STAR WARS(tm): CUSTOMIZABLE CARD GAME(tm) 

"The Force is what gives the Jedi his power. It is an energy field 
created by  all living things. It surrounds us and penetrates us. It 
binds the galaxy  together." 

-- Ben Kenobi, Star Wars: A New Hope 

"For my ally is the Force. And a powerful ally it is. Life creates it, 
makes it  grow. Its energy surrounds us and binds us." 

-- Yoda, The Empire Strikes Back 

THE BASICS 

If you loved Star Wars(tm) when you saw it on the big screen, you 
won't be  disappointed as the adventure moves from a galaxy far, far 
away into your own  backyard. With the Star Wars(tm): Customizable 
Card Game(tm) (SW:CCG), players  battle to control the dual forces of 
Light and Dark. Opponents use their skill  and cunning to manipulate 
the Force by selecting the locations, characters,  starships, weapons 
and other cards that will test the limits of their talent  and luck. 

How does it work? It's easy. One player is the Light Side, the other 
is the  Dark Side. Each player uses only the cards that correspond to 
their side of the  Force when customizing their deck. A deck 
represents the amount of Life Force  available to the player during 
the course of the game. The elegant design of  the game means the 
cards become a natural scorekeeper; no tokens or counters  are 
necessary. The object? Be the first player to deplete your opponent's 
Life  Force (when he has no cards left in his deck) and you win. Okay, 
maybe it's a  little more complicated than this description. But with 
minimal effort, you'll  master the basics faster than a Jedi Knight. 

In most collectable card games, players select from the exact same 
pool of  cards when building their decks. In the SW:CCG, there are 
distinct differences  between Light Side and Dark Side cards. Designed 
to be in 'dynamic  equilibrium,' the cards are relatively equal in 
strength but differ  dramatically in composition. The Dark Side, 
represented by the Galactic Empire,  is the side of the Force that 
tends to be more technically advanced, better  equipped and the 
stronger aggressor.  

With its rugged appearance, the Rebel Alliance has some surprising 
advantages.  Using the power of the Force, they enhance their 
defensive capabilities,  maximize their resourcefulness and achieve a 
sense of honor that sets them  apart from their glossier counterparts. 

The highly visual cards create a unique panorama as the game proceeds. 
Battles  and encounters all take place at 'locations' drawn from the 
Star Wars universe.  If you're an avid fan, you will discover that 
many interesting new facts have  been added to the game. Decipher Inc. 
and Lucasfilm Ltd. have incorporated  information about background 
characters and other details not explicitly named  in the films. For 
example, strange aliens only briefly glimpsed in the shadows  of the 
Cantina now have names and biographies approved as official lore by  
Lucasfilm Ltd. So, read on. Prepare to journey into a whole new 
adventure where  the Force is with you!  

THE FORCE 

Like an energy field, the Force can be manipulated. Both sides of the 
Force are  a part of the natural order, life-affirming and 
destructive. 

Since the game revolves around players offensively and defensively 
manipulating  their Life Force, understanding how the Force is 
represented and used is  extremely important. Each card represents one 
unit of Life Force in the game.  During play, your Force cards 
circulate through your piles as shown in the  diagram above. 

THE FLOW OF THE FORCE 

Your Life Force -- The Reserve Deck, Force Pile and Used Pile make up 
your Life  Force. If these three piles are totally depleted, you lose! 
Cards in your hand,  in play or in the Lost Pile are not counted as 
part of your Life Force. Your  Life Force is like a flow of energy. 
How well you manage this Force is a key  strategic factor. 

Reserve Deck -- The 60-card deck you customize to play the game 
becomes your  Reserve Deck and represents the total Force available to 
you throughout the  game. After one location is placed on the table, 
this deck is placed face down  on the table and 8 cards are drawn from 
the top to form your 'hand.' 

Force Pile -- The first thing you do during each turn is 'activate' 
Force by  counting cards from the top of your Reserve Deck and putting 
them face down in  your Force Pile. Cards are only in the Force Pile 
temporarily. They represent  the amount of Force that is available to 
you during that turn. Any or all Force  cards can be used during your 
turn, drawn into your hand at the end of your  turn or left to 
accumulate for future use. 

Used Pile -- Deploying a card to the table usually requires an 
expenditure of  Force; cards from your Force Pile are moved face down 
to your Used Pile to  represent this expenditure. As the name implies, 
this temporary pile holds  cards used during your turn. Sometimes 
cards are placed here from the table or  in other ways. 

Lost Pile -- This is a pile off to the side of the table where 'lost' 
cards are  placed face up. Usually cards are discarded to the Lost 
Pile as the result of  'battle damage' or when an opponent plays a 
card that causes you to lose Force.  

These cards are generally not available for use, but can sometimes be 
brought  back into play by certain cards. For this reason, a character 
forfeited from  battle is said to be 'lost' rather than 'killed.' 

Re-circulating -- At the end of each turn, you re-circulate your Used 
Pile by  placing it beneath your Reserve Deck. These cards will work 
their way back to  the top of the Reserve Deck during subsequent turns 
to be activated again. Re- circulate your cards as you announce your 
turn is over. If you forget, your  opponent can insist that you re-
circulate. There are also ways he can use it to  his advantage if you 
forget. 

Losing Force -- When you are required to lose Force, you must discard 
your  cards face up to your Lost Pile. Cards can be lost from your 
hand or from the  top of your Reserve Deck, Force Pile, or Used Pile. 

Before the rules are outlined, the following information will give you 
a  detailed understanding of the cards. If you come across any terms 
you do not  understand, a glossary has been included in the back of 
this booklet for easy  reference. 

THE CARDS 

CUSTOMIZING A DECK 

The adventure begins with 324 cards in the SW:CCG universe. That 
number will  increase with the addition of new expansion sets. 
Decipher Inc. and Lucasfilm  Ltd, are committed to bringing fans 
additional cards to keep the game exciting. 

The ability to customize your deck and plan a game strategy is what 
makes  collectable card games so challenging. The SW:CCG rules require 
that each  player customize a deck of 60 cards. You can play with 
fewer cards, but it's  critical that both players have the same number 
of cards in their deck because  each card represents one unit of Life 
Force. 

Starter decks and expansion packs contain both Light Side and Dark 
Side cards.  You can play with the randomly assorted cards contained 
in your starter pack,  or add expansion packs to give you a wider 
selection of cards from which to  choose. You have complete control 
over the cards you use and the strategies you  employ.  

The only things you can't control are luck ('destiny') and your 
opponent's plan  of action. Consider both offensive and defensive 
strategies as you design your  decks. 

You can include any variety of card categories in your deck, although 
you will  normally want to have locations, characters and a generous 
mixture of the other  cards. As you expand your collection by trading 
and buying additional cards,  you will become more creative in 
customizing your decks. Interesting strategies  (and a few rare cards) 
can increase your chances of winning! 

