracing - Race Destiny And Race Total your own buried Timer Mine, it is simply discarded. The Epic Event indicates when you may draw race destiny. Race destiny draws that you decide to use are Infantry And Vehicle Mines stacked face-up on your Podracer (or on the Podrace Infantry and Vehicle Mines are treated as "all card" Arena if you have no Podracer there) in the order they situations (thus they may target inactive cards or your are drawn, and your race total is the sum of all race own cards). If two or more potential targets trigger one destiny stacked on a particular Podracer (as well as any of your mines simultaneously, you may choose which modifiers). Either player may look through any race one for the mine to target. See All Cards, Ch. 4. destiny stack at any time (being careful not to change the order of the cards there). Once used (or "stacked"), Missing a race destiny is no longer considered to be a destiny Several cards cause characters to become disoriented draw, and as such is unaffected by anything that would or uncertain where they are, such as when Luke was in cancel, modify or replace a destiny draw. Since race the wastes of Hoth after escaping the wampa's cave. destinies are stacked from Life Force, they are in a This condition is defined in game terms as 'missing,' Supporting state. If a race total does not exist, it is still and is caused by cards such as Ice Storm, He Hasn't targeted normally, and is treated as an unmodifiable 0. Come Back Yet, Always Thinking With Your Stomach, This is a specific exception to the normal rules of and Sandwhirl. Missing characters can be rescued undefined values. "Here" on a podracer refers to a race using specific cards such as Found Someone You destiny stacked on that podracer, not any other. For Have, or by forming a search party. A missing character example, when Dud Bolt's Podracer is lost, only the is inactive. race destinies stacked on that podracer are placed in Used Pile. Missing - Search Party During your control phase, you may attempt to find Podracing - Damage And Repair missing characters (even if they went missing that same During a race, your Podracer may become 'damaged' turn) by forming and using a search party as follows: by cards such as Hit Racer and Losing Track. To 1) Designate one or more of your characters at the indicate this, rotate the Podracer 180° such that it is same site as the missing character(s) to be members upside down with respect to its owner (note that of the search party. damaging an already damaged Podracer has no effect). 2) Draw destiny. While damaged, you may draw race destiny normally, 3) Add 1 to the destiny draw for each member of the but if you choose to use a race destiny (by placing it on search party (2 if that search party character is a your damaged Podracer) you must first lose 1 Force. scout). This Force loss is considered to be Force loss from 4) If total destiny > 5, one of your missing characters your card (where your card is your damaged Podracer), there (random selection) is found and joins the and cannot be reduced. If your damaged Podracer is search party. 'repaired' (such as by a Pit Droid) return it to its normal You may only search where you have one or more orientation. characters missing (you may not search for your opponent's characters). Members of a search party React (including any characters they find) may not move, This is a special form of deployment or movement search again or participate in a battle you initiate for the (granted by cards that say 'react') that may occur during remainder of that turn. your opponent's turn. A react occurs just after your opponent initiates a battle or Force drain, and allows Podracing you to deploy or move one or more cards to the location The mechanics for a Podrace are contained on the Epic of the battle or Force drain (at normal use of the Force). Event card Boonta Eve Podrace. Although you can All Force costs required to move or deploy as a react participate in a race without a Podracer card (the Epic are considered to be part of the initiation of the react Event permits you to place race destiny on the Podrace action, and thus cannot be recovered even if the react Arena), you'll find your chances of winning are greatly is canceled. Cards such as CZ-3 are not intended to imply that all of the movements or deployments are one

