STAR WARS Rulings & Erratas :

Current Rulings Document --- Supplement to the Glossary --- 8th August 2000.

This document is an official supplement to the Glossary Version 2.0; it contains updates, corrections and new rulings made since the release of the Glossary in November of 1998. It also includes the official rule notes from products released since the Special Edition expansion set. Player feedback is crucial to the maintenance of this document. All Star Wars Customizable Card Game rules questions and comments should be addressed to [email protected].

Using this Current Rulings Document (CRD) - When a ruling or card question arises, you should check this document first using either the card name or the word or phrase in question (or both). All entries in this CRD replace any existing entries in the Glossary of the same name, unless the note "See Glossary" is included, in which case the entry here supplements whatever was previously written in the Glossary. An entry preceded by an asterisk (*) is a new entry for this CRD.

There are four parts to this CRD:    - Section One - Rulings alphabetically by card title,,

                                                      - Section Two - Rulings alphabetically listed by gamee term (phrase or rule),

                                                      - Section Three - Index of cards with rulings,

                                                      - Section Four - List of characteristics.

SECTION ONE: RULINGS BY CARD TITLE

8D8 Clarification. See Glossary

May cancel Torture, Aiiii! Aaa! Aggggggggggggg! or Sonic Bombardment targeting a character at same site. Once during each of your turns, if with any imprisoned captive, may draw destiny: if destiny > 3, randomly select one captive there to be released.

A Bright Center To The Universe Clarification

This Effect cancels the opponent's Force drain modifiers (coming from the opponent's cards) to the opponent's Force drains only. See Force drain modifier.

Ability, Ability, Ability See card with ability.

Admiral Ozzel Revision

Adds 2 to the power of anything he pilots. Subtracts 1 from deploy cost of each of your capital starships at same system. Lost if Vader on table and opponent 'reacts' to same location as Ozzel. See same system.

Aim High Clarification

The amount of Force used (X) must be equal to the full amount of the initiated retrieval, even if the retrieving player's Lost Pile does not contain that many cards.

All Power To Weapons See immunity to attrition - gaining and losing.

All Wrapped Up Clarification

When capturing a just forfeited character using this Dark Side Effect, that character is captured after applying forfeit value (and if that character was hit by a weapon that reduced it's forfeit, that forfeit is restored to normal at this point) but before being placed on the Lost Pile. In this way, cards deployed on that character (for example, Bounty or a weapon) are not placed in the Lost Pile. See capturing characters.

*A New Secret Base Clarification

This Light Side Effect allows you to take the following cards into hand from your Reserve Deck, once per turn:

                    „ one site with "Echo" in it's title,

                    „ two sites, both with "Echo" in their titles,

                    „ one Effect with "Echo" in it's title,

                    „ one Effect and one site, both with "Echo" in their titles,

                    „ one planet system with two Light Side Force icons.

ASP-707 (Ayesspee) Clarification

When this Light side droid is aboard a vehicle or starship, it may not relocate any weapons or devices that are deployed on that vehicle or starship. Similarly, the ASP droid may not relocate a non-creature vehicle it is aboard. If a non-creature vehicle is placed on the Reserve Deck by an ASP droid, all cards aboard it are lost. See leaves table.

Attack Run Erratum

The last line of this Epic Event's card text is corrected to read:

                    * Your Proton Torpedoes are immune to Overload.

Starships may move into the Death Star: Trench only from the Death Star system location. Moving Light Side starfighters into the Trench is a regular move (see movement - regular). Only starfighters and TIE squadrons may go to the Trench, not other cards that "move like a starfighter."

If your lead starfighter is lost, you should identify a new lead starfighter. If all your starfighters have been eliminated, your Attack Run ends and any Dark Side starfighters in the Trench are moved back to the Death Star system.

For purposes of this Epic Event, all squadrons with multiple permanent pilots (and no pilot characters aboard) are treated as if they have a "highest ability pilot" of 1, except the Death Star Assault Squadron which has a "highest ability pilot" of 6.

Ben Kenobi Clarification

Deploys only on Tatooine. When in a duel, adds 2 to your total. Once per turn, if a battle just ended, may 'revive' (place here from Lost Pile) your character forfeited from same site this turn. Immune to attrition <5.

Biker Scout Trooper See biker scouts.

Blast The Door Kid Clarification

If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides).

Characters of ability > 2 or leaders introduced to the battle after this Interrupt has been played are also immediately excluded from the battle.

Blasted Droid Clarification

During your control phase, fire (for free) one of your blasters carried by a trooper or one of your automated weapons. Any 'hit' targets are immediately lost. See weapons - firing outside of the battle phase.

Bog-wing Erratum

Ferocity = destiny -1. Habitat: exterior sites on Dagobah. Attacks a character by grabbing and carrying it as far as possible (up to two sites away).

Bombing Run Clarification

This Mobile Effect defines a "target zone" and allows your piloted bombers to move and battle there. Such bombers are not landed, but rather are conceptually flying in the atmosphere (much like a snowspeeder). Their permanent pilots have presence at the site and thus may block opponent's Force drains and participate in battle, even if they do not carry Proton Bombs.

If it is not possible for the bomber to return to the system at the end of your battle phase (for example, the TIE Bomber is now unpiloted), then the TIE Bomber is lost.

See movement - regular - bombing runs, Proton Bombs, bombing run battles.

Bossk's Mortar Gun Clarification

This weapon affects only characters, creatures, weapons, devices, starships and vehicles. Unlike most weapons, the Mortar Gun targets after the weapon destiny draw, but this is still to be considered "targeting with a weapon." Thus, for example, it is prevented from choosing an Undercover spy when fired during a battle.

Bossk With Mortar Gun Clarification

Unlike most weapons, the Mortar Gun targets after the weapon destiny draw, but this is still to be considered "targeting with a weapon." Thus, for example, it is prevented from choosing an Undercover spy when fired during a battle.

Bubo Revision. See Glossary.

The Glossary entry for Bubo is deleted. It has been superseded by the creature rules. See creatures.

Cane Adiss Erratum

If opponent just initiated a Force drain at a non-shielded planet location, deploy on that location. Your characters, vehicles and starships may deploy here regardless of presence and location deployment restrictions. (Immune to Control).

Captive Fury Clarification

When using this Light Side interrupt, the captive is temporarily "not captured" and is relocated to the Light Side of the site (even if enclosed) to participate normally in this battle. This relocation does not count as being 'released'. If you have other characters at the same site they also participate in this battle (where applicable).

All normal battling conditions must be observed. For example, characters can participate in only one battle per turn and presence is required on both sides of the location. For this reason, if the captive is a droid (or the escort is a droid, for example IG-88) and no other ability is being provided, then the battle would end immediately.

If the original escorting character and the captive (who was not captured or sent missing during the battle) survive, then the captive is returned to being escorted by that character at the end of the battle.

Carbon Chamber Testing / My Favorite Decoration Clarification

When deploying a Rebel (as a prisoner) to the Security Tower at the start of the game, ignore any deployment restrictions listed in that character's game text.

Prisoner 2187 is the only Rebel that cannot be used as the starting Rebel for this objective. If the only Rebel in the opponent's deck at the start of the game is Prisoner 2187, then this objective plays (for remainder of game) as if there were no Rebels in the Light Side player's deck.

Careful Planning Clarification

The starting text of this card is intended to mean "deploy from Reserve Deck one battleground site or deploy from Reserve Deck two × battleground sites."

The location (or locations) deployed must be battlegrounds immediately after it's (their) deployment.

Chewbacca Clarification

Power +1 at same location as Han. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit'. See characters with dual icons.

Civil Disorder Clarification  See card with ability.

Combat Readiness Clarification  See Light Side counterpart Careful Planning.

*Combat Response Clarification

Once an unpiloted starfighter (or pilot) is revealed, if no matching pilot (or unpiloted starfighter) is found, the opponent is permitted to verify. See verification.

If a match has been found but the player does not have enough force to deploy the cards (or there is no location where they can be legally deployed), then the card revealed from hand is returned to hand, and the card taken from the Reserve Deck is placed back in the Reserve Deck; reshuffle. See matching pilot, matching starfighter.

*Commander Merrejk Clarification

This Imperial is considered to be an ISB agent for the Objective ISB Operations / Empire's Sinister Agents.

Corporal Drazin Clarification  See Special Delivery.

Counter Assault Clarification

The total power and number of destinies to be drawn is determined immediately when this Interrupt card begins resolving, and neither changes during the resolution.

Thus if a character, starship or vehicle is introduced to the location during resolution of the Assault (such as via Tauntaun Bones) it does not add power and does not permit an additional destiny draw. Similarly, if cards are removed from the location during the resolution (such as by a Program Trap), they will still contribute power and still add a destiny draw for purposes of resolving the Counter Assault.

Counterattack Clarification

This card explicitly allows characters, vehicles and starships at the targeted location to battle again this turn as well as to use a weapon and/or device again this turn. It does not allow any characters, vehicles or starships to 'react' a second time this turn.

Courage Of A Skywalker Clarification  See immune to attrition - gaining and losing.

Court Of The Vile Gangster / I Shall Enjoy Watching You Die Clarification

The frozen Han character deployed by the Light Side Objective Card You Can Either Profit By This... / Or Be Destroyed will count as a captive towards the flip condition of this Objective card, but because a frozen character has ability of zero, frozen Han will not flip this Dark Side objective by himself. See captives - frozen.

Dagobah: Swamp Clarification  See leaves table.

Dantooine Base Operations / More Dangerous Than You Realize Clarification

The reference to squadron on this objective card refers only to the starship class: squadron. It does not include starships such as Red Squadron X-wing and Gold Squadron Y-wing.

*Dark Hours Clarification

The person who plays this card decides in what order to target the available characters. When targeting a character, if the player who played this card has no cards left in their Reserve Deck, then their opponent may choose what happens to that character: either put to 'sleep' or left 'awake'. A 'sleeping' character cannot move, drive or pilot.

Darklighter Spin Clarification

When targeting a starfighter's maneuver number with this Interrupt, use all applicable modifications to that number. See modifiers, automatic modifier.

Darth Vader Clarification

When in battle, adds 1 to each of your battle destiny draws. Adds 3 to power of anything he pilots (or 4 to power and 3 to maneuver if Vader's Custom TIE). Immune to attrition < 5.

This Imperial's addition to battle destiny is an automatic modifier.

Daughter Of Skywalker Clarification

This Rebel is permitted to deploy to Dagobah.

Daughter Of Skywalker may only be targeted "as Luke" by Mind What You Have Learned, if she was deployed from Reserve Deck using that Objective card's game text.

Deactivate The Shield Generator Clarification

When blown away, turn the Endor: Bunker (and Endor: Landing Platform if it was on table at the time) face-down. All cards at those locations are lost. These face-down locations are considered to be unnamed exterior Endor sites with no other remaining useable features. If blown away, the site cards may not be deployed again or converted, but other cards may still deploy (note that there are no Force icons on either side though) and move to or through the location as normal.

Note that if the Landing Platform was not on table when the Bunker was blown away, it is not considered destroyed and may still be deployed at the end of the row of exterior sites (at the opposite end from Chief Chirpa's Hut).

Death Star Assault Squadron Clarification. See Glossary

This card utilizes persona rules as well as squadron rules. If these rules conflict, the persona rules take precedence. Thus the Death Star Assault Squadron may be taken into hand from the table for 4 Force with Hunt Down And Destroy The Jedi as that card may target any version of the „Vader persona. See personas, squadrons.

Debris Zone Clarification

This card can only affect characters, creatures, weapons, devices, starships and vehicles. See all cards.

Dejarik Hologameboard Clarification  See dejarik rules.

Descent Into The Dark Erratum

During your turn, if either player just placed a card in a Used Pile, deploy on table. All Used Piles are immediately re-circulated. When any player places one or more cards in a Used Pile, Immediate Effect canceled.

Don't Tread On Me Clarification

If your starting location (or a location you have deployed with an objective) was a battleground when deployed, but is converted into a non-battleground, you may still use the starting text of this interrupt.

Dresselian Commando Clarification

A Dresselian adds one destiny to total power only, not to his own personal power.

Droid Detector Clarification

Deploy at any interior site. Cannot be moved. Droids may not deploy to same site. Following the turn this device is deployed, all droids present are lost at end of any turn.

Droid Merchant Erratum

Spaceport Speeders may be played at same site. Once per game, may do one of the following: activate 1 Force when you deploy a droid OR retrieve 1 Force when you deploy an astromech to a starfighter.

*Effective Repairs Clarification

USED: Cancel Limited Resources. LOST: Use 3 Force to retrieve into hand one Effect of any kind.

Emperor Palpatine Clarification  See characters with dual icons.

Endor Operations / Imperial Outpost Clarification  See Force drains may not be modified or canceled by opponent.

Evader Clarification

USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location.

This interrupt may relocate Death Star Assault Squadron (because it relocates the persona of „Vader). See Death Star Assault Squadron, personas.

Expand The Empire Clarification

This Effect 'expands' game text to the adjacent sites, but it does not expand card titles, marker numbers etc. Thus, for example, it does not allow docking bay transit to or from a non-docking bay site.

If Expand The Empire causes a site to have two copies of the same modifier, this does not violate the cumulative rule. For example, if a site has "Force drain +1 here" in its game text and adds another copy of the same game text ('expanded' from an adjacent site), then Force drains are +2 at that site.

If game text expanded to an adjacent location contradicts the existing location game text, then the existing game text takes precedence.

Fallen Portal Clarification

Target one creature or up to two characters present that just initiated an attack or battle against you at Back Door, Rancor Pit, Tatooine: Jabba's Palace or any docking bay. Draw destiny. Target(s) immediately lost if destiny +2 > total defense value.

Feltipern Trevagg Clarification

This alien redefines the cost of initiating battle according to the number of Force icons present with him; thus, if no Force icons are present with Trevagg (e.g., at the Death Star: Trash Compactor or whenever Trevagg is in an enclosed vehicle or starship), battles may be initiated for zero Force. This value is not unmodifiable, and thus can be modified (for example, by Wars Not Make One Great adding 1 to the cost of initiating a battle) or superceded by other game text that is unmodifiable (such as Battle Order or Battle Plan which allows battles to be initiated for free).

Floating Refinery Erratum

„„Floating Refinery

Deploy on a cloud sector (limit one per sector). Force you activate may be drawn into hand (one per turn for each of your Floating Refineries on table). Each cloud sector or gas miner drawn in this way may be revealed to retrieve 1 Force.

Focused Attack Clarification  See immunity to attrition - gaining and losing.

Force Field Clarification

USED: Cancel an attempt to target a Dark Jedi with a character weapon. LOST: If one of your characters was just targeted by a weapon during a battle, use 3 Force to cancel the targeting.

Forced Landing Clarification

A starfighter targeted by this card may not move from the related system to any other system, may not move from any cloud sector to the system (or to any cloud sector of higher-altitude); and may not move to any site other than the Docking Bay where Forced Landing is deployed.

General Solo Clarification  This Rebel is a Corellian. See characteristics.

Gravity Shadow Clarification

Gravity Shadow may target a starship whenever it attempts to move through hyperspace, even during a battle (for example, using a card such as Hit And Run or Hyper Escape). This Interrupt targets a starship and its highest-ability pilot (whether a permanent pilot or a character acting as a pilot). For any starship with multiple non-unique permanent pilots, calculate the ability of each permanent pilot as equal to the total ability of the permanent pilots divided by the number of permanent pilots aboard (rounded up if necessary). For example, all Light Side squadrons with multiple permanent pilots (and no pilot characters aboard) have a "highest ability pilot" of 1.

Great Warrior Clarification

Targeting a mentor, as well as targeting (or deploying) an apprentice is considered part of the initiation of this Jedi Test. Thus If a Dark Side player uses I'd Just As Soon As Kiss A Wookiee to return either the just-deployed Great Warrior (or the apprentice just deployed with Great Warrior) to hand, both cards return to the Light Side player's hand. See actions - sequence of steps.

The last line of this Jedi test is revised (for consistency) to read:

                "{Place} on apprentice. All opponent's Force drain bonuses are canceled."  See Force drain bonus.

*Grondorn Muse Clarification

While Grondorn is on Yavin 4, your Yavin Sentry is not unique (*), is doubled, deploys free, applies all three of its modifiers and is immune to Alter. Power -1 when not on Yavin 4.

*Han Seeker Clarification

This weapon may only target an alien of ability < 3 or a Han of ability < 3 (such as the Han found in the Jedi Pack).

He Is Not Ready Clarification  The second function of this card cannot be used to target a permanent pilot.

Here We Go Again Clarification  See the Dark Side counterpart, Counterattack.

Hidden Base / Systems Will Slip Through Your Fingers Erratum

Front: Deploy Rendezvous Point. Place a planet system (with a parsec number from 1 to 8) from Reserve Deck face down on your side of table (not in play); that card indicates the planet where your "Hidden Base" is located. While this side up, once during each of your deploy phases, may deploy one system from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at systems and sectors. Flip this card any time after you have deployed five battleground systems and your "Hidden Base" system.

Back: While this side up, to draw a card from Force Pile, opponent must first use 1 Force. For each battleground system you control, you may cancel one opponent's Force drain (limit twice per turn). You may not deploy any systems. At each system opponent occupies during any deploy phase, opponent may 'probe' there by placing one card from hand face down beneath that system. Place out of play if "Hidden Base" system is 'probed;' Dark Side places 'probe' cards in Used Pile (and may retrieve 1 Force for each Probe Droid used to 'probe').

If your Hidden Base is a battleground system, deploying it counts as one of the 5 battleground systems you must deploy to meet the flip condition.

*Holonet Transmission Clarification

USED: Cancel Transmission Terminated. LOST: Take one Imperial or Visage Of The Emperor into hand from Used Pile; reshuffle.

This corrects an error in the game text of the whte-border reprint of this card.