CARD FEATURES 

Card icons and background colors 

Characters 

	Light Side (Rebels, Aliens, Droids) - White  	
	Dark Side (Imperials, Aliens, Droids) - Black  
	Starships - Blue  
	Vehicles - Blue  
	Weapons - Green  
	Devices - Green  
	Effects - Red  
	Interrupts - Red 

Various Other Icons 

	Rebel Pilot  
	Imperial Pilot  
	Warrior  
	Astromech/Nav Comp  
	Scomp Link  
	Planet  
	Space  
	Mobile  
	Interior  
	Exterior  
	Rebel Force Icon  
	Imperial Force Icon 

  LOCATION CARDS 

There are two main types of locations: site and system. Location cards 
are  placed on the table in a horizontal line between the two players. 
Site  locations on the same system are played next to each other to 
form a group and  normally are not broken apart. Site locations from 
different systems are  separated by a gap. The cards are oriented so 
the Light Side player is facing  the side with the blue lightsaber 
icons and the Dark Side player is facing the  side with the red 
lightsaber icons. Since locations have no deploy cost, they  can be 
played on the table during your Deploy Phase with no expenditure of  
Force. 

Site Locations (horizontally oriented) -- Specific places within a 
system where  characters and vehicles are played. There are exterior 
sites and interior  sites. When a new site is brought into play, it 
must be placed to the right or  left of any previously played site of 
that system. 

System Locations (vertically oriented) -- These are planet, space or 
mobile  cards played on either side of the end of a row of 'related' 
site locations (if  already in play). Otherwise a system is played 
alone. A system card is related  to all sites in the same system 
(e.g., the Tatooine system is related to all  Tatooine sites). Having 
a system card and related sites in play together can  yield added 
benefits. 

Adjacent Site Locations -- Some cards refer to adjacent sites (systems 
cannot  be adjacent). These are sites at the same system that have 
been played next to  each other and are therefore linked. New sites 
can only be played next to the  outer cards and cannot be inserted 
between sites in play. During movement,  characters and vehicles move 
from site to adjacent site like a sequence of  connected spaces on a 
game board. 

Converting Locations -- There are Dark and Light versions of many 
locations.  (Be aware, the game text and Force icons will vary!) Only 
one of each location  may be in play at a time. A location in play can 
be converted by placing the  opposing version on top. It is not 
uncommon for a location to change back and  forth (Light to Dark, Dark 
to Light) several times during a game. When  customizing your deck, 
you must decide whether to include one or more of each  location. The 
special game text or number of Force icons may make a card vital  to 
your strategy. You never know when your opponent will play a version 
of the  same location on top of yours; you may want to have another 
card to restore the  location to your benefit. 

Note: The concept of 'presence' is critical to determining who 
controls a  location for Force drain and whether or not deployment and 
battling can take  place. It is possible to have certain cards played 
at a location and still not  have legitimate 'presence' there. A 
player has 'presence' if he has ability of  1 or higher at that 
location. Ability is found on character cards and on  starships with 
permanent pilots. Most vehicles and droids, when played alone at  a 
site, do not qualify as 'presence' because they have no inherent 
ability. 

  LOCATION CARD -- Site 

A FEW DETAILS 

FORCE ICONS -- Sites can have a number of lightsaber icons on each 
side  (usually 0 to 3). The Light Side has blue icons and the Dark 
Side has red. 

This indicates the amount of Force generated for each side at that 
site. 

ADDITIONAL ICONS -- These areas indicate characteristics of the site 
such as  whether it is interior; exterior; related to a planet, space 
or mobile system;  or equipped with a Scomp link (a computer access 
connection referenced by other  cards). 

GAME TEXT AREAS -- This describes details specific to the card's 
function 

(Note: All docking bays are special sites which allow for easy 
movement of  characters and vehicles from system to system. This is 
accomplished by "docking  bay transit" which is explained later in 
this rule booklet.) 

  LOCATION CARD -- SYSTEM 

A FEW DETAILS 

FORCE ICONS -- Systems can have a number of lightsaber icons on each 
side  (usually 0 to 3). The Light Side has blue icons and the Dark 
Side has red. This  indicates the amount of Force generated for each 
side at that system. 

ADDITIONAL ICONS -- These areas indicate characteristics of the system 
such as  planet, space or mobile. 

PARSEC NUMBER -- This number, which ranges from 1 to 9, is used to 
calculate  the hyper-route distance between different systems. 

  CHARACTER CARDS (Rebels, Imperials, aliens and droids) 

Characters are the stars of the game. Their movement and interactions 
create  the story that becomes the basis of your adventure. 

A FEW DETAILS 

DESTINY NUMBER -- Used in gameplay to represent the element of fate or 
chance  involved in actions. 

LORE -- Information related to the Star Wars universe. Terms marked in 
boldface  type indicate relevance to gameplay (e.g., spy). 

POWER -- An attribute that represents overall strength. 

ABILITY -- This number ranges from 0 to 7 and represents a character's 
ability  to use the Force. 

FORCE SENSITIVITY-- Characters with high ability values have a measure 
of  sensitivity to the Force which is referenced on other cards. 

ADDITIONAL ICONS -- These icons indicate skills for characters, such 
as warrior  and pilot, which affect gameplay in various ways. 

DEPLOY COST -- Expenditure from Force Pile required to deploy a card. 
You can  deploy cards where you have 'presence' (ability of 1 or 
higher) or where you  have one or more Force icons present. 

FORFEIT VALUE -- Number representing the amount of battle damage that 
may be  absorbed by 'sacrificing' this card to the Lost Pile. 

GAME TEXT -- Special powers and game information are described here. 

  VEHICLE CARDS 

Vehicles move between sites carrying passengers. A vehicle must have 
'presence'  aboard in order to move. A vehicle's power may be used in 
battles at exterior  sites. 

A FEW DETAILS 

VEHICLE TYPE -- There are currently two types: transport and creature. 

POWER -- Vehicles can be used in battles; however, vehicles at 
interior sites  are considered 'parked' outside and cannot participate 
in battle or forfeiture. 

ARMOR or MANEUVER -- These are measures of a vehicle's resistance to 
attack and  are generally used to calculate damage by weapons. 

LANDSPEED -- The landspeed number indicates how far a vehicle can 
travel along  adjacent sites in one turn. Vehicles can move and 
transport characters from  site to site. 

  STARSHIP CARDS 

Starships can only be deployed at system locations. Characters use 
starships to  travel and battle throughout the galaxy. 

A FEW DETAILS 

STARSHIP CLASS -- There are two classes: starfighter and capital. 

POWER -- A starship's power can be enhanced by pilots but not by 
passengers. 

ARMOR or MANEUVER -- These are measures of a starship's resistance to 
attack  and are generally used to calculate damage by weapons. Capital 
starships have  armor; starfighters have maneuverability.  

HYPERSPEED -- The hyperspeed number indicates the maximum distance (in 
parsecs)  a starship can move in one turn. 

SCOMP LINK -- An icon indicating a computer connection used mainly by 
droids  (also found on some location cards). Referenced by other 
cards. 

ADDITIONAL ICONS -- These icons represent enhancements to starships 
such as  'permanent' pilots and astromech-nav computers. 

DEPLOY COST -- Starships are deployed to system locations. You can 
deploy a  character (pilot or passenger), weapon, vehicle or device 
onto a starship if it  is capable of carrying them. 

