STAR WARS:
CUSTOMIZED CARD GAME

CLOUD CITY RULES


Cloud City Location Deployment Rules

Cloud City floats in the atmosphere of the planet Bespin, creating a special relationship between the planet and the city's sites. 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

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The first docking bay site (either East Platform or Platform 327) is placed between the interior sites 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 Cloud City sites. (And yes, you can use docking bay transit to go from one platform to the other!)

Clouds and Bespin: Cloud City

These two locations are both cloud sectors (a new type of sector location). Cloud sectors are placed between a planet system and its sites, and represent various "altitudes" of airspace above the planet's surface. To clarify the similarities and differences between cloud sectors and asteroid sectors, the rules for sectors have been reorganized and expanded (superseding those in the DagobahRules Supplement).

Revised Sector Rules

All sectors share the following features:

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Sectors which deploy only to one particular system (e.g., Bespin: Cloud City) may deploy even if that system location is not on table. However, sectors which deploy to anyplanet system (e.g., Clouds, Asteroid Field, Big One) may deploy only where a system location is already on table. At sector locations, you may make any applicable 'reacts' and any applicable unlimited moves. In addition, certain regular movesare allowed at sectors, depending on the sector type; these are defined below.

Asteroid Sectors- Capital starships and starfighters may deploy, battle and move at asteroid sectors. (Cloud cars may not.) Three types of regular moves are allowed:

Cloud Sectors- Starfighters and cloud cars may deploy, battle and move at cloud sectors. (Capital starships, except those that deploy and move like a starfighter, may not.) Three types of regular moves are allowed:

Cloud sectors effectively increase the cost of landing, taking off and shuttling:

Cloud sectors are related to the planet system where they are deployed and to that planet's sites. If the planet is "blown away," cloud sectors there are destroyed (lost).

Revised Capturing Rules

The A New Hope rules supplement introduced an elementary form of capturing characters, which we expected to enhance after the appearance of bounty hunters. Accordingly, the capturing rules are now expanded to add strategy, realism and fun. As the Dark Side player, you have new ways to capture characters and new ways to benefit from doing so (e.g., using cards such as Vader's Bounty, Carbon-Freezing, We're The Bait and Aiiii! Aaa! Agggggggggg!).

Capturing no longer requires you to have the Death Star: Detention Block Corridor on table (and even when you do, captured characters are no longer automatically relocated there). Instead, your bounty hunters and warriors typically capture Light Side characters using cards like Zuckuss' Snare Rifle and We Have A Prisoner, then escort those captives to various locations (such as a prison). Three sites are now defined as prisons:

Whenever a rule or card says that characters are captured, you have three options:

Once you have seized or imprisoned a character, you may not voluntarily release that character

Escorting

Each of your bounty hunters or warriors who has taken a captive into custody becomes that captive's escort. The captive moves along with the escort automatically (at no additional use of the Force), and occupies capacity aboard vehicles and starships. Unless otherwise specified, a character may escort only one captive at a time.

During your move phase, you may perform prisoner transfers (unlimited moves) with your captives as follows:

Unless specifically allowed by a card, an escort may not transfer its captive to another bounty hunter or warrior (although, at a prison, this can be accomplished via prisoner transfers).

If an escort is lost or otherwise removed from play, the escorted captive is released. If this occurs at any site, the released character remains at that site, returning to the Light Side of the table. Otherwise, the released character escapes to the Light Side player's Used Pile.

'Frozen'

This term refers to a captive you have encased in carbonite (via either of the new Dark Side cards Carbon-Freezing or All Too Easy). A 'frozen' captive has no power, ability or landspeed, and may not be targeted except by cards that release captives and cards that specifically target 'frozen' captives.

A 'frozen' captive may be left unattended at any site or aboard a vehicle or starship, either voluntarily (as an unlimited move during your move phase) or because the escort was lost or otherwise removed from play. In any case, the unattended captive remains on the Dark Side of the table.

An unattended captive

A 'frozen' captive held in a prison is not considered unattended.