Hunt Down And Destroy The Jedi / Their Fire Has Gone Out Of The Universe Clarification

You do not have to lose 2 Force to deploy Visage Of The Emperor when starting with this Objective (and deploying Visage as a starting card), or when Their Fire Has Gone Out Of The Universe is face up on table. See battlegrounds.

Hydroponics Station Clarification

Use 1 Force to deploy on any exterior Tatooine site. Cannot be moved. The first Force you activate during your activate phase may be drawn into hand instead. If a Vaporator on table, the second Force you activate may also be drawn into hand.

Hypo Clarification. See Glossary

The Hypo may be used on an imprisoned captive if IT-0 is present at that prison location.

I'd Just As Soon Kiss A Wookiee Clarification. See Glossary

When played against a card that is being deployed from the Reserve Deck, that card is "bounced" to its owner's hand (it does not return to the Reserve Deck).

If Daughter of Skywalker is being deployed from Reserve Deck (using Mind What You Have Learned) and is bounced to hand, when deployed next turn, that deployment is still treated as "from Reserve Deck" for purposes of her game text and that objective.

IG-88 In IG-2000 Clarification  See may initiate battle.

IG-88 With Riot Gun Clarification

If stolen by the Light Side (with the Jawa Ion Cannon for example), the Riot Gun may not be fired by the Light Side player (because the Light Side may not use the capturing portion of any card). See capturing characters, may initiate battle.

Imperial Decree Revision.

The last part of this Effect is revised (for consistency) to read:

                "..and all opponent's Force drain bonuses are canceled".  See Force drain bonus.

Imperial Holotable Clarification  See dejarik rules.

Imperial Justice Clarification

At the time of it's deployment, the player deploying this Dark Side effect must choose whether the function before or after the "OR" is being used. That function is then the only one that operates until that card leaves play.

Imperial Reinforcements Clarification

If opponent has more total characters and starships on table than you have, use 1 Force to draw destiny. Retrieve that number of Stormtroopers and/or TIE/lns.

*Inconsequential Losses Clarification

The game text "may forfeit one of its weapons" means that a character, starship or vehicle may only forfeit a weapon deployed on that character, starship or vehicle. Thus a character cannot use this Effect to forfeit an artillery weapon at the same location, a starship cannot forfeit an Orbital Mine at the same system and so on.

The game text that allows your forfeited weapons go to your Used Pile applies to any weapon you forfeit (including artillery weapons that already have a forfeit value).

Innocent Scoundrel Clarification

USED: If your gambler was just targeted by a weapon, opponent must choose to select a new target or lose 2 Force. LOST: Cancel any Effect (except those immune to Alter) deployed on Han or your Lando.

It's Worse Clarification.

When this Interrupt increases your opponent's Force loss, this is simply a modifier; it does not create a new, separate instance of Force loss. It Could Be Worse is played during the result step of a Force loss action, and therefore the chance for optional responses to that Force loss action has already passed.

For example: the Dark Side player Force drains for 2. The Light Side player has no response to the Force drain (neither does the Dark Side player) and the Force drain now has it's result. The Light Side player now plays It Could Be Worse and uses 2 Force. The Dark Side player responds to It Could Be Worse by playing It's Worse and using 5 Force. Neither player has any responses to the It's Worse (the Light Side player doesn't have his Sense in hand) and thus it has its result. The Force drain loss is now 7 Force and Light Side cannot play his Control because the optional response step to the Force drain is already over.

It Can Wait Erratum

If opponent just deployed a card (except an Immediate Effect), use 3 Force to return it to opponent's hand. Any Force used to deploy that card remains used. On opponent's next turn, if possible, opponent must redeploy that card (for free) using same target(s). See Dark Side counterpart I'd Just As Soon Kiss A Wookiee.

Jabba The Hutt Clarification

The phrase "to move requires +2 Force" on this alien applies only when Jabba is using his own landspeed.

Jedi Presence Clarification

The Jedi targeted does not have to be a Rebel. Because this Interrupt requires a Jedi to be present, it may not be used during a starship battle.

Jodo Kast Clarification

This Dark Side character allows its owner to cancel an opponent's just drawn battle destiny (as long as it is not the first one drawn in this battle). If Kast is using a repeating blaster, only the first shot is free and at +2 to weapon destiny.

Joh Yowza Clarification

When this alien 'jams' a card drawn for destiny, that destiny draw is not canceled. Once Joh has 'jammed' a card, that card is not on table, and he may not 'jam' another. See face down.

Kal'Falnl C'ndros Clarification

When in a battle, if both players draw only one battle destiny and yours is higher, reduces opponent's destiny to zero. Landspeed = 3. Adds 2 to power of anything she pilots. May not deploy to or board starfighters or enclosed vehicles.

This alien reduces your opponent's total battle destiny draw, as an automatic action that occurs just after both players have finished drawing their one battle destiny. Modifiers to battle destiny are applied before the comparison, and modifiers to total battle destiny are applied before the reduction to zero takes place.

Kessel Clarification

The Dark Side text on this Dark Side system location is clarified to read:

        Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. If you control, Kessel Run is canceled.

Kessel Run Clarification

This Utinni Effect must be deployed upon the Kessel system location.

This Utinni Effect defines X at the time the smuggler is targeted, and X remains the same even if the parsec distance between the two systems subsequently changes.

If moving your smuggler from Kessel to complete the Kessel Run also returns control of the Kessel system (Dark side location) to Dark Side (thus the Dark Side location game text comes into effect) then the completion of the Kessel Run and the canceling of the Kessel Run are two automatic actions triggered at the same time, and are resolved as such. See automatic actions.

*Knowledge And Defense Clarification

Insert in opponent's Reserve Deck. When Effect reaches top it is lost and opponent may not initiate any battles for remainder of turn. (Immune to Alter). See battleground.

Landing Claw Clarification. See Glossary

A starfighter attached to a starship that lands is still considered attached. If detached (or if the Landing Claw is canceled) the starfighter becomes landed at that location (if this is not possible, then starfighter is lost).

Legendary Starfighter Erratum

„Legendary Starfighter

If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is Falcon or Red 5). Also, that starfighter is power +2 (Immune to Control).

*Leia Seeker Clarification

This weapon may only target a warrior of ability < 3 or a Leia of ability < 3 (such as the Leia found in the Jedi Pack).

Lone Rogue Clarification

If one of your pilots is at an exterior Hoth site, use 2 Force to search your Reserve Deck and take one T-47 into hand. OR If your piloted T-47 is defending a battle alone at a site, add one battle destiny. See alone.

*Luke Seeker Erratum

Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Luke of ability < 4 or pilot of ability <3, choose one to be immediately lost. Seeker also lost.

Magnetic Suction Tube Clarification

Deploy on your sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, "suck up" character (relocate to related interior Sandcrawler site or owner's Used Pile). See droid.

Main Course Clarification

The lost function of this card may not target a lone Chewbacca as a character cannot be "together" with itself. See characters with dual icons.

Major Marquand Clarification

The game text "piloting a combat vehicle with Watts" means that both Watts and Marquand must be piloting the same combat vehicle.

*Mantellian Savrip Clarification

This Effect allows you to forfeit cards that have a forfeit value directly from your hand during the damage segment of a battle you have lost. This is treated the same as normal forfeiture, satisfying battle damage and/or attrition (simultaneously if both need to be satisfied).

Cards forfeited from hand with Mantellian Savrip must be placed in the Lost PIle regardless of any other game text. For example, a character may not be forfeited from hand to the Bacta Tank, and the Star Cruiser Liberty may not be forfeited from hand to the Used Pile.

Mara Jade, The Emperor's Hand Clarification

This Dark Side character may initiate a duel only with Vader's Obsession (with or without Epic Duel). See characters with dual icons.

Massassi Base Operations / One In A Million Clarification

The "For remainder of game" text on the front side of this Objective card prevents the Light Side player from deploying Revolution anywhere.

Master Luke Clarification  See leaves table.

Meteor Impact? Clarification

A character targeted by this Utinni Effect may not move to any other system; may not move to any site of greater distance (number of adjacent sites) from the Utinni Effect than the current site; and may not move to the related system or cloud sector.

Mind What You Have Learned / Save You It Can Clarification

This Objective card allows you to ignore location deployment restrictions of any version of the Luke persona when deploying Luke to Dagobah (from your Reserve Deck).

If the apprentice is removed from the table while Mind What You Have Learned (destiny 0 side) is face-up, then all Jedi Tests (whether completed by that apprentice or targeting that apprentice) are lost.

An action whose result may be retrieval using cards on Dagobah can still be initiated, but if the result is a retrieval action, no retrieval occurs. For example, the Dark Side may still initiate a battle on Dagobah against the Light Side player even though Draw Their Fire is in play, but the Dark player will not retrieve a Force. Similarly, Failure At The Cave will work normally, except that if the destiny draw is < 4, the Dark Side does not retrieve 2 Force.

*Motti Seeker Clarification  This weapon may only target a pilot of ability < 3 or a Motti of ability < 3.

Mynock Clarification

Habitat: unrestricted. Moves like a starfighter. May attack starfighters, and must attack one if present by attaching to cumulatively reduce power and hyperspeed by 2 (detaches only when both < 1).

This creature may not deploy on your opponent's side of the location or aboard a starship or vehicle. Attacking a starfighter is still a normal creature attack, and thus may occur only during either player's battle phase. See creatures - attaching, creatures - selective.

*Nebulon-B Frigate Clarification

This starship's game text is clarified to allow any starship weapon that meets the following criteria to deploy aboard:

            „ Has the characteristic turbolaser battery or the characteristic laser cannon

            and

            „ By it's own gametext, can deploy on a capital starship (even if it deploys only on a specific capital                   starship or a particular class of capital starship).

Obi-Wan Kenobi Clarification

When a battle was just initiated where present, may use 1 Force to choose one opponent's character of ability = 1 present to move away (for free), or that character is lost. Immune to attrition < 5. See move away.

One-Arm Clarification  This creature is a Wampa. See creatures - selective.

Our Most Desperate Hour Clarification  This Utinni Effect must be deployed upon the Alderaan system location.

Overload Clarification

This Interrupt may destroy artillery weapons. However, only the artillery weapon itself is lost, because there is no character or starship "carrying" it. This interrupt may also target a character with a permanent weapon icon, however, it only has an effect if the destiny draw = 0 (character with weapon is lost).

Overwhelmed Clarification  This interrupt ignores a concealed starfighter attached with a Landing Claw.

Perimeter Patrol Clarification 

The Light Side must lose 1 Force when deploying to an Endor: Bunker controlled by Dark Side.

Power Pivot Clarification

The first function of this interrupt allows you to reduce the power of one opponent's starship for the remainder of the battle only.

Pride Of The Empire Erratum

„Pride Of The Empire

If opponent just lost a starship in a battle you won, deploy on your participating starfighter. Once during each of opponent's move phases, opponent loses 1 Force (2 if starfighter is a TIE/ln). Also, that starfighter is power +2 (Immune to Control).

Proton Bombs Clarification

Proton Bombs deploy on your bomber. They can be used repeatedly in one of two different "bombing modes" depending on the kind of site being targeted:

„ Interior sites - You may perform "orbital bombardment" in an attempt to 'collapse' a related interior site (as long as it is not protected by shields). This form of bombardment can only be performed from the system (or a cloud sector), and the bomber does not move from that location.

„ Non-interior sites - You may perform "carpet bombing" in an attempt to destroy characters, vehicles and starships at a related non-interior site. See Bombing Run.

Put That Down Clarification

If one of your characters was just targeted by a weapon during battle, use 3 Force to cancel that targeting. OR Cancel Double Back or Res Luk Ra'auf.

Quiet Mining Colony / Independent Operation Clarification

Your opponent may still cancel your Force drains with a 'react'. See Force drains may not be modified or canceled by opponent.

R3-T6 (Arthree-Teesix) Clarification

While aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Death Star: Central Core, hyperspeed of Death Star system = 2.

*Rebel Commander Clarification  This Light Side character does not have the characteristic Corellian.

Rebel Strike Team / Garrison Destroyed Clarification

See Force drains may not be modified or canceled by opponent.

Report To Lord Vader Clarification 

The target "Imperial involved in that battle" specified on this card may not be Vader.

Rescue The Princess / Sometimes I Amaze Even Myself Clarification

On the destiny 7 side of this Objective, only the opponent's just lost unique („) characters, vehicles and starships are placed out of play. See immunity - gaining and losing.

Scum and Villainy Clarification

You may not receive any of the benefits of this Effect if you do not already have ability on table either provided by an alien or a pilot of an independent starship.

Secret Plans Clarification  See the Light Side counterpart, Aim High.

Sergeant Major Bursk Revision  This character is considered to have the characteristic snowtrooper.

Sergeant Major Enfield Revision  This character is considered to have the characteristic Death Star trooper.

Sergeant Narthax Revision  This character is considered to have the characteristic snowtrooper.

Sergeant Torent Revision  This character is considered to have the characteristic Death Star trooper.

*Set Your Course For Alderaan /The Ultimate Power In The Universe Clarification

When the Yavin 4 system is blown away, the destiny 7 side of this Dark Side Objective adds to the damage inflicted by the "blown away" rules. Therefore, generic sites are not considered when calculating the requirements or the results of the blown away action. See blown away - systems.

Shocking Information Clarification

This card may only be played if a scomp link is on table (and targetable). This card may target (or affect) a Scomp link aboard a starship or vehicle at a location. The second function of this Interrupt affects cards that peek at one, some or all of the cards in your hand.

Shocking Revelation Clarification  See Light Side counterpart, Shocking Information.

Shot In The Dark Erratum

Deploy on your side of table. Once per turn, you may lose 1 Force to draw the top card of your Reserve Deck into your hand. If that card is a space creature, you may immediately deploy it for free.

*Sienar Fleet Systems Clarification

Deploying a TIE Squadron (such as The Emperor's Sword, or a TIE Squadron deployed with Atmospheric Assault) allows you to retrieve 3 Force.

Slip Sliding Away Clarification

This card may be used to move Frozen Assets from the top of your Force pile to the bottom.

Sneak Attack Clarification

The Used function of this Interrupt card adds to total battle destiny for each spy and/or scout participating in that battle, including droids.

Sniper Clarification

During your control phase, fire one of your weapons. If URoRRuR'R'R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4). Any 'hit' targets are immediately lost. See weapons - firing outside of the battle phase.

Sorry About The Mess Clarification

During your control phase, fire one of your weapons. If Han firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any 'hit' targets are immediately lost. See weapons - firing outside of the battle phase.

Spaceport City, Spaceport Docking Bay, Spaceport Prefect's Office, Spaceport Street Clarification

See spaceport sites.

Spaceport Speeders Erratum

The title of this Interrupt has been revised to read, "„„„ Spaceport Speeders"; thus, it is now restricted („„„).

Special Delivery Clarification

A Special Delivery can only be performed once per period of captivity for any captive. Thus, once Dark Side has "specially delivered" a character, Dark Side cannot "special deliver" that character again unless the character escapes or is released and is subsequently re-captured.

*Squadron Assignments Clarification  See Dark Side counterpart Combat Response.

*Staging Areas Clarification

The "may deploy" text on this Light Side Effect overrides the deployment restrictions listed on a non-unique Star Cruiser card only. It does not, for example, permit the deployment of a non-unique Star Cruiser to Dagobah, or 'behind' the Endor Shield.

Star Destroyer: Launch Bay Clarification

This site is a launch bay, not a docking bay, but starships are permitted to deploy, land and take-off to and from here as if it were a Docking Bay.

Stay Sharp! Clarification  See weapons - firing outside of the battle phase.

Stunning Leader Clarification

If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides).

Characters of ability > 2 or leaders introduced to the battle after this Interrupt has been played are also immediately excluded from the battle.

*Superficial Damage Clarification  See Dark Side counterpart, Inconsequential Losses.

Suppressive Fire Clarification  See weapons - firing outside of the battle phase.

Surface Defense Clarification  See Light Side Counterpart, Don't Tread On Me.

*Tagge Seeker Clarification  This weapon may only target a warrior of ability < 3 or a Tagge of ability < 3.

Take The Initiative Clarification  See Dark Side counterpart Sneak Attack.

*Tarkin Seeker Clarification

This weapon may only target an alien of ability < 3 or a Tarkin of ability < 3 (such as the Tarkin found in the Jedi Pack).

Tatooine: Jabba's Palace Clarification

The Dark Side game text on this Light Side location cannot make the Dark Side player lose Force before the first turn has begun (for example, if deployed using the starting interrupt Careful Planning).

Taym Dren-garen Clarification

When on Tatooine, may cancel any result of Krayt Dragon Bones. While at Audience Chamber, all your Tusken Raiders are power = 3 and forfeit +2. See unmodifiable values.

That's One Clarification  This Effect adds to Chewie's weapon destiny draws (not Han's).

The First Transport Is Away! Clarification

Once this Utinni Effect has been used to retrieve Force, it remains in play only as a marker for the Hoth site power bonus. It may not be used to retrieve Force again.

The Planet That It's Farthest From Clarification  See Dark Side counterpart, A Bright Center To The Universe.

There'll Be Hell To Pay Clarification

This Immediate Effect, once it has had its result, causes subsequent copies of an Interrupt with the same name (from either player) to have an additional Force cost.

If an Interrupt is placed on this card and then canceled by another response (e.g. Sense), it remains on the Immediate Effect rather than going to the Lost Pile (although the Interrupt's result is still canceled) or Used Pile (if Oppresive Enforcement is on table, for example).

There are four different Immediate Effects which target just-played Interrupts in this manner (Grappling Hook, Tentacle, There'll Be Hell To Pay and What're You Tryin' To Push On Us?). If two or more of these cards target the same Interrupt, place the Immediate Effects next to each other on table, with the Interrupt partially covering all of them.

*The Shield Doors Must Be Closed Clarification

This Effect stops movement from a non-Echo site to the Echo Docking Bay, or from Echo Docking Bay to a non-Echo site.

