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.
==========================
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