FORFEIT VALUE -- Starships and their pilots can be forfeited; however,  
passengers and vehicles aboard cannot. 

GAME TEXT -- Special capabilities such as pilot and passenger capacity 
are  listed here. Some starships can carry more than one pilot, plus a 
number of  passengers, vehicles and other equipment. Starships with a 
'permanent' pilot  aboard have ability as listed on the cards. 

  INTERRUPT CARDS 

An interrupt is a special card that generally has a temporary impact 
on the  game. Like a plot twist in a story, it is a surprise that can 
occur at any  time, even during an opponent's turn. To play one, say, 
"Interrupt!" and bring  out the card. An expenditure of Force is often 
required. To play it during your  opponent's turn, you will need to 
have left the necessary number of Force cards  in your Force Pile. 

Interrupts always have priority over other cards. After use, 'used' 
interrupts  go face down on the top of the Used Pile to re-circulate; 
'lost' interrupts are  placed face up on top of the Lost Pile and are 
out of the game (unless  'retrieved'). 

If several interrupts are played, they are handled in the order in 
which they  were played. An exception occurs when you play an 
interrupt that cancels or  affects the previous interrupt. In this 
instance, you get an opportunity to  cancel the previous card and, if 
successful, the earlier interrupt is  immediately discarded to its 
owner's Lost Pile. Any Force your opponent  expended to play his 
interrupt (which you subsequently canceled) remains in his  Used Pile. 
After you play an interrupt, place it on the appropriate pile. 

A FEW DETAILS 

DESTINY NUMBER -- The 'destiny' numbers on interrupts are generally 
high. Keep  this in mind when customizing your decks. 

INTERRUPT TYPE -- There are two types: used and lost. 

GAME TEXT -- The nature of the interrupt and the amount of Force 
required to  play it are listed here. 

  EFFECT CARDS 

Effects modify certain cards or aspects of the game. They are played 
during the  

Deploy Phase of your turn on characters, starships, locations etc. or 
on the  table. An effect generally applies only to the side of the 
table where it is  played. Effects can be canceled by other cards 
(e.g., a specific interrupt), in  which case any cards or conditions 
the effect was modifying revert to their  previous status. 

UTINNI EFFECTS are a special type of effect that you can play to 
hinder your  opponent or help yourself. They are usually played on one 
location to cause a  specific character to move to that location in 
order to cancel a negative  effect or benefit from a positive effect. 
If the target of an Utinni effect is  lost, the Utinni effect is lost 
at the same time. 

A FEW DETAILS 

DESTINY NUMBER -- The 'destiny' numbers on effects are generally high. 
Keep  this in mind when customizing your decks. 

EFFECT TYPE -- There are two types: effect and Utinni effect. 

  WEAPON CARDS 

A character with a warrior icon can carry one character weapon. 
Starfighters  can carry one starship weapon and capital starships can 
carry any number of  starship weapons. Automated weapons move on their 
own as defined on the cards.  A vehicle can only transport a weapon if 
the game text permits or the weapon is  being carried by a character. 
During the Deploy Phase, weapons can be  transferred (re-deployed) 
between characters at the same location for an  expenditure of Force 
equal to the weapon's deploy cost. 

A FEW DETAILS 

WEAPON TYPE -- There are three types: character, starship and 
automated. 

GAME TEXT -- A weapon's deploy cost and amount of Force required to 
use it are  listed here. Most weapons require an expenditure of Force 
each time they are  fired. 

  DEVICE CARDS 

Characters and starfighters can carry one device and capital starships 
can  carry any number. A vehicle can only transport a device if its 
game text  permits or the device is being carried by a character. 
Devices can be  transferred (re-deployed) between characters at the 
same location for an  expenditure of Force equal to the device's 
deploy cost. 

A FEW DETAILS 

GAME TEXT -- A device's deploy cost and amount of Force required to 
use it are  listed here. Most devices require an expenditure of Force 
each time they are  used. 

  THE RULES 

As with any collectable card game, the depth and complexity of this 
game  require intricate rules. At some point, you will probably want 
to play  competitively with friends or in tournament play. You will 
need to know the  cards and rules well in order to use this knowledge 
to your strategic  advantage. 

We have tried to be as comprehensive and detailed as space allows in 
outlining  the rules of the game. Many cards have special powers that 
create exceptions to  the rules. In this case, the card's game text 
takes precedence. In addition,  situations not anticipated or 
addressed in the rules may arise. If you have a  question that is not 
covered here, simply use common sense or agree to a ruling  between 
the players. You can also contact Decipher if you have rules 
questions. 

CUSTOMIZE YOUR DECK 

Before playing, customize a deck that consists of all Light Side or 
all Dark  Side cards. A 60-card deck is standard, but you can play 
with fewer if  necessary. You need an opponent who has a deck with 
exactly the same number of  cards from the opposite side of the Force. 
Games must be Light Side versus Dark  Side. 

SELECT STARTING LOCATIONS 

At the beginning, each side plays one location card to the table. Both 
players  reveal their starting locations at the same time. If players 
choose the exact  same location, they set them aside temporarily and 
choose again. Once two  different starting locations have been 
selected, any locations set aside are  added back into the decks. 

SHUFFLE REMAINING CARDS 

Shuffle the remaining 59 cards and place your Reserve Deck face down. 

DRAW 8 CARDS 

Each player draws 8 cards from the top of their Reserve Decks to make 
a hand. 

Dark Side goes first 

Sometimes it pays to be the bad guy. 

TAKING TURNS 

Each turn has six phases. 

	Activate -- Control -- Deploy -- Battle -- Move -- Draw 

Phase One: Activate 

The first thing you do is count the Force icons on your side of each 
location.  Add 1 to represent the personal Force you generate 
yourself. Activate that  total number of cards by transferring them, 
one at a time and face down, from  the top of your Reserve Deck to the 
top of your Force Pile (see diagram on page  3). Do not look at the 
cards or put them into your hand. 

Phase Two: Control 

When you control a location, you have an advantage. To control a 
location, you  must have 'presence' there (ability of 1 or higher) 
when your opponent does  not. If you desire, you may drain Life Force 
from your opponent at each  location you control. You may drain an 
amount equal to the number of Force  icons on your opponent's side of 
the location. This is called a 'Force drain.' 

If Rebels control a location, the Force in that area is drained of the 
Dark  Side's energy, and vice versa. Since locations generate Force, 
having many  locations on the table increases the amount of Force you 
can activate each  turn. Controlling a substantial number of locations 
means that you can drain  Force from your opponent at each one, but 
you are weaker and more vulnerable to  attack when your forces are 
spread thinly. Concentrating your forces in one  place makes you 
stronger in those areas, but susceptible to Force drains at  others. 
"The more you tighten your grip, the more star systems will slip  
through your fingers." 

Some locations and weapons mandate that a bonus be added to a Force 
drain. This  bonus is added to the total number of Force icons (but 
only for the purpose of  force draining). If an opponent's Force icons 
are canceled due to an interrupt  or effect card, or your opponent has 
no Force icon, you can't drain Force from  that location. Once both 
players have a 'presence,' neither controls the  location unless one 
player loses their 'presence.' 