This Deal Is Getting Worse All The Time / Pray I Don't Alter It Any Further Clarification

See Force drains may not be modified or canceled by opponent.

The Signal Clarification

This Light Side Interrupt may not be used to deploy an Effect that lists any deploy cost in its game text (such as Beggar). See deploy cost.

TIE Bomber Clarification

In addition to participating in starship battles, TIE Bombers may be used in conjunction with Proton Bombs and/or the Bombing Run Mobile Effect card to bombard related planet sites. See bombing run battle.

Trample Clarification

If you have a piloted AT-AT or AT-ST present at a site, target opponent's character, 'crashed' vehicle or unpiloted vehicle without armor present. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7.

An unpiloted vehicle is clarified to mean any combat or shuttle vehicle without an acting pilot, or any transport vehicle without a driver. See droid.

Trooper Jerrol Blendin Clarification  This character is considered to have the characteristic cloud city trooper.

Tusken Raider Erratum

Deploys only on Tatooine. W Power = 1, +1/2 for each other non-unique Tusken Raider present (limit three other Tusken Raiders that may add to power).

Twi'lek Advisor Clarification  See the Light Side counterpart, The Signal.

U-3PO (Yoo-Threepio) Clarification. See Glossary

The Light Side player may choose to not accept this Dark side droid when it's cover is broken, in which case it becomes a Dark Side non-Undercover droid.

Undercover Erratum

Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily "break cover" (lose Effect) if at a site. (Immune to Alter). See undercover spy rules.

Unfriendly Fire Clarification

This card can only affect characters, creatures, weapons, devices, starships and vehicles. See all cards.

Vine Snake Clarification

Habitat: planet sites (except Hoth). Attacks a character by attaching. X starts at 0. Every move phase, draw destiny; each time destiny > ability, add 1 to X. Character is power -X (eaten if power = 0).

When attacking a character, these snakes attach and attempt to gradually squeeze the life out of their victim. Vine snakes remain attached to their host character even if the host moves out of the creature's habitat. However, if a vine snake detaches outside of its habitat, it is lost. See creatures - attaching, creatures - selective.

We Have A Prisoner Clarification

When capturing a just forfeited (or just lost) character using this Dark Side Interrupt, that character is captured after applying forfeit value (if applicable, and if that character was hit by a weapon that reduced it's forfeit, that forfeit is restored to normal at this point) but before being placed on the Lost Pile. In this way, cards deployed on that character (for example, Bounty or a weapon) are not placed in the Lost Pile. See capturing characters.

This Interrupt's first function may capture a character lost or forfeited from a system or sector, if you have a potential escort available aboard a vehicle or starship at that location.

We're The Bait Clarification

This Utinni Effect may target Luke even if he is on Dagobah (as implied by the Jedi Test restriction). We're The Bait is canceled if the captive or frozen character it is deployed on is released.

Weequay Marksman Clarification

Deploys only on Tatooine. May fire one weapon during your control phase (at double use of Force). May use 2 Force to 'assassinate' any character just 'hit' by Weequay Marksman (victim is immediately lost). See hit.

Well Earned Command Clarification  This card is not considered to have the characteristic hologram.

WHAAAAAAAAAOOOOW! Clarification

This Interrupt card relocates a character after being defeated but before being eaten.

Yoda Clarification

"Notice you will, on my card, an icon there is, yes. Jedi Master it means, and a Light Side Force icon it includes. While on table am I, one extra Force may you activate."

A Dark Side character of ability > 3 is only required to initiate battle (or attack) at Yoda's location. Thus even if that character is later excluded, the battle will continue (assuming other Dark Side presence is still participaing).

You Can Either Profit By This... / Or Be Destroyed Clarification

The version of Han that is deployed by the Light Side player must still observe that card's deployment restrictions. Thus TK-422 and Captain Solo are not legal starting cards.

Since frozen Han cannot be moved, he cannot be targeted by Trap Door or prisoner transferred. See movement - unlimited - relocating cards between locations, movement - unlimited - prisoner transfers.

If Chall Bekan is deployed by the Dark side player using the starting text of this Objective card, then that player is still entitled to search their Reserve Deck and take a non-unique alien into hand. See captives - frozen.

RETOUR

SECTION TWO: RULINGS BY GAME TERM

About to draw

Some cards such as Smoke Screen, Artoo I Have A Bad Feeling About This, Count Me In and Watch Your Back! allow a player to 'sacrifice' a destiny draw in order to substitute it with another value. Such game text can only be initiated if:

        „ the player is capable of making the draw (for example, you cannot use Smoke Screen if you are not capable of 
           drawing battle destiny); and

        „ the Reserve Deck has at least one card in it (see empty deck or pile).

If such a card is canceled before resolving, then the player is still entitled to draw the destiny normally.

Actions - step 2: optional responses See Glossary

It Can Wait is not an example of a legal response to the initiation of an action, and should be deleted from the parenthetical list of examples shown in the Glossary.

All characters  See all cards.

All cards

Any game text or rule that causes "all cards" (or "all characters") to be lost will also affect undercover, missing or captured (including frozen) characters normally.

Cards with such game text includes Cantina Brawl, Thermal Detonator, Proton Bombs, Program Trap and Debris Zone. Rules include those for "blown away" as well as "collapsed."

Any game text that sends "all characters" missing will affect undercover spies normally. Escorted captives are considered released and follow normal "released" rules (they can be moved to the Light Side of that location, or can 'escape' to the Used Pile). See captives - releasing. Frozen characters are unaffected by "missing" game text (although they may become unescorted if their escort is sent missing).

It should be noted that an imprisoned character is treated a little differently. See captives - imprisoned.

Alone

Your character or permanent pilot is alone at a location if you have no other characters (including droids) and no other ability (including creature vehicles) at that location.

A permanent pilot of a starship or vehicle that has multiple permanent pilots is not considered to be alone.

Your starship or vehicle is alone at a location if the only characters, vehicles and starships you have at that location are aboard the starship or vehicle in question.

Astromech capacity

Some starfighters have passenger capacity specifically reserved for an "astromech." Astromech capacity on a starship is a type of passenger capacity that can only be filled by an astromech droid (not Brainiac!). Of course, any character that provides astromech capabilities can still work normally from any regular passenger capacity slot.

Attaching creature  See creature - attaching.

Automatic modifiers See Glossary

Automatic modifiers are considered to be instantaneous, and are included before any further actions or comparisons can be made. See cumulatively.

Automated weapons  See weapons - automated

Battle destiny - conditions on drawing

If game text imposes conditions for drawing battle destiny, then those conditions affect all battle destiny draws except those granted by the game text "if not able to otherwise".

*battle destiny - draws one battle destiny if not able to otherwise

This game text is applicable only during the power segment of a battle, and only if a battle destiny draw is not eligible to be drawn by any other means. Thus this text may never be used in combination with any other destiny drawing text to gain two or more destiny draws. The use of this game text is always optional, because drawing battle destiny is always optional.

This game text will override any battle destiny conditions such as "ability of 6 or more required to draw battle destiny". This draw can still be canceled or reduced though.

Battleground

A battleground is any system, sector or site location where both players have Force icons.

It does not matter if these Force icons are provided by other cards such as Yoda or Presence Of The Force, as long as they are active at that location (not canceled by a Sleen for example).

However, the following locations are never battlegrounds:

            „ holosites,

            „ Dagobah locations,

            „ shielded locations,

            „ Jabba's Palace: Audience Chamber when Bo Shuda is deployed there.

Biker scouts (from Endor expansion set rule sheet).

The specialized Imperials known as biker scouts are considered to be troopers, scouts, and stormtroopers in addition to being biker scouts for the purposes of cards that reference any of these characteristics.

Blown away - Endor: Bunker  See Deactivate The Shield Generator.

Blown away - systems See Glossary

When the Objective card Hidden Base / Systems Will Slip Through Your Fingers is face up on table, any "blown away" system is considered to have been 'probed'. Any 'probe' cards under a system when it is "blown away" remain there.

*Bomber

All starships of class B-wing or TIE/sa are considered to be "bombers" for game text that refers to this characteristic.

Bombing run battle

A Bombing Run battle is a battle at the same location as the Dark Side Mobile Effect Bombing Run, where at least one TIE/sa is participating.

Bounty hunter Bounty hunter is a characteristic applicable to Character cards only.

Cancel - duration

Some game effects persist for a defined duration (for example, "until beginning of your next turn," "for remainder of battle" or "for remainder of game"). If a card is canceled after beginning to provide such a game effect (e.g., you have used 1 Force to activate S-foils), that game effect will continue until the duration expires. See cancel.

Cannot battle  See excluded from battle.

Cannot be moved  This phrase is now synonymous with cannot move.

Cannot move

The phrase "cannot move" means that a card cannot make any regular move, unlimited move, or 'react'. See movement. This does not stop a card from being "carried." See movement - carrying cards.

When an action attempts to move a group of cards, and one or some of those cards cannot move, the action is not canceled; simply move all cards in the group that are able to move.

Captives  See capturing characters, captives - frozen.

Captives - escorting

When your bounty hunter or warrior takes a captive into custody (including by prisoner transfer) the bounty hunter or warrior becomes that captive's escort. Each character may escort only one captive at a time. Unless specifically allowed by a card, an escort may not give its captive to another bounty hunter or warrior.

A captive moves with its escort automatically (at no additional use of the Force) whenever the escort uses landspeed, shuttling, docking bay transit, embarks, disembarks, transfers between docked starships or uses the special movement text of a site location (for example, Cloud City: Upper Plaza Corridor). The captive occupies passenger capacity aboard vehicles and starships (regardless of whether the escort is a passenger or a pilot). See captives - prisoner transfers.

Captives - frozen

This term refers to a captive who is encased in carbonite (via a Dark Side card such as Carbon-Freezing or All Too Easy, or the Light Side Objective card You Can Either Profit By This... / Or Be Destroyed).

A frozen captive is considered to be power, ability, and landspeed = 0 for any action or condition that targets these statistics of a captive.

A frozen captive:

„ cannot be attacked by creatures (not even with the game text on Great Pit of Carkoon),

„ cannot be tortured or interrogated in any way (using IT-0, Hypo, EV-9D9, Aiii! Aaa! Agggggggggg!, Interrogation Array, Sonic Bombardment and Cloud City: Interrogation Room),

„ cannot be "hit", and cannot battle or fight their escort, so they cannot be used with Captive Fury, Human Shield, or Strangle,

„ cannot be escorted with Binders,

„ cannot be targeted by any card that freezes a character.

Otherwise, a frozen captive is on table only for rules, actions, or conditions that specifically refer to captives or frozen captives. Additionally, a unique („) or restricted („„, „„„) frozen captive still counts towards the restrictions specified by the uniqueness and persona rules. See capturing characters.

Captives - frozen - releasing

Frozen captives may be released by special cards or game actions that release captives (see captives - releasing). In addition, if the Light Side controls a location where an unescorted frozen captive is (and that captive is not imprisoned), then that captive may be released. A frozen captive released from carbonite must be moved to the Light Side of that location if at a site (or may be placed in the Light Side players Used Pile if not at a site).

Captives - imprisoned

An imprisoned captive should be treated as if 'enclosed' within that prison, and is not present with any other characters, vehicles, weapons or devices at that prison location. In addition, an imprisoned character is unaffected by "area affect" cards such as a Thermal Detonator or Program Trap, but can be lost to cards that 'destroy' the entire prison location such as by blowing away the planet or collapsing the prison.

Captives - prisoner transfers  See movement - unlimited - prisoner transfers, captives - escorting.

Captives - releasing

When your characters are captives, you may release them using cards such as 8D8, Arc Welder, Captive Pursuit, Cell 2187, Detention Block Control Room, I'm Here To Rescue You, Jedi Mind Trick and Someone Who Loves You, as well as the Light Side game text of your opponent's Cloud City: Security Tower or Jabba's Palace: Dungeon.

Whenever a non-frozen captive is released from an escort by any means (such as by a special card, or by the escort becoming lost, removed from the table, or missing), the Light Side player may choose whether the released character:

„ be placed in the Light Side player's Used Pile or

„ if released at a site, be moved to the Light Side of the site location

A captive released from a prison must be moved to the Light Side of that prison location. See captives - frozen - releasing.

Captured and missing cards  See capturing characters, capturing starships, missing.

Capturing  See capturing characters, capturing starships.

Capturing characters

Dark Side players can use special cards like Zuckuss' Snare Rifle, All Wrapped Up, We Have A Prisoner and IG-88 With Riot Gun to capture Light Side characters. Only the Dark Side may capture; if the Light Side somehow controls a card which allows capturing, the Light Side may not use the capturing portion of that card. There are even some objective cards though that allow the Dark Side player to start the game with a captive (for example, Carbon Chamber Testing or the Light Side objectives Rescue The Princess and You Can Either Profit By This...). The Dark Side may capture only Light Side cards. (However, both players can steal the opponent's cards, which is different from capturing.)

Whenever a rule or card says that a character is captured, the Dark Side player must immediately choose one of these three options:

Seizure - Your bounty hunters and/or warriors at the same location may seize (take into custody) one of the captured characters each; that character is now a captive and is placed face up beneath the bounty hunter or warrior who is now it's escort. See captives - escorting.

Imprisonment - If the capture takes place at any prison, you may imprison any number of the captured characters there; those characters become a imprisoned captives and are placed face up beneath that prison. See captives - imprisoned.

Escape - Any characters not seized or imprisoned will escape to the Light Side player's Used Pile.

A captured character is on table only for rules, actions, or conditions that specifically refer to captured cards. Additionally, a unique („) or restricted („„, „„„) captured character still counts towards the restrictions specified by the uniqueness and persona rules.

Any captive may be affected by text that specifies "all cards" or "all characters" because these cards do not "choose" the captive as a target. For example, a captive may be lost to TIE Bombing, a Thermal Detonator, a Concussion Grenade, or an interrupt such as Debris Zone. See all cards. It should be noted that an imprisoned character is treated a little differently. See captives - imprisoned.

For all other purposes, a captured card is not considered to be on table.

Any non-character cards deployed on or carried by a character who is captured will continue to count towards the restrictions specified by the uniqueness and persona rules, but are otherwise not considered to be on table. They are unusable and cannot be the subject of any other rule, action or condition. The exception to this is any cards that specifically operate while on a captive (for example, Bounty) which will continue to work normally. These cards will revert to their normal functions if that character is later released.

Any character card being carried by a character that is captured (for example, Yoda is in Luke's Backpack when Luke is captured by IG-88's Riot Gun) is considered to be captured also, but is no longer considered to be "carried." Both captives would need to be assigned to different escorts and both would need to be rescued individually.

Utinni Effects that targeted a captive before that character became captured continue to target that character normally. An uncompleted Jedi Test will "remember" a captured apprentice (or mentor) such that if released, the apprentice (or mentor) may resume Jedi Training from where he or she left off. See captives - frozen.

Capturing starships

Dark Side players can use tractor beams to capture Light Side starships. Only the Dark Side may capture; if the Light Side somehow controls a card which allows capturing, the Light Side may not use the capturing portion of that card. The Dark Side may capture only Light Side starships.

When your tractor beam captures a starship, place it face-up beneath the card on which the tractor beam is deployed. A captured starship is on table only for rules, actions, or conditions that specifically refer to captured starships. Additionally, a unique („) or restricted („„, „„„) captured starship still counts towards the restrictions specified by the uniqueness rules.

For all other purposes, a captured starship is not considered to be on table.

Any cards deployed on or carried by the captured starship (including unique permanent pilots) are considered to be on table for purposes of persona and uniqueness rules only (unless they specifically refer to captured starships). These cards will revert to their normal functions if that starship is released. Although no new cards may deploy on or target the captured starship, any Utinni Effects or other cards that targeted the starship (or cards aboard it) before it became captured continue to do so.

Any Light Side characters aboard the captured starship are simply 'trapped' (not captured). No characters (of either player) may embark on the captured starship.

You may use the Besieged card to attempt to eliminate Light Side characters aboard a captured starship. Whenever a captured starship has no Light Side characters aboard (permanent pilots are not characters), you immediately steal it (relocate it to your side of the appropriate location card); see stealing.

If the captured starship is underneath a site (i.e., Death Star: Docking Bay 327 or Star Destroyer: Launch Bay), the characters trapped on the captured starship can disembark there for free, but only if the Light Side controls that site. If all of the opponent's characters aboard disembark, the Dark Side steals it.

If your tractor beam card is canceled, any cards which are being held underneath the related Star Destroyer, Star Destroyer: Launch Bay or Death Star: Docking Bay 327 are released and return to the Light Side of the system or sector (or to the Used Pile, at your opponent's option). If a card with captured starships held underneath is removed from table (by any means), those captured starships (and everything deployed on or aboard them) are lost.

Card with ability

A card with ability is any card that has an ability of greater than zero. See droid, highest-ability character.

*Characteristics See Section Four.

In addition to common attributes (e.g., deploy cost, ability, icons), many cards have additional game-relevant features called characteristics (e.g., leader, trooper, Wookiee, female, dejarik).

Characteristics are printed on the cards, either in card title, game text or lore. Capitalization, italics and boldfacing have no game play impact. Various other cards or rules will then refer to that characteristic (and sometimes, may even define it). For example, the rules regarding search parties refers to the characteristic scout, while the Objective card "ISB Operations" defines the characteristic ISB Agent.

Context and card type determines whether a word actually defines a characteristic or not (e.g., the phrase "Wingman of Gold Leader" in Pops' lore is a reference to a different character and does not make Pops a leader, and the starship card Red Leader In red 1 does not make that starship a leader, as that is a characteristic specific to characters.)

Section Four of the CRD contains a list of characteristics that can be found on cards and lists which card type they are specific to. If a referenced term is neither a characteristic nor a persona name, then it is a reference to exact card title.