NotEndorsedorSponsoredbyLucasfilm Page C-13 Special Rules big 'react.' Thus, each opponent's Sense card may cancel only one card's deployment or movement. the Ronto because unless a card or rule specifically Reacting to a Force drain cancels the Force drain if you says otherwise, you only embark during your move bring presence to the location (even if a card states that phase. the Force drain "cannot be canceled). All cards involved in a react (including cards deployed as a react, or that Deploying As A React - Example 2 embarked on or disembarked from a card moving as a Light Force drains at Bespin: Cloud City. Dark deploys react) are prevented from being involved in another Patrol Craft ("May deploy or move as a 'react.'") there react during the same turn (even if it was canceled). as a react, simultaneously with Mercenary Pilot from his hand (for 3 Force total). This is legal because, even React - Deploy though the Mercenary Pilot cannot deploy as a react, a To deploy as a 'react,' a card must comply with all Patrol Craft cannot deploy unpiloted to a cloud sector, deployment rules. Only characters, vehicles, starships, so any legal pilot in hand can be deployed with it. weapons, and devices may deploy as a react. Later that turn, Light battles a lone Mercenary Pilot at If a card is deployed from the Reserve deck as a react, the East Platform. Dark reacts with another Patrol Craft and that react is cancelled, the reacting card is returned to that site. However, he cannot deploy it to the Reserve deck; reshuffle. If an unpiloted starship simultaneously with pilot, because Patrol Craft may or vehicle is being deployed as a react to a location that deploy unpiloted to sites. He also cannot have his requires simultaneous deployment of a pilot, you may Mercenary Pilot embark on board (for the same reason also deploy a pilot from hand (even if the pilot is not Datcha couldn't climb on his Ronto). The Patrol Craft specifically allowed to react). would remain unpiloted this battle. However, Dark React - Move deploys Boba Fett ("May deploy -1 as a 'react' to same Cards that move as a react are permitted to move to the site as a gangster or smuggler.") aboard it, because location of an opponent's just-initiated battle or Force Boba Fett's game text allows him to deploy as a react; it drain. Unless specifically stated otherwise, moving as a is in no way related to the react of Patrol Craft. react must always be to the location of the opponent's battle or Force drain. Arcona and Tauntaun are Moving As A React – Example 1 examples of cards whose game text specifically allows Dark initiates a battle at Echo Docking Bay against them to move away from the opponent's battle (if Wedge. A Snowspeeder at the first marker moves there reacting away removes all your presence there, the as a react (for 1 Force). At the second marker, Luke battle will end). With Lightsaber embarks on Rogue 3 (piloted by Dash When moving as a react, the reacting cards must Rendar) and Rogue 3 moves to the docking bay as a observe all normal movement rules or game text, such react (for 1 Force), at which time Luke disembarks as being within range, obeying the Unpiloted rule, (when Rogue 3 reacts, characters can react when it having a nav computer if moving through hyperspace, starts and disembark when it ends). Wedge cannot paying normal costs (unless stated otherwise), and so embark on Rogue 3, however, because you can only on. A card that may move as a react to a battle or Force embark on a card that begins a react, not when it ends drain may not react if it is already at that location. it. Also, Light's cards at the Yavin 4: Docking Bay The following forms of movement are legal moves for cannot use docking bay transit to react to the battle, the reacting card (not other cards): because that is not a form of movement allowed by the react movement rules.  using its landspeed or hyperspeed;  landing or taking off; Moving As A React – Example 2  embarking on or disembarking from a vehicle or The Dark Side text on Nar Shaddaa reads "Starships starship; piloted by bounty hunters are power +1 here. All  performing any regular sector move. starships may move between here and Nal Hutta as a Other cards may embark on the 'reacting' card just 'react.' Let's assume that both Nar Shaddaa and Nal before it leaves, and disembark just after it arrives. Hutta are on table. Light has Captain Han Solo aboard the Millennium Falcon at Nal Hutta, and Officer Dolphe Deploying As A React - Example 1 aboard Bravo 2 at Nar Shaddaa. The Stalker (V) with Dathcha has a Comlink ("If opponent has just initiated a and Commander Praji aboard is also at battle or Force drain at Comlink's location or an Nal Hutta. Dark comes down with the Avenger and two adjacent site, you may 'react' by deploying cards (at non-unique Imperial-Class Star Destroyers to Nar normal use of the Force) to that battle or Force drain Shaddaa. He goes to initiate battle. Light wishes to location.") at  Desert. Light battles him there, so Dark move the Falcon over as a 'react.' Normally, location begins deploying cards as a react. He deploys Ronto rules state that any text that allows a player to initiate (for 2 Force), his opponent takes no action, he deploys an action (such as a 'react') applies only to the player Blizzard 2 (V) (for 6 Force), his opponent takes no on the same side of the Force. But note that in this action, Dark deploys AT-AT Driver on the walker (for 2 particular case, context provides an exception, because Force), his opponent takes no action, and Dark takes the card says "All" starships. So Light can move the no action. He could not react with the Sandwhirl he had Falcon over, play Punch It!, and any other applicable because it's a Mobile Effect. Dathcha cannot embark on NotEndorsedorSponsoredbyLucasfilm Page C-14 Special Rules cards to generally ruin the dark player's day. But Dark is  If any cards in the loser's sabacc hand are listed not finished. He wants to bring his Stalker (V) over to among the stakes, the winner chooses one such card join the battle as well. He cannot do so as a 'react' and places it in his Used Pile as if stolen (see (because you are not permitted to 'react' to your own Stealing). battles), but he can 'follow' the Falcon over from Nal  Otherwise, the winner chooses any card there to be Hutta (for 1 Force) because it is within range and lost. All remaining sabacc cards are then placed in because the Stalker's text permits it to do so whenever their owners' Used Piles and regular gameplay an opponent's starship moves from its same system. resumes.