When Force is drained from your opponent, he places the appropriate 
number of  cards (face up) on his Lost Pile. During the Control Phase, 
announce each Force  drain you wish to attempt, one at a time. At each 
point, your opponent has the  option to 'react.' (See explanation of 
'react' below.) If he does not, then he  must suffer the Force drain 
as described above. 

Note: Force icons are a double-edged sword. The more Force icons on 
your side  of a location, the more Force you can activate at the start 
of your turn. But  if your opponent gains control of that location, 
you lose more Force there as  well. 

Phase Three: Deploy 

You can deploy where you have a 'presence' or a Force icon on your 
side of a  location. Card deployment requires the expenditure of 
Force. This is achieved  by moving the appropriate number of Force 
cards face down, one at a time, from  the top of your Force Pile to 
the top of your Used Pile. Then place the card or  cards you are 
deploying on the table. You will find the deploy cost of effect,  
weapon or device cards in the game text. If a card does not list a 
deploy cost,  you can deploy it for free. (Spies can deploy where 
there are no Force icons or  'presence.') 

Phase Four: Battle 

Battles are fought one at a time, and can powerfully deplete the 
opponent's  Force. 

Announce a Battle 

Battles can only occur at locations where both you and your opponent 
have a  'presence.' Select the location where you want to initiate a 
battle. You can  battle more than once during a turn, but not twice at 
the same location. 

Use Force to Initiate Battle 

You must use 1 Force to initiate each battle. 

Your Opponent May 'React' 

Your opponent can respond to a battle declaration by saying, "React!" 
(a game  function similar to an interrupt) and moving or deploying 
specific cards to  that location (cards will list details of how and 
when a 'react' can occur). If  your opponent reacts, he must have the 
appropriate amount of Force to move or  deploy cards. If he did not 
leave enough cards in his Force Pile, he cannot  'react.' 

Fire Weapons 

For each weapon, you may fire at one target at the same location. 
Weapons are  fired one at a time. The player who initiates battle 
fires weapons first; then  the opponent returns fire. Expend any Force 
required to fire, and draw the  required 'destiny' card(s) to see if 
you successfully 'hit' your target. 

Each weapon has its own way of working, which is specified on the 
card. In  order to hit your target, the "weapon destiny" drawn (as 
specified on the  weapon) must generally exceed the target's ability 
(for a character), armor  (for a capital starship or armored vehicle) 
or maneuver (for a starfighter or  vehicle). 

Drawing 'destiny:' Most cards have a 'destiny' number in the top right 
corner.  This number represents the element of fate or chance involved 
in actions. When  a player is required to draw 'destiny,' he must take 
the top card from his  Reserve Deck, turn it over to read the 
'destiny' number and then place it face  down on top of his Used Pile. 
If a card has no 'destiny' number (such as a  location), its 'destiny' 
value is zero. 

'Hit' Cards 

Targets hit by a weapon are immediately turned sideways. Unless 
specified on  the weapon, cards that are 'hit' still participate in 
the battle until its  resolution. A targeted character that is 'hit' 
can still fire back. (The stages  of the battle are occurring 
simultaneously, although enacted sequentially.  Regardless of who wins 
the battle, 'hit' cards are forfeited at the end by both  players). 

Total Players' Power 

Now, total each player's power values for all cards at the battle 
location.  'Hit' characters still add power, so include their value(s) 
as well. (Read the  game text on all cards, including the location, as 
this might alter the power  totals.) 

Add Battle Destiny Value 

Sometimes you can increase your power by drawing 'destiny.' After each 
player  has totaled their power value, they should check to see if 
they have combined  ability of 4 or higher at that location. If a 
player has combined ability of 4  or higher, he may make a "battle 
destiny" draw. (Note: If you have an ability  value of 8, you do not 
get to draw 2 'destiny' cards. Also, do not add any  weapon 'destiny' 
values that you may have drawn during the battle to the total  power 
value. Some cards do allow you to add extra 'destiny' draws to your  
battle.) When revealed, the 'destiny' value is added to the total 
power value  described above to indicate the player's combined power 
in this battle. Since  every battle involves some degree of risk, the 
battle 'destiny' number is also  used to determine 'attrition,' which 
is a mandatory loss that may result from  battling. 

Battle Resolution 

Now compare the Light and Dark Side power totals. If it is not a tie, 
the  player with the least power must lose Force equal to the 
difference between the  two power totals. For example, if player A's 
total is 9 and player B's total is  5, player B loses 4 Force. If it's 
a tie, no battle damage occurs unless  attrition comes into play (see 
attrition below). 

Losing Force 

Lost Force can be taken from your hand, from your Life Force (which 
includes  your Reserve Deck, Force Pile and Used Pile) or by 
forfeiting (see Forfeiting  below). Each card transferred to the Lost 
Pile counts as 1 Force. Losing a card  from your hand is not always 
bad because you know what you're giving up. When  the Lost Force cards 
have been selected one by one, place them face up on top  of the Lost 
Pile. Both you and your opponent are allowed to see the cards you  
place in your Lost Pile. 

Forfeiting 

When you lose Force in a battle, you can reduce the number of cards 
lost by  forfeiting cards that were involved in the battle. In that 
case, the forfeit  value of the cards is counted against your total 
loss. For example, if you were  required to lose 9 Force, and Luke 
Skywalker was present at the battle  location, you could forfeit 
Skywalker (forfeit value of 7) and two other cards  from your hand or 
Life Force. This reduces the total number of cards lost, but  
sacrifices an important character in the process. You can make 
multiple  forfeits from the location in order to equal or exceed the 
required 'battle  damage.' Cards 'hit' by weapons must be forfeited, 
but their forfeit values  still count against your total loss for 
'battle damage.' 

Attrition 

Attrition represents the danger inherent in conflict, the chance of 
'losing'  characters, starships or vehicles regardless of who wins or 
loses the battle.  Attrition can be an important offensive strategy as 
it allows a smaller force  to attack a larger force and still inflict 
significant damage. If one player  involved in a battle draws 
'destiny' greater than zero, loss by attrition will  occur for his 
opponent. If both players draw 'destiny' greater than zero, both  will 
suffer attrition. A player's required attrition loss is equal to his  
opponent's 'destiny' number. 

To satisfy attrition loss, you must sacrifice card(s) with a forfeit 
value  equal to or greater than your opponent's 'destiny'. For 
example, if you won the  battle, satisfy the attrition loss by 
forfeiting the necessary cards from this  location. If you lost the 
battle, you must satisfy the attrition loss by  forfeiting the 
necessary cards and then make up any difference you have yet to  incur 
from 'battle damage.' 

(Note: Attrition loss incurred by the loser of a battle is not in 
addition to  'battle damage', but it can affect the way he absorbs the 
'battle damage' by  forcing the forfeiture of cards.) 

For example, in the battle diagram on the next page you had a total 
power of 5,  and drew no 'destiny.' Your opponent had a total power of 
2. But, because  BoShek's ability is 4, your opponent was able to draw 
'destiny.' Assume in this  case he drew a 'destiny' of 2. This makes 
his combined power total 4. 