For example, the card Nien Nunb refers to General Calrissian. A check of Section Four shows that this is not a characteristic (although General is a characteristic, in this case the text is referring specifically to General Calrissian), and it is not the persona name either (Lando) - as such, it is referring specifically to the card title General Calrissian, and will only work with that card title (not any general, and not any version of the Lando persona).

Characters with dual icons

Some characters have more than one character type icon. For example, Chewbacca from the A New Hope expansion set is both an alien and a Rebel. Also, Mara Jade, The Emperor's Hand from the Enhanced Jabba's Palace product is both an alien and an Imperial. When any action checks for the specific character type of such cards, simply check the necessary card for the required character icon only.

For example, the Dark Side Effect Scum And Villainy says "While all your ability on table is provided by aliens." If Mara Jade is on table she is a card with ability. The check then simply becomes "is Mara an alien?" She is, so Scum and Villainy can work normally while Mara is on the table.

None Shall Pass, on the other hand, says "and you have no Imperials at a Jabba's Palace site." With Mara Jade at a Jabba's Palace site in this case, the check would be "is Mara Jade an Imperial?" She is, so None Shall Pass cannot be played.

Note that a dual-icon character does not count as two characters. Thus, for example, the Dark Side player cannot play Main Course (which says "If opponent's alien and Rebel are in battle together") against a lone Chewbacca.

Cloud City location deployment

All Cloud City sites are related to Bespin and thus may be deployed even if the Bespin system and the Bespin: Cloud City sector are not on table. The Bespin system layout is shown below.

Exterior sites are placed between the first docking bay site (either East Platform or Platform 327) and the exterior sectors. If the second platform is deployed, it is placed at the "far" end of the interior sites so there are docking bays at both ends of the interior Cloud City sites. You may use docking bay transit to go from one platform to the other.

Cloud sectors See Glossary

Starfighters, shuttle vehicles, cloud cars and patrol craft may deploy, battle and move at cloud sectors. (Capital starships, except those that deploy and move like a starfighter, may not.) See movement - regular - sector movement, clouds.

Combat vehicle

A kind of vehicle which is specialized for battle. A combat vehicle must have a pilot aboard to use most of it's game functions (see pilot). However, it may be shuttled or moved between docked starships without a pilot aboard.

Creatures - attaching

When some creatures (e.g., vine snakes and mynocks) attack, they attack by attaching themselves to a host. When attached, a creature does not attack anything or move on its own, but instead is "carried" automatically with the host. Even when attached, attaching creatures may still be attacked normally by other creatures, vehicles and characters present (including the host) as well as be targeted by weapons. If a host is 'eaten' (by any creature), all attached creatures detach. If a host is lost by other means, attached creatures are lost with the host.

Creatures - attacking captives

A captive attacked by a creature remains a captive for the duration of the attack. A creature may not attack a frozen captive.

Creatures - attacks See Glossary

The following line should be deleted from the Glossary, under the heading creatures being attacked:

"(Weapons that target characters can also target creatures as indicated by the revised weapon game text presented in this Glossary.) "

A creature cannot attack (or be attacked) during a battle.

The destiny draw added to the target's power for 4 or more ability is added to total power, not to the character's power.

Creatures - selective

Many of the smaller, less ferocious creatures in the Star Wars universe are selective in their eating habits and thus do not attack their own kind. Selective creatures attack characters, creature vehicles or other species of creatures (those with a card title different from their own and not of the same species). However, selective creatures of the same species simply ignore each other for purposes of attack.

*Crossing over See Glossary

If Luke With Lightsaber is crossed to the Dark Side he is still capable of using his permanent weapon (as it is simply character game text).

The first paragraph of the Glossary entry is corrected to read: "Crossing over occurs when a character conceptually "gives in" to the opposite side of the Force. When game text causes a character to cross over, that character moves to your side of the table and is used as your own (changing from Rebel to Imperial, or vice versa, if applicable)."

Defense value

A collective term which refers to the various attributes used when cards are targeted by weapons. A character's defense value is its ability, armor, or maneuver - whichever is higher. (Unarmored droids without maneuver have a defense value of zero.)

A vehicle or starship's defense value is its armor or maneuver. A creature's defense value is indicated by a term that is unique to that creature, such as scales, slither, vicious howl etc.

Occasionally, a weapon will be able to target some other kind of card (such as a seeker or artillery weapon). In that case, the weapon card itself will provide a defense value to be used.

Dejarik rules See Glossary

A dejarik deployed to the holotable counts as deploying a card (not a character!) with ability. Thus it will suspend the effects of Scum And Villainy, satisfy the requirements of Ability, Ability, Ability and so on.

A holosite is never considered to be a battleground.

Deploy

To bring a card such as a character, starship, site, Effect etc. into play by placing it on table, usually during your deploy phase. Most cards in the game deploy, although Interrupts (and some Epic Events) play rather than deploy.

Actions that allow a card (or cards) to be deployed may only be initiated in the owner's deploy phase, unless the action lists a specific phase during which it can be played, or specifies an action that the deployment can be made as a valid response to.

Cards that contain deployment conditions or modifiers may not necessarily specify when the card may be deployed. For example, "Deploys -1 to same site as...." adds a condition ("same site as") and a modifier ("-1") to deployment but does not add a specific timing and as such is limited to the owners deploy phase. Similarly, "once per game" details how often the action may be performed, but specifies no timing for that action, and may therefore only be initiated within the owner's deploy phase.

Thus, for example, Mara Jade may only deploy a weapon on her from Reserve Deck during her owner's deploy phase. Similarly, We'll Find Han and Jabba's Palace: Audience Chamber (DS) may only be used during the owner's deploy phase. However,Bargaining Table says "If Effect canceled ... may immediately deploy" which has a specific timing (when the Effect is canceled) and as such can be performed outside of the deploy phase.

Deploys like a starfighter

Cards that "deploy like a starfighter" must follow all rules and game text that apply to the deployment of starfighters. For example, the Bright Hope can deploy to the clouds, but will only be able to deploy -1 to Light Side Dantooine (it does not get the choice to use the capital starship deployment reduction at that location).

Disembarking  See movement - unlimited - disembarking.

Driver

Any non-droid character (or vehicle droid) may drive a transport vehicle. If more than one character is aboard a transport vehicle, you must designate which one is driving (you may do so at any time during your deploy or move phase). A pilot who is serving as a driver is not 'piloting' and thus does not add a power bonus to the vehicle. A transport vehicle must be driven to move, to use power, maneuver, landspeed, to use vehicle weapons and devices, and to use game text that is not related to deployment or capacity.

Droid

Type of character card indicated by the droid icon (see Glossary inside cover). Droids have no ability, thus they do not create presence. When a comparison or action requires a numerical value for a droid's ability, it is considered to be an unmodifiable zero. Droids without armor or maneuver have a defense value of zero.

See highest-ability character, defense value, Ability, Ability, Ability.

Embarking  See movement - unlimited - embarking, capacity.

Empty deck or pile

When a deck (Reserve Deck) or pile (Used Pile, Force Pile or Lost Pile) is empty, you may not:

„ initiate any action that deploys, takes, exchanges or steals a card (or cards) from that deck or pile;

„ initiate any action that searches, peeks, glances, examines, reveals, selects or looks at a card (or cards) in that deck or pile; or

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

„ play Ommni Box or The Bith Shuffle to shuffle that deck or pile;

„ use any game text that says "if you are about to draw" when your Reserve Deck is empty. See about to draw.

Any of these actions (even if they require multiple cards) may be initiated as long as there is at least one card in the targeted deck(s) or pile(s). If there are an insufficient quantity of cards in the deck or pile to complete the action, simply complete what is possible and then end the action.

An empty Reserve Deck does not stop you from drawing destiny. That destiny draw simply fails (is resolved in the favor of the opponent, often meaning the action that required the destiny draw has no result).

Note that an action that retrieves Force (or retrieves card(s)) may be initiated even if the Lost Pile is empty.

Empty hand

Game text that scans, glances at, reveals, or otherwise looks at a player 's hand (or a card or cards in hand) may not be initiated if the targeted player has no cards in hand.

*Enclosed

'Enclosed' is a characteristic of all starships and some vehicles. Enclosed vehicles are identified as such in their card lore. Characters aboard an enclosed vehicle or starship are sheltered from the environment and thus are not present at the location, preventing them from using their personal power, firing character weapons or being targeted by weapons. On an enclosed vehicle or starship, all characters may use ability, forfeit and game text (when appropriate), but only pilots and drivers - not passengers - may apply their ability toward drawing battle destiny. See open vehicles, landed starfighter.

End of turn

The "end of the turn" is after both players have recirculated their Used Piles (after the draw phase, not after recirculation due to any game text or card).

Endor location deployment rules (from Endor expansion set rule sheet).

The forest moon of Endor is occupied by both the indigenous Ewoks and an Imperial garrison. The layout of the Endor sites is shown in the diagram below. Note that the Back Door may be placed anywhere in the grouping of exterior sites (it does not have to be placed near the Bunker).

Escorting  See captives - escorting.

Excluded from battle

Some game text and rules may specifically exclude cards from battle (for example a card targeted by Rebel Barrier or Clash Of Sabers, or a card that has already battled this turn).

Cards that are excluded (or cannot battle) may not:

„ contribute presence towards the initiation of a battle

„ add personal power or apply ability towards drawing battle destiny

„ fire or be targeted by weapons

„ be forfeited

„ be targeted by any action that requires that card to be "in a battle"

„ modify or cancel battle destiny as part of a "with" condition (see with).

See participating in battle.

Face down

Cards deployed face down anywhere (except insert cards in a player's Reserve Deck) are not considered to be on table. This includes cards held by Joh Yowza, Hem Dazon or Stone Piles; cards placed at the Tatooine Bluffs; and the Hidden Base indicator or probe cards placed under systems.

However, an M-HYD Binary Droid turned off (placed face-down and considered out of play) may still be targeted in order to turn it back on.

Firing a weapon  See weapons - firing.

Force drain See Glossary

The last paragraph of this Glossary entry should be altered to read: "All of your cards at the location of the Force drain are considered to participate in that Force drain. Unless stated otherwise (e.g. Organa's Ceremonial Necklace), each of your cards may participate in only one Force drain per turn."

Force drain modifier

This term refers to any game text that directly adds to, subtracts from, or multiplies the amount of a Force drain.

For example, Projection Of A Skywalker and Ralltiir Operations / In The Hands Of The Empire have game text that is considered a Force drain modifier. Harc Seff and It Could Be Worse do not provide Force drain modifiers as they affect the way the Force loss is satisfied, but not the amount itself. Similarly, Resistance and We're Doomed also do not provide Force drain modifiers, as they simply limit the maximum loss to a Force drain, but do not modify the amount of the Force drain. See Force drains may not be modified or canceled by opponent.

Force drains may not be modified or canceled by opponent

"May not be modifed by opponent" prevents your opponent from utilizing any game text (whether declared or automatic) that would directly modify (add, subtract, multiply) your Force drain. See Force drain modifier for examples.

"May not be canceled by opponent" prevents your opponent from initiating any action (in response to your initiated Force drain) that would directly cancel that drain. For example playing Control, placing a non-unique alien on the Den Of Thieves, or using the 'canceling' text on Hidden Base / Systems Will Slip Through Your Fingers. This text does not stop a player from canceling a Force drain using a 'react'.

This text does not prevent your opponent from canceling or modifying your Force drain modifiers. Thus it will not prevent Great Warrior, Imperial Decree, The Planet It's Furthest From or A Bright Center To the Universe from working normally.

In addition, it has no effect on game text that "limits" the amount of a Force drain. Thus Ultimatum and Resistance would also work normally.

It should also be noted that an 'preventing a drain' from being initiated is not the same as 'canceling a drain' Thus an undercover spy, or the game text on You Can Either Profit By This... (which prevents the Dark Side from Force draining at the Audience Chamber) is unaffected.

Frozen  See captives - frozen.

Gold Squadron  See squadron designations.

Highest-ability character

Your "highest-ability character" must be a character card with an ability of greater than zero. Thus, droids (who do not have ability) and permanent pilots (who are not character cards) can never be your highest-ability character. If two or more of your characters are tied for highest ability, you may choose which one to target. See droid.

Hit

Term for a target that has been successfully shot by any weapon that specifies "target hit" in it's game text. The target is marked by turning the card sideways until the damage segment of the battle, at which time the target must be forfeited. If the battle ends before the damage segment, then all "hit" cards are immediately lost. Any card "hit" when there is no battle occurring (for example, a weapon is fired using an Interrupt such as Sniper) is immediately lost.

It should be noted that any other weapon effect besides "hit" (for example, captured, forfeit = 0, lost) is applied immediately upon resolution of the weapon destiny draw.

Holosite  See dejarik rules.

Hoth energy shield rules See Glossary

Alter the Glossary entry to read: "Therefore, whenever you are about to deploy the Main Power Generators (even as your starting location), you must check to see if marker 4, 5, or 6 is on table."

If within range

This term was used on older cards that moved as a 'react', but is now redundant. This term refers to (and only allows) movement utilizing landspeed or hyperspeed (whichever is applicable). It is not applicable to docking bay transit, shuttling etc. See movement.

Immune to attrition - gaining and losing

Whenever an action or game text that grants immunity to attrition is in conflict with an action or game text that removes immunity to attrition, the actions that remove the immunity have precedence, and the action or game text granting immunity is ignored.

For example, the Light Side player has flipped Rescue The Princess (Sometimes I Amaze Even Myself is face-up), causing all Imperials to lose their immunity to attrition. Thus a Stormtrooper alone at the (Dark side) Yavin 4: Jungle still has no immunity. In a battle there, Dark side plays Trooper Assault which will provide a power bonus to the Stromtrooper, but will not provide that trooper with any attrition immunity.

If removing immunity to attrition is the cost of initiating the action (for example, the first function of Courage Of A Skywalker or Focused Attack), then that action may not target a card without immunity to attrition (or a card who's immunity to attrition has been removed).

'Insert' cards See Glossary

While an opponent's insert is in your Reserve Deck, you must declare to your opponent how much Force you intend to activate whenever an action allows you to activate a variable amount of Force. You are then required to activate exactly that amount, regardless of other actions.

If all of the opponent's insert cards in your Reserve Deck are revealed during your activation action, you have the choice of then activating more than the amount you declared, up to the maximum you are permitted by that activation action.

Interrupts - targeting

Initiating an action (such as the play of an interrupt) has three requirements: (1) meeting conditions, (2) choosing targets and (3) paying costs.

If all requirements for playing an interrupt cannot be met, that interrupt may not be initiated.

Targets include, for example:

„ a group of characters and a destination site for Nabrun Leids;

„ a starfighter for Dark Maneuvers (or A Few Maneuvers);

„ a Revolution in play for Evader (Used);

„ a card or cards in the opponent's hand for Scanning Crew; and

„ a location with a scomp link for Shocking Revelation (or Shocking Information).

Also, an interrupt that cancels another interrupt may only be played as a response. For example, Those Rebels Won't Escape Us (Used) may not be played unless a Nabrun Leids was just played.

Interrupts such as these may not be played if a target specified in their game text as a requirement is not in play.

See empty deck or pile, empty hand.

*Landed starfighter

A starfighter (or squadron, or starship that "moves like a starfighter") that has landed at a site location (or has embarked aboard a capital starship and is being held in it's "cargo bay") has:

„ no landspeed, hyperspeed, power or maneuver.

„ may not utilize starship weapons (unless they indicate they work at a site, such as the Surface Defense Cannon)

„ may not utilize any card that would logically require the starfighter to be moving (e.g., Dark Maneuvers, Organized Attack).

„ may not move to an adjacent site or use docking bay transit.

The landed starfighter may not utilize any of its game text except game text related to

„ deployment (e.g., "Deploy -2... to same location as Red Leader"; "Ion Cannon may deploy here");

„ capacity (e.g., "May add 2 pilots or passengers, and 1 astromech"); and

„ identity of its permanent pilot or permanent astromech.

„ ability of the permanent pilot. This ability counts towards occupying or controlling that location but may not be used to apply towards drawing battle destiny.

Pilots and passengers aboard a landed starfighter (whether character cards or permanent pilots or astomechs) still operate normally, except that they are all considered to be passengers only. Thus they may still be forfeited and use game text, but are not considered to be piloting, may not apply ability towards drawing battle destiny and so on. The only "piloting" function a pilot in a landed starfighter may perform is to let the starfighter take off (or disembark from a holding capital starship). See capacity.

Leaves table

If a card leaves the table by being relocated to a deck or pile, or by being returned to hand (for example, due to cards like Master Luke, ASP-707, Revealed or As Good As Gone) then all cards deployed on, carried by, or aboard that card must be placed in their owner's Lost Pile (unless specified otherwise).

*Matching pilot

A character card is a matching pilot for a unique starship card if:

„that character is a pilot

and

„ that character card's game text refers to that unique starship (by card title or starship persona), OR that unique starship card's game text refers to that character (by card title or persona).

Also, if deployed on a character who is piloting a starfighter, the device Rebel Flight Suit can make a pilot character into a matching pilot for that starfighter.

*Matching starship

A starship card is a matching starship for a character card if:

„That starship is („) unique.

and

„ That starship card's game text refers to the character (by card title or character persona) OR that character card's game text lists that starship card by card title or starship persona).

Matching weapon

For a weapon to be matching one of your characters, it must specifically name that character (or persona) in its game text. For example, Anakin's Lightsaber is a matching weapon for any Skywalker: Luke; Leia; or Anakin.

May initiate battle

A card without ability that has this phrase in its game text (IG-88 With Riot Gun, IG-88 in IG-2000) occupies its location only for the purposes of:

„ the player controlling the card initiating a battle

„ participating in battles that are initiated by the player controlling the card (unless that card is excluded from the battle by other game actions such as being targeted by Clash Of Sabers, being Undercover and so on). That card continues to occupy the location for purposes of that battle until removed from that battle, or until that battle ends.