Sabacc Sabacc - Perfect sabacc In the Star Wars universe, sabacc is a high-stakes card If a player's first two sabacc cards total exactly 11 (with game commonly played by gamblers, cutthroats and no wild cards or clone cards), that player announces other rough characters. Many variants exist throughout "sabacc!" and immediately wins double: the loser must the galaxy. You and your opponent can play sabacc as give up each of his two sabacc cards (stakes to the a "side game" by using special sabacc Interrupt cards. winner's Used Pile; others to the loser's Lost Pile). If The following rules apply to all sabacc variants. both players have a perfect sabacc, the game is a draw. The object of the game is to draw two to six sabacc If you use any game text (such as Lando) to modify cards which have a total value as close to 11 as your total, you cannot have a perfect sabacc. possible (without going over). To initiate sabacc, you must target one of your characters that meets the Sabacc - Timing & Mechanics requirements on the sabacc Interrupt (it is not Each hand of sabacc is a single action initiated by the necessary for an opposing character to be present; play of the appropriate Interrupt card. Sabacc may not conceptually, your character can play against an be initiated during battle. Sabacc draws are not destiny unseen adversary). Your opponent may also target one draws, and thus do not trigger the game text of cards of his characters if he has one who meets the such as R2-D2 or Tauntaun Bones. Apply all requirements. For example, in Cloud City Sabacc, continuous modifiers to the destiny numbers of cards targeting a gambler can be helpful to either player. Both drawn during sabacc. For example, conditions at Kiffex players temporarily set aside their regular hands while could cause the Tonnika Sisters card to have a sabacc playing sabacc. value of four. Your sabacc hand is considered part of your Life Force. Sabacc - Playing sabacc As such, cards from your sabacc hand may be lost to Each player draws the top two cards from his Reserve satisfy required Force losses that might occur during Deck (sabacc cannot be initiated unless this is sabacc (such as from an 'insert' card). When the Light possible). Players may then choose to draw additional Side player wins an Imperial starship as a stake in cards. Beginning with your opponent, each player in sabacc, that starship becomes a Rebel starship (and turn may either draw a card or "pass." (A player must vice versa). pass if he has no cards remaining in his Reserve Deck When a game of Sabacc has already been initiated and or if he already has six cards in his sabacc hand.) After a player is unable to draw the 2 cards necessary to a player passes, that player may not draw any more begin the hand, the Sabacc game will immediately end sabacc cards. Each card's value is equal to its destiny with no result (see Empty Deck Or Pile) and any number, except for wild cards and clone cards (which Sabacc cards already drawn are placed in their owner's are defined on the sabacc Interrupt): Used Pile.  Each wild card must be assigned a value within the range shown on the sabacc Interrupt. (You may Senate choose a different value for each of your wild cards.) The Galactic Senate was the center of government in  Each clone card must "clone" (duplicate) the value of the Old Republic, where conflicts were resolved with any other non-clone card in that hand (even a value words rather than weapons. Battles may still take place assigned to a wild card). A hand containing nothing there, but as is indicated by the site itself, during battles but clone cards has a total value of zero. Players there a character's politics is treated as that character's choose the values of their wild cards and clone cards power (for anything that checks power). Any card which (if any), then reveal their entire sabacc hands to modifies or resets a character's power at the Galactic determine the winner. Senate is ignored during battle (though you may still  The player who is closest to 11 (without going over) modify total power as normal). wins.  If both players go over, the player who is closest to 11 Agenda wins. A character's agenda(s) is listed in a sentence of their  In the case of a tie, the player with the fewest sabacc game text, immediately following the keyword cards wins. (If players also tie for number of sabacc "Agenda(s)." For example, Queen Amidala, Ruler Of cards, the game is a draw; there is no winner or loser) Naboo has the agendas of 'justice' and 'peace.' Other The loser must give up one sabacc card as follows: game text can then provide a benefit or disadvantage based on a condition relating to that agenda. When NotEndorsedorSponsoredbyLucasfilm Page C-15 Special Rules referring to two characters, a matching agenda exists if those unique personas while the opposing player either of them has one agenda that the other character controls them. If returned to the original owner, it is also possesses. restored to its original game text. If this would cause two versions of the unique persona to be on table, place Politics one of them (and all cards on them) in owner's Used Some characters have a numerical value entitled Pile. Politics, whether it is printed (such as on Aks Moe) or provided by another card (such as the Objective My Stealing Weapons And Devices Lord, Is That Legal). This indicates their relative political Characters may only steal weapons or devices that say power when 'voting' (battling) at the Galactic Senate. they can be deployed on (or moved by) characters. For Politics functions differently than the normal rules of example, a character may steal a lightsaber or a Light values. A character whose politics is 0 (even if Repeating Blaster Cannon, but may not steal Proton temporarily reduced) is a character without politics. Torpedoes, a Laser Gate, a Hydroponics Station or the Also, a character without politics can have his politics Planet Defender Ion Cannon. The thief does not have to added to by other game actions (though if a value is actually be able to use the weapon or device, just carry reset the normal reset rules will still apply). Whenever a it. A stolen weapon or device follows the normal rules of player has no characters with politics at the Galactic transfer (See weapons - transferring). Remember that Senate, their total politics is considered an unmodifiable when a character is carrying a weapon or device they zero. cannot use, that card is inactive. A weapon that has been stolen may be targeted to be Senate Majority stolen back (even if inactive). A player has a "senate majority" when his or her total politics at the Galactic Senate is greater than the Stealing - Examples opponent's total politics there (in the case of a tie, Reegesk steals Dash In Rogue 10. The Dash persona neither side has senate majority). All that player's is removed from the card and replaced with a generic characters at the Galactic Senate are then "in a senate dark side permanent pilot who provides ability of 3. majority". Light is not prevented from deploying Dash Rendar, since he's no longer on board Rogue 10. Stealing A card is stolen when one player is able to take the card Reegesk attempts to steal a weapon from Light's Lost from the other player and use it as his own (from that Pile: X-Wing Laser Cannon, Obi-Wan's Lightsaber, point out, the new player is considered the "owner"). Medium Repeating Blaster Cannon. Since the Medium The opponent may not take ownership of one of your Repeating Blaster Cannon and Obi-Wan's Lightsaber cards unless a card or rule allows it to be stolen (or can both be carried by a character, he may steal them. 'won' in the case of sabacc). For example, an empty He cannot steal the X-Wing Laser Cannon because landed starfighter cannot be stolen simply by having an they can't be carried by characters. opponent's pilot walk up to it. Stolen cards that are placed in the new owner's Life Force can be activated, Trench Rules used, lost, deployed, etc. as if they were still that The Death Star: Trench is an exterior mobile site with player's cards (they are still considered ‘stolen’). some special properties. It must deploy next to the However, if a ‘stolen’ card is stolen back by its original Death Star system (it cannot deploy if the system is not owner, it is no longer considered a ‘stolen’ card for any on the table) as shown below. purposes. At the end of the game, stolen cards count towards their owner's Life Force total. This is different from a card your opponent inserts in your Reserve Deck, which is not considered stolen (and is still your opponent's card). See Insert Cards. Stolen cards are returned to their rightful owners at the end of the game.

Stealing Vehicles And Starships Players may not deploy or move any cards to the Even when a card allows stealing, an opponent's Trench unless a specific card allows them to do so starship or vehicle may not be stolen if the opponent (e.g., Attack Run, Maneuver Check and the Death Star: has characters aboard (permanent pilots/nav computers Trench itself). are not characters). When you steal a vehicle or starship, any cargo aboard it is stolen as well (as long Undercover Spy Rules as there are no characters aboard that cargo). If the Certain cards can make your character into an vehicle or starship has a permanent pilot, it is "undercover spy", such as the Effect card Undercover conceptually replaced by a permanent pilot of the or the Immediate Effect A Gift. When your spy goes opposite side of the Force possessing the same ability undercover, place it on your opponent's side of the site number and listed abilities. Any unique personas (even if spy was on an enclosed vehicle). identified as permanent pilot/astromech are no longer