Lando Calrissian

Lando has the unusual distinction of being the only unique character in the game with both Light Side and Dark Side versions. Accordingly, some cards target "your Lando," others target "opponent's Lando" and still others target "any Lando." Because Lando is unique, only one player may have him on table at a time.

As the Dark Side player, you can exploit Dark Side Lando in many powerful ways. However, he has a weakness. "He's got no love for the Empire" and thus is vulnerable to being replaced by Light Side Lando during your opponent's deploy phase. (Deployment restrictions do not apply, but otherwise this conversion follows the rules for persona replacement: any cards deployed on or targeting Lando transfer to the Light Side version, if applicable, and Dark Side Lando goes to the Lost Pile).

When any Lando is placed out of play, the persona rule prevents any other Lando from coming into play for the remainder of the game.

Crossing Over

Crossing occurs when a character conceptually "gives in" to the opposite side of the Force. When you use a card such as Epic Duel or Double Agent to cause 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).

A character who crosses to your side conceptually takes on a new identity, just as Anakin Skywalker gave in to the Dark Side and became Darth Vader. Your opponent may not deploy any more copies of that persona for the rest of the game. Also, any cards which affect that character by name do not apply (immediately lose any such cards deployed on or targeting the character at the moment of crossing over).

For example, if Luke loses an Epic Duel and crosses over to the Dark Side, cards such as Don't Get Cocky and Run Luke, Run! no longer work because the name "Luke Skywalker" no longer has any meaning for him. Also - like his father before him - he will abandon Anakin's Lightsaber because it works only on a Skywalker. However, he could still use Luke's Blaster Pistol because it works on any warrior.

"Matching weapon"

If a weapon specifically names one or more characters in its game text, then it is a "matching weapon" for those characters. (In addition, Anakin's Lightsaber is considered to be a matching weapon for any Skywalker... Luke, Leia or Anakin.)

Hindsight

Hold this card in front of a mirror and "through the Force things you will see."

Sabacc

In the Star Wars universe, sabacc is a high-stakes card game commonly played by gamblers, cutthroats and other rough characters. Many different variants exist throughout the galaxy. The Star Wars Customizable Card Game allows you and your opponent to play sabacc as a "side game" by using special interrupt cards (Cloud City Sabacc in this expansion set; other variants in future expansions). The following rules apply to all sabacc variants.

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The object of the game is to draw two to six sabacc cards which have a total value as close to 11 as possible (without going over). To initiate sabacc, you must target one of your characters that meets the requirements on the sabacc interrupt (it is not necessary for an opposing character to be present; conceptually, your character can play against an unseen adversary). Your opponent may also target one of his characters if he has one who meets the requirements. For example, in Cloud City Sabacc, targeting a gambler can be helpful to either player.

Both players temporarily set aside their regular hands while playing sabacc.

Playing sabacc - Each player draws the top two cards from his Reserve Deck (sabacc cannot be initiated unless this is possible). Players may then choose to draw additional cards. Beginning with your opponent, each player in turn may either draw a card or "pass." (A player must pass if he has no cards remaining in his Reserve Deck or if he already has six cards in his sabacc hand.) After a player passes, that player may not draw any more sabacc cards.

Each card's value is equal to its destiny number, except for wild cards and clone cards:

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Players choose the values of their wild cards and clone cards (if any), then reveal their entire sabacc hands to determine the winner.

The loser must give up one sabacc card as follows:

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All remaining sabacc cards are then placed in their owners' Used Piles and regular gameplay resumes.

Perfect sabacc - If a player's first two sabacc cards total exactly 11 (with no wild cards or clone cards), that player announces "sabacc!" and immediately wins double: the loser must give up each of his two sabacc cards (stakes to the winner's Used Pile; others to the loser's Lost Pile). If both players have a perfect sabacc, the game is a draw.

New Rules - To create more realistic and balanced gameplay, the following new rules apply (superseding previous rules and supplements wherever applicable).


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