May not participate in battle  See excluded from battle.

Missing

A missing character is on table only for rules, actions, or conditions that specifically refer to missing cards. Additionally, a unique („) or restricted („„, „„„) missing character still counts towards the restrictions specified by the uniqueness and persona rules.

A missing character may be affected by text that specifies "all cards" or "all characters" because these cards do not "choose" the captive as a target. For example, a missing character may be lost to TIE Bombing, a Thermal Detonator, a Concussion Grenade, or an interrupt such as Debris Zone. See all cards.

Any non-character cards deployed on or carried by a character who becomes missing will continue to count towards the restrictions specified by the uniqueness and persona rules, but are otherwise not considered to be on table. They are unuseable and cannot be the subject of any other rule, action or condition. These cards will revert to their normal functions if that character is later found. Any character card (except captives being escorted) being carried by a character that goes missing (for example, Yoda is in Luke's Backpack when Luke goes missing) is considered to be missing also. If either missing character is found (or captured, lost) then both would be found (or captured, lost).

Utinni Effects that targeted a missing character before that character became missing continue to target that character normally. An uncompleted Jedi Test will "remember" a missing apprentice (or mentor) such that if found, the apprentice (or mentor) may resume Jedi Training from where he or she left off.

Example: After being released from Carbonite (flipping the objective You Can Either Profit By This... / Or Be Destroyed to it's destiny 7 side), getting his Heavy Blaster Pistol and then having a Death Mark placed on him, the unfortunate Han Solo steps into a Sandwhirl and goes missing.

„ The objective You Can Either Profit By This... / Or Be Destroyed flips back to it's destiny 0 side because Han is no longer on table.

„ Death Mark is a Utinni Effect that targeted Han before he went missing, so the Light Side would continue to lose 1 Force at the start of each of their control phases while Han is missing.

„ No cards can be deployed on the missing Han (he is not on table for such purposes).

„ If Leia With Blaster Rifle is in a battle at the same site that Han is missing, she would not get to add a battle destiny because her destiny adding text does not specifically refer to a missing Han. Han will not participate in the battle because he is not on table for those purposes.

„ The Dark Side cannot target Han's Heavy Blaster Pistol with Overload.

„ The Light Side player may not: deploy another version of Han, deploy another copy of Han's Heavy Blaster Pistol, or persona replace the missing Han (Han and the cards deployed on him are on table for uniqueness only).

Modifiers

A modifier is anything that adds to, subtracts from, or multiplies a 'base value'. For example, Anakin's Lightsaber modifies a Force drain ("May add 1 to your Force drain where present) while Jedi Presence modifies a Rebel's power ("battle at double power"). Multiple copies of the same card cannot cumulatively modify the same 'base value' unless they specifically state that they are cumulative. See cumulatively.

When any card value is checked by a game action or rule, that targeted value is modified by any game text that is in effect. For example: to take Yoda into hand from the Bacta Tank when Bad Feeling Have I is on the table will require the Light Side player to use 7 Force. If the Dark Side occupies Fondor, then a Corellian Corvette forfeited from hand with Mantellian Savrip will have a forfeit value of 4 etc.

See also automatic modifiers, battle destiny modifiers and Force drain modifiers.

Move away

For a character to "move away" (by cards such as Obi-Wan Kenobi, Move Along..., Neb Dulo, Dodge), that character must use personal landspeed (although that character must disembark from a vehicle or landed starship first).

For a vehicle to move away (Keep Your Eyes Open, Hyper Escape), that vehicle must move using landspeed, or any regular sector movement.

For a starship to move away (Keep Your Eyes Open, Hit And Run, Hyper Escape), that starship must move away using hyperspeed, or any regular sector movement. See Forced Landing, Meteor Impact?

Movement See Glossary

There are three distinct types of movement defined for characters, creatures, starships, vehicles and mobile Death Star systems. They are regular moves; unlimited moves; and 'reacts'. See movement - react, movement - regular, movement - unlimited.

Any form of relocation of cards during the game that is not a react, a regular move or an unlimited move is not considered movement, and therefore is not restricted by game conditions that restrict, modify, cancel or suspend movement.

Movement - carrying cards

Many cards can "carry" other cards, such as starships and vehicles, a bounty hunter escorting a captive or even Luke carrying Yoda in Luke's Backpack.

When the carrying card performs a permitted move, all carried cards are relocated with it. This is not considered to be movement for the carried card. Thus a card that cannot move is not restricted from being carried.

Note that a character "carrying" another character (such as escorting a captive) cannot move aboard a vehicle or starship unless there is sufficient capacity for the carrying character and the carried character. See capacity.

Movement - moving through locations

A character, vehicle etc moving 'through' (or across) a location (a landspeed > 1) is considered to be at that location as it passes through it. This can trigger automatic actions (for example, a Utinni Effect) and can satisfy conditions (for example, control of a location).

If any of these triggered actions or conditions force the vehicle to stop (for example, a Sandwhirl makes the skiff driver go missing), the movement ends at that location.

It should be noted that new (non-automatic) actions may not be initiated until the movement action is finished. For example, a Dark Side player can only play The Circle Is Now Complete if Vader ends his movement at Obi-Wan's location, not if Vader simply "passes" Obi-Wan.

Movement - react

Cards that move as a 'react' are permitted to move to the location of an opponent's just-initiated battle or Force drain. Unless specifically stated otherwise, moving as a 'react' must always be to the location of the opponent's battle or Force drain. Arcona and Tauntaun are examples of cards who's game text specifically allows them to move away from the opponent's battle or Force drain location.

When moving as a 'react', the reacting cards must observe all normal movement rules or game text, such as being within range, having a pilot or driver aboard before the 'react' can be initiated (if it is a starship or non-creature vehicle, and a nav computer if moving through hyperspace), paying normal costs (unless stated otherwise) and so on.

A card that may move as a 'react' to the location of a battle or Force drain may not 'react' if it is already at that location.

If the 'react' movement brings presence to the Force drain location, then this will cancel the Force drain. Similarly, if 'reacting' away from a battle removes all your presence at that location, the battle will end.

It should be noted that paying the movement cost is considered part of the initiation of the react. Thus if the react is canceled, the Force used cannot be recovered.

The following forms of movement are legal moves for the 'reacting' card:

„ using its landspeed or hyperspeed;

„ landing or taking off;

„ embarking on or disembarking from a vehicle or starship;

„ performing any regular sector move. See movement - regular - sector movement.

Other cards may embark on the 'reacting' card just before it leaves, and disembark just after it arrives.

All cards involved in a 'react' (including cards that embarked on or disembarked from the reacting card) are prevented from being involved in another 'react' during the same turn, even if that 'react' is canceled.

Some cards also deploy as a 'react'. See react.

Movement - regular

The following moves are regular moves for the card making the move action as long as the movement is not part of a 'react': using landspeed, using hyperspeed, moving between sectors (or sectors and the related system), using the movement text on a location, Docking Bay Transit, landing, taking off, shuttling, moving between a starship/vehicle card and the related starship/vehicle site, a Light side starfighter moving into the Death Star: Trench to start an Attack Run, moving the Death Star, moving starships to or from an orbiting Death Star, moving to start (or finish) a TIE Bombing Run.

A card is only permitted one regular move per turn. Some regular moves are permitted by rules (generally during the owner's move phase only, see descriptions below), while others are allowed due to game text.

Movement - regular - Attack Runs

Moving a piloted Light Side starfighter from the Death Star system into the Death Star: Trench using the Epic Event Attack Run is free. It does not require hyperspeed, but does require a pilot. It should be noted that moving the Light Side starfighters out of the Trench, or following with Dark Side TIEs (into or out of the Trench) are both unlimited moves (see movement - unlimited - relocating cards between locations).

Movement - regular - bombing runs

During the owner's move phase, a TIE Bomber may swoop down from a system to a related exterior site where the Bombing Run Mobile Effect is for 1 Force as a reglar move. This cost is increased by 1 Force for each cloud sector that the TIE Bomber must pass through to reach that site.

Returning to the related system is free (and also a regular move, even though this happens during the battle phase), and not modifiable by cloud sectors or similar.

If it is not possible for the bomber to return to the system at the end of your battle phase (for example, the TIE Bomber is now unpiloted), then the TIE Bomber 'crashes' and is lost.

*Movement - regular - Death Star orbiting and deeep space

Both Death Stars have a few special types of regular move available to them. The hyperspeed and starting parsec number of a Death Star is defined within it's game text. Whenever the Death Star moves, it carries with it all cards that are at the Death Star's location.

A Dark Side player may use 1 Force during his move phase to:

„ move a Death Star between parsec numbers (up to the Death Star's hyperspeed), even if there is no system on table with that parsec number. When moving to a parsec number where there is no system currently on table, the Death Star is considered to be in "deep space." When moving to a parsec number shared by one or more systems on table, the Dark Side player must specify whether the Death Star is in "deep space" or "orbiting" one of the planet systems (if more than one planet is on the table with that parsec number, specify which system is being orbited).

„ move a Death Star from "deep space" to "orbit" a planet system at the same parsec number (or vice versa)

„ move a Death Star from orbiting one planet system to orbiting another at the same parsec number.

movement - regular - Docking Bay Transit

You may perform Docking Bay Transit during your move phase. Docking Bay Transit allows you to relocate any or all of your characters and vehicles as a group from one docking bay to any other docking bay on table (by the symbolic use of starships for hire) for an expenditure of Force as listed on the docking bay card(s).

If a vehicle that has characters aboard moves using Docking Bay Transit, this is not considered a move for those characters aboard. See movement - carrying cards.

Movement - regular - landing

During your move phase, your piloted starfighter (piloted squadron or piloted capital starship that "moves like a starfighter") may "land" by moving from a system location to a related exterior site (or moving from the Big One sector to the related Big One site).

Landing costs 1 Force, unless landing at a Docking Bay which is free.

TIEs require docking bay facilities and may land only at docking bay sites.

If cloud sectors are deployed at that system, applicable starships may not land directly between the system and its related sites - they must "fly through" the cloud sectors first and may only land from the lowest-altitude cloud sector to a related exterior site. See landed starfighter, movement - regular - sector movement.

Movement - regular - moving to or from the Death Star

During its owner's move phase, a piloted starship may move from the Death Star to a planet the Death Star is orbiting (or vice versa) for 1 Force. This does not require hyperspeed (or an astromech or nav computer).

Movement - regular - sector movement, asteroids

Any piloted starship may conduct any of the following moves for 1 Force during the owner's move phase:

„ from the system to the nearest related asteriod sector or vice versa.

„ from an asteroid sector to any adjacent asteroid sector (a piloted starfighter may move up to two asteroid sectors per move).

„ between the Big One site and Big One sector or vice versa (see movement - regular - landing, movement - regular - taking off)

Movement - regular - sector movement, clouds

Any piloted starfighter (or cloud car, shuttle vehicle or patrol craft that is piloted and has a landspeed of greater than zero) may conduct any of the following moves for 1 Force during the owner's move phase:

„ from the system to the highest-altitude related cloud sector or vice versa.

„ from a cloud sector up to two related cloud sectors away per move).

„ between the lowest-altitude cloud sector and a related exterior site (see movement - regular - landing, movement - regular - taking off).

Movement - regular - shuttling

A character or vehicle may shuttle from an exterior site to a capital starship at the related system (or vice versa) for 1 Force. Characters may also be carried aboard a vehicle as it shuttles (see movement - carrying cards). The cost of shuttling is cumulatively increased by 1 for each cloud sector between the planet system and its related sites.

A piloted shuttle vehicle like the Bespin Motors Void Spider or the T-16 Skyhopper can shuttle characters to or from any starship (even a starfighter, these vehicles are specially equipped to deal with smaller starships) at the related system. In this case, this is considered to be the characters' regular move) . This movement is free (and unaffected by intervening cloud sectors). The shuttle vehicle conceptually makes a round trip, and thus remains at the site. See shuttle vehicle.

It should be noted that undercover spies may not move aboard a starship or vehicle, unless moving to a a starship site or vehicle site. See undercover spy rules.

Movement - regular - starship and vehicle sites

During your move phase, you may move between your starship/vehicle card (conceptually the "bridge" or "cargo bay") and a related starship/vehicle site (conceptually "below decks" ) for 1 Force. There must be sufficient pilot/passenger capacity to move to the starship/vehicle card. See capacity.

Movement - regular - taking off

During your move phase, your piloted starfighter (piloted squadron or piloted capital starship that "moves like a starfighter") may "take off" by moving from an exterior site, where it is landed, to the related exterior system location (or moving from the Big One site to the related Big One sector).

Taking off costs 1 Force, unless taking off from a Docking Bay which is free.

If cloud sectors are deployed at that system, applicable starships may not take off directly to the related system - they must "fly through" the cloud sectors first and may only take off from the exterior site to the lowest-altitude cloud sector.See landed starfighter, movement - regular - sector movement.

Movement - regular - using hyperspeed

A piloted starship with an astromech or nav computer aboard may utilize it's hyperspeed to travel the galaxy.

DUring your move phase, you may use 1 Force to move your starship from any one system card on table to any other system card on table who's difference in parsec numbers is less than or equal to the starship's hyperspeed.

Moving between systems at the same parsec number still requires a pilot and an astromech or nav computer, as well as hyperspeed greater than zero (the exception here is moving between the Death Star and a system it orbits, see movement - regular - moving to or from the Death Star).

This movement is strictly from one system to one other, and does not allow "stop-offs" or multiple "jumps."

Movement - regular - using landspeed

A character, creature or vehicle may use it's landspeed to traverse adjacent exterior site locations as a regular move for an expenditure of 1 Force during the owner's move phase.

To do this, a combat or shuttle vehicle must be piloted, while a transport vehicle requires a driver. Creature vehicles can move by themselves. While vehicles have their landspeed indicated on their card, characters and creatures have a landspeed of 1, unless stated otherwise.

A card's landspeed indicates how many adjacent sites that card may move (at most as a single move). Thus a vehicle with a landspeed of two may move up to two exterior sites in one move. It should be noted that some locations require extra landspeed to move to or from (for example, the Tatooine: Desert) and this will reduce the landspeed "range" of cards moving from/to/through it by that amount.

When using landspeed, a character, creature or vehicle may not reverse direction, and once stopped, that regular move is considered completed. See also movement - moving through locations.

Even though it does not utilize landspeed, a vehicle with a landspeed of zero may not perform any cloud sector movement (see movement - regular - sector movement, clouds).

Movement - regular - using the movement text on a location card

Many locations allow one or more cards to utilize special movement between specific sites. For example: Light Side Tatooine: Mos Eisley, the Cloud City: Upper Plaza Walkway or the Endor: Back Door. These are all considered regular moves (unless they are listed as a 'react'), and the cost, timing and conditions of these moves are specified on the location cards in question.

Movement - unlimited

The following moves are unlimited moves: embarking, disembarking, moving between docked starships, moving between pilot/passenger capacity slots, relocating cards between locations, prisoner transfers.

Movement - unlimited - disembarking

During your move phase you may disembark for free by:

„ moving your character or vehicle aboard your vehicle (or landed starship) to the site that vehicle (or landed starship) is present at.

„ moving your starship from a "cargo hold" capacity slot to the related system (the disembarking starship does not require a pilot to be aboard).

„ moving a permitted character from Luke's Backpack.

„ moving a character from aboard a starship or vehicle in the cargo bay of a "carrying" starship to the "bridge" of that starship (pilot/passenger capacity permitting). See capacity.

A card may also disembark at the end of a react. See movement - react.

Movement - unlimited - embarking

During your move phase you may embark for free by:

„ moving your character or vehicle aboard your vehicle or landed starship present.

„ moving your starship at a system aboard another of your starships present.

„ moving a permitted character into Luke's Backpack.

„ moving your character at the "bridge" of your starship aboard your vehicle or starship in the "cargo hold" of that starship.

In all cases, the card you are embarking aboard must have sufficient capacity. To indicate that the card is now aboard, place the embarking card under the card it just moved onto. Once embarked, one card will be "carrying" the other. See movement - carrying cards.

A character aboard a vehicle or landed starship that is itself embarked aboard another starship (for example, a pilot in a TIE aboard a Star Destroyer) does not take up any capacity on the holding starship (e.g., the Star Destroyer). See capacity.

Note also that cards may embark aboard a reacting card at the start of a react movement. See movement - react.

Undercover spies may not embark aboard a vehicle or starship. See undercover spy rules.

Movement - unlimited - moving between capacity slots

During your deploy phase and your move phase, you may 'move' any character aboard your starship, combat vehicle or shuttle vehicle from a pilot capacity slot to a passenger capacity slot or vice versa (capacity permitting). See pilot.

Similarly, anytime during your deploy or move phase you may designate any character aboard your creature vehicle or transport vehicle as the driver or as a passenger. See driver.

Movement - unlimited - moving between docked starships

During your move phase, you may "dock" two of your starships present at the same system or sector with the intention of moving cargo or personnel back and forth between the two.

This movement can only be performed if at least one of the starships has "ship-docking capability" and at least one of the starships is being piloted. For 1 Force your two starships dock, relocate any number of characters, vehicles or starships between the two docked starships (capacity permitting), and then undock.

Characters moved must be pilots or passengers moving from (or to) the 'bridge'. Starships or vehicles moved can only move between the starships "cargo" capacity. No characters, vehicles or starships can be moved to or from starship sites in this way.

Movement - unlimited - prisoner transfers

During the Dark Side's move phase, the Dark Side player may perform any of the following "prisoner transfers." These are unlimited moves for both the escort and the captive:

„ An escort present at a prison may transfer (deliver) its captive to that prison. Place that captive face-up below the prison. That captive is 'delivered' and is 'imprisoned'. See captives - imprisoned.

„ A bounty hunter or warrior present at a prison may take a captive imprisoned there into custody. See captives - escorting.