NotEndorsedorSponsoredbyLucasfilm Page C-16 Special Rules

Your undercover spy is considered inactive. However, Undercover Spy Rules - Dueling the following exceptions apply: When your undercover spy is dueled, they are active for  Their game text remains active. the duration of the duel, and return to being inactive  You may still deploy Effects, weapons, and devices once it's complete (if still on table). on them (they are not inactive). Undercover Spy Rules - Examples  Except during battle, they may still be targeted by Undercover is deployed on Leia Organa at the Death Interrupts, as well as cards that target spies (or ISB Star: Conference Room where The Emperor and Lord Agents), and anything that would cause them to be Vader (armed with a lightsaber) are present. Leia is dueled, hit, or lost. inactive and thus not on table for most purposes.  Undercover spies may still be attacked by creatures, However, Light deploys Leia's Blaster Rifle on her and any creature attached to an undercover spy will (because Effects, weapons, and devices can deploy on remain active. Undercover spies). Light deploys Obi-Wan With Note that these exceptions apply only towards the spy's Lightsaber there (because you may deploy to a site state as an undercover spy, anything else (such as where you have an Undercover Spy) and Dutch. going missing or 'all cards' situations) overrides these Dark then plays The Circle Is Now Complete to initiate a exceptions. Also, when an undercover spy goes duel between Vader and Obi-Wan. During the duel, missing, the character remains undercover, but missing Obi-Wan is power +1 because of Leia's game text rules will override the undercover spy rules until they (undercover spies may still use their game text). That are found (thus while missing, they cannot use their bonus is not enough, however, and Obi-Wan loses and game text, cannot have Effects, weapons, or devices is placed out of play. deployed on them, they no longer prevent force drains Feeling gutsy, Light then initiates a battle there. from being initiated at their location, etc.). Because undercover spies are inactive, Leia does not Wherever you have an undercover spy: participate in the battle, so she can't fire her weapon,  Your opponent cannot Force drain. etc. However, her game text is still active.  You may deploy without presence or Force icons. Unsurprisingly, Dutch loses the battle and is forfeited. The next turn comes and during his control phase Dark Undercover Spy Rules - Deploy as Undercover Spy cannot Force drain at Leia's site because even though Some characters may (or must) deploy as an he controls the site, undercover spies prevent Force undercover spy. In such cases, the character can only drains at their site. Instead, he plays Sniper to swing at deploy to a site location, never aboard a vehicle or Leia (undercover spies may be targeted by Interrupts starship card. The character deploys to the opponent and to be hit). Luckily for Leia he misses. Dark attempts side of that location. Canceling the game text of such to use the Interrupt Force Lightning to fry her (he may characters will not stop them from being undercover. do so because Force Lightning is targeting her to be Deploying a card as an undercover spy still counts as lost and is an Interrupt); he misses. Dark, frustrated, deploying a character, a card with ability (if applicable), moves Emperor and Vader to the War Room. Leia a card of that card type, a copy of that persona, etc. follows, because undercover spies move during the before going undercover. opponent's move phase. Undercover Spy Rules - Movement At the start of his control phase Light uses Sorry About Undercover spies may still move. This movement The Mess for Leia to fire at Vader (she can also be occurs during the opponent's move phase. They may targeted by Light's Interrupts), and hits. During his use any movement a character can normally make deploy phase Leia breaks cover (no cost is listed so it's (they are still your character, thus they use the docking free) and Undercover is lost. Light then deploys TK-422 bay text on your side of a location and cannot "tag to the War Room and moves Leia back to the along" when opponent plays Elis Helrot or Nabrun Conference Room. During Dark's next turn, they wish to Leids, which relocates only "your" cards). However, battle the now active Leia and they have a copy of This they cannot move onto a vehicle or starship card (they Is Just Wrong in hand to make Leia power -2. Dark may still move to vehicle sites or starship sites). wishes to deploy it on TK-422, but since Utinni Effects cannot deploy on undercover spies, they deploy it on Undercover Spy Rules - Breaking Cover the Emperor instead. Certain cards will cause an undercover spy to "break cover" (cease being undercover). You may also have Being Inactive your undercover spy voluntarily break cover during your Because undercover spies are inactive, they are not deploy phase. If your undercover spy ceases to be a considered on table for most purposes. Thus, if Arica is spy (for example, loses the Plastoid Armor) they will at the Landing Platform, she will have no effect on Luke also immediately break cover. If your spy's cover is and There Is Good In Him. Likewise, an undercover broken, (either voluntarily, or by opponent's card) it Han will cause Or Be Destroyed to flip back. Corran loses all undercover-related cards and returns to your Horn would still be able to break the cover of side of the table. undercover spies, because he specifically targets them.