Since you won the battle (5 vs. 4), your opponent would lose 1 Force. 
However,  his 'destiny' of 2 means that even though you won the 
battle, your attrition  loss is 2. You must now lose at least 2 in 
forfeit value from that location. It  is your choice whom you forfeit 
as long as you meet the minimum requirement of  2. 

Immunity To Attrition 

Some cards have a special trait called immunity to attrition. For 
example, if  Darth Vader's card says, "Immune to attrition < 5" and 
your opponent's  'destiny' during a battle is less than 5, this means 
that Vader is not affected  by attrition loss. Other cards at this 
site are still vulnerable. Let's examine  how. 

If your opponent draws a 'destiny' value of 4 during a battle against 
Vader  (Immune) and one stormtrooper (forfeit value of 2), the 
stormtrooper would be  forfeited due to attrition loss. The remaining 
forfeit value of 2 is ignored;  it would not affect Vader because of 
his immunity to attrition less than 5.  However, if the 'destiny' 
drawn is 5, Vader is no longer immune. In this  instance, Vader would 
be forfeited and the stormtrooper would remain. 

Interruption of a Battle 

If a battle is stopped due to an interrupt, all cards expended for the 
battle  remain in players' Used Piles. 

Phase Five: Move 

After all battles have been resolved, you can move your cards between  
locations. As a general rule, you must expend 1 Force to move a 
character,  vehicle or starship from one location to another. You 
cannot expend another  Force to move that card again this turn. Each 
different category of card has a  maximum distance it can move and a 
maximum capacity it can carry. 

Moving Characters 

Characters can move on their own or by using various methods of 
transport. 

Characters can move by themselves, from one site to an adjacent site, 
by  expending 1 Force. This movement is restricted to once per turn; 
however, if a  character is being carried by a vehicle or starship (as 
in the examples below),  the character's movement capability is not 
used up while the character is in  transit. 

Any or all of your characters at a docking bay can transfer to another 
docking  bay (defined as "docking bay transit") for an expenditure of 
Force as listed on  the card. There is no restriction on the number of 
times this can occur during  a turn. 

Characters can 'shuttle' between any site and any starship with ship-
docking  capability (up or down), at the related system by expending 1 
Force. There is  no restriction on the number of times this movement 
can occur during a turn. 

Boarding and disembarking from a vehicle is free and unrestricted. Up 
to its  capacity, characters can board a vehicle at the same location 
and all  characters, weapons and devices aboard can move with the 
vehicle for its  movement expenditure of 1 Force. 

Moving Starships 

Most starships have a hyperspeed number. A starship has to have a 
pilot and an  astromech or a nav computer aboard before it can move. A 
starship moves from  system to system, up to its hyperspeed range, for 
an expenditure of 1 Force.  Each system has a parsec number on the 
card (representing the relative hyper- route distance from Coruscant). 
The hyper-route distance from one system to  another is the difference 
in their parsec numbers. For example, if the parsec  number for one 
system is 8 and another is 2, the hyper-route distance is 6. If  the 
parsec numbers are the same, the distance is considered minimal (zero 
for  gameplay). A starship's hyper-speed is the number of parsecs it 
can travel in  one turn. 

If a starship's hyperspeed value is less than the distance between 
systems, it  can't get there in one turn. It must first travel to a 
system within its range,  stop there and then travel further on a 
subsequent turn. The maximum cumulative  distance a starship can 
travel during one turn is equal to its hyperspeed, but  it can make 
several stops along the way. For example, a starship could move  from 
one system to another, a character could shuttle aboard (for 1 Force), 
and  both could then move to a third system (hyperspeed range 
permitting) where the  character could shuttle to a new site (for 1 
Force). 

A starship with "no hyperspeed" (e.g., a TIE fighter) cannot move from 
its  original deployment location, except when carried aboard a 
capital starship as  cargo. 

Moving Vehicles 

If it has a 'presence' aboard, a vehicle can move from site to site. A 
vehicle  can move across the number of adjacent sites equal to its 
landspeed number, but  normally this movement is restricted to once 
per turn. The entire movement  requires a total expenditure of 1 
Force. For example, a vehicle with a  landspeed of 3 could move to one 
adjacent site, stop and pick up passengers and  continue moving up to 
two more adjacent sites. Many vehicles have a special  ability, when 
they have a 'presence' aboard, to move during an opponent's turn,  
('react'). If a vehicle has been moved during a player's turn, it may 
still  'react' during an opponent's turn. (Note: vehicles can also 
move via "docking  bay transit.") 

When a vehicle moves for 1 Force, no additional expenditure of Force 
is  required to carry its occupants (and their weapons and devices). 
Characters are  considered to be aboard a vehicle only when it is 
moving. As soon as a vehicle  stops, the characters disembark and are 
therefore vulnerable to attack. 

Vehicles may be shuttled aboard capital starships as cargo and 
transported to  other systems for an expenditure of 1 Force. While 
aboard a starship, vehicles  do not participate in space battles. 
Starfighters are too small to carry  existing vehicles, but future 
vehicles may permit this. 

Moving Pilots 

Pilots are characters and move as such. A pilot (or passenger) can 
shuttle from  a site to a starship at a related system. A pilot (or 
passenger) can also move  from one starship to another starship at the 
same system if at least one has  ship-docking capability and the 
capacity allows. Such movement requires 1  Force. 

By using 1 Force each, two pilots (or passengers) in two separate 
starships can  switch places simultaneously at a starship with ship-
docking capability. 

Phase Six: Draw (and end your turn) 

This is the final phase of a player's turn. If you have some cards 
left in your  Force Pile, you can draw any number of them into your 
hand, one by one. There  is no limit to the size of a player's hand. 
You also may want to leave some  cards in the Force Pile; these can be 
expended to 'react'   or play interrupts during your opponent's turn. 
When you are through, put the  Used Pile under your Reserve Deck. Then 
announce to your opponent, "The Force  is with you!" to end your turn. 

  WINNING THE GAME AND SCORING POINTS 

The first few times you play SW:CCG, it could take an hour or more to 
play.  When you become familiar with the structure and rules, most 
games take about  30-45 minutes. Players usually like to play a two-
game 'match' playing one game  with a Light Side deck and another game 
with a Dark Side deck. To do this, keep  score by determining the 
winner's margin of victory in each game played, and  combine these 
numbers to determine an overall winner. For example, if Player A  wins 
the first game with 11 Life Force remaining, he won an 11-point 
victory.  In the second game, Player B would need to win by 12 or more 
points to win the  overall match. 

  MORE INFORMATION 

Counting Off Cards  

Many times during the game you will have to "count off" cards from one 
deck or  pile to another. This should always be done one card at a 
time, not in a group. 

Reacting 

The 'react' feature interrupts the game, much the same way as an 
interrupt  card, but only during an opponent's turn. This feature can 
be used during an  opponent's turn by saying, "React!" and moving or 
deploying specified cards to  the location involved. Many vehicles can 
'react' and move to a location  immediately. Other special cards 
(e.g., the 'Comlink' card) will permit  deployment as a 'react.' In 
order to 'react,' you must have the necessary  number of cards 
available in your Force Pile to expend. Specific cards will  list 
details of how and when a 'react' can occur. 