„ An escort present at any site may leave a frozen captive he is escorting at that site. That frozen character is now "unattended" and is no longer considered to be escorted. See captives - frozen.

„ An unattended frozen captive may be taken into custody by any Dark Side bounty hunter or Dark Side warrior present. See captives - escorting.

Movement - unlimited - relocating cards between locations

Some cards initiate actions that will allow (or force) a character to relocate from one location to another location. For example, Nabrun Leids moves a group of characters from one location to another, Hit And Run allows a starship to move through hyperspace to another system location, Trap Door will relocate a character from the Audience Chamber to the Rancor Pit, and Path Of Least Resistance allows a character to move between interior mobile sites when played.

All of these relocations are considered to be unlimited moves, meaning that the card is considered to be "moving." Thus a card which "cannot move" is not permitted to perform this type of relocation.

If a card is relocated but does not change actual locations, then it is not considered to have performed any move. For example, sending your spy undercover (or attaching with a Landing Claw) relocates your card from your side of the table to the opponent's side of the table, but this is not "changing locations" so is not considered to be movement. Similarly, forfeiting a character from a battle location to the Lost Pile does not move that card from one location to another, and is not considered to be any type of movement.

It should be noted that a card being "carried" aboard another card is not considered to be moving. See movement - carrying cards.

Moves like a character

Cards which move like a character are not characters, but may move like characters utilizing a landspeed of 1, docking bay transit, embarking, disembarking, moving between docked starships and shuttling where appropriate. These cards do not take up passenger capacity. These cards may not be moved or affected by other cards which work on characters. For example they cannot be transported with Nabrun Leids. See also seekers, Yerka Mig, movement.

Must have pilot aboard to use ...

This and similar game text on some early cards is incorporated into the starship and vehicle rules, and thus does not appear on new cards. See pilot.

Objective cards See Glossary

Whenever you are prevented from deploying the cards in the "deploy section"(in italics on the front) of the Objective Card, then that Objective is placed out of play leaving you with no starting location and no Objective.

Once per game

Actions that are limited by their game text to "once per game" may never be initiated more than once per game (even if it fails or is canceled). Once initiated, that card's "once per game" function may not be initiated again by either player (with that card or any other copies of that card). Actions that allow you to deploy "once per game" are still limited to the owner's deploy phase (unless specifically stated otherwise). See deploy.

Operative rules

An 'operative' is any character with the word 'Operative' in its card title. Operatives are restricted by special rules as follows:

„ You may not voluntarily deploy or move your operative to (or through) a location on its matching planet where you already have an operative (even if missing or captured) of the same card title.

„ If, at any time, two of your Operatives (even if missing or captured) of the same card title are at the same location on their matching planet, you must choose one to be lost (you may choose a missing or captive operative to be lost).

„ Your operative character on its matching planet may not apply its ability toward drawing battle destiny.

„ Your operative may not control a location on its matching planet for any reason unless you have other cards with total ability of 1 or higher at that location. Your operatives still occupy that location (and may battle or be battled), but may not Force drain or flip the objective alone. See matching operative.

Out of play See Glossary.

A card just placed out of play is not considered to be "just lost" or "just forfeited." Thus if Obi-Wan loses an Epic Duel or is targeted by Noble Sacrifice he may not go to the Bacta Tank or a Weather Vane.

Participating in battle

Unless otherwise specified, cards which participate in battle include

„ all cards present at the location of the battle and

„ all cards on the bridge, cockpit or cargo bay of any vehicles and starships that are participating in the battle. See capacity.

A card is considered to be participating in a battle as soon as the battle has been initiated, or as soon as that card is introduced to the battle location during the battle (for example, as a 'react' or using game text such as Sergeant Wallen or Tauntaun Bones), even if the battle is later canceled. A card that fires a long-range weapon into a battle from another location is not participating in that battle for game purposes.

Cards which participate in one battle may not participate in another battle during the same turn.

Because passengers at the bridge, cockpit or cargo bay participate in battles, actions that occur during a battle (e.g., Han With Heavy Blaster Pistol's battle destiny adding text) may be used by, or target a passenger. See excluded from battle, with.

Peeking at cards

A game action that allows you to peek at a card (or cards) allows you (and only you) to look at that card and then place it back where it came from (unless stated otherwise).

When you peek at (examine, glance at, look at etc.) a card, you are entitled to see the entire card, and the intention is that you limit yourself to a reasonable amount of time to gather information. See empty deck or pile, empty hand.

Permanent weapon

Your Enhanced Premiere premium character card is armed with a permanent character weapon (as indicated by the permanent weapon icon). Such a weapon may not be separated from the character (lost, stolen, transferred, retrieved etc.) except by cards that deploy on the character as a marker (e.g., Disarmed). If such a marker card is removed, the weapon is restored.

Game text that relocates weapons (e.g., to or from a pile) may not be used to relocate this character card, unless that game text also relocates characters.

If the game text of a character with a permanent weapon is canceled or suspended, that character is still considered to be in possession of the weapon that is specified within the character's game text (although that character is incapable of utilizing the weapons text).

'Scanning' or copying the game text of a character with a permanent weapon does not enable the scanning character to use that weapon, and the scanning character is not considered to be possessing that weapon.

A permanent weapon is considered to be a matching weapon only if the character's name (or persona name) is contained in the title of that weapon. See matching weapon.

Persona replacement rule

During your deploy phase, you may replace any of your unique Character cards on table with another Character card that represents a different version of that persona from your hand (for free). Also, some character cards have game text that allows your opponent to replace them (or allows you to replace your opponents Character card). For example, Dark Side Lando Calrissian.

You may only replace a persona during your deploy phase, and the new version (1) must have power and ability at least equal to those of the replaced character and (2) must obey any deployment restrictions listed on its card (if any).

For example, Luke Skywalker (power 3, ability 4) may be replaced by Commander Luke Skywalker (power 4, ability 4), but only when Luke is on Hoth (because Commander Luke Skywalker's game text says "Deploys only on Hoth").

Persona replacement is not deployment though, and as such is not permitted or restricted by other deployment rules or game text. For example, you do not need presence or Force icons on your side of a location to replace a persona there. Similarly, you do not need to observe Dagobah deployment rules for replacement purposes (unless the newer version of the persona has a Dagobah related deployment restriction in it's game text). Similarly, you may not replace a persona because an Interrupt or Effect allows you to deploy, persona replacement is unaffected by the out of play rule, and replacing a persona does not allow any "just deployed" actions to be initiated.

Any cards deployed on or targeting the character (or any 'residual' game play effects such as being Barriered) transfer to the new version of that character (if applicable). Any cards which are not applicable are placed in the owner's Lost Pile, along with the replaced version of the character. For example, if Darth Vader was targeted by Clash Of Sabers and Uncontrollable Fury, then persona replacing him with Darth Vader, Dark Lord Of The Sith would transfer the Uncontrollable Fury to the new version, and the new version would still be under the effects of Clash Of Sabers.

You may persona replace an Undercover spy with a non-spy character or vice versa, as long as you follow the replacement rules given above. For example, TK-422 may replace Han Solo as long as TK-422's deployment restrictions are observed - that is, there is an Imperial at that location, the location is a site, and TK-422 must go Undercover. Similarly, an Undercover Leia Organa may be replaced by Princess Leia, although the Undercover card would not be applicable to Princess Leia (she is not a spy) and would therefore be lost.

Personas

Different versions of a single character are all considered to be part of the same 'persona (even if they ar eon different sides of the Force).' No more than one version of the same unique persona may be on table at the same time.

Any card or action that targets or manipulates a persona may target or manipulate any card that contains that persona. For example: Lando In Millennium Falcon is considered a wild card for Cloud City Sabacc because it contains the persona of „Lando. The Dark Side may deploy Boba Fett In Slave 1 for free to a Docking Bay where Lyn Me is present, because it contains the persona of „Boba Fett. Similarly, the Light Side may deploy Uncontrollable Fury on the Death Star Assault Squadron since it has the persona of „Vader aboard.

The exceptions to this rule are:

„ Weapon and device text that allows that weapon or device to deploy upon a character persona may only use that text to deploy upon a character card. For example, Vader's Lightsaber may not deploy upon the Death Star Assault Squadron.

„ The persona replacement rule applies only to character cards. That is only a character card can be replaced, and only by another applicable character card of that persona.

Different versions of a single persona conceptually represent the same person or thing, but they are different cards. For example, the Interrupt card Grimtaash affects "all cards opponent has two or more of" in hand. If you play Monnok on an opponent who is holding one Luke Skywalker and one Commander Luke Skywalker, those characters are unaffected by the Interrupt because it targets duplicate card titles (not personas).

Personas - starships and weapons

Some unique starships and weapons are represented on more than one card.

For example, the Light Side starship Millennium Falcon is represented by the Premiere card Millennium Falcon as well as being contained in the Enhanced Cloud City card, Lando In Millennium Falcon. It should be noted that the context by which a card refers to a unique object is important. For example, although the Light Side Effect "Special Modifications" refers to the Millennium Falcon, this card does not represent a persona of that starship.

These cards may not always be of the same card type either. For example, the Dark Side Weapon card Vader's Lightsaber represents a unique lightsaber in the Star Wars universe, and this weapon is also represented on the Character card Darth Vader With Lightsaber where it is specifically mentioned in the game text.

Cards such as these conceptually represent multiple versions of the same unique object. As such, the uniqueness rule applies to the object rather than the specific card. That is, only one card representing a unique („) object may be on table at any one time. See unique and restricted cards, out of play.

Pilot

Characteristic that allows a character to control and move a starship, combat vehicle or shuttle vehicle (indicated by a pilot icon on the character card). In addition, many starships, combat vehicles and shuttle vehicles have inbuilt permanent pilots as indicated by the pilot icon on their card. See permanet pilot.

A starship, combat vehicle or shuttle vehicle must be piloted to move, to use power, maneuver, hyperspeed or landspeed, to use starship or vehicle weapons and devices, and to use game text that is not related to deployment or capacity.

When a pilot character is deployed or moved aboard a vehicle or starship, that character is considered to be acting as a pilot if sufficient pilot capacity is available. You may designate which characters are acting as pilots (that is, you may relocate them between pilot and passenger capacity) at any time during your deploy or your move phase. Any pilots aboard a starship or vehicle in excess of its pilot capacity are passengers and thus may not enhance the starship or vehicle. Any modifiers to a pilot's personal power do not increase the bonus that pilot grants to a starship or vehicle. See landed starfighter.

Place in [deck or pile]  See leaves table.

Prepositions See Glossary 

Extend the Glossary example to read: "Luke is "at Hoth" if he is anywhere on Hoth or aboard a starship (or Death Star) which is at (or orbiting) the Hoth system or aboard a starship or vehicle which is at a Hoth cloud sector."

React

This is a special form of deployment or movement (granted by cards that say 'react') that may occur during your opponent's turn. A 'react' occurs just after your opponent initiates a battle or Force drain, and allows you to deploy or move one or more cards to the location of the battle or Force drain (at normal use of the Force).

To deploy as a 'react,' a card must comply with all deployment rules.

For rules regarding cards that move as a 'react,' see movement - react.

Each card that deploys or moves is a separate 'react,' regardless of which card allowed them to 'react.' Cards such as CZ-3 are not intended to imply that all of the movements or deployments are one big 'react.' Thus, each opponent's Sense card may cancel only one card's deployment or movement.

All Force costs required to move or deploy as a react are considered to be part of the initiation of the react action, and thus cannot be recovered even if the 'react' is canceled.

'Reacting' to a Force drain cancels the Force drain if you bring presence to the location.

All cards involved in a 'react' (including cards deployed as a 'react', or cards that embarked on or disembarked from a card moving as a 'react') are prevented from being involved in another 'react' during the same turn, even if that 'react' is canceled.

Red Squadron  See squadron designations.

Related locations 

Sites and cloud sectors that are deployed to the same system are:

„ related to that system;

„ related to other sites and cloud sectors deployed to that system; and

„ part of that system.

Asteroid sectors that are deployed to the same system are:

„ related to that system;

„ related to each other; but

„ not part of that system (e.g., an asteroid sector at the Dagobah system is not a Dagobah location) and not related to normal sites or cloud sectors in that system.

The Big One Cave is related only to the Big One.

A location is not related to itself.

Releasing captives  See captives - releasing.

Retrieve

Retrieving a card (or retrieving 1 Force) is defined as taking the top card of your Lost Pile and placing it face down on your Used Pile.

To retrieve multiple cards, simply retrieve multiple times (this is all one action). If game text allows you to retrieve 1 Force for each of a specific card on table (or some similar condition), count up all copies of that card as specified and then retrieve for that total number (as one action).

To randomly retrieve a card, shuffle, cut and replace the Lost Pile and then retrieve normally. To retrieve a specific card, search the Lost Pile; if a copy of the card is there you must place it face down on your Used Pile (do not reshuffle unless instructed to do so).

A retrieved card is always revealed to both players, even when the Lost Pile is face down (see Eyes In The Dark).

Return to hand  See leaves table.

Rogue Squadron  See squadron designations.

Same system

Unless specifically noted otherwise, "same system" refers directly to the system location and does not extend to the related sites or sectors of that system.

scomp link icon

Represents a computer connection on a site or starship; referenced by various Interrupts and other cards.

A scomp link on an enclosed vehicle or starship is present only to characters aboard that vehicle or starship (although it is still a scomp link at that location). Similarly, a scomp link on a location card is not present to a character aboard an enclosed vehicle or starship at that location.

While canceled, a scomp link cannot be the subject of any other action or condition.

Scout

Scout is a characteristic applicable to characters only. A character who has the scout characteristic may be targeted by cards that target that characteristic, and also is more effective as a member of a search party.

Selective creatures  See creatures - selective.

Ship-docking capability

Feature of some starships that allows two starships to dock in order to move pilots, passengers and cargo between them, capacity permitting. See movement - unlimited - moving between docked starships.

Shuttle vehicle

A kind of vehicle which is specialized for short hops from a planet site to an orbiting capital starship. A shuttle vehicle must have a pilot aboard to use most of it's game functions (see pilot), however, it may be shuttled or moved between docked starships without a pilot aboard.

Shuttle vehicles may deploy and operate at cloud sectors.

A piloted shuttle vehicle may use its regular move to either make any normal vehicle move (including being shuttled) or to shuttle characters to or from any starship. See movement - regular - shuttling.

Spaceport sites

Some generic sites include the word 'spaceport' in their title (e.g., ×SPACEPORT DOCKING BAY). Whenever you deploy a generic spaceport site to a planet, you must place it adjacent to another of that planet's spaceport sites (if any). Spaceport sites on the same planet may not be separated by any other non-Spaceport sites.

*Squadron class starships

A squadron is a class of starship card, separate from starfighter and capital starship, that represents three starfighters (usually of the same class) on one card.

A squadron is treated as

„ one card

„ one starship

„ multiples of it's starship class(es). For example, a B-Wing Squadron is considered to be 3 B-Wings, while the Death Star Assault Squadron counts as three TIEs (one TIE Advanced x1, 2 TIE/lns).

A squadron is NOT targeted or treated as a starfighter in any way.

Thus, for example, an A-wing Squadron cannot board a Mon Calamari Cruiser (it has capacity only for starfighters) but a Star Destroyer may carry a TIE Squadron (which takes up the capacity of 3 TIEs).

Any game action that takes or places a squadron component (X-wings, Y-wings, TIEs etc.) to or from a Deck or pile (retrieve, deploy from Reserve, place in Used Pile etc) can only work with a squadron if it affects all three of the starfighters depicted on the squadron card.

For example, Imperial Reinforcments may retrieve a TIE Squadron if the destiny draw is 3 or more (or 2 TIE squadrons if it is a 6 or more), while Seinar Fleet Systems cannot place a just-lost TIE Squadron in the Used Pile (it can only relocate one TIE).

The only exception to this rule is that any game action that causes one of the squadron's components to be lost, captured, or placed out of play affects the entire card. For example, Don't Get Cocky can destroy an entire TIE squadron.

Some other examples:

„ Proton Torpedoes and SW-4 Ion Cannon may deploy on an 'Y-wing;' thus a Y-wing squadron may fire up to three of these weapon cards per turn.

„ The Death Star Assault Squadron, each turn, may fire one weapon that is applicable to a TIE advanced x1 as well as up to two weapons that are applicable to TIE/lns.

„ Surface Defense Cannon, Landing Claw and Astromech Translator work only on a 'starfighter' and thus are not usable by squadrons.

„ Fusion Generator Supply Tanks and Targeting Computer deploy on a 'starship' and thus enhance the squadron by 1 (not by 3).

„ Commander Brandei can take only one TIE, not a squadron, from Reserve Deck.

„ Attack Run specifies "up to 3 TIEs" and thus allows a single TIE squadron to Enter Trench; however, X-wing and Y-wing squadrons may not make an Attack Run because the Epic Event requires 'starfighters'.

*squadron class starships - deployment and replacement

Some squadrons do not have a deploy cost, but instead replace three starfighters of a certain class at the same location.

A squadron cannot replace another squadron.

The three 'replaced' starfighters and all cards deployed on them go to their owner's Used Pile except for characters, weapons and devices, which may transfer to the squadron (for free, capacity permitting). Any cards targeting a replaced starship transfer that targeting to the squadron, unless they are not applicable (for example, they only target starfighters) in which case they are lost.

Each squadron requires three pilots to use power and maneuver (plus three nav computers to use hyperspeed). Replacement is not deployment, and may be performed irrespective of deployment rules or restrictions.

Squadrons that have a deploy cost, such as The Emperor's Shield or the Death Star Assault Squadron, may deploy to:

(1) docking bays, (2) your capital starships with sufficient capacity and (3) system and sector locations.

Normal deployment rules must be observed.