NotEndorsedorSponsoredbyLucasfilm Page C-17 Appendix D - Identifying Cards

Many rules and cards will refer to certain attributes on cards for identification purposes (Droid, Jedi, star destroyer, hologram, etc.). Cards are most commonly referred to by name, subtype, or icon. The two cards pictured here illustrate this. They might be referred to by their card type icons - droid or starship – or by other icons on the card. Artoo, for instance, is from Episode I; Conquest has a permanent nav computer and scomp link. The cards can also be "Jedi" in Padme's game text doesn't make her a Jedi, referred to by their name (or a part of their because it's obviously not referring to her. name) or their subtype (or a part of that). If a card has an attribute by virtue of its game text, Artoo, for instance, is an astromech, because his and that game text is canceled, they still have the subtype is "Astromech Droid." Conquest is "Capital: attribute (unless they have it conditionally, such as Imperial-class Star Destroyer." This means that any "Spy while on Coruscant."). In these cases, Lando references to capital starship refers to Conquest, as Calrissian (V) and Rebel Squad Leader would remain well as star destroyers and Imperial-class star smugglers and troopers, respectively. destroyers. This applies to all cards: Probe Droid and Sith Probe Droid are both probe droids, because "probe Lore droid" is a part of the name. Likewise, Jabba's Space As you can see by the images above, lore is not Cruiser and Home One are both cruisers, because it's typically used to identify a card. Lore exists to provide part of the name for the former and part of the subtype flavor and background information. In the instances of for the latter. the cards above, Artoo is not a maintenance droid and A certain amount of common sense is required with Conquest is not a cruiser. Even though their lore refers this (if confused, check the list at the end of the to those things, it is not generally used to identify a appendix for some of the most common examples). card. Astromechs, for instance, are characters (droids), thus That being said, there are some rare cases where it is Astromech Translator and Astromech Shortage are not used. It is important to remember that these are targeted by cards that refer to astromechs. Likewise, exceptions to the normal rules of referencing – lore are creature vehicles (big lumbering beasts is normally not used to identify a card. These are the you ride) – Bantha, Rogue Bantha, and only six situations where lore matters: URoRRuR'R'R's Bantha are all banthas, WED-9-M1  Dejarik Rules, See Dejarik Rules, Ap. C 'Bantha' Droid, Bantha Herd, and Bantha Fodder aren't.  Enclosed rule, See Starships – Enclosed, Ch. 9 In addition, there is a list of characteristics – characteristics never refer to a card that is not a  Squadron designations, See Starships – squadron character. For instance, Red Leader In Red 1 is not a designations, Ch. 9 leader, even though "leader" is in the card's name and  Gender, See Gender in the following section the permanent pilot's name.  Characteristics, See Characteristics  A card specifically refers to lore (such as ISB Game Text Operations) A card may also gain attributes by its game text. Lando A breakdown of this by card type is found at the end of Calrissian (V) is a smuggler by his game text. Likewise, this chapter. Rebel Squad Leader is a trooper – his game text refers to "other troopers" which indicates that he himself is one Image (they can't be other troopers if he isn't one). A card's With the exception of gender and identifying certain game text must indicate that it is referring to itself to characteristics for some non-unique cards, images gain an attribute. For instance, the presence of the word never matter under any circumstances.

NotEndorsedorSponsoredbyLucasfilm Page D-1 Identifying Cards

Defined Attributes & Loaded Keywords rule or card to deploy a spy simultaneously with another Certain cards are referred to by defined attributes – this card, they may both deploy to a location where you do means that they have the attribute not because it's not have presence or Force icons. directly stated on that card, but because of a rule. In Specific Rulings other cases, an attribute is simply defined based upon All Character versions of Dash, Han, Tarl and Wedge known information about the card (Chief Chirpa is an are Corellian. Ewok). Some attributes have certain rules that apply to No Character versions of BoShek are to be considered those cards that have them (sometimes called "loaded Rogue Squadron pilots based on lore. keywords"). Both of these are explained in this section. Chewie, Enraged is a Wookiee. Note that there are some defined aspects also Chief Chirpa is an Ewok. described in Chapter 9 that are specific to its card type. Ewok Sentry is a scout. For instance, the three creature types are under General Jar Jar is a Gungan. creature, the different starships under starships, and Grondorn Muse is a Corellian. prisons under locations. Jabba Desilijic Tiure is a Hutt. Bomber Keder The Black is a Coruscant guard. All B-wings and TIE/sa are bombers. Kir Kanos is a royal guard. Lieutenant Grond is a scout and Corellian. Gender Owen & Beru Lars is both male and female. Only characters (even droids) have gender. To Princess Organa is a senator. determine the gender of a character, examine title, lore, Rep Been is a Gungan. and game text for words which will indicate the gender Sergeant Major Bursk is a snowtrooper. (he, she, him, her, male, female, princess, etc.). If there Sergeant Major Enfield is a Death Star trooper. are none, check the picture and see if a reasonable Sergeant Narthax is a snowtrooper. person would conclude that the character is female (if Sergeant Torent is a Death Star trooper. you are not a reasonable person, find one). If it is Shawn Valdez is an Echo Base Trooper. unclear, the character is considered male. Thok & Thug is a Gamorrean. Operatives Trooper Davin Felth is a sandtrooper. Operatives are identified by their title, X Operative, with Trooper Jerrol Blendin is a Cloud City trooper. X being a system. The operative is considered a URoRRuR'R'R is a Tusken Raider. 'matching operative' for system X (e.g., Kiffex Operative One-Arm is a wampa. is a matching operative for Kiffex). Weequay Marksman is an assassin. Operatives are restricted by special rules as follows: Blockade Flagship is a Droid Control Ship. Bright Hope is a Medium Transport.  You may not voluntarily deploy or move your operative Luminous is a Medium Transport. to (or through) a location on its matching planet where 4-LOM's Concussion Rifle is a blaster rifle. you already have an operative (even if inactive) of the Assault Rifle is a blaster rifle. same card title. Echo Base Trooper Rifle is a blaster rifle.  If, at any time, two of your Operatives (even if inactive) Imperial Blaster is a DH-17 blaster. of the same card title are at the same location on their matching planet, you must choose one to be lost (you may choose an inactive operative to be lost).  Your operative character on its matching planet may not apply its ability toward drawing battle destiny. Your operative may not control a location on its matching planet for any reason unless you have other cards there capable of controlling the location (e.g., an ability-1 character or a battle droid). Your operatives still occupy that location (and may battle or be battled), but may not Force drain or flip an objective alone. R-unit R-unit is only defined as any droid that is an astromech or vehicle droid. Snub Fighter A snub fighter is any starship with the subtype of A- Wing, B-Wing, X-Wing, Y-Wing, or Z-95. Spy Spy is a characteristic (see Characteristics). Spies may deploy to locations even where you do not have presence or Force icons. Also, if you are permitted by NotEndorsedorSponsoredbyLucasfilm Page D-2 Identifying Cards