Unique and Restricted Cards 

The name on certain cards will be preceded by a dot (*), indicating 
that it is  a unique card. Although you are free to place more than 
one unique card in your  deck, you cannot have more than one face up 
on the table at any time during the  game. If cards have two (**) or 
three (***) dots, the number of identical cards  that can be on the 
table at the same time is restricted to the number of dots  on the 
card. When there are no dots preceding a card name, there are no  
restrictions on the number of these cards you can have on the table. 
[Note: An  interrupt card with one dot (*) indicates only one 
interrupt of that name may  be played per turn.] 

Getting to the Death Star 

The Death Star Mobile System location will be one of the exciting new 
cards  coming in the first expansion set, A New Hope. Currently, there 
are a number of  ways for the Light Side to get aboard the Death Star. 
For example, use the  Light Side version of the Death Star docking 
bay, play a Death Star site with  Light Side Force icons, play a 
"Nabrum Leids" card, or deploy a spy on a Death  Star site to create a 
'presence,' allowing the deployment of other characters. 

Ship-Docking Capability 

Capital starships and some starfighters have ship-docking capability 
allowing  other starships to transfer cargo, pilots or passengers. 
Characters and  vehicles can 'shuttle' (up or down) by expending 1 
Force. 

Vehicles 

Vehicles cannot move unless they have a 'presence' aboard. Vehicles 
can move  between sites, but if they stop at a site with an interior 
icon, they are  considered to be parked outside and do not participate 
in any battles at that  interior site. 

Capacity of starships 

Starships can carry a variety of things such as pilots, passengers, 
vehicles,  and other cargo. Each starship has a maximum capacity which 
is listed on the  card. Weapons and devices carried by crew and 
passengers do not participate in  battle or count against the 
starship's capacity. Beyond what is listed in each  starship's game 
text, capital starships may carry any number of starship  weapons, 
while starfighters may carry only one starship weapon. 

Lore 

This contains information related to the Star Wars universe. However, 
lore also  contains terms that are relevant to gameplay. These terms 
are identified by the  use of bold type and will be referenced by 
other cards. 

  FORCE Sensitivity OF CHARACTERS 

A character's sensitivity to the Force is directly related to ability 
and is  referenced by other cards. Levels of Force sensitivity are as 
follows: 

	Ability Sensitivity 

	0       droids, inanimate objects  
	1-2     weak characters  
	3       Force-Attuned  
	4-5     Force-Sensitive  
	6       Jedi Knight  
	7       Jedi Master 

  THE EXCITING CONCLUSION 

As your deck gets drained of Force by the opponent, your options 
diminish. When  you have fewer than 10 or so cards remaining, you must 
be especially careful  how you handle your Force. For example, if you 
activate all the cards in your  Reserve Deck, you will not be able to 
draw 'destiny' if a battle occurs. When  you reach this point in the 
game, consider leaving some cards in your Reserve  Deck so you can 
draw 'destiny,' if necessary. In a close game, when both  players have 
only a few cards left, the way you manage your remaining Life  Force 
will be critical to your success! 

  FUTURE RULES 

We will continue adapting the rules and expanding the game. In the 
future,  players will be able to 'capture' their opponent's cards 
("bounty hunting") and  participate in a wider variety of adventures. 
Rules for multiple players,  advanced rule variations and revised 
rules may be published with future  expansion sets. 

  GLOSSARY 

Ability -- an attribute of characters that represents their ability to 
use the  Force 

Activate Force -- moving cards from the Reserve Deck to the Force Pile 
at the  start of your turn (one for each of your Force icons in play, 
plus one for  yourself) 

Activate Phase -- turn sequence that comes at the beginning of the 
turn before  the Control Phase 

Adjacent Site -- site located directly next to a neighboring site 

Alien -- type of character other than Rebel, Imperial or droid (can be 
Light  Side or Dark Side) 

Armor -- defensive number generally used on capital starships and 
large  vehicles as an indicator of shields against weapon fire 

Astromech -- type of droid necessary for starfighters to move through  
hyperspace 

Astromech-Nav Computer Icon -- symbol that indicates a 'built-in' 
mechanism  that allows a starship to move (astromech for starfighters 
and nav computer for  capital starships) 

Attrition -- gameplay mechanism that simulates casualties (mandatory 
losses)  determined by 'destiny' drawn during battle, regardless of 
which player wins or  loses the battle 

Battle -- conflict initiated at a location where both players have 
'presence'  in an effort to deplete the opponent's Life Force 
(requires the expenditure of  1 Force to initiate) 

Battle Damage -- amount of Life Force lost as a result of a battle 

Battle Destiny -- destiny drawn at end of battle for power and 
attrition only  (not for weapons) 

Battle Phase -- turn sequence that comes between the Deploy Phase and 
the Move  Phase 

Boldface type -- marking used in the lore section of cards to indicate 
terms  that are relevant to gameplay and referenced by other cards 

Bounty Hunter -- character attribute referenced in boldface type in 
the lore 

Cancel -- act of preventing a card from having its consequences (card 
is placed  in the Lost Pile unless otherwise directed) 

Capacity -- limit that a starship, vehicle or character can carry 
(starship and  vehicle capacities are defined on the cards; character 
capacity is limited to  one weapon and one device) 

Character -- type of card that represents Rebels, Imperials, aliens 
and droids 

Control -- 'presence' at a location where the opponent has no 
'presence' 

Control Phase -- turn sequence that comes between the Activate Phase 
and the  Deploy Phase 

Customize -- select cards from your collection to create a 
personalized 60-card  deck 

Dark Side -- dark side of the Force (represented by all cards with an 
Imperial  logo on the back) 

Deploy -- to place a card in play on the table 

Deploy Cost -- expenditure from Force Pile required to deploy a card 

Deploy Phase -- turn sequence that comes between the Control Phase and 
the  Battle Phase 

Destiny -- represents the element of fate or chance involved in 
actions 

Device -- type of card that represents an item that can generally be 
carried or  used by characters, starships or vehicles 

Docking Bay Transit -- during your Move Phase, transfer any or all of 
your  characters and vehicles from one docking bay to another docking 
bay (by the  symbolic use of starships for hire) for an expenditure of 
Force as listed on  the docking bay card 

Draw Destiny -- the action of drawing the top card from the Reserve 
Deck and  using the 'destiny' number in a variety of ways as described 
in the rules or on  the cards 

Draw Phase -- final turn sequence that follows the Move Phase 

Droid -- type of character card that can be Light Side or Dark Side 
(has  ability = 0) 

Effect -- type of card, played during the Deploy Phase, that modifies 
certain  cards or aspects of the game and generally has a lasting 
impact 

Expansion Set -- randomly assorted 15-card pack that includes 7 Light 
Side, 7  Dark Side and 1 rare card that alternates between the Light 
and Dark Sides 

Exterior Site -- 'outside' location identified by an exterior icon 

Force -- an energy field generated by all living things and 
represented as the  basic unit of measurement in the game (1 unit of 
Life Force = 1 card) 