See squadron class starships.

squadron designations

Squadron designations (for example, Red, Rogue or Black) are contained in title, lore or game text. Game text conditions based upon a squadron designation require a particular squadron designation as well as some secondary requirement (such as being a pilot, gunner or TIE). For example, Black 4 is a Black Squadron TIE and Red Leader is a Red Squadron pilot (both due to title). Commander Luke Skywalker is a Rogue Squadron pilot due to his game text.

In addition, a character piloting a starship that belongs to a squadron is a pilot for that squadron (a permanent pilot never counts as a squadron designation pilot). For example, Officer Evax is a Black Squadron pilot while piloting Black 2. A similar definition exists for a gunner and a starship that belongs to a squadron.

*Squadrons  See squadron class starships.

Starship

Type of card indicated by the icon in the upper left corner (refer to Glossary inside cover for all the icons). There are three distinct sub-categories of starship - capital starships, starfighters and squadrons.

A starship must have a pilot aboard to use most of it's game functions (see pilot), and it must have both a pilot and a nav computer aboard to use its hyperspeed (see movement). If a starship is lost or otherwise leaves the table, any cards aboard it are lost. See leaves table.

Starship - movement  See movement.

*Starship - squadrons  See squadron class starships.

Starting interrupts

After both players' starting locations (or objective and objective starting cards) have been deployed, and before Reserve Decks have been shuffled to draw opening hands, each player may play one starting Interrupt. See starting the game.

Both players reveal their starting interrupt simultaneously. If both players choose to use a starting interrupt, the player who goes first in the game must resolve his starting interrupt first, then the opponent must resolve her starting interrupt. The player going second thus has an opportunity to view the cards her opponent has chosen before searching for her own.

For purposes of resolving starting interrupts at the start of the game, the Reserve Deck is considered to be all cards in your deck, excluding your chosen starting interrupt, and any cards already deployed.

*Stealing

A card is stolen when one player is able to take the card from the other player and use it as his own. The opponent may not take ownership of one of your cards unless a card or rule allows it to be stolen (or 'won' in the case of sabacc). For example, an empty landed starfighter cannot be stolen simply by having an opponent's pilot walk up to it.

Stolen cards that are placed in the new owner's Life Force can be activated, used, los, deployed, etc as if it was that player's card. Whenever one of your opponent's cards comes to the top of your Reserve Deck, you must reveal it so that both players can see whether it is an 'insert' card. If it is not, then return it to the top of your Reserve Deck.

At the end of the game, stolen cards count towards their owner's Life Force total. This is different from a card your opponent inserts in your Reserve Deck, which is not considered stolen (and is still your opponent's card). See insert cards.

Stolen cards are returned to their rightful owners at the end of the game.

*Stealing vehicles and starships

Even when a card allows stealing, an opponent's starship or vehicle may not be stolen if the opponent has characters aboard (but a permanent pilot or astromech is not sufficient to prevent theft).

When you steal a vehicle or starship, any cargo aboard it is stolen as well (as long as there are no characters aboard that cargo). If the vehicle or starship has a 'generic' permanent pilot, it is conceptually replaced by a permanent pilot of the opposite side of the Force. However, if it has a unique permanent pilot (or a unique permanent astromech), that permanent pilot or astromech is lost instead. A single capacity slot ("May add 1 pilot" or "May add 1 astromech") is created for each unique permanent pilot or astromech lost. If returned to the original owner, it is restored to its original game text unless that unique persona is in play, in which case that starship capacity slot will remain empty.

*Stealing weapons and devices

A character who has the capability to steal a weapon or device may do so only if that weapon or device says it can be deployed on (or moved by) characters. For example, a character may steal a lightsaber or a Light Repeating Blaster Cannon, but may not steal Proton Torpedoes, a Laser Gate, a Hydroponics Station or the Planet Defender Ion Cannon. The thief does not have to actually be able to use the weapon or device, just carry it.

Cards with deployment restrictions (e.g., Obi-Wan's Lightsaber) may be stolen and carried by any character who is able to steal and carry them, but may be transferred to and used by only those characters who meet the deployment restrictions. See weapons - transferring.

Title

Game text that searches for a word "in the title" of a card cannot be matched if that word is part of another word. If the action depends upon more than one word in the card title then all the search keywords must also be in the same order and without any other words in between.

Transferring

This form of movement is renamed as "moving between docked starships." See movement - unlimited - moving between docked starships.

Transferring captives  See captives - prisoner transfers.

Transport vehicle

A transport vehicle must have a driver to use most of it's functions (see driver), but it may be shuttled or moved between docked starships without a driver aboard.

Undercover spy rules

Certain cards can make your character into an "undercover spy", such as the Effect card Undercover or the Immediate Effect A Gift. To indicate that your spy is Undercover, place it on your opponent's side of the table at the same site. Even if the spy was enclosed, relocate such that it is present at the opponent's side of the site.

Your Undercover spy :

„ has no presence (thus even though present, they do not occupy a location)

„ does not participate in battles (but may still attack and be attacked by creatures).

„ cannot be targeted by an opponent's weapons during battle. Note though an undercover spy may be affected by text that specifies "all cards" or "all characters" because these cards do not "choose" the spy as a target. For example, a spy may be lost to a Thermal Detonator or Concussion Grenade that explodes during a battle. See all cards.

„ cannot move onto a vehicle or starship card (this does not restrict Undercover spies from moving to a vehicle site or starship site).

„ cannot escort captives (a spy who is escorting a captive cannot be sent undercover).

„ move differently to normal characters (see below).

Your undercover spy (even if an undercover spy droid) has the following special capabilities:

„ prevents your opponent from Force draining where present.

„ allows you to deploy to the undercover spies location without presence or Force icons.

Your Undercover spy may use any movement rules (except moving aboard vehicles or starships) available to your characters such as using landspeed and performing Docking Bay Transit, but may only perform these rule-based moves during your opponent's move phase.

If you are moving your undercover spy using your interrupt (such as Elis Helrot or Path Of Least Resistance) or your other game text (such as Cloud City: Upper Plaza Corridor), then this movement occurs as specified on the appropriate card.

Despite being on the opponent's side of a location and moving during your opponent's move phase, your Undercover spy is still your character. Thus, for example, when using docking bay transit or the special movement feature of a hallway or corridor, your undercover spy uses the text on your side of the card. This also means that your opponent's Undercover spy cannot "tag along" when you plays Elis Helrot or Nabrun Leids, who relocates only "your" cards.

During your deploy phase, your Undercover spy may voluntarily "break cover" if at a site. If your spy's "cover is broken," (either voluntarily, or by a card of your opponents)it loses all Undercover-related cards and returns to your side of the table.

If your Undercover spy ceases to be a spy (for example, loses the Plastoid Armor), then all undercover-related cards are lost.

Undercover spies (including U-3PO, TK-422 or Boushh) with canceled game text are still considered to be Undercover and a spy.

Undercover spies do not affect conditions during battle such as being alone (for either side), although it does affect such conditions outside of battle.

Unique and restricted cards

If a card is unique („) or restricted (e.g., „„„), the number of dots restricts the number of copies allowed on table at any given time as well as the number of copies that may be played or deployed each turn (even if one is canceled). Thus, for example, if you deploy „Darth Vader and the opponent plays It Can Wait to send him back to your hand, you may not deploy another copy of „Darth Vader this turn (although you may deploy another card representing the Vader persona if it has a different card title).

Some unique („) cards are available to both sides of the Force (e.g., „Ice Storm). Only one copy of any unique card may be on table at a time, regardless of which side of the Force it is on. For Interrupts, only one copy may be played in a turn.

Some cards have one or more diamond (×) symbols in the card title. The number of diamonds indicates the number of copies that both players together can have on table at any given system. (There is no limitation on the number of systems where such a card may be used.) For example, the ×××Asteroid Field card has three diamonds. Therefore, both players together are limited to a total of three Asteroid Field locations at each planet system.

If a condition that allows a unique or restricted card to legally be on table in excess of its normal on table limit is later removed, then all extra copies of that card are placed in the owner's Used Pile (owner's choice as to which copies are removed).

For example, the character card Kalit allows multiple copies of Jawa Siesta to be on table at once. If Kalit is lost (or has his game text canceled, or is missing, etc), with three Jawa Siestas on table, they are returned to being unique (as Kalit's game text is continuous only while he is on table). The owner of the Jawa Siestas then decides which two copies of Jawa Siesta to place in the owner's Used Pile.

It should be noted that this rule does not affect the jurisdiction of Tournament Directors in the handling of illegal misplays. See cancel - duration, personas.

Vehicle - movement  See movement.

Verification

Whenever a card or rule allows you to take a card from a deck or pile, and there are any criteria for what kind of card you may take, you must reveal that card after it is obtained. However, when allowed to take "any card" you do not have to reveal the card chosen, unless you retrieve that card from your Lost Pile. If there are two or more target cards to choose from, you may look at all of the possible candidates before choosing. Replace the deck or pile without shuffling, unless otherwise instructed.

If you perform such a search and do not find a proper card, your opponent may look through the same deck or pile (before the reshuffle, if any) to verify that any applicable card you searched for was not there.

In addition, when the card or card type you searched for was not found and your opponent has verified this, you may not use that card, or a card of the same name, to search or look through the same deck or pile again this turn.

Weapons - automated

Most automated weapons specify when they may be 'fired' (or when they 'explode') within their game text. If an automated weapon does not specify this, then it may be fired during battle like any other weapon. Because they are 'automated,' you do not need a character present to use them.

Cards that allow you to fire a weapon outside of the battle phase (for example Sniper, Sorry About The Mess, Blasted Droid or Suppressive Fire) may only be used to 'fire' an automated weapon that contains no other specific timing for its firing action. Thus you may not use Sniper to 'fire' a seeker, a mine or an Explosive Charge, but it may be used to fire a Laser Projector.

Weapons - deploying and carrying

Each weapon (and device) specifies who or what it may be deployed on and what the deploy cost is (if any). Although many character weapons specify that they deploy only on warriors, other character weapons deploy on bounty hunters, Jawas, Han etc. and thus do not require a warrior. You may not deploy weapons or devices on your opponent's characters (unless specifically allowed to by the card itself).

You may deploy as many weapons and devices as you like on your character, vehicle or starship - even duplicates, but you are restricted as to how many weapons can be used in battle. See weapons - firing.

Some characters, such as Kabe and RA-7, have game text that allows them to carry weapons that they cannot use.

Weapons - firing (using)

'Firing' is a general term that applies to the act of targeting any weapon, including lightsabers, axes etc.

Unless specified otherwise, each character, vehicle or starfighter may use only one weapon and one device per turn. Capital starships may use any number of weapons and devices per turn. Any single weapon may only be fired once per battle and once per attack (see below).

Although starship, vehicle and artillery weapons may require a pilot, driver or a character present or 'aboard' in order to be fired, firing such a weapon does not count as "using a weapon" for that character (although it does count as weapon use for the vehicle or starship involved). Thus a Biker Scout piloting a Speeder Bike may fire the Speeder Bike Cannon and his character weapon in the same battle.

A weapon or device providing a continuous modifier (e.g., Tatooine Utility Belt, a lightsaber's "Add to Force drain" text) does not count as 'using' that weapon or device.

Weapons fire:

„ only during a battle (or when you are attacking a creature);

„ only at a target which is present with the weapon.

„ only at your opponent's cards.

„ no more than once per battle or attack.

The exceptions to these rules are:

„ some cards allow you to fire a weapon when not in battle. See weapons - firing outside of the battle phase.

„ some weapons (and some game text) allow you to target something at a different location (not present with the weapon). In this case, both the weapon and target must be present at their respective locations (that is, neither can be enclosed). See long-range weapons.

„ some weapons can fire more than once per battle or attack. See fire repeatedly.

„ most automated weapons such as seekers and mines target cards as specified on the cards, rather than during a battle or attack. See weapons - automated.

Weapons - firing outside of the battle phase

Some interrupts (such as Sniper) or character game text (such as the Weequay Marksman) allow you to fire a weapon outside of the battle phase. When firing a weapon in this way:

„ The normal requirement for the weapon's target to be participating in a battle or attack does not apply.

„ A weapon that targets characters may target an Undercover spy.

„ A long-range weapon may use its full range.

„ A weapon that can fire repeatedly may do so, but if the Interrupt or game text allows the weapon to "fire for free", only the first shot taken with a repeating weapon is free - all other shots are at normal use of Force.

The phrase "Any 'hit' targets are immediately lost" applies only to weapons which actually 'hit' targets. Other weapons have their normal result. See hit.

With

Unless specifically noted otherwise, any battle destiny modifier (or battle destiny canceler) that is dependent on two or more characters being "with" each other cannot be initiated unless all of those characters are participating in the battle.