Characteristics considered to possess a certain characteristic if it is a In addition to common attributes (e.g., deploy cost, member of a group and its lore states that many ability, icons), many characters have additional game- members of said group possess that characteristic. relevant features called characteristics (e.g., leader, stormtrooper, Wookiee). Only Characters have It is important to emphasize that it must be the exact characteristics. Characteristics are printed in the lore term, not a variation of it. For example, cards such as of the character (in addition to the normal means of Lieutenant Arent ("Commanded a prototype...") and having it, such as by having it in the name, subtype, or game text). In addition, a character may gain that Nute Gunray ("Commanding Viceroy of the Trade characteristic from other cards (for instance, Agents Of Federation...") are not commanders, because the word Black Sun makes certain characters a Black Sun "commander" is missing. Likewise, Tech Mo'r ("...while agent). gambling") is not a gambler and Corellia Operative is Below is the list of characteristics. It must be on this list not a Corellian. to qualify as a characteristic (note that, with the exception of infantry battle droid, droid-specific references are not on this list; this is because droids are Characteristics – Padawan typically referred to by subtype only). Thus, Thul Fain is A character with printed ability of 6 or higher (or who not an Imperial, WED-9-M1 'Bantha' Droid is not a has completed Jedi Test 6) may never be considered a bantha, and Gray Squadron Y-wing Pilot is not a Y- Padawan. Wing. To determine if a card has a characteristic, see The Characteristics – Senator Rule Of Three. Anyone with "member of the Imperial Senate" in lore is also considered a senator. accountant Jedi Council member admiral leader Characteristics – Species assassin mercenary Examples of species are , Jawas, Hutts, Black Sun agent miner Tusken Raiders, Ewoks, and Corellians (yes, Corellians bounty hunter musician are actually a race of humans; for simplicity we refer to all such identifications as species). Human is not commander Royal Naboo Security considered a species (since it is subdivided into clone scoundrel different races), nor is humanoid. padawan scout gambler senator* Characteristics – Trade Federation gangster slaver This refers only to characters who are members of the general smuggler Trade Federation. Trade Federation Starship refers to gunner species* starships with the Trade Federation Starship icon (see handmaiden spy Starships, Ch. 9). Imperial Council member tax collector Infantry battle droid thief Characteristics – Troopers information broker Trade Federation Anyone with a characteristic containing the word insurgent trooper* "trooper" (even within another word) has that ISB Agent * see entry on right characteristic and the trooper characteristic. Thus Rebel troopers, stormtroopers, Cloud City troopers, etc. all are Characteristics - The Rule Of Three considered troopers in addition to those characteristics. In order to have a characteristic, a card must meet Specialized trooper characteristics are: three criteria: Biker Scouts (these are also stormtroopers and scouts)  It must be a character; Cloud City Trooper  It must have the word appear in the lore of the card Death Star Trooper (and, of course, the standard rules of name, subtype, Echo Base Trooper and game text apply). It must appear in its entirety, Rebel Trooper (any trooper that is of the card type by itself (or as a plural or possessive) as printed in Rebel is a rebel trooper) the list of characteristics; Sandtrooper (Sandtroopers are also stormtroopers)  the context must indicate that it is referring to that Snowtroopers (Snowtroopers are also stormtroopers) card. For the purposes of non-unique cards, any Stormtrooper context that refers to the image (oftentimes a unique member example of someone from the group named by the card) pictured on the card, also applies to the card itself. This applies for all characteristics, including species. In addition, a non-unique card is

NotEndorsedorSponsoredbyLucasfilm Page D-3 Identifying Cards

Persona Lists Weapon Personas Most of the time, a shorthand reference to a particular Maul's Lightsaber (also depicted as Maul's Double- Star Wars character or item is obvious, usually utilizing Bladed Lightsaber) only the first name or the last name (e.g. Xizor). Any Qui-Gon's Lightsaber (also depicted as Qui-Gon Jinn's reference to Vader is obviously referring to all cards Lightsaber) representing the persona of Darth Vader. Piett is the Vader's Lightsaber (also depicted as Darth Vader's persona name for either Captain Piett or Admiral Piett, Lightsaber) and, Boba Fett is represented by Boba Fett, Boba Fett With Blaster Rifle, and Boba Fett in Slave I. Starships Character Persona Examples with an "in" preceding the name are also of the same 4-LOM (the bounty hunter) persona, so that Hound's Tooth and Bossk In Hound's Amidala (also depicted as Padmé) Tooth represent the same ship. Boba Fett (see Persona Lists entry) The following lists show the standard names for various Bossk (the bounty hunter) "personas" of the Star Wars universe wherever that C-3PO (also depicted as Threepio, See-Threepio etc.). card may be known by more than one name (a name Chewie (the Wookiee, Chewbacca) does not have to be on this list to be referred to by a Dengar (the bounty hunter) shorthand version, such as Biggs). Whenever any card Dofine (the Neimoidian, Daultay Dofine) or rule text refers to the standard persona name, it is Emperor (the Imperial, Emperor Palpatine; see below). referring to ANY card that represents that persona. For Fett (refers to any version of Boba Fett or ) example, a reference to 'Lando' would affect all cards Gunray (the Neimoidian, Nute Gunray) that 'contain' a persona of Lando Calrissian, such as the Haako (the Neimoidian, Rune Haako) Dark or Light side character card Lando Calrissian, Han (also seen disguised as stormtrooper TK-422) Lando With Blaster Pistol, Tamtel Skreej, and Lando In IG-88 (the bounty hunter) Millennium Falcon. Lando (also seen disguised as Tamtel Skreej) In the event that a card title matches the persona name Leia (also seen disguised as Boushh, and referred to as (e.g. Boba Fett, Emperor or Vader), references to that Daughter Of Skywalker) name are considered to refer to the persona, not the Luke (also referred to as Son Of Skywalker) individual card. If the specific card is the intended Mace (the Jedi Master, ) target, a set reference will be included (e.g. CC Boba Maul (the Sith, Darth Maul) Fett, Emperor). Mara Jade (also depicted as Arica) When a character crosses over, their persona name Obi-Wan (also depicted as Ben Kenobi) changes (see Crossing Over, Ch. 5). Panaka (the Queen's guard, Captain Panaka) If the persona name of a permanent pilot and a Piett (see Persona Lists entry) character are identical, it is considered a character Qui-Gon (the Jedi Master, Qui-Gon Jinn) persona, even if not on the list (e.g. Zuckuss and R2-D2 (also referred to as Artoo, Artoo-Detoo etc.) Zuckuss In Mist Hunter are both the Zuckuss persona; Ric (the Naboo pilot, Ric Olie) thus Zuckuss is a character persona, and Dark cannot Skywalker (refers to any version of Shmi and the light deploy Zuckuss' Snare Rifle on the starship). side versions of Leia, Luke, Anakin Skywalker, and Mara Skywalker; see Crossing Over, Ch. 5). Starship Personas Vader (see Persona Lists entry) Black 2 (also part of Death Star Assault Squadron) Wedge (the Rebel pilot, Wedge Antilles) Black 3 (also part of Death Star Assault Squadron) Yoda (the Jedi Master, Yoda) Executor (also called Flagship Executor) Falcon (the Millennium Falcon, also Gold Squadron 1) Personas - Anakin Skywalker and Darth Vader Gold 1 For game purposes, Anakin and Darth Vader are Hound's Tooth treated as two distinct people, and both may be on table IG-2000 at the same time. However, if both of them are on table Mist Hunter at the same time and one of them crosses over, the Punishing One player who now owns both must immediately choose Red 1 one of them to be lost. For example, if the Light Side Red 2 (Wedge's starship, also called Red Squadron 1) player uses the Anakin Skywalker Interrupt to cross Red 5 Darth Vader to the Light Side while Anakin Skywalker, Slave I Padawan Learner is also on table, the Light Side player Vader's Custom TIE (also part of Death Star Assault must immediately choose one of them to be lost. Squadron) Personas - Palpatine, Sidious, And The Emperor While in the saga of Star Wars we learn that the Emperor, Senator Palpatine, and Darth Sidious are one in the same, for game purposes they are treated as