Force-Attuned -- a level of Force sensitivity that indicates minimal 
awareness  of and strength in the Force, but no training (represented 
in the game by an  ability level of 3) 

Force Drain -- an action that can occur when a location is controlled 
by a  player, resulting in the opponent losing Force equal to the 
opponent's Force  icons at that location (occurs during the Control 
Phase) 

Force Generation -- the amount of Force you can activate each turn, as  
represented by Force icons on your side of locations (occurs during 
the  Activate Phase) 

Force Icons -- lightsabers symbols that identify the amount of Force 
Generation  and Force Drain possible at that location (indicates you 
can deploy at that  location) 

Force Pile -- pile from which Force cards are 'used' or drawn into 
hand 

Force-Sensitive -- a level of Force sensitivity that indicates an 
awareness of  and some training in the use of the Force (represented 
in the game by an  ability level of 4 or 5) 

Force Sensitivity -- describes a character's level of ability to use 
the Force 

Forfeit Value -- number representing the amount of battle damage that 
may be  absorbed by 'sacrificing' this card to the Lost Pile 

Forfeiting Cards -- a substitute for battle damage (a card at a battle 
site is  'sacrificed' to the Lost Pile for its forfeit value instead 
of losing an  equivalent number of cards from Life Force) 

Game Text -- information that contains details specific to the card's 
gameplay  function 

Hand -- term for cards held in a player's hand (a 'hand' starts with 8 
cards;  thereafter there are no limits to its size) 

Hit -- term for a target that has been successfully struck by a weapon 
(marked  by turning the target sideways until the battle is complete, 
at which time the  target must be forfeited) 

Hyperspeed -- number of parsecs a starship can travel in one turn 

Imperial -- type of character other than Rebel, alien or droid 

Immunity to Attrition -- some characters are resistant to attrition as 
listed  on the card 

Insert -- term used for the action of sliding a card into an 
opponent's deck;  the cards are then shuffled, cut and replaced 

Interior Site -- 'inside' location identified by an interior icon 
(vehicles at  these sites are considered to be parked outside and do 
not participate in  battles) 

Interrupt -- type of card played at any time (even during an 
opponent's turn)  that generally has a temporary impact on the game 

Jedi Knight -- a level of Force sensitivity that indicates an advanced 
level of  Force ability (represented in the game by an ability level 
of 6) 

Jedi Master -- a level of Force sensitivity that indicates mastery of 
Jedi  ability (represented in the game by an ability level of 7) 

Landspeed -- number of adjacent sites a vehicle can travel in one turn 

Life Force -- combination of Reserve Deck, Force Pile and Used Pile 

Light Side -- light side of the Force (represented by all cards with a 
Rebel  Alliance logo on the back) 

Location -- type of card that represents 'sites' and 'systems' (where 
Force is  generated and characters, starships, vehicles etc. are 
deployed) 

Lore -- information related to the Star Wars universe (see boldface 
type) 

Lose Force -- placing cards onto the Lost Pile 

Lost Interrupt -- type of interrupt that is placed on the Lost Pile 
after it is  used 

Lost Pile -- pile off to the side of the table where 'lost' cards are 
placed  face up 

Maneuver -- defensive number generally used on starfighters and small 
vehicles  as an indicator of how well they can evade weapon fire 

Maneuver or Armor -- reference to the maneuver number or armor number,  
whichever occurs on the targeted card 

Move Phase -- turn sequence that comes between the Battle Phase and 
the Draw  Phase 

Nav Computer -- a navigation computer used on capital starships that 
allows  movement through hyperspace 

Occupy -- 'presence' at a location (regardless of whether the opponent 
has a  'presence' at the same location) 

On Table -- all of a player's cards not currently in their Life Force, 
Lost  Pile, 'hand' or 'out of play' 

Outnumber -- having more cards at a location than the opponent 

Out of Play -- cards which are lost, but rather than going to the Lost 
Pile are  taken out of the game entirely 

Parsec -- number on system locations symbolizing the relative hyper-
route  distance between systems 

Passenger -- character aboard a starship not acting as a pilot (cannot 
add  power to the starship during battle or use its ability while 
aboard) 

Permanent Pilot -- "built-in" pilot aboard a starship, indicated by a 
pilot  icon on the starship card (if an astromech is aboard, allows 
starship movement  without the necessity to add a character with pilot 
skills), provides ability  as listed on the card 

Pilot -- attribute that allows a character to control and move a 
starship, add  power to a starship's power and use ability while 
aboard (indicated by a pilot  icon on character card) 

Pilot Icon -- symbol on a character card to indicate the character is 
a pilot,  or on a starship card to indicate a permanent pilot is 
aboard 

Power -- an attribute of characters or starships that represents their 
overall  'strength' (symbolically represents experience, training, 
tactical skill,  built-in weaponry etc.) 

Presence -- ability of 1 or higher at a location 

Present -- indicates a card is at a particular location or certain 
conditions  are met at a particular location 

React -- game function similar to an interrupt that allows a player to 
respond  during an opponent's turn by saying, "React!" and moving or 
deploying specified  cards to a location (cards will list details of 
how and when a 'react' can  occur) 

Rebel -- type of character other than Imperial, alien or droid 

Re-circulate Force -- moving the Used Pile to the bottom of the 
Reserve Deck  (done by both players at the end of each player's turn) 

Related Sites and Systems -- system and site cards beginning with the 
same  location name (added benefits may result when played together) 

Reserve Deck -- the 60-card deck you customize to play the game and 
from which  Force cards are activated 

Restricted Card -- if a card is 'restricted,' only a limited number of  
identical cards can be 'on table' at the same time during the game 
(the number  of cards 'on table' is restricted to the number of dots 
*** preceding the name  on the card); however, there is no limit to 
the number of these cards that can  be placed in a deck 

Retrieve -- card recovered from the top of the Lost Pile and then 
placed face  down on top of the Used Pile (unless otherwise instructed 
on the card) 

Scomp Link Icon -- represents a computer connection referenced by 
other cards 

Ship-Docking Capability -- feature of some starships that allows 
shuttling or  transfer of characters and vehicles by the symbolic 
'docking' with other  starships (unrelated to docking bays) 

Shuttle -- movement of characters and vehicles from any site to any 
starship  with ship-docking capability, and vice versa, at the related 
system by  expending 1 Force per card 

Site -- type of planet, mobile or space location where characters and 
other  cards can move or be deployed (horizontally oriented location) 

Spy -- character attribute that allows this character to deploy at any 
site,  even where a player has no 'presence' or Force icon (referenced 
in boldface  type on the card) 

Starter Set -- randomly assorted 60-card pack that includes 30 Light 
Side and  30 Dark Side cards plus a rule booklet 

Starship -- type of card that represents capital starships and 
starfighters 

Starship Movement -- starships with an astromech or nav computer 
aboard can  move from system to system for an expenditure of 1 Force 
(hyperspeed and parsec  numbers permitting) 

Steal -- when one player takes a card from the other player and uses 
it as his  own (generally moving the card from the Light Side to the 
Dark Side or vice  versa) 

System -- type of planet, mobile or space location where starships and 
other  cards can move or be deployed (vertically oriented location) 