RETOUR

SECTION THREE: INDEX OF CARD ENTRIES

4-LOM Glossary

4-LOM's Concussion Rifle Glossary

8D8 CRD

A Bright Center To The Universe CRD

Ability, Ability, Ability CRD

Abyss Glossary

Access Denied Glossary

Admiral Motti Glossary

Admiral Ozzel CRD

Advosze Glossary

Affect Mind Glossary

Aim High CRD

All Power To Weapons CRD

All Wrapped Up CRD

All Too Easy Glossary

Alter Glossary

Alternatives To Fighting Glossary

Ambush Glossary

Anakin's Lightsaber Glossary

A New Secret Base CRD

Anoat (Dark Side) Glossary

Antipersonnel Laser Cannon Glossary

Arcona Glossary

Arleil Schous Glossary

Armed And Dangerous Glossary

Artoo Glossary

ASP-707 (Ayesspee) CRD

Assault Rifle Glossary

Asteroid Sanctuary Glossary

Astromech Shortage Glossary

AT-AT Cannon Glossary

Atgar Laser Cannon Glossary

Atmospheric Assault Glossary

Attack Run CRD

Bacta Tank Glossary

Baniss Keeg Glossary

Beggar Glossary

Ben Kenobi CRD

Beru Lars Glossary

Beru Stew Glossary

Besieged Glossary

Bespin: Cloud City Glossary

Bespin Motors Void Spider THX 1138 Glossary

Biggs Darklighter Glossary

Biker Scout Trooper CRD

Bionic Hand Glossary

Blast The Door, Kid! CRD

Blasted Droid CRD

Blaster Glossary

Blaster Proficiency Glossary

Blaster Rack Glossary

Blaster Rifle Glossary

Blaster Scope Glossary

Blizzard 1 Glossary

Blizzard 2 Glossary

Blizzard Scout 1 Glossary

Blizzard Walker Glossary

Boba Fett (Cloud City) Glossary

Boba Fett (Special Edition) Glossary

Boba Fett's Blaster Rifle Glossary

Bog-wing CRD

Bombing Run CRD

Boosted TIE Cannon Glossary

BoShek Glossary

Bossk Glossary

Bossk's Mortar Gun CRD

Bossk With Mortar Gun CRD

Bounty Glossary

Bowcaster Glossary

Brainiac Glossary

Bubo CRD

C-3PO (See-Threepio) Glossary

Cane Adiss CRD

Cantina Brawl Glossary

Captain Han Solo Glossary

Captain Khurgee Glossary

Captain Lennox Glossary

Captain Needa Glossary

Captain Piett Glossary

Captive Fury CRD

Carbon Chamber Testing / My Favorite Decoration CRD

Carbonite Chamber Console Glossary

Careful Planning CRD

Chall Bekan Glossary

Charming To The Last Glossary

Chasm Glossary

Chewbacca CRD

Chief Bast Glossary

Chief Retwin Glossary

Civil Disorder CRD

Clak'dor VII Glossary

Cloud City Blaster Glossary

Cloud City Sabacc Glossary

Clouds Glossary

Collision! Glossary

Colonel Wullf Yularen Glossary

Combat Readiness CRD

Combat Response CRD

Combined Attack Glossary

Come With Me Glossary

Comm Chief Glossary

Commander Brandei Glossary

Commander Desanne Glossary

Commander Luke Skywalker Glossary

Commander Nemet Glossary

Commander Praji Glossary

Commander Vanden Willard Glossary

Commence Recharging Glossary

Computer Interface Glossary

Concussion Grenade Glossary

Conquest Glossary

Corellia Glossary

Corporal Drazin CRD

Counter Assault CRD

Counterattack CRD

Courage Of A Skywalker CRD

Court Of The Vile Gangster / I Shall Enjoy Watching You Die CRD

Crash Landing Glossary

Crash Site Memorial Glossary

Cyborg Construct Glossary

Dack Ralter Glossary

Dagobah Glossary

Dagobah: Bog Clearing Glossary

Dagobah: Swamp CRD

Dannik Jerriko Glossary

Dantooine Base Operations / More Dangerous Than You Realize CRD

Dantooine (Dark Side) Glossary

Danz Borin Glossary

Dark Forces Glossary

Dark Hours CRD

Dark Jedi Lightsaber Glossary

Dark Jedi Presence Glossary

Dark Strike Glossary

Darklighter Spin CRD

Darth Vader CRD

Daughter Of Skywalker CRD

Deactivate The Shield Generator CRD

Death Squadron Glossary

Death Star Assault Squadron CRD & Glossary

Death Star (Dark Side) Glossary

Death Star: Docking Control Room 327 Glossary

Death Star: Level 6 Core Shaft Corridor Glossary

Death Star Tractor Beam Glossary

Debris Zone CRD

Defel Glossary

Dejarik Hologameboard CRD

Demotion Glossary

Dengar Glossary

Dengar's Blaster Carbine Glossary

Dengar's Modified Riot Gun Glossary

Derek 'Hobbie' Klivian Glossary

Descent Into The Dark CRD

Devaronian Glossary

Direct Hit Glossary

Disarmed Glossary

Dodge Glossary

Don't Get Cocky Glossary

Don't Tread On Me CRD

Don't Underestimate Our Chances Glossary

Double Back Glossary

Double Agent Glossary

Double Laser Cannon Glossary

Dr. Evazan Glossary

Dreadnaught-Class Heavy Cruiser Glossary

Dresselian Commando CRD

Droid Detector CRD

Droid Merchant CRD

Droid Shutdown Glossary

DS-61-2 Glossary

DS-61-3 Glossary

DS-61-4 Glossary

Dual Laser Cannon Glossary

Dutch Glossary

E Chu Ta Glossary

Echo Base Trooper Glossary

Echo Trooper Backpack Glossary

Effective Repairs CRD

EG-4 (Eegee-Four) Glossary

EG-6 (Eegee-Six) Glossary

Egregious Pilot Error Glossary

Eject! Eject! Glossary

Electrobinoculars Glossary

Elis Helrot Glossary

Ellorrs Madak Glossary

Emergency Deployment Glossary

Emperor Palpatine CRD

End This Destructive Conflict Glossary

Endor Operations / Imperial Outpost CRD

Enhanced TIE Laser Cannon Glossary

Epic Duel Glossary

Escape Pod Glossary

EV-9D9 Glossary

Evacuate? Glossary

Evacuation Control Glossary

Evader CRD

E-web Blaster Glossary

Expand The Empire CRD

Eyes In The Dark Glossary

Fall Back! Glossary

Fallen Portal CRD

Fear Will Keep Them In Line Glossary

Feltipern Trevagg CRD

Field Promotion Glossary

Fire Extinguisher Glossary

Flagship Glossary

Floating Refinery CRD

Focused Attack CRD

For Luck Glossary

Force Field CRD

Forced Landing CRD

Fozec Glossary

Frozen Assets Glossary

Frozen Dinner Glossary

Frustration Glossary

Full Scale Alert Glossary

Full Throttle Glossary

Fusion Generator Supply Tanks Glossary

Gaderffii Stick Glossary

Gailid Glossary

Gamorrean Ax Glossary

Garouf Lafoe Glossary

General Dodonna Glossary

General Solo CRD

General Veers Glossary

Ghhhk Glossary

Glancing Blow Glossary

Golan Laser Battery Glossary

Gold 2 Glossary

Gold Leader in Gold 1 Glossary

Grand Moff Tarkin Glossary

Grappling Hook Glossary

Gravel Storm Glossary

Gravity Shadow CRD

Great Warrior CRD

Grondorn Muse CRD

Grimtaash Glossary

Han Seeker CRD

Han Solo Glossary

Han's Heavy Blaster Pistol Glossary

He Hasn't Come Back Yet Glossary

He Is Not Ready CRD

Hear Me Baby, Hold Together Glossary

Here We Go Again CRD

Het Nkik Glossary

Hidden Base / Systems Will Slip Through your Fingers CRD

Hiding In The Garbage Glossary

High Anxiety Glossary

Higher Ground Glossary

Hindsight Glossary

H'nemthe Glossary

Holonet Transmission CRD

Hoth: Main Power Generators Glossary

Houjix Glossary

Human Shield Glossary

Hunt Down And Destroy The Jedi / Their Fire Has Gone Out Of The Universe CRD

Hydroponics Station CRD

Hyper Escape Glossary

Hyperoute Navigation Chart Glossary

Hypo CRD & Glossary

I Find Your Lack Of Faith Disturbing Glossary

I Have A Bad Feeling About This Glossary

I Have A Very Bad Feeling About This Glossary

I Thought They Smelled Bad On The Outside Glossary

Ice Storm Glossary

I'd Just As Soon Kiss A Wookiee CRD & Glossary

IG-2000 Glossary

IG-88 Glossary

IG-88 In IG-2000 CRD

IG-88 With Riot Gun CRD

IG-88's Neural Inhibitor Glossary

IG-88's Pulse Cannon Glossary

I'm Here To Rescue You Glossary

I'm On The Leader Glossary

Imperial Barrier Glossary

Imperial Blaster Glossary

Imperial Decree CRD

Imperial Gunner Glossary

Imperial Helmsman Glossary

Imperial Holotable CRD

Imperial Justice CRD

Imperial Pilot Glossary

Imperial Reinforcements CRD

Imperial Squad Leader Glossary

Imperial Trooper Guard Glossary

Inconsequential Losses CRD

Infantry Mine Glossary

Informant Glossary

Innocent Scoundrel CRD

Ion Cannon Glossary

It Can Wait CRD

IT-O (Eyetee-Oh) Glossary

It's Worse CRD

I've Got A Bad Feeling About This Glossary

I've Got A Problem Here Glossary

I've Lost Artoo! Glossary

Jabba The Hutt CRD

Jabba's Sail Barge Glossary

Jawa Blaster Glossary

Jawa Ion Gun Glossary

Jedi Lightsaber Glossary

Jedi Presence CRD

Jek Porkins Glossary

Jeroen Webb Glossary

Jodo Kast CRD

Joh Yowza CRD

K'lor'slug Glossary

K-3PO (Kay-Threepio) Glossary

Kabe Glossary

Kal'Falnl C'ndros CRD

Kashyyyk (Light Side) Glossary

Kessel CRD

Kessel Run CRD

Kiffex (Dark Side) Glossary

Kintan Strider Glossary

Kithaba Glossary

Knowledge And Defense CRD

Landing Claw CRD & Glossary

Lando Calrissian (Dark Side) Glossary

Lando Calrissian (Light Side) Glossary

Laser Gate Glossary

Laser Projector Glossary

Lateral Damage Glossary

Leesub Sirln Glossary

Legendary Starfighter CRD

Leia Organa Glossary

Leia Seeker CRD

Leia's Sporting Blaster Glossary

Leslomy Tacema Glossary

Let The Wookiee Win Glossary

Lieutenant Cabbel Glossary

Lieutenant Sheckil Glossary

Lieutenant Tanbris Glossary

Lift Tube Glossary

Light Repeating Blaster Rifle Glossary

Lightsaber Proficiency Glossary

Limited Resources Glossary

LIN-V8K (Elleyein-Veeatekay) Glossary

LIN-V8M (Elleyein-Veeateemm) Glossary

Lirin Car'n Glossary

Lobot (Light Side) Glossary

Lone Pilot Glossary

Lone Rogue CRD

Lone Warrior Glossary

Lt. Pol Treidum Glossary

Lucky Shot Glossary

Luke Seeker CRD

Luke Skywalker Glossary

Luke's Blaster Pistol Glossary

Luke's Cape Glossary

Luke's Hunting Rifle Glossary

Luke's X-34 Landspeeder Glossary

Magnetic Suction Tube CRD

Main Course CRD

Major Bren Derlin Glossary

Major Marquand CRD

Mantellian Savrip CRD

Mara Jade, The Emperor's Hand CRD

Massassi Base Operations / One In A Million CRD

Master Luke CRD

Medium Repeating Blaster Cannon Glossary

Merc Sunlet Glossary

Meteor Impact? CRD

M'iiyoom Onith Glossary

Mind What You Have Learned / Save You It Can CRD

Mobquet A-1 Deluxe Floater Glossary

Molator Glossary

Momaw Nadon Glossary

Moment Of Triumph Glossary

Monnok Glossary

Mos Eisley Blaster Glossary

Mosep Glossary

Motti Seeker CRD

Mournful Roar Glossary

Mynock CRD

Myo Glossary

Nabrun Leids Glossary

Nebulon-B Frigate CRD

Ng'ok Glossary

Nightfall Glossary

Noble Sacrifice Glossary

NOOOOOOOOOOOO! Glossary

Obi-Wan Kenobi CRD

Obi-Wan's Cape Glossary

Obi-Wan's Lightsaber Glossary

Observation Holocam Glossary

Obsidian Squadron TIE Glossary

Officer Evax Glossary

Oh, Switch Off Glossary

Old Ben Glossary

One More Pass Glossary

One-Arm CRD

Oo-ta Goo-ta, Solo? Glossary

Orbital Mines Glossary

Ord Mantell (Light Side) Glossary

Organa's Ceremonial Necklace Glossary

Organized Attack CRD

Our Most Desperate Hour CRD

Out Of Nowhere Glossary

Overload CRD

Overwhelmed CRD

Owen Lars Glossary

Palejo Reshad Glossary

Panic Glossary

Perimeter Patrol CRD

Planet Defender Ion Cannon Glossary

Ponda Baba Glossary

Pops Glossary

Portable Fusion Generator Glossary

Power Harpoon Glossary

Power Pivot CRD

Precise Attack Glossary

Presence Of The Force Glossary

Pride Of The Empire CRD

Princess Leia Glossary

Princess Leia Organa Glossary

Probe Antennae Glossary

Probe Droid Glossary

Probe Droid Laser Glossary

Program Trap Glossary

Proton Bombs CRD

Proton Torpedoes Glossary

Pucumir Thryss Glossary

Punishing One Glossary

Put That Down CRD

Quad Laser Cannon Glossary

Quiet Mining Colony / Independent Operation CRD

R2-D2 (Artoo-Detoo) Glossary

R2-Q2 (Artoo-Kyootoo) Glossary

R-3PO (Ar-Threepio) Glossary

R3-T6 (Arthree-Teesix) CRD

R4-E1 (Arfour-Eeone) Glossary

R4-M9 (Arfour-Emmnine) Glossary

R5-A2 (Arfive-Aytoo) Glossary

R5-D4 (Arfive-Defour) Glossary

RA-7 (Aray-Seven) Glossary

Rayc Ryjerd Glossary

Rebel Barrier Glossary

Rebel Commander CRD

Rebel Flight Suit Glossary

Rebel Guard Glossary

Rebel Pilot Glossary

Rebel Planners Glossary

Rebel Scout Glossary

Rebel Squad Leader Glossary

Rebel Strike Team / Garrison Destroyed CRD

Rebel Tech Glossary

Rectenna Glossary

Red Leader Glossary

Red Leader In Red 1 Glossary

Red Squadron X-wing Glossary

Redemption Glossary

Remote Glossary

Report To Lord Vader CRD

Reserve Pilot Glossary

Res Luk Ra'auf Glossary

Rescue The Princess / Sometimes I Amaze Even Myself CRD

Responsibility Of Command Glossary

Restraining Bolt Glossary

Restricted Access Glossary

Retract The Bridge Glossary

Revolution Glossary

Rodian Glossary

Rogue 2 Glossary

Rogue Bantha Glossary

Rogue Gunner Glossary

Romas "Lock" Navander Glossary

Rycar's Run Glossary

Sabotage Glossary

Sandcrawler Glossary

Sandcrawler: Droid Junkheap Glossary

Sandcrawler: Loading Bay Glossary

Scum and Villainy CRD

Secret Plans CRD

Self-Destruct Mechanism Glossary

Sense Glossary

Sergeant Major Bursk CRD

Sergeant Major Enfield CRD

Sergeant Narthax CRD

Sergeant Torent CRD

Set Your Course For Alderaan / The Ultimate Power In The Universe CRD

Shawn Valdez Glossary

Shocking Information CRD

Shocking Revelation CRD

Shot In The Dark CRD

Sienar Fleet Systems CRD

Skiff Glossary

Slip Sliding Away CRD

Sneak Attack CRD

Sniper CRD

Snowtrooper Glossary

Solo Han Glossary

Solomahal Glossary

Son Of Skywalker Glossary

SoroSuub V-35 Landspeeder Glossary

Sorry About The Mess CRD

Spaceport City CRD

Spaceport Docking Bay CRD

Spaceport Prefect's Office CRD

Spaceport Speeders CRD

Spaceport Street CRD

Special Delivery CRD

Spice Mines of Kessel Glossary

Squadron Assignments CRD

Staging Areas CRD

Stalker Glossary

Star Destroyer: Launch Bay CRD

Stay Sharp! CRD

Stormtrooper Backpack Glossary

Stunning Leader CRD

Sunsdown Glossary

Superficial Damage CRD

Superlaser Glossary

Suppressive Fire CRD

Surface Defense CRD

Surface Defense Cannon Glossary

Surprise Glossary

Surprise Assault Glossary

SW-4 Ion Cannon Glossary

Swilla Corey Glossary

Tagge Seeker CRD

Take The Initiative CRD

Takeel Glossary

Tallon Roll Glossary

Talz Glossary

Tamizander Rey Glossary

Tamtel Skreej Glossary

Tantive IV Glossary

Targeting Computer Glossary

Tarkin Seeker CRD

Tatooine: Desert Glossary

Tatooine: Jabba's Palace CRD

Tatooine: Lars' Moisture Farm (Light Side) Glossary

Tauntaun Glossary

Tauntaun Handler Glossary

Taym Dren-garen CRD

Tech Mo'r Glossary

Tedn Dahai Glossary

Tentacle Glossary

Thank The Maker Glossary

That's It, The Rebels Are There! Glossary

That's One CRD

The Circle Is Now Complete Glossary

The Empire's Back Glossary

The First Transport Is Away! CRD

The Planet That It's Farthest From CRD

The Signal CRD

There'll Be Hell To Pay Glossary

The Shield Doors Must Be Closed CRD

This Deal Is Getting Worse All The Time / Pray I Don't Alter It Any Further CRD

This Is All Your Fault Glossary

This Is Just Wrong Glossary

Thul Fain Glossary

TIE Avenger Glossary

TIE Bomber CRD

TIE Vanguard Glossary

Tight Squeeze Glossary

Tigran Jamiro Glossary

Timer Mine Glossary

Tiree Glossary

Tonnika Sisters Glossary

Toryn Farr Glossary

Tractor Beam Glossary

Trample CRD

Transmission Terminated Glossary

Treva Horme Glossary

Trooper Davin Felth Glossary

Trooper Jerrol Blendin CRD

Turbolaser Battery Glossary

Tusken Raider CRD

Twi'lek Advisor CRD

Tzizvvt Glossary

U-3PO (Yoo-Threepio) CRD & Glossary

Ubrikkian 9000 Z001 Glossary

Under Attack Glossary

Undercover CRD

Unfriendly Fire CRD

URoRRuR'R'R Glossary

URoRRuR'R'R's Hunting Rifle Glossary

Vader's Lightsaber Glossary

Vader's Obsession Glossary

Vehicle Mine Glossary

Vine Snake CRD

Vul Tazaene Glossary

Walker Barrage Glossary

Wall Of Fire Glossary

Warrant Officer M'Kae Glossary

Warrior's Courage Glossary

We Have A Prisoner CRD

Weather Vane Glossary

WED-1016 'Techie' Droid Glossary

WED-9-M1 'Bantha' Droid Glossary

WED15-I662 'Treadwell' Droid Glossary

Wedge Antilles Glossary

Weequay Marksman CRD

Well-earned Command CRD

We're Doomed Glossary

We're The Bait CRD

Wes Janson Glossary

WHAAAAAAAAAOOOOW! CRD

What're You Tryin' To Push On Us? Glossary

Wiorkettle Glossary

Wioslea Glossary

Wooof Glossary

Wuher Glossary

Wyron Serper Glossary

Yerka Mig Glossary

You Can Either Profit By This... / Or Be Destroyed CRD

Yoda CRD

You Overestimate Their Chances Glossary

Your Eyes Can Deceive You Glossary

Zev Senesca Glossary

Zuckuss Glossary

Zuckuss' Snare Rifle Glossary

RETOUR

SECTION FOUR: CHARACTERISTICS

The following listing shows which keyword(s) are characteristics, and what card category they are applicable to. Refer to the CRD entry "characteristics" for further description. Note also, that the "non-" of any characteristic may also be referenced.

admiral Character

biker scout trooper Character

blaster rifle Weapon (or permanent weapon)

blaster Weapon (or permanent weapon)

bomber Starship

bounty hunter Character

cannon Weapon

Cloud City trooper Character

commander Character

Death Star trooper Character

dejarik Interrupt or Effect

Echo Base trooper Character

enclosed (all starships arre considered to be enclosed) Starship

enclosed Vehicle

gambler Character

gangster Character

gender (male, female) Character

general Character

gunner Character

hologram Interrupt or Effect

Imperial (starship) Starship

information broker Character

ion cannon Weapon

ISB agent (see objective ISB Operations / Empire's Sinister Agents) Character

laser cannon battery Weapon

laser cannon Weapon

leader Character

lightsaber Weapon (or permanent weapon)

miner (gas miner, Tibanna Gas miner) Character

missile Weapon

moff Character

musician Character

operative (see Glossary definition) Character

proton torpedoes Weapon

race (Jawa, Tusken Raider, Wookiee, Corellian, Ewok, Ugnaught, Abyssin, etc) Character

Rebel (starship) Starship

rebel trooper Character

renegade planet (see Objective Local Uprising / Liberation) Location

rifle Weapon (or permanent weapon)

r-unit (see Glossary definition) Character

sandtrooper Character

scout Character

ship-docking capability Starship

smuggler Character

snowtrooper Character

spy Character

squadron designations (refer to CRD entry) Character, Starship, Vehicle

stormtrooper Character

subjugated planet (see Objective Local Uprising / Liberation) Location

tax collector Character

thief Character

trooper guard Character

trooper Character

turbolaser battery Weapon

The following card attributes may also be referenced by game text.

„ card back (Light Side, Dark Side)

„ card category (character, weapon, starship, Admiral's Order, location etc).

„ card type (same as card category, except for characters which are alien, Imperial, Rebel, and droid and locations which are system, sites and sectors)

„ card subtype (jedi, dark jedi master, astromech, artillery, TIE, TIE/ln, X-Wing, bantha, AT-ST, cloud car, freighter, lambda shuttle, maintenance droid, asteroid sector, etc)

„ icons (pilot, permanent weapon, force icons, scomp link, exterior, expansion set etc )

„ unique or restricted (found in card title)

„ statistics (destiny, deploy, power, ability, forfeit, parsec number etc)

„ card state (missing, undercover, captured, just lost, just forfeited etc).

The information in this document is copyrighted by Decipher Inc. 2000; however, it can be freely disseminated online or by traditional publishing means as long as it is not altered and this copyright notice is attached.

(c) Lucasfilm Ltd & TM. All rights reserved. Used under authorization.

TM, (r) & (c) 2000 Decipher Inc. All rights reserved.

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