NotEndorsedorSponsoredbyLucasfilm Page D-4 Identifying Cards three distinct people. They will be referred to as Emperor, Palpatine, and Sidious, respectively. Identifying Characteristics - Examples Characteristics can be found in title, lore, subtype or Other Aspects Of A Card game text, which means that Jawa, Daroe, and Thedit In addition to those covered so far, the following card all have the characteristic "Jawa." Jawa has the word in attributes may also be referenced: its title (even though it occupies the entire title); Daroe in lore ("Jawa who has inside connections with the  card back (Light Side, Dark Side) Empire."); and Thedit in game text ("When in a battle  card category (character, weapon, starship, Admiral's with at least two of your other Jawas, adds one battle Order, location etc.) destiny.").  card type (same as card category, except for characters which are alien, Imperial, Rebel, droid, The presence of the word in the text is not enough by etc.) itself; it must by context also be clear that it's referring  Force sensitivity (Force-attuned, Dark Jedi) to the card in question. Het Nkik, Corporal Avarik, and  unique or restricted (found in card title) Corporal Misik all have the word "stormtrooper" in their  statistics (destiny, deploy, power, ability, forfeit, lore. However, Het Nkik ("Wants to avenge deaths of parsec number etc.) relatives killed in stormtrooper assault on sandcrawler.")  card state (missing, undercover, captured, just lost, doesn't refer to Het himself, so he is not a stormtrooper. just forfeited etc.) Avarik ("Stormtrooper assigned to biker scout unit.")  card owner (light side player, dark side player, you, clearly refers to himself, so he is a stormtrooper. Misik opponent, etc.) simply has "Stormtrooper." as a single sentence; this always means the card has that characteristic. The Common Sense List same is also true for every other place you might check. Here's some examples of terms and card types Lieutenant Suba ("While at a Death Star or Executor Astromech droid site, your troopers deploy free there and are power and Bantha creature vehicle forfeit +1 there...") is not a trooper, because the context Blaster weapon does not indicate it is referring to himself. Rebel Squad Dark Jedi character Leader ("Adds 1 to forfeit of your other troopers and Jedi character Rebel Guards at same site.") is a trooper because the Lift Tube vehicle context refers to itself as a trooper (they cannot be Mentor character "other troopers" if he himself isn't one). If Rebel Squad Speeder vehicle Leader's game text is canceled, he'll remain a trooper Star Destroyer capital starship (but he still won't be able to use his game text abilities). T-47 vehicle Tatooine location A characteristic applies only to characters. For Tauntaun creature vehicle example, Stormtrooper Backpack would seem to have Y-Wing starfighter the stormtrooper characteristic; it is present in the title and is referencing itself. However, only characters can be stormtroopers, and Stormtrooper Backpack is a Lore use per card type device, thus it's not a stormtrooper.

Starships: to identify squadron designation A term must be on the list to be a characteristic; if it Vehicles: to check to see if enclosed; to identify isn't, then the characteristic rules cannot be applied. squadron designation Artoo, Brave Little Droid ("Starship maintenance droid Effects & Interrupt: to check if hologram or dejarik within the Naboo droid pool.") might seem a legal target Characters: Gender, Characteristics, to identify for anything looking for a maintenance droid. However, squadron designation "maintenance droid" doesn't appear on the list of Otherwise, lore doesn't matter unless a card specifically characteristics; it is, in fact, a droid subtype. Thus Artoo refers to it isn't a maintenance droid, nor is 2X-3KPR (Tooex) or R5-A2 (Arfive-Aytoo).

NotEndorsedorSponsoredbyLucasfilm Page D-5 Appendix E - Location Deployment

There are numerous major planets, two mobile interior/exterior docking bays) may not deploy systems, and several starships that have their own elsewhere (as seen in the following image). If there distinct locations; those locations may deploy even were no interior (or no exterior) sites, the buffers site when their system (or starship) isn't on table (obeying would be placed on either end, and when the first their own deployment conditions, of course). In interior (or exterior) site was finally deployed, it would addition, there are numerous "minor" systems (Eriadu, go on the end with the buffer site in-between. Kiffex, Malastare, etc.) that do not have their own distinct sites or sectors, but which may still have generic sites (Forest, Farm, etc.) and cloud or asteroid sectors deployed to them.