Table -- term used to describe area where all cards are in play 

Target -- action of selecting and identifying a particular character, 
starship,  vehicle etc. for a specified purpose 

Turn -- six consecutive phases of play (activate, control, deploy, 
battle, move  and draw) executed by one player 

Unique Card -- if a card is 'unique,' you cannot have more than one 
'on table'  at any one time during the game; however, multiples can be 
included in your  deck ('unique' cards are designated by one dot * 
preceding the name on the  card) 

Unoccupied -- a location where neither player has 'presence' 

Use --transfer of card(s) from the Force Pile to the Used Pile 
representing the  expenditure of Force 

Used Interrupt -- type of interrupt that is placed on the Used Pile 
after it is  used 

Used Pile -- pile where cards are placed after they are 'used' 

Utinni Effect -- special type of effect generally compelling a 
character to  move to a specific location in order to cancel a 
negative condition or initiate  a positive one 

Vehicle -- type of card that provides a means of transportation from 
site to  site 

Vehicle Movement -- for the expenditure of 1 Force each, vehicles with  
'presence' aboard can move between adjacent sites (landspeed 
permitting), and  vehicles with or without 'presence' can be shuttled 
aboard starships as cargo 

Warrior -- attribute that allows a character to carry and use one 
character  weapon (indicated by a warrior icon on the character card) 

Warrior Icon -- symbol used on a character card to indicate the 
character is a  warrior 

Weapon -- type of card used in battle to target specific opponent's 
characters,  starships, vehicles etc. (usually requires an expenditure 
of Force each time  they are fired, as listed on the cards) 

Weapon Destiny -- destiny drawn for weapons only (different from 
battle  destiny) 

  CREDITS 

Nothing of this magnitude could be created by one person working in 
isolation.  It takes a number of individuals with special skills, each 
making distinct but  critical contributions in a dynamic team process. 
Their talent, dedication and  commitment to excellence are evident in 
every detail. We are grateful for their  efforts. Special thanks to: 

Warren Holland: for an unreasonably high standard of excellence; Dan 
Burns: for  once again creating the impossible against improbable 
odds; Ross Campbell: for  holding it all together with enormous grace 
under pressure; Rollie Tesh: for  creating an amazing structure, one 
solitary rule at a time; Tom Braunlich: for  countless details and 
creativity only a true fan could provide; Richard Borg:  for rogue 
design in an elegant system; Jerry Darcy: for believing you have the  
best job in the universe; Cindy Thornburg: for spending her vacation 
on the  phone; Leslie Burns: for countless hours of pulls, frame by 
frame; Keith  Skipton: for countless hours of design, line by line; 
Rob Burns: for countless  hours of enhancement, byte by byte; Germaine 
Clair: for hours of formatting,  word by word; Joe Boulden: for hours 
of retouching, stroke by stroke; Lucasfilm  Ltd.: for understanding 
that shared respect for a property, and mutual respect  between a 
licensee and licensor, yield extraordinary products; Howard Roffman:  
for understanding the concept of partnership and for believing the 
rebels are  the good guys & giving us the chance to prove it; Julia 
Russo and Stacy  Mollema: for every concept, word, line, punctuation 
mark and frame you  efficiently reviewed and approved from the four 
corners of the globe (and every  ounce of encouragement along the 
way); Andre Lake-Mayer: for altering your  universe and creating a new 
alliance; Louise Riley: for every pound, peso,  lira, drachma and non-
penny; Kathleen Scanlon: for being you, helping us and  making sure we 
feel part of something very special; West End Games; Bill Smith:  for 
lovingly creating the lore that breathes life into the myth; Richard  
Hawran: for joining the effort and praising the game; Tom Dusenberry: 
for being  a blue-suited Jedi Knight with an unwavering belief in the 
dual nature of the  Force; Rich Cleveland: for guiding an unwieldy 
starship through the turbulence,  and into the starry night; Megan 
Luciano: for helping Rich steer; Playtesters:  for contributing for 
love what cannot be bought with money, and asking only  that it be 
paid for with cards; (Bill Martinson, Mark Tuttle, Darrell Budic,  Reg 
Schmeichel, Sandy Wible, Bob Madison, Will Madison, Sandy Borg, Craig  
VanNess, Chuck Kallenbach, Cheryl Kallenbach, Paul Sudlow, Scott 
Willhelm, Gary  Mockus, Shawn Smallman, Rick Thomas, Dick Heinz, Dan 
Van Horn, Jim Berhalter,  Peter McCarthy, Kyle Roth, Troy Pope, Lance 
Campbell, Brad Toney, Don Cory and  Suzy Wolf); Mike Gray and Carol 
Wisely: for turning a million instructions into  fewer rules; Carta 
Mundi: for making it happen at the other end. Our  appreciation also 
goes to: George Lucas for creating the Star Wars universe and  
inspiring us to create a product worthy of the property; The Fans: for 
keeping  Star Wars alive in their hearts, minds and vivid imaginations 
for almost 20  years; Richard Garfield: for a brilliant and inspiring 
new game genre; the CCG  players: for embracing collectable card games 
and giving us the support and  encouragement necessary to test the 
limits of our creativity. 

This game is dedicated to Joseph Campbell, whose vision and guidance 
inspired a  young writer to explore the depths of his imagination and 
create a myth for a  generation in desperate need of heroes. 

Contact Decipher 

For more information about the Star Wars(tm): Customizable Card 
Game(tm),  including tournament rules, frequently asked questions, 
news, product  announcements etc., contact Decipher Inc. via the 
following: decipher.com - our  internet site featuring FTP, WWW and 
ListServ. (FTP: ftp.decipher.com WWW:  http://decipher.com/)  
JediMaster@decipher.com  - e-mail questions on rules,  new cards, 
gameplay feedback etc. DCustServe@decipher.com  - e-mail our  customer 
service department with problems or comments on damaged or misprinted  
cards, product information etc. America Online in the Game Information 
Exchange  (keyword GIX) and in Game Company Support (keyword GCS). 
(804)N2D-NEWS our free  24-hour a day fax response system. If you have 
access to a fax machine and a  touch tone phone, this automated 
service will fax documents to you almost  immediately. Or write to 
customer service at: Decipher Inc., 253 Granby Street,  Norfolk, 
Virginia 23510-1813 (804) 623-3600. 

DECIPHER INC. 

The Art of Great Games(tm) 

TM & (c) 1995 Lucasfilm Ltd. All Rights Reserved. Star Wars and 
related marks  are trademarks of Lucasfilm Ltd. Used under 
authorization by Decipher Inc.  

TM, (r) & (c) 1995 Decipher Inc. Decipher, Customizable Card Game, The 
Art of  Great Games and associated marks, logos, packaging, 
instructions, and  intellectual property are exclusively owned by 
Decipher Inc. All Rights  Reserved. Gameplay by Technical Game 
Services. 

Printed in Belgium by Carta Mundi. 

========================== 

Will "Sandy" Wible  Official Online Network Representative for 
Decipher Inc.  Email: wodan@genie.com         Anonymous FTP: 
ftp.decipher.com  Fax back: (804) N2D-NEWS          www: 
http://www.decipher.com