Each different planetary system is separated on the table from the others, to make a visual separation between them and to leave room for site and sector location cards. Sites are deployed in a manner which emulates natural planet topographies while allowing the players to actually create the layout of the planet as they play. The location of a planet system relative to its related sites on the table is completely arbitrary. (Note: This applies solely to these buffer sites. Any Meaning, it is not required that a system be deployed other interior/exterior site deploys -for layout purposes physically 'next to' any particular site, (as long as it is at only- as if it were an exterior site. the 'end' of the layout) only that the corresponding sites and sectors are located properly relative to each other. A new exterior site would have three places it could Planet layouts using sectors must still obey the deploy to: the end, between the exterior site and the guidelines as shown in Sector Deployment. In general, interior/exterior site, and in between any exterior sites. the sites for a given system are placed in a pattern where interior and exterior sites are separated from each other by a site which is both interior and exterior (often a docking bay, though there are exceptions). As long as you maintain this pattern, when a new site is deployed to an existing system, it may be inserted between (or placed at the end of) the related sites. Once deployed, locations may not be rearranged. If any of these groups are not yet on table, the other groups are laid out adjacent to each other. As new groups come into play, they are inserted into the This section provides example layouts for all the major appropriate place. planets, mobile systems, and starships that can come up during a game. This is just a guide; the general For example, in the picture below there are two places rules still apply, except when a location is referred to to deploy the interior site: on the end, or between the specifically. For example, here is the Yavin 4 system interior site and the exterior site. layout:

The interior sites listed don't have to be those specific ones pictured, or be in that order, nor do the exterior sites have to be as shown. However, it does mention the Docking Bay and the Massassi Headquarters by name, so those two sites must be next to each other if they're on table; no exterior site can separate them. Certain sites serve as a buffer between interior and exterior sites. "Buffer Sites" (defined as Entrance Cavern, Ewok Village, Uplink Station, and all NotEndorsedorSponsoredbyLucasfilm Page E-1 Bespin/Cloud City

1st Docking Bay is the first docking bay to be deployed, light or dark. The second docking bay (if deployed) must be placed at the far end as indicated.

Blockade Flagship

Coruscant

Xizor’s Palace Uplink Station

Dagobah

Death Star

Death Star II

Throne Room

Endor

It's important to note that the Back Door need not be placed next to the Bunker; as an exterior site, it may deploy anywhere exterior sites are permitted.

NotEndorsedorSponsoredbyLucasfilm Page E-2 Location Deployment

Executor

Home One

Hoth

The marker sites may be deployed in any order, but when deployed they must be arranged by their numerical order, as indicated above. If an exterior site without a printed marker number is permitted to deploy to Hoth, it becomes a marker site 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 to separate them.

Yavin 4

Generic Planet Layout

All other planets should follow this layout.

NotEndorsedorSponsoredbyLucasfilm Page E-3 Location Deployment

Sector Deployment Asteroid and Cloud sectors deploy as shown below. For Death Star II sectors, see the Death Star II entry.

Generic Sites legal target (because the Interrupt deploying it only See “Generic Sites” entry in Chapter 9. targets battlegrounds).

Spaceport Sites Example 3 Some generic sites include the word 'spaceport' in their Light is playing a Local Uprising deck with Dagobah as title (e.g., Spaceport Docking Bay). Whenever you the Subjugated system and  Swamp deployed to deploy a generic spaceport site to a planet, you must Dagobah. Light uses the text on the 0 side of their place it adjacent to another of that planet's spaceport objective (once during each of your deploy phases, sites (if any). Spaceport sites on the same planet may may deploy one  site to the Subjugated planet from not be separated by any other non-Spaceport sites. Reserve Deck; reshuffle.) to deploy a  Jungle to Dagobah; this is fine because the objective only Deploying Locations While There Are requires that it be a  site. During the dark side player's deploy phase, Dark uses Vigo (V) (Once per Special Conditions game, may use 1 force to ▼ a non-war room When deploying locations -regardless of how it is battleground planet site (or system) not already on done- the deployment action can only be performed if table.) and finds a  Forest. If there are no other planet the end result will be that the card will obey all systems on table besides Dagobah, he cannot deploy deployment rules, meet any conditions for any other it (because it would not be a battleground when cards on table, meet its own deployment conditions, deployed). If there is another planet system on table and -if deployed by another card- meets that card's where Forest could deploy, he must deploy it, and he deployment condition. However, that does not allow must deploy it to a planet system besides Dagobah cards that deploy sites of a specific system name to (unless, for some reason, there is already a dark side deploy generic sites, as such sites only take on that Forest at that system already; if there is a light side system's name after deployment. See “Generic Sites” Forest of his opponent, Dark's Forest could not be entry in Chapter 9. deployed, as converting the Forest would be attempting to deploy a location already on table and a Example 1 condition in Vigo (V)'s game text prohibits that). The Hyperdrive Generator's Gone states: While this side up... you may not deploy any systems. Light is playing this objective (which is currently on the 0 side) and plays Mindful Of The Future to attempt to deploy a unique 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 his objective restriction), Ord Mantell isn't a valid target for Mindful Of The Future. Tatooine: Hutt Trade Route (Desert), which is a valid target, must be deployed to the table instead.

Example 2 The Hoth: Main Power Generators are on table along with Hoth: North Ridge, but no other marker sites are on table. The Hoth Energy Shield rules are in effect, making all cards of marker number three or less shielded (and thus non-battleground locations). Light plays Mindful Of The Future, begins looking through his Reserve Deck for a unique battleground location, and finds Hoth: Snow Trench. However, because it would be a non-battleground when deployed, it's not a NotEndorsedorSponsoredbyLucasfilm Page E-4 Appendix F - Current Rulings

Current rulings and errata more recent than the last update of this document can be found in the Current Rulings/Errata thread in the Rules Questions subforum on the SWCCGPC website forums.

NotEndorsedorSponsoredbyLucasfilm Page F-1